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Yup.... everything I would normally expect to see is there. Just missing the patron spells for some reason.


Just in the "Familiar's Spell" tab. Appearing as any other spell would in your spell book?

Maybe I need to re-install or something


Yes... Int is plenty.


6th... sorry, should of said that. However, my level 2 and 4 patron spells are also not on my spell lists.


That is what I thought. The patron spells are simply not there for me. I just made 6th level with an Agility patron so I should have Haste as an option to memorize as a third level spell and it is not anywhere in my familiar spells. When I look on the "?" next to my patron selection I do so the list of available spells but they are not in my familiar (spellbook).


I understand they are selected for me. Will they be spells on my spell list I memorize like any other spell or are they like a domain ability?

I cannot find them on a spell list to memorize. Perhaps I don't understand and am looking for the wrong thing?


I understand. You mean the "Familiar's Spells" tab right under the special abilities correct? Are they in a special place there or just listed as another available spell?

That is the first place I looked and I am not seeing them. Odds are I am not looking for the correct thing?


I cannot find the Witch Patron spells in Hero Lab. They are not on my familiar list or selectable anywhere that I can find in Hero Lab.

Anyone else have this problem? Where should I have the ability to select patron spells?


I am a 6th level priest who can cast animate dead. For this purpose let's assume I always cast Desecrate before creating undead.

My base limit is 12HD but if created in the effect of desecrate the limit it doubled to 24 HD.

As I understand it, the total max I can control is 12HD despite being able to create up to a 24HD undead in a single casting using desecrate.

I have the capacity to create a Bloody Hill Giant Skeleton(10HD base, x2 with the Bloody Template)but I could not control a second Bloody Hill Giant Skeleton because that woudl exceed my 12 HD control limit.


Thanks!


Would a Hill Giant Skeleton created with the Animate Dead spell retain the "Rock Throwning" special ability?


IF I use Animate Dead on a Dire Wolf, if I understand the spell correctly, the animated Wolf Skeleton WOULD NOT still have a 'trip' on it's primary attack. Is this correct or does the wolf retain the 'trip'?

Related, if I animate a human skeleton can I get it a long speak and tell it to attack from reach using the weapon? I get the impression they would follow that order but would like another opinion or someone who knows for sure =)

Final question, if I used Animate Dead on a 10th level fighter we just killed it just comes back as a 1HD skeleton and not a 10HD skeleton correct? I believe when the rules say "loses all class levels" that was the intent?

Thanks!


To add a bit to the confusion....

If the readied action kills the orge when it moves into range for the bull rush does the bull rush attack still occur?

I was under the assumption that is the ogre was attempting to bull rush (which is part of a charge action) and was killed by the AOO the bull rush attack still occurs and the PC could be pushed back. Is that incorrect?

Sorry for the questions. This is a real weak spot in my game knowledge.


A player readies an action of "When that ogre (which he can see) runs up to me I am going to hit it".

The ogre in question tries to bull rush the player, which provokes an attack of opportunity.

Would the player take their attack of oportunity immeditaly followed by an attack from their readied action?


Bill Dunn wrote:
blackbloodtroll wrote:


It is a fool's errand to overtly apply "logic" to a fantasy game, and press it even further, for non-casters.
No it isn't. The existence of one totally fantasy element doesn't require every other element to be as totally fantasy.

It is game balance troll and not "logic" that is the problem. Dex to damage already skews the balance of the attributes and this would just make it worse.


2 people marked this as a favorite.

(sigh)... I wonder if this system is circling the drain.

1.5 Dex makes no sense on any level really. That being said, do what you want in your home brew.


Can anyone tell me which expansion I need to buy in Herolab to have the Boon Companion feat as an option? Boon Companion does not currently show as an option for me but I have not purchased many of the "splat" packages.

Can someone please point me in the right direction?

Thanks!


I strongly dislike this product but that is probably my fault as much as the product. let me explain....

I was an early Kickstarter backer and somehow was lead to believe this software included a mapping capability as well as campaign management. This is not the case. There is no mapping capability. It requires some additonal means of creating maps.

It is a deal breaker for me. I really was looking for a means to catalog a home brew world and tie everything together, the maps with all the details.

After trying for awhile I just could not really see a use for the software. Maybe I am just old fashioned orhave most everything I need already in place.

Make sure you understand what you are buying. I clearly did not =)


Good answers....

I know the Master Summoner is not going to be allowed and I don't really have any desire to play a Synth summoner.

One other clarification, if I rad the Summon Monster ability correct you can only have one spell effect from that at any given time. Basically, I cannot spam all 6 sommon monster one after another. When a new one shows up the old one goes away. Correct?


My question deals with the base Summoner class.

just a quick clarification..... If I read the description correctly a summoner cannot use their "Summon Monster" class ability while their Eidolon is active.

Are their any feats that allow for both the Eidolon to be active and to have the ability to use the Summon Monster ability?

Any feats that allow for a Eidolon to be dismissed and summoned more quickly than a 1 minute ritual?

Are their any feats that allow the summoner to get some other ability in place of the "Summon Monster" ability? I am guessing this is more of an Archtype deal?

I read through some of the Archtypes for the Summoner but I am not sure I understand them correctly. Is there an Archtype that replaces the summon monster ability with other useful abilities?

We are playing a home game and not stictly PFS but our GM is trying to stick as close to PFS as possible. I am not trying to be explotive. I just want to understand my options.

Thanks =)


Mark.... the darker the night the brighter the light!

My favorite start was the group was summoned, without ever having met, by a Summon Monster spell to a battlefield where an army was facing an army of undead.

The mage who summoned them was pretty surprised to see them and the players were not expecting that start.

The over-arching story line was for the players to get home, but they always seemed to be side tracked.


Summon Monster is just another spell. It is not meant to be an "I Win" button.

Most of he summons leave alot to be desired but there are a few gems...

Hard to go wrong with Eagles.

Lantern Archeons are pretty scary. Especially against non-flying/non-AE bad guys. They are our standard construct killers.


It is still a broken, unbalanced class and this is as bad, if not worse, than 3.5.

Limited to number of blasts per day somehow as a starting place. Without that the class will never be balanced.


Find out everything you can about what you are getting yourself into. Do some homework, talk to sages, scry, commune whatever you can to gain information.

There are going to be more Will Saves than is comfortable. Anything you can find to help protect against dominate/mind control.

Some type of energy protection is going to be a must have in my opinion. The energy attacks are going to be more of an issue than the melee attacks.

Standard things like a method to fly and a method to deal with flying creatures. Some life support (Necklace of Adaptation?) or soemthing similar. Freedom of Movement. Most importantly, True Sight.

The question you need to get answered is if Devils in Hell are considered Outsiders? In my world they are not but your milage may vary. That will make a big difference.

Don't under estimate type 1 bags of holding full of Holy Water. That's 250 pounds of Holy water. That is going to cause some serious problems, espeially if you have multiple.

Someone already mentioned this but multiple "get out of jail free cards". Dismissal, Gate, Word of Recall. if it goes bad I would think it going REALLY bad and you are going to want multiple ways to get out. Finding some way to be immune to Dimensional Anchor might be a bonus =)


I've thought about how to limit stat points but I belive that a character will be hard pressed to every get enough Karma to buy 2 stat points for the duration of the campaign.

Figure they might get 80 in a year for showing up and journaling. Even if they get double that amount for in-game accomplishments (and that is more than I am planning on) that is still only enough for 2 stat points in a year and almost nothing else.

To some extent we are going to adjust as needed but I hear the concern.


I think I want to keep it at a single stat gain but it is a point well taken on the lack of value on odd stats...

Revised the list a bit and seperated into permanent and temporary gains. Still looking for input and additional suggestions.

Temporary Boons
- Automatic stabilization when not dead but below o hit points (per use, not permanent): 3 points.
- Cheat death: Gain enough hp to bring your character back up to -1 hp on the turn he'd have outright died (one shot as above): 1 point per 2 hp restored, rounding up. Stablilization purchased separately.
- +4 to any roll before the roll is made: 1
- +4 to any roll after the roll is made: 3

Permanent Gains:
- Permanent Hitpoint up to the max/level: 15 Karma
- +1 to any skill roll: 10 Karma (max 2/skill)
- +1 to any save (max 2/save): 20 Karma
- New Feat: 30 Karma
- Upgrade a feat to the Mythic version of a feat: 40 Karma
- Make a skill a class skill: 30
- Stat Point: 70 Karma


I like the Delay death. Unsure of the natural 20. That seems pretty stout. I guess that is 6 Karma for a confirmed crit. Maybe that is not so bad

What do you think of the costs for permanent enhancements like feats and such? Too high, too low or just right?


In my home game we have always used some version of a hero point system. The mechanics have changed over the years and we have not really found the perfect fit for us.

I am starting a new game and taking another shot at this idea.

Karma is earned by heros for being heroic. It is also used as a minor reward for showing up for games, keeping your journal current, etc...

Typically, a hero earns 1 Karma point for showing up for the game and a second Karma point if they complete a journal entry for the game. Heros can always earn Karma for "being heroic" and completing quests/objectives in games. I am big on character development and backstory and give each character personal objectives to accomplish where they can also earm Karma. The amount of Karma earned for these tasks varies but would be something like 5 - 10 for significant accomplishments.

Here is where I would like some advice/feedback. I want to give heros the ability to save up Karma to buy permanent benefits for their characters but I would like some inout on the costs.

We try and play every week but probably get 30-40 weeks out of the year.
Heros earn 1 Karma for showning up and 1 Karma for journaling so looking at about 60-80 potential a year and maybe another 40 or so through other means.

Heros can use Karma in the following ways

Heros can spend a Karma to re-roll any roll and take the best result.
Heros can spend a Karma in advance of any roll to add +4 to that roll.

Those two are pretty standard. Here is the list of the "permanat" buff/things a character can buy with Karma. I'd like opinions on how much Karma they should cost...

Permanent Hitpoint up to the max/level: 15 Karma
+1 to any skill roll: 10 Karma
+1 to any save (only once per save): 20 Karma
New Feat: 25 Karma
Upgrade a feat to the Mythic version of a feat: 40 Karma
Make a skill a class skill: 40
Stat Point: 70 Karma (only once per stat)

What are some other options for characters to spend Karma on? How do the costs look?

REmember, this not not meant to be a defining champaign feature. Just a nice little reward.


4 people marked this as a favorite.

If "dex to damage" is allowed, especially if power attack is allowed on a dex build, the str build become a joke.


Brilliant Energy Enchant on your bow......


7 people marked this as a favorite.

As I tell people all the time...

Pathfinder is a team sport. As long as the team is winning it's all good.

It is the GM's job to offer a balanced game in that the challenges should be balanced with the group but I don't worry so much about character balance.


That is not a cantrip IMHO, not with the scaling


My fault... just assumed something that ridiculous was third party.


Interesting trade off between a 5' step provoking and full BAB on iterative attacks.

I might poll my fighters and see hat they think.

Willing to bet they jump at the full BAB option.


People would allow the Divine Protection Feat? Seriously? One of the class defining abilities for a Paladin? As a feat?

Sometimes I hate 3rd party stuff.


I believe ie I know the snaswers but would like some clarification. I am not positive even after searching the forum.

I plan on using my 4th level spell slot to memorize a third level spell. Can I use a minor meta rod on that spell?

It is still a 3rd level spell but it is using a 4th level slot?

Can us combine the use of a meta magic rod with a meta magic feat? Can Iuse "Empower" as a feat and them maximize the spell with a rod?


Last year there was a thread asking for Gencon feedback. I know there is a "highlights" thread and I have some of those but I had some middle of the road feedback to share also.

I played 4 PFS sessions. Pretty good for me considering Gencon is really the only time I get to play PFS for the most part. Had good GM experiences at all tables with the GM's for the specials being really exceptional.

That being said, I did not think the Thursday special felt "special". It was a good scenario but just did not have the same "zip" as the Friday special. It really did feel like just another adventure. It was missing that feel of "working together" that I really enjoy. The other players I did talk with this about felt much the same. I guess I was spoiled by the special last year, which was really great. I was hoping for a bigger "bang" to end the Year of the Demon.

I love the idea of multiple special at Gencon and hope you continue this and even consider expanding to 3 specials. Heck, link them together in a series of 3 adventures. We could of spent 3 sessions in the Sky Citadel pretty easily. I know, easy for me to say when I don't have to write them.

I thought the mustering was much better this year, even when the Friday special was getting a little crazy in the hallway it was still under control.

Thanks for the hard work and thanks to the GM's and volunteers who made this all work.

I still have yet to get a boon worth applying in 3 Gencons =) Hoping I can work a deal with the person next year to trade them 12 for 1!!!


Thanks for the help!


As long as I have enough fame to cover the cost of the item I an purchase the item, assuming I have enough gold.... Correct?

If I have 18 fame I can purchase any item of 5250 gold or less value.


I only play PFS at Gencon =) Long story but our local chapter does not have a time slot that matches my time I can play.

I've played alot the last couple of years and have a lvl 5 Character.

I have read the Pathfinder Society Players Guide but wanted to clarify a point.

Ihave a good chunk of gold, never having bought and item. Are the only items I can purchase items on my journal sheets? Does your fame somewhow play into that calculation based on teh GP value available?

If I read it correctly you can always buy +1 weapon, armor and shield. If I wanted anything better, say a +2 shield or something, does it need to be on a journal sheet?

Specifically, I am looking at a Head of Chrisima +2. Not on my journal sheets. Can I buy it?

Just want to make sure I am legal going into Gencon this year.


Moglun wrote:
In my experience, by the time a high level encounter starts going badly someone is already dead.

This x100....

Our group 'regulary' plays into the teen levels and this is a common theme. Higher level games just need to be assessed differently with all of the options avauilable.

"It's all fun and games until someone casts finger of death"

Thebad guys are pretty screwed without teleport and such. How does the nemesis escape to contiue to be a nemesis without escapability.

Not a dig on anyone but most people who struggle with teleport as a gm just contiue to run higher level games the same way they run lower level games and that is just a bad fit.

Still, in my game I have made teleport and greater t-port more of a "strategic" ability rather than a "tactical". I alllow either spell to work like a "Word of recall" back to the casters "base" but teleporting to other locations requires a visit there or some other intimate knowledge of the location.

If you every read the "Magician:Apprentice" series by Feist think of the "teleport gates" the mages used to move between known locations.


Claxon wrote:
awp832 wrote:

yeah, seriously. They are all up and arms because a daughter worked at a whorehouse so they murdered the owner and then... they want to run their own whorehouse? Seems like a huge disconnect.

Beyond that I am pretty sure that "I killed the last guy" does not make you the legal owner of the place. Just because they found the deed does not mean they are the owners.

It could in some weird evil society. But generally speaking...yes. And maybe they want to make it into not-a-whorehouse, but just a bar. Or something.

But you are right that it does seem odd as written.

I dunno.... If the party kills some bad guy and the fight takes his sword I don't think anyone will question the fighter's ownership of the sword. Is this really different?

Depends on the society really.


Don't forget that many of these builds may be designed for PFS play where all of your items are purchased. That is the only way to get items in PFS.

Home games are a totally different discussion.


I was talking about that specific case. In general we round "in favor" of the players wherever it is needed.


We should but we don't.

Our standard house rule is to always round up in favor of the players and down for the bad guys.

We call it the "Hero Bonus" =)


Two seperate checks... OK.

We did not handle that correctly, but we'll get him next time =)


A rogue hits a caster with a 'backstab' which does some damage and applies a 5 point bleed...

Next round the caster, who had won initiative, tries to cast a teleport spell.....

What is the correct DC for the caster's defensive casting check when you factor in the bleed damage?

Is it 15 + 10 (2x spell level)+ 3 (1/2 the bleed damage)? 28 DC?

We were confused as we found seperate rules for periodic damage that started at a 10DC. Just wanted to make sure it is not two seperate checks or something.


ProBoards is your friend.....

Our group is similar int hat we are older, have families, jobs, etc.... Although we do play every -other week so a bit more frequesnt.

We always use a message board for game recaps, player "journals" and private conversations between the GMs and players. This has really helped people develop more depth for their character.

This is especially true on the character journals. Players write their journal entries from their character's view of the last session. They run everything from very funny to tear jerking. Really is a good tool.

The reason I think it would help you is it gives a place for your group to "get together" even if you are not playing. We have even started a "play by post" deal for some of our followers/henchmen.

It's a great way to "keep the game moving" without actually playing.


You don't have to threaten the characters to THREATEN the characters...

Maybe a bit more on the dark side but something to use as needed.

Assuming the high level characters have developed stories, backrounds and some RP outside of dungeon crawls they have spouses, kids, towns, businesses, etc.... These are all plot tools the GM can use to provide a challenge or reign in out of control characters.


The link does not work for me. Something I am doing wrong?