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Sargavan Pathfinder

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FullStarFullStar Pathfinder Society GM. 1,078 posts. 1 review. No lists. No wishlists. 8 Pathfinder Society characters.


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Shadow Lodge

How many times per day can a coven use the gained spell=like abilities? There doesn't seem to be any wording that limits it, but, for example, Witchfire covens add blight 3/day to the list that already contains a (seemingly) unlimited blight at the same DC.

For reference:
Hag Covens


When three hags of any type gather, they can form a coven to gain increased magical ability. Any combination of hags can form a coven, but green hags are the most common members of such foul gatherings.

Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision.

All three hags must take a full-round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag's Charisma modifier.

Witchfire Covens

Witchfires occasionally join or subjugate existing hag covens (see page 167 of the Pathfinder RPG Bestiary). A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/day—blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.

On a semi-related note, has it ever been established anywhere that the witchfire's witchflame bolt is supposed to be ranged touch or not?

Shadow Lodge

Regarding F2, I decided to switch Marcian's Wisdom and Charisma scores to give him a Will save of +5, while only reducing his Feint bonus to +11 (succeeds on a 3 or 4 for most non-Wisdom based opponents), and still made good use of his Bluff outside of combat. This ended up proving invaluable as he managed to save against two glitterdusts in a row before falling to hideous laughter by rolling two consecutive 1s. In that time he managed to deal massive damage, so the party was right in making sure he stayed disabled.

It was a fun encounter overall. The ogre who answered their knock tried to slam the door in the party's faces but the oracle stuck his arm in the door to try to force it open. One opposed Strength test later, the oracle has a bruised arm, but at least the door isn't fully closed! The wizard then cast oppressive boredom, and the oracle, summoner+eidolon and Nadya rush in while the wizard, sorcerer and Tacey stay outside. Inside the two guards bolt upright from their game of cards and call for Marcian while the other two ogres groggily wake up under protest from the sunlight streaming in from the (crudely enlarged) entrance. A conversation between Marcian who is annoyed that some strangers would question his official business. When they told him that his thugs who were beating up the fishermen are no longer conscious, he became outraged that his (did I mention official?) Fishcamp Guards would be molested in such a way. While this is happening, the ogres have encircled the group inside the house. The oracle sees the breakdown in negotiation and draws his sword, starting combat.

After Marcian's group is put down, he quickly becomes charming friends with the wizard, who tells him all about his protection racket!

Shadow Lodge

My party started out this book with both Ten-Penny Tacey (who was a victim of Ten Knotten's hunger and is currently missing an arm) and Nadya, so the journey would definitely have been on the easy side. Even with just Nadya, the fact that the majority of the encounters are once per day means I can easily see where people who said this book was too easy are coming from.

For my part, I have increased the CR of all the encounters by up to part 2 by 1. (In part 2 they will have Ringgeir as well, so I might increase the CR for that even more)

Event 1: added a Raven swarm
Event 2: added two gremlins
Event 3: added a wolf
Event 4: the rangers are now level 3 with the far-shot feat and favored terrain (snow); each have a potion of gravity bow and a potion of speak with animals (one used). They wear chain shirts and their animal companions wear leather barding. Added two advanced sprite fighters (base-creatures from Snows of Summer encoumter D); they accompany. Norgrimm and try to keep people staggered with their bows / color spray groups from above. They wear leather armor.

A2: added a second mindflayer mold deeper in the cave.
B: converted the worgs into fey creature templated wolverines. One has the long-step ability, one has vanish and one has spell resistance.
C: Added two skeletal champions that get up from the snow in round two. They are resting against the courtyard wall and likely are behind the PCs.
D1: added another winter twigjack.
D2: no changes, the twigjacks from D1 have a good chance to escape and their fast healing means they will likely be at full health for this encounter.
E: added a merrow, in case combat ensued.
F1: added two guards. This is a super easy encounter if your PCs have any spells requiring will saves (like glitterdust), but that's fine.
F2: added two guards from F1 and an ogre. Marcian updated to an unchained rogue (I gave him Gang Up with combat trick instead of Finesse Rogue, since Weapon Finesse is now a bonus feat). I expect this will also be an easy fight due to the lack of any good will saves. Just remember that in order for Marcian to get off his abilities, he really wants people to flank with, so let the PCs come into the building before combat starts if possible (which I have turned into a town hall, converted for living by the ogres).

Part 2 changed upcoming!

Shadow Lodge

You are not missing anything. Ellsprin is a standard Irriseni village. Treat it like Waldsby but without the logging. Unfortunately, it's not even on the lake, being just east of the town of Ytterjorna (information of this town is in "Irrisen, Land of Eternal Winter"). Because if all the brush around the house, I ended up making a new type of winteryew-type bush, and tasked these people with gathering it as food for Ytterjorna.

Shadow Lodge

Thank you.

Shadow Lodge

We used to be able to view ALL threads under the Pathfinder RPG forum (including all subforum threads) in one time-organized list. This was achieved just clicking on any link that read Pathfinder RPG. I can't find any link that will take me back to the old method.

It is now separated into sub-forums where we only see up to the 10 most recently updated threads in each subforum. We see fewer threads per screen total, given the enlarged subforum titles, and we see fewer threads from the subforums that just happen to move quicker in a given day than we would normally.

Shadow Lodge **

Stumble gap creates extra dimensional space.

Shadow Lodge

Plus a mass cure/inflict.

Shadow Lodge

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SilentThunder wrote:

Hi, guys!

My party took 2nd level after saving lady Argentea and I scale encounters afterwards. I'm thinking to add template to guardian doll. Do you have any ideas what template to add?

If you can put in the work, a couple sorcerer class levels would go well.

Shadow Lodge

Chopswil, do you keep track of weapon/armor special qualities?

Shadow Lodge

Right in the spells section of the class description.

Shadow Lodge

I've only added a 400gp spellbook.

I will note that 20,000gp of the total is consumable, but there's still 50,000gp that is permanent, or will be converted into cash for something permanent.

Shadow Lodge

mogmismo wrote:
Also, my party (still in Shacked Hut), just about to go into Whitethrone, is already complaining that they are below party wealth, probably because they don't know the value of these strange items. With a poor appraise, they don't know the value of things like the magical beartrap. They are likely to be duped when they try to sell it.

Coming back to this, I've been keeping track of my party's wealth, and having just finished Snows of Summer, the party owns 71900gp worth of gear and sundry. This even takes into account setting items that the party will never use as half value (sale value). Of this, 16200gp is money or trade goods, which could outfit almost 3 completely new level 4 characters. The value of the gear they have is insane!

Shadow Lodge

Dallium wrote:
Serum wrote:
In general, how do you take a 5 foot step if all your movement options cost 10 feet? This is what the hampered movement clause creates.
There is a difference (though it's seldom relevant) between squares "costing" additional movement and having your total speed reduced.

Indeed. Hampered movement covers difficult terrain, obstacles, and poor visibility, causing 2x movement costs. My question did not ask what to do when fored to move at half speed.

Shadow Lodge

In general, how do you take a 5 foot step if all your movement options cost 10 feet? This is what the hampered movement clause creates.

I think this is a separate case from when you're forced to move at half speed. Half speed still has the surrounding terrain only cost 5 feet of movement, so making a 5 foot step in Grease seems feasible, although the DC 10 Acrobatics check would still trigger.

EDIT: Ah, 5-foot section also states that it's also disabled if your movement is slowed.

Shadow Lodge

Frosty Ace wrote:
Also, if you're able to get Advanced Weapon Training and you don't care for Armor Training, I Highly recommend Weapon Master archetype. Steel Soul + Armed Bravery = lol saves. You lose some damage, but its place you get saves, skill points and even a shield bonus with AWT. The only downside is too many goodies.

You're advocating Weapon Master for early weapon training, I guess? Too bad it replaces Bravery, so you can't take Armed Bravery.

Shadow Lodge

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Re RoW

Ashiel wrote:
I recall that some NPCs had spells prepared at the wrong levels (I forget which onces though).

I'd like to note that I've gone through the majority of NPCs in my own preparations, and this is not true, from what I can tell. The most glaring "errors" seem to be witches who end up getting early access on several spells from their patrons.

My group is having fun so far, but they haven't gone through book three yet, though. I am likely going to have to spend a lot of time changing the dungeon around. I do not like book 4 at all, so I might switch it out entirely. Regardless, I don't think the AP is a good "first time GM" adventure.

Shadow Lodge

It's really only a massive issue at the end of the campaign.

Shadow Lodge

SilentThunder wrote:
Rohkar Cindren have scroll of animate dead (10HD). Does Rohkar uses scroll to animate as much as possible zombies from dead allies? Can Rohkar use variant zombies?

I had him raise frost skeletons.

Shadow Lodge

Like all spell details, it is chosen at the time the spell is finished casting.

Shadow Lodge

Your party has infiltrated deep into hostile territory via a magical portal. Your current objective is located in a fort hosting a garrison which is used to control and terrorize the local village and area. You have already defeated the garrison, but a majority of them have miraculously staved off death and are instead scattered throughout the fort unconscious. Achieving your current objective will close the portal you came here through, and your next objective is several days away deeper into hostile territory. Reinforcements from other forts are likely on their way.

What does your mostly good party do with the surviving garrison?

Shadow Lodge

Rayvein wrote:

I am curious about if anyone else has run this as either a prequel or a sequel as well.

I am currently running some players through Rise of The Runelords, and was thinking for the next game we could do Reign of Winter.

Idea was to run Witchwar Legacy with their Runelords characters as a kinda of epilogue (as long as they don't mess up at the end of the Runelords AP...). This would also setup as a transition to the new campaign which could start 15-20 years or so after their Runelord characters completed this module. Could even have their Runelord characters possibly making cameos in the new adventure, based on how things pan out.

This is an absolutely wonderful idea.

Shadow Lodge

Flynn Greywalker wrote:

I do have some questions for the Rob (and anyone else who wants to chime in):

1. Would you allow for up to CR 5-7 for a party of 6 2nd level characters with two NPCs? Or would you suggest higher?

2. If the party attracts too much attention in Waldsby, would you set an ambush before the part arrives (ie after the night with one said Bard who joins the party for warmth)?

3. Would you bring in other Winter Baronesse's to help with the defense of the Pale Tower (especially if Radosek Pavril knows the party is coming)?

4. Even with the Geas and the possible chance of stat damage, would you as GMs let the party explore the surrounding areas some? It is party nature, even when driven, to do so. I lean yes and to not penalize them too much with the geas.

Thanks for your insight:)

1. Assuming the two NPCs are 2nd level with PC wealth or 3rd with NPC wealth, then you've got a party of effective APL 4 (8 characters add 2 to the APL). Your average encounter should be CR 4, and can go up to CR 7 as an epic encounter. However, this doesn't mean that you should be finding monsters that are CR 7 for use in your encounters. Really, you should be just increasing the numbers of enemy combatants.

2. If you mean set the ambush in Waldsby, well:
a) There's no way Mierul is going to get to the Pale Tower and manage to have guards sent to Waldsby before the PCs reach there first.
b) Event 6 is essentially an ambush already. You can skew how much of one it is with decisions on what the layout of Nadya's house is, the positions of the guards around this house, and when they come calling (ie. doing it in the middle of the night means the PCs haven't refreshed spells, nor are wearing heavy armor). In my game, I included a back door that would go out to Nadya's kennels, and while half of the group of guards were in front calling for Nadya to come out, the other half were lined up to break into the house from the back door. Event 7 turned into a hostage situation like Arkady's, wherein the blacksmith and general store owner were about to be made an example of unless the PCs could stop them.
c) Because of the nature of events 6 & 7, it's unlikely Radosek would also set an ambush up the road between Waldsby and the Pale Tower, since he expects the group he sent out to succeed. Even if the sergeant manages to get his attentive mirror open when he discovers that his group is no match for the PCs, I think it's more likely that he holes up in his tower and puts more men on the walls, given how strong a position he's in.

3. Tying in with the answer to #2, I think it's unlikely he'll call in for help unless his position is untenable. Radosek is tasked with keeping his mistress' domain under control, and having to call in for help will make Nazhena look weak in front of the other Baronesses. On the other hand, losing the portal will make her look even weaker and incompetent, so better the lesser of two evils. I don't think he'll be pushed to this point until they mop up the second floor and/or rest for the night inside the tower. Even then, reinforcmenets from other Baronesses are going to take days, even assuming there are other logging villages along the forest's edge. It's more likely timely help will come from other patrols returning from searching for the Black Rider (who he can contact when they check in with attentive mirrors). Armed forces from other baronies would come after the Tower has already fallen into PC hands, and you can use them as a way to push the PCs on towards Whitethrone.

4. As long as your adventure's not going completely off the rails, I say you'll be fine letting the geas not kick in.

Shadow Lodge

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I'm on session 17 of four-hour sessions and my party has just killed Radosek. They still need to deal with Gardhek and close the portal (which I've altered to become its own tier 7 encounter).

Shadow Lodge

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Every herbivore in Irrisen either eats winteryew bark or plants that survive in the rivers & lake.

Something else you'll need to figure out if you want to keep verisimilitude is where all the snow goes.

If there's no snow melt, then the frequent Irriseni snows will create massive snow drifts that will bury towns. Even if everyone shovels it out, towns that aren't next to a river/lake (like Waldsby) will be in a valley that grows every year. Unfortunately, this isn't something that's covered in any of the source material other than "it's magic".

My solution was to decide that winteryew roots actually produce enough heat that the bottom layer of snow can melt into the ground, and eventually find its way to the rivers. This also allows for the winteryew to actually absorb water and minerals, and therefore not be in a state of permanent hibernation (which would kill the trees as their reserves eventually deplete).

Shadow Lodge

Azraiel wrote:
A moderately concealable wall opener. An Adamantine dagger probably won't create a passage-sized hole through a wall in reasonable combat time, but it'll still cut through stone like a knife through butter.

Does a sword cut through a 5 foot thick wall of ice like a knife through butter?

Shadow Lodge

Ashiel wrote:

Also, more options for making effective eidolons that didn't just roflstomp enemies through lots of attacks. Alternative options like breath weapons are overpriced and underpowered. Like, top-end an eidolon can get a breath weapon that deals 15d6 with an easy save for half damage 1/day for 4 points, or a maximum of 3/day for 6 points. LAME. D:<

For the same cost in evolution points I could get +6 weapon attacks / round that I can use all freaking day. D:

As it is, eidolons fall into this weird situation where you're rewarded very heavily for specializing in blendering enemies because it's just so darn cost effective. But getting other abilities like DR, resistances, movement options, and things of that nature are very expensive (which is almost hilariously pointless since generic summoners get overland flight for goodness' sake). >_>

I mean Burrow at 1/2 land speed is 3 evolution points. DR 5/alignment costs 3 points and requires 9th level (woop-de-doo). Frightful presence as written sucks, costs 3 points, and requires 11th level. All of the "magic" evolutions (minor, major, ultimate) are all grossly limited in uses / day when limiting the pool of spells. Again, do I want scorching ray 1/day or +4.5 attacks? Dimension door? +4 attacks. Fast healing? You have to be 11th level to get FH 1, and it caps at FH 5 for a whopping 12 total evolution points (or +12 attacks).

The real question is, why would you do anything else other than just trying to be a raging killbot with lots of attacks? The only things that are competitively priced are in fact things that make you better at vomiting attacks (natural or manufactured) on your enemies until they cry uncle, or getting bigger (since growing to large size costs 4 points).

I mean, what do you expect players to choose when they have options like "Your eidolon doesn't have to breathe and is immune to effects the explicitly require you to breathe, but not gas or cloud effects or anything that doesn't explicitly note that it requires breathing"...

This is exactly the kind of problem I see when I look at the evolution list and their costs. All the cool stuff just costs so much that the player is disincentivized from taking them. You can't even evolution surge a lot of it because of prerequisites.

Unfortunately, I'm too inexperienced to reprice everything.

Shadow Lodge

Ashiel wrote:
Still, if it's more of a supporter with a cool pet you're looking for, a quick and dirty alternative might be to build a variant summoner that's essentially a sorcerer but instead of bloodlines you get summoner class features, maybe with a stunted evolution pool (say 1/2 the normal pool) to make up for the fact that you can share-spells with your eidolon so you have to get a lot of your meatshield's oomph from expending your now improved spells.

I've spent a bit of time trying to homebrew the summoner into a 9-level caster, which has been giving him a sorcerer chassis, and then converting summoner spell levels into sor/wiz spell levels (or effective, as needed). I've added a bunch of spells (up to UC) to fill out his selection, namely at higher levels:

1st: Obscuring Mist
2nd: Fog Cloud
3rd: Arcane Sight, Stinking Cloud, Summon Monster III
4th: Solid Fog
5th: Cloudkilll, Prying Eyes, Acid Fog
6th: Blade Barrier, Summon Monster VI
7th: Arcane Sight, Greater, Rampart
8th: Blood Mist, Iron Body, Prying Eyes, Greater, Wall of Lava
9th: Astral Projection, Create Demiplane, Greater, Elemental Swarm, Etherealness, Gate, Heroic Invocation, Summon Monster IX, Winds of Vengeance, Wooden Phalanx
Do you figure I'm missing anything? I don't know if I should give him the Summon Monster SLA or just have him rely on his Summon Monster spells (which are received as bonus spells at the appropriate level).

Ashiel wrote:
I agree with you that reducing the evolution points was a poor answer. If you really needed to nerf the eidolon, I'd rather have seen it more restricted in terms of what kinds of evolutions you could give them based on level, or just tweaking the costs vs rewards of some of the evolutions. More options with a lower ceiling would be my preferred way to go about it (and it makes it harder to accidentally screw up if you're a newbie)

Do you have any suggestions about how to easily go about this? (while encouraging preference on combat/general utility over combat evolutions)?

Shadow Lodge

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Nefreet wrote:
Just because the FAQ fell on your side doesn't mean the discussion was senseless.

You're right! The discussion was senseless because after a couple pages, it was obvious that continued discussion wouldn't help either side convince the other of their interpretation of the ruling.

Shadow Lodge

Zhangar wrote:
A pretty big chunk of XP for Book 2 comes from the random encounters on the way to Whitethrone - it's a 2 week trip with a chance for an encounter every 6 hours, IIRC.

Actually, for the standard 4 man party, you don't need to have any random encounters to keep pace with the expectation in the advancement track (assuming the PCs get the majority of the story XP).

Shadow Lodge

Thanks for your perspective. I'll spend some time talking to him, and see where he wants to go.

Shadow Lodge

Even if you aren't splitting XP 5 ways all the time, every time someone misses a session (or part of one), he misses out on the XP of that session. The XP is still being spread out among 5 characters, just not necessarily immediately.
If the GM doesn't add extra encounters or add creatures to the given encounters, then it's natural that you will fall behind the expected level curve.

Shadow Lodge

I think I missed this, but paralysis states that only winged creatures who are paralyzed fall to the ground. Explicitly stating what happens to winged creatures means something differently happens to those flying without wings. What is that? They can't stay in the same place; that's something only a DC 15 Fly check can do.

Shadow Lodge

I've read a couple of your posts about your issues with the Summoner. Have you looked at the Unchained version? If so, could you share your opinions on it? Essentially all its spells with wonky levels have been changed to be in line with the other classes, and the eidolons became much more restricted in what they could buy.

I'm running a campaign where one player has a Wild Caller Summoner, and is planning on acting fully in a caster capacity (ie, could switch her to a 1/2 BAB, d6, with no armor, and he could probably care less, aside from wishing for more spells per day). We're still low level yet, but I've suggested he switch her over to unchained to ease potential headaches on my end (as I'm still a novice GM).

He is, however, worried that he won't be able to fulfill his goal as a conjuration-based battlefield control / buffing specialist, especially since he would then have the only character who isn't a full-caster.

On my end, my main issue with the class when I was making it was that all of the cool utility abilities cost so much that making anything that didn't maximize its combat potential gave up too much. With Unchained, this is even worse, since the reduction of available evolution points encourage one to focus the few points left on combat (and the freebies given out by the subtypes are all defensive in nature), especially since cost of the utility evolutions didn't get rebalanced with the combat options.

I don't yet have experience with high level spell-casting and related shenanigans, so I don't know how much he's going to feel left out as all the other players come into their own with new spell levels while he's stuck on a stunted progression compared to what he could have been.

Shadow Lodge

el cuervo wrote:
Johnny_Devo wrote:

When you're walking, you only need a certain level of concentration for your brain to process what limb goes where, how to stay balanced, how much force to exert to move, etc.

Essentially, walking is second-nature to someone who can walk. Thus, the forward part of your brain is free to perform feats that require more concentration, such as casting spells.

I say that this is the comparison the flight spell is making. It is telling you that the use of this magical flight is instantly second nature to the one benefiting from this spell. Thus, while flying, you still have enough mental power to concentrate on casting a spell.

It doesn't make any exception to the very strict writing on paralysis where "A paralyzed character is frozen in place and unable to move or act." If you remember the rule of "specific trumps general", you can make this comparison.

The general is: A paralyzed creature cannot move.

The specific "A creature under the effects of the fly spell can move even when paralyzed" does NOT exist.

Thus, a paralyzed creature cannot continue to benefit from the effects of fly. However, I would say that, also per the text of paralysis, since the creature doesn't have wings, he won't plummet to the ground. He'll just be paralyzed and floating up there.

Ah, another voice of reason enters the fray. Good luck and godspeed.

So a paralyzed character gets to hover without requiring a Fly check?

Shadow Lodge

The fly spell provides its own propulsion. It takes no effort at all to fly half your speed. Slowing down is what requires the skill checks.

Shadow Lodge

LazarX is incorrect. You don't need to make any decisions about the final effects of the spell until you have finished casting it.

CRB p213 wrote:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

Shadow Lodge

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Lemmy wrote:

Yeah... The "components' of psychic magic are not very well designed. They are either unstoppable (thought component) or way-too-easily stopped (emotional component).

I'll just houserule these classes so they stick to verbal and somatic components.

By the way, I liked your idea about emotion/fear descriptors forcing some sort of concentration check over complete shut-down.

Shadow Lodge

/shrug. In general, someone who's not specialized in Intimidate is going to cause it for one round. The next time he tries it, the DC gets bumped up by 5, and it's even more likely that it'll last only one round (or fail).

Shadow Lodge

blackbloodtroll wrote:
Looking at the +1 Feet of Movement FCB?

Core doesn't have FCBs other than hp/skills.

Shadow Lodge

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Yeah, going unconscious while invisible is one of the worst things that can happen to you. Your party members don't know you went unconscious (unless they can see through invisibility), so they have no idea you even need help, much less be able to find you. Meanwhile you're bleeding out and only a successful constitution check will save you.

Shadow Lodge

Forgoing barbarian means you lose out on Savage Dirty Trick, which is pretty scary.

Shadow Lodge

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Just a Guess wrote:

And the stonelord paladin, too, doesn't work as written and would have needed an errata.

** spoiler omitted **
Earth channel does nothing if you do not have channel energy, it only changes what happens when channel energy is used. So instead of removing channel energy they needed to clarify that it can only be used for earth channel.

And as is the stonelord can not take any channel related feats or use channel related equipment, because he can't channel energy.

Apart from the above clarifying how the stone servant works as has been requested in several threads with many FAQ requests would have been good because it is often used wrong.

But again, this errata was just done to nerf not to correct mistakes.

The fact that the errata didn't fix actual mistakes in writing frustrates me.

Shadow Lodge

First of all, have you read the free Reign of Winter Player's Guide? That should give you a bunch of options. From my experience there's nothing that stands out in meshing better with this campaign than anything else, just a few cases where they mesh less well:

- Characters who plan on having a majority of their contribution be through dealing cold damage will not do well.
- Characters with a predilection for going off the rails will not do well.
- Characters unable to perform dubious actions will have trouble, although they can work around it.

Note that the campaign assumes that the PCs are unaware of what is happening in Irrisen, especially with the default starting location being so far away (so as to provide a stark contrast when moving between the two areas). I find it strained verisimilitude to have the majority of PCs coming from LotLK/Irrisen/RotML.

Shadow Lodge

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Serisan wrote:

Regarding selection types - You cannot trade a horse for a bearded devil. A horse is neutral. The new creature must match alignment. Moreover, using ASM on a horse would require you to select an animal. Have fun with your T-Rex.

ASM wrote:
Alter summoned monster is a spell of the same alignment type or types as the creature for which you exchange the target.

Why does the alignment of alter summon monster need to match the alignment of the creature you are changing? This line just states that if you convert the target into an angel, it is a spell with the [good] descriptor.

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Aside from the misspelling of canon, I don't see what mechanics have to do with setting or storyline.

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Melkiador wrote:
It was banned from PFS. Most likely because it was considered too OP. We'll find out if PFS suddenly allows the new SWD.

They didn't single out Scarred Witch Doctor as being banned. They removed the entire orc section, along with a bunch of the other featured races. It's unlikely these races will become legal due to this errata.

Shadow Lodge

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thejeff wrote:

Why did the witchdoctor need a high Int? I thought that was the point of the class? (Sure, skills, but that's the same for everyone.)

And only needs the Str if you're going to play them as a gish. They're still basically a caster, just an even more SAD one.

Intellect is still required for bonus spells, so if you pump CON at the complete expense of INT, you are losing out on quite a few spells per day that a normal witch would get.

Shadow Lodge

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Wrath wrote:

I've Watched Shao Lin monk demonstrations. They can smash large chunks of concrete with their heads, hands and feet. They can smash large stacks of bricks with heads, hands and feet.

I've seen high level karate and Kung fu masters punch into solid objects and damage them without hurting their hands.

I've witnessed those things in person, not on television.

I myself snapped two inch thick timber with hand and foot when I was training in martial arts. (Wouldn't try it now though, haven't trained it years and you really need to know what your doing for that particular trick).

Human hands are designed to break those materials.

I'd say that it's the materials that are designed to be broken. Every demonstration of brick/concrete/wood breaking is done by relying on the weak tensile strength of the item in question. Everything is also done in one motion. The participant doesn't chip away at the block until it breaks. Failing to break the block in one motion also does significant damage to the appendage (proportional to the brittleness of the block).

Shadow Lodge

For example when walking into E5 with the bebilith, there is no mention of a alternate light source to cancel the darkness spell (obviously the party would have one by now and would be using it). But for the purposes of these creatures existing within here on a day to day basis im at a loss for a few parts of this dungeons ecology.

I am unaware what the problem is here. All the creatures in the crone dungeon aside from the PCs have darkvision, which still works in the darkness effect.

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