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udalrich wrote:
I would add 5 to the normal scroll activation which is 20 + caster level. Just my $0.02.
At Mobicon, a venture captain told me that I would be knocked prone if I failed my acrobatics check to move pass an opponent and was hit with their opportunity attack. Is that correct? My understanding of the rule: 1) Failed acrobatics check to move past an enemy triggers an opportunity attack but you continue your move unless tripped or otherwise affected by the attack. 2) Failed acrobatics check to move THROUGH the enemy's space triggers an opportunity attack and if hit you do not move through the enemy's space. Am I misunderstanding the rule?
I have an Excel sheet that can handle 2 adventures. I use it for our games here in Pensacola, FL. Send me an email if you'd like a copy.
Isil-zha wrote: There is nothing that says otherwise. Whether or not that is a good way of spending two feats is another question and may depend on character concept and how your GM feels about the whole alternative favored class bonuses issue in conjunction with Fast Learner. Good point.
I am building a Ranger/Rogue and selected Fast Learner which gives both 1 extra hit point and one extra skill point for the favored class. I intend to pick the feat Eclectic later and wanted to know if there is any ruling about the trait and feat working together. I just want to do it correctly.
As others have said, contact the organizer. There could be a valid reason for limiting the number of players. One example is space at the event. Most game days, I've seen will do whatever they can to accommodate a new player. Good luck and have fun.
Thod wrote:
It doesn't show tables but does show sessions by faction. That totals 48. Opps: Total for Andoran 2, Total for Qadira 34, Total for Sczarni 10, Total for Taldor 2. That's PPs. 48 divided by 2 is 24 plus at least two sessions without PPs which totals 26. My bad. And me being a math teacher. <EMBARRASSED>
The major difference, IMHO, is that you can take your character to any location or con and play it there just like Planescape, Living City, or any other "Living" campaign. The rules available are limited for sake of play balance just as in any other "Living" campaign. We do: Home Brew, Adventure Paths and PFS. Each is enjoyable in its own way. Chose your own prefered flavor(s) and enjoy.
Eryx_UK wrote: I hate the artwork for the Catfolk in the Bestiary 3. For my games the race looks more like the cat people from Magic the Gathering. It's your game, they look the way you want. Have fun.
Jiggy wrote: Yes, in the case of the classic stat belts/headbands, you can expand them to include more ability scores than you started with (like going from STR to STR/CON), as long as the bonus amount stays the same (you can go from STR+2 to STR/CON+2, but can't ever end up with STR+4/CON+2 or whatever). Thanks, Jiggy.
I've looked and am still unclear if the various "Belts" BELT OF GIANT STRENGTH +2 could be upgraded to a BELT OF PHYSICAL MIGHT +2 and then upgraded to a BELT OF PHYSICAL PERFECTION +2. I am a Math teacher not a Rule's Lawyer or an English teacher. Could someone give me a simple "Yes" or "No" answer? Confused.
Aeshuura wrote: Thanks Dragnmoon, they were asking because it had a duration of days and I didn't know if that fell into that particular instance. I noticed that it is only good for your NEXT craft skill check. "The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check."
As for your core question: It goes on to say that GMs should have a physical copy of the Bestiary and "access to" all of the hardcover books in the line. <SNIP> This went over okay with everybody except one guy who uses the HeroLab program to create his characters. He said, I'm quoting from memory here, "Why should I buy the books when all the info is online or in HeroLab?" Has Paizo ever clarified this question?
The biggest problem with the paper books, is that they are not necessarily accurate as corrections are made to earlier editions. You need to double check the latest errata when building your character or running an adventure and getting monster stats.
Adam Mogyorodi wrote:
Sorry about that word. I have always been uncomfortable with the Devils & Deamons part of D&D and Pathfinder. That is one reason I have been reluctant to play the Pathfinder Society Adventures. I see the point about "dose" and the lack of a cost of "drop of Devil's blood". Of course, I am still uncomfortable with the concept.
I wonder about the need for either 1 drop of devil blood or 1 dose of unholy water. If I am understanding the rules correctly, the unholy water would require 25 GPs as a spell component for each casting. Not sure how much 1 drop of devil's blood is going for? So wouldn't a wand of Infernal Healing cost 750 GP + 25 times 50 = 1250 GP for a total of 2000 GPs? I just see it as power creep. A wand of Lesser Vigor cost 750 in 3.5 and had the same healing effect. Frankly, I'd prefer that Lesser Vigor and its sister spells be introduced rather than this abortion. This is IMHO a dark side of Pathfinder which I do not enjoy and find repulsive.
I saw the multiplyer rule. Both wolf and pony have strength 13 and they have a problem carrying my halfling with the equipment. I was going to use this for Pathfinder Society so no breaks there. Thanks.
I haven't been able to find the answer to this in the FAQ or on the Message boards. I am makeing a halfling Cavalier. When I buy a saddle and Bit and bridle, I don't see and difference in weight for a small, medium sized creature vs a large creature, like a horse. I do see differences in weight for armor. Is this an oversite or should the weight of these items be reduced by one-half? My poor little pony is having trouble carrying everything including my fat halfling's weight. Thanks, Sidney
I am running the Jade Regent Adventure Path. We had a player show up with an AC which could only be hit if the lead bad guy rolled a natural 20. I told him his character was overpower for the game. I gave him three choices: 1) Tone down the character, 2) Play a different character and keep the campaign's power level in mind when he made the new character, or 3) Don't play. If I was running my own campaign, I could deal with this by choosing monsters with high touch attacks, area attacks w/o reflex save, villians who were cheesed out. I don't want to do this with a published campaign. Remember that the reason we play is to have fun and I find this kind of cheese ruins my fun and other players' fun.
There is a rule in the Pathfinder Core Rulebook which covers RANGED ATTACKS INTO MELEE, but this seems to be an exact copy of the 3.5 rule. 3.5 had this clarified in the Rules Compendium on page 61 which stated "If you make a ranged attack against a grappler while not engaged in the grapple, you roll randomly to see which grappler your attack hits". It would have been nice if the writers would have changed the title of RANGED ATTACKS INTO MELEE RANGED to ATTACKS INTO MELEE OR GRAPPELING. Perhaps, grappeling is defined in the rules as melee but I haven't noticed that clarification. It seems from the above, I was wrong about randomly hitting a target in a grapple. My question is: "Who is the official source for an official answer to any rules question?"
How do I order Guide to Pathfinder Society Organized Play (PFRPG) PDF? It's suppose to be free but I can't find how to add it to my cart. I guess I'm too old for all this tech. Sidney Kuhn
I am looking for a gaming group in the pensacola, FL. area. The nearest I see is Tuscaloosa.
This is a new version of Axis & Allies. Pacific 1940 has been out for a while. I've enjoyed the eariler versions and am thinking about purchasing both Europe and Pacific 1940. Not having others who are interested in these games in my local area as well as the price is what is holding me back. Sidney
I really wanted to post this as a separate topic but couldn't figure out how to do that. 1. On page 7, humans have lost there extra skill points. Was this deliberate or an oversight? 2. A number of the basic classes are missing, Barbarian, Bard, Druid, Paladin, Ranger, and Sorcerer. I am espically interested in the Sorcerer class. 3. On page 32, Combat Expertise has Intelligence bonus as the one to use. I would think that this should be Wisdom bonus as the feat appears to me (IMHO) as an intuitive ability. Also, intelligence is used for skills. 4. On page 9, Table 4-1, I was wondering why 2nd and 3rd levels have 300 points at the back and why these levels aren't even 1,000s. Also, the progression starts out similar to the regular 3.5 progression and later (level 7) and beyond become more expensive. Why? 5. On page 6, half-orcs have lost their -2 chariama adjustment. Why? Also, since they are half something else, why not give them a +2 to one ability score of their choice at character creation to represent their varied nature? If you don't want them to end up with a +4 to their strength or wisdom, limit that additional +2 to any ability other than strength or wisdom. I'm going to try and run a playtest of the system this Saturday. Sidney |
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