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2nd try at cut and paste
Stupid tablet. The thread is in general discussion.
For defiling I like to keep it simple.
Defiling is normal spellcasting.
If you wish to preserve then you must take a move action immediately before spellcasting to do so. No check is needed, but the spellcasting must be done immediately after the preserve move action or the effect is lost.
If defiling, the amount of land defiled is a number of squares (25 square feet) per spell level. Use the final spell level if including meta magic or other modifiers.
For other stuff, I was riffing some ideas about the bard class. In AD&D they were poisoners instead of spellcasters.
My idea is to let them keep the spells known and spells cast tables. They can use these as normal for bardic masterpieces. Also they can use the slots known as poisons known, and the spells per day as poisons per day. You would have to assign levels to the existing poison types. Also you would have to decide if you wanted use the existing poison DCs or use the 10+level+Cha modifier formula.
Even with those restrictions, you'd likely find every second player would take the feat.
Living Arcanis allowed the feat. In the 4 or 5 years it was available to PCs I only saw 2 people take it.
LA also had the advantage that if your PC died, you could continue playing the cohort as a full PC at whatever level the cohort was.
Still,only saw it twice.
Nils Janson wrote:
Good question. My off the cuff answer is that you allow up to the table maximum. If that puts the table over six then none of the cohorts get to go. Instead, they all go as a group to get coffee for the venture captain.
It wouldn't scale to higher levels (unless it did: when your character reaches 7th level you may use the 4th level version of the follower, at 12th level advance it to 7th level).
That was my thinking. Basically, you may use the highest level pregen that your leadership score allows for.
First, I know the feat is banned. And why it is banned.
But nonetheless, this popped into my head.
What if the Leadership feat only allowed you to choose from the list of pregens?
With some restictions:
So, what is the reasoned discussion on this? (Besides PFS doesn't allow Leadership.)
Back in 1e I had a friend who would cast light on a pebble and place it inside a scroll tube with a flip top lid. He thought it was the coolest hack ever and insisted that every one of his characters was smart enough to think of it.
I thought it was an ok thing. It didn't break anything. The worst part was my friends smugness over the whole thing.
"One or more characters cannot play this scenario due to being the wrong character / scenario type."
My last impression is one of disappointment. Overall I love the flavor of the occult classes. But their execution had problems I couldn't overcome.
Kineticist - didn't read as the list of powers bored me. I'll call that one bad on me.
Medium - I liked the pact binder from Radience House. Compared to that the Paizo medium is clunky at best. Some of the writing is wordy at best and confusing at worst. The occult flavor is really good, as is combining with the Harrow deck. Unfortunately, because of how powers are gained and interact with one another, you have to read and comprehend the entire thing. I did that and my opinion is that this class is designed to not do well at a lot of things. For instance, the séance ability is flavorful and brings the spirit to the attention of the whole party. But a small bonus to a situational maneuver or skill is kind of blah.
Mesmerist - strikes me as a bard archtype, but I didn't read it fully. I did note that the spell list had a bunch of spells from books I don't own. So that was another turn off.
Occultist - Again this has a lot of flavor and seems the most original of the classes. This is the class that gives me the most inspiration to actually play. But again I see complicated (and uninspired) mechanics for moderate gain. I'd rather play a bard.
Spiritualist - This really comes across as an archetype for the Summoner. I love playing a summoner for the summon monster SLA (and I hate the eidolon for getting in the way of that). Seeing a class that does the exact opposite just made me sad. I moved on.
Psychic - I found this to be the most disappointing. Again its an archetype for another class. This is the only place where I see actual psychic spells previewed and most come across as much weaker than a corresponding spell of the same level. When I had a chance to create a 4th level character for a Dragon's Demand game, I spent a lot of time reading and thinking about this class. Bottom line, I just couldn't do it and went with a sorcerer instead.
As part of the casting of Infernal Healing you must collect a small sample of blood from the recipient. A drop on a piece of paper is fine. (If the recipient has no bloody wounds, then you must cut them.) Later, that bloody item will disappear from your possessions (no action required on your part). The act of casting Infernal Healing is agreeing to the terms of this contract.
What happens to the blood? I don't know, but it can't be good. Both healer and healee are now part of the greater plan of Evil.
As an aside, what happens when a friend lets you do illegal downloads on his computer. Usually nothing, but if the RIAA comes after you it becomes a world of hurt.
It's up to the GM if something happens, but I'm sure everyone has heard the stories of some guy that got healed and then years later was torn apart by invisible demons on the street...
Owen KC Stephens wrote:
I have decided to second the motion for the above items.
I would also like to see (but with a better title "The Genius Guide to Organizing those hundreds of feats and hundreds of spells into lists that can be used to separate elf magic from dwarf magic etc. Because I like my races to have different magical backgrounds and traditions."
I would like a copy of the Talented Fighter.
Just use the 3e books. 3e to pathfinder is MUCH easier than 4e to pathfinder.
You may have missed the point. He wants to use the Neverwinter stuff which is only fourth.
Try this, find the Neverwinter creature you care about and note CR. Find a similar creature with the same CR that has a third edition counterpart.
In the third edition critter replace the relevant bits with the Neverwinter creature stats.
Post your conversion for others.
Is there a way to edit the source (is there source somewhere?) for the neceros 1.0.8 fillable pdf? It's by far the best character sheet I've used, but there are a few details I'd like to improve. Is this at all possible?
I'm sure it is possible. I've been wanting to move some sections around for years. (Why is initive near the bottom of the sheet?)
Sadly, even if I had the full adobe program I wouldn't know how to go about it.
There is an alphabetization issue.
Summon Evil Monster
Also, Summon Good Monster doesn't have the list of monsters while Summon Nuetral Monster does.
Summon Nuetral Monster lacks information on the Counterpoised template that can be applied. (or a page number).
Ok, you're right.
By our last warhorn signup there were 10 individual player signups and 2 individual GM signups. But we also have players who show up in the morning and leave in the afternoon or vice versa.
But my main point is (again anecdotally) is that if every GM farmed every boon it would still be only a fraction of the available characters. Many of which you wouldn't see because the GMs are too busy running the game.
I would like to point out that player replay and GM reruns are two *totally* different things.
As for boon harvesting: Are there so many GMs that in the worst case scenario you would end up with "lots and lots" of characters with the same boon?
In my experience there simply aren't that many boons worth having. There are a few (and I do mean few) that are nice, but I wouldn't want an axebeak for every character.
Also, anecdotally, in my local area, the GM pool is at most 10% of the player pool.
I played with the rule in Rise of the Runelords. We had a wizard with maximized fireball and it was an important part of our strategy for dealing with those giants. It was rare, but it helped a lot when a giant just upped and died. It never got a PC in that one though.
As an aside, it was a maze spell that took out my PC in the surprise round of the final battle.
The second time I went through RotR we used it again. I created a cohort (through leadership)because we needed a party healer. In the very first battle, she died from a failed massive damage save. (In the surprise round, too boot.)
Aside from that it didn't affect things one way or the other.
Until the final battle with Karzog. The barbarian won init, crit on a charge and Karzoug rolled a 1.
Massive letdown. We then decided to stop using the rule.
In all cases we used the 50 pts of damage version.
In the future I would suggest:
A) Big Bads are immune to it. B) mumbo jumbo up a reason that raise dead doesn't need a 5000 gp diamond to fix that death.
Everybody can hold their breath for rnds = 2*Con score (-1 rnd for every standard or full round action).
So take a breath, go underwater and stay there. 2-3 minutes later take another breath. Eventually the bats will kill you or go away. Or you will find a third solution.
One point of note: things are done by rounds in pathfinder. This means that for a particular round you are either underwater completely or you are not. So you will have to suck up damage those rounds that you breathe.
Off the top of my head, it looks like your substitutions would work. It would be a definite flavor difference.
Regarding why earth = acid:
To make acid you need certain chemicals. Hydrochloric acid requires chorine (from salt). Salt comes from the ground, sulfer comes from the ground, nitrates and nitrites come from the ground. And so on.
Assuming that the normal CR calculations apply:
(hopefully past the avatar picture)
Group Size APL
Of course, milelage may vary according to build, tactics, terrain and GM bribes. Also, this pattern does break down (as noted in the APL calculation section of the books) due to action economy, so caveat emptor.
Here's how I do it:
when rolling 2d10 [or d(1-10 twice)] I think of it as the last 2 digits of a number
so I get
when rolling %dice [ or d(1-10) and d(00-90)] I mentally add the values
so I get
What I have found interesting is that ten sided dice *never* have a 10 on them.
If a PC belongs to some organization, give them some minor sidequest to further the goals of the organization.
Or items (like famous but rare books) to be on the lookout for.
Or even strange requests like "Sometime in the next few months (adventures) bring us the wedding ring of a left handed man."
Things I've been looking for:
Enviroment templates to make combats more interesting.
Death Curses for those unfortunate NPCs the PCs didn't actually need to kill.
A simple (1 or 2 page) weather system. Most of these that I have seen require rolling handfuls of dice to determine the exact temperature or inches of rain when all I really need to know is hot and drizzle.
Immediate danger is pretty much danger that is comming for you regardless of your actions. In the examples above, you can avoid the danger of falling by not doing the action "I'm not going on that rope."
An archer is, presumeably if able, going to shoot arrows at you even if you don't make the check.
Also, taking 10 is a way to reward people who put resources into that skill, as opposed to that other skill. They will succeed (and make it look easy) because they have actually studied that skill.
It takes forever to beta test.
keep thier sheet (or a copy). Tell them your problem and that your solution is to do the level up for them. Email the changes and additions (don't change anything previous, just do a level up). Get thier OK or thier revisions. If this process isn't done by the end of the first week, then they play thier unleveled character.
Keep doing it this way until they do it themselves.
For a lot of people, leveling up is a chore they would rather not do. (That's why it doesn't get done until push comes to shove.) This way all they have to do is say Yes to your hp and skill point additions and Maybe to your feat additions (or that's not what I had in mind).
Odds are, though, you're just stuck. Some people just won't do homework.
I've noticed this a lot. Is there a reason that wizards et al, shouldn't benefit from those 2 extra skill points?
It's a bit like saying that you won't enforce encumberance rules for classes except barbarians, fighters etc. Or that eve ryone gets lightning reflexes for free except classes with evaision.
Is there a reason that classes who benefit naturally from high Int shouldn't actaully know more skills when classes that don't do?
My aplogies if this comes across as agressive. I am genuinally curious.