The White's page

RPG Superstar 7 Season Dedicated Voter. Organized Play Member. 63 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



Liberty's Edge

After looking through some of the books (namely UM and UC), it has occurred to my group that PF has pretty much given up on being a fantasy game and just gone "screw it, let's go Steampunk". Especially after UC. I mean, just look at the picture of the Spellslinger Wizard... Not that this is a bad thing, just an observation and a thread to see if anyone else has noticed this and what people's thoughts are on it. Personally, I quite like it.

Liberty's Edge

So we're starting up a new campaign and I'm planning on playing a Necromancer. Before I go on I'm going to say that the DM has approved this for the game and I'm planning on play LN (character believes strongly that necromancy is not inherently evil etc etc etc) so I'm not looking for RP or moral discussions, this thread is purely for mechanics.

Game is 15pt buy using pretty much any official PF material but no 3rd party or 3.5e. I currently have access to Core,APG,UC and UM as well as Bestiary 1 and 2 if I feel like being a strange race (unlikely but possible) and we start at third level

For a start, I'm thinking Human/Oracle (haunted/bones). Taking Heart of the Wilderness instead of Skilled.
For stats I'm thinking
Str 13 (+1 at lvl 4)
Dex 12
Con 12
Int 10
Wis 8
Cha 16 (18 after human bonus)(+all other increases past level 4)

For skills I'm thinking Disguise, Bluff, Knowledge (planes and religion)

For feats I'll probably take Toughness and Extra Mystery at level 1. Not sure about level 3

For mysteries Raise the Dead and Undead Servitude seem like obvious ones for level 1 (or for 1 and 3 if I don't end up with extra mystery). Not sure about the third one but maybe Death's Touch for the bonus healing on my minion

Spells are where I'm having difficulty. For 0th level I'm thinking Create Water, Guidance, Light, Read Magic and either Stabilize(for function) or Bleed(for fluff). For level 1 Inflict Light Wounds is obvious and Cause Fear is a bonus from Bones but I have no idea what to do with the other two that I can pick. Ideas here are especially appreciated

My thanks to anyone who reads through this and helps out

Liberty's Edge

Is it possible to combine the Holy Gun and Divine Hunter archetypes? I'm questioning this for two reasons
1: Divine Hunter replaces Heavy Armor with Precise Shot and Holy Gun only gets Light Armor but doesn't actually replace it with anything so I'm not sure having the Holy Gun lack of heavy prevents me from also being a hunter.
2: They both replace Divine Bond but they replace it with very similar abilities. Hunter requires it to be with a ranged weapon and gun requires it to be a firearm (just a more restrictive choice that isn't actually breaking the rules for hunter) so I don't see that being an issue. Hunter grants the ability to choose returning and gun grants reliable so that may be an issue.

I suspect the answer is "RAW says no but because they are so similar, ask your DM, he might say OK"

Liberty's Edge

Ok, been DMing Burnt Offerings for a few weeks now and my party of 5 (Half-Elf Druid, Dwarf Pally, Human Fighter, Half-Orc Alchemist and something Oracle) have managed to
1: Misinterpret the letter from Tsuto (arriving at the glassworks after he has left for Thistletop with Ameiko (thus also missing out on his journal)
2: Head into the Catacombs of Wrath and after getting the Pally nearly killed (-9hp with Con of 12) by the Sinspawn in B1 (a good portion of the damage donw by the alchemist missing with his bombs) head directly to B12 and B13 and the fight with Erylium. At this point the Oracle, Druid and Fighter rush the Sinspawn at the runewell while the Alchemist and Pally try to take down Erylium with bombs and a crossbow. Naturally, the alchemist misses with his first bomb which proceeds to scatter directly into the runewell, exploding inside the watter and showering the rest of the party with Wrath Water (I decide that half damage and an easier will save vs rage will apply to all members within 5 feet of the well) causing the Druid's pet and the Fighter to rage. Long story short, the sinspawn drops quickly and Erylium eventually goes down after getting into close combat and dropping the pally's dex to 4 (YAY level 1 characters not having immunity to anything yet) once they manage to get into a position where she is the nearest creature to the fighter (I let the druid use handle animal on a turn by turn basis to keep her pet from attacking). At this point the oracle is on 0 hp so the alchemist and pally decide that the best way to deal with the fighter is to knock her unconscious, tie her up and let the rage die out while the druid keeps her pet from doing anything and the oracle ties it up. The alchemist hits with a greataxe for max damage and the pally then swings and deals max damage dealing enough damage to kill the fighter (by 1)

The aftermath of all this is
They have no idea which goblin group to attack
They managed to get enough cash from Erylium's dagger to afford a reincarnation (roll was 00, DM's choice)
The pally is now an LN ex-pally (deliberately attacking a fellow LG party member who worships the same god as you with lethal damage and killing them = evil in my books) with 4 dex until the poison wears off
Everyone hit level 2

My questions:
How do I direct them to Thistletop? I'm thinking of just having a villager come up to them and explain that they went into the glassworks to see why it was so dead and found the journal in one of the rooms the party skipped.
What should I reincarnate the (scythe wielding trip specd) fighter as?
What is the procedure (and cost) for a pally undergoing attonement and getting 8 points of poison dex damage healed?

Liberty's Edge

Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an
improvised ranged weapon. You receive a +1 circumstance
bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with
an improvised weapon.

This feat does nothing to reduce penalties for throwing oversize weapons right? eg a Human throwing a large longsword would normally suffer -4 for improvised throwing weapon and -2 for it being too big for him but if he had throw anything it would only take away the -4 for improvised not the -2 for oversized.
Also, can he even use a large two handed weapon (say a large greatsword)?

The reason I ask is that our previous DM ruled that our Alchemist who picked up a Giant's greataxe could throw it with no penalties resulting in him having a 3d6 ranged weapon that he wasn't proficient in with no minuses to the roll giving him a massive damage boost at the start of combat. I have a feeling that the same player is thinking about making a build specifically around throwing weapons that are bigger than he is for the campaign I'm starting up. While this is a cool idea, I'm fairly sure that there should be some restrictions floating around that weren't there last time this was done. Pretty much, the way I read the rules, a Medium Alchemist with throw anything can throw any medium sized weapon with no penalty, a large light or one handed with a -2 and a huge light weapon with a -4 penalty (assuming no range increments and no throwing into combat penalties). I'm just making sure I have this right before I start throwing rulings around

Liberty's Edge

I'm taking over as DM for my gaming group in a couple of days and running Burnt offerings (and hopefully the rest of of RotRL). We're running it in PF rather than 3.5 (I'm fairly confident with being able to convert it over) but I have a few questions
1: Character creation. I'm doing it point buy and have given them the standard fantasy build (15 points) figuring that it would be better to find out that they are a bit under powered and award them and extra 5 to work with than to give them 20 and then have to take 5 away. I've already had one player complain a bit about only having 15 points but I stuck to my guns. Does this seem like a reasonable approach or from other's experience are 15pt chars going to be too weak?

2: How many players was the module written for? I assume it was written for 4 PCs, am I likely to have to make encounters a bit harder for 5?

3: Leveling. Given that the PF 'fast' experience will have characters leveling up faster than 3.5 I'm a bit worried about setting it to that but given how much slower the 'medium' setting is I'm not sure on that either... I'm thinking medium experience and awarding a few extra bonuses at the end of each part if needed. Opinions?

Liberty's Edge

I am in the process of creating a Witch for a game starting on Friday and have been looking over the item creation rules (specifically potions) and unless I am missing something I can create whatever potion I feel like on a roll of 2 or better (an without rolling for level 0,1 or 2 spells) at first level. As I read it, DC for creating items is 5 + CL + 5 if you don't know the spell. I'm assuming that CL for potions is
Level 0/1 = CL1
Level 2 = CL3
Level 3 = CL5
So level 3 potions are DC 10 if you know the spell or 15 if you don't. By taking Cauldron at level 1 I get Brew potion and +4 on Craft(Alchemy), this means that at level 1 I have a total of +13 to Craft(Alchemy)(1+3[class skill]+5[I rolled well and have 20Int]+4[Cauldron])

Basically, unless I'm missing something, I can be cranking out pots of Cure Serious (or any other 3rd level spell that can be potioned) for half price on a roll of 2+ on a d20 at level 1 and any other potionalble spell without rolling. Please tell me I'm missing something here because that seems mildly broken