@Adamantine Dragon: that's an interesting take. Thanks for the thoughtful response.
You write that playing out combat "allows players to immerse themselves in the fantasy situation", which is certainly true. I contend that the possibility of character death encourages that immersion by providing an external reason to act sanely within the game world.
If PCs are effectively immortal, then they can do anything they want in combat. Want to drop your trousers and moon that demon in the middle of a fight? Sure, why not. He can't kill you. He might hurt you a bit, but you'll just have a cleric heal you up afterwards.
If, on the other hand, that demon can impale you on a spear or something, which also carries the out-of-game consequence of having to make a new PC, then the player is much more likely to take the fight seriously and have their PC react as if the demon is a real threat -- because it is.
Whether a given group of players needs an external motivator like that or not varies wildly. If you are fortunate enough to play in a group where all the players already want to have their PCs behave as if the game world were real, then you could probably get rid of death entirely with no problem. If, on the other hand, there are one or two people in the group who are not interested in that, then the game may need death as a way to reign those players in so they don't mess with the others' enjoyment too often.
Ultimately, choosing whether to include a serious chance of death or not is down to group psychology. Maybe you need it, maybe not. It's up to the GM, and the final determinant -- as always -- is whether or not the players are having fun.
A sub-plot in my homebrew Golarian campaign based in Sevenarches requires me to stat up a herald for the long-dead god Curchanus. Here's my first stab at it.
Cocidius, former herald of Curchanus:
Cocidius (CR 15)
This fierce bald man wears little besides a kilt of linen. His complexion is a deep, rich brown, and closer inspection reveals that his skin bears whorls and lines like stained wood. His hair is made of tiny leaves, and he bears an antiquated obsidian spear.
Languages Common, Celestial, Infernal, Druidic ; truespeech
Romphaia Mastery (Su) Any romphaia that Cocidius wields gains the returning weapon property, and may be used as a thrown weapon with a range increment of 60 ft (piercing damage only). In addition, Cocidius may use his romphaia to attack targets adjacent to him even though it is a reach weapon.
Alternate Form (Su) As a move action, Cocidius may increase one size category, as per enlarge person. If he throws his romphaia in this state, it retains the size increase to its damage die. As a standard action, he may assume the shape of a aurochs, as per beast shape II.
Celestial Stampede (Su) As a standard action, Cocidius may summon a stampede of celestial aurochs. He designates an area 120x30 feet through which aurochs stampede for 1d3 rounds. Any creature in the area takes 2d6+7 damage, and falls prone. A reflex save (DC 21) halves the damage and negates the prone condition.
He really needs an assortment of spell-like abilities. I've got a few in there, but they're mostly for flavor. Suggestions?
Also, for reasons which make sense inside the campaign, the soloist PC (currently a Druid 9/guardian 1) is likely to wind up fighting him.
Homebrew lore you may or may not care about:
Cocidius became greedy for power, and betrayed his master. Lamashtu certainly killed Curchanus, but it was Cocidius who lured him into the trap. Afterwards Lamashtu casually ignored Cocidius, who stole a few shreds of power from Curchanus and fled to the maelstrom, where he has been hiding from Desna's wrath ever since. Calistria recently tipped off the PC as to his whereabouts, in exchange for an unnamed favor. Defeating him is meant to be a mythic trial resulting in another mythic tier.
I don't have a very good sense for how he stacks up vis-a-vis other CR 15 critters, but I know he'd absolutely CRUSH my player's PC in a straight-up fight. Lissala's herald takes negative levels for being out of touch with her deity unless she feeds on other outsiders, so I think I'll use the same gimmick with Cocidius, only he needs to eat animals. When the time comes, I'll assign him a suitable number of negative levels to bring his power down to the tough-but-beatable range.
Thoughts? Suggestions? Tomatoes?
It varies, but I have done my share of coddling and killing.
Killing: I think there needs to be a real threat of PC death. If it's a foregone conclusion that the PCs will always win without losing anyone, what's the point of even rolling damage?
Coddling: I err more toward this end, and here's an example.
Last session, we jumped straight into a fight, no delay of any kind. There was a surprise round, and in that surprise round I killed one of the PCs. He died, literally, in the first 30 seconds of the session, before any of the party had even gotten a chance to act.
Killing the PC at that point meant that the player was, effectively, not going to get to play. He'd have to spend his time making a new PC instead. That's no fun. So I therefore halved the damage, so that the PC would be seriously wounded but still alive.
I might actually have let him die if we got to play more often. But there had been a delay of two full months between sessions, so everyone was raring to go. Also, this group averages about 30 hours of actual game time per YEAR, and the player only plays in this group, so making him spend at-the-table-time building a new PC would cut seriously into his gaming time for the year.
Wraithstrike has it right.
The other things which comes up often is people wanting to know if it works with polymorph abilities other than wild shaping. The RAW answer is "no". The sensible answer for non-PFS games is "no, but allowing it by house rule would be totally reasonable."
1) A good rep. Have people occasionally recognize them as the charitable souls who helped dear old Aunt Nelly make her pilgrimage to Holy Site X, and thank them profusely. Everybody likes getting thanked.
2) Freeloaders. Have somebody approach the party with a heart-rending tale of woe, begging for assistance in the form of cold, hard cash. If the party goes along, be sure to have the con artist thank them profusely (see #1!) and then vanish. If you intend this as a plot hook, make sure that the con artist promises some kind of publicly viewable outcome, so that the party will eventually KNOW that they've been duped. That could lead them to track down the miscreant, a nice little side quest.
3) The name of any PC who has participated in this charitable giving should NOT appear on any of the lists of greedy people scheduled for assassination.
4) Averta could show her pleasure at the PCs actions. Deities don't usually get involved directly in the affairs of mortals in Golarion, but there are a number of minor ways she could make her approval known, such as:
- If they sleep in Foxglove Manor, Averta (or one of her favored minions) might appear in their nightmares as an ally, granting a +2 bonus on the Will save to avoid WIS damage.
- If they become lost on the way to Turtleback Ferry (or anywhere, really), a sudden gust of wind on a still afternoon might cause autumn leaves to arrange themselves in an arrow pointing the correct direction.
- She might give occasional hints. For example, take the assault of the stone giants on Sandpoint at the beginning of book 4. Pick a PC who has been especially charitable and hand him/her a notecard bearing something along the lines of "You dream of Averta. She is looking out over a darkened landscape -- the lands around Sandpoint. Looking down you see large forms moving through the dark. She turns to you and says: 'They're coming. They're coming SOON. You must rise and fight!"' Essentially, you're handing them the advantages spelled out if one of the PCs happens to be up at dawn and spots them.
I have a request.
The description in Gods and Magic describes Desna as "clad in billowing gowns", but depicts her as naked save for some strategically placed swirls of mist.
So if you're commissioning new art for this, could Desna please have some clothes?
Generally liking this a lot.
The lack of trapfinding stuff makes me sad; but I'm not worried about it, because it's a prime candidate for an archetype. Maybe something like:
Gain trapfinding at level 1; lose track.
Animal Focus (Stag) needs some work.
From levels 1-7, it has a minor advantage over Longstrider in needing only a swift action to activate, but giving half the speed bonus.
From levels 8-14, it's palpably inferior to Longstrider, because with a CL of 8 you'll just cast Longstrider at breakfast for the same speed bonus but no in-combat action required at all. The application of Extend Spell -- via feat or rod -- makes this flip happen up to four levels earlier.
At level 15, it finally starts looking a little better, getting you 10 more feet per round than Longstrider. But frankly, a 15th level class feature that's only twice as good as a first level spell seems pretty lackluster.
My initial impression is that this class probably needs a full BAB. But let's see how it goes in actual play testing.
On my first reading, I assumed that Arcanists were supposed to select a sorcerer bloodline and a wizard arcane school. Then I got to the end of the Blood Focus section and found myself wondering how they get access to their arcane school power.
On a second reading it's actually just one of the types of magic. The context of selecting a Sorcerer class feature probably led me into thinking they also get a Wizard class feature.
In the final revision, consider just listing the schools of magic, e.g. "an arcanist must select a sorcerer bloodline and one of the schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation." A bit more wordy, but less prone to misinterpretation.
Hmm. Expending a use of Blood Focus to get the temporary use of a bloodline power is going to run into all kinds of weirdness.
Just to name one -- suppose I pick Arcane as my bloodline. If I expend one use of Blood Focus at level one, does that mean a familiar appears out of thin air, acts for one round, then vanishes?
Awesome familiar stories? Here's one.
In a homebrew 3.5 adventure, I played Alexei Voinovich, a human wizard. My familiar was a basic cat, affectionately named Mishka. One day, the following happened right after I roasted a bunch of mooks with a fireball:
GM: The cleric casts ...
Me: OO! Spellcraft to identify the spell. 34!
GM: It's "Slay Living". He walks over. 18 vs your touch AC?
Me: ... a 4 doesn't save, does it?
*combat continues till it's my turn*
GM: All right, Alexei. Oh, right, you're dead. Next!
Me: Wait! Mishka yowls in grief and rage, and charges the cleric.
GM: She what?
Me: You heard me. Let's see ... does a 20 hit?
GM: Yeah. Damage?
GM: He slumps to the ground with Mishka's fangs in his throat.
Everybody: Woo hoo!
And that's how Mishka earned her title of Mighty Huntress.
As to what thoughts you can pass to an animal: you're unlikely to get any kind of consensus on that. Your GM is the one making rulings for your game; that's what matters.
As for whether you have to speak aloud ... I've gone back and forth on that, but I finally came down on the side of "no, you don't". Sow thought doesn't say you have to, while similar spells -- such as charm person -- explicitly state that you have to speak.
As for whether people will notice you: depends on whether they're paying attention. You have to make appropriate arcane gestures and incantations, both of which might give you away. Silent Spell and Still Spell can help with that, though at the cost of making it a third-level spell. The trait magical lineage can reduce that to a second-level spell. Some GMs allow Bluff checks (or similar) to conceal casting. Talk to your GM and see if that's an option.
If they make their save, I don't think they'll know what the thought was. But your GM may vary.
Sow Thought may very well be my favorite spell, but it's also a little vague. That's okay, though! The vagueness is what makes it useful -- any thought you can imagine can be put into a character's head. That's huge. But it will probably require GM rulings on a regular basis.
If the sole purpose of the wording was to enumerate a list of valid creature types, referring to the Bane property is an unusual way of going about it.
Most such things refer to the Favored Enemies list from the Ranger class. For example, the feat Favored Judgment uses language like this:
Favored Judgment wrote:
Benefit: Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
The two lists -- Favored Enemies and Bane -- are identical, except that the Ranger table takes the space to list the available subtypes of humanoid and outsider. Which is handy.
A clearer wording for Mythic Flame Strike might have been something like:
You may have the divine half of the damage affect only one specific creature type (selected from the table of Ranger favored enemies).
The phrasing "as the bane weapon quality" is more ambiguous, because the word "as" can mean "just like" -- hence my initial reading that opting to select a creature type adds damage, just like the bane property.
On reflection, if you put Bane on a weapon that has multiple base hit dice, the bane only happens once per hit. So a greatsword, for example, does 2d6 normally, and bane adds an additional 2d6+2 once. So B is clearly the correct reading.
That is, B is correct unless they just wanted to say you can target a single creature type for the divine half. Bobson is right -- weird wording.
I'm inclined to think that adding 2d6+2 to a specific creature type is well within the bounds of the general uber-awesomeness of mythic stuff, so I think we'll continue to do that.
Yes, it's strength damage. Consider how the example states it:
500-999 = 2 points
If the first part of the sentence were referring to two different types of damage, then the example would have had to specify:
500-999 = 1 Strength + 1 hit point
The fact that the example says only "2 points" and "3 points" indicates that the points are of a single type; and Strength damage is explicitly specified as that type early in the sentence. Ergo, it's all Strength damage.
Also interpreting it the other way would make an already powerful spell absurdly overpowered.
I'm trying to figure out how to calculate the "bane" effect of a Mythic Flame Strike. Does the bane ability get added to each die rolled, or once overall?
This came up in a game tonight when a newly ascended level 9 druid opted to flame strike four shambling mounds, and use the plant type bane. I had to make a ruling, and rather than let things get bogged down in analysis paralysis, I figured mythic spells are SUPPOSED to be hella awesome, and let her roll 9d8+18d6+18, for a total of 133 damage. That's just 1 less than DOUBLE their starting hit points. All of them failed their Reflex saves, but even if one had made it, it would still have been reduced from full to 1 hit point in a single hit.
As it was, all four were instantly vaporized, plus every tree, shrub, and bush in the area, leaving a smoking, ashy crater and a druid feeling stricken with guilt for roasting the inoffensive plants in the area.
I also told the player (solo campaign) that I would check in the rules forums, and if it isn't QUITE that awesome, we'll just say she a little extra juice left over from her initial ascension.
So, is the damage for a mythic flame strike with the bane option:
A) 1d8+2d6+2 per caster level,
Or, B) 1d8 per caster level plus 2d6+2?
I've never managed to make crafting work for a PC. But that's at least partly due to the fact that the GM wanted to run a low-treasure, low-magic campaign and didn't bother telling me before I made the PC. It also didn't really make sense considering the campaign setting was Eberron, a super-high-magic setting if there ever was one.
I played that character from level 3 to level 10, devoting every feat to crafting, keeping craft skills maxed ... and in that whole time I finished exactly one item. It was a Ring of Feather Falling with the added ability to cast Mending 3/day. It seemed a kind of paltry payout considering the investment.
Not that I'm bitter.
Here's a kitsune bard 1.
Ellidan Malnock (CR 1/2)
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
Speed 30 ft.
Realistic Likeness (Su) You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.
Ellidan Malnock thinks of himself as a cool, self-possessed charmer who knows when to duck. Others might describe him as a lazy, cowardly womanizer. But even his detractors admit that he plays hauntingly gorgeous music on his long pipe. So he scrapes by on charm and music, entertaining at the local tavern at night to earn enough coin to buy pretty gifts for the village girls.
He is not often seen about during the day. Most people assume that he sleeps late; and this is often true. But much of the time he will assume the form of other townsfolk and slip out to sow mischief. For example, he might impersonate the mayor and allow himself to be seen leaving a local house of ill-repute; or take the place of a servant in a larger household in order to gather information about happenings in the household.
Four - is a good basic number of players.
Five - is even better; if one player can't make it, you can still play.
Six - works okay.
Any more than that and things tend to get bogged down during combat.
So ... it's your game, but in your shoes I'd help her roll up a character and let her join.
I bought PDFs of the 3.5 RotRL, and also the hardcover anniversary edition. But I don't have a WHOLE lot of interest in the other 3.5 era APs. RotRL was special, because it was the first AP Paizo put out in their own campaign setting and operating as their own company.
What I'd like to see is a hardcover Kingmaker compilation. I bet it'd be a lot more doable in terms of staff overhead. It's already written against the PF rule set, so mechanical updates would be limited to tweaks here and there. The most mechanically challenging parts are the kingdom building and mass combat rules -- and those already got reworked thoroughly for Ultimate Campaign. The print editions of the first two books of the AP are sold out, and I seem to recall the others appearing in the annual round-up of products that are running low. Lastly, it's my (totally subjective) impression that Kingmaker is one of the more popular APs, suggesting a hardcover compilation might be well received.
I doubt this'd happen for a while yet. But it's a good candidate.
This is something to expect variation on, I think.
In my own campaign, I actually had a BBEG cast Create Pit under her own feet specifically to escape a Black Tentacles spell. I treated the black tentacles as non-existent for the area of the pit, but allowed the BTs to operate in the area around it (extending over the edge of adjacent squares). Then she used her wings to fly straight up past the black tentacles.
Okay, here's a stab at Daranariel, Lorekeeper Oracle 15.
Daranariel CR 14
Female Old Elf Oracle (Ancient Lorekeeper) 15
N Medium humanoid (elf)
Init -2; Senses low-light vision; Perception +19
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 56 (15d8-15)
Fort +6, Ref +10, Will +11; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
Weakness oracle's curses (haunted)
Speed 30 ft.
. . 1/day—automatic writing
Oracle (Ancient Lorekeeper) Spells Known (CL 15th; concentration +20):
7th (4/day)—mass cure serious wounds, legend lore, reverse gravity, greater scrying (DC 24), resurrection
6th (6/day)—mass cure moderate wounds, greater glyph of warding (DC 21), contact other plane, find the path, truespeak
5th (7/day)—mass cure light wounds, cleanse, scrying (DC 22), arcane eye, telekinesis, ancestral memory, mark of justice
4th (7/day)—discern lies (DC 21), cure critical wounds, tongues, divination, clairaudience/clairvoyance, gilded whispers (DC 21)
3rd (7/day)—blood biography (DC 20), locate object, cure serious wounds, speak with dead (DC 18), detect thoughts (DC 20), glyph of warding (DC 18)
2nd (7/day)—identify, cure moderate wounds, silence (DC 17), zone of truth (DC 17), augury, minor image (DC 17), levitate, communal protection from evil, share language (DC 19)
1st (8/day)—disrupt undead, shield of faith, detect good, detect evil, sanctuary (DC 16), cure light wounds, know the enemy
0 (at will)—spark (DC 15), resistance, mage hand, detect magic, mending, create water, detect poison, read magic, ghost sound (DC 15), guidance, light
Str 7, Dex 7, Con 9, Int 26, Wis 14, Cha 20
Base Atk +11; CMB +9; CMD 17
Feats Breadth of Experience, Diviner's Delving, Great Fortitude, Greater Spell Focus (divination), Run, Scholar, Spell Focus (divination), Spell Penetration
Skills Acrobatics +3 (+7 to jump with a running start), Diplomacy +18, Knowledge (arcana) +32, Knowledge (dungeoneering) +20, Knowledge (engineering) +10, Knowledge (geography) +25, Knowledge (history) +28, Knowledge (local) +23, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +32, Knowledge (religion) +28, Linguistics +15, Perception +19, Ride +3, Sense Motive +20, Spellcraft +21 (+23 to determine the properties of a magic item), Swim +3; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Orvian, Osiriani, Ancient, Shadowtongue, Sphinx, Sylvan, Thassilonian
SQ elven lore, elven magic, mysteries (lore)
Other Gear Headband of mental prowess (Int & Cha +2) (Sense M, 35000 GP)
Automatic Writing (Commune) (1/day) (Su) Use Commune as a spell-like ability.
Diviner's Delving Divination spells gain +2 vs. Spell Resistance, and information gained over multiple rounds comes 1 rd faster.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Lore +7 Add half oracle level to Knowledge checks about elves.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Greater Spell Focus (Divination) +1 to the Save DC of spells from one school.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scholar (Knowledge [arcana], Knowledge [planes]) +2 bonus on two Knowledge skills
Spell Focus (Divination) Spells from one school of magic have +1 to their save DC.
Spontaneous Symbology (Ex) Spontaneously cast Symbol spells.
Think on It (1/day) (Ex) Reattempt a failed Knowledge check at +10
Throughout the Elven Dominion, Lorekeeper Daranariel commands two things: respect, and fear. The respect rises from her vast knowledge of virtually every topic. The fear derives from the unsettling certainty she evokes in her visitors that she sees things -- knows things -- that perhaps no one should. Her habit of speaking in an even monotone while staring just past the shoulder of whomever she addresses gives the distinct impression that she is speaking to, or at least aware of, entities no one else can see. But despite her spooky mannerisms, elves throughout the dominion know that if you desperately need an answer to a question, Lorekeeper Daranariel is your best bet.
She is also a woman driven to answer one question of her own: what is the true purpose of the maze? From the time her powers blossomed as a young elf, she has been obsessed with a theory that the vast maze enclosing the Elven Dominion is not a protection, but instead a vast rune which some unknowable entity is inscribing on the surface of the world. Its routine shifts of space and form merely indicate that it is not done. Now approaching the winter of her life, she lives in fear that she will not discover its true purpose before it is ... finished.
That's about the best I could do considering how little I know about the world. If the maze around the elven lands is something they built themselves, well, her backstory won't work without adding a paranoid conviction that the elves who built and maintain it are mere unknowing puppets of ... whomever.
The character started with the standard Elite array.
10 STR - 3 age = 7
At levels 8-15 I used the elven favored class bonus to add 1/2 level to her Mental Acuity revelation, meaning it's functioning as if she were considerably higher level as an oracle. The other favored class bonuses went to skill points.
First and foremost, she's an Oracle. If she doesn't flat-out know the answer, she can probably find out via her assorted divinatory abilities. She may also be able to help with some healing, though there are almost certainly better healers out there.
EDIT: Argh, Hero Lab omitted most of her revelations. Those are:
Spontaneous Symbology: can cast "symbol" spells as if they were on her spells known list.
Sidestep Secret: CHA governs AC and Reflex saves instead of DEX.
Mental Acuity: May cast "cure" spells as a swift action by spending 2 slots, plus some inherent INT bonuses
Well, crud. How'd I miss that?
I don't know diddly about psions. Never made one, never played one, never even read word 1 of any psionics book. Zero interest there.
I could take a stab at a witch, I guess. Gonna wait till I can get home after work -- Hero Lab makes this kind of thing WAY faster.
I'll do Archdruid Meraeriel. One question: what particular threats has her forest faced, if any? The challenges she's faced would greatly influence her choices.
Ohhhhhh yeah. Insta-Backed!
I've got a PDF of the 3.5 version, and it was great and all, but I only really got into GM'ing in Pathfinder. A PF update -- including hero lab files! -- is exactly what the doctor ordered.
Another advantage to taking at least 1 level of monk early is that it gets you Improved Unarmed Strike for free, which would free up that fighter bonus feat for something else.
I'm no slouch at bizarre words. I know multiple dead languages, thanks to four years as a medievalist grad student, and I've always enjoyed weird, obscure words.
But even so, sometimes I really wish that monster names came with some kind of pronunciation guide. I mean, in Bestiary 4 we've got Alpluachra, Aoandan, Graeae, and Qallupilluk. I can take a stab at those, but heaven only knows if I'm getting it right, and my poor players would probably just roll their eyes and stick to "the monster" instead of attempting to use its name.
It also breaks the immersion when I can't even say the monster name right. "As you round the corner, you find yourself face to face with an unpronounceable! Roll initiative."
Just to expand on the attacks thing:
does the Druid gain the extra attacks of the creature it assumes?
No, he does not get any extra attacks.
or does the Druid only get his normal number of attacks, regardless of form?
No, he does not get his normal number of attacks.
What he gets is a number of natural attacks which replace his ordinary attacks.
So, a Druid 4 who wild shapes into a bear gets a bite and 2 claw attacks. The ordinary attack he might have made -- whether with a weapon or whatever else -- simply is not there any more.
And a Druid 8 would ordinarily get two attacks based on his BAB. But if he wild shapes into a boar, he gets just one gore attack. His iterative attack based on BAB is irrelevant, because those attacks are gone.
Basically, natural attacks and iterative attacks use two separate attack systems which function in very different ways. Try not to mix the two systems -- it rapidly gets complex and confusing when you do.
1) In the Mythic Spell Lists, it shows Animate Dead as a second-level Ranger spell. Since Rangers don't get that spell at all, normally, this is probably a glitch.
2) I have a tablet. Specifically, this one. It's Android-based, it has sufficient resolution (1280x800) that the PRD uses the full-size version rather than mobile. The PRD prevents me from pinch-zooming; the display port renders at the size it renders, and nothing I can do will change that.
As a result, it is freakishly difficult to tap the link I want. About 80% of the time I'll accidentally hit the link above or below the one I was aiming for. For example, I often wind up on the Open Game License page when I was trying to get to the Spell List Index. When this happens three or four times in a row, it makes me want to hurl my tablet across the room.
This is cross-browser; I've tried it in the default Android browser, which I believe is Webkit based, in Opera Mobile (currently version 16.0.1212.65583), and in Firefox Mobile (25.0).
I'm a web developer myself, and I investigated the code. I believe this behavior is caused by "minimum-scale=1, maximum-scale=1" in the META viewport tag, which forcibly prevents users from scaling the content, as discussed here.
Please, please consider changing that to "initial-scale=1" instead. The links in the PRD are crammed in cheek by jowl in a fairly small font size, and my fingers are not that small!
I would like to see something that picks up and develops the lore of one of the deities who are dead, missing, or obscure.
Not Aroden. He's plenty well developed. I'm thinking:
- Curchanus (dead). Any last tattered remnants of his legacy lingering in some forgotten corner of the world?
- Count Ranalc (missing). What HAS he been up to these last few millennia?
- Lissala (obscure, maybe dead). Is she truly gone? Hanging on in some diminished form? Morphed into a different deity? If she is really gone, maybe she left some nasty surprises somewhere?
Okay, here's Absorb Blow:
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
A guardian with only one tier who activates Absorb Blow will prevent only 5 points of damage. Does that mean that:
1) The DR/epic portion of the ability will never be available until the guardian gains another tier, OR
2) You're supposed to keep a running tally of damage prevented via Absorb Blow and apply DR/epic each time an increment of 10 is reached within a period of 1 minute?
I'm inclined towards 1, because 2 sounds like an awful lot of bookkeeping.
Vic Wertz wrote:
Good to know, and thanks. If I come across another snafu like that, I'll post it in the product discussion.
With the exception of one 20th level Expert (who was a fantastic cook), I don't think I've ever actually used an NPC class. Anybody who is important enough to even HAVE a stat block has been important enough to get a PC class.
Yeah. The standard one is the way to go.
The interactive bits of the PDF are cute but largely useless in a VTT -- because any VTT worth its salt has built-in mechanisms for hiding and revealing map information, and those will depend on having the map in the VTT's own format.
Fortunately Paizo is generally pretty good about keeping map labels and things separate from the map image. Once in a while they'll slip up and get a S marking for a secret door burned into the image -- Harrowstone Prison, I'm looking at YOU -- but for the most part you should be able to pull them out of the main PDF and use them.
That also has the advantage of getting you the NPC portraits, which can be used for making tokens.
I have a homebrew campaign set in Sevenarches, in the River Kingdom. At one point, the PC spent some time in prison, and I knew she'd get to interact with some of the other prisoners during the course of exercise periods in the prison yard. Here are my notes for the other prisoners:
No stat blocks or anything. In the event that one of these needed to do something that actually might have rule effects, I'd have winged it.
For example, if the PC had asked Violet Twycross for help busting out of prison, I'd have mentally marked her down as a level 1 changeling sorceress with the spells Charm Person and Sow Thought, winged it based on that, and then made up a stat block for her AFTER the session in case she becomes a recurring NPC.
I did have pictures of all of the prisoners, culled from DeviantArt. But that's only because we're using MapTool, and I needed tokens for them. In an actual physical on-the-table-top game, I might have assigned them eye and hair coloring in my notes, but no more than that.
To the OP:
To quickly extract images from the AP PDFs, try Nitro Reader. It's a PDF viewer. It has a handy "Extract Images" button, which will dump all the images in the file into a folder of your choosing. I use it for extracting maps from AP things all the time. It's free. Though they do want an email address (if that bothers you, give 'em a fake one).
I also bought PDFs of all four bestiaries so I could make a library of monster tokens for use in MapTool. If you are doing something similar and have a full size book to extract, you may want to use the "one file per chapter" option when you download the book from Paizo. Nitro Reader may choke when extracting images from unusually large files.
I personally wonder if Paizo is going to put out their own VTT.
That would be Paizo GameSpace. It's in closed beta.
Edit: Gninja'd! XD
The PC in my solo campaign (AND her cohort!) got infected with lycanthropy. Afterwards, I gave them a knowledge check to see if they knew about lycanthropy: how it works, options for cures, etc. Because it's a curse, I chose Knowledge (Arcana); and I used DC 15 (the same DC as the curse itself). You might reasonably allow a PC to roll Knowledge (Nature) as well, since lycanthropy is also a disease.
In my case, both PC and cohort failed that knowledge check. So did the cohort's familiar, whom I allowed to try it using his mistress's skill ranks.
So. They were both clueless until after the initial transformation at the next full moon, when they both of them woke up from a night spent slaughtering and eating a camp full of innocent gnomes and successfully made their Will saves to remember doing it.
Mythic Evil Lincoln wrote:
Interesting case. At this point, if the players are hard up for cash, I'd give them the +1, but if the players are seeming a little to wealthy, I'd say it does nothing. [...] So the ruling is: Round down without exceptions, except for pity.
Well, much of GM'ing is like that anyway, so no difference there.
How do you handle group division of loot? For example, with the mwk dagger scenario, assuming that you're giving the +1 out of pity -- does that apply to just one PC, or the whole party? Or is that something the PCs have to hash out among themselves?
Evil Lincoln: I like your abstract wealth rules. Just to check that I've wrapped my head around them:
- A PC's wealth score starts at 0.
- They increase it by selling loot.
- When they sell something, they get one fifth the difference between the Wealth DC of the sold item and their current wealth score.
- So if a PC with a Wealth of 5 sold an Amulet of Natural Armor +1 (2,000 gp, DC 20), they would get 3 Wealth (20 - 5 = 15 / 5 = 3).
- Stuff that has a purchase DC equal to or lower than the PCs current Wealth score net them zero benefit.
But how does that work with lesser loot? For example, suppose a PC with 5 Wealth sells a masterwork dagger (301 gp, DC 8). 8 - 5 = 3 / 5 = 0.6 wealth rounded down to zero benefit, even though the purchase DC is higher than the PC's current wealth.
Well, here's one I just came up with. No idea if it'll suit the player, or if it's properly balanced for level 1.
The following contains some minor Harrowing spoilers that are too mixed-in to use the spoiler tag easily.
I haven't played or read Jade Regent, so I don't know anything about the Seal thing. I am, however, currently GM'ing the Harrowed Realm for our group as a side-quest from Kingmaker, and I can say that that makes the whole thing more problematic, because it's a bizarre little pocket plane.
1) There's no place to get diamond dust; no cities or markets.
2) Plane Shift (or similar magic) requires a DC 30 caster level check to succeed, which is a pretty stiff DC. The PCs are supposed to be level 9 when they go in, which means that it's impossible to leave till they hit level 10, and even then requires a natural 20 on the CL check.
3) There ARE a couple of wandering merchants -- Jocob, and the Nightpeddler -- but neither stock anywhere near that much, and the latter is an enemy anyway.
4) The setup for the adventure involves getting unexpectedly sucked through a portal into this realm, meaning there's a very good chance the PCs left most of their ready funds and/or expensive material components safely back on the material plane.
5) The adventure specifies that the souls of mortals who die in the Harrowed Realm become trapped there, and never make it to Pharasma for judgment, which could make it problematic to raise them once you get back to the prime material plane.
All in all, the Harrowed Realm is a bad place to die.
My group had this problem when we came close to a TPK. (3/6 dead, 1 at zero hp, 1 at 20 hp, 1 untouched). The cleric survived, but the party had no way to fund the Raise Dead spells. The closed nature of the plane makes it hard to introduce new PCs, too, since the whole point is that it's extremely hard to get in and out and the only inhabitants are either story-kin or the occasional outsider.
After some thought, I came up with the following options for dealing with PC death in the Harrowed Realm:
1) Stick a diamond mine in the desert at the edges of the Harrowed Realm and let one of the NPCs drop that info. Make it hard to get to, maybe some random encounters, or the mine is the lair of some monsters. Once there, let 'em mine for a limited amount of diamond dust before the vein gets exhausted. This is the option I used.
2) Marzalee the Weaver might be able to recreate a PC in the Manmolds. I'd treat that as a Raise Dead spell, but discounted (party would need to negotiate the exact price), and with the added side-effect that the PC becomes vulnerable to fire, due to the waxy material Marzalee works with. The fire vulnerability can be fixed later with a miracle/lesser wish spell. This option requires that the party to establish friendly relations with Marzalee, of course.
3) Divine intervention. The structure of the Harrowed Realm adventure makes it difficult for PCs faced with a party death to do anything about it themselves. If it comes down to it, you could have Pharasma's herald, the Steward of the Skein, show up to resurrect a fallen PC, perhaps with ominous premonitory words hinting at future events.