I was looking at the list of lvl 12+ characters and it reminded me that my retired character Seeker Egger is now at 13.2 with no chance of ever getting to an even level. I know that at the largest conventions the specials are played at 12+ level but even though I participate at the local cons I'll probably never get to one the major cons that could support a table of 12+. So what do the rest of you think; maybe just one adventure for our retired pathfinders?
I recently had a conversation with another GM; he thought that you would have to put called on both ends of a double weapon for it to function. I can't find any good info on what would work for double weapons since they are such a small portion of the game. My opinion is that called would work if placed on either end of the axe (in this case). Any thoughts?
I was working up a new fighter. A true sword and board, defense heavy fighter. I looked through all of the fighter architypes, but they all seem too expensive. The armor master for instance. To gain some deflection bonus at 2nd, 6th & 10th and a DR at 5th level I have to give up bravery and all of my weapon training. Is anyone playing a fighter archetype that they like?
I am just starting to prep 3-17 to run and one of the monsters is the Great Horned Beetle. I can't find any info on this monster. The PFSRD site doesn't have anything on it and it isn't in any of my beastiaries. Does anybody know anything about this creature?
I have the boon that allows me to create a Tengu character for PFS. In the Bestiary there is a description of the Tengu "Swordtrained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including ... ". Does this mean that it is proficient with this weapon?
I have been looking at the magic items available but am unsure how to best go about boosting my channeling. As a starting point for this discussion let's assume that I have about 35,000gp and no more than 1/2 can be spent on a single item. So far the only 2 that I have come up with are:
I have read through both the Druid rules & Beast Shape but I am unsure how Wild Shape works. Let's say that my 8th level Druid wild shapes into an Allosaurus.
ALLOSAURUS CR 7
I think that I would (using the rules from Beast Shape III) make the following changes to MY stat block. +6 STR, -4 DEX, +6 Nat Armor. Do I then use these stats for my attacks? Do I still get 3 attacks plus the rake? Do I get the improved crit for the bite?
I did look in the archives but all of the general discussions that I saw were from 2008-2009 when they were discussing 3.5 rules. Thanks for any help that you can give.
In the core rule book for Druids Cheetah & Leopards are both listed as small cats with a single stat block. The stats listed there don't match the stats in the bestiary for the leopard. Which stat block should I be referencing. Mostly I am interested in their special qualities. The PCR lists low-light vision, scent, and sprint (at 4th level). The bestiary lists pounce & rake.
I am getting ready to run the Chasm of Screems as my first 7-11 mod. Can anyone give me some guidance on running the Frosty Lurker (White Pudding). I am concerned with its ability to destroy gear. This seems a little painful for high level characters that are attached to their stuff.
Also just noticed that the Barbarian Warpriests have the wrong init. Should be +2 instead of +1.
My two weapon fighter is just about to make 11th level. I am left with two feat choices, either Two Weapon Rend or Two-Weapon Fighting. I hit fairly often +17 primary hand & +16 off hand but at -10 to hit with the 3rd attack I wonder if I would be better off with the Rend feat. I have an 18 STR which would make the rend give a d10+6. Any thoughts out there?
I am starting on a new home game this weekend. :-)
I can either use a 20 point buy, or roll 4 d6 seven times and drop the lowest d6 for each roll and drop the lowest roll all together. Rolling the dice seems the better choice, but I was wondering if there were any statistical geniuses out there that could tell me how much better off I am?
I am rolling up a sorcerer using the PCGen software and it wants me to select a 3rd 1st lvl spell known, but I can't find why that would be. I know, the software could be wrong, but usually I find that it is right and that I didn't know the rules well enough. So . . . is there any way to qualify to know 3 1st lvl spells at first level?
I am prepping to run this mod and am concerned with the room size in one of the encounters and would love to hear from someone, maybe many someones, how you handled it. The 2f encounter is staged in a room that is 10' x 20' and is half filled with barrels and other items yet there is supposed to be 3-5 NPC's and up to 7 players. Some of the tactics include soldiers charging and the captain/commander using Dazzling Display. I just don't see how to pull this off. Any suggestions out there?
Last week I posed two questions for society play but didn't get a definitive answer to either.
In yesterday's mod I broke my +1 Keen Adamantine scimitar. In the Pathfinder guide it lists 1 CPA to cast a "Make Whole" spell(Table 11-1, Pg 25) but also says that all spellcasting purchased using CPA is cast a minimum caster level (also pg 25). To repair this sword it would require the services of a 20th level caster. What is the best way to handle this?