Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Ezren

Voadam's page

672 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 672 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

DiscOH wrote:
Weirdo wrote:
DR 11/- is quite significant. An 20th level invulnerable rager barbarian gets DR 10/-, or 13/- raging if they spend 3 rage powers to max out Improved DR, and that archetype is supposed to be the DR champion.
A level 11 druid can gain 15 alignment based dr of their choice with a single fest investment.

What feat is that?


Oakbreaker wrote:

OK thanks for all of the help so far. The warmage is going with Skald to gestalt with and will just stick to medium armor.

Still stuck on the Paladin however. He was/is the melee monster and a follower of Apsu. Seeing alot of suggestion for Oracle so is there any way to get more Draconic with that? DM and I also saw the ACG and that Bloodrager had no alignment restriction would that be a decent gestalt? or is Sorceror/Dragon Desciple the best way to become like a Dragon?

Oracle of Flames can get a flame breath ability which is very draconic.

Bloodrager will lead to dragon disciple as well as sorcerer and synergize better with paladin as you can cast in medium armor (heavy if you take the steelblood archetype). Bloodrager has a specifically draconic bloodline as well.


I thought of another one, Hellfrost Land of Fire Campaign Setting By Triple Act Games for Savage Worlds.


Darrell Impey UK wrote:
My lot realised that the construct familiar from the migrus locker in The Hut could walk freely around the Pit without ill effect...

That's very clever.


Dave Justus wrote:

Limited wish has several ways to gauge the power of the wish to ensure that it is limited.

In general, all 5th level summoner spells, or 5th level cleric spells, should be roughly equal in power.

Summoner 5th level spells range from cleric 4 to cleric 7. Mostly they are equivalent to a higher level cleric or wizard spell though.

Summon Monster VII is a summoner V spell and a cleric 7 spell while summon monster V is a cleric 5 spell and a summoner 4 spell.

Summoners are designed more as full casters squashed down to six levels of spells than bards or inquisitors or warpriests or magi who are more partial casters.

Quote:

Therefore, if you think it should work on any spell in those lists, then "Produce any other effect whose power level is in line with the above effects" applies, making it legal regardless of whether it is on the sorcerer wizard list or not.

In the original example, while Plane Shifting is something that is more difficult to do for wizards than it is for clerics, the 'power effect level' is something that can be done by a 9th level character.


Oakbreaker wrote:
Well the warmage is as the 3.5 class a blaster in armor. Going to take battle caster to do so in full plate and be a tin can spouting fireballs and just really be an artillery piece. My Dredd Paladin well thats the best way to say it...is going to do right and use whatever means necessary to do so...both characters are well suited for social stuff having high Cha. I hope that info helps

Full plate blaster for the warmage? That opens up options: paladin, fighter, and cleric jump to mind. High HD and work well in heavy armor.


1 person marked this as a favorite.
voideternal wrote:

Suppose there is a Wizard with access to Limited Wish.

Suppose there are two interpretations of Limited Wish.
A) You can cast spells of 5th or lower even if it's a higher level Wizard spell, as long as the spell is on a different class list.
B) You can't cast spells of 5th or lower if it's a higher level Wizard spell. Even if it's 5th or lower for a different class like Cleric.

Now let's look at Greater Polymorph. It's a 7th level Wizard/Sorcerer spell, so Wizard's cannot cast this with Limited Wish.

Suppose Paizo makes a new class with spellcasting capability and gives it it's own spell list. This theoretical class, called "Transformer" has Greater Polymorph as a 5th level Transformer spell.

Interpretation A) says, "My wizard couldn't cast Limited Wish->Greater Polymorph yesterday, but today, Paizo released a new spell list, and suddenly, my wizard CAN cast Limited Wish->Greater Polymorph!"
Interpretation B) says, "My wizard couldn't cast Limited Wish->Greater Polymorph yesterday, and today, Paizo released a new class, but the new class's spell list doesn't affect my inability to cast Limited Wish->Greater Polymorph"

I believe B) is correct by the absurdity of A).

This can already happen even if non-wizard means not also on the wizard list.

If Paizo makes a divine caster class like the summoner, a full caster condensed down to six levels.

Say a healer class that turns heal from a cleric 6 to a healer 5 spell. Then heal goes A) from "My wizard couldn't duplicate heal yesterday but he can today!"


2 people marked this as a favorite.
Dave Justus wrote:
Voadam wrote:

A limited wish cannot do an equivalent level 13 top tier spell if it is 7th level.

Being able to do any of the summoner top tier level 13 spells like the 5th level summoner spell summon monster VII, which is equivalent to an otherwise barred wizard/sorcerer/cleric level 7 spell, and since you can do it without choosing to prepare the summon spell beforehand it is pretty powerful.

I'm not totally familiar with the summoner list, but I would expect it to have 5th level spells that are not on the sorc/wiz list. Are you saying that limited wish shouldn't be able to duplicate those spells?

Here is the base summoner spell list for 5th level spells which they get at 13th, the level that wizards get limited wish as 7th level.

Quote:
5th-Level Summoner Spells—banishment, creeping doom, dispel magic (greater) ethereal jaunt, heroism (greater), hungry pit*, invisibility (mass), planar adaptation*, planar binding, plane shift, repulsion, rejuvenate eidolon (greater)*, sequester, simulacrum, spell turning, summon monster VII, teleport (greater), true seeing, wall of iron.

*Banishment - cleric 6, wiz 7.

*Creeping Doom - Druid 7.
Dispel Magic Greater - Bard 5, Cleric 6, Druid 6, wizard 6
*Ethereal Jaunt - Cleric 7, Wiz 7
Heroism Greater - Bard 5, Wiz 6
Hungry Pit - Wiz 5
*Invisibility Mass - Wiz 7
Planar Adaptation - Cleric 4, Wiz 5
Planar Binding - Wiz 6
Plane Shift - Cleric 5, Wiz 7
Repulsion - Cleric 7, Wiz 6
*Sequester - Wiz 7
*Simulacrum - Wiz 7
*Spell Turning - Wiz 7
*Summon Monster VII - Cleric 7, Wiz 7
*Teleport Greater - Wiz 7
True Seeing - Cleric 5, Druid 7, Wiz 6
Wall of Iron - Wiz 6,

The ones with an asterisk could not be cast as nonwizard spells of 5th level or lower in corebook only but now qualify as 5th level summoner spells.

So summoners level 5 base list changes limited wish to be able to do 8 core 7th level wizard spells that it could not do absent the class.

Quote:
I don't think anyone would argue that limited wish couldn't cast righteous might, even though an inquisitor can't cast it until 13th level.

That is looking at it from the other way around on spell level power and is an aspect I had not been considering. Banishment on the inquisitor list as a 5th level spell instead of a 6th level cleric or 7th level wizard spell is the type of thing I am talking about though.


Ravingdork wrote:
voideternal wrote:
Orfamay Quest wrote:

The problem with this is that it already happens, and is not considered absurd, with every new spell that comes out.

Yesterday my wizard couldn't cast evil eye until I bought a copy of Ultimate Magic, and today I can. That's not considered absurd. Yesterday I couldn't cast eagle aerie but today I can. Every new publication changes what I can and can't do.

However, those are entirely new spells. I'm talking about preexisting spells that the wizard couldn't cast.

I agree that it's not the least bit absurd or overpowered. Having a summoner or "transformer" in the party rather than the wizard would have had a similar effect on the game, and that's to be expected since that's the way the system was designed. A wizard being able to do the same thing at the same or much later level does not break the game.

EDIT: I'm not saying that limited wish can do what's proposed, I think it's ambiguous enough to warrant a FAQ. All that I'm saying is that, if it could/can/does, it's not absurd or overpowered for it to be that way.

A limited wish cannot do an equivalent level 13 top tier spell if it is 7th level.

Being able to do any of the summoner top tier level 13 spells like the 5th level summoner spell summon monster VII, which is equivalent to an otherwise barred wizard/sorcerer/cleric level 7 spell, and since you can do it without choosing to prepare the summon spell beforehand it is pretty powerful.


You will want someone to pick up a full caster divine class for healing probably, cleric goes well with anything but oracle synergizes well with paladin for charisma casting.

Warmage is like a hardcore evocation specialist, I think rogue for skills and sneak attack would go well if you use a lot of rays and can find a way to get the ranged sneak. Ranger is a similar idea but a little tougher and favored enemy instead of sneak attack plus a companion to pick up some minor action economy. Monk is a decent way to increase survivability with all good saves and no armor AC if his wisom is not subpar and the lawful alignment is a possibility (not a powerhouse addition but a solid survival increaser). Druid is a great one for divine casting healing plus a major companion to pick up some body space for the party.


Plenty:

Parsantium City at the Crossroads by Ondine Publishing Pathfinder. City sourcebook.

City of Brass sourcebook/sandbox mega-adventure by Necromancer Games 3.5

Tales of the Caliphate Nights by Paradigm Concepts True20.

Legacy of Fire AP by Paizo 3.5.

Dark Markets A Guide to Katapesh sourcebook by Paizo 3.5

Qadira Pathway to the East Player Companion and gazetteer by Paizo for Pathfinder.

Al Qadim stuff by TSR/WotC for AD&D 2e


This holy vindicator? So pathfinder then.

Regardless, in 3e or pathfinder a high charisma warrior mutliclassing into (anti-)paladin works fairly well. Smiting and bonus to saves both work off of charisma and are useful.


Crafting means you can make things at half market price. That is the only applicable rule I've found.

So if you are higher level your budget money spent on items covered by those feats goes farther.

You still have the same starting money, you can just spend it more efficiently on equipment thanks to the feats.

The rules on starting wealth don't state this, it is only the rules on the crafting feats that give you the half price and the rest is implication.

It is the way I've run it and the way the groups I've played in have run it.

Quote:
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.


Pick a point buy total then roll. Adjust only one way to hit the point buy total. This means you have some randomness, some stability of outcome, and likely don't get the extreme finely tuned dump stat combined with super high scores that can be chosen from pure point buy.


I'm trying to make it work. I do dragon style and the combat style mastery. Round 1 charge and hit, free action switch styles, and swift action Kirin style study. Round 2 Ki rin strike.

Often it goes surprise round charge and free action switch to Ki Rin style. First full round swift action study while full attacking. Second full round full attack with strike.

A five feat investment is a lot to get X2 int once a round against a single target. And if that opponent goes down it is real annoying to have to spend a swift action to reset study another single target and therefore a full round before before bringing on the kirin strike again.


I don't think it would be considered a drizzt clone situation, but that would depend on the individuals.

Winter Witch concepts work really well in book 2 in particular for roleplay and plot reasons.

It is a fine story and roleplay hook. However mechanically a concept that depends on cold damage spells will have significant problems when many foes have the cold subtype and are full out immune to cold damage.

If you go the winter witch route do not depend on cold damage exclusively as many things big and small will be immune to it.


FrodoOf9Fingers wrote:
Kirin Strike wrote:
Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).
The question is simple, does the extra damage multiply on a critical hit.

I don't believe it constitutes precision damage or additional damage dice from special weapon abilities so it gets multiplied.

Quote:

Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a “threat,” meaning the hit might be a critical hit (or “crit”). To find out if it's a critical hit, you immediately make an attempt to “confirm” the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon abilities (such as flaming) are not multiplied when you score a critical hit.

Increased Threat Range: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.

Increased Critical Multiplier: Some weapons deal better than double damage on a critical hit (see Equipment).

Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.


1 person marked this as a favorite.
Aelryinth wrote:


Secondly, according to what I remember, most sentient mortal creatures divide fairly evenly among the nine alignments. There is no favoritism for neutrality unless you include animals and non-mortal sentients like elementals. Historically, the 'demi-human' races had predilections for good, where orcs and the like were evil, and humans were all over the place. The fact is, the focus is on evil races in the beastiaries because those are the things adventurers are supposed to go out and kill. Having tons of good creatures whose only use is being Called or Summoned is kind of inefficient.

'averaging' to neutral is not the same as 'being neutral'. However, good people tend to fall into the background when surrounded by N and Evil behavior styles, or at the very least, Good Is Not Nice tends to come into play. Humans radicalize off the Neutral fairly easy if exposed to the right sources, so I'm going to say 'vast majority are neutral' is a milksop excuse at this point.

Here is the relevant quote for humans in Pathfinder:

Quote:

Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments.

For the others in the PRD:

Quote:

Most dwarves are lawful good.

Most elves are chaotic good.

. . . most half-elves are chaotic good.

. . . most half-orcs are chaotic neutral . . .

Most halflings are neutral . . .

Alignment and Religion: Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. They are prone to powerful fits of emotion, and find themselves most at peace within the natural world.

So humans are all over the place but most of the other PC races have a majority alignment as do most bestiary monsters.

Quote:
The alignments listed for each monster in this book represent the norm for those monsters


1 person marked this as a favorite.

CR 17 Winterwight.

I remember our party fighting one of these at 16th level (along with a banshee and other things) and with its +30 attack it tagged our barbarian first round who missed the DC 29 fortitude save and entered a death spiral of con loss that killed him.

Quote:
Blightfire (Su) Whenever a winterwight damages a creature with a bite or claw, the wound erupts with tongues of black fire. For the next 5 rounds, the victim must make a DC 29 Fortitude saving throw at the start of its turn or take 1d6 points of Constitution drain.


_Ozy_ wrote:
Bob Bob Bob wrote:
_Ozy_ wrote:

Well, let's see. The fly spell gives you 'good' maneuverability. So, what would your common sense tell you to use for the modifier associated with the 'good' maneuverability provided by the spell?

Is there any particular reason not to assume that the 'good' maneuverability specifically written in the fly spell RAW is different than the 'good' maneuverability listed for creatures with a natural fly speed?

Again, common sense is not against the rules, and there's nothing that would indicate that the 'good' maneuverability in the Fly spell is a meaningless phrase.

Nothing. Yes, because everything in the spell is explicitly spelled out, if good maneuverability means something it either would say so in the spell or in some kind of universal set of rules for how maneuverability and flight work. The only set of rules for how maneuverability and flight work only cover "natural fly speed". There is no rule telling you how maneuverability and not natural flight work.

Absolutely not true. If it were, the devs would never have stressed that you need to apply common sense to RAW. If everything was 'spelled out', you wouldn't need to.

Your argument rests on the assumption that the explicitly spelled out 'good' maneuverability in the fly spell is meaningless.

Common sense says otherwise.

The fly spell says it gives good maneuverability.

The fly skill says creatures with natural flight get bonuses based on their maneuverability.

I am not aware of any general reference for maneuverability effects besides the skill reference which is only for natural flight and says nothing for non-natural flight.

Interpreting the fly spell as unnatural and not giving a maneuverability bonus means that the maneuverability granted by the spell exists but has no effect.

Interpreting the spell as giving the maneuverability bonus means there would be an unwritten rule giving maneuverability bonuses to anything with a listed maneuverability class and the listing of natural in the skill description is superfluous and misleading.


Snoring Rock wrote:

I have an on-going campaign set in the Wilderlands of High Fantasy and I have been using my vast library of D20/3.5 published materials. I do however, own many of the original Judges Guild modules. I want to use them, but they were written for OD&D or AD&D.

Look, let's be frank; those system are very stat-light in comparison. I am a lazy GM. Does anyone here have much experience converting older system stuff on the fly? Is it a game-breaker? Is there a set method for easy/quick conversions?

Thanks,

I've converted 1e and 2e stuff to 3e and pathfinder before. I've spent lots of time and minimal time at points on converting AD&D material.

Most stuff has a pathfinder equivalent. Very few monsters don't exist in the PRD or on d20pfsrd.com. Use those stats and be done with it if the CR is reasonable for your group. For NPCs use stats from the NPC codex on the PRD.

1e Magic items mostly exist in pathfinder.

For traps use your judgment.

If CR/EL for a converted thing is unreasonable then change the number of foes or choose a substitute monster, either swapping it in or using the new stats and the old description for the originals.


Dreaming Psion wrote:
Another idea: Use Curse of the Crimson Throne, but replace the parts of Karzarvon with the Orbs of Dragonkind, and replace Karzarvon with some draconic entity associated with the Orbs. (I think they have the Orbs of Dragonkind in Dragonlance, don't they?)

Yes. The orbs were a big plot point.


It is a fictional analogue of colonial america, not a world of darkness style historical colonial america with hidden magic. The norse colony was successful and still has a region, for instance. It has muskets and such blackpowder. I believe Nyambe is explicitly in the same world and referenced in the books.

It seemed closer to real world stuff than Nyambe and Hamunaptra but not full blown WoD style or Colonial Gothic. I think that is from doing the colonial period versus fantasy Africa amalgam and fantasy Egypt.


Tharasiph wrote:


The two nations I mentioned were Cheliax, well known for there long association with Devils and Geb which is a nation of undead. Cheliax might be able to gather allies, but they would basically be alone in the outsider stakes, no demons or daemons to help.

Cheliax would not be strong on calling in evil outsider allies because? They probably have the best chance of any nation of pulling in evil outsider allies, the Legions of Hell who owe allegiance to Cheliax's patron deity who has pacted directly the rulers of the nation.

Possibly only the Worldwound could call on more evil outsiders as it is mostly composed of demons, is run by demons, and has an open hole to the abyss.


Wheldrake wrote:

Bob, Bob, Bob!

(sounds like we're playing the Bob Newheart game!)

Great stuff, and what looks like conclusive evidence that a fly spell does get a +4 for "good maneuverability"! Kudos to whoever originally spotted it.

Fly spell gives good maneuverability and separately a bonus of 1/2 caster level.

The winged boots give a fly spell with a caster level of 8 and says specifically it gives a bonus of +4 (which equals half caster level) and not +8 (half caster level plus natural flight good maneuverability).

Did you mean conclusive evidence it does not give a good maneuverability +4 bonus?

Quote:

Fly

School transmutation; Level sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, F (a wing feather)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.


3 people marked this as a favorite.

Shadows:

CR 3, incorporeal d6 str drain touch attacks that turn you into controlled spawn in 1d4 rounds.

Cleric channeling is effective, little else is.

Quote:
Organization solitary, pair, gang (3–6), or swarm (7–12)

Even at high levels an ambush by a swarm is nasty.

I ran a module with an encounter with I think six shadows and one greater shadow in a perpetually shadowy dungeon cavern. I swapped them out for something of an equivalent EL.


judaspaladin wrote:
I'm just getting into Pathfinder -waiting for my beginner box- and planning on using the Midgard setting and wondered what beyond the Corebook, bestiary, and campaign setting book would I need? I would be grateful for any advice/suggestions

The campaign setting book provides a ton, everything else is extra. There are lots of regional sourcebooks ranging from small 32 page things to larger sourcebooks. Get these if you want something specific fleshed out more in depth like Zobeck the city of Cogs, the undead vampire/ghoul lands, the dwarven cantons, the lovecraftian post-apocalypse with mutant goblin lands, (to name the ones I've gotten).

You could go the other way around as well and simply pick a regional sourcebook and skip the campaign setting and the other sourcebooks and you'd have a good setting to work in. Lots of people did that before the whole setting came out.

There are adventures and a Midgard bestiary that are fun too.


Mystic_Snowfang wrote:
Just a Guess wrote:
Mystic_Snowfang wrote:
Ebon Hand wrote:
Know Direction -- worthless if anyone bothers to put a single point in Survival.
Yes but what if you're playing a character who at the start of the game is a wizard who has never set foot outside their tower. Poor bastard isn't going to know how to rough it. This is a ROLEplaying game. Sure from a optomizer standpoint a wizard should have put one of his many skill ranks into such a skill. But that is metagamey for a character who's never left the city.

Afaik only bards and druids get access to know direction. For bards level 0 spells known should be more precious than skill points. And I can think of few druid builds that would not have points in survival.

And as to survival not helping in dungeons: You can rule that way but RAW is clear that it works.

Edit: Sure, other casters can use a trait or buy an ioun stone to get the spell. But if you do one of those you'd better have a good reason to.

A bard could have just as easily never left a particular city in his life. Not all bards travel from place to place to place

And such a nontravelling bard would learn a travel magic spell?


PRD wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.

From this reference it does not look like a creature that flies without a natural fly speed gets these bonuses or penalties on its fly check for maneuverability unless there is something else that says they do.

Is there any general description of maneuverability besides the listing in the fly skill?


1 person marked this as a favorite.

I'd say go with something like druid. Full casting, some healing, and a big companion or summons to add flankers or take the meatshield role. Wildshape is a pretty good stealth option.


2 people marked this as a favorite.
thejeff wrote:


In a world of myth and legend, there is logic, but it's the logic of myth and legend, not of physics. If giants aren't huge they aren't giants. Things are what they are and they work as they need to to fill that role.

A four-limbed, horse sized, hydrogen filled "dragon", isn't really a Dragon. It doesn't fill the iconic role of dragon.

A four limbed horse size dragon exists in Bestiary 1 wyvern.

A six limbed horse-sized one that could be fluffed to be full of hydrogen to power flight and breath weapons is there as well, the CR 10 young red dragon.

Dragon is a flexible concept.

Giants are as well. I was fine with the base medium sized giants from Arcana Evolved, and I'm fine with the large but not huge sized frost and fire giants.

In D&D and pathfinder lots of concepts are very flexible.


When I was DMing I made my own tokens using Google image searches. I was able to tailor it to specifically what I needed that night.

A bunch of American Indian centaurs? No problem.

I used to use the WotC 3e art galleries and the Fiery Dragon art CD but I'm more likely to go with google now and see what I get.


Diego Rossi wrote:
Undone wrote:

Can I just point out something.

Quote:
Maneuverability: Creatures with a fly speed receive a bonus (or penalty) on all Fly checks depending on their maneuverability:
Which is +4 for "Fly" the spell so at 5th level it is impossible to fall without a -2 or -3 dexterity modifier when added to the half caster level bonus. With a good dex you can eventually reach auto success rates.

You are missing a key word:

PRD wrote:
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8.

Where have you found that citation?

fly skill in the prd under the special section at the bottom.


1 person marked this as a favorite.
Senko wrote:
Winged flight hovering would be hard, magical I'd really think moving is harder than hovering.

Same DCs for both winged and non-winged. No check for moving forward or 45 degree turns. DC 15 for hovering.

Hovering is harder.


Matthew Downie wrote:
Charon's Little Helper wrote:
In most cases - you would simply not do the manuever you failed at.
But if you don't do what you were trying to do, you have to do something else instead - such as hover, fall, or fly in a straight line against your will. My take is that if you fail in any maneuver, including hover, you have to fly in a straight line unless the rules say you are forced you to fall.

It really should specify instead of leaving it undefined.

You can turn 45 degrees without a check so if you are trying to turn 90 or 180 and fail I'd probably go with 45 instead of straight as you can't turn enough.

I think hovering should be defined as a move action, I would expect it to be so for winged creatures.


Kobold Cleaver wrote:
ellindsey wrote:
The Gazebo is a Giant Mimic.

Mimics are Medium in Pathfinder, but you can always advance them manually. :P

In 2e there were giant ones known as House Hunters IIRC.

There is this on their pathfinder bestiary entry.

Quote:
A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food within.

There is also the giant creature template.


Does Lord Defender Thorgrim stay an eldritch knight or did he get redone as a magus?


Matthew Downie wrote:
So what happens if you fail your check by 4 while using wings?

You don't succeed at the maneuver you were attempting (hovering, spending movement to turn, flying up) or the specific rules for the situation apply (take damage, collision, avoid falling). If you don't move half your speed in that round you are no longer flying at the end of your round.


I read it as if you don't make a check and don't move more than half your speed you don't remain flying at the end of your turn. Not flying while up in the air would lead to falling.

Quote:
Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed.

The penalties for failure on a fly check while using a fly spell seem to be not doing the action and not continuing to fly at the end of the turn if not moving half speed.

The part about failure with wings is for any check failed by five or more.

Quote:
If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Environment).

So if you move more than half your speed and try a tricky maneuver requiring a check you can still fall if using wings but not if flying otherwise.


JonathonWilder wrote:
Also, conserning the Cubicle 7 sourcebooks... they only go to the 8th Doctor.
so far, the others are on the schedule.
Quote:

If I were to bring in 'The Doctor' as a DM, I would want it to be the 10th Doctor so those sourcebooks aren't as helpful in my eyes.

I believe that is the default assumption for C7's original game with 11 for the revised edition.


Bellona wrote:
LazarX wrote:

There actually have been TARDIS-like objects in D20 lore. One of the old Dragon magazines had a layout for Babba Yaga's Hut which is pretty much TARDIS like in it's interior spacing.

When the Reign of Winter AP and the artefact sourcebook (Artefacts and Legends) came out, there were some joking references in the forums to Baba Yaga's TARDICH (Time And Relative Dimension In Chicken Hut). :)

(Technically, BY's Hut does not travel in time. It's just that year 4713 AR on Golarion corresponds to year 1918 CE/AD on "Pulp" Earth.)

If trying to replicate the Hut, some permanent form of the the Hidden Home grand hex (UM) and the Witch's Hut grand hex (UM) should be used. Add the Interplanetary Teleport spell and some other outer space-related spells (for those moments when one opens the front door in vacuum so as to admire a nebula or a planet's ice rings). And Magnificent Mansion for the "larger on the inside" effect.

Dancing Hut of Baba Yaga

Bigger on the inside.
Layout changes.
Transports to different locations and worlds.
Actually a living Creature.
Plot Device.
Owner is a wise ancient enigmatic mythic meddler.

CL 30 major artifact.

The only thing it is missing is explicit time travel in the pathfinder version.


A Dec. 21 2014 map is an unlabeled one of the continents I believe.


Option D is a great way to switch campaign settings.

Start off in Ptolus and run the Demon God's Fane module which sends you back in time 10,000 years to mess with a demon army fight, come back and now you are in Eberron but with all your old Ptolus stuff, including possibly clerics and Paladins of Lothian.


I did option B in my Reign of Winter Campaign.

The party from the present met young Baba Yaga in the first world and an Ulfen PC who hated Irrisen and the witches got her mad at him while letting her know about a future plot against her while another PC had a fling with her. So She got tipped off about a future/present plot against her which she could then prepare for and a reason to come conquer the Linnorm Kingdoms in the Future/Past and set the other PC's daughter up as an oppresor of the Ulfen's ancestors.

I liked thinking of the Dancing Hut as a TARDIS and Baba Yaga as a timelord with many faces and personalities through time. Woman, Hag, Ogre, etc.


boring7 wrote:
If you polymorph into an earth elemental, do you get earth glide? Seems like a good way to scout.

Yes . . . for one minute per level.


1 person marked this as a favorite.

The first Dragon and Dungeon magazines are the ones that used to be free on WotC's site, I remember liking the Yeenoghu Demonomicon article from the Dragon issue. The mechanics are from early 4e so not nearly as good monster stat blocks as later stuff.

Check out rpgnow's 4e products.

In particular H1 Keep on the Shadowfell is a free starting adventure. WotC's 4e line has a lot of options, including the organized play modules for $5 each. HS1 and HS2 were later modules and lots of people liked those while reactions to the normal H1-3, P1-3, E1-3 series was mixed and I have no experience with the organized play stuff.

EN World's adventure path bundles are very reasonably priced for twelve adventures at $25 total each and are well regarded.

Goodman Games makes a lot of great one shot "dungeon crawl classics" modules. I've run and played in some of their 3e ones and enjoyed them a lot, they have a bunch for 4e as well as an anthology of intro ones "In Search of Adventure".


Whitethrone in module 2. Done right it has opportunities for buying and crafting there despite the martial law. The party will have downtime, and possibly access to a renegade spy and smuggling network so black market access to the goods of a major capital city with a higher than average population of casters who export magic items.

I believe there is a suit of splint mail for sale in one of the first towns and there is not so heavy armor to loot from NPC soldiers.

It is thematically a lot of wilderness and small towns for the first two modules, so taking advantage of the big city downtime market while there is a good idea.


Greystaff wrote:
Delvesdeep published a document on the RPGenius website to make the number of Cagewrights and their interrelationships more manageable.

Is that site still active? I can't find it.


Tamago wrote:

My PCs are playing through The Frozen Stars right now (they are currently Level 11/Mythic Tier 3), and in order to tie the events of TFS more closely to the rest of the AP, I have decided to place a Winter Collector somewhere near Yrax's palace. (Thanks to Jeven on the GM reference thread for the idea!}

In my version, Elvanna created a series of new Winter Collectors in order to spread Irrisen's winter throughout Golarion. One of these was on Triaxus, and she paid off the white dragon Yrax to guard it. So it should be somewhere in or near his palace.

I'm looking for ideas on what exactly the Winter Collector is, and how it can be destroyed. I was thinking of something like a D&D-style skill challenge, but I'm open to suggestions. I do want its destruction to be more involved than just "hit it with the adamantine warhammer!"

You need something fey and appropriate to counter evil winter fey magic!

Hitting it with the warhammer just causes the ice to crack and reform, possibly trapping the hammer like that kid's tongue on a Christmas story.

You need true love or an act of hot blooded passion to heat up the cold heart of winter. Making a pact with summer fey is a good symbolic counter, or drawing out winter by summoning it and concentrating it elsewhere. This is something for the mythic PCs to come up with and for you to then say "Cool, that works".

Only then can the adamantine warhammer be used to smash it to pieces!


Sloanzilla wrote:

running this tonight-

Does it snow the entire time they cross into the "snow line"? in Taldor? Or just now and then?

Winter is pouring out through the portal to convert an expanding area but it is not a continuous snowstorm everywhere.

The party is supposed to be able to follow some snow tracks at points for plot purposes and the full environmental storm rules are annoying if applied all the time and in every combat.

Consider the winter coming out of the fey portal as inconsistent on snow making a beautiful chaotic pattern of storming and snow that comes and goes as the temperature drops all over.

1 to 50 of 672 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.