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What feat is that?
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.
Dave Justus wrote:
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.
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.
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!"
Dave Justus wrote:
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.
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.
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.
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.
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
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.
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.
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.
I don't believe it constitutes precision damage or additional damage dice from special weapon abilities so it gets multiplied.
Here is the relevant quote for humans in Pathfinder:
For the others in the PRD:
So humans are all over the place but most of the other PC races have a majority alignment as do most bestiary monsters.
The alignments listed for each monster in this book represent the norm for those monsters
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.
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.
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'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.
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.
Did you mean conclusive evidence it does not give a good maneuverability +4 bonus?
CR 3, incorporeal d6 str drain touch attacks that turn you into controlled spawn in 1d4 rounds.
Cleric channeling is effective, little else is.
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.
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.
And such a nontravelling bard would learn a travel magic spell?
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?
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:
fly skill in the prd under the special section at the bottom.
Matthew Downie wrote:
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:
In 2e there were giant ones known as House Hunters IIRC.
There is this on their pathfinder bestiary entry.
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.
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.
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.
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.
Also, conserning the Cubicle 7 sourcebooks... they only go to the 8th Doctor.so far, the others are on the schedule.
I believe that is the default assumption for C7's original game with 11 for the revised edition.
Bigger on the inside.
CL 30 major artifact.
The only thing it is missing is explicit time travel in the pathfinder version.
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.
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.
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!
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.