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Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber. Pathfinder Society Member. 310 posts (2,817 including aliases). No reviews. 2 lists. 1 wishlist. 38 aliases.


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Some crunch to get your eyes looking at the recruitment thread:

25th level epic game.
Just entering mythic.
No third party material.

What we are looking for, to narrow the interested players:

This is a game that has been around for a while (June of 2013). And we are looking for a few good players. This is not your standard game invitation. Please do NOT start posting character ideas or builds. Building an appropriate epic level character for this game is more than just building the most badass uber slayer possible.

We will expect that you have considered how and why your character managed to survive and become one of the most powerful heroes of Golarion. Your back story and inclusion into the backgrounds of the current players will carry more weight than how effectively you can optimize a 25th level character.

That's right, 25th level. I'm not getting into the rules for character generation yet. Like I said before, this game requires more than just making an awesome character. It also needs a player that understands cooperative play between players and the GM's. Yes, GM's. It takes a lot of work to make an epic character. It takes many times as much effort to make an encounter that can challenge epic level players.

Your eventual character will be good. That is not negotiable, don't ask (asking about something that has not been clarified is more than welcome. Asking for an exception to something clearly stated, not so much).

Please don't dot for interest. Feel free to take the time in framing your post for interest. Several of us that have been involved with this game through several iterations since August of 2012 will be reviewing your interest.

We will be looking at your posting history on this forum, including:
How many games you have posted in, the level of those games, the types of posts you have submitted for those games, and the tone of your conversations with other players and GM's in the game, discussion, and recruitment threads.

If you have never played a game higher than 15th level, this is probably not for you. If you have only ever played hack'n'slash, this is definitely not for you. If you haven't played play-by-post/email, this is not the type of game to learn it.

If you are a seasoned player that has been looking for a high-end game to test your world changing ideas, we'd like to talk to you. IF you have been itching for a game where the players are as much involved in driving the story as the GM, we'd like to talk to you.

For your first post we would like to see your viewpoint on how a character would successfully exist in Golarion at 15th level. With this kind of power a character is probably one of less than half a dozen in an entire country. We are not looking for how the specific character you may eventually build would have lived, but how 'a' character would fit into the world.

We would also like your post to provide some of your history with RPGs in general. Which ones are your favorites? what is the longest table top you have played in? Your longest pbp/pbem? From the viewpoint of a townsfolk, describe one of your favorite characters.

Some significant changes to Golarion.

A month ago one of Rovagug's spawn decimated a large tract of Taldor, A couple of week's later a large portion of Rahadoum has become nearly inaccessible. You were called before a Convocation of herald's. Dozen's of heralds were present representing their gods, and yours. Your many years of caring for the world were noted and rewarded with an expectation of further service. Upon accepting and receiving a token of your god's favor, you were imbued with just a tiny drop of godly power and sent out to protect Golarion.


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I know the specialiation part, I didn't if every skill required specialization.

Can I take points in Athletics, or do the points have to be in Athletics(Jump)?

From what I could tell, If I have Athletics, I could then spend a point to take a Focus of Athletics(Jump)?


What typo's?

The new lore is actually very old lore.

I'm welcome to suggestions and changes.

Arrg, forgot I can't easily edit the postings... sigh. But I can unset the recruitment thread and redo it.

So PLEASE, get your suggestions in.


I had a couple of proposed rule suggestions a couple posts up. Any commentary?

Also, I have posted the recruiting thread.

There are a couple of other epic games in development so I expect some quick response to the posting.

I personally feel strongly about someone that posts "dot". To me it's pretty pointless.

If you would like any edits to the initial posting, please let me know!

I have also gone back and dragged out the original material that got this game started (The Custodians). I've made that group kinda defunct. It can be a future plot device.

That gives three strong areas for character development:

1) how and why their character is epic (and how that would fit into mainstream Golarion)
2) how and why they joined the Custodians, and what they did once cutoff.
3) Their recent ascension to mythic status and their future goals.


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Here's what I have so far snoop

I still have a few holes to fill.

I'm a bit confused on the skills/focus/forte thing.

My points are going into the skills. Each of which has several uses.
Where are the focus and forte coming from?


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returning, on a pair of daggers?

That's two attacks with thrown daggers that then return. For the price of one...?


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I tend to like to play skill monkey's, and usually go for a jack-of-all-trades rather than sharp focus. I'll avoid those areas others are focusing on and try to cover a few bases adequately rather than one or two superbly.


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Did I miss where the cohort gets to level 18? Table stops at 17, and does not allow for progressing higher.

@LIRE My only issue would be if you were using one legendary ability on twice as many attacks per round by having a pair of weapons be legendary.

Which means it would be the same as saying "Can I have two legendary items that only work when together?"


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Is world on fire an acceptable sourcebook?


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I'm looking at a snoop. Still working through the basics of character generation.

I'm kinda thinking of an office analyst that either wants to be a field agent, or gets pulled into the field.


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I'll copy/paste to an alias, and have the link. It gets really, really ugly looking with the formatting required for links, so I probably won't have nearly as many links posted.


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Do you have somethign against google docs or other linked sheets? Quite simply, they are a LOT easier for characters as complicated as this.

Especially when you consider that we all pretty much have to use an off board sheet to make the character anyway (don't want to loose a ton of work when we try to save and the board times out).

But then we have to go through the sheet, and add in a lot of coding to format it for an alias.

Here's a sample character I have in another game, Epic Wizard.

All of those links and book marks, bold print, italicized print, etc needs to be coded, on top of that, you can't keep things looking neat by tabing and spacing columns on the board.


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Correction:

Player: Fnord72
Name: De'ohge
Theme: Angleic OR shadow
Alignment: NG OR CN


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@LF2

That's only on slotless items. With those you get a price break for similiar abilities, 75% of cost for the second, 50% for third and beyond. But that's generally for wholly custom gear, not combined items.


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Thank you for reading my counterpoints and not blasting me for "arguing"

That effectively means that we are using rules as noted in the book then.

To craft your own stuff, you need the appropriate feat, and you get a price break.

You can buy custom gear at the retail price if you don't have the feats.

Note that both of those options still have to pay a 50% fee for combining the qualities of two items.

Noncasters can take a feat (master crafstman?) that allows them to craft wondrous items as if they were a caster.

If you are concerned about casters having too much gear, you could just state everyone pays retail and can have whatever they want (truly custom items still need approval). No feats needed.


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Name: De'ohge
Theme: angelic/celestial OR shadow
Alignment: NG OR CN

Two options.


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@Hotaru

The GM specifically stated that the antimagic/dispel field was targeting items, the DC was 45, and it was a permanent dispel.


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@jimibones83

The crafting rules are because without them, you can't have a +5 flaming, sonic holy longsword. You also can't have a +1 silver dagger, unless it is listed as a specific weapon at d20pfsrd. You are pretty much stuck with only the specific magic weapons already listed at d20pfsrd. Which really, really sucks at this level when you potentially have many varied opponents to go up against.

And if you have ever played a high level character before, you know that you will quickly fill your slots up.

So you have a ring of protection and a ring of freefall on. Which are you taking off to put on the freedom of movement ring?

Crafting, at its simplest, lets you combine multiple items. You pay a "tax" of 50% of the cheaper items to add their ability to the most expensive item.

Casting classes have access to the crafting feats. The crafting feats generally say you spend half the cost to craft an item.

GM's are understandably leery of letting a cleric have twice as much gear as the fighter. Many GMs forget that the fighter has a crap-load of combat feats while the cleric has to spend their few feats to buy the cheaper gear.

So generally, if a GM doesn't want to have discounted crafting they won't require the feats. This opens it up to everyone being able to pick the weapon and armor qualities they want, just pay the retail price.

Unfortunately, our GM would prefer to have rules that limit crafting so much as to effectively eliminate it as an option.

For instance, with the CL 14 rule, no scrolls of spells higher than 7th level. Scrolls are the backbone of a caster, so they're kinda screwed. Well you can 'cheat' by picking a spell from the summoner list that is 6th level instead of 9th on the cleric/wizard list.

No crafted item that uses a spell of 7th level or higher (CL 15).

No metamagic rods that aren't listed since the base CL is 17 for any metamagic rod.

So really, to figure this out, just open your corebook (or other approved book), turn to the magic items pages, and pick items specifically listed.

I went back and looked at the most recent iteration of the crafting rule: "Crafted items, you pay the crafting price in coin/feats and skills with you and your army making every thing you craft. Max CL for all effects in a crafted item CL14."

It sounds like you have to have the feat(s), but you do get the price break to pay the crafting cost instead of the retail cost. But you are still limited to items that only use spells under 7th level.


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Yeah, world on fire has some interesting options.


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I'm working through a character right now, wizard/godling.

I have a feeling that all the house rules with magic gear is really confusing a few people, me included.

On the one hand, this is gestalt, mythic, and anything on d20pfsrd is allowed, including 3pp. That makes it pretty darn powerful and allows a lot of room for exploitation.

Then we get these "power controlling" rules for magic gear.

So the standard rules state that to craft magic gear you need the appropriate feats, and you pay half the retail price. This is a trade off for paying a feat tax.

Combining two or more items requires paying a 50% tax on the cheaper items. (this is the easiest way to customize gear)

One thing that might help is an explanation of what you are trying to accomplish with the house rules on crafting.

As I read it, the current house rules are:

1) You have to pay the feat tax, but get no reward in reduced cost.
2) You can't craft anything that has a combined caster level higher than 14.
3) We can have all the stock items we can afford.
4) Combining a 10,000 gold item with a 2000 gold item will cost 10,000 + (2000*1.5)+10000=23000 gold. Crafting a 500 gold item will cost an additional (500*1.5)+10000=10,750 gold, for a total cost of 33,750 gold.

If this is what you are intending, I'll just buy slotless versions and pay double. In the example above this would cost me 10,000 gold for the first item (slotted), 4000 for the second (slotless), and 1000 for the third (also slotless) for a total of 15,000 gold, half of what your crafting house rule requires.

And I have no idea what you are trying to say with "What dos combing mean, in regard to CL
It works like this,
THE CL for Belt of Tumbling is 1st, Ring of Swimming +5 is CL 2nd

ADD them, now you have CL3 you can keep adding until you get to CL14"

Here is an example of a combined item under the general crafting rules of the game:

Ring of Protection +5, Feather Fall & Sustenance CRAFTED $25,000 + (1100*1.5=)1650 + (1250*1.5=)1875 =28,525gp
The retail price is $57,050.

This requires the feat forge ring. The craft DC is 5 + item CL +5 per requirement not met (other than the feat). The ring of protection requires shield of faith and a level of bonus x3, the stock ring lists a cl of 5. The base craft DC is thus 10. At 20th level I meet everything but the spell, so I have a DC of 15 to craft the ring. You can bet my spellcraft is going to be a lot higher than 15, so success.

Crafting a feather fall effect onto the same ring has a craft DC of 5+ CL1 = DC 6, success. And finally, the sustenance has a DC of 15 as well for a CL of 5, and needing create food and water spell.

Now that ring certainly isn't a broken item for a 20th level gestalt mythic tier 10 creature.

Maybe this one is:

Ring of Freedom of Movement, Evasion & Mind Shield, CRAFTED $20,000 + ($12,500*1.5=)18750 + ($4000*1.5=)6000 =44,750gp Retail: 89,500.

The craft DC for freedom of movement is 17, adding evasion is 12, and mind shield is 8.

High caster levels on the stock items is actually against the standard rules (the items don't cost as much as they should for the given caster level). However, these caster levels are specifically for dealing with dispel checks. (lower caster level items get dispelled first)

So at the same time you are putting harsh limits on the caster level of crafted gear, you also have a test listing an antimagic field with a DC of 45 specifically against items. (no stock item short of an artifact has a chance of hitting this on anything less than a 20, and per your above house rule, no crafted item can make it short of rolling a 20)

I guess it comes down to, what are you wanting to guard against?
Here are a few simplified options to consider:
1) Require the feat, give a cost break (the fighter gets combat feats, the crafter gets more gear).
2) Limit how much crafting gets a break (say only half of the PC's personal gear can be crafted with a price break for having the feats).
3) Limit how much crafting is allowed at retail price, no feat required.
4) The only custom gear is combined items that already exist on d20pfsrd, per the standard rules. Retail prices. No feat required, anyone can have it (since retail price is paid).

Next, what do you mean by having experience available for the army's?

A leadership score of 25 gives a total of 163 npc's of levels 1-6.
You stated that Band 1 is 50 level 1-2 npcs(leadership gives 135 1st level npcs). What is the 500 xp for? It almost sounds like a 3.5 rule on XP expenditures. 500 XP is not enough to get to 2nd level, so it's effectively wasted on 1st level npcs. Are npcs in the army's going to be leveling? (Not generally something that happens with leadership followers)

While the tests are certainly interesting, I wonder if there is a realization that due to the very nature of each test (and that only the character without any familiar/intelligent gear/etc) must perform each test, that some character options are being eliminated as potential candidates.

Have you looked at the mass combat rules? They might help simplify and equalize what people have available.


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Are you wanting character sheets or just concepts?


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I'm a bit confused on the only to +5 for magic creation.

I can buy an off-the shelf Belt of physical perfection +6 for 144,000 gold.

If I want to enchant the BoPP with the effects of a Belt of Tumbling, I would normally have a retail price of $144,000 + $800*1.5=$1200 for a total of $145,200.

BUT, since I have crafted it, I now have to recalc the BoPP from a +6 bonus to a +5 bonus?

Similarly, I can buy a +5 vorpal scimitar (a +10 weapon) for $200,315. But if I want to upgrade that sword with a permanent "light" effect (normally would cost $500x1.5=$750 retail price), I have to drop the scimitar to just +5 and loose the vorpal ability?

I'm hoping that you simply meant that weapons and armor could not have more than a +5 enhancement bonus. That magic gear was capped at it's existing maximums, stacking rules still applied, and there was no price break for crafting gear. Custom gear that was not simply combining items of the same slot (for example a ring of sustenance and levitation) required GM approval.


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@reldic What am I missing? Manyshot gives two arrows with the first attack and requires you to make a full attack.

Full BAB gives 4 attacks (first with 2 arrows). Rapid shot adds one. Haste adds one. How are you getting 15 attacks?


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Before I start digging into a submission, I have a couple of questions.

Can we take other templates than advanced or mighty? (limited to one side, takes up levels per CR)

You stated no crafting to reduce pricing, can we still craft customized equipment, but pay full price? If so, do we have to take the crafting feats to have the customized gear? (no price break means we could have paid someone to make it for us)


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I'm interested in this.

Regarding leadership, I think many people have missed that the table has a cap of 25th level (25 or higher).

Leadership score is LEVEL, plus Charisma modifier, plus reputation, etc.

So, Everyone is 20th level. Then lets say someone is really trying to get a low score. So they dump their charisma to a 7, and never ever buy any equipment out of 17 million gold that can bump it up by 8. Hell, let's assume they dump charisma and take a race that lowers it to 5. And they never buy anything to bump it to a 10.

Shouldn't be too hard to assume a couple of reputation modifiers to benefit this as well, again, unless the player is really trying to lower their score.

Wouldn't they kinda deserve to only have a 14th level cohort compared to everyone else with a 17th level cohort?

Out of 17 million gold they can't spend a couple hundred thousand on a tome and a belt?


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Count me colored, though I am not familiar with that particular system. yet.


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woohoo, just getting in under the wire!!!

Some choices are dependent on how you plan on handling classes over 20.

Character Class/Levels Wizard 20 arcane savant 5 (maybe wizard 8 / druid 7 / mystic theurge 10 for 9th level casting in each)
Character Race peri-blooded aasimar most likely
Archetypes Used don't plan on any archetypes, a couple alternative abilities though
Expected Party Role battlefield control / support


mine are just a couple spells changed out.


Fort save DC 72 vs death throes.

Well, we know that a fort save on a creature is generally based on the attackers con (sometimes another attribute; see the elder positive energy elemental, which has the highest death throes ability in the SRD at a DC 22 at a range of 50 feet, not 11.6 miles).

Determining the DC is a formula, usually 10+ 1/2 HD + attribute.

This means that half HD and attribute total 62. Assuming 30 HD, we would need an attribute of 74. For each 2 HD up or down, the attribute required changes by 1. And that is assuming we can subtract 10 for an assumption that somehow 10 tiers gave a bonus, though mythic surge would work against the DC so, questionable.

This also means, that since he revived from death because his death throes was able to kill "someone". that unless that was his one use for the day, we have to kill him with no creature closer than 11.6 miles, or have fort saves high enough to reasonably beat a 72 DC.

The highest CR creature in the SRD, Lucifer, only has a 5% chance of surviving (roll 20).


rod of cancellation works on the sphere.


oops, I switched the crossbow to a composite longbow.


Thanks, I appreciate your taking the time.

I don't know why they keep saying wizards are these all powerful godlike beings (we just have more options).

Sure, my intensified, maximized fireball is aoe, but the damage has to overcome SR, has a reflex save, and is one of the most common resistances out there. Said fireball doing 90 max damage, compared to your 3500!!!

And that's before you add mythic to yours?

With a couple points of mythic augmenting the fireball, i get around the resistance/immunity and can cap it at 250 damage. Which is a lot better.

I've always played that as a wizard, I buff and support the frontliners. And drive them around.


Archeon, could you walk me through your damage and to-hit increases? I'm not questioning it, I just want to know how you got to that.

Is the build viable from level 1?


dear god, a 59 missed?! Ok, so at 20th level, with full BAB progression, and rolling a 20, a max of +11 on a weapon (+5, +2 holy, +2 bane, +2 mythic bane) would require a minimum strength of 28 for a 5% chance to hit. Maybe start sundering his armor?

there are other ways to become immune to SA: spells, class abilities, heavy fort armor gets you to 75%.

Reconsidering my own build since it is half rogue.


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Open dialogue may also identify issues that don't need play testing as some pro's and con's can be identified before playing actually begins.

This is a process that happens with any game development. Ideas are presented, they are discussed, and the viable ones tested.

I believe that I have presented valid counterpoints, with examples and data regarding some of these ideas.

If the GM wants to have play testers, but doesn't want to listen to feedback, then what is getting tested?

The GM said "As for the NPC class thing, I didn't want the PCs to be adventurers at the start. In general, I wanted them to be regular people, or at least not exactly the type to go delving into ruins in search of fame and fortune. The expedition to rescue the halfling Pathfinder is because he's a beloved member of the community."

Personally, I've built a level 1 wizard with a spell selection that was decidedly not combat oriented. Said character worked in a bookstore as a scribe.

I also built a first level druid that was a rancher.

A first level fighter as a barkeep, another as a smith.

A cleric as the village midwife.

A rogue as a scribe and a jeweler.

There are different ways to have the flavor of a villager. Some game systems support this better than others.

Unfortunately, dnd and pathfinder do not easily support this. Especially for some class types, like caster.

1st level warrior, vs fighter, loss of a feat.
expert vs rogue, slowed sneak attack progression, couple less skill pts.
adept vs any caster, that's a bigger difference.

Take these 3 at 5th level:
The warrior 1 / fighter 4 is down 1 feat.
The expert 1 / rogue 4 is down 1d6 SA and 2 skill points.
The adept 1 / wizard/druid/cleric 4 is down 2 spells AND 3rd level casting among other losses.

Quite frankly this is a pretty significant balance. The warrior and expert will continue to be able to easily hold their own in level appropriate encounters. The couple of extra adept spells the caster has aren't going to account for the loss of third level spells.

If the retraining will take place very quickly then not as big an issue. If it may be many levels, then it is likely to be a bigger issue.

A fighter is never forced to fight with his off-hand because his primary hand got tired of swinging. But a caster that looses casting levels will run out of spells. And will have to resort to clumsy staff swinging and dagger slicing.

Another valid question:

Is the GM wanting to play test rules to rebalance a perceived power issue?

Or is the GM wanting to play test flavor and world building by specific house rules on character generation?

Take for example the rule "Eastern classes will not be allowed." This is very obviously a rule regarding his world.

On the other hand, we have "Prepared casters expend 0-level spells when cast. Spontaneous casters do not." This is pretty obviously a perceived power issue.

Unfortunately, it has a very large impact at low levels when the prepared caster may be forced between throwing 1d3 acid bolts or getting close enough to swing a dagger.

My wizards often memorize prestidigitation for the sole purpose of providing fluff flavor effects around town. The "role" play would have to stop unless I played a sorcerer instead?


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We know:

He's a 50ft. Tall suit of pitch black spiked full plate with pure oblivion seeping through the chinks. He's lawful evil.

So, good buffs are?

mindblank
nondetection
contigency

moment of prescience
freedom of movement
resist energy (all)
fly
see invis
greater spell immunity (what spells?)
magic circle vs evil
protection from law
align weapon
greater heroism
invisibility
holy aura
mythic haste

Others?


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Doombringer, since this is a one-shot, and we have a significant ransom in funds, why stop with only one time stop spell?

Cast time stop every round, for 6-15 rounds to prepare. While you're at it, buy a greater maximize rod to ensure that all three time stops are 5 rounds each.


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Why only 3 rounds to prepare?

Are we walking through some sort of dispel magic field?

If we know who we are going to be hunting down, and having somehow survived the odds to become as powerful as we are, why would we not have taken the time to learn as much as we reasonably could about the BBG, and have started preparing spells long before we run into him?

At our level buff spells (at CL 20) are starting at 20 hours for hours per level; 3 hours 20 minutes (200 minutes) for 10 minutes/level; 20 minutes for minutes per level, and 20 rounds for the fun short ones. And this doesn't include extend spell either.

Seems likely that knowing that he's in that castle/dungeon/building/ruin/etc that we would start buffing as much as we could before we started.

Stands to reason that the BBG is going to have more than 3 buffs active.


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Nerfing 0 level spells on wizards and druids because you think they are over powered doesn't make sense.

By the time they start getting "powerful", they can afford the 500 gold it costs to have an always on cantrip. So the cantrip nerf only hurts a low level cleric, which is decidedly not "the most powerful" and that's doubled with caster level loss by forcing multiclassing until retraining is allowed.

Let's face it, as much as I would love to play in a long game that goes for years and levels up 15 times, the statistics suggest that this isn't likely to happen. Though it is nice to see that you have one game that has gone for over a year.

If you want hometown characters, why not just require (and select) based on their background indicating such?

I'm sorry, but it just sounds arbitrary on the cantrips. If you want sorcerers and oracles, just state you would prefer, and will select on your preference for, sorcerers and oracles (since these are the only two spontaneous caster classes with 0-level spells).

Consider, you are effectively stating that a 15-pt buy human cleric (with a single +2 to stats) with unlimited cantrips is more powerful than a nixie oracle. Said nixie having stat adjustments of -4,+6,+2,+2,+2,+8 a 29 pt buy on top of the same 15 pt buy the human got.

The balance is already there, more choices, fewer castings; fewer choices, more castings.

Take 10/20 represents that with time, an individual has a certain probability that they will successfully complete an action.

In other words, with no time constraints, a comfortable work environment, training, and the proper tools, I can turn a few pieces of wood into a rocking horse. And I am going to do considerably better at it than my 14 year old son that has never held a hammer.

Removing the take 10/20 effectively states that somehow, I will still have the same chance to muck it up as if I was doing it with nothing more than my leatherman while my daughter is dangling over a pit of acid by a rope being chewed through by rats. (Those abilities that allow take 10/20 generally are to specifically allow it while under pressure.)


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The dearth of response may be due to the complexity required to create a 20th level character for what is advertised as a one-shot encounter. It isn't even a one-shot adventure, just straight to the encounter.

Consider that for many people, they may likely spend more time creating the character than they will typing posts to play the character.


They look good to me!


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Maybe that is why he is only giving gold for 13th level.


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You had me interested until you gimped clerics druids and wizards with 0 level spells. You provided no reason for this. Forcing caster level loss with forced multiclassing with np classes just makes it worse.

And before anyone comments on the concern over 0 level spells, I'd ask the sale thing, why?


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Apperantly there is a method for doing gestalt with herolab, I belive it was discussed previously in this thread.

I personally have been using google docs, especially for more complicated characters.

Considering that this is supposed to be a one-off, what else is needed to kick things off?


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Any thoughts on what I have so far?


perc: 1d100 ⇒ 67

Chip was busy unfolding the stock on his Raffluer to take notice of the surroundings.

Before we run off half-cocked, did anyone check to ensure the beacon was shut down? Quite frankly, this pod is our ONLY chance of rescue. It's not like any of us are carrying a planetary comm unit in our back pocket. We don't know what part of the planet we came down in. The pod should have some scan data.

Chip runs a hand through his hair, a nervous habit he thought he had long broken. I mean running off in any direction could lead us into more trouble than we are in right now. We need more information.


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Here's a link to what I have in progress so far. Still have some work to do.

Mythic Validk

Hit points:
3d10 ⇒ (5, 6, 9) = 20
13d8 ⇒ (6, 1, 3, 4, 5, 8, 8, 3, 3, 6, 7, 6, 8) = 68
3d6 ⇒ (5, 4, 1) = 10

268 total. Ouch. But then wizards are supposed to be a bit squishy.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Will have a character ready soon, polishing off the build.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

I've learned to use google docs to build my characters. I can tab and line up data for easy reference. With higher level characters, and those that end up in games that last longer, it also gets easier to start adding url links to the srd. I also use bookmarks to quickly access different parts of the character sheet.


Those get combined a little differently. Here's the quick crunch:

Arial agility 4500, 42k, 81k
@2 +2 CL caster level for fly spells
@4 fly 3/day
@6 fly at will

Mental Prowess 10k, 40k, 90k

Superiority 16k 64k 144k

Fly, 3rd level, CL 5, command word = 27k, always on 30k

Combining Arial and Prowess per standard rules 10k + 9k(4.5x2) = 19k; 42k + 60k = 102k; 90k + 121.5k = 211.5k

Adding always on fly to Superiority = 144k + 45k = 189k you loose a +2 CL for fly effects (doesn't affect your fly skill), which at this level, you should be able to withstand hurricane/tornado winds anyway.

Validk has a +34 fly, in a hurricane, he needs to make a DC 25 fly check with a -12 penalty. He needs to roll a 3 or better. 7 or better for a tornado. He auto-succeeds the check to move for the hurricane and needs a 2 for the tornado.

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