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You should definitely speak to your GM. If it wasn't fun for you, then it's not worth the time playing. Losing is fine, not having fun isn't.
But remember as with all feedback, try to keep emotion out if it. Focus on your not having fun, not on feeling shafted. Not having had fun is an objective statement, feeling shafted is not because it judges the GM beforehand.
It does sound like a cool adventure though. The GM wants to win a bit too much ;-)
Inner Sea Gods has the most recent and arguably best write-up on Asmo and player options. It has cool feats for your characters to start with that grant powers as they level up.
Pathfinder Chronicles: Book of the Damned—Volume 1: Princes of Darkness has the most write-up on Devil Lords. It also has more devils and the Diabolist class which is fun.
The books mentioned earlier are rather thin on Asmo in comparison to these two. Yes, even the Cheliax one, alltough it has the Hellknight.
Hydraulic torrent explexplicitly allows creatures of any size. Hydraulic push says nothing about size, just that you perform a bull-rush against the target, so it implicitly allows it. Just because hydraulic torrent explicitly says something does not mean it would not be allowed anywhere else.
Think about is, would a halfling have a smaller hydraulic push than a human? That's racist man ;-)
I do not think that imbalanced. The CMD mechanics handle this just fine. Large creatures are quite hard to bull-rush anyway. So they should be fine.
I couldn't find rules about bull-rush and flying and the spells don't say anything about tszthe size of the water spout/tsunami, so... Common sense would say push is smaller than torrent so yeah, torrent could count as a collision, push wouldn't.
But in PFS, expect table variations.
It's certainly not game-breaking to damage yourself. So I think even a PFS GM will allow the vial to break. Just confer before starting. Everyone loves flavor man.
You can hold it without any penalties. You just cannot attack with both during the same round without incurring massive penalties if you lack TWF.
AFAIK there are no rules as to your dropping the flask. You wouldn't drop your shield if bullrushed would you? But there are conditions that make you drop it. And there is sunder.
It would be cool though if it broke, these flasks are designed to break on falling.
Try the hat of disguise, or the spell disguise self in order to seem up to 1 foot taller (that is quite a bit taller for humans).
Alter self (lvl 2) is really polymorphing, so this is not what you want, but would work as long as you stay "Medium", which can be quite big.
You could always just use the disguise skill to be larger. You need only be passingly good at it and don't draw attention to yourself or your size. You could fake being a bit larger (a foot or so). Or you could really be Large by taking -10 and walk on stilts.
To minmax Disguise, you have the Keeper of the Veil regional trait to make it a class skill.
Or take the Cosmopolitan trait feat to do the same, but for two skills.
Casting disguise self grants a +10, but it lets you only be a foot taller, so maybe you'd really need a high skill rank as well.
You are looking for situations where the character loses dexterity bonus to AC. One of those is when she is flat-footed:
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation.
That is normally until her first round.
So scratch flat-footed. It is not related to your concealment. The concealment might cause your opponent to lose DEX to AC, but this does not cause flat-footedness (is that a word)?
However, the problem remains that you are also in the mist. You could use googles that grant you sight inside the mist.
You could also stand just inside the mist whilst your opponent is just outside the mist. This would give you concealment (not total), enabling you to use stealth.
No. These are totally unrelated concepts.
Please note that you cannot sneak attack in an Obscuring Mist, because it is... obscuring:
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Nothing in here about having to be able to cast the spell.
So you could scribe it into your spellbook, but you wouldn't be able to cast it until you reach level 5 wizard.
We ran it with 5 players. That was fine. I think at times it was too easy and the DM complained at the end that he had to scale almost every encounter. But I think he just added more of the same minions, which was fine by us :)
Maybe he shouldn't have done the side-quest where we leveled twice...
But we all had fun.
Not to mention legal contracts :-)
Played both. Lots of fun.
Both APs have their shaky parts.
ROTRL was Paizo's first. Every module was written by someone else. That tells. Maybe the aniversary edition fixes some of that. But... not too hard on the GM.
WotW so far has had part 2 - defence of the dungeon - and part 3 - mega battle galore - both a bit out of the ordinary. Much fun but much harder on the GM. Being lawful (!) evil is so much fun with all the infighting and political positioning. And sacrificing of commoners.
So both are fun fun fun.
There is a problem with the CSS of the PRD when browsing it on a mobile device.
When you scroll up only a single pixel, the site zaps you back to the top. This is very annoying when trying to look up something in a large list and scrolling too far.
This happens on Google Chrome on Samsung Galaxy S2, but I suspect many more devices.
Well, there are more ways than one :)
* The Mayor probably has a Contingency spell active.
Be creative :)
I would say that atonement is not only just casting the spell. That is not really RP valid :) If you feel remorse about the act, then that spell is a way of getting in touch with your god and showing you are willing to go through length and expense to express guilt and remorse. The atonement should be Real (tm).
Keeping the items and just paying an indulgence (medieval catholic fee), just isn't the same. That is just like willfully parking in the only spot for disabled people at a disability rally and just paying the fine laughing, wondering that you were able to park that close to the entrance.
Part of the atonement should be no longer using the items.
Changing Man wrote:
I would SOO buy this. Me and my group would just love to play PF with our kids.
My character is a lawful evil character. Therefore, he's really lawful and really evil. So he's cruel and will use any loophole left in any contract, but will keep to the letter of the contract, if not the spirit.
What skill would you use to reasonably expect the cleric to know things about contracts?
* Diplomacy is fitting
I maxed out diplomacy already and I've taken a bit of Knowledge (nobility).
So there are many overlapping skills and taking all of them is impossible if you want a playable character.
I'm currently playing a cleric of Asmodeus and I've aquired a hellhound as part of the adventure path (please do not spoiler the adventure path by naming it). This is madly thematic ofcourse, so I'd like the hellhound to stay with me during the adventures.
We're currently at level 7, the hellhound is CR3, so it is a gimmick power-wise, although its breath weapon, stealth and intelligence have their merits. Also, the dog is perfectly loyal to me (LE).
My GM is flexible, as long as things are balanced and most of all, cool. So as long as the hellhound trails behind for three CR levels, things should be fine. I'd like to explore possibilities to increase the power of the hellhound as I level up, using magic items, feats and possibly other options like existing or new class features.
Any ideas on doing this?
I've considered a couple of things:
Any creative ideas out there?
PS: Dipping into sorcerer or taking arcane heritage feats + Improved Familiar are not very thematic for my character :)
In Asmodeus lore, forgot of it is in Princes of Darkness or in some other deity book, it is written that Asmo is mostly Lawful and that He is such a pinnacle of lawfulness, that He has been rumored to attract Lawful Good paladins. He then carefully stipulates the purpose of the agreement with the paladin so the paladin can remain good.
The paladins should be much more lawful than good, mind you. And mostly in areas where chaos is most present.
I can look it up if someone cares enough :-)
In an evil campaign, we have the opportunity to take over an existing structure and create our base of operations there. There will be several foul rites going on and flocks of good guys will be trying to stop the operation.
We need to hold out for about a year in there and it will become increasingly known that bad things are afoot there.
There is a town nearby that will probably be the staging area for any good party that will try to stop us and we have our spies there. We also have access to certain illicit items and we have casters on board. Three of our party have the Leadership feat (divine, arcane, fighter, level 6/7).
The lair is basically a spire and on each of three levels it has an entrance. There is a backdoor through the base of the spire that we know of. So we have three entrances to take care of. There are trapdoors at each entrance, that catch very stupid adventurers, but anything else needs to be built in.
My question is: how would you defend the lair?
The Diabolist gets an imp companion. About the class level that you use to lookup abilities in the animal companion table the rules say:
This is the diabolist's class level plus her highest caster level.
I think this is miswritten. Taking this literally, you would get +2 table class level per level of diabolist:
1) Take a level 5 cleric
I think the intent must have been to write a rule for multiclass casters, so we take the highest caster level, namely 6.
Am I correct?
Is it just me or is Angelskin mispriced? I not only mean powerwise, but also from a roleplaying perspective.
It is made out of the skin of angels. It is prices at +1000 for light armor and +2000 for medium armor. It gives you an undetectable alignment at a 20% spell fail chance.
If you play an evil guy (Way of the Wicked campaign anyone?), this is a no-brainer item. First sign of mispricing :) Maybe it is not very, very high-powered, but the fact that it is a no-brainer for 2k says it all.
Furthermore: angelskin? The skins of angels? For the price of only three or six masterwork swords? For the price of a +1 weapon? I assume it is much, much more rare than diamonds? How many angels die and are skinned and preserved afterwards?
My GM houseruled it as unavailable immediately. Unless we flayed an angel ofcourse ;)
What do you think?
Yeah, I thought the same. But it never hurts to have a second opinion :)
Reading the rules for the awesome Evangelist archetype, I noticed that the rules only mention the number of dice channeled to be capped at 7. It does not say anything about the DC.
Does the DC grow with all levels or is it similarly capped to 14?
I disagree with people telling you not to take combat oriented feats.
Yes, the fighter dishes out more damage and hits more often. But you are or will be a fantastic fighter. If you enjoy it, take feats that increase your effectiveness.
You will be a mobile fighter because of your medium armor, so try to specialize in that. And try to find out what exactly you like as a combat style. Do you rush, do you trip, do you like to bash away. Do you spring-attack? You should not forget to add to the fun :)
What has worked for me very well is to go the "critical" route and take Improved Critical. This works great with later Ranger abilities like Quarry, because you will have more possible criticals.
I agree that taking the "critical" path too far is more effective for a fighter. But you should take:
- Weapon Focus gives you an edge with a favorite weapon if you have one. (bow anyone?)
Feats a fighter would probably not take are:
Don't forget to add fun :)
A small feature request / idea:
All spells share certain traits. For example: they are abjuration spells. Or they are 3rd level abjuration spells. Or they are all 2rd level cleric spells.
I guess your spell lists come from a spell database of some sort. What would be awesome is if there would be navigatable dynamic lists that could be reached from the spell page itself. If the spells are indeed from a database, that would be a piece of cake to add.
I tried to do it for myself on my private PRD page by parsing PCGen source files, but well... Paizo's PRD is much better, errata are in there, and well. It's paizo.com ;)
I would order a copy right now if the shipping wasn't this high. I would order through Amazon if it was available through their store (no shipping).
There are a lot (!) of gamers in Europe. Please have an online store available the sells with low shipping costs. Amazon.de/co.uk is great, so is Bookdepository.co.uk. They might even cut you a better deal :)
[UC] Can you qualify for `Channeled Revival` with a `Phylactery of Positive Channeling` at level 7 Cleric?
RAW says no, but as a DM I would allow it, but only if when used, there is no other choice, it is roleplayed well and adds to the fun.
I would have it cost something, maybe the item is damaged, because it is used in unexpected ways, and you'd need to get it restored before you could use it again that way. Or maybe the cleric takes 2d6 Con damage (save will for half) because of rampant energies that surround the cleric.
As always: if rules need to be bent a bit and it adds to the fun: sure! It's all about the fun :)
PS: Adding this feat through PCGen or Hero Labs is obviously not going to work :)