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Jibberjabba wrote: Well I guess 5-foot makes sense, I didn't see the logic that these creatures would 5-foot every turn till they got within melee range but from what everyone is saying this is common and used frequently. Also the charge was a miss use of wording, they would move their 30 feet and throw javs then on their next turn they would 5-foot, then 5-foot, then 5-foot to close distance. Also the team is a heal cleric, Sorc and two weapon Ranger. Also the GM banned summon monsters and pets apparently. From what you are saying they seem to be taking multiple 5 foot steps each turn. I want to clarify something. A five foot step is an action that moves your character five feet (or one square) and does not provoke an attack of opportunity. You can only take one five foot step in a turn. Also you cannot five foot step and do any other movement. So the example you seem to be giving is that they move 30 and then do six 5 foot steps. That is not legal. You can 5 foot step and then do actions that do not include movement (with certain exception like teleport or dimension door or some crazy feat). You can move up to your speed but then you cannot 5 foot step that round. For example I could five foot step away from combat. Use a move action to take out a potion and a standard action to drink it.
TheOneHawk wrote:
Just because a choice is "less effective" does not mean you will not be effective. For a new player a blaster wizard is actually a good choice because blasting type spells are quite simple compared to many spells. Blasting is super fun and if that is what you want to do the game supports it. You need to make certain that your knowledge skills that ID creatures are maxed so you know what kind of energy to use. Once you know that then Boom Baby Boom! I am the Midnight Blaster what bombs at midnight. I encourage you to go the blasting route. Be warned that it takes a lot of feats to keep up with enemy hit points and immunities. I am sure other posters can recommend the right options for a blaster wizard.
cmastah wrote:
This is all fixed by one house rule: Re-rolled characters receive no wealth by level and are one level lower than your current character's level.
Cao Phen wrote: You are reading the swashbuckler wrong. He does not get Combat Trick twice at first level. At first level he gains the ability to take Combat Trick twice as a talent. This is important because: Quote: A rogue cannot select an individual talent more than once... So the archetype is allowing a Swashbuckler rogue to bypass that restriction only for Combat Trick and only to select Combat Trick twice. The earliest a Swashbuckler could select the second Rogue Talent is 4th level so that is when you could take your second Combat Trick. It is still a nice Archetype because you can front load it.
Macona wrote: I share my knowledge with other player’s and GMs at the table whenever a rule dispute pops up. I only do this so everyone has a clear & fair standing, but this annoys a lot of people. Have you considered not sharing the rule unless asked? Sometimes people like to work their own way out. Sometimes they don't want to take the time to figure out the rule because the on the fly method is faster and every one is still having fun. As a rules lawyer myself I have learned to keep my mouth shut unless the DM is being consistently unfair in his rulings.
slade867 wrote:
The cohort is there because he is a loyal follower of one PC. The other PCs did not invite him into the group thus the cohort's share of the treasure is the burden of the PC who took the feat.
There are a few schools of thought. One says focus focus focus. Build your character around a trick and beat that trick to death. Another say focus in moderation in case something is not vulnerable to your trick. A final one says focus is not necessary but take spells that can serve more than one purpose. Summon Monster is the classic example but for spontaneous casters taking it at every level can be a problem. Protection from Evil is a great spell with many benefits. It gives +2 to AC which is nice by itself but also provides blocks mental control which makes it a great spell at higher levels. On top of that it can give someone another save against mental control when the spell is cast. So you are getting three uses for one spell known. But wait there's more: it also blocks bodily contact from summoned creatures. I am a fan of that school because you can get a lot out of a few spells and that lets you respond to a variety of situations with your limited spells.
Generic Villain wrote: Can a wish spell restore youth? If so, how much? I'm not talking about wishing for immortality here - just a slight reversal of aging. A year? 5 years? What seems reasonable? Is it a reasonable wish at all? It is a DM call but I certainly think it is within the spell's power. Wish can create a body and can resurrect someone. If I were DM I would say two wishes. One to create a young body that replicates your character in his your and a second wish to permanently move your consciousness to that body. This basically copies the method for resurrecting someone whose body was obliterated.
paladinguy wrote:
In my games I allow it to be subtly cast but I give anyone in the area a perception check to notice it. Classes that have detect evil usually have it as a spell like ability so it does not require V,S, or M components to use. However while using it they do need to pay attention i.e. concentrate and that focus is what lets people potentially notice you are looking at them strangely (perception check) especially since you need to be within 60 feet.
I love these threads because the subtext of each person's view on the subject really reveals how their group handles PC interactions and group dynamics. The more mercenary opinions seem to come from people where groups work hard and downtime is just another name for roleplay time to advance your goals. The more altruistic opinions seem to come from groups where the PCs are just assumed to be working together. In the middle you have the all the various combinations. Of course, that is why we will never reach an accord on this. Each group handles treasure in its own way and crafting is essentially making treasure so each group handles that in its own way. For some groups charging cost is the only way to go and for others giving a small discount is still a blessing.
Laveral wrote:
Enough people have said this is a bad idea. I think you might want to look for ways to flip this on its head. Give the players a reason to let their characters get captured.
I have a player who has been playing an Urban Druid for a while and is a bit unsatisfied. Fortunately, I offer one free rewrite for a character and he is planning to take advantage of it. While discussing his rewrite he mentioned that he was having trouble finding something that fits his character concept and I suggested he take a stab at writing an archetype to fit his idea. He took the Urban Druid as a starting point. long archetype:
Ambassador of Nature While many druids keep to the primal wilderness and consort with unintelligent animals and beasts, the Ambassador of Nature focuses his passion and primal instinct towards cultivating relationships with the sentient races of Golarion. As comfortable underneath the open sky as they are in a debating court-room, the Ambassador acts as a diplomat for nature’s interests in the civilized world. Class Skills: An Ambassador of Nature’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (geography) (int), Knowledge (Nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). This replaces the standard druid class skills. Spontaneous Casting: An Ambassador of Nature can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. This ability replaces the ability to spontaneously cast summon nature’s ally spells. Bond of Civilization (Ex): An Ambassador of Nature may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather. Master Linguist (Ex): An Ambassador of Nature forsakes her relationship to animals and the creatures of the wild to foster her bond with sentient races and gain a better understanding of the languages. She gains a +1 bonus to her Linguistics and Diplomacy skill, and for every rank she places in Linguistics, she gains two languages known instead of one. This ability replaces wild empathy and nature sense. Lorekeeper (Ex): At 3rd level, An Ambassador of Nature adds Bluff, Knowledge (History), Knowledge (Local), and Knowledge (Nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid’s woodland stride and trackless step abilities. Sentient Forms (Su): An Ambassador of Nature gains the ability to turn herself into other sentient creatures of different types. At 4th level, she may change into the form of another small or medium sized humanoid creature and back again once per day. Her options for forms include all creatures with the humanoid subtype. This ability functions like the alter self spell, except as noted here. The effect lasts for 1 hour per Ambassador of Nature level, or until she changes back. Changing form (to another humanoid or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of a humanoid the Ambassador of Nature is familiar with. An Ambassador of Nature can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a Ambassador of Nature can use Sentient Forms at will. As an Ambassador of Nature gains in levels, this ability allows her to take on the form of monstrous humanoids of varying sizes, dragons, and giants. Each form expends one daily usage of this ability, regardless of the form taken. An Ambassador of Nature can cast spells while in any of her Sentient Forms and her equipment resizes to fit her save for when she assumes the form of a dragon at higher levels, which causes the equipment to meld into her body as the usual wild shape ability. At 6th level, an Ambassador of Nature can change into a small or medium monstrous humanoid. When taking the form of a monstrous humanoid, the Ambassador of Nature’s Sentient Forms functions as monstrous physique I. At 8th level, an Ambassador of Nature can change into a tiny or a large monstrous humanoid. When taking the form of a monstrous humanoid, the Ambassador of Nature’s Sentient Forms functions as monstrous physique II. At 10th level, an Ambassador of Nature can change into a diminutive or huge monstrous humanoid. When taking the form of a monstrous humanoid, the Ambassador of Nature’s Sentient Forms functions as monstrous physique III. At 12th level, an Ambassador of Nature can change into a medium dragon. When taking the form of a dragon, the Ambassador of Nature’s Sentient Forms functions as form of the dragon I. At 14 level, an Ambassador of Nature can change into a large dragon or a large giant. When taking the form of a dragon, the Ambassador of Nature’s Sentient Forms functions as form of the dragon II. When taking the form of a giant, the Ambassador of Nature’s Sentient Forms functions as giant form I. At 16th level, an Ambassador of Nature can change into a huge dragon or a huge giant. When taking the form of a dragon, the Ambassador of Nature’s Sentient Forms functions as form of the dragon III. When taking the form of a giant, the Ambassador of Nature’s Sentient Forms functions as giant form II. This ability replaces Wild Shape and A Thousand Faces. Resist Temptation (Ex): At 4th level, an Ambassador of Nature gains a +2 bonus on saves vs. divinations and enchantments. This ability replaces the resist nature’s lure ability. Mental Strength (Ex): At 9th level, an Ambassador of Nature gains immunity to charm and compulsion effects. This ability replaces venom immunity. I took out his notes to give you guys fresh eyes. My major concern is around the Sentient Forms power. Is it too powerful? Also is the archetype well balanced? What are your suggestions to fix any problems?
Battle Voice Token
Description
Construction Cost 1050 gp
After submitting I felt I had priced it too high and based upon this year's winner's perhaps I should have added flowery text to make it sound cooler.
Jacob W. Michaels wrote:
It feels good to finally see someone mention my item. I was starting to think it had been DQ'ed for some reason. And Clouds saying it survived the cull is great.
Artillery_MKV wrote: I, also have the 'never saw my item' dreads, and I voted a LOT. There were several I saw over and over again, but just as I would despair, fresh new items would appear. I saw a lot I liked, many I would never allow at my table and some with good ideas and poor execution. I'm sure the judges have a tough job ahead of them! It may be a good thing. As I understand the voting system items with the least votes are presented as part of a pair. If your item was good and was very frequently voted for over other items then it would be rarely presented for voting. Bad items would be repeatedly presented as they would constantly lose votes to other items. At least that is what I keep telling myself after not seeing my item after 500 votes (almost exactly because I was Star, voted on about ten things and was Dedicated.
Jiggy wrote: Of if there are the same number of harpies and PCs, and each PC fails to save against at least one song... This has always bugged me. My solution has been that once you save then no harpy songs can affect you for the rest of the day. I also have the PCs only save once. But I don't make it too easy. My group just fought a group of harpies who were attacking shipping. The leader had the simple advanced template and a +2 DC to her song save. So I only had them save against her. Very fun fight.
Have a weapon that the DM declares ignores the hardness. from the SRD wrote: Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object's hardness. For example: an axe used on wood or a pick on stone
Cloak of the mountebank. He might want to wear a resistance cloak for everyday use and have the other cloak to make good his getaway. The villain's escape kit Basically anything that might grant powers similar to those spells. Figurines of wondrous power: Bronze Griffon, Obsidian steed, maybe the goats.
Herbo wrote: We be Goblins was awesome, and the gobbies have been a real breakout fan-favorite for all ages of gamers for Paizo. I bet the gang could throw out an entire Goblin AP and watch it become their most popular one to-date. Everyone would be so busy trying to light horses on fire that they'd never worry over-much about unbalanced encounters, smooth segues, or attaining the perfect magic items for their build. This right here made me want to play an all goblin AP. It could work with an all half-orc one too as long as the half-orcs were all part of a larger orc society. Hold of Belkzen anyone?
Quath wrote:
The categories are 1) a creature or object brought in being and 2) a creature transported to your location. A creature fitting either of those categories that is transported by a conjuration spell cannot appear inside another creature or object. It also cannot appear floating in empty space. Since the caster of DD is a creature fitting category 1 then they can't be teleported into the air but must teleport onto a surface that can support them. Side note: is the air a surface capable of supporting a flying creature? Does the type of flight matter?
Tiny Coffee Golem wrote:
No. Because if you read the rules in the magic section for Conjuration Teleportation spells it says you can't do that with teleportation style spells. You can't ignore the school rules based on a specious reading of the text.
Hecknoshow wrote:
If you are using Dimension Door it definitely does apply. DD is Conjuration and the rules for Conjuration magic definitely apply.
DeusTerran wrote:
No to your question. I tried to make a faster character and came up with an Elven, Monk 15 (Martial Artist), Cleric 1 (Travel Domain), Oracle of Flame 1 (Cinder Steps), Fleet x10, Barbarian 1 for a total of 18 levels and 175 base speed. Elven Monk (+1 per level to monk's speed) + monk 50
30+50+15+10+10+10+50=175
Corren28 wrote:
When I played through Council of Thieves it seemed kinda swingy. Some fights were too damn easy and others were to damn hard. Still as DM you can adjust. Unless that giant eel was integral to the story you could have put him off until there were more PCs. The perception check is irrelevant to my point. You could have given him the foreshadowing and then called for a perception check after giving him some time to choose to bug out. I have killed quite a few characters but nobody had a reason to complain because I made certain they were warned about very dangerous encounters in game (and sometimes out of game). The game exists to have fun and you seem more concerned about if a monster or NPC is acting within character. You could have chosen for the Giant Moray to just be curious and swim near him for a while. The Moray could have recently eaten and not been interested right now. Heck even if the AP specifically calls for the moray to attack as DM you have the right to change it so you don't kill players willy nilly. You seem to lean toward reasons for creatures to attack and use their strongest powers. If you are going to try a naturalistic view like that then you need to consider other options. Makes the game more interesting. An encounter with something can be scary even if it never attacks especially for a lone PC. You could have had it swim toward him slowly and move into combat time. If the PC stays and attacks then the moray attacks too. If the PC runs maybe the moray follows him to chase him out of his domain but does not attack. There are so many ways to handle this that do not require attacking.
Corren28 wrote:
Because it was BS. That creature seems like it was set there only for the Undine and thus should be something more his speed and not a one-two killing machine. Some foreshadowing would be expected for such a powerful creature. For example the smaller fish might suddenly disappear. I get the feeling you are trying to play a naturalistic world instead of a fantasy adventure world. Set expectations for your group and see what their expectations are.
Corren28 wrote:
I learn something new about the Pathfinder rules every damn day. Regarding your question. The "I think the NPC would do this" is often an excuse to do some specific tactic that the DM desires but that may not make sense for the character. With the Cyclops example this monster lives a life of hunting and killing and eating. Some days he needs to use his power to kill for food and others he needs to make a new weapon. If it is once per day he might have used it. If he has not used it he might want to save it. They have an INT of 10 and Wis of 13. That is actually nice an average so they can have the foresight to want to save powers for potentially more productive uses. If the Cyclops is able to easily handle the PCs then he would probably never use it. If the fight gets a little desperate for the Cyclops he would probably bust it out immediately. Regarding the dragon let us use the Adult Red Dragon as a comparison point. He is one or two hundred years old. He has survived several fights with adventurers. He has perhaps fought a barbarian who frothed at the mouth and sliced him up for a while before the dragon ate him. He also faced a clever wizard who summoned creatures to do his fighting. He has seen a gamut of tactics and attacks. He assumes that prepared groups might have some fire protection and might use Dispel Magic to drop that so he can catch more people with his breath weapon. He would probably Haste himself first and then dispel magic. If caught out in the open his first action might be to cast invisibility and fly up. Then see what the group does in response. My point is that you can't tailor NPC tactics to your group's make up. We know characters and groups can be quite varied so NPC will not necessarily know what to expect unless they have previous intel.
yellowdingo wrote:
Each group will spend those diamonds. Given that they killed the king they will probably need to run to a neighboring kingdom or kingdoms if several people were involved. You can't get around it. Even if you succeed in killing every king you will put so many diamonds in circulation that your own diamonds will no longer have any value. If you want proof just look at the real world. If something like that could be pulled off then someone would do it but they don't. They all recognize that artificial scarcity is how they maintain value.
I am sure a lot of monarchs could be killed. My point is that if they put that many diamonds into circulation they will devalue them to such a degree that the will destroy their own economy. They will be unable to raise money because the value will drop as they sell them. All the extra diamonds mean is that they will be able to have slightly lower tax rates or more money left over after taxes are received. They might be slightly more powerful but not significantly so.
>position to buy and sell the economies of the World for the next couple thousand years Not really. They can't sell too many diamonds or they will devalue. So they will need to do what DeBeers has done and artificially constrain supply. >It would certainly push the rest of the world to go to war over it. I could certainly see neighbors trying raids (if they are tribal sorts) or actual wars to take over one or more mines only because they are right there. I don't see the whole world going to war.
New to PFS and I had an idea for making a cleric with crazy high saves but still a viable character for the game. My basic idea:
So the base saves at 1st for Fort and Will are 2+1(protection)+1(trait for Will/Fort)+4 (vs Magic from Steel Soul)+ Ability bonus Reflex gets 0+0+4+ability (probably +1) So I expect Fort to be +9 vs magic, Will to be +11, and Reflex +5 Protection is nice in that it increases every five levels by +1. I could take the save feats but then I would be burning all my feats. Questions
Do I need to do anything to make this character more viable for the other aspects of PFS adventures?
Depending on how you do low magic you can end up penalizing melee or casters. I suggest writing out your low magic rules and working with your players to make certain they feel the rules are fair. You might also be interested in E6 play where 6 is the top level and leveling is very slow. It end up almost defacto low magic.
Enchantment and Necromancy are fine opposition schools. As far as the Admixture Evoker. I don't know. I never liked being a blasty type because you feel like you need to cast a spell every round. I like to conserve spells so I tend to stick to buff and summoning. Don't get me wrong. Blasting feels like hella fun but a sorcerer has more casts per day to do that.
I don't track encumbrance in my home games. I had to tell the players who use hero lab to turn off encumbrance. With certain characters (monks for example) I might give it a spot check. I can understand tracking it in PFS but considering time constraints I would probably only do it in cases where somebody is obviously carrying way more than their character can handle.
MamorukunBE wrote: Just a technical question: if I got it well (sorry, English is not my mother tongue), your cleric half-orc was a player, right? In that case, being a cleric, you as a GM couldn't you have simply forbidden her to "enjoy killing the goblins" due to her status/alignment? It is considered improper to tell a player what her character can or cannot do. You can warn them but if they decide to act anyway then they suffer the repercussions of their actions.
Starglim wrote:
I think this might be the best response. "Look I know Milani is not cool with things like chopping heads off of bound goblins but Gorum is all for that. How about we get you to split a few more helpless goblin heads and then pray for Gorum to grant you favor?" It does two things. 1) Lets her know that her religion views her actions with disfavor. 2) Other religions view it more favorably. She can stop her orc loving ways and stick with MIlani or keep loving dem orcs and go for Gorum.
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