I haven't posted it anywhere, i only had it on paper and unfortunately now it's 500 kilometers away from me (it was a character of a player who has now moved away, i will try to contact him and ask him to find it and get back to you but i can't promise anything).
Adamantine Dragon wrote:
I highly recommend custom monster creation for all GMs. It can really add to the "Oh my god! What the heck is THAT?!" experience, and we all know how much fun that is. :)
I have been in the recieving end of that and i have to say that, most of the times, it's great. It's a shame that now that both i and my group are older we don't have enough time for things like that...sigh...Fortunately Paizo gives us quite a big number of monsters.
Wasn't that "deciding that all those sneak attack D6s are soooo scary that you'll limit sneak attacks to one per round" part a joke?
This might be better to the house rules section of the boards but for the sake of helping a new DM here is my list of house rules:
my list of house rules:
1) Spontaneous casters have normal casting time when using rods.
2) Vital strike works on charge and spring attack but not pounce like and spring attack like effects.
3) Half-orc ferocity is the same as orc ferocity.
4) The paladin's capstone banishment effect doesn't end the smite if the evil outsider makes the save.
5) Monks are proficient with all monk weapons.
6) No leadership.
7) No antagonize.
8) All PrCs that give spellcasting level increases also gives spell known for spontaneous casters.
9) All rods are considered light maces.
10) The rogue talent combat trick can be selected more than once.
11) The snap shot line and the zen archer's reflexive shot work.
12) The scatter firearm attack can't be used when using the smiting shot deed.
13) Haste can give an extra attack with unarmed strike.
14) If you have double slice then when you use power attack you get the -1/+2 ratio with your off hand attack(s).
15) Flaming and similar elemental weapon enchantments require a free action to activate instead of a standard one.
16) Flaming and similar elemental weapon enchantments can be upgraded to burst effects by adding +1 enchantment worth to the weapon.
17) Low and medium fortification armor enchantments can be upgraded to medium and/or heavy fortification enchantments by paying the (enchantments cost) difference. The same thing applies to the shadow, slick, energy resistance and spell resistance armor enchantments.
18) The +2 to attack and damage rolls of the bane weapon property can't be used to add more than +5 (overall) to the attack and damage roll.
19) The +2 to attack and damage rolls of the furious weapon property can't be used to add more than +5 (overall) to the attack and damage roll.
20) The oathbound paladin's aren't required to have one of the listed gods as a patron deity, instead there are some gods that if being a patron for a paladin then the paladin are excluded from taking a particular oath (example: Abadar and Shelyn for oath of vengeane, shelyn and Abadar for oath against undead, abadar for oath of charity etc.)
21) You automatically disbelieve your own illusions.
22) Runestones of power can hanged in the character's body (neck, wrist etc.) without occupying the slot and can be used as long as the caster has one hand free.
23) Clerics and inquisitors of deities who have a simple weapon as a favored weapon gain weapon focus with that weapon for free at 1st level.
24) Rods and staves can be enchanted as weapons without the +50% to the price of the magical enchantments.
25) Echoing spell + spell perfection does not equal infinite loop.
26) The guardian weapon special ability does not work with GMW, also the it can't be put in a non-hand held item, in addition it can't be put to either armor spikes or shield spikes, also the hand that weilds the weapon with this property can't be used for anything else other than attacking.
27) You can't weild armor spikes without TWFing.
28) Wildblooded bloodlines are valid targets for the eldritch heritage feats.
29) The Paizo blog on intelligent animal companion is mostly disregarded.
30) Both the skill focus feat and CHA requirements for the eldritch heritage feat line is disregarded with DM's permission (no you can't have your CHA 7 fighter with abbysal or orc bloodline).
31) Both the powerful sneak and the deadly sneak rogue talents don't carry a -2 penalty on attack rolls when used.
32) The rogue talent hide in plain sight also can be used if the chosen terrain doesn’t grant cover or concealment.
33) Oracle mysteries aren't tied to specific deities.
34) Conductive weapons of any type can be used for either melee or ranged sorcerer's bloodline abilities.
35) The spell focus, greater spell focus, elemental focus, greater elemental focus, spell penentration and greater spell penentration feats can be chosen as a wizard bonus feats.
36) Arcane armor training and arcane armor mastery do not require a swift action to use instead they are permanent effects.
37) Weapon proficiencies do not have +1 BAB as a prerequisite.
38) The heavy repeating crossbow costs 75gp.
39) The light repeating crossbow costs 50gp.
40) Torag has the War domain and the tactics subdomain (in addition to the normal list of domains and subdomains).
41) Cayden Cailean has the Liberation domain and the freedom subdomain (in addition to the normal list of domains and subdomains).
42) Crossblooded sorcerers have a minimum of 1 spell known at each spell level.
43) Crossblooded and the Wildblooded archetypes can be used together.
44) The Dazing spell metamagic uses a slot 4 levels higher instead of 3 (metamagic rods of metamagic are priced accordingly), in addition each round on its turn, the subject may attempt a new saving throw to end the effect as a full round action.
45) The snowball spell belongs to the evocation school and is subject to SR.
46) If a subject makes the initial save of the terrible remorse spell then the subject isn't staggered but only takes -2 penalty to AC.
47) The burning disarm spell has a will saving throw instead of a reflex one. In addition when the subject makes the save he takes 5d4 fire damage, when the subject fails the save he drops the held item.
48) The emergency force sphere spell is a 5th level sorcerer/wizard spell instead of a 4th level spell.
49) The acute senses spell gives a +5 enhancement bonus on Perception checks (+10 at 8th caster level and +15 at 16th caster level) instead of +10 (+20 at 8th and +30 at 16th).
50) The subject of the spell irresistable dance, who made his save, can act normally (but take the associated penalties) while dancing for 1 round.
51) The subject of the spell suffocation who makes his initial save isn't staggered.
52) The spell feeblemind doesn't carry a -4 for it's save for arcane caster subjects.
53) The subject of the spell cacophonous call each round on its turn, ay attempt a new saving throw to end the effect as a full round action.
Keep in mind that my list is fairly old (a little more than a year) and i didn't have to update it. Also keep in mind that this list is, mostly, things i have changed about the rules, campaign specific stuff like no evil alignment or core races only aren't included.
As to your other questions:
Can someone explain to me how the dirty trick rogue thing works? How do you get to use dirty trick in place of an attack?
Ehm...I think that you got a few things wrong, first of all anyone has the ability to find magical traps, you need trapfinding in order to disable them and trapfinding isn't that hard to come by, in fact i have made a list.
ways to get trapfinding:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*
*those 6 get trapfinding in everything but the name
Other than the soft cover thing (which can't be more wrong) i can understand the others, i still disagree but i can understand why new GMs might need it and have no problem with that*.
*that means i would have no problem when a new DM used tricks like that a few times to help him keep the game going.
@Taku Ooka Nin
NO just NO.
The rules apply as much to the GM as to the players, you want to change them? sure go ahead and do it but do so before a campaign starts (and of course let your players know about your house rules) and if you have to change a rule during the course of a campaign then allow the players affected by the change to rebuilt their character.
Well, I looked into the Jade Regent 5(Tide of Honor) where some dread wraiths are encountered and it says:
Advanced giant wraith (Pathfinder RPG Bestiary 281, 294, 295)
67 Hit points. Given that it has 5HD that means that CHA goes up by 4 modifiers, or 8 points of score(4*5=20). So either the author did something wrong or the Hero Lab got it wrong.
Ok... So I want to give my players the joy of fighting a dread wraith but im experiencing difficulties. There is no statblock. However there are instructions of how to do it!
Well the second option is out of the question, it becomes too powerfull. Im looking into the first...
I can apply the advanced template, the natural armor is converted to deflection, all stats goes up by 4 and its ok.
Stinking cloud requires a fort save, your enemy was an elf (i assume) sorcerer and you are a half elf magus. So the odds were that you are going to save and your enemy won't, then you fly out of the cloud and wait for your enemy to step out of the cloud and then you handle him/her while he/she is nauseated.
The way the wizard might have seen it is as a calculated risk with the odds on your favor but lucked out.
Thank you for answering Sara.
I want to become an adventure path subscriber, the thing is live in Europe and although the shipping cost are a pain i still think i can do it but what i fear are my country's taxes i might be called to pay, so my question is this:
From what i have seen APs and modules assume that a party won't walk, after a certain level, they will either teleport, fly, shadow walk or something the way.
I am trying to figure out how gift certificates work and i have a few questions.
And now to the questions:
Thank you for your time, i know that some of my questions may be a little dumb but i want to be sure.
I can see that the maneuver class gives bonuses or penalties to the Fly skill, but perfect maneuverability allows one to fly upward at full speed instead of half. I don't see any provision for that in the Fly skill.
Where is that written? I can't find it.
Cap. Darling wrote:
This.In the Jade Regent game i play in we have the same issue, the fighter charges in the first round of combat and then the two battle clerics are left with the choice of buffing one round and letting the opponents come to us through the wizards control spell OR charge behind the fighter so that he isn't full attacked by every oponent.
The sword is mobile, can't be attacked mentally and has a lot of other immunities, and does decent damage for a long time. It is old, and might not quite be up to par today, but it is an iconic spell, and has its uses.
Being iconic doesn't have to mean being useless, and in this case while not useless it's clearly not worth the 7th level slot.
Maybe you have the luxury of time to create your own PF adventures (especially mid+ levels) but a lot of peoeple (including me) don't have the enormous amount of time needed to make my own PF adventure, that's why either new or old at GMing you might want to use APs.
Yes i agree that new GMs (to the whole 3.X system) that have nobody to teach them should read (if not run) APs in order to learn a few things about campaign design.
The reason i started GMing PF (and i still do) is that in my group there was one more guy who could GM so if i wasn't GMing then he wouldn't be able to play.
Thank you for answering James.
No i am not complaining, i am just asking to see if my observation was correct and in order to save me time from going over to calculate every bit of treasure so far.
By the way, you said the past 13 adventure paths but what about Carrion Crown? i have heard from noumerous people that there is way less treasure in that AP than the WBL, especially in the first half of the AP.
*In RotRL i run the first half with the original and the second half with anniversary and iirc the 3.5 and the PF WBL are different.
Resurrection does have a time limit, it's 10 years per caster level, and you need a 13 level cleric (not 14) which thankfully Magnimar has (the manager of the bank).
I am running Shattered Star, my party just started book 3 and from what i can see this AP seems to give too much loot, something like double wealth so far. I haven't gone through the whole first two books yet in order to calculate everything and before i do i am asking if anyone has already done the job or has noticed the same thing.
I am sure that you can get a staff response if you post your question on this section of the forum.
It's a very good deal if you are into APs and you are a USA customer, because if you are a european customer the shipping costs and the extra potential taxes might make it not worthy.Anyway you forgot to say that adventure path subscribers get 15% discount on anything Paizo-made (other than adventure paths, for them they get 30% discount).
Kydeem de'Morcaine wrote:
It seems that you haven't played or read Jade Regent, There is no way to have the buy the diamonds beforehand, if you buy at the end of book 2 you are going to spend 7000gp (5000 diamond, 2000 diamond dust for restoration) when you are 7th level you are using (approximately) 1/3 of your wealth in it, which is a lot. And from the moment you start book 3 and until you finish it there is no place to buy the diamond and the diamond dust.In addition it is most likely that none will even think about buying the material for raise dead in advance since the artifact that the campaign gives you has ressurection once per month.
So no i don't think that the player is to be blamed for not having bought the diamond and the diamond dust beforehand, he is to blame if his character was a d**k and the rest of the characters don't want to ressurect him.
Vod Canockers wrote:
Last AP I completed, we ended the campaign with hundreds of arrows. Other than those purchased at first level, and some specialty arrows a Ranger Archer Cohort bought, we claimed all the rest as loot. We also gave away hundreds to local citizens. The same thing with potions of Cure Light Wounds.
Was it Kingmaker?
Fine, put a few hundred of them in the group's biggest bag of holding, that in addition to the ones you already have should have pretty covered.
Rictras Shard wrote:
Ehm their decisions on whether to use the seal or not really mean nothing.
Matthew Downie wrote:
That would be somewhat more difficult but you are correct and you are reinforcing my opinion that the story of Jade Regent has holes (big ones) and needs quite a bit of patching up.
Rogue Eidolon wrote:
Can you elaborate on that? i am not sure i get it, but please put in a spoiler tag so that we don't threadjack (a lot).
As others have said tracking mundane non-special material, non-blanched arrows isn't worth it after a couple of levels.
Matthew Downie wrote:
Exactly.That's why i think that the whole "the oni know it when they open the seal" thing is bad for the story because you either have incompetent enemies or you have TPK.