One of my players is playing a half orc bladebound magus in the Shattered Star game i run and am trying to find ways to make it part of the AP, both story wise and mechanics wise.
The player has agreed to receive the black blade later than the 3rd level so that i can place it where i want, also he has given me free reign over the shape (what kind of sword it is) and the alignment of the black blade.
So far the only things i have come up with are the following:
1) The black blade will be placed in the sihedron shrine and the black blade is part of the ritual* and magic needed to reforge the sihedron.
2) The black blade will be able to change the material it is made of to one of the seven skymetals**
That's all i have right now, not a name, not a personality, not a big story, not even the kind of the sword.
Any help you can give me will be appreciated.
*Alaznist couldn't replicate the sihedron shrine exactly, so she needed something more that's why she build/found/bound (haven't decided what yet) the black blade in order to help with the reforging ritual
**Each day when the magus prepares his spells he will be able to decide wich of seven skymetals the black blade is made of, also he will be able to change the skymetal during the day by spending a pool point from the blade. The magus won't have access to all seven skymetals from the beginning, he must first place the sihedron shards he has in the sihedron shrine and then he will be able to choose from those skymetals.
Are rogues absolutely necessary? I'm just asking because I'm anticipating the possibility that no one will want to play a rogue, since they're so well loved in Pathfinder.
Rogues (or any other class) is hardly necessary for this AP. I haven't run this but even though there are some traps, there are ways to deal with them. Some archetypes can replace rogues easily (detective or archaeologist bard and urban ranger came to mind) and there is always magic to help adventurers (detect traps, knock etc.)
EDIT: But this AP is excellent chance for rogues to shine, thanks to regular amount of traps. Also scouting ahead is pretty useful in dungeon and rogue can do that. Skillmonkeys are always needed in dungeon and in social encounters.
Just make sure that there is someone with a good perception and someone with a quite good disable device (traits can help here), if you worry about not having the trapfinding ability (the ability to disarm magical traps) you should see that:
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
@Majuba
Why do you think that my plan wouldn't work?
It gives you a controlled enviroment where distractions are at a minimum (as the rules ask). Where do you find the problem?
@Aelryinth
First of all i didn't say that the space created by rope trick has the tools for crafting, you are carrying the tools with you.
Second, yes the rope trick doesn't specify the dimensions of the extradimensional spell so while you can say that there isn't enough room for you to set up your crafting tools another one can say that there is enough room.
That's why i said that you don't want your players crafting while adventuring and you said so before they blow resources trying to do so.
@Aelryinth
If you don't want your players to craft, or at least craft while adventuring, just tell them so and don't try to find (very bad) excuses to not let them. It works better this way for everyone.
First of all carry all of your needed equipment (heat soure, materials etc.) for crafting in a big bag of holding.
Be wearing the ring of sustenance for at least a week.
Do not do anything at all for a full day, do not prepare spells, do not craft and don't do anything (so that we deal with that 24 hours vs day techical issues in the rules).
Now the day after you did nothing:
1)You awake at the same time as your rest party.
2)Spent 1 hour to prepare your spells (i assume wizard without fast study).
3)Spent the next 13 hours with your group (gather equipment, unset camp, adventuring, setting camp, take first watch etc.).
4)Cast rope trick (might be needing a rod of extend here). (this happens during the last hour of step 3).
5)Unload your crafting equipment and have your party help you move it into the extradimensional space you created. (this happens during the last hour of step 3).
6)Go in your extradimensional space you created with your spell.
7)Be sure to take a cage with 7 hamsters with you.
8)Craft for 8 hours (and since you are doing it the normal way you get the full benefit of 8 hours crafting).
9)Pack your equipment and sleep for 2 hours (be sure to thank your nice little ring).
10)Go to step 1 and repeat.
Now as you see with those 9 steps you don't violate the rule of preparing spells more than once per day or the rule of crafting for a maximum of 8 hours, and it only costs you 3 things:
1)a ring of sustenance.
2)one of your 2nd level spell slots since you needed for the rope trick. (make sure you prepare one each day)
3)maybe one of your uses of your lesser rod of extend.
4)a big bag of holding.
I don't think this is ANYTHING like the Wyvern thread. I think there is a MILESWIDE gap between arguing that a paladin shouldn't be able to destroy always evil undead creatures and fiends, and that a paladin shouldn't kill neutral creatures in their sleep in the middle of nowhere.
And yet killing evil creatures in their sleep is OK. Being both lawful and good.
By that logic, people on this very thread have said it's OK to kill "evil" babies.
It isn't OK to kill evil babies, it's GOOD to kill evil babies. And the people saying it aren't just people in this thread, paizo has said it.
@Matthias DM
In Golarion there are no clerics without a deity.
@OP
1. Not by default, sure there might some that are better to pick for a cleric, but then again even the core deities are unbalanced against each other.
2. None that i can think of (ok there might be one or two combinations that when combined with other stuff like spells and items from other books create really disgusting things)
3. Yes and no. Race books (and generally the companion line) has a huge variety of things, most of the time they aren't game breaking, a few times they are useless, a couple of times something truly bad creeps in.
3x. Blood rage isn't (it's just a good 3rd level spell), Ancestral gift isn't, Summon Ancestral Guardian also doesn't strike me as overpowered.
About the rulings:
- i can't understand why limit to only subdomain, but then again it doesn't really unbalances anything by doing so
- Ok either i am really missing something about the spell or... i have no idea why your DM finds it so powerful (i am very intrigued to know his reasoning about why he thinks it unbalnced)
- No i don't think that they are all overpowered, there might be a few of them that are just plain better than the core weapons but that's it. Keep in mind that also ban eastern weapons and armor in my games because of asthetics, so maybe the DM does the same thing just says that he does it for different reason
On the spells issue, keep in mind that while the spells you mentioned aren't restrictive on the race of the user but if your DM wants to have them accessible to certain races i agree with him, it's not a balance issue rather than a flavor reason.
For example i wouldn't let you access any of those 3 spells if you weren't a dwarf and you being a cleric of Milani, but as i said above i do it for asthetic reasons, i would allow you for example access to blood rage if you were a cleric of Gorum.
I see people around there talking about the value of trapfinding like it's a vital part of the game, and yet most CR appropriate traps really aren't that difficult. Add to that how easy it is to get by traps with summoned monsters/simply avoiding them/ect, the value of the trapfinder (especially for non magical traps, which anyone can find) has decreased to a point where I don't see the value in considering it party composition.
What value do you see in trapfinding? Do you think a party needs it as a skill in and of itself, or that it can be ignored.
I think its mostly an attempt to make rogues feel useful. Its good if your party is too lazy to say "I search for traps" every time they enter a room. Because RAW, you don't notice a trap unless you explicitly say you are searching for traps.
But trapfinding doesn't allow you to spot traps without actually searching for them, for that you need the rogue talent trap spotter or the dwarf racial trait stonecunning (for stone traps at least).
@OP
If by valuable you mean good to have around sure yes, if you mean rare/expensive etc. then no.
Here is a list of ways to get trapfinding (which is just a skill bonus and the ability to disarm magical traps)
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
Switch gaming systems.
Seriously the d20 system rewards game mastery and after being with quite a few players who didn't bother reading the rules and aquiring a basing understanding (action economy) of the system deserve to have their characters suck.
Casting defensevely is harder in PF than it was in 3.5, sure after a certain level it becomes an auto success but that level is higher than it was in 3.5.
Spell components and the aquisition of spells are the same (more or less) than it was in 3.0 and later.
How often do they fight enemies with DR? Even DR magic shouldn't be THAT common at the opposition at this level.
He can craft metal cartiges with a cost of 7,5 gp per cartige, also he can craft a maximum of 66 metal cartiges per day.
If he goes to early firearms the cost of each shot falls to 6gp or 1sp (depending on whether he is using paper cartiges or bullets).
To sum up the cost of firing firearms at this level shouldn't be an issue.
On the feats:
Iirc the only bow feat that doesn't work with firearms is the manyshot, all the others work just fine (and the important ones are the rapidshot and deadly aim that do work with firearms just fine).
In order to deal with DR there is the clustered shots feat.
It isn't a problem with the class that the player decided to multiclass (by the way to what class did he mutliclass?).
Would have the fighter to try overrun or bull rush (or acrobatics if there was a better chance of working than the CMB), maybe even attack on the next round.
1)improved initiative feat
2)comspognathus or greensting scorpion familiar for +4 initiative (can be obtained with eldritch heritage)
3)various traits for +2 initiative (trait bonus)
4)cracked dusty rose ioun stone for +1 initiative (competence bonus)
5)corresponding runeforged weapon for +2 initiative (insight bonus)
6)divination specialist wizard gets you +(1/2)level initiative
7)warrior priest feat (+1 initiative)
8)favored terrain (+2 to +8 initiative while being in the right terrain, can be obtained through ranger levels and rogue talent)
9)7th level kensai magus adds INT to initiative
10)good hope spell (+2 morale bonus on initiative, initiative is a DEX check)
11)anticipate peril (+1 to +5 insight bonus to initiative)
12)2nd level inquisitor adds WIS to initiative
13)ifrits can get +4 initiative in place of energy resistance
14)zerk drug (+1 alchemical bonus)
15)dueling weapon property (+4 enchancement to initiative)
16)2nd level duelist PrC (+2 initiative), 8th level duelist gets another +2
17)Inexplicable Luck feat (+8 once per day)
18)aldori dueling mastery feat (+2 initiative)
19)banner of the ancient kings item (+4 circumstance bonus)
20)4th level guide ranger (+2 while in favored terrain)
21)5th level battle scout ranger (+2 initiative)
22)the noble scion feat allows to use CHA instead of DEX for initiative
You should be happy that your player plays with those hexes, i have a witch in my RotRL game and the sleep and frozen tomb hexes are very very troublesome (especially when coupled with split and accursed hex), this witch doesn't really need his spells, his hexes do most of the job.
For relative low levels, sure it can be done. For higher level i think that it's nearly impossible, especially when the combat goes from two dimensions to 3.
Since you didn't know about this house rule ask him to re-build your characters, also ask him to re-do feats like combat casting, disruptive, spell breaker etc.
Oh and always ask about his house rules before the campaign begins.
Gendo wrote:
My perspective as a GM: Rules are guidelines to be used, discarded, or modified as suits the needs of running the most enjoyable game possible at MY/YOUR tables for my/your players.
I agree, as long as everyone at the table knows the changed rules and there is consistency in them.
Didn't read the whole thread (too long) so sorry if i say things already said by others.
Are we talking about standard Golarion goblins?
Are we talking about CE goblins?
If yes then no it wasn't an evil act, most probably was a good act.
In fact if there was a paladin of Abadar present (or a paladin of Torag whose people were hurt by the goblins or an oath of vengeance paladin with a vengeance against goblins) then i would have him fall if he would let the goblin escape.
And those are house rules that the players should know in advance.
@bigkilla
If you are going to play favorites why not tell him to not play at all and be done with it?
DrDeth wrote:
Does anyone think that a 25 pt buy but no dump stats is somehow unfair?
Unfair? no
Doesn't make sense? yes
If the DM wants to control the players' stats then he should give them pre-generated arrays and be done with it.
How does it not make sense? The DM already controls the player stats. Does anyone here seriously think that the DM is not the person who decides what the point buy is?
He gave a very generous 25 pt buy so that his players wouldn't dump stats. Yes, he should have been more clear. Or given options maybe- a 15 pt buy and dump all you want or a 25 pt buy and no dumping.
There are different degrees of control, and if the DM wants to control the stats so much then he should have given them stat arrays of his own creation.
And no if he doesn't allow stat dumping then he didn't give them 25 point buy, he effectively* gave them 20 point buy.
Dump stats aren't necessarily cheese. Three dump stats on a 25 point-buy character? On exactly the three abilities he needs least? Two of them solely used to get his Con from 14 to 16? That's pretty much cheese, right there.
Heck, in this case even one dump stat is cheesy, as the DM gave them 25 points just so they didn;t have to dump.
If the DM gave 25 point buy but didn't want them to dump HE SHOULD HAVE SAID SO.
If you play a sorcerer (with only core) i highly suggest the arcane bloodline, it's one of the best bloodlines in the core and it actually helps you with the arcane magic user thing.
Also don't try to blast with any character, blasting isn't going to do anything without at least the APG.
I think that since UM wizards make better blasters than sorcerers.
Things that you should be aware of:
1)Crossblooded sorcerer (dragonic/primal or dragonic/orc) and i think that it's better to have both bloodlines on the same element.
2)Tattoo sorcerer.
3)Admixture wizard.
3)The best to specialize element is acid.*
4)Rods** are your friends (remember that an empowered fireball can still be affected by a lesser rod)
5)The magical lineage trait.
6)Dazing spell.
As to why i think that wizards make better blasters than sorcerers: rods favor wizards, admixture focused school allows to lose some damage but still contribute and the aura ability allows you to dish out the same damage to any enemy, crossblooded is a bad archetype for sorcerers (it's better used as a one level dip).
But as the others said a blaster wizard comes around at 10+ level, until then you are a somewhat weaker controller.
*In terms of number of creatures with immunity/resistance and admixture allows you to use any blasting spell as an acid spell, i think that cold element comes second becuase of rime spell.
**If your DM allows crafting feats be sure to pick up craft rod.
I was going to say to play a sorcerer instead of a wizard but that wouldn't help a lot, so i also suggest getting out of the game.
If you really want to stay i suggest an arcane bloodline sorcerer and try as mighty as you can to find a ring of sustenence. Or kill your character and make a full bab class since most of the problems you are getting would apply to any spellcaster.
Arcane Mark does not work because there is no touch attack clause in the spell compared to spell like chill touch, touch of idiocy, the inflict wound line of spells, and so on.
Touch of Fatigue might work if cantrips were intended to be use, assuming it is on the Magus spell list.
I don't find it reasonable. I don't really see in the rules where there's a difference between cantrips and all other spells besides a meaningless label. It is merely casting a 0-level spell as opposed to a 1st level spell.
Yeah that Errata (go here for some explanation: http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfin derCompanion/v5748btpy8dmf/discuss&page=12#550) completely destroyed my Brass Knuckle Monk build. It's all good though. I actually didn't find out about that errata until after the character was brutally torn apart by an enraged advanced Owlbear.
Sure i know the story but until they errata the core then the gauntlet is a valid choice. Sure they aren't as good as the pre-errata brass knuckles but it's still better than the overpriced for a monk amulet of mighty fists.
As i said in the other thread, there is no rule/feat/whatever that allows people to take their turns together, play on the same initiative sure but each one has to take his entire turn before the other starts to take his.
To all of you who don't bother to say that the DM can do whatever he wants just because:
If the DM uses any house rules he should say it to the players beforehand and not spring them to them, otherwise what's the point of having rules in the first place? let's just all gather around the DM and hear him reciting a story or even better reading a book (because a book has a better chance of having a good story than the one the DM thought).
Oh and by the way the "as if TWF" part is mentioned for you to figure out the penalty and the number of attacks and that is crystal clear.
And yes from the begining a monk could get the -1/+3 ratio of power attack (by using a staff) but since the APG they can do it by using a much better weapon (the temple sword).
Dont worry about it your the rouge and not ment to be the main source of damage just play your character and have fun stop worring about the numbers and ROLE PLAY
Because feeling useless is such a great opportunity to roleplay.
I don't get why lawfulgood paladins are all up in arms over evil but chaotic gets a free pass. Talk to your DM and see if this aspect of paladinhood would swing
Because the gods don't empower them to fight chaos?
Because chaos can go alongside with good but evil not?
Becuase for paladins good is worth more than lawful? (both are needed but one is more important)
If you follow Moorkok's ideas for Law and Chaos, because Law accepts that chaos should have a presence?
Take your pick from the above or find something else, bottom line is that paladins don't go after chaos just for being chaos. (anymore that a lawful good character would)
The DM hates either you or guns or your character or a combinations of them.
Either way there is nothing you can do about it because the number of free actions that can be taken is absolutely up to the DM.
Do what we do in our group, pick one trait for mechanical reasons and pretty much disregard it's flavor and pick one other trait for story/fluff reasons.