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Hialin

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Abraham spalding wrote:
That's cute and all Shalander but it doesn't hold up. You don't have an off hand attack with unarmed strike. It would be like trying to two weapon fight with a single dagger and nothing else.

Let's go this way then...what are you TRYING to do? Get TWF for free for the monk? Technically NO ONE has an off hand, as there is no off hand for Pathfinder (ambidexterity is gone). The monk can deal full damage with his "off hand" that is all the monk rules are saying.


Abraham spalding wrote:
Quote:

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: monk. The unarmed damage values listed on Table: monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large monk Unarmed Damage.

That is the specific text from the monk unarmed strike ability.

So lets say I grab a monk archetype that takes away flurry of blows (master of many styles for sake of argument) and then take two weapon fighting.

Can I two weapon fight with unarmed strikes as my only attacks (take unarmed strikes as both my primary and off hand attacks) and what (if any) penalties do I take for doing so?

I think you are trying to over complicate it....Two Weapon Fighting gives you the rules. Yes, you technically have no "off hand" via the monk, but when you go into two weapon fighting, the rules clearly state that you have a primary and and off hand for the purposes of this feat. Therefor, since monk says you no "off hand", you would treat your "off hand" as the lightest possible for TWF, aka a "light weapon".

So, all of your attacks will gain a -2 to hit, and you will gain one additional attack at your highest BaB.


I think you are over complicating the situation....

A monk can attack, as a full round action, using either his normal Base Attack Bonus (+15/+10/+5) or his Flurry of Blows (+18/+18/+13/+13/+8/+8/+3) if he is unarmed or wielding a monk weapon. If he uses Flurry of Blows, this already takes into account two weapon fighting gains and penalties (as per the text describing it)

If he chooses to attack Flurry of Blows, he can take any combination of attacks that he likes with his weapon and unarmed strikes. Meaning, he could go: sword, headbutt, foot, sword, sword, foot, sword as an example.

Basically, flurry of blows is telling you "Monks can two wield, but they are cooler at it than others, assuming they use their fists or monk approved weapons. In that case, use these numbers for attacking."

Does that help clarify?


One thing that I have found in the past to deal with situations like this....is using multiple monsters vs. one or two bigger ones. The front line guys can only concentrate on one or two at most....so if you use a group of like 4 Cloud Giants, you might have better luck. At "morningstar +22/+17/+12 (4d6+18)", they should hit your players. With rock throwing at +12, you can even weaken them some on the way in.

Remember, a CR is supposed to be for 4 players. You already have 6. That alone will require you to up the monster level/count.


Blastoguy wrote:

My DM is a great guy, really good story teller, creates compelling PCs, hooks and twists that my group legit does not see coming most of the time. He also has no problem pulling a TPK, and has warned us our upcoming campaign will be "quite difficult."

So I ask, what classes are the most powerful? Which classes straight up lag behind their alternatives? How do the witch and oracle compare to wizards/sorcerers and clerics respectively?

We're allowed to use any race, class, alternative class or archetype from the core book, AVP, UM, UC, and the Dragon Empires Gazetteer.

I did a quick look, but didn't see....what level will this campaign be? The starting level can greatly determine classes sometimes....


Reebo Kesh wrote:
d20PFSRD wrote:
Unlike other afflictions, multiple doses of the same poison stack (see FAQ for additional information.) Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

Ok the two bolded lines above contradict each other. On one hand it says you cannot inflict multiple doses with injury (or contact) poison and then it gives an example of just that with 3 medium monstrous spiders who use injury poison. So which one is correct or am I reading it wrong?

Reebo
P.S. the FAQ on the same page doesn't clarify this either.

The difference is the source. The SAME instance of poison cannot work in the same round (without something special)....but in this case, there are 3 different sources of the poison...aka 3 different monsters.

That is the difference.


fictionfan wrote:
Xum wrote:

Rules for duels exist both in UM for magic contests and UC for martial combat.

The society of sensation would sponsor this for sure. The name of the city of portals is Sigil and the Lady of Pain wouldn't care less about something like this. But, it's your game, so have fun.

A Vorpal Blade is always a good prize.

I picked the city of portals because it is neutral ground so I can have all sorts of people there. I made the lady of pain judge, because I figured that would mean no cheating something my players are not above.

Shalander why do you need contact info? I plan on have a series of duels. I would like a idea for the preliminaries.

I guess the way I was reading your post, was that you were going to start a game like that listed above for online play....sorry


fictionfan wrote:

I am planing a for there to be a Strongest under heaven tournament. In the city of sidgals (no idea how that's spelled). The lady of pain is the judge. The thing is a a lot of people are going to join this tournament so I need a lot of npc's. Can anyone direct me to a to some where with a lot of npc's?

In case anyone is interested. I am splitting the tournament into the magic and marital devisions. Don't know where magus go. The party is level 11. I think I will have the tournament be no magic items. The prizes for the tournament is a staff of the magi for the the magic devision and I have not thought of what to have for the martial devision.

How about some more info on this? How to contact you? How it will be played? Etc etc.


I am currently running my players through a Low Magic Campaign...so I'll give you the modifications I have made (they are level 4, but I told them to plan to go up to around 12 at least).

- The following classes will be 1 level behind all other players: Cleric, Druid, Sorcerer, Wizard, Oracle, Summoner, Witch, and Magus. To me, these classes use spell casting as their primary abilities, where other classes, such as Bard, Paladin, Ranger, Alchemist, and Inquisitor use their spells to augment other abilities.

- Potions will be available. Spells that can be in potions aren't generally game breaking, plus, I wanted my players to have some healing, restoration, fly, invis, things like that.

- Alchemy is fully available, and then some. In fact, I added some things from 3.5 books:
Weapon Capsules and the alchemy capsules associated with them (Complete Adventurer)
I also took some of the alchemy substances from Complete Adventurer and made sure the group knows those are available for purchase.
I went through multiple sources, and found different "materials" for armor and weapon construction. I also found armor/weapon add-ons (not magical). These include: Riverine, Chitin, Camouflage, Gold, Hizagkuur, and Living Metal.

- I gave a listing of new arrow heads that could be purchased. Most of these came from Ultimate Equipment, from Mongoose Publishing.

- Along with Masterwork Weapons, I gave the following for Superior Work Weapons:
A superiorwork weapon is one that is crafted specifically for an individual. For anyone else, it is simply considered masterwork. The other person may notice that it is extraordinary, but they will not be able to take advantage of the special balancing and grip designed specifically for that person. Superiorwork weapons cannot be “converted” to someone else either. A weapon that has this feature can choose from the following benefits:
+1 to initiative while wielding this weapon
+1 enhancement bonus to damage (this does not stack with enhancement bonuses granted by the weapon being magical)
+1 to sleight of hand attempts to conceal
+1 CMB on sunder or disarm attempts
Each option may only be selected once, and cost +500 gp each. This is in addition to the normal masterwork costs of the weapon. More than one may be selected, but all must be selected at the time of forging.

- After some time, I added Superior Work Armor:
A superiorwork suit of armor is one that is crafted specifically for an individual. For anyone else, it is simply considered masterwork. The other person may notice that it is extraordinary, but they will not be able to take advantage of the special buckler placement, corner shaving, and hole openings designed specifically for that person. Superiorwork armor cannot be “converted” to someone else either. A suit of armor that has this feature can choose from the following benefits:
-1 armor check penalty any one skill where the armor check penalty would apply (this will stack with reductions from other materials)
+1 enhancement resistance to the element of your choice (fire, cold, acid, electric) (this stacks with itself, but not other enhancement bonuses)
+1 damage reduction vs blunt, slashing, or piercing (this stacks only with itself) - This ability costs 200 gp each time it is selected, instead of the normal 100 gp.
-5 lbs weight (to a minimum of 5 lbs)
Each option may be selected more than once, and cost +100 gp each. This is in addition to the normal masterwork costs of the armor. More than one may be selected, but all must be selected at the time of forging.

- Finally, I changed Magic Item Crafting, specifically Craft Magic Arms and Armor. These aren't supposed to be exhaustive rules, I'm not a game developer. But my group has had no problem with them, and working with me when using them.

Craft Magic Arms and Armor
The art of making magical weapons and armor has been lost over the years, and there are very few in the world that still know how to perform this delicate magic. Fortunately though, the mages have learned a type of magical “transference”. With time and concentration (as well as this feat), the magical aura of a weapon or suit of armor may be removed and placed into a vial of specially prepared oils. Sadly, each vial contains only half the magic needed to create a +1 enhancement. Two vials will need to be combined to create enough oil to cover one weapon or suit of armor.
Extracting the magical essence from a suit of armor or weapon will remove all magical bonuses from it.
The enhancements from these vials stack, but each enhancement costs as many full vials as the enhancement itself. So a +1 costs 1 full vial, a +2 costs 2 more full vials, a +3 costs 3 more full vials. If someone wanted to go from a +1 enhancement to a +3 enhancement, 5 full vials would be needed (2 to get to +2, and 3 more to get to +3).
No matter what the enhancement of the original weapon, only one vial can be extracted from a suit of armor or weapon with this technique.
The cost of the oils and other items consumed in the removal of an enhancement from a weapon or suit of armor is 1,500 gp. This technique requires 8 hours of uninterrupted work. Applying the oil requires an additional 8 hours of uninterrupted work, but this may be done by someone else so long as the person has proficiency in the armor or weapon the oil is being applied to.
Note: There are no DC checks needed for this.
Note: This feat still works as normal with the Master Craftsman feat, but must be taken for Profession: Blacksmith.

Improved Craft Magical Arms and Armor
PreRequisite: Craft Magic Arms and Armor, spellcaster level 6
By studying how both how magical oils are taken into a weapon or suit of armor and how the magic itself alters the item, a more efficient technique has been discovered. Through the use of this feat, the spellcaster may remove enough of the magical essence to create a half vial of magical oil for each + of enhancement on the weapon or armor. In all other respects, this works just like Craft Magical Arms and Armor.
For example: Bob the wizard finds a +3 suit of full plate. He can use this technique to create 1 and a half vials of magical enhancement.

Efficient Craft Magical Arms and Armor
PreRequisite: Craft Magic Arms and Armor, Improved Craft Magical Arms and Armor, spellcaster level 12
Through continued use and study, the spellcaster has learned how to better distil the magical aura from a suit of armor or weapon. For every 3 +’s removed, 2 full vials of magical enhancement are created. As an additional benefit, multiple suits of armor or weapons may be combined to perform this distillation. In all other respects, this works just like Craft Magical Arms and Armor.
For example: If there is a +2 rapier weapon and 4 +1 suits of leather armor, 4 full vials of magical enhancement will be created from this.

Special Distill and Crafting
PreRequisite: Craft Magical Arms and Armor, spellcaster level 6
Sometimes, a weapon or armor may have a special ability such as flaming or fortification. This technique will allow the spellcaster to remove that magical ability and distil it into a vial of magical enhancement. To do this, the spellcaster must make a Spellcraft check with a DC = 10 + (4 x the cost of the enhancement to remove). If successful, he creates a vial of magical enhancement as normal. The amount may be modified by the Improved Craft Magical Arms and Armor as well as the Efficient Craft Magical Arms and Armor. Failure means this magical ability is automatically dispelled from the original weapon or suit of armor (although other special abilities are still there).
In addition, when applying a vial of magical enhancement, the spellcaster may choose to channel some magic into the process. By doing so, he alters the oil to create a special ability. If the spellcaster has the prerequisite spell needed, then this technique automatically works. If he does not, then he must make a Spellcraft check with a DC = 14 + (4 x the cost of the enhancement of the special ability). Failure means the oil is wasted and lost.
In all other respects, this ability works just like Craft Magical Arms and Armor.
Note: If removing a special ability using the Improved Craft Magical Arms and Armor or Efficient Craft Magical Arms and Armor techniques, and a failure occurs, then the entire suit of armor or weapon is dispelled.


Sidthesquish wrote:

If you are looking for a balanced and fun Artificer Like class, I've seen this one played before. I think it may capture what you are looking for and is pretty well balanced.

http://www.pathfinderdb.com/character-options/classes/288-ardwright

That link looks interesting, although quite complicated. I had to read it multiple times to understand parts of it....


Sayer_of_Nay wrote:
Any ideas you can throw my way would be greatly appreciated. :)

Well here are a few character concepts I have been wanting to try:

A halfling summoner who rides his 4 legged edilon into combat, casting spells on his "horsey" to enhance him DURING combat. Can even use the Ride ability to help negate some of the damage to your "mount".

A cleric who focuses on using his domain abilities to benefit the group. Such as the Luck and Defense (subdomain of Protection).

A Maneuver Master monk focused on tripping and disarming to grant allies AoO when his opponents standup/get their dropped weapon.

The Drunken Brute barbarian. Something about playing an alcoholic character who just goes nuts in combat seems appealing. Plus, you can drink the alcohol as a move action, you can go up the Vital Strike tree for your damage.

I like the Ranger Shapeshifter archtype (APG) as well, but not without some way to get additional aspects each day (like "extra shifter's blessing"). But that would obviously be a DM call.

Haven't had too many ideas with bards, wizards, druids, or sorcerers. Probably play them too much already :D Plus, I've been on this "help the party kick" as you can see by my character concepts.

That's about all I have right now, unless you want me to think/review some more notes.


seekerofshadowlight wrote:
...Once you take the Archetype you have lost: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th)...

Since this a threat about the NINJA, can we please stay on topic and stop talking about the monk? I know there were comparison issues for a bit, but seeing a full page of monk conversation on the ninja page is more than annoying....


TriOmegaZero wrote:
Rogue Talent wrote:
The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.

Whoa, that is a MAJOR change then....one that I don't think I would allow personally. Yes, if the ninja can just keep taking the Rogue Talent Ninja Trick as much as he wants, then that is wrong....


Quandary wrote:

That`s something I`ve repeatedly fished for confirmation on, without success :-)

There were quite a few more Tricks accessing specific Talents, so it`s more than just 1 + 1 advanced,
but that would differentiate the Ninja more and prevent them from just being Rogue+ (if it is the case).

You are correct, there are some cross over talents/tricks. But those are ones that generally make sense to cross over.

The power of a rogue is his versatility. The power of a ninja is his combat prowess. They aren't the same.

I have 2 players in my game now, one is running a ninja and one is running a rogue, and they are vastly different and fill different niches in the game.

If someone with the PDF could confirm....Is there still the restriction on Ninja Tricks, that you can only take it once unless it otherwise says so?

(obviously, there is forgotten trick...but it seems that the cost of forgotten trick has risen drastically, which should balance it)


I would like to point out something for people about the rogue tricks that ninjas can take....

Unless something changed from the Beta to the real version, there is this little piece:

Ninja beta wrote:
Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Since the advanced tricks are just an extension of the normal tricks, this is the same thing.

You can only take ONE rogue only talent that isn't already on your list. So saying "the ninja can do everything a rogue can do" is incorrect. The ninja can pick up ONE talent that a rogue gets, and then he's done.

Ninja Beta

Quick Edit: One rogue talent and one advanced rogue talent. Since those are different ninja tricks...


Cheapy wrote:
Oh, archetypes, not alternate class features?

Ya, my bad....thanks though!

Does the evangelist have a group of known spells then, like a bard? Do they have domains?

And does the Merciful Healer get another domain besides just Healing?


Cheapy wrote:
Not sure what you mean by Cleric ACF...

Well from the First spoiler, we had:

Cleric: This section includes the crusader, divine strategist, evangelist, and merciful healer.

Could you talk about those some please?


Out of curiosity.....

1) Do summoners get any love in this book?

2) Could you talk about the cleric ACF stuff some?

Thanks!!


I see that it starts at 9th level....could someone tell me how many levels the players are expected to gain at the end of this module? Is it the normal "2 levels"?

Thanks


I have run multiple games at 12+, as well as one into epic levels. The issues I have found generally come from the PCs themselves and how bad they want to "optimize" things.

If you have players who are optimizing everything, then yes, as a DM, you have to make adjustments. When I found that certain monsters were too easy, I started making changes to them. Giving them max hps and then doubling it was a start. If the group was using buff after buff, I gave the monster a dispel magic effect on it's attack on occasion (like dragon breath, every 1d4 rounds).

While gear can certainly become a problem, usually the biggest problem are spells. I encouraged my players to talk to me about every spell they were even contemplating taking, and what they intended to do with it. This isn't for some micromanage fetish, but because as a DM I am entitled to keep my game balanced and fair for everyone. If someone said "I'm taking Major Creation to create an unlimited supply of super poison." I would probably just say "No. I won't let it work that way." or at the very least "If you are doing that, then understand, I will either give my monsters better FORT saves, or they will have access to poisons on that level as well."

As far as ability boosting or buff tracking...I pushed that on to the players. As a DM, I can't keep track of multiple players abilities/spells/items all the time AND know my monsters.

In higher level play, a DM must begin to trust his players more and more. That is very hard, as some players just want to screw with the game and make themselves gods. As a DM, you make adjustments then.

The one problem that is very difficult to avoid, is one that someone else mentioned....tons of creatures/summons happening all the time. I haven't dealt with this issue greatly, so I can only say what I would do. "You have X seconds to give me an action for that creature, else he loses the action for the turn." If it got too bad (and he was keeping up in time) I would simply talk to the player and tell him that he is ruining the experience for others.

Remember, Role Playing is supposed to be fun. When one or more players are taking the fun from everyone else, then it is the DM's job to step up and talk to that person.

Be flexible, and be willing to change the rules to fit the characters That's my biggest piece of advice for higher levels.


While I'm not normally one who promotes 3rd party products to circumvent rules, I would like to say that This Rules Supplement by Spes Manga Games is really good for adjusting crafting rules.

Is it a "bit" over powered, maybe, but so long as a player isn't saying "ok, I'll spend all my time crafting and not adventuring" (which would be insanely boring to me) it's not too bad.

Use at your own risk.


My players and I have started a new campaign recently and the next day after each gaming session (we play once every two weeks) I have given them a recap of what happened. This often leads to some funny moments being recalled and what not. At the urging of my players, I am posting this up for others to enjoy. If you guys don’t like it, that’s fine, I will stop posting them.

I’ll give you a bit of information about the group and the game. We are starting in a city of my making (in all reality, it’s just a general city, I didn’t map it out or anything). I will be running my players through a series of modules (both 3.5 and pathfinder ones) with downtime in between modules. The first one is the 3.5 adventure, Forge of Fury.

I am running this as a low magic campaign. Single use magic items are available to purchase, but past that, it will be difficult to find magic items. Not realizing it, I made up a whole set of rules for crafting magical armor and weapons that is surprisingly close to 4.0 *hiss boo* rules. There are also lots of non-steel materials available for purchase in this game (once they get the money of course). Contact me if you want more details on these.

Starting at 3rd level, the players are:
Phillipa Gaston: Female Gnome Cavalier (Order of the Dragon) riding a wolf
Shiobhan: Half Orc Barbarian, using intimidate and specializing in kicking ass
Elias: Human Oracle (Haunted Mystery, Flame Revelation), wields a reach weapon
Lukas: Elven Rogue, typical rogue
Dinas: Human Alchemist, specializing in bombs, bit of a pyromaniac
Gattius: Human Inquisitor, ranged attacker, bounty hunter, small spell support
Desmond Miles: Human Ninja (from playtest of ultimate combat), specializing in stealth – he doesn’t want people to know he is a ninja, so he goes by “scout”
--------------------------------------------------------------------------- ---------------------------------------------------
You are in a moderately sized town (how you got there was up to you), called Sheldonopollis (if you get the reference, go ahead laugh, else just shrug it up to one of the DM’s oddities). Any normal gear is available; there are blacksmiths, marketplaces, and even a small seedy underworld/rogue guild. It is not an overly religious place, but there are some temples to various gods. While it is a monarchy, the king isn't the absolute law. He has a council of advisers that, if they must, can override the king (although it hasn't happened in this king's lifetime). He is generally well liked, so there is no political unrest.

Each of you, in your own way, heard that Baron Althon, a local businessman (and purveyor of artwork) had spread word that he was looking for some people for a couple of connected jobs. A bit of information gathering noted that he is a man of his word, even if he is a ruthless in business (he may undercut someone else, put pressure on suppliers of an opponent, or any of a bunch of different sneaky things...but once he has agreed on a price or project, he is a man of his word). He is fairly successful, and has purchased his barony after some very lucrative deals went even better than planned. The Baron lives in a semi wealthy neighborhood, but not the "old money" section.

After arriving at his home, each of you were escorted into a waiting room, and after a few moments the Baron entered. He explained that he was able to obtain the mining rights to an old mine in the Stone Tooth Mountains. He believes, this might be the mine and forge of Durgeddin the Black, an extremely famous dwarven blacksmith who's forget was overrun by orcs a few centuries ago. He even shows you a broken sword (could have been a long sword or a bastard sword) of an odd metal....with a secret sliding portion of the hilt that revealed a sigil in the blade of Durgeddin the Black.

The Baron offered you 1000 gold total, 1/2 of the loose raw non-steel metal materials, 1/2 of the worked non-steel metal objects, and the use of a very rare and valuable Bag of Holding to help carry some of the loot...err buried treasure (the bag is to be returned though) to find the small group of people he sent to the mine months ago. They were there to check out the place and take inventory. After some negotiations by the oracle (diplomacy), the Baron was convinced to raise his price to 1400 gold (200 gp each).

The trip took about 5 days walking to get to the foothills of Stone Tooth. You passed a few small towns along the way and it was an uneventful trip (no random encounters) that seemed to go by in the matter of a couple of minutes (because it did in real life :-D ). When you got closer to Stone Tooth, the group noticed a small path that seemed to run back and forth across the face of the small mountain and a thin spire of smoke rising from somewhere in the distance.

(Here is a link to the first map I found online: http://dnd.sendric.com/adventures/core/htm/images-fof/image02.jpg)

Ignoring the smoke, the group decided to just follow the path and see where it leads. It wound back and forth up the mountain, with the occasional humanoid track discovered (booted). Eventually the scout saw what looked like a precarious situation ahead....a cliff on the left, a sheer wall on the right, a 10' wide path that went about 100 feet to an opening with 2 people (guards it was assumed) on the opening....although not paying much attention.

(Here is a map of where things REALLY start: http://dnd.sendric.com/adventures/core/htm/images-fof/image16.jpg, start at the X, first encounter is the 1)

This was the first time for the group to show how it could work together. Everyone waited for the mounted gnome to charge ahead, which she fearlessly did, skewering the orc on the right (since the party had a 1/2 orc traveling with them, it wasn't hard to figure out these were full blooded orcs...well soon to be bloodless). The bounty hunter then fired his arrow into the second orc, but was unable to kill him with a well-placed shot to the stomach. The 1/2 orc of the party rushed forward and finished off the other guard before he could raise a warning signal. The rest of the party ran up and covered the path that doubled back and up to make sure no reinforcements were on their way. Thankfully, there were none due to the quick killing of the guards.

The scout decided that the steps doubling back up the mountain would be a great place for a few traps, and decided to search them vigorously. (Un)Fortunately, none were found as he proceeded to climb two sets of steps to an open area with a couple more steps and 2 doors slightly ajar. As he rounded the bend, he noticed two arrow slits at the top of the stairs; about 10 feet back from the doors. Thinking they were a trap, the scout hugged the close left wall and began searching for a trap on the stairs. Unfortunately, it wasn't a trap, the arrow slits were manned by orcs. The one on the far right wall could see him and fired...right into his shoulder! An alarm was raised at this point (Intruders!!) and the fighting really got started. (We are at 2 on the map now)

Rushing through the doors, the wolf mounted gnome, the barbarian and the scout (stealthed) found a very interesting defense mechanism (3 on the map)....a large chasm with a rickety rope bridge...and a couple of orcs with bows on the other side! Meanwhile, the rogue tried to sneak around the outside outer wall and took an arrow for his troubles, the oracle breathed fire (!) into one of the arrow slits (close left side), and the alchemist threw one of his patented bombs at the other arrow slit hitting the side of the wall but splashing fire into the hole none-the-less.

When the gnome and her wolf entered the room, they couldn't see the scout as he used the shadows to hide himself...and she almost knocked herself, the wolf, and the poor scout into the chasm! Thankfully, they were able to keep their balance and not fall to their _certain_ death. Meanwhile, the barbarian, as he stepped onto the rope bridge, got hit with a couple of arrows in the chest....this pissed him off quite a bit (he raged) and he rushed the orcs on the other side. Unfortunately, the rickety bridge took a bit more concentration than he would have liked, and while he made it safely, he was unable to do anything else other than confront one of his foes. (You can only cross the bridge if you make an Acrobatics check, and even then, it takes a full round action to move just your normal speed across it).

The scout contemplated for a while about going across the bridge, but decided not to as he was sure that stupid wolf rider would not see him and knock him to his death. The bounty hunter rushed the door and entered the room, but his limited human vision prevented him from seeing his foes on the other side of the chasm as only this side was lit up. The second orc on the other side, dropped his bow, pulled a rusty battle axe, and attempted to chop part of the rope bridge apart to prevent the party from gaining his side of the chasm. Meanwhile, the gnome wolf rider dropped her lance on the ground, pulled her scimitar, and rushed across the bridge making it with no problems despite the rope being damaged.

As the rest of the party entered the now crowded room (through the outer doors), the orc confronted by his 1/2 blooded traitor dropped his bow, pulled a battleaxe, and attempted to strike the Benedict Arnold to his race! Sadly, he missed and the 1/2 orc smashed him thoroughly in the head bashing his brain in. The scout decided that since the crazy wolf woman is already across the bridge, that he can rush across now and help....but he didn't make it all the way there, stuck with a few feet to go. Meanwhile, the bounty hunter realized he couldn't see very well, and cast light on part of the bridge, adding some light to the room and making it so those on the close side of the chasm can see their enemies on the far side. The oracle and the elven rogue decided to take flanking positions on their side of the room, while the mad alchemist heard something from the possibly behind the wall to his right! (from the secret upper secret door)

Not caring that he had foes on his side of the bridge, the remaining orc attempted to chop part of the bridge away, hoping that he could dispatch the foes (the cavalier and barbarian) on this side on his own. Sadly, while he hit the rope a good solid shot, it wasn't enough to fully cut the rope (it has _1_ hit point left)....thankful cheers came from the scout because he was still on it! The gnome wolf cavalier thrust her scimitar into the remaining orc, dispatching him quickly so the scout could girlishly gain the solid ground without interruption. Meanwhile, back on the other side, the oracle cast a spell of mending on the rope, "healing" the bridge some. The rogue began searching the wall on the right/bottom side and found a secret entrance...Assuming there might be another on his side, the alchemist watched closely to see if anything would appear. The bounty hunter, meanwhile, rushed across the bridge and made it to safe ground quickly.

While the scout and barbarian inspected the doors on the far side, a secret door opened near the alchemist (top/left for the players). Thankfully, the oracle was in place, ready to stab anything that came through...unfortunately though, his bloody spear got stuck on the door opening towards him and he missed badly (fumbled the attack roll). The alchemist decided that this was the time to show the true power of chemicals, and throw one of his bombs at the new foe....sadly he also missed badly (fumbled) and it hit the wall beside the orc...splashing the orc, the Oracle and himself with alchemist fire! The good side? It was enough fire to kill the orc.

After a few moments, the scout opened the far door and proceeded forward to find a worked passage way that opened up into a large natural cavern with 4 exists (area 5 on the map)...one glowing a slight red and another barred by a weird door/bars (don't ask, the description was screwed up). The barbarian followed the scout, as one by one the rest of the party crossed the bridge and entered the cavern...despite leaving a secret door open behind them!

The scout searched the stuff on the ground in the cavern, but found little of value (a water skin). After a few moments of discussion, some voices were heard by our bounty hunter from behind the bars (area 6), and it was discovered that these were two of the people the Baron sent to inventory what they could find in this old mine. The rogue picked the lock and freed the captives while they told their story to the party. Meanwhile, the scout peeked down the other 3 passage ways but didn't find quickly see anything of note.

The two former prisoners refused the join the party and asked for an escort back home. The party regretfully said they couldn't take them all the way home at this point, but would gladly escort them out of the mountain fortress so they could walk back to the local town. The prisoners agreed to this, and the oracle, inquisitor, and rogue walked them out. The barbarian, confused by their behavior, only waited so long for the wayward party members and went to investigate the room that is glowing red some (area 7).

On their way back, the group who lead the former prisoners away, decided to check out the open secret passage on the first side of the chasm, to see what was up there....while the rogue decided to enter the secret passage that never opened, and explore up there (bottom, 4A). He found only a dead orc, burned in the face from alchemy bomb splash. The oracle and inquisitor meanwhile found a room (area 4) that had 3 dead orc guards, the arrow slit to the outside, and a passage way in the far right corner. They followed it to a dead end. Searched the dead end, and found _another_ secret door. This time, they decided it would be prudent to wait and not open the door.

Meanwhile, back in the natural cavern, the rest of the party (alchemist, cavalier, scout/ninja, and barbarian) checked out the room with red light coming from it (area 7). They found it was a simple cooking room (kitchen) with a fire going. There was a hole in the ceiling for smoke to leave, and the alchemist rightfully deduced (with his godlike intelligence) that this was the smoke they saw from the base of Stone Tooth.
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That is where we ended the first gaming session. But, I have the second one, so, we continue!
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(map link again: http://dnd.sendric.com/adventures/core/htm/images-fof/image16.jpg)

After escorting the former prisoners out and exploring some secret passages, the group is full again and ready to continue their exploration of Silver Tooth mountain. With two unexplored passages (North and Northeast), the sneaky scout melds with the shadows and proceeds down the Northeast passage. That opened up to Y, and he chose the larger, northern passage. Advancing slowly, the scout comes upon a large room that is very dark…his human vision incapable of penetrating the obscurity ahead. He decides to back up a bit and wait for the party.

Spearheading the vanguard, the half-orc comes traipsing up to the Y, confused on which direction to take as the scout has given him no information. Suddenly, a few small rocks hit the barbarian’s feet and startle him into preparing to bash anything that appears. After a few moments, the scout whispers the half-orc’s name and, thankfully, the barbarian doesn’t flip out and just start attacking the darkness. The party then proceeds through the northern part of the Y into a large room.

The room itself (area 8 on the map) seems partially man made, with smooth walls on the south and east side. A northeastern passageway is blocked by random materials (in an obvious attempt to bar the corridor), while there is a large well near the smooth walls. The other direction, northwest, is a large opening that continues on a bit. The room itself is filled with mostly junk, some of which was used to block the Northeast passage.

The party decides to split up a bit, each obsessed with their own portion the room. The pyromantic alchemist becomes overly curious with the obstruction to the northeast, the elven rogue becomes engrossed with the well, and most others seem to think the northwestern passage must hold more exciting things.

The alchemist decides that he should pull some of the obstruction away, eventually pulling enough to see a bit behind the manmade obstacle. Meanwhile, the elf ties some garbage to a rope to determine how deep the well is (it’s only about 12 feet deep), and decides that he needs to jump in and explore the water...naked! A bit bored with things, our half-orc and oracle proceed down the large northwestern opening and find that one portion of it loops back around to a place they already were, and the other larger part opens up to a worked hallway. Intrigued by this, they begin to peer both ways, finding a door about 20 feet away to the right.

Meanwhile, the alchemist peers through the hole he made and while he can’t see much in the darkness, begins to hear a slight buzzing noise. This sort of freaks him out, and he backs up quickly, mumbling something about buzzing, pulls out one of his patented bombs, and throws it at the obstacle. Lighting it on fire!! The lone elf of the group, obsessed with the pool of water, is now naked swimming in the well. He feels around the bottom and finds a box, but isn’t strong enough to lift it (it must be stuck in the mud). The rogue then decides to tie a rope to it in the hopes of pulling it out…all the while still naked! Our bounty hunter notices the extreme amount of light coming from the Northeast corner of the room being on fire and decides that maybe he should watch that part for foes. (We are still in room 8 at this point)

In the intervening time, the barbarian and oracle call out to the main scout to look at this door they found up north (to room 11). The wolf rider decides that she wants to check this out as well and follows. Unnerved by the smoke that is starting to fill up the room, the alchemist decides that his chaos is accomplished and trots up the Northeastern passage to the rest of the group. The bounty hunter, seeing how much trouble our poor naked elf is having pulling a rope out of the water (?!), decides to help him and the box is recovered from the well. But instead of picking it up, the bounty hunter just drags it noisily up the passage following the alchemist, leaving the elf to get dressed and put his armor on by himself.

Confident that the door he examined isn’t trapped, the scout opens it only to discover 4 orcs sitting there working on their weapons (room 11). Alarmed at this intrusion, they jump up and take up a defensive formation. The half-orc, oracle, and wolf rider quickly dispatch these inferior foes though as they barely get a chance to react (it really wasn’t much of a combat).

The room is searched quickly, as the barbarian takes the alchemist aside to instruct him on the proper way to perform a raid…”Kill things first, then plunder, then rape, THEN burn things. No burn first, then plunder all gone.” The scout helpfully points out that you can rape before plundering though. After thinking on it a bit, the barbarian agrees that you could do either of those first, but the burning happens last. He’s confident in that part. “Old Joe kept screwing it up”, he said, “and he no longer in this world.”

The bit of treasure that was found (in and old cauldron) was quickly dumped into the magical bag (along with the booty found by the pirate…err rogue at the bottom of the well). Continuing his job, the scout melds with the shadows and proceeds down the western portion of the corridor (away from the room the group is finishing up on, towards 12, 13, and 14). After proceeding about 30 ft., he finds a door to his left (12) and a bend to his right a bit further up. Curious as to what is around the bend, the scout peeks around the corner and sees a shadowy figure about 30 ft away (it’s too dark for him to make out much, but 13 on the map). Scared, he back tracks and lets the group know what he discovered.

They all traipse forward and converge on the area of the door to the south and the hallway to the north. After peeking around the corner with a light this time, the group sees the shadowy figure was simply a statue at the end of the hall with a door on the left. The half-orc and bounty hunter decide to stand at their end of the hallway and cover the rogue as he walks up to the statue to check for traps. Unfortunately, in his zeal, the rogue didn’t check for traps on the FLOOR, as he steps on a pressure plate (shaded area). The statue opens its mouth and green gas billows forth covering the rogue, the barbarian, and the bounty hunter in the noxious fumes.

Reacting quickly, the rogue holds his breath and the bounty hunter covers his mouth. Sadly, half-orcs aren’t known for their intelligence as he took a big deep breath in surprise, sucking the poisonous vapors down into his lungs (failed his saving throw). The oracle casts a spell (guidance) to help the half-orc resist the lingering effects of the evil gas trap as the scout and the bounty hunter begin to check out the door to the south.

Our obsessive elven rogue sees that the armor on the statue isn’t a typical metal and decides that desecrating some old dwarven memorial is no big deal as he tries to take the armor off the statue. Meanwhile, the scout and the bounty hunter decide that they are going to check out the southern door (area 12), while the wolf rider wonders if this group has any discipline!

Sure that there aren’t any traps, the scout ducks down and attempts to open the door. He isn’t strong enough to budge it, but unfortunately for him the searching alerted the resident of the room….A huge ogre and his pet wolves! The ogre throws open the door and bellows out a challenge, while releasing his wolves to attack the poor scout.

Madness ensues at this point, as everyone decides that they are the one that needs to take the ogre down…well, everyone but the scout who is actually in the front! The wolves leap forward and bite at the scout, bloodying his dark clothing. The bounty hunter backs up and fires an arrow at the ogre, enraging the foe even further. Before the scout can retreat though, the alchemist decides that _now_ is the time to show the group the power of his mighty bombs. He throws one over the heads of the scout and the wolves, scoring a direct hit on the ogre! Flames burst all around, hitting the wolves as well as the poor scout (Explosive Bomb discovery, and he forgot to use his Precise Bomb discovery… the scout is not having a good day is he?). “Oops, my bad” the alchemist says as the half orc reminds the pyromaniac that it’s kill, plunder/rape, THEN burn!

Eventually, the scout is able to get out of the way and allow the wolf rider and half-orc to take the ogre down. Screaming loudly at the ogre, the barbarian is actually able to intimidate the larger foe as he strikes at one of the puppies. The wolf rider slips forward and attacks the ogre, missing with her scimitar, but her wolf scores a solid hit to the ogre’s leg. The oracle decides to cast a spell to further hamper the efforts of his opponents (Bane), and while it affects the wolves, Shrek is able to shrug off the effects.

Somehow, in all the ensuing chaos, the alchemist takes a hit from the ogre, dropping him to the ground. The bounty hunter and oracle proceed to argue over who can stabilize the guy, as the elven rogue finally gives up on the armor from the statue for a moment and pulls the bloody alchemist back away from combat. The oracle stabilizes the alchemist, while the elf proceeds to pour a potion down the alchemist’s throat healing some of the crazy man’s wounds. Then, figuring he can’t do too much to help combat, the rogue goes back to the armor on the statue (OCD anyone?).

As the battle is starting the wind down, the door up by the statue (that no one has paid much attention to, area 14) opens and 5 orcs come rushing out! Not even noticing the rogue near the statue, one runs right by him, going after the alchemist on the ground across from the door. The orc takes a small wound from the rogue, but that doesn’t stop him from skewering the alchemist (sending him back into negative hit points). Two others rush to the back of the party, trying to take on some of them, while another orc, who saw his friend stabbed as he ran by, steps forward and scores a mighty hit on the rogue.

The last orc in the room (with scale mail, a shield and hand axes) steps forward and throws an axe at the barbarian. Thankfully, the throw is poor and it bounces off the wall missing its target. The battle goes poorly for the new orcs as the barbarian hasn’t even stopped his wild and crazy combat tactics (raging). Most are taken down quickly, leaving only the orc who is battling with the rogue left standing. Seeing his comrade in arms dead, the orc decides to run back into the room he came from. The bloodthirsty rogue though, chases him down and skewers the poor orc in the back.

Much looting ensures at this point, netting lots of gold and silver, and even some magical vials. A very powerful vial of magical enhancement is discovered, but the alchemist learns that more of the liquid is needed to truly make a weapon or armor magical. The party decides that at this point, some healing and resting is needed. They store up in the ogres room (12 on the map) and rest for the evening.

The next morning, under the overnight ministrations of the oracle, the barbarian recovers most of his lost strength from the poisonous gas. Everyone asks around to see who is hurt and needs additional healing. The half-orc stating that he isn’t too bad (down about half way), while the bounty hunter complains of a few bumps and bruises (he’s down like 5). After everything is settled, and the oracle heals the barbarian a bit more, the group heads out. The only two passages not checked out at this point, is the lower passage from the room with the well and the opening burned away by the fire obsessed member of the group (both in room 8).

Deciding they want nothing to do with buzzing, the group checks out the lowest corridor. Sadly, it quickly comes to a dead end. Everyone retreats, except for the rogue who says to himself, “Ya know…there have been quite a few secret passages in this place. Maybe the end of this tunnel has one.” He proceeds then to ask if there is one there, but the wall doesn’t answer. Not to be deterred, the elf then searches for a secret door and finds one! Not really telling anyone else, he looks down the passage and sees that it goes about 15 feet and turns right.

Confused by this, he shines a light down the tunnel and, low and behold, it _still_ goes about 15 feet and turns right. Shrugging, the elf walks down to the turn and looks again. It goes about 10 feet and turns left now. After that? What do you know, it goes about 15 feet and just ends. Figuring it must be another secret door, the elf decides to search for one and finds it. With a huge boost of confidence, the rogue opens the door up, only to find 3 orcs in there over a bubbling cauldron!

The main orc turns, smiles and casts a spell directly at the elf. It blasts him right in the face, and the rogue starts to feel drowsy. He is about to take a nice nap, when he remembers he’s an elf and immune to magical sleep! The other orcs take up position on both sides of the entrance, while the rogue runs away screaming like a little girl for the party to come save him. They charge down the corridor, with the barbarian in the lead, ready to smash the face of these stupid orcs. The spellcaster again casts a spell directly at the barbarian and says “Boo!” (Cause Fear). Scared out of his underoos, the barbarian runs away as fast as he can.

The wolf rider says “Screw this, I’ll get her!” and charges in past the orc guards at the door. They take a swipe at her as she rides by, but she is too quick for them. The wolf rider then proceeds to impale the spellcaster, wounding her grievously. Meanwhile, the scout goes invisible (ninja vanish!) and sneaks into the room, cutting off the escape route of the main orc. Not to be out done, the oracle enters the room and slashes at one of the guards, killing him instantly.

The barbarian continues to run away like a little girl.

Seeing that the battle is not going well, the spellcasting orc decides to run away into the room to the north (10). Unfortunately for her, that is where the scout is standing. She runs right into his blade, but is able to grab a torch and still stumble into the next room, waving it above her head for some unknown reason. Not wanting her to get away, the cavalier cries out “Ride wolfy!” and charges at the fleeing spell caster. The wolf rider impales the poor girl on the end of her lance and she falls to the ground.

Meanwhile, the barbarian starts to think “hmm, why was I running away? That was stupid. I didn’t even get to rape or pillage!” So he then proceeds to run back to the rest of the group.

The last orc is dispatched quickly, and the room is searched for more treasure. Some silver is found in a few leather sacks, and that is added to the magical bag of holding. The rogue who started all of this, sheepishly enters the larger room to the north and his curiosity gets the better of him. He simply MUST look down the big hole (A in room 10) in the middle of the floor (maybe he is part kender).

When the elf looks down, he hears a loud buzzing noise, and 4 insects (Stirges) fly up and attach themselves to him, sucking his blood! He begins to feel very weak as the rest of the party tries to figure out what the hell just happened. Trying to help, the scout rushes forward and uses the flat of his blade to squash one of the bugs, and is successful. Taking his lead, the bounty hunter does the same thing, squashing another bug. The barbarian enters at this point, seeing these weird bugs attached to his raiding friend, turns to the alchemist and says “Ok, fire man. If those things every stick on me, you have permission to use your fire on me. Just get them off. Bugs are freaky strange.”

The rogue pulls out a dagger and cuts a third off of him, as the fourth continues to suck his blood (weakening him further). The oracle decides that his glowing body of light is no longer needed and blasts the final bug off the rogue.
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That is where we ended after 2 gaming sessions. If readers are enjoying this, I will be glad to keep posting our recaps
Shalandar


Hi Kyle,

Just downloaded your application, and I really like it so far. I'd like to make a few suggestions/enhancement requests if I may though....

1) Could we have a button (or right click option) on monsters so I could HAVE the monster on my sheet, but it doesn't show-up on the initiative window (both the one on the right and the popup)? Sometimes, I'd like to preload a monster, have it ready while my group is deciding on strategy.

2) The link to spells in a monster window (someone else mentioned) would be nice. Similar to what you did with the feats. Or, have a popup version that would have a brief description of the spell?

3) How about a spellbook/spells known creator? I know I could do that somewhat by printing a page for each spell, but what I'd really like it some what to flag certain spells, then click on one bring button and it would print the spells for me, in level then alphabetical order. That would be amazing.....

I plan on using the basics of the combat page in our next gaming session. I'll let you know any other thoughts. As one programmer to another...I really appreciate the work you have put into this.


Maybe I'm just simplifying this, but I think everyone is going WAY over board. Yes, the feat needs an adjustment, but it isn't that difficult:

DC changes to 10 + (old DC formula). If the target has over a 15 Intelligence, then the DC increases by the Int modifier of the creature. This helps to adjust for the "omg, 60 year old wizard would never do that" issue.

Intimidate doesn't have a range on it, but I think it is safe to say that if you aren't close (within 30 feet) that intimidate either simply wouldn't work or would be less effective. Demoralize is the key to this feat. Antagonize is supposed to be used IN COMBAT SITUATIONS. Therefor, I would think you would base it's use off the closest thing to that...Demoralize. The Antagonizer has to be within 30 feet. So now, it's not nearly as easy for the barbarian or someone else to just yell at the bad guy behind a legion of zombies. You need to get somewhat close to him.


As someone who DMed an epic game for well over a year, here are the things I learned:

1) If you are going to advance the characters, don't even try to do XP. Give them a level when they accomplish something major in your storyline.

2) Magic items can get stupid crazy in this type of game. Also, getting rid of some of their magic items can be impossible. What are they going to do with another +2 ghost touch longsword? Make them buy information or passage to a certain location via coins or magic items. 40k a person, to travel the river styx where swimming is death and flying over it is almost certain death.

3) I found that so long as the cleric was alive, no one cared about dying. He would simply true res everyone. I put a cap on the number of times someone could be resurrected = the natural constitution modifier.

4) Understand that sometimes, they are just going to not do what you want. In fact, don't make any set plans. Have your plot line generally laid out, with just certain points they will have to get to to advance the story. In between? They will screw everything up anyways.

5) Finally, look over your spellcaster's 8th and 9th level spells....and feel free to ban/modify anything that just seems way too powerful. That is really dependent on you as a DM really. Time Stop used to be stupid powerful, but Pathfinder has "adjusted" it so it isn't so crazy. But things like Gate, Imprisonment, Disjunction, and Shapechange can seriously screw with your game in a way that you don't realize. Talk with the mages, find out what they intend to do with the spells.

That's about the best I can help with :)

Shalandar


Coriat wrote:
I would say no, since if it did I would expect that to be specifically called out in the section on using Intimidate in combat.

But other skills DO specifically say they do not provoke an attack of opportunity.

Acrobatics says it does not provoke.
Flying: While descending, it does not provoke
Sleight of Hand: Drawing a hidden weapon, it specifically states does not provoke an attack of opportunity
Bluff/Feint: While it doesn't say it in the skill, it DOES say it in Actions in Combat that it does not provoke an attack of opportunity.

So stating that it doesn't say it does, doesn't seem to hold true in this case....


As the title says, does Intimidate provoke and Attack of Opportunity. I did some searching through the forums, and couldn't find anything that directly addressed this.

The best I can figure is that it does, following the rules on p 183: Actions in Combat. "Use a skill that takes 1 action: Usually"

Thanks for the help.


In the APG, there is the Extra Rogue Talent feat...

APG wrote:
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

When a rogue gains 10th level, then gain access to Advanced Talents.

Core Rogue wrote:
At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

If an 11th level rogue used their feat to gain Extra Rogue Talent, could he select an Advanced Talent? It's sort of odd wording, but it seems to me that if he has access to it, he should be able to select it.


In the APG, there is the feat: Extra Rogue Talent. Since the Ninja is just an Alternate Class of the rogue, would the Extra Rogue Talent feat allow a ninja to pick up a new Ninja Trick?


Mojorat wrote:

no a small character can ride larger mounts. I think it changes fast dismount or time to mount.

secondly you dontvhave to accept the size increase. if you read the Druid stuff there's a smaller non xise related boost you can take instead. several of the animals already have it built In.

That's perfect. I see it now in the Animal Companion section. Thank you VERY much.


northbrb wrote:

Role: The ninja spends almost all of her time honing her

skills, practicing her art, or working on her next assignment.
Even when not specifically working, the ninja is ever vigilant
and ready for the situation to turn deadly. Her line of work
earns her many enemies, but it is a list that she frequently
reduces through assassination and misdirection. The ninja
is an alternate class for the rogue core class.

this is from the Ultimate Combat Play test

Ahh, I stand corrected then. I don't think I ever saw that line.

northbrb is correct then. You wouldn't be able to multiclass rogue/ninja.

(edit): I'm going to add this for the original person asking the question, I found this in the shaded section of the ultimate combat playtest, page 2:

Playtest wrote:
Each alternate class replaces the class features from another class. When a character takes a level in one of these classes, he cannot later take levels in the other version of that class. For example, when a character takes levels of ninja, he cannot later take levels of rogue. For the purposes of prerequisites or other effects, each of these alternate classes counts as the class that it is related to.


northbrb wrote:
yes it would except for the fact that the Ninja is an alternate class to the Rogue so you cant multiclass with the two of them.

The ninja is not an alternate class of the rogue. The ninja is a new base class. If it were an alternate class, it would simply say "this replaces this feature of a rogue..." etc. They are separate classes.

As to the original question though, you are correct. The sneak attack would stack.


A small sized character can have a wolf as a mount. The mount follows the same advancements as a druid's animal companion (using the cavalier's level as his effective druid level). All of this is very straight forward....the problem occurs once the small sized cavalier reaches 7th level. According to the druid's wolf animal companion stats, the wolf now becomes large size....which would make it so the character (as a small character) can no longer ride him any longer?

Is there some errata I missed on this one? Thanks for the help


3 people marked this as FAQ candidate.

The Ki Mystic monk alternate from the APG has the following ability:

Ki Mystic (Su): At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.

Nothing in the rest of the Alternate Class Features (ACF) state that they are replacing the Ki Pool ability in the base monk class. Does this mean, the Ki Mystic will end up getting DOUBLE ki points, effectively? I mean, this doesn't state that the points are separate, in fact, they are both called "ki points".

Thanks for the help.


Hayato Ken wrote:

Master Craftsman funtions as the spellcasting class. You sign a craft or profession skill, get +2 on checks with it and your ranks count as CL then. You still need to take the item creation feat then and you can only take "craft magic arms and armor" and "craft wondrous items". Rings, wands, staves, scrolls, potions and rods are not possible this way.

The more i think on this, the weirder it seems.
Whats the difference between enchanting a spoon (wondrous item) and a ring (obviously forge rings)?

One thing should be noted about Master Craftsman though....it only works for ONE particular craft skill. Meaning, you would have to take it multiple times just to do Craft Arms and Armor (craft armor, craft weapons) and who knows how many times for Craft Wondrous Items (craft leather working? craft stone?)

At least that is how it reads to me. That is why I'm not so fond of the Master Craftsman feat...

Master Craftsman wrote:
"You must use the chosen skill for the check to create the item."


Ok, so I know that the caster level of a magic item only matters for dispel attempts and magic item creation DC.

But, am I correct in my interpretation that when crafting a magic item, you only need your "caster level" when:
1) taking prerequisite feats
2) how many +'s you can give a weapon/armor (regardless of how you interpret the every 3 CL for a +)

So technically, someone could have just 3 caster levels, put a point into spellcraft ever level, take craft wondrous items, and technically never take another class that has a caster level?


Turey wrote:
....Comments?

I'd like to state that reading this thread while at work has gotten me in so much trouble...laughing out loud that is!


R. Doyle wrote:


You can't use the "touch attack" as an iterative attack in this case. Unless your natural attack is a touch attack (insubstantial as an example) then it would count as an unarmed attack. If you have improved...

Why is the touch attack a standard action if you have the spell "held"?


Phage wrote:

You incur TWF penalties on your main hand and secondary (-5) to your natural attack when mixing natural attacks and weapon attacks. Pretty sure you get the same thing with fists and weapons OR touch attacks and weapons. It represents the difficulty of trying to use both hands at once.

I honestly don't recall the unarmed strike rules for using multiple fists so not sure how they would stack. Assuming punching didn't receive any TWF you could punch in any combination of punches (normal AC), touch (touch AC), or touching punches (normal AC) within your allowed iterative attacks.

If you use a manufactured weapon at all, it should be giving your touch attack penalties (be it main hand or offhand). I guess you could opt not to use it then touch with your normal main hand's iteratives...but that wasn't what you asked.

Hmm, interesting, and I see what you are saying. How about this scenario then:

I attack with my weapon, I use a free action at this point to change the weapon into my other hand. I then attack with with my "charge" using my main hand. Finally, I use another free action to put my weapon back in my main hand and attack with it using my third attack for the round.


Phage wrote:

I'm pretty sure the main restriction is just that TWF then take affect, treating the touch attack as a light weapon. I don't know the offhand rules so not sure whether you would be able to choose to put the weapon in the offhand or if it would be the touch or what.

While I would initially agree....the confusing part is that TWF works when you are trying to get an additional attack with your "off hand weapon". I'm not attempting to get an additional attack, I'm using one of my normal attacks (multiples for high BaB).

Put it another way....would someone suffer TWF penalties, while wielding two weapon, but deciding to attack normal. Say he had 14/9/4 normally. Two Weapon Fighting (assuming light weapon and feat) would make it 12/7/2/12. Because he wants to have a better change to hit, he decides to just attack 14/9/4, but he wants his second attack to be with his "off hand weapon" for whatever reason. Would he still suffer TWF penalties??


R. Doyle wrote:


Sorry - my bad - natural weapon or unarmed attack. Specifically. Certain classes allow you to deal weapon damage and spells damage. I was not being specific enough.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Touch attacks don't provoke opportunity attacks.

Ok, so back to my original question....if I had multiple attacks in one round, and a spell held....could I attack with my weapon, attack with the charged spell, then attack with my weapon again?

Would attacking with the charged spell first matter?

Would "two weapon fighting" be in consideration here, since I'm kind of using "two weapons" (one sword, one charged hand, even if it discharges on the first hit)?


R. Doyle wrote:

The PRD seems pretty clear - your first attack that actually hits will set off the charged spell.

Using a touch attack to deliver a spell that does not provoke an attack of opportunity is a standard action.

The key here is whether you are attacking (as with a weapon) or attempting to touch. The first one would deal weapon damage as well as the spell effect, the latter would only deliver the spell effect.

I would think the GM is being far too literal if he/she ruled that touching your own weapon set it off, unless you didn't actually have it on your person. I would prefer to see the language referred to as "unattended" object (as wielded objects are treated differently).

Wait, in this case, I could technically deliver a held touched spell THROUGH my weapon??

And where do you see it say "Using a touch attack to deliver a spell that does not provoke an attack of opportunity is a standard action."? I'm not being a pain, but I would like some clarification. NORMALLY, yes, you cast a spell (standard action) and can touch with it in the same action. But what if the spell is held (via Holding the Charge, p 185)?


Fatespinner wrote:


As long as whatever touch attack ability you're using isn't a standard action itself, there's no reason you couldn't. That being said, the vast majority of touch attacks are either spells or special abilities that often state what kind of action they are.

A generous GM might let you insert a Quickened touch attack spell into your full attack routine, but normally you're not going to be able to utilize a touch attack in the same round as a full attack action.

Well, you can hold a "touch attack" via the rules of "Holding the Charge" on page 185. That's more what I was thinking. I take a round, cast a spell, hold the spell in my "off" hand as I walk up into battle... That way, I've already taken my standard action to "charge" the spell...


I have an interesting question that I can't really figure out...

Can I combine a melee touch attack with a full round attack action (assuming I have a hand free)? Let's say I have 3 attacks for the round, could I attack with my weapon for the first attack, use a melee touch attack with my second attack on my "off" hand, and then use the third attack with my weapon again?


First off, thank you everyone for your comments and suggestions.

To answer some of what people have asked....

I did plan on restricting magic item treasure and availability. That is easily done, of course, but I will also have to limit their gold intake as well (or at least make them pay for more things...)

I definitely don't want to get rid of all of a particular magic item. Be it scrolls, potions, rings, or whatever.....I just want them to be more valuable to the players.

Some of you may be right though...might be better to limit the spells that I don't want in the campaign. Just turn around and say "These types of spells aren't available."

Any other ideas?


While we tend to play Pathfinder very close to the rules, I have this desire to run a game that is Low Magic....to stress skills and the bit of magic they gain. To make potions once again a real commodity, scrolls something more than fodder for the wizard to scribe into his book, and magic armor/weapons are truly special.

Now, I don't want to just outright ban spellcasters, I'm not against spells (in fact I generally love to play spellcasters)....I simply want to neuter them some.

So, here are my ideas to run a low level campaign....

Barbarians: No changes needed

Bards: -1 spells per day from each level, -1 spells known each level

Cleric: -1 spells per day from each level (this doesn't affect domain spells), do not gain bonus spells from high Wisdom score, cannot spontaneously cast healing spells

Druid: -1 spells per day from each level, cannot select the domain option for nature's bond, do not gain bonus spells from high Wisdom score

Fighter: No changes needed

Monk: No changes needed

Paladin: No changes needed

Ranger: No changes needed

Rogue: Major Magic rogue talent is not available

Sorcerer: -1 spells per day from each level, -1 spells known each level

Wizard: Cannot modify bonded object unless he has the appropriate feat, specialized wizards cannot prepare spells of opposing schools at all, when gaining spells per level he only gains 1 spell instead of 2, it costs double the amount of gold to copy a scroll into his spell book

Finally, item creation feats can really get around some of the restrictions I want to impose. So, here is how those will change:

Magic Armor - costs stay the same, but, caster level must be 4 times the enhancement bonus (not 3 times)
Magic Weapons - costs stay the same, but caster level must be 4 times the enhancement bonus (not 3 times)
Brew Potion - Cost for brewing is 35 gp X level X caster level (instead of 25 gp)
Craft Ring - Costs are increased by 25% of the base cost
Craft Rods - Costs are increased by 25% of the base cost
Scribe Scrolls - Costs are increased by 25% of the base cost
Craft Staff - Costs are increased by 25% of the base cost
Craft Wand - 450 gp x the spell level x caster level
Wondrous Items - Costs are increased by 25% of the base cost

Well, those are my ideas. Please give me your thoughts on it. I would like to make this work, without just "banning" spellcasters.


Brekkil wrote:

Thanks for the review, Shalandar!

Critique heard and stored.

I've been wanting to add bookmarks from the start, but didn't have the proper program for that, but I will have at some point (in the very near future), so look for an updated revised version! When I do this, I'll also add a few relics and perhaps even an extra feat or two. I am also looking into the possibility of allowing copy/paste, which would be quite useful.

That would be great. Bookmarks are so handy and almost needed in a book like this.

Brekkil wrote:


Spells by Author... why not? This was a community project from the start, so why not give the authors proper credit? I think they deserve it, so I think it'll stay.

Oh, this wasn't to suggest that the credit isn't warranted. It certainly is. People who add something, should have their name credited. I was just surprised at it. It's not something I would ever go and say "Oh, I will only allow spells by XXX author." It wasn't meant as a slight, more of a "wow, umm ok, I don't see the purpose of this one."

Brekkil wrote:


I'm not sure that I understand your formatting critique though...

I'll give you an exact example. The spell Alastar's Flower. It has the header, the schools, level, casting time, and components on the second column of page 20. It has the Range, Effect, Duration, Saving Throw (including Spell Resistance), and the first part of the spell on page 21 in the first column. Then the spell finishes up on the second column of 21. I was simply stating that it would look better and be easier to use (remember, we are using a PDF here, not a book that it's easy to look "right" to the next page) if you simply made the spell start on page 21 instead of having 4 lines on page 20. It wasn't a BIG deal, but was simply a "odd, why not just press enter like 4 times after that other spell and put the spell all on one page since he doesn't have to worry about actual print pages?"

I would like to restate though, that I think over all, the spells are worth purchasing.

Shalandar


Ok, so I got this book earlier today, after debating it since I saw the initial announcement. $12 for an ebook seemed a bit expensive to me, until I considered it was 108 pages. That turns out to be something like 12 cents a page. That's not too bad then :)

So, how good is this book, you ask?
First off, let's say that I was VERY disappointed that there is no bookmarks.
Then to top it off, there spell lists don't have links to the spell itself. These are small things, yes, but they are important.
You also can't do a word search for the spells....very annoying when you want to FIND a spell....And, since it is a secured PDF, you can't even make your OWN bookmarks....

So, while that's about the PDF itself, what we are looking at here is the content....It starts out with some introductory text, that like most of you, I skipped. But then it gets right into the spell lists.

I'm glad there are spell lists, by class and level. Good, standard stuff there. Each class that has spells seems represented. Again, good.

Some of the formatting is odd....like a spell that has 3 lines of it's information on one page, then the rest of the spell information on the next page (with a "sidebar" in between). That feels a bit sloppy to me.

Also, some of the spells should have just a bit more information. Like a clarification of the wording. Two examples right off the bat are:
Animal Trick: Allows you to make an animal do a trick, via the Handle Animal skill (with a bonus to your check). Except, if you don't have the Handle Animal skill, you cannot use it untrained regardless. You would think the spell either gives you the opportunity to use it as if trained, or would remind the caster that you still need at least 1 point in the skill for this spell to be effective.
Animate Skin: It allows the caster to animate a dead animal to be a faithful animal pet for a bit of time. Good, except that it says that the animal has no way to communicate and will make no other sounds. If it will make no sounds, that means it can never be heard on a stealth check?! Now, I figure that's probably not what the writer intended, but if you read it as what was written....

There is a huge listing of spells, and I won't bother to go over them all at this point. Most can be slid right into an existing campaign with no problems at all. Some though, you would need to tell your DM about so that he can prepare (such as dreams or visions).

There are very few feats, infact, under a page of them. They are mostly underwhelming.

There are very few magic items as well. Although I personally think they are either vastly underpowered so that no one would pay for them or way over powered for their price.

Finally, the book ends with a few Appendixes, giving you spell listings according to school, use (offensive, defensive, utility), descriptor, and author (author, really???).

Over all, I'd give this book a 3 out of 4. There are enough spells to make this book worth purchasing and you can use most of them immediately in any campaign.
Considering this is a PDF though, the fact that there aren't bookmarks, links, or any way to search through it, makes using this source cumbersome. If they had these, I'd probably give it another half a point to full point (3.5 to 4 out of 5).


I have to admit, that this idea looks interesting...but without any reviews. Well, I've been burned a few times on things I thought were going to be good and it turned out to be fluff or just "not good".

Does anyone have a review out there they'd like to post?


Ok, at the end of bleeding critical it says:
The effects of this feat stack.

Ok, so if I critical on round one and do 8 points of bleed damage to him.
At the start my opponents action on round 2, he takes an additional 8 points.

On round 4, I critical my opponent again, and deal an additional 6 points of bleed damage.
So, at the start of my opponents action on round 5, does he take 6 damage (overlaying what happened on on round 1)? Does he take 8 damage (since round one's damage was more than round 4's)? Or does he take 14 damage (add the bleed damage together)?

Thank you, it seems a bit confusing.

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