I understand he is a player, but he has to work within the laws of the campaign world or suffer just like an NPC would. Characters in the game don't have "PC" stamped on their forehead. Let him know that any obvious wrong doing will be met with a response. In short, just put your foot down. He can play or he can leave.
They are 5 feet away. As long as they are in an adjacent square they can be threatened with a normal(non-reach) weapon.
They are from 3.5. Check the Libris Mortis book.
Basically you infect the person with the cyst by using a spell IIRC, and then you can use higher level spells to affect them that do really bad things. I dont think the higher level spells get saves once they(victims) are infected, but I am not sure.
1. I agree with Pupsocket about the cyst. I know what they are.
As for your questions, dont make any special rules for him, and I would let him know that he might get in trouble for doing too much necromancy. I am not saying go out of your way to give him trouble, but if the NPC is fairly important the friends/family might hire someone to look into the disappearance.
The Morphling wrote:
I think I know what AP this if from, and things will get worse. If this is not from an AP I will still say that encounter was fair. By 7th level parties should be able to deal with flying and invisible creatures.
PS: If this is an AP, then I know what it is, and he will be complaining even more later on.
I know one deity went there(the place were his kind live) and the deity came back changed. I assumed they had to be powerful to corrupt him. But I dont know much about the Cthulu mythos either.
Captain Wacky wrote:
Since those cosmic horrors were supposed to be on par with deities, or so I understood at one point, I am surprised they have stats. I will just say any statted deity is just an avatar, because the actual deities have an agreement to not interfere in such a direct matter. The deity trapped in Golarion that killed a lot of other gods is the one exception, but him being released would be a world ender. The PC's have failed.
Well something like Cthulhu might not have such an agreement, but he might know that showing will gain the attention of deities, and therefore be wise enough to not appear.
I think it is more realistic for the world to not adapt to the PC's. But specific campaigns thT fit in your gameworld can still be level specific. As an example objective A cabbe made for a level 5 party but if they decide to go into the cave of _______ knowing the there is some CR 20 monster with CR 8 minions as a minimum that is on them.
Captain Wacky wrote:
Is that how YOU feel or did your players tell you it feels that way? I never really cared about magic items as anything other than tools to get the job done.
So everyone in your gameworld can read or write? How do they have buildings and other things? Even the guy building, not even the architect has to be able to read.
Double Slice per RAW only works on strength not dex. I dont know how much that would affect DPR, and Agile is not in the hardcover books IIRC which may limit its use.
It is not a two-handed weapon. It just takes two hands to use. Two-handed weapons refer to melee weapons, so a feat/ability referring to "two-handed weapons" would not apply to the longbow.
As an aside-->"Two-handed firearms" are not "two handed weapons" because they can be fired in one hand. You just get a -4 penalty to the attack roll if you do so.
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
There is no listing for light, one-handed and two handed ranged weapons. Each entry tells you the number of hands needed to fire them, but that does not give them an actual category like it does for melee weapons.
Some of the AP's allow you to have a large amount of time between books. Maybe not decades, but you can stretch time out to months and weeks. I do it to give PC's time to craft if anyone has it.
Chengar Qordath wrote:
It is not a mandatory rule. It was basically an option in 3.5. I have never experienced it in an actual game.
Vod Canockers wrote:
It is handwavium, but if a player wanted details I would say it is a combination of merchants and retired adventures that no longer need certain gear.
Alex Mack wrote:
The only way a dex build competes is if the agile enhancement is used, and I dont think it is in any of the 4 hard covers so I dont like to assume it will be allowed. Otherwise the strength base build will come out ahead.
+8/+8/+3 is decent, not very low. Especially when compared to the rest of the party or the monsters in this adventure path's AC. Here's the AC of the next five creatures in the AP (I'm using the six player conversion btw): 16, 21, 17, 19, 17.
That means the monk has less than a 50% chance to hit. That is not good at all. At level 7 your ranger should have
If the monk did not a high AC that low attack bonus would get him killed.
Evil eye works for one round even if they fail the save, and you can cackle to extend it. :)
I did not know you were running an AP. Optimized characters normally force you to adjust the encounters for an AP.
The helpers only to hit an AC of 10 and they can be of lower levels. That way if you use XP it wont cause them to level too quickly.
Don't call people ignorant because YOU are not able to handle something. The problem is not cranewing. The problem is that he is more optimized than everyone else. That is GMing 101. So asking to tune it down or helping everyone move up if they agree to do so also helps.
Being able to auto-negate an attack is also good so it will never lose its power. If you play until level 50 that feat will be good. Why should a feat lose its luster? Power Attack does not lose its luster.
Something is only overpowered if is an issue across the board. You not liking it does not make it OP. If you think autoblocking the first melee attack is too much for your games then don't allow it in your games, but don't assume it is an issue for everyone else.
+8 is a very low attack bonus. If that is all he has then he is not much of an offensive threat. You can send one monster after him, and the rest after the other members.
With a +8 he will be strugging to hit monsters also.
Having monsters use aid another to make attack rolls to hit him also works.
You can use witches to drop his AC with evil eyes.
Dispelling his buffs also drops his AC even more.
Have buffing enemies to help the big hitters. That should be enough to get at least an effective 8 point swing in AC.
Using casters with magic missile also works.
Going after his CMD also works.
Using PC classes with NPC classes and wealth might also work.
I think this thread only shows that we as individuals have to find our own thematic way to look at the class. Some people have claimed in the past that the sorc and wizard are too much alike. I think the class plays differently enough from both the sorc and wiz to have its own identity, but obviously others disagree. My concern now is with the mechanics.
Right now it seems the ranger(guide) variant is a better slayer than the slayer due to action economy alone. He gets +2 and does not have to depend on sneak attack. As someone suggested getting bane as a limit use ability is not a bad idea.
From another build a level 10 slayer with sneak attack and flanking got about 82 DPR
Let's replace that with bane --> 56.75
If bane counts for both weapons then it is 67.74
Let's try using the +6 bonus a level 10 ranger would get instead to replace favored target. 88.03
Bane should come into play around 5th level and work like the inquistor's version in my opinion. Yeah that means a feat tax to get it to apply to both ends of a double weapon.
Since I have time lets see what the guide can come up with. 52.24, but it is a dex based build. By going for strength and changing weapons it can get above 60, so I would like to see the slayer at 70.
I don't care if he is below the ranger, that leaves room for more combat based utility such as being able to ignore DR to an extent. <-----just a thought.
Yes, but but it takes a standard action to activate the ring, and the invisibility rules state that a DC 20 perception check allow you to notice when an invisible creature is within 30 feet of you, so the first attack might wake the entire camp. If one of the bad guys locates your square then he can direct everyone else to attack into that square. Yeah there is a 50% miss chance, but having 15 times to hit someone does not help.
They can also ready actions to attack once you become visible. That would allow them to attack before you can go invisible again.
Depending on context, it's either referring to a grapple or, more likely, the Hold Person spell, which paralyzes.
I look up the creature on pfsrd.com. It has an ability that holds you where you stand, and you can't move until making a fort save. I am assuming that is it, but it could also be something like hold person which is not good because I think that ability is an AoE.
For the most part there is not much difference with what monsters you face at level X in my experience. There is a difference in how the GM runs the combat. As for WBL I dont think I have ever been more than a + or - 2 from it. I did not even use the WBL chart for a while. I would just realize PC's need more loot and find a way to insert it into the game so that level 10 fight can not carrying that +1 sword, as an example.
I don't think they meant the entire AP kept you at WBL, but at higher levels there is not really a restriction in most AP's.
No, it is not questionable. There are setting books, and there general rules books. They put some deities in the CRB so GM's could use them in their games, but they did not put all of them in there. Forcing GM's to make up their own deities would have been a bad move.
Craft Cheese wrote:
This is what I initially wanted also. They could have kept the spells per day. Hopefully I can get a playtest in by the 17th to see if I am correct or not.
Those exploits that do elemental damage or worth spending any points on. I am guessing the idea was to ensure they did not overtake actual spells, but they do need to do more damage, even if it means spending more spell points.
Things brings another question up-->Would it be so bad if they were to do damage equal to spells.
Suggestion: 1 points lets you use the blast as currently written. 2 points allows you to use them at 1dx per caster level.
How do we determine the will save DC for Spell Tinkerer. Is it Int or Cha based?
Spell Tinkerer (Su): The arcanist can alter an existing spell effect by expending one point from her arcane reservoir. She must be adjacent to the spell effect (or the effect’s target) and be aware of the effect to use this ability. She can choose to increase or decrease the remaining duration of the spell by 50% (adding or subtracting 50% from the remaining duration). Alternatively, she can suppress a spell effect for a number of rounds equal to her Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
If this has been answered could someone provide a link or post the wording?
edit: The same question also applies to "spell thief".