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I have a few questions regarding wands, material components, and the abundant ammunition spell. Does using a wand requires the material components of the spell? What if the material component has a more substantial value than usual? What if the component value can vary, like abundant ammunition with special (but nonmagical) ammo like alchemical cartridges or adamantine arrows? Concerning abundant ammunition by itself, i have a bit of trouble with the wording. If this spell is cast on my ammo pouch before combat (with lets say 20 paper cartridges before combat). I recharge 7 times during combat, the seventh time not shooting since combat is finished, the leaving the firearm loaded. How many ammo is left in my pouch after the spell expires? Is the gun still loaded or will this ammo disapear? Now, is there a difference if the spell is divine in nature or arcane (the material component line being M/DF)? Thanks for helping me with this!
Our rogue's favored way of fighting is throwing daggers. Other players in the group voiced concern over the fact that he may be ''cheating''. The rogue in question combines two-weapon fighting, improved two-weapon fighting and rapid shot while throwing daggers, effectively being able to throw as much as 5 daggers on a full attack (2 iteratives + 1 rapid shot + 1 TWF + 1 ITWF). Can this be done? Could this be done with pistols or crossbows (assuming you reload as a free action and have an extra hand or two to reload with)? The game master is a begginer, and often turns to me for advice. In that case, at first glance this combo does seem abusive, especially with sneak attacks on top, but can find anything saying it is illegal. I'd like to know what the RAW is on the matter so our DM and can then make an informed decision.
With the gunsmithing feat, a character can craft bullets, pellets and black powder for 1/10 of the market price, and alchemical cartridges for 1/2 the market price. This means a regular shot will cost 1.1 gold, and a paper cartridge 6 gold per shot, while the market price is 11 gold for a regular shot and 12 gold for a paper cartridge (the 1 gp diffence being in the paper and the was used). Now, clearly this price disparity is there for balance reasons. A character with the gunsmith feat can shoot cheaply, OR quickly. But "special" bullets can also be crafted, like silver or adamantine bullets, at the cost of 7.1 gold per shot for adamantine bullets and 3.5 gold per shot for silver bullets (powder charge included). That said, would you allow players to craft paper cartridges with special bullets (silver or adamantine), and if so, at what cost? IE. how would you break it up? Because the difference is pretty huge. Adamantine:
1. Adamantine Bullet material cost = 6.1 + (Paper cartridge market price (12) - price of a regular bullet (1)= 11)= 17.1 / 2 = 8.55 gold per shot 2. Adamantine bullet market price (61) + (Paper cartridge market price (12) - price of a regular bullet (1)= 11)= 72 / 2 = 36 gold per shot
Silver:
1. Silver bullet material cost = 2.5 + (Paper cartridge market price (12) - price of a regular bullet (1)= 11)= 13.5 / 2 = 6.75 gold per shot 2. Silver bullet market price (25) + (Paper cartridge market price (12) - price of a regular bullet (1)= 11)= 36 / 2 = 18 gold per shot
Real world logic would tell me to go with option 1, the cheapest. However, game logic and deconstruction of the regular alchemical cartridge seems to indicate the second, and much more expensive, formula should be used. Your opinions?
Not sure this goes here. I do need advice, just not about the rules... Anyhow, we recently started a new campaing, and I want to outfit our group with nice minis. However, for a few of them I'm not sure where to look. I went trough a few ressources (namely the Paizo online store and the Reaper's site) and for once I can't seem to find what I'm looking for. Our group setup is the following: -Me, a Musket Master/Inquisitor of Iomedae. The mini I use is Garell the Redeemer from the Rhackam Confrontation line. I own this one already, and it rocks. -A Holy Hunter (Paladin archer archetype) of Iomedae. He's flamboyant, clad in golden armor and carries a huge composite bow. For him I was thinking of using one of the William Gallant minis, from the Magnificient Ego Line. Other ideas are welcome tough. :
-A male cleric of Iomedae. Pretty much standard issue from what I remember. War and Heroism are his domains. Rarely fights, but uses a longsword when he does. I guess for this one there is simply too many options, but I'd still like ideas. -A male half-elf melee rogue. Arms as wide as the sides of a barn, dual wields a longsword/shortsword and likes to throw daggers a lot. Half-elves minis seem rare tough, might need to use a human. Or a beefy elf, if those exists anyways. -And for last, the trickiest of the lost: A mounted gnome Paladin. For now he's mounted on a dog, but plans to use a boar later from what I understand. Only mounted gnome I found so far is from Reaper's, and is on a beetle (?!). I guess I'll also need another mini for when he's on
We are using decent enough proxies, but I'd like to outfit my friends with cool minis for Christmas. So thanks for the help!
My group just started a new campaign. I decided to play a gunslinger (musket master archetype) and when most of my group opted to create some kind of "Iomedae's strike team", I agreed to join them with a common background and philosophy. I also tought of dipping a few levels of Inquisitor to increase the flavor factor and my overall utility. But then while working on my build, I started to realize how much it would probably hurt my dps, given all the goodies gunslingers get each level, combined with the party setup. I'm coming here for advice as to how many levels of Inquisitor would be optimal to fit in (I was thinking 1 to 3, if any), and WHEN to take them? Our party is composed of the following members: -Gnome paladin of Iomedae, mounted fighter (dunno if he uses an archetype, don't think so) -Human paladin of Iomedae, Divine Hunter archetype. Took money traits (rich parents?) so he could start of with a MW Composite bow set up to his strenght rating. -Half-elf cleric of Iomedae, standard build from what I see. Took War and Heroism as his domains I believe. -Half-elf rogue. High str&dex and favors throwing daggers when the ennemy is out of his reach. We started gaming with AD&D 2e ed, and as such still favor rolling stats, in the open before everyone. While I'm generally quite unlucky, the gods of gaming really blessed me this time around, with an astounding array of 17, 18, 15, 15, 13, 13. So, without further ado here is my planned gunslinger build: Cassiel, the tears of solitude
Str: 13
1.Point Blank Shot
Now the questions is, when should I include Inquisitor in my build, and for how many levels? I initially wanted to take a dip as soon as level 2, to benefit from the huge front load the class has. But I also realize a gunslinger wants to get to level 5 ASAP to get Gun Training. I my case it will be devastating. Also, while perusing the teamwork feats, I saw the Target of Opportunity feat, which becomes downright crazy if both the Holy Hunter and I take the feat (or if I take 3 levels of Inquisitor and take it with Solo Tactics). I just might take it at level 8 instead of Improved Critical. I also wanted to fit in dodge/mobility/deft shootist somewhere in there, but I can hardly see where before level 13 and up. Please note that I have no idea up to which level this campaign will take us. Hopefully past level 10. The first Inquisitor level I would take would look something like that:
I initially planned to take only 2 levels of inquisitor, to get Detect Alignment and Cunning Initiative. The third level is also appealing for Solo Tactics. But it is clear that every level of inquisitor will greatly hamper my damage output. Sorry for the long read. In any case, any opinion/advice is welcome. Thanks!
One player in our group just had to make a new character, his previous Paladin having been pulverized into a fine mist by an angry giant. He made an Infernal bloodline halfling sorcerer specializing in charm spells. Thing is, he doe'snt always think things trough, or tends to read the rules to quickly or missing important points. (For instance, he took the feat "Prefered Spell" for his Sorcerer (he tought "Cast Spontaneously" meant cast as an immediate action... sigh) or said he wanted to cast Dominate Person on a raging barbarian about to charge him. Also, he pops spells like an addict would pop pills while in the middle of a pretty dangerous dungeon and we're on a timer. Spoiler:
We are in the process of inflitrating the Fortress of the Stone Giants in RotRL, to stop Morkmurian and his army. Anyways, the latest problem that showed up seemed to be the worst one, as it pretty much jeopardizes his whole build. You see, the character has a very average intelligence score of 10, and only speaks common. Did'nt take the Tongues spell or invest in languages, mainly because he lacks skill points, and because he did'nt want his character to look like he was tailored for the campaing (we seem to be having some translation problems with old ruins and all that). So, the first encounter we're we faced his little language problem went pretty much like this: Were invisible trying to push trough the place as fast as possible. We come upon a narrow passage blocked by a couple of trolls, and they start talking about how they smell us (DM's way of saying to us that we won't be abble to sneak past this encounter). Halfling backs away a bit, hides and then casts charm monster on each troll, both failing their saving throws. Now he starts talking to them. [Halfling](In common): Hey there my friends. Let us pass. I bring prisoners for the [Boss' name redacted]. They are invisible so the other brutes here won't eat them right away. [Trolls] (In giant): Hey look, cute little thingy here. It looks like it's trying to speak to us! It's so cuuuuute! [DM]: So, how are you going to get them to do what you want? [Halfling's player]: You mean they don't speak common? [DM]: Nope. And thanks for reminding me by the way. [Me]: Wait a minute. You're telling me you made a beguiler, did'nt invest in linguistics AND did'nt take the "Tongues" spell? [Halfling's player]: Uh.. yeah, did'nt think about that part... [Us]: /facepalm In any case, my character tried to pull the halfling away and whisper him his message translated in giant to repeat. The trolls then instructed him to bring the prisoners to the cages, which we had just emptied. That's pretty much when I drew my sword. Now that I'm done ranting, any suggestions on how to fix his little problem? Other than me killing him and having him create a Wizard I mean. Oh, and why we're at it, how do you guys handle the rules for learning new languages in game, both normal ones and obscure dead languages?
Corrosive consumption lasts 3 rounds. Each round deals acid dammage in an increasing capacity (round one deals 1 dmg / caster level, round 2 deals 1d4 dmg per caster level, and round 3 deals 1d6 dmg per caster level). Now, extending it would make it last 6 rounds, but how do you handle the dammage? A. Two rounds of 1 dmg / caster level, then 2 rounds of 1d4, and 2 rounds of 1d6 (so X, X, Xd4, Xd4, Xd6, Xd6) B. Finish the first serie and then start over (so X, Xd4, Xd6, X, Xd4, Xd6). C. Can not be extended with extend spell.
There was an old thread debating if it was possible to Fight Defensively without actually attacking, with valid arguments to both points. However, with the adition of the antagonize feat, I believe this question should be brought to light again, as it was not resolved officialy the first time. Basically, is it possible to use antagonize while fighting defensively? If so, the benefit is obvious. Force an ennemy to come over and attack you AND benefit from a +2 to AC. By RAW, such a thing does not seem possible. From a logical standpoint, it should be. From a game balance point of view, it only makes antagonize even more powerful. Unless maybe you apply the -4 to hit to the antagonize skill check. Not so menacing behind that shield are we?
I just found out while looking at the sending schedule that one of the pieces is a special order, and will push back the sending date of the order by a large margin. It is my mistake, but would it please be possible to cancel this order so I can make a new one without the special order. I'd like to get the other pieces as soon as possible. Thank you! :)
My gaming group dug out an old copy of earthdawn from the gaming closet, and we just started a campaing. I do not know the system so well, and am playing a human elementalist. Seeing the versatility talent, I wondered what would could be good mileage for a character such as mine? On the fly, I tought about Riposte, just in case I get assaulted in melee, Fire Blood which I head rocks together with Fire Heal, and I was thinking about some other king of thread weaving, to add to my spellcasting repertoire. Any idea here?
I have a few questions concerning the Bull Rush mechanic, and can't seem to find a specific answer either in the rules or here. The questions are from the perspective of a S&B fighter that mainly bull rushes using Shield Slam, Improved Bull Rush and Greater Bull Rush. First of all, will a succesfull Bull Rush automatically interupt a spell as it is being cast, or does it follows the normal mechanics of being hit while casting? What about a Bull Rush that is used as an AoO against a target moving trough a threatened square? If succesful, will it stop the movement, or simply add a few squares to the needed move for the target to go from A to B? What if the target is Bull Rushed into a wall and knocked prone? What would you rule about Bull Rushing a large target into a medium sized friendly target? Any effect at all? Friend gets squished? Also, I realize this last question should be more into the advice section and note rules, but I supposed I might as well ask it here instead of creating a new post just for that: Our group consist me (the S&B fighter), a rogue, a neg. energy priest and an archer figther, all 7th level. The rogue generally tries to position himself opposite of me to flank our active target. Good positioning, but the way bull rush works, it seems it prevents me from using one of my main advantages in melee. In this case, would taking Greater Bull Rush (when we reach level 8) still be worth it? Thanks in advance for your advice.
Our group is currently running RotRL, and we are now in the Hook Mountain Massacre part. After The Skinsaw Murders, we ended up with a bunch of Skinsaw Masks. A dozen or so regular ones, plus two special ones (I won't mention where they are from so as not to give out any spoiler, everybody who played trough there know what I'm talking about anyways). In any case, after trying on the masks we have no plan to do so again, and we figured that they are magical item, so they should bring back a hefty sum if liquidated. Thing is, I tried to simply mention I was trying to sell them, and the DM mentionned that it would be harder than that, since while they are indeed magical, they are still quite gruesome items, with an evil aura to boot, and aren't exactly fun to wear for same people. I can hardly argue with those points, but still, the money seems like something we can hardly pass up. Any idea to get those things sold for a decent price (I did mention taking a trip to Absalom, but that idea did'nt seem to have such a great reception, especially from the DM).
We are playing RotRL, and will be heading to Fort Rannick next session. Will probably level soon (we level when the Dm says so. After hearing the tale from the Black Arrows, our priest mentionned that the feat Big Game Hunter from the Player's Guide might be a good investment. (Our DM will allow it even if it is technically a 3.5 feat). So I wondered if it was a good investment (try to hold on the spoilers please). I don't have my sheet with me, but from memory it looks something like this: Level 6 Human Fighter 20 Str (16, +2 racial, +2 belt of giant strenght)
HP: 60
Traits:
Feats:
Combat Gear:
Would Big Game Hunter be a worthy investment, or should I focus on other aspect, like AC feats (Dodge, Shield forcus, etc), Toughness, Improved Initiative or Greater Bull Rush? Oh, and while I think of it, our setup is me (S&B fighter), a rogue, a neutral negative energy channeling priest and an Archery fighter. We're supposed to have a wizard but he has'nt shown since before we got into Misgivings.
Assuming the GM allows this class from 3.5 Complete Arcane, would a Warlock be a suitable class for Kingmaker? The character in particular is of noble descent. Heir to the throne of a small and far away kingdom, his jealous brother staged a coup when their aging father died, murdered the character wife and children, and made it look like the character had done it. Barely escaping with his life, traumatized by the tragedy, the character wandered aimlessly, doing his best to survive alone in the wild. In his aimless wandering, the character started to have gruesome visions and hear voices whispering him of dark deeds and vengeance for his murdered family. To sum the story up, his once upstanding moral character has been shattered, and he strikes a deal with a foreign entity which give him eldritch powers to sate his thirst for vengeance. Seeing the pain and chaos such a grief stricken person would spread when granted with such powers seems payment enough for the entity, at least at fist glance. The goal of the character is basically to amass as much wealth and power (both personnal and social) to be able to reclaim his birthright and sate his thirst for vengeance. So, would this would be Warlock King be suitable for Kingmaker, both sotry and mechanically wise?
Title pretty much sums it up. Does taking the Shield Slam feat means that from then on, each and every time I hit a foe with a Shield Bash I gotta check against it CMD to see if it is pushed back, or may I instead elect not to have the foe be bull rushed by my shield on a particular attack? The usage of the word "free" in the feat description confuses me, as it does not seem to be either clearly mandatory or clearly optionnal.
Loved that fine article. That said, I would like to know how do they handle bonus spells and opposition schools exactly. For opposition schools, I am assuming from what is written that a Shadow mage must simply pick 2 opposition schools as usual, with the simple restriction that they can't be Illusion, Necromancy or Conjuration. But I am wondering from what school or schools can a Shadow mage pick his bonus spells? Does he pick from one of those 3 schools? Does he get to pick from all of them? Or simply from spells with the shadow or figment descriptor? Does he even get any bonus specialization spells? I might be missing a line, but any precision on the matter will be welcome. Thanks.
Received a shipping confirmation email on may 25th (tought that was pretty quick!) but have not received anything yet. It's been about 17 days in transit. What worries me is that I am moving in just over a week. Any way I can check the order status? Oh, and it appears there is a mistake in my phone number. The area code should read 418, and not 419. Thank you.
Mostly for weapons and armor. For instance, could create a Flame Tongue with a bonus higher than +1, or boost it over +1 after the initial creation/purchase? How would calculate the cost? Same goes for more complicated weapons, like a Sun Blade for instance. Could you further upgrade it? How would it interact with the fact that the weapon enhancement bonus is variable depending on the situation? What about stats item? Could you boost your +2 Headband of Vast Intelligence into a +6 one? (I'm starting with the assumption that you can even upgrade a magic item at all, by covering the difference in cost between the upgraded and original version, like it seems to be the concensus. Also, I believe Joshua Frost has posted something about this, but I think he meant the cost in PFS watchamacallit points).
I think I remember something about striking in melee with the butt of a firearm, albeit at a risk of damaging it, with a feat that removed that risk, but can't seem to find where. Anyone has any idea where those could be? Also, what proficiency would be used for that, the general firearms proficiency? And would you threaten the adjacent square? Thanks. PS: Oh, and I know you guys at Paizo don't want to further focus on firearms in Pathfinder, but Alkenstar's a really cool place. Just sayin'.
When I create a character, the imagery is very important to me. I usually look for inspiration in popular media, fantasy books, games, comic books, etc, as I'm sure many of you do, to help me create an immage of the character I'm making, based around the concept (or inversely, find a concept fitting for an image and idea I liked. I've been toying with the idea of a Polearm specialized fighter, but I can't seem to picture one I like. I don't know why, but in my mind the polearm fighter seems bland and non-heroic when compared to it's TH, TWF, S&B or Archer counterparts. Could you guys throw me a few ideas (names, pictures, etc) of polearm fighters, so I can get a clear picture of how cool and heroic a polearm fighter can look, and get inspiration for a concept, style and backstory? Here a some criterias to use as a guide: -Male
Basicaly I'm looking for images and exemples of a buff "In your face" fighter specializing in polearms. I guess what I'm trying to do is to get rid of the "polearms are for pussies" subsconcious bias I seem to be stuck with...
Designing an Inquisitor for a future game, and wondered what god would best suit the character. He is to be close to the "classic" inquisitor type, stern and cold, relentlessly hunting ennemies of the Law and of Humanity (mostly monsters of all kind, and demons). He will be Lawful-Neutral, and pretty much "Judge Dread-y". When/if he can get his hands on one, his weapon of choice will be a riffle. A god with a decent favortie weapon would help, especially for the first levels, where every bit of dammage counts. Of course, domains are a major factor, he will need those domain powers bad. (Remember Inquisitors only gain the domains powers, not spells). As far as I know, it seems the campaign will probably be set up in Darkmoon Vale. Any tough? My first thoughs were Abadar, Iomedae and Aroden (tough being dead, Aroden does'nt grant spells, so that might be a problem...) and Ragathiel (one of the Empyreal Lords). I did think of Asmodeus, but if possible, I'd rather not have an evil patron deity. Any toughts / opinion on this?
Under PF rules, now that base classes gain new abilities every level or so, and prestige classes are not as must anymore but merely an option amidst other. In this light, what do you think of the Harrower prestige class from the campaing setting? Harrowing rules seem like a lot of fun, and a class based on it very interesting. But would it be worth it, or would the sacrifices of dropping the base class to great for the benefits of that particular prestige class? Also, wich base class do you think would fit best as an Harrower? Flavor-wise, I was thinking, Wizard, Bard or Summoner (love the Harrow/Summon flavor combination), but mechanically it seems like the Summoner has way too much too lose, so it would leave only the Wizard and Bard (possibly the Sorcerer too.) I guess Oracle/Harrower would also be a great fit flavor-wise, but am afraid it would lose too much in the deal, just like the Summoner. Any toughts?
Which would be better, considering mostly investment vs reward and pure effectiveness? Does the higher threat range of the kukri really compensate for the higher dammage of the Sawtooth Blade? How does the missing feat for the Sawtooth Blade EWP factor in, for a fighter? I am under the impression that the Sawtooth will be much more effective at lower levels, and the kukri might be a strong contender around level 14-15, when critical feats really kick in. Advice/opinion/math?
It seems that most things related to fighters are source of a great deal of dissent on these boards, and that anm optimization guide for fighters is'nt something we'll be seeing soon. Still, folks here have great ideads, and a lot of you seem to have extensive experience playing this class, probably with various styles. Anyways, we have just begun the RoTRL AP, and I'm the BSF. I'd like to have help on my fighter build. Since fighters are pretty limited as to what they can do out of combot, of course I'd wish to at least shine in that area, being able to lay down the hurt on my ennemies, and protect the casters effectively. Having different combat options would'nt hurt either I guess. My stats are as follow: Lev. 1 Human male fighter
HP 12 Feats: Human: Power attack
Here is some info about my tastes, and facts which might affect suitable options. 1. Books = PF only. All official Paizo PF stuff is ok. No 3.5 at all. DM might be convinced to add access to some 3rd party PF books sold here (now pushing for 101 Feats, if I can convince him that Human Adaptation should logically work for fighter bonus feats, it would add lots of room for trial and error as to the style I prefer). 2. I was aiming for a sword and board type, preferably Long or Bastard Sword & Heavy Shield, or a two-hander big hitter. I want a large knight-like weapon. 3. Rest of the party is composed of: Human male Cleric of Pharasma, channels negative energy
Both sorcerers seem pretty blasty. Trying to convince them to buff me instead. Say they will do when they gain more spells, but they'll never be GODs. 4. GM seems pretty cheap. We hardly found any treasure yet (we just cleared a "prison" room, a bit bast a room with an angry-woman looking statue. I think treasure will be pretty scarce, and from his DM style (pretty old hardcore 2nd ed AD&D) I don't think we will be able to buy magic items much, other than potions, and maybe wands. If we do, they're probably going to be really rare and hard to come by, neccessiting extensive research to find a seller. All in all, I really can't garantee the availability of specific magic items at any point in the game. Also, he enforces training for pretty much averything except hit dice, BaB, saves and ability increases, (we won't "automaticaly" gain stuff on leveling. Rather, we'll need to train on downtime for a bit, and even find a teacher if it's on a different path that what were used to. (Ex: Weapon focus to greater weapon focus or Weapon spec requires self training, no teacher required; but learning the initial weapon focus, or gaining an entirely new ability, like Whirlwind Attack will probably require tutelage). The same goes even for Sorcerers, who apparently need to train to develop their new spells (tough hopefully never with a teacher). Thanks in advance for your advice. |