Pathfinder Adventure Path, Rulebook Subscriber
I'm planning to run DotMM set with in Golarion and I'm trying to figure out what a good in world equivalent to the Xanathar's Guild would be. I've planned to make Halaster some ancient crazy Thassilonian as that kind of fits with his motif and I've got a feeling that the dungeon itself would fit well in Varisia and one of the many ruins around. Just having a hard time finding a faction that would happen to be a good replacement for that crazy crazy beholder and his ilk.
Pathfinder Adventure Path, Rulebook Subscriber
If a character relieves a pale stranger of his 2 pistols do they still supernaturally reload them selves or does the character need to manually reload them. Quote: Pistols(Su) A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger's pistol attacks resolve as touch attacks. While pistols normally consume bullets and black powder when fired, a pale stranger's pistols supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapons. In addition any pistol a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the purposes of determining penalties from two-weapon frighting. Further rules for pistols, and firearms in general, can be found in Ultimate Combat.
Pathfinder Adventure Path, Rulebook Subscriber
Diamondfist wrote: I have been unable to find the core classes' ability score requirements, or "key ability scores" for lack of a better term. Have the key ability scores for the core classes not been included in the core rulebook? Are they in the book and I have missed them? I own the 4th printing if this helps, and thank you to those who take the time to respond; I have searched the forums and haven't been able to find this, either. Thank you! As a note, the ability score requirement was done away with, with the change over from AD&D to D&D 3.5
Pathfinder Adventure Path, Rulebook Subscriber
Froze_man wrote:
+1 for solving the extra-dimensional space problem. A genius solution in my opinion. I'll have to run that by my DM and see if he smacks me for it or not
Pathfinder Adventure Path, Rulebook Subscriber
Kieviel wrote:
Make that three my friend. My bomb throwing alter ego would be glad to join you anytime
Pathfinder Adventure Path, Rulebook Subscriber
James Jacobs wrote:
Thank you for the information James. I'm a little bummed that the spreadsheet isn't public but I can understand why. Out of curiosity is there a possibility that Paizo will ever develop tools for there players to use?
Pathfinder Adventure Path, Rulebook Subscriber
Bob_Loblaw wrote:
Thanx for the info Bob, i've been looking at herolabs lately and was wondering if that was what they could be using. Wish i didn't have to pay for it but i understand why one does Aleister Bastian
Pathfinder Adventure Path, Rulebook Subscriber
Well to start things off I would like to say that I appreciate the work that the developers have put into this play test. I have thoroughly enjoyed examining and testing these classes, the gunslinger especially. Now onto the main topic, the Gunslinger. When it comes to the Gunslinger I looked at it as more of the "Tequila", Hard Boiled, character than the sniper character. I took the approach that this character was in your face, barrels blazing and so far I haven't had a problem with it. Now while I have noticed that the majority of people who have posted on this play test do not appear to like the idea of grit due to its incredibly small pool of points. While maybe its just the group and the DM that I play with but I have yet to actually run out of grit in games so far. But maybe my group is slightly more theatrical than the groups of other people. In my opinion the mechanic of grit works the way it is. Maybe the description of grit is what may need to change. The play test states that grit is a measure of the Gunslingers ability to calm himself in the heat of battle, while the ways that you regain grit are anything but that. Perhaps the definition of what Grit is needs to change instead of the mechanic. Now since I have mentioned regaining grit, in my honest opinion grit is not hard to regain when you look at grit as a measure of the Gunslingers brash bravado and gutsyness with in the middle of combat. A Daring Act, while up to the GM as to whether it counts or not, happens more often in combat than maybe a lot of you are considering. The only thing that I personally see wrong with Grit is that maybe it should be the total sum of both your CHA and WIS modifiers instead of just your WIS modifier.
Pathfinder Adventure Path, Rulebook Subscriber
So for a campaign that I am in, the BBEG (still in alpha) looks something like this:
:
lich Karzoug vo Moamd'is elf
stats:
pre race:
int 18
race: Elf
post race:
int 20
age: middle
int 21
level 20 +5 str 9
int 24
lich
int 26
Armor Class: A lich has a +5 natural armor bonus or the
Hit Dice: Change all of the creature’s racial Hit Dice
Melee Attack: A lich has a touch attack that it can use
Damage: A lich’s touch attack uses negative energy
Special Attacks: A lich gains the two special attacks
Fear Aura (Su): Creatures of less than 5 HD in a 60-
Paralyzing Touch (Su): Any living creature a lich hits with
Abilities: Int +2, Wis +2, Cha +2. Being undead, a lich has
Skills: Liches have a +8 racial bonus on Perception, Sense
feats:
bfeats:
class abilities
wealth:
50k ring of prot +5
hp
ac = 10 + 5(deflect) + 5(armour) +5(natural) +2(dex)
int 32
saves:
init....
skills
note that the character still has money left over, is made for a party of 17th to 19th level party, and that it has been in development for a while. The party is only level 5 currently BTW. If you want a lower level example of something that should survive for multiple rounds, I need more time to make one, but barbs are a fairly safe bet.
Pathfinder Adventure Path, Rulebook Subscriber
Mahorfeus wrote:
Ok maybe its me, maybe its you but I believe that one of us is using the term mook wrong. In my opinion what you have been describing is more of a loyal minion than a mook. I've always thought of mooks as the BBEG's handy body guard, the dude with that little something extra to trip up the PC's. Also just as a side note if you really want a BBEG to stick around longer than a round he probably should be higher than an APL+2, more likely an APL+4 with some dudes in the room before him or an APL+3 with a mook and a few minions in the room with him.
Pathfinder Adventure Path, Rulebook Subscriber
Lucky streaks happen man. Personally i've got a DM i play with that will consitently roll nothing but 1's, 2's, 19's and 20's, and i know these are legit rolls since he doesn't use a screen to hide what he rolls. Only by giving him what are known as "The Cursed Dice", ie noone can roll above a 6 on them, can we get him to roll normally.
Pathfinder Adventure Path, Rulebook Subscriber
dusparr wrote:
No no no he cleary just needs to stop running the epic ranters red disc
Pathfinder Adventure Path, Rulebook Subscriber
If you'd like a great example of goblins in a roleplaying setting with out the evility of the stereotype you should check out Goblins http://www.goblinscomic.com/.
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