Hag

Aleister Bastian's page

Pathfinder Adventure Path, Rulebook Subscriber. Organized Play Member. 26 posts. No reviews. No lists. 2 wishlists.


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Thanks for the ideas, much appreciated.


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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.


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Does anyone know or have the published the base stats of the plant companions. Or am i just misinterpreting the +x natural stat in the stat block


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In my opinion since the alchemist is given Brew Potion, an item creation feat, at level 1 it would indicate that alchemists do indeed qualify for item creation feats.


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drat. although it gives me a few ideas


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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.


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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


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I would just like to thank the folks at Paizo for finally adding a "dummy" page to the PDF so that the pages line up correctly when viewed in "Two Up" or "Two Up Continuous". Thank you very much.


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I was just wondering if Paizo will be making an appearance at Pax Prime in Seattle this August?? It would be great to see another big tabletop RPG there besides D&D.


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Froze_man wrote:

Funny idea out of this for a high magic setting:

In an area where a major trade route could be significantly shortened if you could have your wagons scale a large cliff instead of going around. A cunning entrepreneur has hired a mage to Stone Shape a number of very sturdy 10x10 outcroppings on the cliff side at 10' intervals horizontally and 30' intervals vertically. He then built 10'x10'x30' scaffolds with 15'x20' platforms resting on top of each ledge, attached to the cliff by vertical rails that run from the ledge to the top of the platform. His final bit of preparation was to commission a pair of unlimited use, use-activated magic items: Create Pit(caster level 10ish), and Feather Fall (Caster level high enough for colossal).

He then opens up shop, ferrying wagons up and down the cliff by casting Create Pit on each ledge, and Feather Fall on each platform in sequence. As the pit appears the platform gently lowers down into it along its rails, and and when the pit vanishes the platforms gently rise up level with the next one, creating a sort of waterless lock.

After the initial investment labour is cheap, since anyone can use the magic items, security is the main cost, and the gold flows in.

+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


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Kieviel wrote:
America Lunatic wrote:
Tough call between Monks, Bards (especially thanks to APG) and Alchemists. Each appeals to a part of me...especially the crazy blow them up with bombs part.
Yay! Another member in "Friends of the Alchemists" we now have 2 :-)

Make that three my friend. My bomb throwing alter ego would be glad to join you anytime


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I'd go with this. Its "Night Shift" by Nujabes from the Samurai Champloo music.

http://www.youtube.com/watch?v=SuchrMJoLCs&feature=BFa&list=PL0B3D1 D27C0521F40&index=33


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James Jacobs wrote:

We actually use a pretty complex Excel spreadsheet to build and check stat blocks; Sean K built the thing, and it's kinda a behemoth, but it saves a HECK of a lot of time in building and helping to proof stats.

That said, there's also hand-checking involved in the stat blocks.

We actually don't use Hero Lab, really, because we're all on Macs at Paizo.

(AND: Nope; we don't make our Excel spreadsheet available to the public, sorry!)

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?


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Bob_Loblaw wrote:

From what I understand they used to do much of it by hand and just check it over several times (and still miss stuff once in a while) but now they use Hero Lab.

I found Hero Lab to be very useful overall. I try to keep up on the bugs list though. It's pretty good but there are a some things it doesn't do well. The company does work constantly to make it a better product and they work very hard to fix bugs. They also help people out on their forums with entering new information.

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


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I was wondering what sort of tools the Paizo devs use when developing or generating stat blocks for npcs? Also if they do use a tool is it "in house" or third party software?


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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.


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So for a campaign that I am in, the BBEG (still in alpha) looks something like this:
(I expect him to last 8-10 rounds, and he will most likely be the only encounter in the week.)

:

lich
Karzoug vo Moamd'is

elf
wizard (divination) 20
CR 21

stats:
25 pt

pre race:
str 10
con 7
dex 14

int 18
wis 12
cha 14

race: Elf
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

post race:
str 10
con 5
dex 16

int 20
wis 12
cha 14

age: middle
-1 str dex con, +1 int wis cha
str 9
con 4
dex 15

int 21
wis 13
cha 15

level 20 +5

str 9
con 4
dex 15

int 24
wis 14
cha 16

lich
str 9
con -
dex 15

int 26
wis 16
cha 18

Armor Class: A lich has a +5 natural armor bonus or the
base creature’s natural armor bonus, whichever is better.

Hit Dice: Change all of the creature’s racial Hit Dice
to d8s. All Hit Dice derived from class levels remain
unchanged. As undead, liches use their Charisma modifiers
to determine bonus hit points (instead of Constitution).

Melee Attack: A lich has a touch attack that it can use
once per round as a natural weapon. A lich fighting without
weapons uses its natural weapons (if it has any) in addition
to its touch attack (which is treated as a primary natural
weapon that replaces one claw or slam attack, if the
creature has any). A lich armed with a weapon uses its
weapons normally, and can use its touch attack as a
secondary natural weapon.

Damage: A lich’s touch attack uses negative energy
to deal 1d8 points of damage to living creatures + 1
point of damage per 2 Hit Dice possessed by the lich.
As negative energy, this damage can be used to heal
undead creatures. A lich can take a full-round action
to infuse itself with this energy, healing damage as
if it had used its touch attack against itself.

Special Attacks: A lich gains the two special attacks
described below. Save DCs are equal to 10 + 1/2 lich’s
HD + lich’s Cha modifier unless otherwise noted.

Fear Aura (Su): Creatures of less than 5 HD in a 60-
foot radius that look at the lich must succeed on a Will
save or become frightened. Creatures with 5 HD or
more must succeed at a Will save or be shaken
for a number of rounds equal to the lich’s Hit
Dice. A creature that successfully saves cannot
be affected again by the same lich’s aura for 24 hours.
This is a mind-affecting fear effect.

Paralyzing Touch (Su): Any living creature a lich hits with
its touch attack must succeed on a Fortitude save or be
permanently paralyzed. Remove paralysis or any spell that
can remove a curse can free the victim (see the bestow curse
spell description, with a DC equal to the lich’s save DC).
The effect cannot be dispelled. Anyone paralyzed by a lich
seems dead, though a DC 20 Perception check or a DC 15
Heal check reveals that the victim is still alive.

Abilities: Int +2, Wis +2, Cha +2. Being undead, a lich has
no Constitution score.

Skills: Liches have a +8 racial bonus on Perception, Sense
Motive, and Stealth checks. A lich always treats Climb, Disguise,
Fly, Intimidate, Knowledge (arcana), Knowledge (religion),
Perception, Sense Motive, Spellcraft, and Stealth as class skills.
Otherwise, skills are the same as the base creature.

feats:
1 combat casting
3 defensive combat training
5 spell penetration
7 leadership
9 greater spell penetration
11 spell focus (divination)
13 diviners delving (+2cl)
15 widen spell
17 minor spell exprtise (charm person)
19 major spell expertise (prying eyes)

bfeats:
1 Scribe scroll
5 craft wondurous items
10 forge ring
15 craft rod
20 craft staff

class abilities
Forewarned (Su): You can always act in the surprise
round even if you fail to make a Perception roll to notice a
foe, but you are still considered f lat-footed until you take
an action. In addition, you receive a bonus on initiative
checks equal to 1/2 your wizard level (minimum +1). At
20th level, anytime you roll initiative, assume the roll
resulted in a natural 20.
Diviner’s Fortune (Sp): When you activate this school
power, you can touch any creature as a standard action
to give it an insight bonus on all of its attack rolls, skill
checks, ability checks, and saving throws equal to 1/2
your wizard level (minimum +1) for 1 round. You can use
this ability a number of times per day equal to 3 + your
Intelligence modifier.
Scrying Adept (Su): At 8th level, you are always aware
when you are being observed via magic, as if you had a
permanent detect scrying. In addition, whenever you scry
on a subject, treat the subject as one step more familiar to
you. Very familiar subjects get a –10 penalty on their save
to avoid your scrying attempts.

wealth:
685,000 gp
120,000 Phylactracy

50k ring of prot +5
40k rod of absorbtion (30 levels, 5 are already absorbed)
147k headband of mental supirority +6
75k robe of the archmagi(black, sr 18 +4 saves, +5 armour +2 cL vs SR)12
12k medallion of thoughts (detect thoughts 24/7)
70k ring of wizardry (4)
170k greater rod of metamagic quicken
7k permanency tongues
7k permancy arcane sight
7k permancy see invisibiliy

hp
20d8 = 20 + 5*10 + 4*9 + 20*7

ac = 10 + 5(deflect) + 5(armour) +5(natural) +2(dex)
lich
str 9
con -
dex 15

int 32
wis 22
cha 24

saves:
will +12 +6 (wis) +4(robe)
fort +6 +0 (con) +4(robe)
ref +6 +2 (dex) +4(robe)
spells
4 4 4 4 4 4 4 4 4 4
b 3 3 3 2 2 2 2 1 1
w 0 0 0 4
s 1 1 1 1 1 1 1 1 1

init....
20+10+2

skills
20 * (2 + 12)
Skill Wiz Untrained Ability ranks racial
Acrobatics — Yes Dex*
Appraise C Yes Int 20
Bluff — Yes Cha 20
Climb C Yes Str*
Craft C Yes Int 20
Diplomacy — Yes Cha 20
Disable Device — No Dex*
Disguise C Yes Cha 20
Escape Artist — Yes Dex*
Fly C Yes Dex* 20
Handle Animal — No Cha
Heal — Yes Wis
Intimidate C Yes Cha 20
Knowledge (arcana) C No Int 20
Knowledge (dungeoneerin C No Int
Knowledge (engineering) C No Int
Knowledge (geography) C No Int
Knowledge (history) C No Int
Knowledge (local) C No Int
Knowledge (nature) C No Int
Knowledge (nobility) C No Int
Knowledge (planes) C No Int
Knowledge (religion) C No Int
Linguistics C No Int 20
Perception C Yes Wis 20 8
Perform — Yes Cha
Profession C No Wis
Ride — Yes Dex*
Sense Motive C Yes Wis 20 8
Sleight of Hand — No Dex*
Spellcraft C No Int 20
Stealth C Yes Dex* 20 8
Survival — Yes Wis
Swim - Yes Str*
Use Magic Device — No Cha 20


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.


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Mahorfeus wrote:

Obviously, it's generally impossible to throw a BBEG at a team of PCs without it being torn into shreds. The party's superior numbers give them the advantage in the action economy, so even an APL+2 opponent would not stand a chance. Of course, there are numerous ways to mitigate this issue, such as putting the terrain in the bad guy's favor, but the classical method seems to have always been to use additional enemies, the so-called "mooks."

Mooks are supposed to act as a buffer by hindering the PCs, but generally they are also supposed to be a little weak. However, what is best way of balancing these two? Make them too strong, and they can punch the PCs full of holes, make them too weak and the PCs can just walk right through them (figuratively) and stomp the BBEG anyway.

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.


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I'm planning on starting the Adventure path pretty soon and i was just wondering what precautions or twists that other DMs have taken with this adventure path.

Also i was wondering how your party compositions have worked out in Smugglers Shiv


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dusparr wrote:

I would just tell him the next time you see him that you believe that you are way too powerful, if he does not believe you, get one (or two) of the other players together and discuss whether they believe that you are very powerful. If they agree then have them help you convince the DM.

If, in the end, he decides that you are not too powerful, then find a roleplaying reason to not use all of your resources all the time.

Who knows, the DM may be making you super-powerful so that the party CAN trudge through 10-20 encounters a day by making you the bastion of the party.

No no no he cleary just needs to stop running the epic ranters red disc


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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/.
Its a webcomic about a group of goblins fed up with constantly being attacked by level 1 adventurers.


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Thanx sorry for not searching earlier


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I was wondering if paizo ever considered putting a coupon code for a free copy of the pdf inside of the hardcover books


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In the description of the Specialization schools most schools have an ability that says "at 8th level..." does this mean 8th level wizard or character level 8th???