Sean K Reynolds wrote:
I hadn't noticed the creature type determined the Class Skills list. That is very helpful. However, Monster Creation instructions does not reference this fact: 'PRD' wrote:
I'll need to adapt to this accordingly. IMarv
Is Survival a cross-class skill for a Grizzly Bear? I'm running into this in a lot of monsters. IMarv
Sean K Reynolds wrote: IMO a skill should be listed if it has any bonuses from ranks, racial, or feat. Basically, if 1d20+relevantAbilityScore+sizeModIfAny wouldn't give you the correct value, do the math for the GM and list the skill. Then you might like my online monsters pages. All skills are listed and calculated. Check out http://prpg.imarvintpa.com/Monsters.php?id=1066 I'm in the middle of verifying all of the skill point allocations and need some pointers on what makes some skills Cross-class and others not. Lots of skills are getting a +3 bonus that were not in the book. When I'm done, I plan on exporting a list of suspicious monster-skills and what I did to get their ranks to match the expected values. IMarv
hogarth wrote:
I hadn't even started to worry about feat problems or other elements. But those are less critical for my MapTool token exporter. IMarv
Hi,
Some I can account for as cross-class skills, but others like the Darkmantle have an unused skill point (Actually negative) or an unaccounted for size bonus on Stealth. IMarv
Sean K Reynolds wrote:
You haven't seen me attempt to tie my shoes. IMarv
Zurai wrote:
My monk has a decent Int (14), but not such a good Cha (10). I'm weighing the costs and benefits of dipping a level of Wizard (Abjurationist). You don't have to be an awesome wizard to use Staves and wands and Scrolls, you just have to BE one. (Sadly, Shield is not on any Domain spell list.) (Scrolls of spells above the level you can cast have a caster level failure chance, but high caster level spells of spells you can cast do not. Any wizard can use a 20th caster level 1st level spell, but a 20th caster level 2nd level spell is spooky/scary.) But I'm also the DM, so I could just make an item. :) IMarv
Zurai wrote:
It is still there in Pathfinder: http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.htmlIMarv
dulsin wrote:
Wizards can carry a "penalty free" shield without proficiency because the the penalties are meaninless when applied. My 3.5 wizard loved his +1 Mithral Buckler of Proof Against Transmutation and suffered all of the penalties of using it. Quote:
A penalty of 0 is no penalty at all. But loosing Evasion, fast movement, etc for a monk. Now that sucks. IMarv
Zurai wrote:
I actually went off and double checked this a minute ago, and I can't find where 3.5 prohibited it too. d20SRD wrote:
I'm about to go get my 3.5 PHB and see if there is a printed difference. IMarv
Lokie wrote:
For some reason, I had it stuck in my head that you could not brew a potion with spells of a "Personal" range. Sweet. Comparison:
Oddly enough, an extended Shield spell costs the same, but you only get even durations. IMarv
I'm going to throw in my vote as such:
If your flanker happens to be a caster, she can safely cast spells directly upon your back.
Hmm, if you're a Dex 11 or lower character, you win more out of this deal if you are flanked by rogues. (One sneak attack instead of two.) IMarv
My group just started Drakthar's Way.
If you can get the "Dark" template from Tome of Magic, the Hide in Plain Sight just rocks. From what I can tell, that just means "Invisibility at will as part of a move action" IMarv
Black Dow wrote:
I think you'll find what you're looking for discussed at this thread: manyMoreConversionsAreNowUpwhich links to this site:
IMarv
All it seems to really take to convert a Complete adventurer Ninja to Pathfinder is: Ninja Hit Die: D8 Ninja Class Skills
Sudden Strike is simply Sneak Attack. (KISS) Great Leap modifies Acrobatics (Jump) Acrobatics ability grants +2 to Acrobatics and Climb skills. (Basically Balance gets a free boost.)
The item says this:
PRD wrote:
However: PRD Nondetection wrote:
So, shouldn't the DC for the Amulet be 24? The item is Caster Level 8th. IMarv
I posted about this earlier today and they are now aware of the problem. My posting is at http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/artificeDomainProblem The poor Artifice Domain Clerics are equally hosed. I'd hate to be a Rune Artifice Cleric. My solution is to just grant clerics of either of these domains Arcane Mark as a Clr 0 spell as well. IMarv
Jason Bulmahn wrote:
I was thinking of just adding to the domain that "Arcane Mark" is added to their cleric spell list as Clr 0. Not as a domain spell though. IMarv
I've gotten a bit confused as it were on the Monk BAB pattern and think there's an easier way to express it. My version below is not an action at all, but a bonus variant. Andy's Monk version wrote:
This also prevents the move-and-attack attack bonus from being worse than standing still. IMarv
If the spell had read like this, would it apply to See Invis? Notice that the "such as" clause has been removed.
Edited PRD wrote:
Another variant: Edited PRD wrote:
IMarv
I don't know about Pathfinder, but we played 3.5 with nondetection protecting you from see invis (detect magic should be blocked too). Nondetection had (has?) an expensive spell component, so I'd hope it would work. You needed to make saves to see the target. True seeing is also potentially blocked. IMarv
James Jacobs wrote:
What if you simply prepare a cantrip in a higher level spell slot (without the heighten feat)? IMarv
Morgen wrote:
My earlier post started off as simply rewriting the Ninja's special abilities as Rogue Talents, but I ran into a problem, there were too many. While I agree that a RAW Rogue could call himself a "Ninja," the Ninja class in Complete Adventurer does not decompose nicely into a Rogue. But the 3.5 conversion rules, when applied to a CAdv Ninja, leaves very little to change. They get something every level. Thus, you just need to update the Hit Die, the Class skills list, and specific mentions of skills. I do have a character who wants to play a Ninja, so this isn't just academic to me. I also have a Scout, so I need to review that one a bit more too. IMarv
Looking over the Ninja in Complete Adventurer, the only things I would need to change are skills and HP. I might find something to give them besides Sudden strike dice on odd levels starting at 11th (but they do get level feats then). Edit: On those high odd levels, Pathfinder Rogues also do not get anything, so I think the CAdv Ninja is all set. (Maybe make them have normal Pathfinder sneak attack dice instead of the sudden strike thing.) IMarv
I've never liked burning a feat to make magic items. One of my solutions is just to automatically grant the feats to spell casters. Here's another solution: ---------------------
Slot -; Price varies; Weight 5 lbs. Description These well constructed books contain magical writings which impart the user with the ability to create magic items. Each book is tuned for a specific magic item creation feat. The user must still meet the minimum caster level to use the book. The book must be present during the entire item creation process. Brew Potion: CL 3rd: 3,000 gp
Construction Requirements Craft Wondrous Item, Selected Item Creation Feat; Cost half market price. --------------------- I'm still unsure of the prices of the books. I'd appreciate any comments on these items. IMarv
inkedmsd wrote: 120 points of fire damage! Even with odds of it being halved and then fire resistance that is about 50 points of fire damage to everything in range. You could wipe out an entire village :( I doubt there are many 20th level wizards who couldn't do that anyway. (Give or take a few with caster level bonuses.) Just because the CAP went up, doesn't mean you can utilize all of it. A 9th level wizard casting a 4th level fireball would still only do 9d6 damage with the spell, all he succeeded in doing was add 1 to the DC. IMarv
I was reading over a [url=http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/communityContent/houseRules/convinceMeThatSpellSaveDCsByLevelMakeSense&page=1#6]post[/url in "Convince me that Save DCs by Spell Level make sense" that got me thinking. What if the feat, Heighten Spell, also increased the dice limit to the general limit of the level the spell was raised to? In the 3.0 DMG (pg 95), there was a new spell dice cap chart and Heighten would basically follow that. Basically, a Heightened Fireball would be nearly identical to a Delayed Blast Fireball. Dice Limit per level:
Although, this does take some of the wind out of using Empower since you can get 50% more damage from a fireball by making it a level 4 spell instead of a 3rd level spell. But you must be 15th caster level to get those 5 more dice. Alternatively, you could always bug your DM to make "Fireball 1.1" which is a Fireball at 4th level with a dice cap of 15 dice and "Fireball 1.2" which is at 6th with 20 dice cap. If a spell does not max out at the charted maximum for the level, the heightened spell maxes out at a proportional value. IMarv
I'm looking over the Raptoran from Races of the Wild and I'm not sure if certain things should be done. The +10 to Jump checks is pretty easy, just make it a racial bonus on Acrobatics made to Jump. They have +2 to Spot, should that be made into +2 to Perception or dropped since it does not apply to Listen and Search? Also, +2 to Climb, keeper. The biggest kicker for me is, they have no racial ability modifiers. Because they gain the ability to fly over time, I'm considering not granting any change here. If I do, I'm tempted between just +2 to any or +2 Dex, +2 Wis, -2 Con. IMarv
hogarth wrote:
I've thought about it alright: http://prpg.imarvintpa.com/ IMarv
This is a bit odd, but. Have your characters ever considered moving into either of Jzadirune or the Malachite fortress? The only downside of Jzadirune is that you cannot make magic items as easily there. But once the characters have a high enough level, they can just remove the curse on the items and move on. Perhaps eventually just breaking the entire curse itself. Alternatively, they could move into the fortress and have no such problem (or just make the items there). But this makes them the guards of the underdark entrance. Are there any other downsides that I'm missing? What other pitfalls should I throw in? Thanks,
My party of 6 had a very easy time with this fight, partly because they were 3/4th level and they had some pretty good luck.
I'm using Recharge Magic and Level Adjustment Buy Back. They rested up before coming down from Jzadriune. They came in through the kitchen and placed those slaves into the weapons store room until they could leave. The rogue slipped into the barracks and performed CDGs on the sleeping hobgoblins. Then the duskblade made a ghost sound of feet retreating up towards the entrance foyer from the central hallway, which provoked a silent response of increasing defenses at the double doors while one of the two hobgoblins went to the foyer to investigate and check on the entrance. The party then rushed the room. The ranger took out the remaining southern hobgoblin. As the northern hobs came to the south to help, the monk stood guard to prevent many charging hobs. The duskblade came up to help kill hobgoblins, but before he could, the rogue got curious about the levers and pulled the one on the west, opening the pit trap under the duskblade, he made is reflex save and landed on the far side of the pit from the hobgoblins. The ranger killed one of the hobgoblins next to the monk, the monk put down another then leisurely hopped over the pit (+24 to Jump vs DC 20). A few javalin assults later and a few spells, a failed jump check by a hobgoblin and they were dead. The curious cat found another pit trap with the other lever, but nobody was over it. The final two hobgoblins rush in and die. As our Duskblade is in a rush to get to level 5 (and switch to a half-troll something), he decided to just bust down the barred door. Everybody chipped in and after three attampts, the iron bar (DC 30!) gave in. Whereupon they found our boss battle. Kaz demanded to know what they wanted, and they replied the children. Pyllrak requested 450 for his 3 children and the party attempted to negotiate, but finally decided to pull a ruse and act to pay then switch it up. I rolled horribly on my Sense Motives to detect this. Pyllrak was dead before he know what happened. The monk partial charged to Kaz and used a stunning fist and hit! DC 16 vs a +9 bonus, piece of cake, right? Nope, I rolled a 3. So, now I have a stunned Kaz who's going to be nauseated next round. Not that it mattered, he was on the ground before long. The howler howled, calling in the reinforcements. The howler also reduced the monk to 0 hp which forced him to "guard" the children for a couple rounds until the cleric could patch him up.
The monk did attempt to stun the howler, but missed. He had no more uses since he used one other that day. We'll see how the rest of the dungeon goes next session. IMarv
I think there is a lot that is assumed to be known about traps in the DMG, but every time I read the rules, I'm either missing something critical, or it just is absent.
Fortunately, for the purposes of sundering a door, the stats of hardness and HP are listed. Unfortunately, nothing describes what must be touched with how much force to trigger the trap. It also states the trap functions until opened or destroyed. Does a touch trap trigger if you just rest your hand on the door? Does it trigger when you whack it with a large greatsword? Do all the traps fire on each hit? Does the location trigger fire on some definition of touching, or only when opened improperly? Do the manual reset traps fire only once and never again (from the PCs perspective)? Do the mechanical traps detect with detect magic? Am I being dense and unable to grok this? IMarv
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