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![]() We had our first session this past weekend. We're playing 1 Saturday a month, for 8-9 hours (I'm still exhausted). Tellen Dorn; Human Cleric (Evangelist) of Milani [Marshall]
In our first session they made it through Part I & the majority of Part II. ![]()
![]() Sebastian Hirsch wrote:
Thanks for catching this, what I meant to include was - automatically confirms the critical hit if the modified attack roll would normally hit the creature's AC.Quote:
Yes, this is intended to make the demons more of a threat. I've always found it weird that they couldn't act in the same round they appear, or use it as an escape attempt if a last ditch attack fails. Quote:
These are standing rules at any game I run, and my players are aware that if they try to 'stat-dump' they will be punished for it. (my favorite is putting wis drain or cha drain creatures in fights) Quote:
Do you have a page reference for this, I don't recall seeing it when I read through UC? Thanks for the feedback! ![]()
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![]() After reading this thread, I couldn't get this out of my head so had to make it: Quasit Musketeer: Quasit Gunslinger CR 11 XP 12,800 Advanced Demon, Quasit Gunslinger (Musket Master) 9 CE Tiny outsider (chaotic, demon, evil, extraplanar) Init +11; Senses darkvision 60 ft.; Perception +18 -------------------- Defense -------------------- AC 28, touch 19, flat-footed 21 (+5 armor, +5 Dex, +2 size, +4 natural, +2 dodge) hp 93 (12d10+24); fast healing 2 Fort +9, Ref +14, Will +9 DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10 -------------------- Offense -------------------- Speed 20 ft., fly 50 ft. (perfect) Melee bite +14 (1d4) and 2 claws +14 (1d3) Ranged +1 double-barreled musket +14/+14/+9/+4 (1d8+15/×4, plus poison DC 11) Space 2.5 ft.; Reach 0 ft. Special Attacks poison Spell-Like Abilities At will—detect good, detect magic, invisibility 1/day—cause fear 30 ft radius 1/week—commune -------------------- Statistics -------------------- Str 12, Dex 20, Con 15, Int 15, Wis 16, Cha 15 Base Atk +12; CMB +15; CMD 28 Feats Clustered Shots, Deadly Aim, Gunsmithing, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Finesse Skills Bluff +8, Craft (firearms) +17, Fly +32, Intimidate +17, Knowledge (local) +17, Knowledge (planes) +17, Perception +18, Stealth +28 Languages Abyssal, Common SQ alternate form (su), deed: dead shot, deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: startling shot, deed: steady aim, deed: targeting, grit, musket training Other Gear +3 mithral chain shirt, +1 double-barreled musket, pitted bullet (100) -------------------- Special Abilities -------------------- Alternate Form (Su) You can assume the form of a bat, monstrous centipede, toad or wolf. Cause Fear 30 ft radius (1/day) (Sp) Cause Fear (DC 11) 1/day, 30 ft radius Clustered Shots Total damage from full-round ranged attacks before applying DR Commune (1/week) (Sp) Commune 1/week, ask 6 questions Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks. Darkvision (60 feet) You can see in the dark (black and white vision only). Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage. Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits. Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first. Deed: Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed. Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check. Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone. Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action. Deed: Startling Shot (Ex) While have Grit, standard action to make attack that makes flat-footed until next turn but no dam. Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects. Detect Good (At will) (Sp) As the spell. Caster level 6th Detect Magic (At will) (Sp) As the spell. Caster level 6th Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks. Fast Healing 2 (Ex) Heal damage every round unless you are killed. Flight (50 feet, Perfect) You can fly! Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Immunity to Electricity You are immune to electricity damage. Immunity to Poison You are immune to poison. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Invisibility (At will) (Sp) As the spell, self only. Caster level 6th Musket Training (+6, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison: Claw—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 2 cons saves. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. ![]()
![]() Since Pathfinder is being published under the OGL, we can assume it will not be set in any of the 'official' WOTC settings (Eberron, FR, Greyhawk). Is the setting entirely new to this series, or has it been used in any previous OGL content before. I ask because I would like to read up on it if it has. The APs y'all have done before have been great, and I'm looking forward to running Pathfinder this coming fall. ![]()
![]() The way we did it when we went through the SCAP as gestalt characters, is divide the spoils as though there were half-again as many other party members. ie if there are 3 gestalt PCs divide xp & loot four ways with the remainder just vanishing into the ether. (we explained the 1/4 of the loot as donations to the temple and orphange). if there are 4-5 gestalt PCs divide by 6, etc. It worked pretty well as far as keeping us at the proper level. ![]()
![]() When our group played through th SCAP, we played as gestalt characters. With the 4 of us, we rotated DMs each chapter. We destroyed the first half of the AP, we were pretty cheesy though. We used the Savage Progression levels for a couple of our characters I had a half-celestial bard/swashbuckler/aerial avenger, and one of the other guys had a weretiger rogue. Our cheesiness came more from the savage progression + gestalt combo, than anything else. So my suggestion is if you're going to go gestalt, stick with CORE races. Heck next gestalt game I run it will be just CORE races and classes, no PRCs. ![]()
![]() Saern wrote: Actually, I don't think htere is any rule for advancing caster level with hit dice for most spell like abilities. In fact, I can think of several examples (the succubus paladin on WotC's site, for one) that gains extra hit dice (given, they are from a class, not racial), but this does not increase the caster level of the spell. It's up to the DM, but personally, I'd just make up a Monstrous feat that let a creature's caster level for its spell like abilities increase with its hit dice at some rate: +1 caster level per +1 or +2 HD, I'm not sure which would be more appropriate, but I'd lean towards the latter. For the most part creatures with spell-like abilities have a caster level equal to their _Racial Hit Dice_. So if a Dretch took levels in rogue/paladin/wizard etc... the caster level for its 'scare' ability would be unchanged. But, if the same Dretch were just advanced in racial hit die, to be say 6 HD it would then have a Caster Level of 6 for any spell-like abilities (in this case 'Scare', and would then get 2 targets). |