4d6 27/26/25 'mirror method'
- Roll 4d6, select the three highest. This is the first score.
Arrange the scores to taste
Everyone who uses this method ends up with an ability score total of 77.
I can't seem to locate any rules on how an invading army can destroy an open space like a farm or apiary.
I know there's some information on an invading army occupying a hex for a month and the kingdom's Unrest increases if not dealt with, but I can find nothing on an army burning crops while traveling through enemy territory and it's effect on the economy.
If there aren't any rules, I was thinking about 3 days to fully destroy farms and open spaces in a 12 mile hex.
The idea of buying and selling magical items has been a matter of contention for quite some time in 3.0/3.5 & Pathfinder as it contributes to 'de-mystifying' of magic in general.
The process for buying and/or selling magical items is typically handled quickly by the DM approving what items are available to the players as they peer through the Core and other books. Because of the awkward nature of purchasing magic in this mundane sort of shopping experience, most players and DMs want to just get it over with quickly so they can move on to the more exciting aspects of the game.
I'm considering adding a bit more zing to the magic item buying and selling process for my next campaign by adding interesting 'set-pieces' or locales that the PCs could go to when it comes time for them to do so. Places where PCs could pick up items could be: wizard towers, hedge witch huts, arcane academies, museums, guilds, temples, labs, etc. In fact some places may not even want the PC's coin but rather a service or quest.
I've just began to think on this and would like some help in suggesting other cool places that one could acquire magic items. Also, I'd appreciate any other input on how other DMs handle the buying/selling of magic items.
daemonslye, all your conversions/re-imaginings are top-notch! They spark new life into those old adventures and at the same time re-capture the flavor, great work!
I'm planning on incorporating a few of them into my next campaign right after Kingmaker (which can't end soon enough). I've already had a couple of them printed and bound in preparation.
Awesome work once again!
BTW, in an older post you asked what other conversions one would like to see. If you're still accepting requests; Ravenloft (original I6), The Ghost Tower of Inverness, the L series (Secret of Bonehill, Assassin's Knot, Deep Dwarven Delve), Lost Caverns of Tsojcanth, and of course ToHs would be welcome. Also, I'd like to see you finish the Slave Lord's series!
I know these conversions take you some time to finish and we appreciate all your hard work.
I say nay! ... "Nay!"
Keep their alignment and code restrictions, otherwise they're not paladins anymore. If it was easy everybody would be one. It's a difficult class to play and maintain and those who do it truthfully to higher levels have earned a sense of accomplishment that other classes don't get.
It's nice to have such lofty goals and such heroes in an era where it's cool for everyone to play antiheroes.
Back in the day in the X-Men comics, when Wolverine was introduced to the group it was an interesting dynamic to see him be baddass as opposed to goody-two-shoes Cyclops, but as the anti-hero phenom grew, more "Wolvie" clones arouse not only in comics but in RPGs and all aspects of pop culture. Now we're saturated with anti-heroes and we forget what made them cool in the first place. It was to play off of real heroes like Cyclops, Superman, ...and paladins. A whole group full of "I'm more a more dark and moody anti-hero than you" is just boring.
Opened my case with a complete set including three ettins, two liches, three medusai, two half-orc barbarians, two Seelahs, and two spectres, amongst others.
My only quibble is the scale of the troll (too small) and the dire rat (too big), but this has been mentioned before.
All in all though a great job Paizo and Wizkids!
1/ eliminate spells that emulate other class/race abilities (detect traps, knock, etc) and increase the level of troublesome spells like invisibility, fly, etc.
2/ nix the good-evil axis of alignment and let roleplaying determine the personality of a PC
3/ design each class with a package of abilities that players choose from
I think historically speaking, the crossbow was easier to use for mass troops because it required less training and skill than the bow. Just point and shoot. This however isn't reflected in the mechanics. I'd suggest to DMs to make the bow an exotic weapon thereby making the crossbow more attractive.
Timothy Withem wrote:
Thanks a bunch, I think all the work you guys do is truly helpful.
Love this sheet, but I have some concerns.
It seems a few of the sums don't add up. On the Overall tab the Consumption totals don't reflect what I've put in other areas. For instance, I've put 6 in the size area on the Kingdom tab and it states only 5 in the Consumption area and I have 3 farms with apiaries yet it shows only 1 in the Consumption totals. In addition, I have 1 city but it shows no city under the totals in the overview/Consumption totals. Edicts seems to be the only sums that are correct though I haven't attempted armies yet. Also, population seems to be skewed as I have 6 hexes and 32 city blocks yet it totals the pop. at 9500 not 7600 (200/hex and per block). Finally in the city summary tab on the last page doesn't reflect my entries in the city 1 tab.
I'm using an older version of Excel so I hope that isn't the problem.
The ever so riskee green cover version of course. Oh those 80's game designers, what were they think'n :)
Awesome quality stuff daemonslye!
Great work! My list in order would be
1/ White Plume Mountain
Recently my group went through a harrow deck of many things reading and one of them pulled the mountain man card which increases your size by one step. Originally I thought that the enlarge person spell effects would effectively be made permanent on him, but after doing some flipping I'm not so sure as there are numerous inconsistencies regarding size modifiers to ability scores.
Do I use the Bestiary's table for monster size advancement (+8 Str, -2 Dex, +4 Con, +2 nat armor), or do I use the Giant Form spell, or enlarge person spell.
Where are the definitive size modifications to ability scores located?
Craig Andrie wrote:
sent you email
Kyle Baird wrote:
That sounds good, though I'd feel crappy if I took a coveted PFS spot that somebody else was interested in. There are other things I could do if somebody was clamoring to get in. What do you think is good etiquette?
Kyle Baird wrote:
OOPS, I'm one of the player's who signed up for Saturday's Midnight Mauler game but failed to notice that it's a PFS slot, I guess I'll bow out so somebody who's involved with PFS can fill it.
Number 6 Wrote:
Hardly Min-Maxing, it's in the APG.
Number 6 Wrote:
You can; stat the horse up and look at encumbrance. The "traditional/historical" knight didn't traverse his armored destrier across the countryside for miles because it was meant solely for battle instead he rode his palfrey/riding horse with a small retinue. When the time came the cavalier and his mount would be suited up and charge into battle. Sure the horse will have a light or medium load, but big deal it can still charge and has no attack penalties.
Animal Companion/Cavalier Horse:
Number 6 Wrote:
A normal 5th level Cavalier IS more capable on horseback than his fighter counterpart, and his horse is waay better than Bestiary combat-trained heavy horse even at lower levels.
Don't make me stat up a 5th level Cavalier and mount vs. a 5th level fighter and mount...I'll do it.., Oh yes I'll do it.
I'm very happy with the Cavalier and not all classes are balanced, but to use the Rogue as a comparison is laughable. As far as being a horse lord, my belief is that the game designers wanted to create a class that wasn't solely useful on horseback but could also have abilities independent and beyond his mount.
I think all this bluster comes from the initial Str stat of a combat -trained heavy horse in the Bestiary, -big deal it can haul a bigger cart of hay at 1st level. The cavalier's mount becomes far superior in a short time and leaves that horse in the dust. It will have better abilities, more HD/hp, better BAB, better saves, more feats, skill points, more tricks, plus all the other things I've mentioned in an earlier post.
If you really want a "horse lord cavalier" start him up with the human racial trait: Eye for Talent (+2 to Sense Motive and +2 to one ability score [Str, let's say since you're so hung up on it] of your animal companion), then feats like: Mounted Combat, Ride-by-Attack, Spirited Charge, Trample, Unseat, Mounted Shield, Improved Natural Attack, Improved Natural Armor, Improved Overrun, Indomitable Mount, Rhino Charge, Mounted Onslaught, Massed Charge, Charge Through, Mounted Blade, Greater Overrun, Taldan Knight, Wheeling Charge and if your cavalier is watered down by multiclassing try Boon Companion to get the most out of your mount.
I've heard that the cost to make per-painteds has risen to the point where it's not profitable, but how does Heroclix, Heroscape, Elfsera and other companies do it?
There's obviously a demand out there. I would personally pay a little extra for pre-painted than have to assemble and paint myself. Themed sets would be a great idea, based on APs or Game Mastery modules.
You don't get the heavy warhorse stat block (from the Bestiary which you should ignore when stating up an animal companion) then add the druid animal companion table progression to its stats. Your horse follows the same rules governing an animal companion, just as a paladin, ranger, and druid. Do not compare the combat trained heavy horse to the animal companion horse, they're two different things.
A Ist level PC can't generally afford a combat trained heavy warhorse (300gp) and the designers no doubt intended it that way. A 1st level fighter mounted on a "store-bought" heavy horse (without combat training = 200gp spending his initial wealth) wouldn't stand a chance against a 1st level cavalier mounted (because his horse is combat trained) who is better on horseback, has his order's abilities, his challenge and tactician. Who cares if it doesn't have the initial Str you want, it still can bear you, your armor, and charge into battle and it gains ability improvements rapidly, your 2HD horse from the Bestiary just remains stagnant. Just think of it as a cavalier; you saw potential in this particular steed and knew one day it would rule all other horses and surpass them in ability. By 2nd, 3rd and future levels beyond it's definitely better than this horse anyway having more HD (hit points, yay I can survive!), better BAB better CMB/CMD, better saves, better natural armor, more feats, more tricks, devotion, multiattack, evasion (look out fireball!) and improved evasion. Your Bestiary heavy warhorse just has Run and Endurance and 19hp that's it, no advancement....and while he may be able to carry a heavy load at 1st and 2nd level (Str-wise only), he sucks thereafter and will die many deaths over and over again.
Can you use Aid Another with Combat Maneuvers? I know that it works with grapple, but I am unclear if it works with any others.
My thought is that they can work in conjunction. For example, I can see a group of kobolds swarming an adventurer and many of them using Aid Another to distract their opponent while one uses the Dirty Trick maneuver.
I likey the Reflex save bonus versus breath weapon
Dragontongue seems odd at 3rd level, should be a first level ability "at first level the dragonfire adept gains draconic as a bonus language".
Fair enough, that does make sense. I was trying to give a minor ability at 3rd level as I wanted to avoid dead levels. Any suggestions of a 3rd level themed-based ability?
Here's my Pathfinder conversion of the Dragonfire Adept for a player whose chosen it for his character. Any opinions? Does he suck, or is he too powerful? Keep in mind my players will only have access to core plus 3 splat books to support their character's development.
Whether they are bold champions defending the weak and downtrodden, or merciless raiders seeking might and riches, dragonfire adepts are imposing figures who command the magic of dragonkind. Able to call upon a dragon’s fiery breath and augment themselves with spell-like abilities, dragonfire adepts have access to powers normally beyond the reach of humanoids.
Weapon and Armor Proficiency: Dragonfire adepts are proficient with all simple weapons. They are not proficient with any type of armor or shield. Like arcane spellcasters, a dragonfire adept wearing armor or using a shield incurs a chance of arcane spell failure (all invocations have somatic components).
Draconic Invocations (Sp): A dragonfire adept has a repertoire of attacks, defenses, and other abilities known as draconic invocations, which allow him to focus the draconic energy that suffuses his soul. A dragonfire adept can use any invocations he knows at will.
Finally, dragonfire adepts benefit in a specific way from prestige classes that have a level advancement benefit of “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class”. Taking levels in such a prestige class does not gain any other benefits of that level increase, but he gains an increased caster level when using his invocations and increased damage with his breath weapon. Levels with these prestige classes effectively stack with the dragonfire adept’s level to determine his breath weapon damage and save DC. He also gains new invocations at each prestige class level as though he had risen a level in the dragonfire adept class.
Breath Weapon (Su): At 1st level, a dragonfire adept chooses a tier one breath weapon (cold, electricity, or fire) from Table 1-2, that he can use at will as a standard action. His breath weapon takes the form of a 15 foot cone or a 30 foot line based on the energy type chosen, some offer a choice between the two. This breath weapon deals 1d6 points of damage based on the specific energy type chosen, a successful Reflex save (DC 10 + ½ caster level + Con modifier) halves the damage. As a dragonfire adept gains levels, his breath weapon’s damage increases as shown on Table 1-1.
Dragontouched (Su): You gain the dragonblood subtype. With draconic essence, a dragonfire adept gains a +1 bonus on saves related to paralysis and sleep effects, +1 bonus to Perception checks and counts as both his original race and dragon for any effect related to race. In addition, he may qualify for any draconic feats as if he were a sorcerer of equal level.
Bonus Feats: At 4th, 8th, 13th, 16th, and 19th level, a dragonfire adept gains a bonus draconic feat chosen from Table 1-3. He must still meet all the prerequisites for the feat, including caster level minimums.
Breath Effect: At 2nd, 5th, 10th, 12th, 15th, and 20th level, you can select one of the breath effects from Table 1-2: Breath Effects, for which you meet the minimum level requirements. These breath effects can alter your breath weapon’s damage type or area, or apply a condition to targets in place of damage. Each time you use your breath weapon, you can chose to apply any one breath effect that you know. Some effects can only be applied to a cone-shaped breath weapon and others only to a line-shaped breath weapon. You can’t apply more than one breath effect to a breath weapon unless the effect specifically states otherwise. Also, you can’t apply the same breath effect to your breath weapon in two consecutive rounds (though you still can use your normal breath weapon every round).
Dragonscales (Ex): At 2nd level, a dragonfire adept’s skin becomes thick and gives the faint appearance of scales, granting him a +2 natural armor bonus. As the scales become denser, the natural armor bonus increases to +3 at 7th, to +4 at 12th, and to +5 at 17th.
Draconic Tongue: At 3rd level, the dragonfire adept can speak, read and write the language of Draconic.
Dragonkin (Ex): At 4th level, a dragonfire adept gains a +4 competence bonus on Diplomacy checks made to influence the attitudes of dragons or creatures with the dragon type. A dragonfire adept gains a competence bonus to his saving throw equal to his Cha modifier versus fear spells and effects including a dragon’s frightful presence ability.
Draconic Resistance: At 5th level, dragonfire adepts gain resist 5 versus acid, cold, electricity, or fire. This bonus increases to resist 10 at 10th, and resist 15 at 15th level. He need not choose the same energy type at those levels and can opt to divide the resistance between all four energy types (e.g. resist fire 5, resist cold 5, resist acid 5).
Damage Reduction (Ex): At 6th level, he gains damage reduction 3/magic, improving to 5/magic at 14th, and 10/magic at 20th.
Draconic Immunities (Ex): At 18th level, a dragonfire adept gains immunity to paralysis and sleep.
Dragonbound (Ex): By 20th level, the dragonfire adept has embraced his draconic link and is a master of drawing power from it. He is immune to fear and the frightful presence of dragons and one energy type (acid, cold, electricity, or fire) of his choosing.
Table 1-1: DRAGONFIRE ADEPT
Known Draconic Invocations:
Table 1-2: Dragonfire Adept Breath Effects
1/ (1st) Fire Breath: Cone or line-shaped BW deals fire damage
2/ (5th) Acid Breath: BW deals acid damage
3/ (10th) Cloud Breath: BW can take form of 20-foot radius cloud
4/ (15th) Discorporating Breath: Line-shaped BW deals double damage, disintegrates creatures
Table 1-3: Dragonfire Adept Bonus Feats
DM = Dragon Magic
*Extra Least Invocation (General)