Buri wrote:
Actually you are quite wrong there. Invisiblity is a glamor, it changes YOU and does not effect someone elses mind. PRD wrote: Glamer: A glamer spell changes a subject's sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear. With invisibility the subject is the person targeted by the spell, thus the one invisibile.
Adamantine Dragon wrote:
First off I said it was DC 20 to notice they were in the room with you. You can see it in the PRD PRD Scroll down to invisibility section But if you do not feel like scrolling down here is the quote. PRD wrote: A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity. Detect Magic allows them to pinpoint the square the invisible creature is in after 3 rounds, but it does not negate the 50% miss chance. In fact by the rules if the invisible creature is in combat with you they are at a -20 to the DC to pinpoint the square they are in so you only need a DC 20 perception check then also.
Cranefist wrote:
I would agree with you but the problem is invisibility does not stop divination spells. It says so in the rules. it is in the glossary section under invisibility. Here is the PRD page scroll about 3/4s of the way down to invisibility and it is the 2nd to last sentence in the section. PRD scroll down to invisibility section Remember that detect magic takes 3 rounds and is a cone, if the invisible person moves out of the cone the 3 rounds to detect them start over.
master_marshmallow wrote:
How do you get 19? Fleet-footed is +2 racial bonus, reactionary is +2 trait bonus, Improved initiative is +4 feat bonus and Compsognathus is +4 familiar bonus. Add that to the +3 dex bonus and you only have +15. Still awesome at 1st level and you will almost always go first.
Ok my Thoughts! First off Spellcraft cannot be used to detect a spell like ability being cast. You could identify the effects of a spell after the fact if there is some visible clue for your character to see by using Knowledge Arcana Spellcraft Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast. A spell like ability has no verbal, no somatic and no material components. It is activated by will alone. By RAW you cannot see someone's will, so you cannot identify the spell AS it is being cast because you cannot see it being cast in the first place. So second, because of the above rules I would rule that people would not notice that a paladin was using detect evil UNLESS they had detect magic or similar spell active. Then they could identify the spell as an ongoing effect as long as the paladin was concentrating on maintaining the spell.
First you create some bloody + burning skeletons. You then get a catapult. You launch them into the fortress, when they land they explode and likely kill the skeletons. But dont worry an hour later the fast healing kicks in and the skeletons get back up. When they get killed again they explode again. Unless they kill them with holy water or some such they keep getting back up. Worst thing I ever saw was animating 10 cats/kittens that way and then sending them into the town. Everything within 5' of the flaming skeleton takes 1d6 fire damage, and yes 10 cats can fit into a 5x5 square. So everything next to it takes 10d6 fire damage per round. Have them run through the city and they will set fire to everything around them.
Well lets be honest here. I went with the guild package, we will have a NE town. In our town we plan to have slavery and undead legal. I myself plan to mainly be a necromancer who does a lot of crafting. I am not a big PvP player, instead I prefer PvE. I want undead as a necromancer and I plan to have them. Why should I become a free target for EVERYONE out there? Yes good people will hate the fact that I use undead. There will always be tensions between good vs evil. But why do I become a target for everyone and they do not get any negative for killing me. I am not attacking other players, I am using my undead/slaves to help me harvest and craft. Also I am taking care of the PvE problems around our setlement. Yes there should be some negatives out there when interacting with good settlements/players but Goblin Works has gone too far. They are taking an aspect that people do enjoy playing and singling them out. What ever happened to the "meaningfull PvP". What they have set up for this is not meaningfull at all.
Neadenil Edam wrote:
Because as long as you have the undead you created you keep the heinus. It does not just go away after you create the undead you keep it for as long as that undead is around. It is totally unfair to people who want to play a necromancer. It is all penalty and singles out a play style that people do like and just makes them targets for everyone, good and evil players alike. It needs to be better balanced to make it so people can play as necromancers if they wish too.
Overall it is interesting but the heinous tag still worries md. I feel the tag is too harsh. I feel that this flag just makes it open season on people who want to play necromancers. Yes undead are evil and all that but to have it so you dont have to worry about any consequnces for killing someone seems to target a group of peoples play style unfairly.
I just hope there is a way to hide your alignment (other than detect evil and such spells) The most fun I ever had with a character was a LE wizard. He was weak and grew up being picked on and even though he was smarter than everyone else he got passed over all the time. He realized that these inferior people should not be in charage, because he knew better than them. He worked out the plan on how he could come to power and decided he would make the people love him. He put on the act of being a good guy while in the background anything that got in his way he quietly had taken care of. It took close to 10 levels before some of my play group (other than the GM) started to figure out what I was doing. I had more fun with that character than I have ever had with any other one. I really hope our alignment will not be displayed like as some sort of faction like WoW does with alliance/hord.
Keep it pure to how Pathfinder works! Casters only to enchant. That means any type of caster btw can learn the skills, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer and Wizard for the core classes. Only the PURE melee classes are left out. This is how it should be, enchanting an item is the ability to infuse it with magic. How can you infuse something with magic if you do not know how to do magic in the first place.
Drakhan Valane wrote:
Well if you go ranger you are no longer just dabbling...they need to be level 4 before they gain access to an animal companion.
Ok So I had an idea. I am currently getting ALL daily deals. There are some people who are not. With this new Shieldmate option where we can link someone as a friend and they could get the same daily deals as us it might be nice for people to post here and organize it. Here is what I propose. If you are getting all the deals you post here. Once you do then someone who needs the daily deal they send a private message to you with their e-mail and kickstarter and paizo board name (covering all bases here) so that when the KS end you both get all the deals and the Shieldmate benifit. Once you accept someone and let them know you will use them MAKE SURE YOU EDIT YOUR POST TO LET PEOPLE KNOW. This way you do not get 100's of private messages
Abraham spalding wrote:
What do you mean not cheap? This price is frigging fantastic to us old school wizards. Remember the days when scribing a spell cost you 100 gold PER page, and each spell used 1 page per level. A 0 level spell cost you 100 gold, first level spell 100 gold, second level spell 200 gold.
My one big request for crafting is to allow players to "deconstruct" items. If you are more of an adventure type and want to go out and fight monsters instead of hunting for resource nodes. Then you should be able to break down those daggers you got off the goblins for metal and such so you can then work on your blacksmithing.
Wondering why the RP value for the android race is 16 RP in the book. It lists them as the following Humanoid (Android) - 0RP Size Medium - 0RP Stats-Standard(+2Dex,+2Int,-2Cha) - 0RP Constructed (not to be confused with Construct, new trait listed in their description) - 2RP Linguist - 1RP Skill Bonus - Perception - 2RP Dark Vision 60' - 2RP Low Light Vision - 1RP Nanite Surge - 3RP Emotionless (-4 sense motive)- -1RP By my count that should only bring it up to a total of 10RP. I am wondering if the 16RP is a typo or am I missing something?
I would like to see rules for gathering crafting materials. For example if you killed a unicorn, the horn should be a very potent magic item component that could count towards crafting certain items. What about the idea of say ground up pixie wings being used for say dust of illusion. Stuff like that. I would love to see rules giving guidelines for GM's who want to allow their players to "collect" rare components in the course of their adventures.
Our party was once starving in the wilderness, no food and and the one person with survival kept failing their rolls. I had the great idea to have everyone get downstream from me in the river then I cast color spray into the water. Fish floated up to the surface and the part grabbed them as the current took the fish towards them. |