In that case, getting there isn't really the problem, permanently storing (having activated) the portable fortress is the problem, since " I left it there in a previous scenarios" doesn't really work. Depending on the location, even the protection provided by an instant fortress might to feeble for the region. Of course, the society does happen to have some dwarven allies in the area...
Would it be possible to add a link to the Pathfinder Unchained blog post, into the Additional Resources Document (ideally under the Pathfinder Unchained section)? I recently saw a player with an unchained monk, who had with an old archetype. The fact, that none of the old archetypes are legal with the unchained monk, is only mentioned in the blog post.
Create Greater Demiplane could work for you, you just would have to cast recast the spell every couple of days, and casting the spell also allows you to move the permanent Gate. Of course while still PFS legal, it is pretty unlikely that you will be able to access this spell with most of characters (usually requiring plenty of AP chronicles). Can you provide more details about the level range where this should be possible and the locations in questions? Does it have to be a two-way portal?
My suggestions: -Use channel energy and lay on hands to heal yourself as much as you are able. -Try to lure them into the cell one way or another (the naked bit certainly helps - maybe the guards like naked female killers :) ) -Vanishing trick and sneak attack should be enough to deal with the guards - use forgotten trick to create shadow clones if you are worried. -take any useable weapons from the guards and hide them in your cell before you escape -now is an eccelent time time search for clothes^^
For my 2 cents I would argue that it works. After all this isn't even a particularly effective use of the class. My magus is level 3 now and chill touch does not look sexy at all. Until you reach a BAB of +6 or get hasted - if you cast chill touch with Spell Combat and Spellstrike you get 2 attacks (and chances to deliver a charge) in the first round and a whooping 1 attack in every round after that - since casting a new spell with Spell Combat and Spellstrike would end your chill touch. My Magus does, and will use spell combat and spellstrike ever single round in combat if possible. the extra attack and the spell damage (even if brand only does 1 HP damage at the best of times).
While blur and mirror image are rather nice buff spells - and entirely reasonable at level 10 - there are some ways for you to even the odds: - Attack a lot. You don´t actually have to hit the mirror images AC if you miss by 5 or less you take down one of the images. Not sure if the game checks the blur effect before mirror image though. Since you use undead and demons in this part of your adventure, if would suggest to throw some skeleton archers into the encounters, add a level 7-8 summoner with a creepy eidolon to the mix. His haste alone should increase the number of attacks, and if you are really nasty give the eidolon a lot of attacks. - Improved precise shot lets you ignore concealment a level 6 ranger can get it as a bonus feat and could add a diseased wolf to the mix - Now let's look at the magus, if he survived to level 5, that already pretty impressive without wearing real armor, and his AC at this level might be quite good possible 31 (base 10 + 4 mage armor + 2 ring of protection + 2 amulet of nat. armor + 5 dex +5 int +4 shield spell). As long as he keeps his dex bonus to AC - if he gets flanked, into the area of a web spell. if while he attempts to walk over an area covered by a humble grease spell - his AC drops by a 9 points.
Diskordant wrote:
If you are not allowed to upgrade the plot weapon, invest in some pearls of power: level 1 pearl: let the wizard cast a mage armor on the oracle, it gives a higher AC than magic vestment. level 3 pearl: ask the wizard to prepare greater magic weapon, once for the pala and once for you he only uses one spellslot and you both get a better magic weapon for 10 hours each day. Of course you don´t have to pay for the pearls alone, ask arround of you want to pool some money.
godoffire04 wrote:
Thats a houserule, and if you want it, not a bad one at that. That said. You would do a lot more damage with a high threat range weapon like a scimitar or a katana. If you stick with the bow the spell flame arrows will be your friend.
Vuvu wrote:
Ideas? It can be preexisting or something you create-though if you create it please breakdown your price. Dust of Dryness http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/dust- of-dryness add acid or other nasty things and store them in your pokeball^^ Maybe even let him "summon" a black pudding from one of these. http://www.d20pfsrd.com/magic-items/wondrous-items#TOC-Slippers-of-Spider-C limbing With the slippers your bad guy can stand of the walls or ceiling and throw bombs and nasty things packaged with the dust above.
Diskordant wrote:
Could you maybe post your stats and other magical equipment? Level would be usefull too. I am tempted to suggest something different, mithral full plate and maybe something to increase your dexterity.
@Jerry Keyes: very nice for something quick one. Good luck this year. DeathQuaker wrote:
I feel with you, it´s almost a required item - depending on who you ask. D&D4 tried to fix this, I am not overly happy with their take on it.I would love it, if Pathfinder would take a crack at "fixing" this. It isn´t really a problem, I am just not all that happy with everyone wearing a cape - capes kill^^
Sara Marie wrote:
Thank you didn´t remember to check the descriptions, that an living in germany.. inches are weird^^ Now I just have to decide which one to get ^^
Banpai wrote:
Oh I understand, you use them like the Gamemastery Combat Pad http://paizo.com/products/btpy8bkr?GameMastery-Combat-Pad, the one item I can recommend unconditionally. The DM can easily delegate the hassle of handling the initiative order to another player. That said, your idea is very nice too, especially if you have the time prepare the cards ahead of time, it provides a nice visual representation of your enemies - if you use the pawns, this could help new players quite a lot to follow combat.
Lyndsay Peters wrote: Wow! Thanks for the great post and introduction. I'm so excited to offer these bags to Paizo, and I hope you all like them! I am curious, could you maybe post the measurements of these bags? It´s a little hard to guess the size from the pictures. How many dice, let´s say d20 fit in there safely? I have had several dice bags already, every single time I managed to ruin the string by tightening it to much - the toggle clasp seems like a really awesome idea.
d20monkey wrote:
The cards are certainly pretty (way better than I could present it), but if I may be so blunt - what are they used for ? First, you call them initiative cards but the initiative mod is not on there. Second, what it the intended use of these cards? Are they intended of the players or the DM? If they are for the player, you are on the right path, I would personally add the players initiative bonus and maybe some space or boxes you can check if you suffer from a condition. If you decide to make a version for the DMs out there, add armor class. And thanks to your post, I discovered your webcomic and added it to the list of things I check every day ^^
Grick wrote:
Thank you very much, i searched in the magic chapter - this will benefit my level 2 magus on smugglers shiv quite a bit over the time ^^
Grick wrote:
I always thought that you could not move between casting and getting the free attack, could you maybe provide me with a source please? Oh never mind I remembered you are correct, it works - it would not work if you cast the spell as a standard action right?
As has been mentioned already the act of casting does provoke - casting defensively prevents that - Combat Casting gives a good bonus on the check, as well as later class abilies. It is worth noting though, that spell combat can help you: You can cast your spell, move 5 ft. and then full attack - that way you don´t get the free attack when casting touch spells (unless you use a reach weapon) but it´s nice to cast shied, not having to worry about flunking the roll to cast defensively.
Dennis Baker wrote:
Thank you for the link, I read the comic when it came out (and saw it as a rather obvious WOW joke about not rescuing slaves/prisoners..), not bad but not one of their best. What followed is interresting, but I think the decision not to remove the comic was correct, after all if you look through the archives they make fun of a lot of things (the humur is sometimes rather dark). That said the current comic is about Pathfinder: http://penny-arcade.com/comic/2011/12/2 Pretty interesting, still as a player I would argue that the liquids in my body are definitely not unattended, but they are kinda in my possession ^^ SRD wrote:
TheLichthatLies wrote: so is there a way to make armor and weapons a smaller size, if for say that fire giants has a really nice suit of plate. If you cant its pretty much enchanted scrap metal granted its a lot of scrap metal. RAW there is no way I am aware of - polymorph any object might work though. On the other hand RAW you could sell the huge +2 plate armor in any city of sufficient size.
I would say that it doesn´t work. Thanks to Gricks excellent quotes, I would say that the word replace kills the idea, once you replace the shot it´s no longer a vital strike. Ignoring for one moment that the combination is a bit too good for my taste. BTW Greater Called Shot allows you to use it with rays ^^ The feats mention, that you can use them on attacks gained from standard actions - IMO this is intended to allow the use of sniping, or shot and run tactics. The Vital Strike feat chain essentially does the same as called shot, extra precision to do more damage - so IMO they should not stack.
James Jacobs wrote:
Don´t worry 9 times out of 10 we prefer it cool looking rather than fitting the equipment list perfectly. And of course there is always room for a little cheesecake and beefcake. I´ll just say it´s a glamered if it ever comes up, otherwise if the shape is fixed it will just end up on Ameiko...and I just got my mini^^ Void Munchkin wrote:
It´s not^^
For the record, I just bought the box, but I would buy another one in German since most of my players prefer German. The cost might be a factor though, I would not be surprised if the box came at 40-45 € (I bough the beginners box for 27 € from a german website - shipping it from USA was just to expensive - it´s not for softcover books)
Talwynor wrote: So Im finally using my pogs and one thing Id love to see if these were ever released as a separate line is making them wet&dry eraseable. Adding numbers for gangs and the ability to quickly mark conditions would be very useful. I tried to use my current dry erase and while the color came off for the most part - it does bleed through a little. I'd understand if using the same material as the flip mats was cost prohibitive, but it would be a nice valude add if feasible. I agree that it would be very usefull to be able to use wet and dry erase, but if they change the material a bit, I would suggest to make them a bit more durable on the botton where they are stuck into the stand. That said after the success of the pawns, I guess we will get some product like it either directly from paizo (best choice IMO especially since that way you could get packs for your Adventure Paths) or other companies. I recently received my first miniature from paizo, Ameiko Kaijitsu, and while I love it, but I am waaayyy to unskilled to paint it to my extremely unreasonably high standards. Soooo when can I get my Kingmaker Pawns^^
I have to point out that, while shiny the celestial armor is in fact not hade of mithril, if the magic is dispelled or supressed its a chainshirt with max dex 4. All the specific armors where once priced with a lot of guessing and tweaking, to find a good place for the item in terms of power and price. RAW as far as I know is that they can´t be ugraded from +3 to +4, but most DMs I know will allow the upgrade. The same is true for something like a holy avenger or a sun blade.
Pavlovian wrote:
Well maybe in this case specific beats general, it´s only a minor point anyway, since the spell affects you and you only have to choose an enemy, so I would change to target to "Personal".
mcgreeno wrote:
As someone who runs Kingmaker for his group, i can say, that an archer will be a great choice, there are various good paths to get to the class. Depending on what kind of spells you want to use, and your party has access too, some options are better than others. Archer Monk (can´t remember the name)/Sorcerer with the bloodline that lets them use WIS as casting stat/ arcane archer: the big advantage is te ability run around naked ^^ (with some serios AC) Magus 8 / arcane archer 10. Your bow will be pretty powerfull, pretty soon, your spell selection is quite nice, and you are still damn dangeraus in melee. Synthesist Summoner 8 / arcane archer 3 I guess this could work, and it will be easy, you can cast haste as a level 2 spell, improve your stats and will be quite durable.
dragonslie123 wrote:
Might I suggest some spells that are unlikely to fail: True Strike + any number of Rays: Enervation could be rewarding. Or maybe start to conetrate your effords on buffin other characters. It may be less glorious, but you will contribute. If you are not enjoying the game maybe you should talk with the gm and the other players about something with a little less power.
B0sh1 wrote:
Round 0: cast a spell that holds a charge like shocking grasp. Wait Combat round 1 (let´s start you start combat with your enemy in range: Use spell combat (-2 to attacks). Resolve all your meelee attacks as normal once you hit your held charge discarges on the enemy. After your attacks you can cast your spell, if its another spell like shocking grasp you get another attack with your weapon do deliver this spell. If you level is high enough, or you can use a metamgic rod lesser quicken, you can cast shocking grasp as a swift action... and get another free swing with your weapon. Round 2: Repeat ^^
STR Ranger wrote:
Sexy build. I don´t know how many rounds combat usually takes, but one of the really big advantages of the magus class is action economy. Or it other words doing lots of stuff each round. Spending a standart action to use a hex seems like a giant waste of time, but I recently startet to play a hexcrafter too (with black blade). Some random points: While the Split Hex feat is awesome, your are not a level 10 witch and can´t take it. Extra Arcana feat to get Quicken Spell or Maximize once per day seems expensive - get Spell Perfection instead and cast a quickend shocking grasp (or ill omen) every round (thus getting another spell, and another swing with your sword). If you can find the feats somewhere (or squeeze in a level of monk)get Hex strike: evil eye or misfortune. Then when your attack bonus is all buffed up through arcane accurancy use one of your attacks to attack with an unarmed strike.
Erik Keith wrote:
Thank you
Mogart wrote:
If it wasnt so sad, it would reeeaaalllly funny. That said the DC 15 for a simple knot is pretty impressive. Is this game reall more fun than sitting alone in your basement, in total darkness ?
Danish Trumpter wrote: I looked at the two of these, like em both, have a conjuror sorc to which I'm thinking of adding fiery shuriken. Thing is I can't really see a huge difference there. scorching ray does more damage, but fiery shuriken doesn't have the "w/in 30 feet" restriction and is conj and you can keep them around a while. But does all that really mean more than the quite a bit more damage ( at 7th level 2x4d6 versus 4d8). Just wondered what people thought about that. (wish fiery shuriken had medium range, easy win for me then!) Fiery shuriken is a very scarry spell, especially if you have acces to sneak attack. If you have acces to a nasty metamagic feat that adds a debuff - fiery shuriken is better. On the other hand if fire resistance becomes a factor, a crature with fire resist 5 is almost immune to the shuriken.
thenovalord wrote:
The question has been answered in the FAQ http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o65 Well i am positive that things will work out fine.. and that one of the first guys to die will reroll as something that can heal^^
It really depends on the situation, but 95 % of the time its better to be able to hit the BBEG on a 17-20 than only on a 20. Another reason to prefer a good offense is that in some situations you can exchange your offense for a boost to defense, this is not so easily done the other way round. Fighting defensively, full defense, withdraw, and combat expertise are really good tools even if your character isn´t build to use them to full effect. Holding the unhittable BBEG in a door by taking the full defense action ist´t heroic, epic or barbaric (for barbarians^^) but if the party uses this time to bring down the boss with magic missile so be it. On the other hand a preemtive black tentacles or for that matter any debuff spell could provide the group with way more "defense" than any amount of stoneskins. So either adapt your tactic to the situation or mix and match the approach in the group: 1 Tank, several damage dealers a healer if needed...
thenovalord wrote:
Yeah 7 players is quite a big group, an i fully expect our DM to make the encounters a lot harder because of it (or just bigger). Some of the players are new to RPGs and about half the group has limited experience with d20 fantasy, but i think i can impress upon them the need to conserve our hp resources. I currently expect to take the healing hex at level 4 to (and on the upside it may be fun to hurt undead with it ^^)
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This is more of a fluff / RP question than anything... But I was thinking the other day, the Dark Ages/Middles ages were a pretty tough place for the common folk: oppression, disease, starvation, etc. I was wondering, in a world with access to nearly routine displays of divine magic: creation of food and water, healing, etc., would the the common folks have more access to better food and health. Could even low level clerics stem the tide of famines, plagues, etc. Stipulate that the political situation would not be much better for the average Joe.
I think that the LE alignment is underused in D&D settings. A lot of potential for conflict. I am curious though .... Something that has tickled my mind since the days of 1E, so I thought I would toss out a question: should devils have a different visual theme than demons? I am sure that I am missing something, but it seems that on first appearance LE outsiders should have a different look and feel than CE outsiders. Think of Tolkien's "look fair, but feel foul" rule of thumb for LE compared to "look foul and feel foul" for CE. However, it seems that most of the graphic images in the Bestiaries show grotesque LE creatures that look little differently, thematically, than their CE counterparts. I'm sure that it comes down to a personal preference and 'whatever works for your game' but I am curious to hear what others think.
I am building a first level Cavalier, named Axelte. I have included the stat block below if you are interested. As one of his feats, I selected the Teamwork feat SWAP PLACES for Axelte well. Swap Places is a teamwork feat, meaning that you can only use the feat if someone else has the same feat. (Different topics, but the whole teamwork feat concept seems problematic. How do you coordinate with the other player characters to get them in action. Seems unlikely.) Cavaliers also get an animal companion. That animal companion is the same as a druid's animal companion, meaning it gets a feat at first level. So, in a fit of creativity, I selected Swap Places for the animal companion. I sure hope that that is allowed. Seems like a cool concept: the cavalier fighting alongside his trusty steed? Does that sound reasonable or is a animal companion not smart enought to use teamwork feats? BTW - If anyone is running a lowlevel PBP game and is accepting new characters, I would love to try out Axelte. Axelte Statblock:
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Male Half-Elf Cavalier 1
Created With Hero Lab® - try it for free at http://www.wolflair.com!
Mount Statblock: ************************************************************
BELLWEATHER CR 2
Created With Hero Lab® - try it for free at http://www.wolflair.com!
I was recently reading through my pdf copy of Bestiary 2. Really enjoyed the sections on the Aeons and Inevitables. But my thoughts were immediately drawn to the World Wound as I read about the Bythos Aeons and the Lhaksharut Inevitables. In addition to the obvious demonic activity there, I would imagine that the Aeons and the Inevitables would also display a, um, curiosity, shall we say, about the apparent planar breach.
A mysterious emmisary, representing an unknown client, recruits your group to help with a dragon problem. With a different twist. This dragon is not an intelligent scheming creature, but rather a brute beast that must be put down. The mysterious client is, in fact, another dragon that wants the bestial dragon put down for many reasons, not the least of which is the humiliation of seeing his noble kind so poorly represented. The twist? The bestial dragon is in fact ensnared by a sorcerer who has afflicted the creature with a spell that removes its intelligence. Question: are there any spells in PF that remove intelligence? Any creative combinations to create this effect? Of course, I have no problem designing my own spell for that effect. Just wondering....
I am running a home brew campaign using PF, but I am changing the money scales. For example, 1 copper piece is a respectable sum to a commoner/peasant. He could buy a simple meal with that. 10 coppers a day could be a living. 100 coppers equal 1 silver piece. Commoners don't often see silver pieces. If you wave a silver in their face, they will be either entranced or scared out of their wits. A silver piece gets an adventurer a meal, two rounds of mead, and a night in a decent 'adventuring' inn. Two silvers gets you special treatment in that establishment for the night. You haul 20 silver off a monster and you are actually pretty happy at low levels. Now 1,000 Silver pieces equals 1 gold piece. How's that for not having to manage sacks full of coins? 1 gold is the coin of nobility and merchants. Gold is not flashed around AT ALL. Commoners and low level experts probably have never seen a gold piece and probably wouldn't believe that it was real if you showed it to them. One gold piece is a respectable sum to launch an adventure. One gold piece might pay for your resurrection at the local temple. Any thoughts or comments? How much would a common adventuring weapons, such as a longsword go for? 20 silver? How about a horse?
Okay, I have looked through the Core Rule book and the bestiary and this forum. I can't find any description of the Slam attack. Specifically for a Fire Elemental. any hints? The medium Fire Elementals has attack: Melee: slam +7 (1d6+1 plus burn)
So what does that mean? Does the Fire Elemental do 7 points of slam damage plus 1d6 burn damage with a DC14 save against the burn damage? Or does the Fire Elemental do 1d6+1+1d6 burn? What does the +7 next to slam mean?
okey-dokey, I am reading the Core Rule book and seeing Strength check this and strength check that... What is a strength check? Roll a d20 and apply your strength ability modifier? (i.e., strength of 9 gives a -1 to the roll) Where are the DC for the various strength checks? I see page 178 has some rules for breaking shtuff. But what about lifting things or bending things or whatever?
Any reason why a Druid couldn't use his various healing spells to heal plant life? Any rules on that? I guess it is mainly a RP function, but it would be cool to have an Orison so a Druid could restore an area smashed by recent combat. Would probably irritate the rest of the party who might wish that the Druid would not waste his orison's on plants. ;)
ok, i just read through the rules on page 397 and 398 of the Core Rule book, but I am still stumped.... I have a party of five 1st level level characters. They faced 30 goblins, CR= 1/3, XP =135 each. Unfortunately, the characters survived, so how many XP would they each receive? Way long ago, the calc would go: 30 goblins x 125 xp = 4050 XP 4050 xp divided by five characters equals = 810 XP per character. Is that correct? Page 399 says that "each monster, etc., awards a set amount of XP, as determined by its CR..." What does that mean? If you kill a goblin, you get 135 XP right? How does the goblin CR of 1/3 affect the XP awarded? Any help would be appreciated.
Okay, I built this Paladin with Hero Lab. I gave the critter a longsword and a heavy crossbow. The heavy crossbow shows a -5 attack modifier. I can't figure out why. Is it a weapon proficiency issue? BELSHAZZAR CR 1
Combat Gear Unarmed Strike, Gauntlet (from Armor), Crossbow, Heavy, Bolts, Crossbow, Longsword, Shield, Heavy Wooden, Chainmail
Ok, I am building a first level sorcerer. I am selecting the Celestial Bloodline. Page 74 wrote:
Okay, so my level 1 Sorcerer has DR1/evil. Being a noob, i have no idea what "DR" means. So, I look up "DR/" in the index, where it says: Page 562 wrote: For example, DR 5/magic means that a creature takes 5 less points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction. Using the instructions on page 562 I want to read my Bloodline DR effect as follows: DR 1/evil means that a creature takes 1 point less of damage from all weapons that are not evil. So, is that saying that if my Celestial Sorcerer summons a creature via spell, then that creature is "good" and take minus 1 pt of damage per attack unless the weapon used against it has a specific "evil" enchantment? Am I correct?
page 138 of the Beta book says, under Full attack, in the lower right hand corner, that: "If you get more than one attack per round because your base attack bonus is high enough...." What is 'high enough'? Is that why a 6th level Barbarian, for example, has +6/+1 in the base attack column? Is it saying that a 6th level Barbarian gets two attacks, the first at +6 and the second at +1? Etc, Etc.?
Not sorry again for noob question. :) So, I am reading about the use of skills, trained and untrained. First, untrained means you have a rank of zero (0) ? Correct? I fully understand why some skills required training. Though I am confuzzuled why the Beta book shows spellcasting as a skill that can be used untrained. A little less confuzzled as to why the crafting skills can be used untrained. It appears that you can use skills in which you are untrained without penalty. You simply have a rank of zero (0), correct? That seems pretty generous? Why no penalty? Also, if I can use a skill untrained, do my ability modifiers affect the use of that skill. Seems like they should not help, but could hinder if I have low ability scores. I am sure that these questions have been asked before, I am jest wondering. What is a cross-class skill? I done search my Beta pdf and there are no hits on cross class skills, but it shows up on the spreadsheet I am using.
Still sorta new to these forums.... Don't see a lot of PbP games starting up. Maybe a thread like this will help those who are considering starting a campaign see who is out there interested.... Well, I will be first. Others folks who want to be players in an existing campaign are also free to post here as well. Any game system and style. Let the DM's out there know what we are interested in playing! :) Personally, I am interested in playing in a PF Beta (and eventually Core) PbP set in Golaron. First level to start. Published campaign fine. DM Homebrew fine too. I am familiar with role-playing, but not familiar with PF stuff yet. No set preference on race or class yet, I kinda would like to try some different things to get the flavor of the game. :) Thanks!!
Yes, this is really basic.... I was reading through the combat section in the Beta book yesterday and it appeared as though initiative is fixed for an entire combat. You roll your number and that's that until the combat is done. The initiative order remains fixed for each round of the existing combat. Am I reading that right? Why doesn't initiative change each round (aside from the very practical desire not to slow down combat)? Thanks!
I really like all the new Pathfinder stuff that I am seeing. I am very happy to support Paizo and I would also like to support my FLGS. Just wondering if there is a way to run subscriptions through my FLGS? I would love to pick up both my hard-copy and free subscription pdf at my local store. I know that the pdf's are watermarked with our account information and I understand that is an important feature that needs to remain, but I am wondering if there is a work-around? Thanks for all you do. I've really enjoyed reading about the PaizoCon updates.
Sorry for such a noob question. Well, not really.... Learning 3.5 for the first time. Tell me about skill points... Fighters for example. They get two skill point per level of advancement. Page 53 of the beta corebook says that humans get one extra skill point per level and that if you level in your favored class, then you get an additional skill point. So, if a human becomes a fighter and declares fighter as his favored class, then he would get a total of 4 skill points per level. Is that right? |