question 1 is easy: every town has a base value listed. This means that basically everything costing less than that value should be available. no need to micromanage.
as for your party not wanting to fight full on, there are a number of things you can try:
You shouldn't use these tactics all the time, but throw one of these in every once in a while.
hope this helps
The only restriction I always use is no third party stuff.
As far as I know there is no real power difference between the stuff on the PRD (basically the paizo hardcover books) and the smaller softcover books published by paizo.
More options naturally means more chances for good combo's and synergies, so a character build with all paizo material will probably be stronger than a core only character.
from the PRD:
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.
If your attack (disarm) hits, so if you beat his CMD, he drops one iten OF YOUR CHOICE, so bye-bye main weapon.
In most cases, and certainly at the lower levels, doing a combat maneuver is about the same difficulty as trying to hit.
Argus The Slayer wrote:
This depends on the rest of the party. If your party members are just going to charge past you to get to the baddies, then yes, CP is useless.
If your teammates are say an archer and a blaster caster, then CP becomes a lot more interesting. It basically gives the baddies the unpleasant choice between standing there eating arrows and fireballs, or try to come past you and eat a bunch of AOO's to try and reach the softer targets behind you.
also, this is the racial trait in question:
I'm building a gnome arcanist and have a question about the pyromaniac alternate racial trait. Does this also affect class abilities? more specific, if I take the exploit that gives me the ray of fire (don't have the book with me now, but it gives me a 30 ft line of fire, reflex for half), does the pyromaniac +1 to DC also increase the DC of this class ability?
The only real advantage of a (cross)bow is the vastly greater range. This comes into play when facing enemy archers or when fighting a flying opponent.
normally feinting is a standard action. With this ability you can move as part of the same standard action you use to feint, leaving your move action free to use for something else (extra movement or some other move equivalent action).
If you have improved feint, you can feint as part of a move action, leaving your standard action free. So you could basically walk up to an opponent and feint while moving, and than attack that opponent with him being denied his dex to AC.
part2 of Carrion Crown (trial of the Beast) has the PCs running around looking for clues and presenting them in court. there are some fights in this part of the adventure, but most of them are not important for the story.
Broken Moon (carrion Crown part 3) has something similar in a hunting lodge.
If you'r just looking for a cool city map, I suggest picking up Cities of Golarion, or start googling the larger cities of golarion to see some sample maps untill you find something that fits your idea
Wise Old Man wrote:
The Ninja can use the Rogue's archetype for uncanny dodge and improved uncanny dodge, because the Rogue is the parent class of the Ninja.
The rogue is not the "parent class" for the ninja, the ninja is an alternate class for the rogue. That is a big difference. And IIRC it was specifically stated that an alternate class can use the archetypes of the class (singular) it was based on, as long as it had the class abilities that are changed in the archetype.
The classes presented in the ACG are "new" classes. Granted, they are based on 2 previously existing classes, but they follow completely different rules than alternate classes. Therefore they can only use archetypes created for their specific class, not fhose created for their parent classes. In my opinion this doesn't even have to be specifically stated.
Asking to apply a barbarian archetype to a bloodrager in my eyes is the same as asking to apply a monk archetype to a fighter.
RAW I'm not entirely sure, but my gut feeling says NO.
Vital strike calls out an attack action, and using acid jet is not an attack action, but using a Su ability that requires a ranged touch.
Furthermore, an arcanist can only qualify for Vital Strike at lvl 12, so at that point the additional 1d6 gained would be pretty much pointless.
I'm just reading the ACG PDF, and I came across this ability for the arcanist.
I'm thinking it's the second one, because full progression seems a bit too strong for the cost of 1 level
It's not impossible for 5 characters to deaet the promethean on their own, but chances are there will be one or more fatalities.
In my campaign, I'm making a few changes to this encounter. Instead of the apparatus calling the beast in, I'm going to have the beast lying dead in the room, killed by the promethean, and the apparatus has the power to revive the beast.
I think that the sight of the beast dead in the room will be a very powerfull warning that the promethean is not something they can beat on their own, which will force them to look for other options.
Thanks for the advice, guys.
I reread the lore warden (I had checked it when creating the character), and although the bonus to CMB and CMD is really nice, I don't really like having to give up medium and heavy armor. Also the pole-arm master archetype's bonus to AOO's seems more in line with what I envision.
@ Thalin: I have him on 15 DEX right now. Do you happen to know the name of that feat, or maybe the source to narrow down the search?
I'm a long time player, but this weekend I'll be playing my first PFS game. I decided to go with a trip build fighter (pole-arm archetype).
I pretty much got my feats plannedout up to lvl6, but just wanted to check if I'm missing something obvious.
1) combat reflexes, combat expertise (human), improved trip (fighter)
I'm trying to get combat patrol and greater trip as soon as possible. Just seems fun to go around tripping everything and getting AOO's as a result. Downside is I have only 1 free feat untill lvl 7 (I took weapon focus for that one), all the others are prerequisites.
Are there any other feats better than weapon focus, or woth it to delay combat patrol and/or greater trip for one or more levels?
It all depends on your definition of safe.
I would rule that a pit or ravine or acid pool is an unsafe place, as it deals damage when you enter it.
A web otoh does not seem as an unsafe place in itself. OK you are stuck and hindered in your movement, but the web doesn't harm you.
Talking about safe places, is right next to the TWF ranger with keen kukris and a bunch of critical feats a safe place? Is right in the line of a dragon's breath attack a safe place? Right in line with a large boulder rolling down a hillside?
I think you catch my drift.
I would rule a "safe" place as any square that does not automatically cause you to take damage.
Yes, the first hit has to overcome the original DR, After that, for 1 round, ALL other hits against the target (not only your own) have to overcome 5 less DR on the alignment DR part.
As for your second question, the DR/ cold iron remains unaffected.
in the example above DR 10/good AND cold iron, the weapon has to be good-aligned AND cold iron, or you get the DR 10.
If you hit it with the negating lance, it becomes DR10/cold iron and DR5/good, so a cold iron weapon would only suffer DR5 for 1 round.
If it would say DR 10/cold iron OR good, then hitting it with a cold iron weapon would overcome DR, and hitting it with a steel good-aligned weapon would also overcome DR. That's the difference between AND and OR in the DR entry.
I hope this makes sense
If the rest of the party is willing to work with you, try a paladin and dump wisdom.
I would rule that you could add smite damage to any spell that specifically targets and deals hp damage. This would include magic missile (but only one missile would get the extra damage) but not aoe spells like fireball, as you are targetting an area and not an opponent.
The fact that magic missile does not require an attack roll (in my opinion) is just the same as coup de grace not requiring an attack roll. You make the attack, but it automatically hits.
now let these events come in a different order.
A sorceror with an AC find a robe of arcane heritage: "Cool, my AC just became 4 lvls stronger, yeah".
now as he gains a new level and has a feat to spend, and he decides he wants his AC to become even stronger, so he looks at boon companion.
This can't be right. just because he found the robe before he took the feat he can no longer take the feat??
This is why a number of people on this thread, including me, are saying that this does not (or at least should not) work.
And don't come with some cheesy story about taking the robe off for a day, taking the feat and then putting the robe back on, because everybody knows that is just b******t
I seem to remember a similar thread about stacking CL increases, and the general consensus seemed to be that you cannot choose the order in which you apply the different bonuses, so in this case boon companion would only kick in if your effective druid level would still be lower than your character level AFTER the effects of the robe of arcane heritage has been added.
I used both whispering fountain and fiddlers lament for my CC campaign.
I started with murmuring fountain right at the start of the campaign, introducing the madman at the funeral, and using the ghost appearance at the fountain before the blood on the monument situation started.
Fiddlers lament I ran while the pc's were still doing research. I had kendra ask them to pay a bill for her at the local shop, and told them about the far-off fiddle playing as part of the description of the day's weather and activities going on. I did scrap the very similar event described in the AP though
haunting of harrowstone spoiler:
I had them find the professors body on Kendra's doorstep and Kendra a nervous wreck after they defeated the fiddler.
The dead can only rise so many times befores it goes from creepy to boring.
Also I'm planning on using the dark stranger as a recurring nuisance when tehy start lagging in XP
I used these plug ins as a way to give my party of 5 (with 4 newbs) enough XP to be comfy at lvl2 before they went to the prison.
As far as I read it, that's correct.
you can make multiple swings with the 2handed monk weapon using flurry.
in your case it would even be +5/+5 with PA, since your BAB would be +4 when flurrying.
you know, I never even thought of this. This makes a monk with a reach weapon seem kinda cool