Roberta Yang wrote:
I am sorry but share spells is not two separate abilities. Separate abilities are denoted by separate entries, not multiple sentences in the same entry. The first sentence is a qualifier for the second sentence. Before the spell can be cast on the eidolon the spell must have a target of 'You", then only if that condition is met you may cast the spell on the eidolon even though it may not affect a creature of the eidolon's type. Enlarge Person states it is "Target one humanoid creature", it does not have a target of "you". Therefore you may not cast it on your eidolon for two reasons, A. the spell did not have Target "you" in the descriptor and B. the eidolon is not a humanoid. I know this goes against the common belief about the ability but I will respectfully counter that just because many people believe something is true, does not make it true. People once believed the world was flat and the Earth was the center of the Solar System, but that was wrong.
Unfortunately, this little loophole would not work either, because even though Alter Self is a Target "you" spell and can certainly be cast on your eidolon, however it only changes the eidolon's physical guise but it does not change his Type and Subtype. A Succubus demon who changes form into a human form still remains an outsider (chaotic, demon, evil, extraplanar), An Oni-spawn tiefling who use the ability may take the form of a half-orc and even gain some of it's abilities, but it is still and outsider (native), and likewise an eidolon remains an outsider as well.
How about Shadow mastiffs from the Bonus Beastiary? I love 'em! Definately a pack mentality monster. They are CR5 so 2 or 3 of them should do the trick. Just in case you don't have the BB, here is a link to their stats... http://www.d20pfsrd.com/bestiary/monster-lists-and-details/-s/shadow-mastif f
I look at it like this. Hide armor utilizes heavy layers of thick furs/hides to provide its protection. A hide shirt, however, utilizes stronger materials (bone ribbing and lizard scales) that are strategically placed in a way so they protect vital areas without hindering the mobility of the wearer. It is not simply a suit of hide armor with the bottom cut off, it is a superior piece of equipment, that is why it costs six times as much.
The new artwork is HAWT! I am going to start a new campaing in August that is based smack dab in Kaer Maga. My players also play in the PFS so I think most of their characters are going to be affiliated with the Society. There should be plenty there to keep them occupied for a long time. I am not sure if the PFS has a very big presence in Kaer Maga, if so, that will be so much the better! This is a big "MUST HAVE"!!! I think it would be fairly easy to tie the PFS into the Seven swords of Sin as well.
I would go with a Human fighter. Use the point buy listed above. I would recommend taking the Fighter option available in the Pathfinder Chronicles Campaign Setting. I don't have it in front of me but it is something like the fighter gives up his bonus feat at first level and gets extra class skills and 4 skill points per level. Combine this with the 1 bonus skill point for being human and make fighter you favored class taking the skill point every level and you have 6 skill points per level. Use the Human Bonus feat to take Exotic Weapon (Whip) and you still have a feat to spare - maybe Weapon focus (whip)? If you check the Legacy of Fire Players guide, I think you will also find that The Scorpion Whip will suit your needs every bit as well as the whip dagger did and with a cooler name IMHO. :)This way you have good BAB, no Strength penalty and 30 foot movement. Still good Charisma and you will be +5 to hit with your whip at 1st level.
Hope this helps!
I have a player in my game that is treading the same path. He sees himself as a Harbinger of Pharasma Helping those who about to die before their time and hastening the death of those whose time has come. He is Neutral and he has the domains of Healing and Death. Now this is by no means a power gaming sort of player but I have been running SDAP for them and now my party is about half way through 6th level. He knowa Pharasma frowns on undead but not being able to use some of your domain spells kinda sucks and I don't want to screw him out of his domain spells. Personally I don't think Phrasma needs the Death domain in the first place, Repose seems a better fit and she already has it anyway. It seems like Pharasma offering you these spells like a rope to hang yourself with.
I was thinking of trying to come up with alternative domain spells other than the create undead spells. I thought of maybe making up a new undead creature like a supplicant of Pharasma whose soul has been weighted and is found wanting and serves out a penance by assisting Pharasma's mortal servants. These would be Nuetral souls willing to inhabit a corpse (not necessarily the dead person's original soul) to assist the Pharasmic priest for a limited time. I also thought of creating a new spell to replace create undead with something like "Recall to Life" which would bring a soul back to life (albiet perhaps at a limited capacity). This would be only for the duration of the spell and the formerly dead creature would not be considered undead but a living craeture for the duration of the spell. Since it was already dead it would be fearless and would not be under the control of the caster but would have an attitude of Helpful for Diplomacy.
The other thought would be to use deathless from BoED/Ebberon.
Please let me know what you guys think as I only have 1 to 2 more sessions until he is high enough to get Create Undead.
The threat range for a keen rapier would be 15-20/x2 - nice!
If you have 8,000 to spend I would buy the mithril shirt +1, the amulet of natural armor and for 2000gp more I would buy a ring of protection +1 as well. Then I would spend the remaining money on the scrolls or wand. If you did not want to buy both the amulet and the ring, I would go for the ring over the amulet because the ring gives you a deflection bonus which helps defend against touch attacks. The amulet's natural armor bonus will not help against them.
Hope that helps!
One alternative could be to have SR and PR both work against the other force, but not as strong. Something along the lines of subtract 2 from SR against psionics and 2 from PR against magic. This would still have them work against the other so it's not like one creature type designed to resist "special effects" isn't completely vulnerable to the other type, but does have some of the flavor of they're different so a defense against one isn't as strong against the other.
In the XPH under the "Psionics are Different" section, creatures with Spell Resistance automatically have Power Resistance eqaul to SR - 10 and vice versa. Thus say a dragon had SR(25) he would automatically also have PR(15), this leaves the dragon less resistant to psionics than magic, but far from defenceless. There is no need to re-invent the wheel, this is current rules as written, if you dont want psionics to be the same as magic. There is also a dispel psionics spell that works against psionic powers just like dispel magic, it's simply 1 level higher. There is a negate magic psionic power that works the same way.
I beleive have had a lot of success with psionics in my homebrew campaigns for several reasons.
1. I have a good understanding of how psionics work.
2. I have a high level of psionic integration in my campaigns. It is definately different than magic but, in my campaigns Psions are about as common as Sorcerers and Psychic warriors about as common as Paladins. Anytime I generate random treasure for encounters there is a 25% chance that any magic item will instead be generated as a psionic item instead.
3. My players get introduced to psionics by me instead of the other way around, and since they run into psionic createures and NPC's on a somewhat regular basis they spend some of their resources on ways to affect or defend against psionic foes. Some even multiclass into psionic classes themselves.
I'm dead set against psionics in fantasy games. While much of this is based on the terrible imbalances of psionics in earlier editions of D&D/AD&D, the main bone of contention I have is that it doesn't suit my vision of fantasy adventure.
Then simply don't include them in your game PFRPG is a great game even without the psionics.
I could not disagree with you more on this one! Just playing a wizard/sorcerer and saying "oh my spells are actually psionics" is not the same at all. I for one LOVE that psionics has a different and unique flavor and mechanic. Not everyone is just trying to get around existing rules, etc. Some unscrupulous people may have given all psionics a bad name but that is what playtesting is for. Give the system to the powergamers for a while and let them tell you how to break it, and then , Hey! fix the broken stuff!
I really like the way that the current rules from XPH work. They are the best yet IMO, and I have been a fan since 1st edition. I personally like the fact that magic has little effect on psionics, which is something that most people seem to dislike. But even though a mage might not be easily able to stop a psionic power, the psion has an equally difficult time stopping arcana/divine magic which is infinitely more common to run afoul of. It should definately be different from magic.
I really like the versatility of the power points, this may let psionis use more high level powers than a sorcer/wizard couldm however. But as it has been said above in the thread, power points are consumed just scaling powers up to the point a wizrd/ sorcer would get for free. (see fireball example above), in addition Psions have a VERY small arsenal of powers to draw from, even smaller than the sorcerer I might add. I would be open to a somewhat new approach but I think power points should be playtested and fixed, if need be, rather than replaced.
Psionics should be playtested a la Betatest rules. This way perhaps more people would play them and get aquainted with them and help give informed feedback on what works well and what needs to be fixed. I personally feel that if you have never played a psionic character, then you may not really understand psionics as well as you might think.
What would be a dealbreaker?? Just throw another tacked on poorly thought out system my way and you'll not see my hard earned dollars spent on it. Also, please don't just say Take a wizard and call him a "PSION".
I want full immersion of how psionics fit into Golarion and other planets in the system. I want to know where the psionic races live, where they came from and you they interact with everything else in the world. I want psionics to work well beside arcane/divine magic but be DIFFERENT from them. I want to not be the only gamemaster who will allow psionics into the game!
I would be happy with a good psionics book. I mean lets give psionics the attention and playtesting that it deserves. I have loved psioncs from 1st edition D&D, but I understand that many people do not like them. I think this has been psionics wasn't give proper attention to help it mesh in with the other systems, It has always felt like an after-thought that was hastily put togeather and then tacked on. I would love to see all of the Psionic classes, races and creatures from the SRD and some new stuff too all get Pathfinder-ized, complete with detailed information about how they fit into this great new world.
I would be fine with a Beastiary book per year and I would like to see more options for the base classes, especially some of the open content from the Unearthed Arcana and other 3rd party stuff like Iron Heroes?
Let's see some solid epic rules too! I hate retiring a great character! I like spell and Item compendiums too!
All in all, I think 2-4 books per year is a good goal and you are guaranteed my money. I don't tend to do subscriptions though as I support my FLGS!
Thank you very much for putting this out to your fanbase! You're doing a great job! Keep up the good work!
1st. - I accidentally reported my event more than once and now it is starting to show up like my players tried to play in the scenario more than once. How do I delete the extra sessions?
2nd. - I had my players roll thier craft/profession/perform roll to get extra money between adventures. The PFS guide says this is between adventures, so does this mean that any money gained from a perform check is above and beyond the level cap? (This is what I thought)
3rd. What about story awards of gold that happen in the adventure? Do they get to keep this money in addition to the Adventures GP cap, or is it just added in to thier total and anything over the GP cap get s lost? (Personally I don't think that would make much sense)
The cost of Masterwork ammunition be they arrows, bolts, shurikens or sling bullets is 7 gp per unit. This is in the equipment section of the Players Handbook toward the end of the section, under "Masterwork and Special Items" or some heading like that. Sorry I don't have the page number.
Jason Beardsley wrote:
Wish i could go, but that's too far for me at the moment. :(
I am trying to get some Pathfinder Society off the ground here in Canton, Ohio. I will be running Frozen Fingers of Midnight as a home game on Christmas eve and a buddy of mine might run a second Scenario that night if we have the time. Otherwise, he will run it on another day. Where in NE Ohio are you?
I am going to be running this scenario in my home on Christmas Eve. This will be the first time that I or any of my players have played in a living campaign type game. I have a question about the Chronicle sheet. Are the items that are on the sheet the only ones I should be concerned with or should I write down every piece of equipment from everyone they encounter? When they finish off an encounter do they just get the listed amount of gold or do they get all of the equipment too? For instance, If the charaters took down the ulfen warriors would they be allowed to upgrade thier armor to chain shirts if they did not already have one from thier fallen foes? Or would they have to buy the chain shirt from the moey they get for defeating the ulfen warriors?
I’d like to see a city full of drugs, debauchery and lives lost on dirty blackmarket deals. Christiana gone horribly wrong. A place where a monster can be a monster and everyone is far too busy just trying to scrape enough together to get by to not even bat an eye. Maybe even a place where a monster can be a decent being and not face the persecution the outside world might throw at them. I loved the sci-fi hint the place has and would love to see some of that expanded on.
What he said!
Bloatmages as a prestige class would be awesome! I would like to see some completely new things too. These are the type of things that make Golarion come alive as a world in it's own right and not just some generic plop it in anywhere filler!
This book would definately be on my "MUST BUY" list!
well I never dropped them and still allow them. I have updated them for pathfinder and have a player in a pbp that uses them.
I really liked those rules too and I had updated them to 3.5 when I ran Shackled City AP but I don't know what became of them. If those apprentice level rules were tweaked for Pathfinder, they would be a welcome addition to the PFRPG in my opinion. I think they really made sense. They are the only thing from 3.0 that I actually miss!
@ seeker - I would be interested to see how they translate into PF. Do you have them posted anywhere?
Well, first off, I am a sucker for poster maps! There I said it! :) The hand drawn map in the module is fine but I would like to run my campaign there so I would really like a more detailed map.
Anyway, I was very interested in the bloatmages and while I did find the Bloatmage Initiate? feat in the Campaign setting book I would like them to be expanded a little more like maybe some mechanical rules for what happens if they build up too much blood in thier system? Who invented this exotic form of spellcasting anyway?
Troll seers who read their own entrails = FREAKIN' BRILLIANT!!
I really liked the "wormfolk" in the PF#3 story! I think that was very original, I don't believe I have ever seen anyone use a naga as a crime lord. What kind of naga was that anyway?
What kinds of things are under the city in all those blocked off passages? Are there some that go all the way down to the darklands?
I would really ike a more detailed look at the different districs of the city as well.
I really loved the Science-Fantasy feel of the undercity that was in 7SoS. I am a psionics lover and it really seems like this would be a good place to incorperate some of the psionic stuff as well. I could totally see a population of Xephs below the city in the dark passages. Maybe whatever is affecting the people in the warrens makes some slightly more prone to psionic talent or maybe even some humans are born as Elans. This is just a thought though.
Which of the runelords commanded this place by the way? Who was this mysterous group that disappeared suddenly and left all the scientific artefacts? Who are the movers and shakers in town?
This location certainly requires a higher page count!
I like this idea a lot. I have to see what that other material Noqual (mentioned above) is all about too.
I know that Varisia has had an awful lot of press in Pathfinder but I would really like to see a Pathfinder Chronicles to better expand on what was started in the 7 swords of Sin. This is a great start mind you but I would love to see, what I consider to be the most intersting site in Varisia, fleshed out complete with a Magnimar/Korvosa/Riddleport quality map to boot! I would also like to know more about the Bloatmages and the Troll seers! :)
Any Chance of this happening?
Jason Bulmahn wrote:
I could go with option B. That being said I think that alchemical silver should stay as a less expensive and inferior alternative. Alternatively you could leave the Silver/DR quality out and grant Mithril weapons the ability to be used with Weapon finesse "as if they were light weapons" since they are so light. This would give the mithril weapons some additional benefit to justify thier cost and still avois the greatsword/longsword swashbucklers!
I also wouldn't mind cold iron armor giving some sort of defense bonus against spells or magic since I imagine you would still have to pay 2X the cost of steel, not to mention 2000 gp in addition to enchantment costs. Maybe something like you can add the armor's magical enhancement bonus to saves vs. spells and spell-like abilities?
I agree with you on this one. Think about this, you have a 1st level ranger in studded leather with a Dex of 17 and you have a 20th level ranger in mw. studded leather with a dex of 17. Other equipment aside, both characters have an AC of 16. Clearly the 20th level ranger should be much more effective at defending himself from kobolds than a 1st level ranger! I think that there should be some mechanic other than armor to help protect these sorts of characters.Maybe something based on BAB that ties into AC for martial characters? This is just my 2 cents though.
Abraham spalding wrote:
I understand what you are saying and I did read the book but I cannot find anywhere that EXPLICITLY says that you can only have 1 bonded object. He is trying to interpret the above quote as he will gain another arcane bond and his levels will stack for both of them.
I think the passage should be changed to the following...
Arcane Bond (Su): At 1st level, you gain an arcane bond, as
This is my ruling on it and he os still complaining that I am trying to keep him down. I just wanted to put this out there so maybe it can be clarified before the PFRPG Hardbound comes out.
I just had a question posed to me from one of my players. A character starts out with a wizard and for the Arcane bond cooses an item, Say at second level they multiclass into Sorcerer (Arcane Bloodline) Can he now choose to gain a familiar too? And the levels stack for both? I don't think you should be allowed to do this but I can't find anything that says you may only have 1 arcane bond! Any thoughts?
I for one would like to see a good deal of the Psionic creatures and races from the SRD of course with the Patfinder spin on them. I would really like to see in the Ecology/Society section how the psionic creatures fit in and where they come from. Like Xeph's and Half-giants and of course Duergar for example. I doubt it will happen because we psion lovers seem to be quite the minority.
I like the feats you put up there, but I am not sure why a fighter should be able to take Illustrated as a bonus feat though. I will try these feats out in my game and see how they work out!
edit - by the way, I did get some inspiration for the parying feats from the Swashbuckler issue, however there are considerable differences in the mechanics and prerequisites of the feats. For instance the ability to parry more than one blow not only requires a higher base attack bonus and unlike an AoO gets more difficult with each additional parry, tops out at 4 parries per round and requires more feats.
I have been thinking that I would like to play a lightly armored finesse type fighter and there are not that many defensive feats to help lightly armored fighters. In addition I was thinking that there is no real way for a fighter to be a serious unarmed fighter without multiclassing into Monk. Mind you they should never be as good as a monk of thier level in unarmed combat but they should be able to get more effective in HTH combat IMHO. So here are some feats that I would like to propose. I am in the process of playtesting them in my PFRPG campaign and any constructive critisism is welcome.
Adroit Parry (Combat)
Brutal Unarmed Strike (Combat)
Deadly Unarmed Strike (Combat)
Masterful Parry (Combat)
Superior Parry (Combat)
Unarmed Parry (Combat)
Dan Davis wrote:
I was also wondering if Paizo was going to use any of the open game content from the UA. Particularly the Paragon Racial levels, Traits, Flaws would be easy to integrate. I could also see possibly adding Bloodlnes and Variant character classes and Armor as Damage reduction as well.
O_O Wow what a thread! I wish I would have found it earlier! I do want to say thought that Sandpoint is AWESOME. I really appreciate the fact that Paizo realizes that the "vulnerable" and "impressionable" youth are not the ones who will be shelling out the cash for this product! KUDOS TO YOU ALL PAIZO. I had high expectations for Pathfinder and they have been exceeded! Keep up the good work!
Thanks! Good suggestions, I think I may just do that!
Definately good advice! Thank you I think my party can take him though as there are 7 characters rather than 6 with the average level being 5th and 2 of the characters are 6th level, because they were playing them before I ran SCAP, and I did not want to make them start over from scratch, so I have been scaling up a little bit to compensate. Besides that, after the wererat encounter at the bathhouse just about everyone has some kind of silver weapon or spells they can use! They are definately a bit tougher than the average party and I want Tongue-eater to be memorable! :)
I am about to run flood season for my group and I was taking a look at Tongue-eaters stats. It shows him as an aflicted lycanthrope. I am sure it was made that way because then you would not have to worry about inflicting your players with a new and unknown form of lycanthropy and you would not have to add the extra word count to the adventure.
Creating A Werebaboon
Size and Type
Hit Dice and Hit Points
Hybrid Size Claw Bite
Curse of Lycanthropy (Su)
Alternate Form (Su)
Damage Reduction (Ex)
Lycanthropic Empathy (Ex)
Low-Light Vision (Ex)
Base Save Bonuses
Werebaboon Str +4, Dex +4, Con +2 Lawful evil
Werebaboons As Characters
Werebaboon characters possess the following racial traits.
James Jacobs wrote:
Erythnul was originally going to have a stronger presence in "Kings of the Rift," as the main deity of the giants there. But as it worked out, we didn't have enough room to go into this faction that much.
It would be very nice if this missing information could actually be put into the AoW Hardcover adventure path WHEN/IF WoTC actually let's you guys put it out.
My PCs'party is about halfway through "Drakthar's Way", here is what they are
CN Krynn Minotaur Fighter 1 / Cleric(Gods of War)4
The Minotaur and the Grey Elf Played in adventure I was running before I started the SCAP and I did not make them start over. They began the AP at 3rd level so the party had a pretty good advantage in "Life's Bazaar" but I scaled it up just a notch so they would not just walk through it and I even had a kill. (Aristocrat/Warblade) but now the rest of the party and the adventure is catching up with the more experienced characters.
I changed the Wererats in the bath house to be Wererat Fighter 1 instead of wererat Warrior 1. 3 Party members went down it was a great fight but no casualties. The party still has an edge though so I did a reconfig on Drakthar, I changed him from an underpowered bugbear vampire to the proper strength he should be to be a vampire (albeit a weak one), this raised him from CR4 to CR5 but he is going to be quite a challenge for the party now instead of getting walked on.
magdalena thiriet wrote:
Well, I don't know how UA handles DR but...it would make sense that critters which are small enough could get inside the armor, thus bypassing DR (and making killing them much more difficult...say, give that DR to them and make the wearer of armor take the same damage they do). Do this and that beetle swarm in AoW will be giving nightmares to your players for weeks.
I have been toying around with the UA rules for DR and armor and to me they make a lot of sense. But I can see the problem at low levels with DR against creatures that only deal 1-2 points of damage on a hit. For anyone who is not familiar with them, the rules for armor/DR are posted at this URL... http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm
I just got my issue 112 last night (it was hard to find!) and I started reading it. I am by no means an expert on this but if I remember correctly, in the text where it was talking about how to get through the unopenable doors it said that someone who opened the doors from the inside to get out could later open the doors from the outside to get back in. I will have to take another look at the adventure and make sure that is correct.