Nephilim

Coboney's page

Organized Play Member. 28 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



Sovereign Court

Greetings

Since we know the seal has a Kami in it giving it some sort of intelligence I was wondering if it would mess up anything later in the campaign by having it become effective a tertiary character in the game by having its own personalty and speaking when opened up in the warding box as per an intelligent item.

I'm a bit worried as it feels like that there's some more planned there and I don't want to be running head first against the campaign itself.

My thoughts for the personalty (for those interested ) are basically that of an old man who's tired of all this, not happy with how long it took to rescue him, recalling old times when he'd speak up and so forth.

Any thoughts on the matter ?

Sovereign Court

So - with Ultimate Combat released (along with the APG and UM) we have 4 new Combat maneuvers (Drag, Reposition, Steal, and Dirty Tricks) that were not in core.

Oddly, though - despite Ultimate Combat introducing new weapon abilities, new weapons and the Adventurer's Armoury and APG coming out with weapons, not one of these weapons have been given a special ability.

For reference we have (in the books + Core)
Tripping
Disarming,
Sunder,
and Grapple.

In the same area we also have Distracting weapons.

Now some Combat Maneuvers don't lend themselves to weapons in general cases - Like Bull Rush, Overrun and such. But why do none of these maneuvers get one? A Drag weapon makes sense - a variant of the whip maybe or a hooked polearm. Dirty Tricks doesn't take much imagination with how broad it is.

So why is it that we don't see any of these weapons out so far in all the books that have come out - 1 of them focused mainly on combat?

Sovereign Court

I was wondering as I pondered something with a new character I built - does Hardness count as Damage Reduction given its effect is similar in nature.

IE. Would a Lantern Archon's Light Ray attack bypass the Hardness of an iron door?

Sovereign Court

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Greetings...

So recently I've been thinking of running a lower level game, with less of a focus on high magic and such that I normally have seen in my games and my friends as well as lower magic setting that base dnd/Pathfinder doesn't encourage.

A while back I read the E6 Rules for dnd (Findable here: http://forum.rpg.net/showthread.php?t=352719). Basically the idea is that characters stop leveling at level 6 and every 5000 xp they get a bonus feat and that's all. Part of what it is does is stop some of the dungeon breaking spells and spellcaster dominance / setting breaking that can happen.

So I was wondering - has anyone played Pathfinder with E6 rules? If so how did it work? What did you like/dislike of it?

Thanks for your time,
Cob

Sovereign Court

I've come from my shadows, lurking, to the light to post a few questions here. Thanks in advance for your time.

1) Does an extract that is inert due to not being in an alchemist possesion have a magic aura? It can't do anything and its siphoned off part of your magic aura (according to the flavour text) so... not sure.

2) If the Alchemist cannot make extracts with focus components - why are spells like Fly on their Formulae list? So they can use Wands of Flying?

3) Does Item Creation via the Brew Potion bonus feat work the same as it would for a normal caster? Can Alchemists ignore the pre-req of needing the extract on their list by raising the DC by +5?

4) Mutagens make a mention that other alchemists can use them. Does this apply to things such as bombs and/or extracts? If Alchemist 1 makes it - can Alchemist 2 use it?

5) Does Deflect/Snatch Arrows work on bombs? If so, snatching the bomb makes it inert correct?

With that done - I think the Alchemist is a nice and interesting class though with some confusion on wordings in there and I don't believe I've ever read the word inert as much anywhere. Also, it could really use some formatting help to make it easier to read.

Thanks for your time,
Coboney