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Goblin Squad Member. Organized Play Member. 45 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Holy Red, Batman! Why is there so much red on the full-color page? Pretty hard on the eyes and it makes everything more difficult to find and read. Something about the font (maybe the thickness of the letters?) makes my eyes want to cross and focus. I'd never use the color sheet.

I kind of like that all the core info is on the front sheet. It does make it a bit hard to read if you're not quite familiar with the design of the sheet. Recommend bolder lines around Totals (not just a different shape) to make them stand out a bit more.

I imagine there was simply no room to put a "Damage total" field for the Strikes sections? There's a total for attack (assumed: it's not labeled), but not damage. I suppose folks can just add Dice, Strength, Proficiency, Specialization, Other, and Traits individually, but lets be honest: that's an unnecessary PITA during combat.

Absolutely love the Proficiency key at the top left corner. That in mind: the Action key is completely useless. "Big-Dog = Big Dog" level useless. I'd sooner see that space distributed so the sections have more vertical space between them, or with any other useful bit of quick-reference data.


Greetings!

I'm currently running Mummy's Mask--love it, by the way--and while prepping for Book 3's exploration section, I came up with a question or two. Before we kick things off, please don't get tied in a knot about the 'empty hex' thing. The rules say there's no such thing, but I'm working with the provided hex map in the AP.

1) The Exploration rules in the PRD and SRD, there's a little discussion on exploration DCs and Discovery points. However, I don't see anything about the exploration DC for a tile with no specific CR/hazard. Is the GM supposed to assign an arbitrary CR to each unplanned ('empty') hex.

As of right now, I'm only seeing CRs for hexes with predefined events. What's the DC for the other ones?

2) On a related note, how many discovery points does it take for a hex containing no pre-planned events?


GRAND NECROMANCY!

Yes, I will commit the ultimate necromantic effect, to summon forth the darkest dredges of the Internet!

But seriously, this question has never been answered on this forum beyond "could be A or B", and was not addressed in errata.

Example: At third level, our adventuring Arcanist has 6 arcane points (3+lvl) to work with. The answer to this question changes whether he/she can use 'Summon Monster II' twice, or three times in a day. Pretty valid.

Is there an official ruling, or are we left with a general consensus? Sir Jacobs?


I love what you've done with this progression, Mr. Pear!

There is an issue with the Cross-Blooded, however (emphasis mine):

Quote:
"The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline's 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype."

Cross-blooded is an archetype, so you wouldn't be able to use the Orc/Abyssal combo (I'd drop Orc).

On a different note, I'm not sure that VMC is worth it. For this concept, you're dropping a lot of feats for small benefits (+10 to knowledges is crazy, but unnecessary). Couple Eldritch Heritage considerations:

1) Verdant (Groveborn) lvl 3 Power: summons get +2 nat armor and +4 vs some conditions
2) Elemental (Primal) lvl 9 Power: summons get 10 energy resist (fire), +d6 fire on natural attacks
3) Abyssal (for 15th lvl power) and taking Deep Earth (Bedrock) for its arcana: summons get DR/ada


Tangent101 wrote:
I'm considering allowing the PCs to buy or find Goggles of Precision, so someone without Precise Shot can fire into combat as if they had the Feat.

Keep it simple: incorporate Precise Shot into Point Blank Shot as a house rule. It's unnecessary feat tax anyway, and serves only to make ranged combatants suck in the early levels and reduce feat options in the future (by taking up the feat slot).

THAT aside, I agree with Joesi on the cost of a feat-replacing item and Claxon on the practice in general. Players should not be stocking up on feats from items. Comparing the effects/added functionality of feats with the effects/added functionality of items shows a some serious disparities (particularly with regard to level scaling). Feats that are static or generally not powerful are decent candidates, but not at the low price of 5k.

Precise Shot seems like a decent candidate to me, and it precludes players from using an item to satisfy prerequisites (especially if the player doesn't have PBS)


2 people marked this as FAQ candidate.

Likely an old question, as the subject line asks. The text says you can cast to escape. Does that include Remove Fear?

Goblin Squad Member

Download is frozen at

Pathfinder_data\Bundles\Prefabs\EnvironmentPrefabs.unity3d


I take it by the lack of response that this is a "no duh" sort of post


I was poking around the vast selection of Summoner archetypes looking for something to go along with my ghost-based Synthesist concept, when I noticed Shadow Caller. In my head, it makes so much sense, though they obviously both make changes to the Eidolon class feature. How much of a stretch would it be to fudge those together, if the Eidolon is suppose to look like a wraith?


Forgot to add one:

Maximum level for cohorts (from Leadership) is based on the player's ECL, not the player's 'level'. I think I read the feat originally as "based on character level"; if it is suppose to be ECL, great.


Thus far, I use the following Houserules (similar to Jerky Gunner's):

General:
Unless running an AP, no experience. I level the players when story-appropriate (about the same time)

JerkyGunner wrote:

Ignore encumbrance unless characters try to carry an exaggerated amount of gear.

Ammunition, spell components, food, and water are not tracked unless it is important to the adventure. (magic/special material ammo accounted for)

(( Emphasis/addition mine ))

Hit Points:
The players make the choice each level to either A) roll normally, or B) take half+1 (d6=4, d8=5, etc)

Feats:
Anyone that takes Point Blank Shot gets Precise Shot for free (feat tax is ridiculous)
New: Never more than two players in the party with Leadership
(( Contemplating giving Weapon Finesse for free ))

Saves:
Alternate attributes for saving throws (Str OR Con for Fortitude, Dex OR Int for Reflex, Wis OR Cha for Will)

Skills:
(( Contemplating giving each new PC a free rank at creation to a Craft, Knowledge, Profession, or Perform (making a living). ))

My wife gives a free feat at level one (an 'existence feat') as well as bonus ranks toward a knowledge or profession (to encourage their use).


Gregory Connolly wrote:
First I imagine that the "problem player" is really, really not cool with having had a party member who refused to learn common for 8 sessions. I imagine that they were not simply going to hand over gold to that player to reward them for being a snob.

It's okay for a character to be a snob, particularly for a Drow. If they want to communicate with the group, they should probably look into that as an alternative, though forcing the character to learn the language (assuming they normally wouldn't) seems like metagaming. Use it as an RP opportunity (do the characters want to pitch in money for it, can the character be convinced (comprehend lang/tongues) IC to learn the language, etc).

If the problem player (not "problem player") took IC actions that were appropriate for his character (the theft/ransom), then he's really just turning himself into an NPC instead of PC. PvP never turns out well in a group. If that's what he'd do, it's time to make a new character.

Gregory Connolly wrote:
I would also have to say that most people don't like it when their supposed friends shortchange them, and this group of PCs do not seem to like, let alone trust each other.

Please re-read the OP's description of the tantrum; He flipped out for an OOC issue, not the necklace (unless that is the OOC issue; please correct as appropriate). The characters definitely don't seem to trust each other at all, which is a big problem. Time to talk to everyone about what they expect from a group, because the answers appear to be different from each other.


@Mathwei ap Niall

I took some of your suggestions (the party flipped out when he started quickening spells; my players get angry when they're surprised :D ). I started with the Mislead for his eternal-conversation before launching the assault.

Knowing the dragon was not going to be enough, I also threw in a Manitou (CR15, constant grtr invis) as a mystery 4th consor. At the intro to combat, she threw down a purple wurm right between the party and the dragon illusion, who then swallowed Vetra Kali whole. Ended up being a bad decision, as he proceded to "exit" via his "cone" ability (vague for decency). Everything when topsy-turvy when I threw in Reverse Gravity, but as it turned out, everyone in the party (minus Artephius and the vamp rogue) had Slow Fall cloaks or wings. The rogue clung to the wall via Spider Climb, but Artephius was cushioned only by his DR.

The party anti-paladin tried to smite (and give everyone else a use of smite) on the illusion, but it failed (because the illusion is not evil). Vetra Kali went toe-to-toe with the dragon and was barely scratched thanks to his ridiculous DR 15. Dragon popped antimagic field against him, which coincidentally banished our Summoner's eidolon (the player was not pleased).

Overall, the combat was pure chaos, and the players were rather frustrated (I think it was because of the difficulty and complication of Reverse Gravity). They were challenged, even if no one perished, and really felt like they earned that dragon's hoard

molten_dragon wrote:
Our group also just finished this book, and so far I've got to say I'm fairly unimpressed with the whole adventure path. The story is fun, but the actual mechanics and design of everything are really lacking. This book in particular was noticeable, since depending on the order you fight things in, you can (and we did) end up fighting about 2 full sessions of enemies with ridiculously high saves, SR (or flat out magic immunity), tons of hit points, immunities or resistances to nearly every energy type, and who spontaneously return to life after you kill them. Our whole party was so fed up and frustrated by the end of last night's session that the DM skipped about half the encounters towards the end and just rushed us through to the final fight so we could be done with this book. We're hoping things improve in the next one or we may never finish this.

There is a noteable lack of editing that only intensifies throughout the books (spelling and grammer-related errors everywhere). Did your players have access to the Nightmare/hounds from book 2, or the Nessian Warhounds? How about Artephius? At the end of book 3, there are a ridiculous amount of arbitrary easy encounters that do nothing but waste time (it doesn't 'weaken the group' if they leave, rest and return before the big guy). I'm fairly sure the difficulty is based on having a least 1 other tack-on (Grumble, Artephius, etc), though my party clearly had the opposite problem with 8 people (at the time) rolling from one room to the next.

Pnakotus Detsujin wrote:
If I'm correct about what i've read, you have 2 vampires, 1 half fiend and a soon to be graveknight + Vetra Kali, the ogre, another vampire and a soon to be vampire despot ...

My freak-show is 1 vampire, 1 vampire/Devilbound (imp), a dhampir (vampire-lite), 1 ogre/half-fiend, 1 human/half-fiend, an Alchemical Golem, an Advanced Unique Leukodaemon, the human/half-fiend's ridiculous pet, an "ordinary" tiefling and a truly ordinary dwarf. This does not account for the Nightmare that they own (and never remember) and now a young adult black dragon (which I will be just writing off). Never allowing more than two (probably not more than one) player to have leadership again.

Pnakotus Detsujin wrote:

2) send someone against vetra kali expecially for him - he's a deacon of pestilence, it should not be allowed to stay free in the world. the tears of aklys are not his only weapon. this being (a CR 15 something) should be me at the dragon house.

3) Let the dragon know pcs are coming - i mean, the have: destroyed valtaerna, killed of many high celestials, killed the son of Antharia Regina and they ride a dragon around. Eira should have sensors around Chargammon house and know everything about them and have strategies just for them. like wands of searing light and scrolls of sunbeam.

I actually sent both the dragon and the purple wurm against him, and it didn't cut it (though he was at less than half health at the end). Not 100% sure what you mean by the Angel in the Throne Room (Ara Mathra is dead by that point)

I did give the dragon prior-knowledge, as he met them with a Mislead (I forgot about the Programmed Image during the combat). The strategies I used were not 100% on queue admittedly, and I didn't use any scrolls (lessons learned), though the metamagic gems came in handy.


@Mathwei ap Niall

I didn't realize how tactically I needed to handle the situation, but thanks to your (no offense) terrifying suggestions, the players may choke during the next part (Eiramanthus).

I apologize for not vocalizing the party make-up before:

PC#1: Half-fiend (2nd character) Summoner with a chainsaw for an Eidolon. He mostly functions as a support to the party with Greater Invis and Prot from Energy/Resist Energy (sometimes both).
PC#2: Tiefling Fiendish Vessel Cleric/"Unholy" Vindicator that hops between melee and spell-casting. Crazy bonus to pass through SR, but horrific D20 luck.
PC#3: The heavily-templated Devilbound (Imp, nixxed the Summon devil 1/day) Vampire Witch with a focus on DeBuffing (almost no buffs at all). Lots of will saves through sleep effects and Misfortune.
PC#4: NPC "tank", Dwarven Armor Master who has become largely ineffective thanks to Grumble and our Cleric/Unholy Vindicator. His saves are very good thanks to Steel Soul.

NPC#1: Artephius. During the storming of the Vale, he crit literally five times in a row (had to see it to believe it) and has since become the party mascot. He's crit maybe twice ever since, but our Summoner is never far from him. He has unlimited bombs of a random element, though the splash as per RAW is only 1d6.
NPC#2: Grumblejack, who is now a Half-Fiend (Book 2) Two-Handed Fighter that lays the vital-striking smackdown . . . so long as he hits. Average of ~62 dmg per hit. Thanks to Half-Fiend (at least, book 2's rendition) he can magically fly (80ft good), and he uses this to his advantage constantly
NPC#3: Dhampir Anti-Paladin (home-ruled to be Lawful Evil). This guy wasn't good at first, but now he gives everyone in the area a Smite Good and all enemies turn to fine red mist before the round is done. His fighting style is identical to Grumble's save for the flying bit. Not surprisingly, his saves are just stupid.
NPC#4: Vampire Sniper Rogue, newest to our freakish family. His strategy has been quite simple as of late: give him Greater Invis, and he finishes off everything (~30 dmg per shot, 4 shots with Blessing of Fervor). All of his skills are just insane (Vampire), and he functions like an early warning radar everywhere they go.
NPC#5: Vetra-Kali Eats-The-Eyes, an advanced unique six-armed leukodaemon tricked into eternal servitude (CR 15). He has been neglected for everything since getting him at the end of Book 2, but after facing down the Time-Stop-casting consort, the party QQ'd at their memory decided that he would 'never leave their sides again'. Still working on a strategy to throw him out (likely involving an assault on the Horn of Abbadon, which will result in his re-banishment and the players' eternal enmity).

Before going into the third book, it was an unspoken rule that the Nessian Warhounds were forfeit (mostly because of . . . well, everything).

So that's the clan. On the whole, our party's saves are generally ridiculous except for Reflex, though I expect they'll get the chance to suffer from that penalty with Eiramanthus. I plan on throwing in another surprise "4th consort" to aid him, though unsure what to use yet (Grtr Invis. Evoker, mebe). In general, their ACs are also stupid (melee ACs are approx: 27(vetra), 28(anti), 34(dwarf, ironically), ~35(cleric), 36(Grumble), 41(eidolon buffed). Hitting them where it hurts often seems short-lived.


Does anyone have ideas about how to better-standardize the template? Regardless of PC or NPC-usage, it is unbalanced. Anyone have ideas to bounce around?


@Pnakotus Detsujin

I took the suggestion of adding Round Two with the Lord Abbot as a ghost (template included), and also added an Astral Deva to the fight with Ara Mathra. The players really liked it, as it turns out, though the fight was still a breeze for these guys. Maybe I need to give every monster Improved Initiative, because usually things explode before they get a chance to act a second time (or at all in some cases).

In order to keep their level reigned in, I've kept the XP distribution to the original encounters (otherwise, they would be lvl 22 by the time they get to the final book, thus compounding the issue).

In book 4 so far, I've doubled nearly every encounter, which just leads to an excruciatingly long combat every time (the gargoyles were painful without being effective against the party). During one particular combat (I cannot recall which) there were 14 initiative numbers


Simple, quick question that I cannot find specific clarification for: can one take both Vivisectionist and Mindchemist as archetypes for an Alchemist?

Each archetype lists a few things that make additions to what can be chosen instead of Discoveries, and the changes are mutually exclusive. Can someone take both archetypes and "reap the benefits" of the twice-expanded Discovery list?

Along the same vein, I have an NPC that exemplifies the typical characteristics of both archetypes. While I could just wave the magical "DM" flag and make it so, I'd much rather get the community's answer as a whole to avoid 'cheating the system'.

I guess that wasn't quick, but I'm long-winded by nature. Please excuse me.

Goblin Squad Member

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Am I the only one that's a little disappointed by the change to a non-secure protocol FROM a secure protocol (HTTP is transmitted clear text, HTTPS transmitted encrypted)? This will only generate future security problems for the website if all commands are sent in clear text. It's a step back.


Devilbound Creature is easily the most uneven and confused templates in Pathfinder. Compare an Imp (CR+1) to a Pit Fiend (CR+1). Polymorph (self only) vs Quickened Fireball.

With that being said, how can we fix this problem? Racking/stacking spell-like abilities seems like the way to go, though it's difficult with the spell levels being so varied. Should it really be Natural Armor +4 and fire resist 30 regardless of Devil?

Can this be compared to Fey Creature, or (hopefully not) Half-Fiend?

And lastly, is there a way to make this PC-useable?


I've been running a party through Way of the Wicked for a couple months now, and we're closing in on the end of Book 3, and I'm seeing issues left and right.

In the first book, my players were getting spanked by everything, though in book two and especially book 3, nothing is challenging. The reason is clear: three of them have leadership. I know they acknowledge the issue with multiple cohorts in book 2 and I've accounted for that in fights, but seemingly to no avail. By finishing Artephius, they have an infinite-shot catapult with touch attacks that follows them into (nearly) every combat. Has anyone else seen these issues?

During the assault on the Vale, my party was roaming around with the four, three cohorts, Artephius, and three Nessian Warhounds from the Contract Devil (each of which can do fireball damage every 1d4 rounds). Did anyone else watch the Warhounds smother absolutely everything they faced in seconds? ((Book 2: the party had used their last 'request' of Vetra Kali to be eternal servitude (the players are wicked indeed)! Ironically, they forgot to call on him during this whole book. All the same, can you imagine?))

When it came to the Phoenix (which they put off until the last possible minute), they buffed like mad (fire resist 30 on everyone but Artephius), moved in with the half-fiend-Vital-Striking Grumblejack + Four-Armed Elephant-sized Eidolon, and smoked it in two turns. Desecrate was easy to manage (half-fiends). They drained its blood for Blood Transcription, stuffed the ashes into a Bag of Holding IV, plane-shifted to Hell, dumped it out and left! They got the egg, and I RPed an example NPC that traded undead grafts (with some adjustments for balance/fairness) and magical items. What did folks do about the egg? They say it's worth at least 250,000gp (I gave 200k worth, which was split evenly among four). Should the egg just not be worth as much as the Adventure Path book says it is?

In the Cathedral of Mitra Made Manifest, the first floor was very tedious. Every room, the party loots, and gets assaulted by three ghost paladins, and there are 10+ such rooms. Did you play out each fight, or skip a lot of the encounters altogether?

When encountering the Lord-Abbot downstairs, the party killed him in two player actions (vital strike + poison spit (which only did 15)). The guy has a Constitution of 10; how is he suppose to be challenging? Did anyone else's party just walk through him?

((As a side-comment, the editing of this book was sorely lacking and in some cases confusing. "The two e's in the word servant" still boggles my mind.))

For the most part, I want to see what others' experience with Book 3 of Way of the Wicked has been like, and if its anything like the group I'm running for.


Kazaan wrote:

That looks correct. To break it down completely:

+18 (main-hand first iterative)
+18 (off-hand A standard)
+18 (off-hand B standard)
+18 (off-hand C standard)

+13 (main-hand second iterative)
+13 (off-hand ITWF)

+8 (main-hand third iterative)
+8 (off-hand GTWF)

+3 (main-hand fourth iterative)

Sort of. Multiweapon Fighting says it reduces the penalties of main hand attacks by 2 (from 6) and off-hand attacks by 6 (from 10). Not really sure if the details from Two-Weapon Fighting about a light off-hand weapon should be considered 'included'. IMHO, it would be more balanced as "-4 to all" (and the RAW seem to suggest that so; these are two different feats), though its an arguable translation to treat it as TWF.


6 other planets, 3 moons (more would become unweieldy). How important will these other worlds be beyond barely visible (possibly not) specks in the sky?

2 suns. One bright and yellow/orange, the other cold, dark blue/black.


Bunnyboy wrote:
Conspicuous wrote:


* Strength OR Constitution for Fortitude saves (idea: physical conditioning
* Dexterity OR Intelligence for Reflex saves (idea: right place at right time)
* Wisdom OR Charisma for Will saves (idea: force of presence/personality/will)
Use the worse stat bonus.

Why on earth should the worse stat bonus be used? Is the current method for determining save bonuses too much?


I don't use point buy. Generally, I come up with a different attribute rule for each group I run for, depending upon composition, expected length-of-campaign, anticipated difficulty and group makeup. For a "Way of the Wicked" group I ran for, attributes were 18,16,14,12,10,8 (a very challenging adventure path, to be sure). Another set I've used often in the past: 16,15,14,13,12,10.

Also, as a point of reference, the folks I game with the most design characters for roleplay vice roll-play. Doing this for saves balances them out a bit for classes that otherwise suffer (e.g. Wizard, Sorcerer). I'm not worried about people trying to stack them too high, as there are numerous ways for the world to bite back.


I'm sure this has been implemented/commented by many people in the past and present. All the same I wanted to mention a house rule I have been using for years, taking a paragraph from D&D 4.0 (even a broken clock is right twice a day):

* Strength OR Constitution for Fortitude saves (idea: physical conditioning
* Dexterity OR Intelligence for Reflex saves (idea: right place at right time)
* Wisdom OR Charisma for Will saves (idea: force of presence/personality/will)

If it's new to you or old news, it'd be good to know what you think!


If I were to play an Ifrit sorcerer of the Elemental (Fire) bloodline, would the favored class bonus allow me early access to, say, Elemental Blast? I can see how it adds to class level (for damage at least), but does that allow me to get it at character level 6 instead of 9?

Along the same lines, does it allow me the 2nd and 3rd uses per day at lower levels (13 and 16, respectively)?


For traits, I was considering Birthmark and Reactionary. Purity of Faith fits him perfectly, though I'm unsure if it's PFS-legal.


I want my future paladin to be the iconic sword/board tank (full of cliché, but extremely fun personality to role-play) for Pathfinder Society. So far, here’s what I have:

Human (no racial adjustment)
Paladin (with the Warrior of Holy Light and Divine Defender archetypes)

Str: 14
Dex: 10
Con: 17 (+2 racial)
Int: 13
Wis: 10
Cha: 14

1: Toughness
H: Combat Expertise

Longsword, heavy wood shield, scale mail

Class: After a little research on other threads, I noticed some suggesting Cavalier (+ archetypes). In knowing that mounts in PFS are *relatively useless, I was stuck between Honor Guard and Standard Bearer, and between Order of the Dragon and Order of the Shield. The Bodyguard + In Harm’s Way tree becomes seemingly effective with Honor Guard, but I imagine that turning into “I spend every turn aiding another” (which sounds rather dull). Is a 3-level dip into Cavalier even worth it?

Feats: I was considering some of the Shield Focus-based line (even knowing I’ll never hit Shield Spec). Suggestions?

Thanks in advance

* = aiming to avoid arguments, please


And I apparently can't read. Thank you, Dylos!


How about at level 1? Maximum fame you can get before hitting lvl 2 is 4, and you'll be sitting on ~500-600 gp. Based on the newest chart (errata Jan 13), it seems you can't buy masterwork weapons or armor. Is that true?


I'd say its not an outrageous idea--considering the conversion from True Mutagen--though it might (truthfully does) outshine Awakened Intellect. At lvl 20, you'd take the True Cognatogen in the morning and it would last halfway through your sleep cycle, thanks to Persistent Mutagen (arguably meant to include Cognatogens, of course).


I've been working to complete a hammer-throwing paladin of single-smiting justice. The thought of smashing someone in the face with a hammer (in-game) and sending them across the room delights me to no end, but mechanically there are some issues.

My primary concern is the Power Attack requirement for Pushing Assault. Power Attack only works with melee weapons, but there IS a ranged equivalent: Deadly Aim. These feats have identical effect, with the only exception being Dex instead of Str and affecting ranged weapons instead of melee weapons.

What do folks think of allowing Deadly Aim be a possible alternate requirement for Pushing Assault? (assuming the character meets the requirements of both)

I know RAW says no, but the concept is quite logical. Besides, combining this with Charging Hurler and Radiant Charge makes an incredible one-shot cannon (not overly useful, but awesome and full of character flavor)!


Polymorph Any Object

Aging Effects (scroll 1/3 of the way down)

Situation:
Half Orc Bob is an 18th level wizard. He's 31 years old (middle age), and he has low self esteem about people picking on his gross green skin. He decides to polymorph himself into an Elf--everyone likes Elves, right? Using Polymorph Any Object, he turns himself permanently into an Elf. (An Increase Duration Factor of 13 (see spell))

Related questions:
1: Is Bob now a middle-aged Elf?
2: Can Bob choose to Polymorph into a younger/older Elf as part of the spell?
3: Will Bob live to be 354+ years old?
4: Random: If Bob dies (Sarenrae forbid), will his corpse be that of a Half Orc?

Clearly, Bob is not the equivalent of a 31-year-old Elf (unless the GM in question is childish)

Surely this is an age-old argument, but it'd be wonderful to hear the community's theories.


TriOmegaZero wrote:
Are there any uses of these that do NOT apply to spellcasting? Do non-spellcasters make any kind of Concentration check?

Absolutely!

Picking a lock, disarming a trap, balancing (arguable): just about anything that takes consistent thought. Difference is, most of these aren't factored in with the "Concentration Check"; outside interference while trying to concentrate on something instead just becomes modifiers on the original skill check.

EX: Picking a simple lock (DC: 20). Picking a simple lock while someone's trying to carry on a conversation with you (DC: 22+ (total DM call)).

A lot of things require concentration; it just makes performing that action harder. Since spells don't require a roll to accomplish, they need something else to reflect difficulties along the way.


"If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever"

Methinks this ruins any idea of long-duration storage. Once that Shrink Item wears off (if the weight/size goes over the limit for the Bag), then everything in it is gone. Regular, 1sp sack. 1/2 lb, fyi.

Being the example is Next Day, they HAVN'T switched back yet, and they turn into boulders once they touch a solid surface. I'm not one for physics, but the potential energy of a high-mass object falling vs a low-mass object falling would create a different impacting force (correct me if I'm wrong). The pebbles don't gain their mass until contact is made . . . so maybe it becomes force of impacting pebble + "stationary weight of boulder"?

Is anyone a physicist with a specialty in magic and transmogrification?


Ultimate Magic Spell Book Prices

For those too lazy to copy+paste :)


mdt wrote:
If you give an NPC PC wealth that adds one to his CR. Same thing applies to giving him PC class levels instead of NPC class levels, another +1 CR.

OMG . . . I did not realize this! Thank you for pointing that out! *alters "things" . . . *


Obviously late, but my chaotic perspective on the original questions (copied responses are obvious signs of genius):

Reynard_the_fox wrote:
First, the description says they get a reflex save each round to escape; is that like Glitterdust, where they get a Will save each round not to be blind for free? Or is it more like escaping a grapple, where they actually have to take an action to break free? (They are Entangled, after all.)

It’s more like an every-round Fireball, except a save equals no damage. Making a save vs a spell effect is a free action.

Reynard_the_fox wrote:
Second, suppose I end the sphere in or next to someone's square using my move action. (If I end it in their square, they presumably have to make the saves; if they make them, I assume they're hiding in one of the corners of the 10-ft square.) Now I cast Hydraulic Push or Telekinesis to attempt a bull rush on them. If they fail, are they automatically sucked into the orb? What if I use the "violent thrust" version of Telekinesis?

VERY wishy-woshy, and I’d say the DM is the predominant factor in all circumstances. If I were your DM, it would of course depend on the situation/positioning. Assuming optimal conditions, and you telekinetically pushing them into the middle, I’d follow the rules for the spell (Telekinesis) first (will save, right?), then demand a reflex save of some sort. Given the ambiguous nature, I’d skip the first Refl save IN THIS CIRCUMSTANCE and go straight to the sec. save vs Engulf—personal logic: you’re being thrust directly into the center of this ball of churning water, as opposed to being battered along the way to get there.

Reynard_the_fox wrote:
Third, suppose I end the orb next to or extruding 5 feet over a Create Pit spell. Does it hover there until I can direct it all the way into the hole? At that point, what happens? You'd think the rules for falling onto a yielding surface apply... or does the orb just dissipate due to the force of the impact? Can I dismiss the orb as they fall (and if so, does that require an action)? What happens if they fall into a spiked, acid, or hungry pit?

Create Pit specifically demands reaction only from Creatures:

“Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.”

I don’t know what impact you’re talking about, but guess you mean to engulf people and carry them over to the pit. If that’s the case, the components for Aqueous Orb does not specify that it can be dismissed:
“Components V, S, M”

If they fall into a spiked/whatever trap, then that has to do with the specific trap (be it spiked, poisoned, etc). Specifics at that point.

Reynard_the_fox wrote:
Fourth, if I use a Persistent Rod, they have to make 2 saves for the first effect and 2 for the last (if they fail the first) every time, right?

If they failed every save as it came, they’d make two saves total: first effect, second effect. If they succeeded at the first save, they’d have to roll a second time against the FIRST effect. IF they failed this, they’d have to roll against the second effect. If THIS roll failed, they’d have to roll a SECOND time against the second effect.

Quick synopsis: if they fail the saves for both the first and second effect, nothing changes.

Reynard_the_fox wrote:
Fifth, if I hoover up someone under the effect of Hideous Laughter, do they start drowning immediately? If I get a spellcaster, can they cast spells with somatic components?

EXTREMELY solid logic around this: “the creature continues laughing for the entire duration” if they fail the Hideous Laughter save. If someone’s laughing, their breathing, and breathing water is bad for non-fish-folk. As a DM, I’d say they are automatically rolling against being engulfed. If that fails . . . I dunno. Probably Constitution check vs the beginning stages of drowning. Laughing under water is bad, yo. Counter-point: stuff ceases to be funny when one is drowning. Most enchantments stop when it comes to damaging one’s self with actions . . . total DM call.

Fantastic question, btw.

Reynard_the_fox wrote:
Sixth, I can start the orb wherever I like within range, right? Including on top of some enemies?

Totally. It would behoove you to do so. Kinda like Wall of Fire. “Convenient placement = Wizard/Cleric Cannon Fodder”


Maxximilius wrote:
The whole utility of Deft Palm is to have your weapon already drawn when the combat begins, but so that your enemy is unaware of it.
SRD wrote:

Deft Palm (Ex)

Benefit: A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while she is being observed.

I don't see how Deft Palm allows you to have a weapon considered DRAWN that is concealed.

To me, this reads that you're finding a place to conceal it (secret pocket), even though someone is watching you do it. Nothing else in the game mentions concealing a weapon in a specific way--like, not in a pocket--then it seems odd to allow it in this case. You'd think it would mention "still considered armed for the purposes of Attacks of Opportunity"--or any other number of differences that come with having a weapon drawn--if it were the case.

There's definitely the whole "now you see it, now you don't" deal, but more is just conjecture.

Original writer comments?

EDIT: Just to be a hypocrite with my own conjecture, what about:
Glove of Storing

"The item is shrunk down so small within the palm of the glove that it cannot be seen"
"Storing or retrieving the item is a free action."

No one sees the weapon, it pops into your hands instantly, and you make an underhanded (har har) stab!

Eh? Eh?


MyraMistweave wrote:

I've been concidering for a time opening a Pathfinder system Digichat (like many others out there for 4th Ed or 3.5 or WoD games). Obviously however with the Pathfinder rules system and what will most likely end up being a home brewed setting.

Mostly was curious of any legal things I need to do/accomplish before I do this. Also if there was anyone in the know possibly interested in being hired to work on the database/website/forum programming.

Thanks for any replies.

Bump on this. I'm actually alarmed more has not been developed here. Does anyone have any thoughts to share on a digi for Pathfinder?

I've played on a 3.5 chat--which wasn't bad--and Pathfinder is astronomically richer in story IMO. A chat for this awesomeness would probably explode in popularity


I apologize in advance; the following may not make sense to the structured mind (chaos FTW)

So here's the situation: Mr. Rogue Sniper is a jerk. Or maybe a businessman who's seeing to some 'business. Either scenario, he's about to make someone have a sucky day.

Scout + Sniper Archtypes (they don't overlap, far as I can tell)
(( Brief synopsis from these two: Opponent treated as flatfooted if you move 10 feet first, and Longer range on Sneak attacks. ))

Let's just say lvl 20 for simplicity (I assure you it makes sense that way). Mr. Rogue Sniper wants to get his Sneak Attack on with someone from a range--we'll say 60ft. With Sniper, he can make it happen easily. He's picky about weapons, and only uses with Crossbows--bows are for wimps and Elves, after all.

This dude's rocking the following feats/rogue talents (and their prereqs as obvious):

Feats:
Rapid Reload (particularly for the lt crossbow)
Parting Shot
Vital Strike
Bullseye Shot (just because)

Rogue Talents:
Fast Getaway
Crippling Strike (turns out he IS a jerk)
Stealthy Sniper (-10 instead of -20)

What I'm looking for is legitimacy + other options here. I'm not looking for broken--if I was, I wouldn't choose a ranged rogue with a crossbow!--just effective enough to be more than a waste of flesh and graphite.

FIRST QUESTION:
I fire at said dude (using Vital Strike). Does this action signify a Surprise round, or simply "my turns first, suck the damage"?
(( SRD on Surprise rules ))
The wording that catches me is the following:

Pathfinder SRD wrote:
"If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin"

This seems (to me) to imply that at least one of the enemies has to know the good guys are coming, which seems stupid to me. Clarification from the community here would smooth things over dramatically.

* Assuming this IS a surprise round, am I screwed for hiding because I don't have the move action? I'd essentially need to make first initiative if that were the case.

* Assuming this is NOT a surprise round and I get the rest of the actions, we move onto exhibit 2:
I hit em with Vital Strike (standard, sneak attack or not), and get a free withdrawl. During that withdrawl, after 10 ft I get another attack from Parting Shot. The Parting Shot is made a sneak attack by Scout.

SECOND QUESTION:
Am I insane, or does this actually work? Can one make a coward ranged rogue into an effective combatant (once per encounter)?

THIRD QUESTION (multi-part, because I'm also a jerk):
All of that aside, I've seen a lot of people suggest Shot on the Run for ranged rogues. Is Shot on the Run truly necessary? It seems all you need to do for maximizing the Scout Archtype is to move first (up to 30ft or so), then choose to shoot (ideally with manyshot, but that's another issue). Does hiding and/or sniping ever really come up if that's the strategy?

FOURTH QUESTION:
With so many feats already necessary for making a ranged rogue "work" (there never seems to be a clear-cut-"Do This" layout), does a cool-LOOKING feat like Bullseye Shot ever actually end up being useful? Obviously it wouldn't with Scout, but what if you went the Burglar or Poisoner route? That's an attractive bonus to attack, but when they're flat-footed, is said bonus necessary?

If you've made it this far, I applaud your patience. If you have answers for these passing questions from a wayward soul, I'd giggle like a leprechaun.


Quote:
I don`t get why he can`t use a longsword or scimitar though.

If you kindly redirect your attention to the following link:

http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat

THIS helps by an incredible amount. With Power Attack . . . ? Oh man!

Sort of an aside: Crippling Critical comes at lvl 10 Duelist, and is of course uber-sexy with its numerous options. My issue is with the feat Critical Mastery, which specifies that you can combine two critical "FEATS". Anyone else think the Duelist ability--which is named with the word Critical--should work with Critical Mastery? I can imagine that most would house-rule it even if the book rules disagreed, but I'm curious from the community's perspective.

Lastly, on the AC bit, I've worked an Elven Duelist--best choice, imo--up to having 44 AC at lvl 20. It takes a bit of cash, but totally do-able:

Dexterity 28 (6 from gloves, 4 from leveling, 18 base Elf) = +9
Intelligence 24 (6 from headband, 1 from leveling, 17 base Elf) = +7
Bracers of Armor +5,
Ring of Protection +5,
Amulet of Nat Armor +5, (sucky, but if you need the AC . . .)
Dodge (from Free Hand Fighter) +3 (only up to lvl 10 Fighter, based on wording)
10+9+7+15+3 = 44.

Heck, if you're paranoid of dieing, you could throw Combat Expertise in there (which you should get for disarming anyway), the bonus Dodge from the class for using it(another +3) and fight defensively. Won't be able to hit anything, but nigh-untouchable.


golden pony wrote:

Requirements

Alignment: Any chaotic.
Base Attack Bonus: +7.
Feats: Cleave, Great cleave, Power attack.
Skills: Intimidate 7 ranks.
Special: Strength Surge and Intimidating glare rage powers

Just to throw this out there: if you wanted to go Fighter/FB, you would have to have 4 levels in Barbarian--two rage powers. This is BEASTLY for a prestige class requirement, and reminds me of PRC req's attached to Forgotten Realms classes (personal shudder). The particular with these is Intimidating Glare. Yes, Barbarian scary, rawr. Simple enough; that'll be the case already if you require 7 ranks in Intimidate--another large amount. When you really break it down to in character logic, the PC does not need to have an "Intimidating Glare" to know how to make people bleed more profusely.

The original class--which has Deathless Frenzy--is stronger than this one, and yet only requires a couple totally useless rage feats (which only require a rage/frenzy ability from somewhere). It may sound complicated, but basically the PRC goes from needing 1 level in Barbarian to 4 levels and would get less out of it.

PF Cleave sucks. I'm just going to throw that out there.

golden pony wrote:
... And flavorwise, you need to be really endurant to push your body's adrenaline non-stop like that, you get my idea.

Could a couple ranks in Survival help in this way? Perhaps Acrobatics (if a bit of a stretch) ?

golden pony wrote:

Tireless frenzy: The Frenzied berserker is no longer fatigued after ending her frenzy.

Prerequisite: 3rd level.

Comparing for a quick second: Barbarians get this at level 17. This way would be level 10 (7 bbn, 3 FB). 17 -> 10 = HUGE jump. You can't say it's to help counter the whole "possibly attack party members" schtick, because the extra Frenzy strength already does that. Even at 5th (total lvl minimum 12), the level disparity is way too large to justify. IMO? Chuck this and replace it with something else.

golden pony wrote:
Berserker warrior: At 2nd level, Frenzied berserker levels stack with Barbarian levels for purposes of choosing new rage powers and their effect.

(( placed bold for emphasis )) By this, it may imply that your progression of acquiring rage powers continues through the Frenzied Berserker levels. If that is the case, you'd likely gain one at FB 2, 3, 4, and 5 (being that FB gives some of its own). Clarification would be groovy.

On the whole, an inspiring idea. These gaming companies spend a LOT of time and money on balancing these classes, feats, spells, and class features to cut off Ub3r Numb3r 0bs3ss0rz from ruining games for others. To say numbers aren't important is to simply be limited in point of view. It would be nice to think that everyone plays Role Playing Games to role play, but I'll retain my skepticism.

That aside, I think this class adds a unique kick to a Barbarian's options (which are non-existent beyond archtypes). Bear Warrior was fun as well, but this classes needed this lovin'.

Arbitrary comment about "fear of TPKing": how about limiting the "OMG BLOOD ORGIE". Until you're out of fuel or everyone's dead seems harsh, so try "for the next X rounds"--I'd try 2 rnds. That way, the danger is DEFINITELY still there, but you don't need to worry about destroying small villages. Or the entire party. One or two is just fine; they knew what they were agreeing to, after all :)


Stormfriend wrote:
The skeleton summoning feat requires spell focus necromancy, whereas augment summoning requires spell focus conjuration. I'm just waiting for someone to argue they come from different sources of magic and therefore don't work with each other.

Homerule: Not to be used in game unless accepted by the DM

With things like "Requires Toughness"--most specifically Dwarven Defender--I would always allow "Improved Toughness" in it's place. The concept is the same, after all.

With something like this, I'd totally allow a 'skewing' of the wording. Truth be told, Spell Focus doesn't help a summoner at all anyway.


Consider Magical Lineage (Chain Lighting), and casting a Quickened followed by a Twin. On average comparable to Maximize, but if you like to see lots of dice hit the table . . .