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On the subject of scrolls and somatic components. pg 150 CRB
Spoiler:
Casting an Arcane Spell in Armor: A character who casts an
arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table 6–6 is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure. Pg 490 CRB
Spoiler:
Activate the Spell: Activating a scroll requires reading the
spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance. Interpret that as you will. ![]()
Mitch Moore wrote:
Jack O'Niel from star gate. ![]()
Echolocation from Ultimate magic. Although it is not on the cleric spell
There is also a helm in the pathfinder society handbook which gives blindsight 20 feet but with some rather important restrictions (it can't detect undead, constructs, creatures that are immune to mind affecting powers etc.) ![]()
Depending on your DM's view of ammunition abundant ammo is another good spell you can have. I think the Dip is worth it more for the spells you will have access to than the increased saves. In my experience a PC who even moderately focuses on his saving throw generally don't have a great chance to fail (unless the DM pumps the DC). ![]()
Kolokotroni wrote:
I am imaging that you Rick Rolled the nymph. Don't spoil my illusion please ;) ![]()
Voomer wrote:
I completely forgot about Lastwall and the royalist having a vested interest in stopping the Whispering Way. I have already used the Order, and the PFS hooks though so I don't want to reuse them if I can help it.I don't mind that the PC's died but I feel the Carrion Crown AP doesn't leave a great deal of time for PC's to go get one of them raised in the middle of an adventure :(. ![]()
beej67 wrote:
In the original printing of the core rulebook there was a single line of text that prevented that. And then this happened (Pathfinder RPG Core Rules Errata, 1st Printing) Page 460
Like you as a house rule I leave that line in. ![]()
Chance Wees wrote:
I can see that being useful as an option. ![]()
If you are making a character sheet manager for android I can't wait to see it. Right now there are a lot of dice rollers and initiative trackers but nothing that allows you to enter a character sheet. I think Mabven's suggestion for a dice roller might clutter up a character sheet. Also it would be good if it could tell you where to find any feats or special abilities. i.e. Power Attack-CRB pg.131 or Antilife Shell-CRB pg.242. ![]()
I am currently on book 4 of the Carrion Crown adventure path and I am just wondering if other GM's are finding very lethal. I began the campaign with 4 players at my table and they were 15 point buy builds. After the first book I have one character death (the player stayed) and one character drop out due to work requirements. Death #1:
The first character to die was my brother's elf ranger. He was killed by the Slaughter Man in the party's first encounter with him. They had just finished dealing with the other ghosts and traps of the Harrow Stone when they found themselves drained and facing the Slaughter Man. Rather than running away (as I thought they would) they proceeded to fight. I used the tactics detailed in the book for the Slaughter Man and after softening the party up with several magic missiles eventually two members of the party ran and hid from him leaving the ranger, the summoner and his eidolon exposed. No problem right? I just divide the magic missiles between the two and everyone is happy. Unfortunately the summoner was under the effects of "Hide from Undead" and the eidolon had shield cast on it in the first round so I was left with one viable target. BLAM! dead ranger. My brother took it in stride and at the end of the book he made a fighter to replace the ranger. In the second book I had a party of 3 players (and things were okay) until the Baron's Keep). My brother died once again in the final dungeon. Death #2:
Fighting the trolls at the keep entrance he and the cleric found themselves in a tight spot. My brother could have moved out of the fight and left his party member suffer a round from the troll alone while he drank a potion or stick it out and hope he they kill it first. Obviously he elected to stay and it didn't work out too well. By the end of book 2 we had added a 4th player to the table and things were looking up. In fact the player who had left due to work commitments was able to return to the table bringing the total up to 5 PC's. Midway through the third book the cleric had to leave due to starting up school and so our table was reduced once more to 4 players. It was in the final "dungeon" that the player who had returned to the table at the beginning of the book met with his untimely end. Death #3:
Being the only good aligned character at the time he was killed in Feldgaru by the Demon Wolves and their leader detecting that he was the best target to hit. It was after this death that I lost two players. My brother had to leave town for his school co-op and second player had to leave for work requirements (the fellow who had returned and died stayed on and created an inquisitor of Desna). However I managed to find two more players and now my table is back up to 4 as I began book 4 "Wake of the Watchers". The book has been proceeding well and my party hasn't thrown me any real curve balls in terms of decision making. And in spite of a few misconceptions about the nature of some of the antagonists things went pretty well until... Death's 4&5:
They arrived at the Undiomede mansion. The party managed to kill and clear out most of the mansions less savory characters by entering through the back door. They explored the upper level and found Voltiaro and thoroughly enjoying his transformation into a beast from beyond. We ended the session here and decided to finish next week.
The next game the noticed the trail of slime leading down stairs and they followed the trail to discover the portal in the stone pillars on the first floor of the house. After some debate they decided to explore the rest of the house. This led to them eventually encounter a tick swarm which promptly devoured two characters one after the other. Both tried to flee the swarm's wrath but they learned the that Cling special feature of the tick swarm was deadly. So there you have it 5 deaths in 4 books. I don't really believe any of them were the fault of the players but this has left me with a very weak reason for the party to continue hunting the Whispering Way (only 1 character from the original party remains.) Thankfully my party wants to keep going but I am running out of ideas on how to integrate new characters to the party. In fact in order to save the last session from ending an hour and a half early I just teleported the two new characters into the party (with the consent of 3/4 players at the table) hand waving any introductions or attempts fitting them into the plot. If anyone has some suggestions on how to keep introducing new characters please let me know. At this rate I'm going to have at least 2-3 more deaths. ![]()
CaspianM wrote:
If you are feeling mean swarms are nasty. Especially if you were to design a CR appropriate variation on the Tick swarm from Bestiary 2. ![]()
Gluttony wrote:
You could use the underwater pressure rules to devise something. Also for underwater Freedom of Movement allows you to operate without fear of taking damage from high pressure so that could be an option in other high gravity environments. ![]()
Hitdice wrote:
There are rules for deep underwater rules that deal with extreme pressure. in the core book under environment. It's at the very tail end of the chapter. ![]()
Sean K Reynolds wrote:
The same reason you pick any sub optimal weapon. Just 'cause. ![]()
shallowsoul wrote:
Well you are entitled to your opinion. ![]()
shallowsoul wrote:
I think both James and Sean have provided logical responses to your question. Saying that you disagree doesn't change that you now have your answer. ![]()
Grand Magus wrote:
This deserves the Slowpoke meme... :P ![]()
Clockwerk009 wrote:
There is an experience chart in the core rulebook (I guess that wasn't included the beginner box). The basics of the chart is that for a part of 4-5 divide the total experience from the encounter by 4 and each player receives that.To find out when they are supposed to level up refer to page 30 of the Core Rulebook. ![]()
By the RAW he would have a favored terrain for all of Hell. That said the RAW isn't based around having a campaign in Hell it assumes most of your time will be spent on the material plane. Favored Terrains
If your campaign is taking place only in Hell I would recommend treating it like the Material Plane. i.e. it alone is not a valid favored terrain. Also I would like to point out that unless your ranger is doing something tricky Favored terrain really isn't a huge deal it provides a bonus on Initiative, Stealth, Perception, Knowledge (geography), and Survival checks. ![]()
Ravingdork wrote:
You need to shift 2 points into Spellcraft Spell Perfection requires 15 ranks. ![]()
Grick wrote:
Absolutely correct, with a 1 handed weapon. ![]()
Grick wrote:
James Jacobs (Creative Director) wrote: Quote: if you're wielding a 2H weapon, you can let go of the weapon with one of your hands (free action). You're now only carrying the 2H weapon, not wielding it, but your free hand is now free to attack or help cast spells or whatever. And at the end of your turn if your free hand remains free you'd be able to return it to grip your 2H weapon so you can still threaten foes and take attacks of opportunity if you want. You would need to make your free attack before the end of your turn. Since you are not wielding the weapon until the end of your turn I don't see how you could make an attack with the 2 handed weapon that you are holding as opposed to wielding as a straight Magus. ![]()
GarrinB wrote:
Back in 2nd Edition there was an equation between Charisma and appearance. As far as I can remember this equation was removed in 3.0 and has continued to Pathfinder. Charisma now is a measure of your overall social ability (as far as it's relation to skills go) and while being beautiful might help it is not required. ![]()
Mok wrote:
I have to respectfully disagree. If that was the case the core rule book would be perhaps 150 pages, maybe 200. As Stephen pointed out before things can very greatly from one game to another. ![]()
Omega9999 wrote: Mmm. I think there's something wrong with this rule IMHO One point of interest the original printing (which I have at home) did have one sentence in the magic item creation that stated you could not create items that had a caster level above your current caster level. It has since been removed by errata. I personally still stick with that rule because I do not enjoy crafting shenanigans which my players seem to engage in with great gusto. ![]()
I plan to use the new armor as DR variant rules but there are a few areas of concern that I have in regards to defense and critical hits. 1. "In this alternative system, a creature does not have an
Does this mean that size modifiers no longer matter? there are part of touch AC but they don't factor into this new equation. 2. "In this alternative system, when a creature threatens a
If you bypass a creature's DR is its Critcal Hit Defense (CHD) reduced? for example if you threaten to critical a skeleton and you by pass its DR/armor but not its DR/bludgeoning is it's CHD now lower by 4? (4 is the standard DR/armor for a skeleton). ![]()
Aspasia de Malagant wrote:
There is a 7) from Inner Sea Magic. Page 16 Spell Tattoos. I don't know what the cost is like v. an Amulet of Mighty Fist, but they do seem to fit the situation of making your hands magic. ![]()
halfawannabe wrote: really? That seems kind of counter-intuitive to me, *smiles evilly* but this will make it all the more fun. Leo is correct, since the second Core Rule book errata there is no caster level requirement on any item save qualifing for the feats to make said item. *EDIT* Sorry I should have mentioned weapons and armor are exlcude from my definition of items. I meant staves, wands, scroll, rings, wonderous item etc. Obviously you will want to clear any thing with your GM (unless you are the GM) and you should remember that the pricing is only a guide line as opposed to a perfect formula that will allow you to generate balanced items all the time.
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I just wanted to say I LOVE that article in 358. It has spawned a discussion in my gaming group of the most expensive non-magical weapon/armor ever. If Dragon were continuing I'd suggest more articles like it. As that isn't the case, I will instead spend a moment singing its praises. Done. You guys weren't there, but i sang em. Are there things like these in any other dragons? Cause that would be awesome. ![]()
I've not had dragon for very long and so when i heard of the cancellation, I was a bit disappointed. However, knowing that i can get back issues now makes things a bit better. In my search for what to get, i heard of an article of alternative familiars, one of which was a moth/butterfly that gave +3 to spellcraft. Does anyone know the Issue #? |