Lem

Dante Doom's page

274 posts. Alias of Caio Henrique Di Giaimo Silva.




Hey guys, so I finally finished reading the APG and although there are a lot of cool features and had a massive upgrade from playtest, there are some rough edges that would get better with a second playtest.

How inviable would be to have 2 rounds of playtest for the new classes (Magus and Summoners)? I think probably would make final product better.


Hello guys! I've been DMing for a long time already. I used to run PF1ed.
After the end of the Playtest I started a new campaign using the Playtest rules untill the final edition.

So I havlve been DMing for this group for about a year.

Recently a new player entered our group. She have never played Pathfinder and the only experience was with 5ed. She wanted to play an Alchemist, since it was the most different class.

The group was already level 6 when she entered. So she had a little trouble making the new sheet, but after I helped her she got everything right.

We are almost level 8 already and I can see that she's just not having fun... Last session she voiced her concerns about how she misses a lot of the attacks and always do less damage than the others players...

Shes a Gnome Bomber, and it's well built, I guaranteed that she had the important items and everything...

Since I participated in the Playtest, I knew that the Alchemist had some problems and have been using some changes that Shroudb posted in the forum.

Changes:
Core abilities:

Infused Reagents:
Add:
"Alchemical items with this Trait use your Class DC"

Quick Alchemy:
Replace:
"This item has the infused trait, but it remains potent only until
the start of your next turn." with
This item has the infused trait, but it remains potent only until
the end of your next turn.

Perpetual Infusions:
Changed from 7/11/17 to 5/9/15
Decoupled from research field. Now reads: "Choose 2 level 1 alchemical items you can make except Elixir of life" for all 3 fields.

Alchemical Mastery:
from level 17 to level 15

Added:
Legendary Alchemist Level 19:
you become Legendary in Alchemist Class DC

Double Brew: (Level 9)
Replace whole ability with:
COMBINE ELIXIRS [free-action]
ADDITIVE 2 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item
that has the elixir trait and is at least 2 levels lower than
your advanced alchemy level.
You’ve discovered how to mix two elixirs into a single hybrid
concoction. You can spend 1 additional batch of infused
reagents to add a second elixir to the one you’re crafting.
The second elixir must also be at least 2 levels lower than
your advanced alchemy level, and the combination elixir is
an alchemical item two levels higher than the higher of the
two elixirs’ levels. When this combination elixir is consumed,
both the constituent elixirs take effect. For example, you can
combine two elixirs of life to create a combined elixir that
heals twice the normal amount, or you can combine a lesser
darkvision elixir with a lesser eagle-eye elixir to both gain
darkvision and find secret doors.

Arcane Alacrity: (level 15)
Replace whole ability with:
COMBINE ELIXIRS [free-action]
ADDITIVE 4 ALCHEMIST
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item
that has the elixir trait and is at least 4 levels lower than
your advanced alchemy level.
You’ve discovered how to mix three elixirs into a single hybrid
concoction. You can spend 2 additional batches of infused
reagents to add a second and a third elixir to the one you’re crafting.
The second and third elixirs must also be at least 4 levels lower than
your advanced alchemy level, and the combination elixir is
an alchemical item four levels higher than the higher of the
three elixirs’ levels. When this combination elixir is consumed,
all the constituent elixirs take effect.

Research Field:

Bomber:
Level 1: Can choose Dexterity as Primary stat.
At level 15: Becomes Master with Alchemical bombs.

Mutagenist:
Replace 1st level ability with:
Can Choose Strength as his Primary stat. When imbibing an infused mutagen that he has crafted himself increase the item bonus by 1

Chirurgeon:
Add (on the level 1 ability):
"You also use Craft to qualify for any skill feat requiring Medicine. Your Treat wounds upgrades can use Craft rank instead of Medicine rank"

Class feats:

Removed:
Powerful Alchemy
Combine Elixir

Altered:
Revivifying Mutagen: Now it rounds up
Efficient Alchemy: They also cost half to make with downtime rules.
Enduring Alchemy: Quick alchemy lasts 1 minute
Potent Poisoner: Poisons deal minimum damage even on a successful saving throw (still deal 0 on a critical success)

Added:
(level 8 to replace Powerful Alchemy):
Healing bomb: Additive 2. You can make Elixir's of Life with this Additive (so 2 levels lower) that have 20ft range. Range increases for Bomb attacks affect this range.

(Level 6 to replace Combine Elixir):
Quick poisoner: You need 1 interact action to apply an injury poison to a weapon instead of 3.

For reference the rest of the group consist of:

Human Arcane Sorcerer
Dwarf Cleric
Goblin Ranger
Half-orc Fighter

So, anyone have any idea how to help her?


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Ok, so is it just me that think Hexes as Focus Spell are a bad idea?

I really wanted they to be akin to bard compositional cantrips, Hex Cantrips!

You could have Focus Hexes to manipulate those hexes, making they stronger or affet more targets (like Inspire Heroics for bard)


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For reference:

Exploration Trait:
An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode. (Source Core Rulebook pg. 631).

Fatigued:
You’re tired and can’t summon much energy. You take a –1 status penalty to AC and saving throws. While exploring, you can’t choose an exploration activity. You recover from fatigue after a full night’s rest.

So, if you are Fatigued, there's a lot you can't do:

Things you can not do:
Borrow an Arcane Spell, Coerce, Cover Tracks, Decipher Writing, Identify Alchemy, Impersonate, Learn a Spell, Make an Impression, Refocus, Repair, Sense Direction, Squeeze, Track, Treat Wounds, Affix a Talisman, Avoid Notice, Defend, Detect Magic, Follow the Expert, Hustle, Investigate, Repeat a Spell, Scout, Search, Borrow an Arcane Spell, Coerce, Cover Tracks, Identify Alchemy, Impersonate, Make an Impression, Repair, Sense Direction, Squeeze, Track, Treat Wounds, Decipher Writing, Learn a Spell.

Is it just me, or Fatigued is the worse condition you can apply to a PC?


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Hello my friends!

So, I really loving 2ed, (to be true I already loved the playtest...) but is it just me that it's a little worried about the speed Paizo is making new books?

They did a great launch (Core, Bestiary, Lost Omens), but as I see, there were some petty erros and some things that passed most likely because it was made in a fast state... (Alchemist, materials, and other FAQ/errata materials).

What worries me, it's that they are already working in: A new playtest (the new classes), Gamemastery Guide, Bestiary 2, Lost Omens Character Guide, Lost Omens Gods & Magic... This excluding the AP's and the new module from Mr Mona.

Not that I'm not excited about those books (i'm really am!), but with so many things, i'm little worried that things get a little rushed...

So, what you guys think?


In Pathfinder we had the Squeezing rule

Squeezing PF 1:
Squeezing
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square.

To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

In 2ed could't find anything similiar. Did I miss something?


So, as a big fan of necromancer builds, do we have any news about this spell?


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Hello everyone, so as I said in other topic I'm currently working in a Homebrew Gunslinger Archetype.

I decided to share what I already have so you guys could help me if the rest of the class.

--Notes--
- English is not my mother language, so, sry for any error.
- I'm trying to create 2 big paths for the class: "The Daring" and "The Sharpshooter" giving two options each level of class feats;

So here it's the link

Gunslinter 0.1

I would very much like you to help me with ideas for new feats or if there is anything else that you think is interesting to comment, please do!


First of all, I would like to thank the great work of the user "unua_nomo" who created a good part of the table and reached the conclusion of the initial numbers.
So please go over there on Reddit and thank him if you think this might be useful.
unua_nomo.

-------------------------------------------------- ----

So, I merged a little table that the user unua_nomo created with the rules used for creating monsters from the Unchained book.

How it works:

Choose the function of the monster you want to create or convert and the level. The numbers are approximate with what we have in the bestiary of the playtest, but it is good to always compare with your party.

For example, Brute has the highest damage of all but one of the worst AC and its to-hit is low, probably only hitting in its first attack. A critic can be very dangerous and his life being the largest of all means that it counterbalances his AC.

If you give the monster any Weakness, try to increase it's HP by the double of the weakness value.
If you give resistance, decreases it's HP by 1/4 (not sure yet) of the resistance value.

Saves are estimated, and should be adjusted case by case, the idea is to give you an approximate value for a good save and a worse save.

Abilities can be created or you can use the lists we have from the Unchained book and Playtest Bestiary, which are very good.

The Skills were separated into 3 groups:
Good: Skills where there is some investment to make it good
Master: Skills where there is the maximum investment to be good
Legendary: Skills that are above normality, such as a Deception of a Doppelganger or a Stealth of a Skulk

Anyway, I hope it can be useful.

So here it's the link.


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Hey guys, we just had a good stream from Mr Jason Bulmahn!

Here I will summarize the changes that were mentioned.

So the top 5 was:

5- Add more flavor
The final book all abilities will have more flavor. Like how the wizard will have a "Thesis" that he get to chose the name and everything.

4- Chapter 1 Rework
Chapter 1 has been completely redone.
The large number of page references was taken out and in place we have a "little adventure" guiding new players in the basics of the game. As ther Story unfolds you learn the game

3- GM Resources
DC table was simplified (just one line for level and another for DC's). Conditions were reviewed. Some were split, some grouped.
There is a new condtion called "Doomed". It lowers the death threshold by the amount (Ex Doomed 2 you will be DEAD if you get do Dying 2)

2- Ressonance
Completly gone... Yeah that's righ... No more ressonance whatsoever! Even the Focus rework didn't did well.
(Some items will be changed to reflect this, like wands not beeing a spell in a branch)

1- Proficiency rework (HUGE)
The data showed that proficiency was a cool system, but the difference between levels was very low.
Ok so now we have:

Untrained: You get NOTHING, not even your level, you will suck hard my friend!
Trained: LVL + 2
Expert: LVL + 4
Master: LVL + 6
Legendary: LVL + 8


Just asking. Usually it airs 4 PM Pacifc, but didn't see any announcements for today


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I feel that this is something that complicates in the gameplay and leads to constant error!

Traits like Sweep, Backswing, Forceful are a nice thing to have but the rapidly lose eficiency since same bonuses type don't stack.


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It doesn't make sense that if someone is Flanked a 3rd attacker wouldn't get any benift because he is not Flanking...

It's like that is easier to defend against 3 attackers than only 2.

This could improve a lot ranged builds too and would be easier to track


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Ok, I've been thinking since the last update that I added the mechanics of Treat Wounds.

There are some activities that can be done currently while one of the characters heals the rest of the staff:

1) Affix a Trinket
2) Repair an Item
3) Identify Magic

So I thought why not create Skills Feats for all skills that would complement that dynamic so everyone could participate and have some effects. So the players are not just looking at one person rolling the die several times.

Among some examples I created:

1) Stretching
Requeriment: Trained in Acrobatics

You spend 10 minutes streching yourself, then attempt to Acrobatics check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Stretching attempt per 10-minute period.

Success: You are more mobile. You gain +1 in your acrobatics check and reflex save for 30 min

Critical Success: Same as the success, but the time is 1 hour

Critical Failure: You Are Bolstered Against Stretching

2) Keep Warm
Requeriment: Trained in Athletics

You spend 10 minutes exercising, then attempt to Athleticscheck. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Stretching attempt per 10-minute period.

Success: You are ready to strive. You gain +1 in your Athletics check and Fortitude save for 30 min

Critical Success: Same as the success, but the time is 1 hour

Critical Failure: You Are Bolstered Against Keep Warm

3) Sharp Blade
Requests: Expert in Crafting

You spend 10 minutes sharping your blade or making your weapon more deadly, then attempt a Crafting check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Sharp Blade attempt per 10-minute period.

Success: Your weapon does more damage. Increase your weapons damage for the next combat 1 die size

Critical Success: Same as success, but the effect persists for 2 combats for the day

Critical Failure: You Are Bolstered Against Keep Warm

4) Raise Moods
Requeriment: Expert in Performance

You spend 10 minutes performin for up to 6 living
creatures (targeting yourself as one of them, if you so choose), then attempt a Performance check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Raise Moods attempt per 10-minute period, so two characters can not performe to the same
target's simultaneously.

Success: For the next 30 min you gain an +1 conditional bonus on all skill checks

Critical Success: Same as success, but the effect persists for 1 hour

Critical Failure: You Are Bolstered Against Raise Moods

5) Bonding
Requests: Expert in Nature

You spend 10 minutes bonding with your mortal companion, then attempt a Nature check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Bonding attempt per 10-minute period.

Success: In the next combat, when you use the Command Minion action, your animal is quick 1 for the next round

Critical Success: Same as success, but the duration stays for 2 rounds

Critical Failure: You Are Bolstered Against Bonding

6) Praying
Requeriment: Trained in Religion, must have a Deity

You spend 10 minutes praying, then try Religion check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Praying attempt per 10-minute period

Success: You have your inner strength renewed. You gain +1 in your Religion checks and Will save for 30 min.

Critical Success: Same as success, but the effect persists for 1 hour

Critical Failure: You Are Bolstered Against Praying

7) Focus Study
Requeriment: Master in Religion, Arcana, Ocultism or Nature. Know the Cast a Spell activity

You spend 10 minutes focusing your raw power or studyng your magic, then attempt a proper check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Focus Study attempt per 10-minute period.

Success: You have your magic increased. You gain +1 in your Spell Roll checks for the next combat.

Critical Success: Same as success, but persist for 2 combats.

Critical Failure: You Are Bolstered Against Focus Study

8) Camouflage
Requeriment: Expert in Stealth

You spend 10 minutes using your surrounds to make yoursel more imperceptível, then attempt a Stealth check. The DC is usually the DC medium for your level, though the GM might adjust this DC due to circumstances. A given creature can be subject to only one Camouflage attempt per 10-minute period.

Success: You have blended in your surroundings. You gain +1 in your Stealth checks for the next 30 min, desde que se mantenha no mesmo ambiente.

Critical Success: Increase the bonus to +2 and the effect persist for 1 hour.

Critical Failure: You are bolstered against new Camouflage attempts.

I tried to make the bonus untyped so this could be good from level 1 to 20.

These are just some of the examples I've created. Using the same template, you can invent a lot of cool and easy things.

So, what do guys think?


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With this the difference between someone legendary and untrained is gonna be around 10 points.

If you keep the same DC table you shouldn't need soo many items to keep succeeding in your tasks.


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Ok, so I was reading wounded condition and I think that is something odd and was not the intent of the game

Wounded Reference:
You have been seriously injured during a fight. As long as you have the wounded condition, if you gain the dying condition or increase it for any reason, increase the amount you gain or increase by your wounded value. The wounded condition ends if someone attends to you with Treat Wounds, or if you are healed to full Hit Points and rest for 10 minutes.

So by RAW:

1) If you have Dying 2 and Wounded 1, if you fail your Saving Throw by RAW you will get Dying 4, because you "increase the amount you gain ... by your wounded value"

Is this the intent? Because this seens REALLY LETHAL!


This has been confirmed in today "In Pale Mountain Shadows" by Mark.

This is a good boost to intimidate as you can stack frightened+flat-footed for a boost in accuracy!

It will come in an errata eventually.

Just posting so you guys know too.


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So as ressonance is now derived from charisma we know that the Intelligence became the weakest ability.

I came up with a simple fix for this. Let me know what you guys think

1) when you would get your skill increase in odd levels you get more increase based on your intelligence.

The formula is: 1 + Int modifier (rounded up) (Minimum 1)

So if you have a better modifier you will get better increases.

2 Another fix should make at character creation 2 floating signature skills, to accommodate more skill increases


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Hello!

First of all I would like to say that I'm in love with the second edition, I already have great plans to migrate from edition a year from now when the final version comes out.

I would also like to say that I am a big fan of Paizo and all their material and staff.

However, I would like to make an appeal ... I feel that the answers to the questions and the interactions with the people here have been minimal. Sometimes I see Mark trying to clarify something or trying to explain some concept of desing that was done.

By this (Mark clarifyng) we know that some monsters and the difficulty table are with some wrong content because they carry an old design concept.

What I mean, and I want to make it clear, that I do not want this to become a Q&A. But there are topics that are generating doubts since the beginning of the playtes (shields for example) and so far no one from the team appeared on the topic or to lighten up or just to say: "Hey we're listening to you, we're thinking like team how could this be changed after analyze our data "

Ans see, doubt generates fear and angry! Many posts are made because people have fear that the system will not hold together or angry because some things changed and they don't even know why they changed.

I'm really excited about 2ed. GMed the first and second part of DDD and also the first scenario of PFS. Me and my players loved! I have too made a person that never ever played RPG to like the creation system of her character

But sometimes I'm feeling in the dark, you know? I really want this game to be the best (and I've loved the concepts you've created), but please share a little love with us here!

Do not understand this as criticism, just as an affectionate request!


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Would you guys give us permission to translate and share the character sheet and pregens?

I'm going to teach some nephews about RPG using 2ed but they don't know english well enough to use the actual version.

So if I translate would you guys give me permission to share with the Brazilian community?


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So guys, we had some news todays!

1) In two weeks we will probably see new rules for "Dying"

Mark said they are not satisfied how the system is making people make several rolls befora waking up, so they will definitely change that. They are working in the new system so will take more than a week until we get it

2) There wasa clarification about Hardness / Dent

You should just apply the damage. If equals hardness they take 1 dent, if double hardness they take 2 dents

3) Sunder

There is no way in the actual playtest to sunder worn items. Mark said that this was a type of attack that players usually don't like so they are testing without

4) Class Feats and general feats

There is no plan currently to make class feats into general feats

There were other things, but i forgot... Lol

But maybe this can help you guys!


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Hello guys! How are you?

Everyone knows that the chapter on Animal Companions and Ride feat is pretty confusing. It is necessary to read several times before you can understand how it works. And after that all you understand that it does not work very well

So, based on that, I'd like to propose an easy way to sort out all this mess using the pathfinder 2ed trait system.

Basically it is to use the mechanics of BONDED ANIMAL, but increasing and expanding the system. Benefiting those who are the best in the area and resorting problems like riding in exploration mode will leave you fatigued unless you have the Rider feat

That's how it works

1) Make Command Animal a Free Action [[F]]
[[F]] Command an Animal
Trigger: You successfully used Handle Animal
You issue an order to an animal that's obeying you. Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions. Most animals understand only the simple instructions, so they gain 1 action that they can use you on your turn.
You could be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.

2) Create the BONDED trait
BONDED: This companion is a loyal comrade who can easily follow his master orders. Since this is based on trust, he can only have one master, chosen when the creature gains this trait. You don't need to make a Handle Animal check to gain the Command an Animal benefit, but you still need to spend the action.
-> Creating the bonded trait is better, since minion could be your undead ...

3) Druids, Ranger, Paladins, Cavalier fix
Or by magic, fate or skill your animal companion loves following you.
They earn BONDED trait from the moment you acquire them

4) Fixing Rider feat
Ride
You can easily command the creatures that you can ride.
If a Creature has the Mounted trait, you can spend 1 hour with it to also gains the benefit of BONDED trait for 24 hours

So with these adjustments any animal that is Bonded will win two actions. Maintaining the original action economy making easier to se who has 1 actio, 2 actions...


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My players are having hard time to buy equipment, since all kits costs a lot (+/- 50sp).
So why not give everyone a Kit in 1st level? You could choose, craft, medicine, alchemist, climb...
This could help the party in the first levels!


Hhi guys, so I GMed the first part of the Adventure and the battle with the quasits was harder than I expected...

The poison and poison damage took a good amount of players HP, they felt nice that poison got upgraded, but they felt it was a little overpowered, so I'm thinking if I'm not misreading it...

For reference: Q
Quasit Venom (poison)
Saving Throw Fortitude DC 15; Maximum Duration 6 rounds;
Stage 1 1d4 poison (1 round); Stage 2 As stage 1; Stage 3 1d4 poison and slowed 1 (1 round).

So if I got this right, this is how it follows:

1) PC got attacked and failed initial save, he gets Stage 1 (takes 1d4 poison damage)

2) When he gets to his turn he needs to make a new save (In the beggining or end of his turn?) if he fails he goes to stage 2

3) He gets hit again, and fails the save. He progress to Stage 3 and takes the damage and is slowed

4) this continues until he gets to Stage 0 or he made 6 saves (Duration)

Is this right?


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I see that there is no more this action. So a unconouscious person have a -4 conditional AC, -2 circunstance AC (for the flat-flooded) for a total of -6 AC from melee attacks and -5 AC from ranged attacks (since prone grants a +1 AC circunstance).

So you dont lose your Dexterity to AC?

An attacker can miss a lot of attacks in this circunstance... Like a normal person trying to attack someone unconcious but with more levels will miss and frequently critical miss...

Am I missing something?


Hello guys! I have a doubt about the infusion specialization...

1)Does it work with all types of infusion? I think that it is a yes...

2) can I lower metakinesis burn with Infusion specialization?

3)Can I combine infusion and metakinesis? Like making a empowered kineticic blade? And if so, can I use infusion specialization and gather power to make it free?
Or can I combine multiple infusions?

4) can I use a compound blast with a infusion and a metakinesis?

5)does a compound blast burn is affected by infusion specialization? Does it count as an infusion for lowering the burn?

6)Can I modify a wild talent, like kineticist healing blast, with metakinesis or infusion?

And just to make certain gather power and Infusion specialization doesn't work with wild talents, right?

Thanks guys!! Sry that it's a lot of questions!


Since the DC is spell level dependent how do i calculate the DC to use concentrate to avoid an AOO ?


(I dont know if is OK to post this type of files, but if it's not you guys can and should exclude this post)

I usually use Hero Labs for DMing, so i have made all the encounters, monsters and NPC (just the important ones) that have in the first book... I have not finished everything and i had to create the "Robot" creatures so if you guys find some error just send a message so i can fix it. =D

I hope this help you guys:

http://1drv.ms/1LTmv0o

P.S. Sorry if the foulders name are in Portuguese(Brazil), that's my mother language...
Translate to: Encounters and Custom Creations


Im going to start an Iron Gods campaign and one of my players want to play an Android. Should i aloow him to read the Ecology of Androids from book 1 or is it going to be a huge spoiler for him?

Thanks guys!


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Hello guys! I1m currently gming a Rise of Runelords campaign and the party is going to confront Nualia in the nex meeting!

The currently party have this characters:

Half-orc barbarian (urban barbarian)
Drow Alchemist
Dwarf Monk (monk of the four winds)
Fetchling Summoner

They are all lvl 4 right now. They rolled the stats, so they are really above the average.
So I currently remade Nualia to make her more of a challenge for the party, but i think that maybe i went too far, and i am afraid of a TPK.

Here is Nualia

Nualia CR 5
XP 1,600
Female aasimar warpriest of Lamashtu 6 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Race Guide 84)
CE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 19 (+7 armor, +2 deflection, +2 Dex)
hp 94 (6d8+46)
Fort +14, Ref +8, Will +12
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 falchion +10 (2d4+13/18-20) or
. . +1 keen falchion +10 (2d4+13/15-20) or
. . 2 claws +4 (1d6+4)
Ranged mwk composite longbow +7 (1d8/×3)
Special Attacks blessings 6/day, channel negative energy 3/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (+1 1d8, 6 rounds/day)
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—daylight
Warpriest Spells Prepared (CL 6th; concentration +9)
. . 2nd—bear's endurance, bull's strength, cure moderate wounds, shatter (DC 15)
. . 1st—divine favor, doom (DC 14), obscuring mist, sanctuary (DC 14), shield of faith
. . 0 (at will)—bleed (DC 13), detect magic, mending, read magic, stabilize

--------------------
Statistics
--------------------
Str 18, Dex 14, Con 20, Int 10, Wis 16, Cha 17
Base Atk +4; CMB +9; CMD 22
Feats Channel Smite, Divine Protection[ACG], Furious Focus[APG], Lamashtu's Mark, Power Attack, Weapon Focus (falchion)
Skills Acrobatics -1 (-5 to jump), Climb +4, Diplomacy +3, Intimidate +14, Knowledge (religion) +8, Linguistics +1, Perception +5, Swim +4; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Goblin
SQ blessings (evil: battle companion, unholy strike, strength: stength of will, strength surge)
Other Gear +1 breastplate, +1 falchion, +1 keen falchion, arrows (20), mwk composite longbow, sihedron medallion, gold holy symbol (worth 100 gp)
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Special Abilities
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Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Lamashtu's Mark (1/day, DC 19) Melee hit grants deformity to reduce target's CHA by 1d4 for 1 hour (Fort neg).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (6 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sihedron Medallion Allows a runelord to scry on you and speak to you.
Warpriest Channel Negative Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

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Im thinking in using her blessing in making her weapon keen and strike hard the PC`s with power attack and Channel Smite!!

What you guys think?

Edit: She is already all buffed and using power attack!


(Sry for my bad english, im from another country!)

So guys, I'm currently gming a Rise of Runelords campaign (this is my first time as a GM) and we are in the thistletop part of the game (book 1). What i see is that the party has a lot of "minor" magic items that they don't know what the do (they have wands, +1 weapons, potions...). There is only one PC that can Detect Magic. So, the magic items are piling up.]

So in your campaigns how do you guys handle this? Do you make your PCS make a test for all items? Or only for magic items that are worth it?


I got a little confused about it cause if so it can create an infinite looping!

What is right, guys?


Hello!
I wanna make a suggestion!

Why don't you guys put links in the maps of the adventure paths PDF? It would become soo easy to navigate the maps when DMing...
Please guys, think about it!

PS sorry for my bad English!


Hello!
I hope you guys can help me!

I couldn't find what are the prerequisites to make a +1, +2... Weapon.

Example: I have a long sword, to make it magical I need to pay for the masterwork. Then I have a masterwork long sword.
Now I need to make it a +1 weapon, what feats should I have, what spell I need, what is the caster level, should I roll a spellcraft?
And if I want to upgrade it to a +2 weapon?

PS sorry for my bad English...


Hello guys, how are you? First i wanna say: What a great book this is!! I was a little skeptical about it first, but after i read i think this is going to be one of my favorites AP!

Well I didnt buy the Technology guide because i thought that would be available online. In the Fires of Creation its said that is available in paizo srd, but i couldnt find it...

Is there a link for the main rules or should i wait a little longer?

P.S. Sorry for my bad english! im from another country!