Before I start flipping through the book, page by page, has anyone made a list of the figures needed to run the AP. I mean, how many harpies do you need for the encounter with the greatest number of harpies or cultists.
The Outlaw Josie Whales wrote:
Did you ever see Deadliest Warrior, Pirate vs. Knight They gave it to the pirate, but the testing showed the guns were useless against metal armour. Don't Gunslingers attack as touch attacks?
What alignment should I play? I want a character that kills creatures, then takes their stuff. :) Seriously, excelent post Juno, I agree completely.
Perhaps it is a simple as this; a paladin's supernatural abilities are all based on the character being a paragon of goodness. There is no requirement to worship a god within one alignment step, as a cleric must, paladins just serves virtuous deities.
Asgetrion wrote:
Agreed, but in a demo situation (if time allowed) it might be a nice showcase of how advancement works and how players get to customize for their vision of the characters.
Quote: Do (su) abilities work inside Antimagic Field if they are not targeted (i.e. regeneration, damage resistance, etc...)? No supernatural ability, spell-like ability, or spell works in an area of antimagic but extraordinary abilities still work. Quote: If Antimagic Field is *impervious* to magical effects, does it block line of effect? No. Antimagic does not dispel magic; it suppresses it. Once a magic effect is no longer affected by the antimagic, the antimagic fades; the centre of the effect moves away, and so on, the magic returns. Therefore, a magic missile fired at a target on the other side of an antimagic field would be struck, though the missile would temporarily fade while travelling through the field. (Assuming the caster and the target were both out of the field) Quote:
Assuming the creature can cast the spell’s center outside the field it would work. A spell’s components would be a good indicator of the ability to cast, Verbal requires the caster to have his mouth outside the field, Somatic requires the caster to have his hands outside the field, and material components also would have to be outside the field. Damage the creature takes to parts in the field are not subject to DR or regeneration, damage to parts of the creature outside the field retain these benefits.Quote: Can you kill a regenerating creature with normal damage when inside Antimagic Field? If it doesn't have regeneration inside, it should die normally, right? No supernatural ability, spell-like ability, or spell works in an area of antimagic but extraordinary abilities still work. If the regeneration is anything but Regeneration (ex), then the creature can die normally. Quote: What happens to bonus hit points and spells granted by stat enhancing items when the items stop working? Max HPs are reduced (?), but do you lose current hit points too? Do you get both back when you exit the field? Are lost bonus spells determined randomly? Do you get them back when you exit the field or do you have to prepare them again? Do you need rest before preparing them again? Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not cancelled, so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever. Making a knowledge check in an antimagic field would deny a character his bonus from a Headband of Intellect, but he would not loose any prepared spells. Quote: How are attack and damage bonuses calculated when attacking in or out of Antimagic Field with melee or ranged attacks? How overlapping bonuses of magical arrows and bows work in similar situations? If an arrow strike the target in the field, it is a non-magical arrow. If it was fired from outside of the field, it was a magic arrow; therefore the example arrow may be +3 to hit and +0 to damage. Alternately an arrow may be fired from within the field and strike a target outside, this example arrow may be +0 to hit and +3 damage. Quote: Isn't the spell too powerful for a 6th level spell, especially as it cannot be removed and can only be blocked with a few wall spells (even disjunction is hardly certain)? Also, there is no other spell that can take away innate (su) abilities of a creature. It might sometimes be difficult to trap a creature in an Antimagic Field, but it gets no saving throw either. Everything magical is taken away automatically and most creatures turn into hit point piñatas for melee when that happens. Yes.
If you want to switch grips round to round, that is allowed. That is the whole point behind double weapons. Run up to the bad guy I only get a standard action, guess I’ll power attack 2 handed bad guy survives and two buddies move in guess I’ll take 3 attacks this round.
yoda8myhead wrote: In 3.5, a search check was really just an active perception check, using all five senses. Since perception under PFRPG takes into account the use of these senses, I would say that a perception check to spot or listen are passive and take into account scent and everything else, and that search is when you make a perception check actively, looking for something in particular. I have to disagree. I like most of the pathfinder system changes but Search being rolled into Perception was not a good idea in my opinion. Spot and Listen were both Wisdom based checks and simply relied on the characters intuition and situational awareness. Similar skills in mechanic and flavour, so, sure put them together. After all, everyone pretty much rolled both of them in a given situation anyway, “I spot and listen.” Search was different. It was an Intelligence based skill and flavour wise was more logic driven than spot. A character Spots a chest in a room, Searching the chest tells the character the inside of the chest is not as deep as the outside would lead you to believe, perhaps the bottom is hollowed.Spot would reveal unusual stonework; search would reveal the mechanic of opening the secret door and triggering (disabling) the trap. The Spot check in no way has to be passive, (most GMs sipmply assumed all characters are passively spotting at a 10) a character could actively spot, standing still and taking 20.
Thazar wrote:
The first senerio is exactly right, as his Int bonus (penalty) is added as a class feature, the Fighter description awards Skill points : 2 + Int mod. After the character receives that, a human would gain his racial bonus of 1 per level, and a pathfinder favored class could take a bonus of 1 per level. (2 - 3 = -1 Min 1) + 1 + 1 = 3
I was sure there was a Sage Advice or errata article on just this flanking subject. It has not come up too often in all my time GMing but my apparent house-rule was based on something I thought I read officially.
seekerofshadowlight wrote: I may be wrong but if I recall you could not gain enough xp to skip levels. Maybe that was from 3.0 or maybe 2e I just misremember but it's a good rule anyhow Pretty sure the DMG for 3.0/3.5 limit total xp to one point less than what a character needs to raise 2 levels. i.e. you can never 'double ding'. This is balance is important not just so one character doesn't get too far ahead, but to keep a ceiling on the amount of xp crafters and casters can have banked.A second level character could only ever have a maximum of 5999 total xp, 4999 unspent and 1000 used to become level two.
Jal Dorak wrote: I guess in the rare case that an archer is tripped, has to use a move action to stand, and then takes a 5ft to not provoke with the bow. Really, it's so limited in application if you bring AoO into the mix. The archer can't take a 5 ft. step after getting up. A character can only take a 5 foot step (movement that does not provoke an AoO) if his move action does not involve movement. If a character gets up, his move action, then moves any amount (5 feet, 30 feet, does not matter) it is a double move, not a 5 foot step.
jreyst wrote:
LOVE the site. I think you found your place in the Pazio-verse.I just printed off the conversions you did for Burnt Offerings and wish to thank you for all the effort you spared me. I am running a rise of the runelords campaign in a week with the new rules and wanted to do a full conversion rather than just 'quick conversion' as the group already ran the path before. Well, half the path, using beta rules and on the fly conversions.
Rockheimr wrote: Secondly, if D&D (4e) is now all about being 'entry level above all else' doesn't that mean those new customers will inevitably move away from the game (pretty quickly if my early roleplaying years are anything to go by), never to return to it? D&D should be accessible, but without equal attention given to depth and good fluff (settings etc), it's doomed to be only played for relatively short time spans before seeming very limited. A fact you can see from numerous posts on these very boards if you browse around, I've read this week posts from previously pretty fanatical seeming defenders of 4e who are now admitting they are losing interest in the game, or finding it ultimately limited in scope. My opinion is that WotC made 4e the best game they could, as they understood the current market. A market dominated with computer RPGs and MMORPGs, console (x-box and ps3) RPGs, and miniature games. However, these formats are constantly advancing as their technology advances. When WotC makes a 5e or 6e, they may focus more on setting, roleplay, and character development as the general public (and I mean at the entry level, not long time gamers) will have a greater appreciation for these things.
Particleman wrote: And this is the greatest problem with 3rd Edition and its derivatives....the arbitrary level cap. Get rid of it. Design a game that just continues and, simultaneously, eliminate the whole line between 'epic' and, eh, 'not epic'. The Rolemaster system has done this nicely for decades. I actually tried to return to playing Rolemaster for a short time; however, after playing 3E for so long, it was a bit like trying to wade through wet cement. Of course, this may be an unrealistic pipe dream. Now that I think about it, the math may simply not work beyond 20th level. D20 is just too limited a variable range for that sort of extended play. The arbitrary level cap is the only balance to multi-classing in the d20 system. Multi-classed characters gain all benefits, while disregarding most of the penalties from all their classes. The balance is if a character is multi-classing two or three (front loaded) classes he misses out on the 'top end' features of these classes. Things like 9th level spells are generally not available to characters with two core and a prestige cless. The system I use has diferent 'epic classes' that are 10 levels in length, replace prestige classes (as they do not work anyway) and are a character's only advancement option for levels 21-30. So, a character that is a Fighter 10/ Thief 10, raises a level, he may choose any epic class that he qualifies for, but may not take a level in fighter or thief, or any other 'core class' for that matter.
Gamer Girrl wrote: I personally love fey and all that fairy tale-esque goodness, and Neil captured it well. I am a huge fan of fey, believe them underused in D&D, and rarely if ever portrayed as the dark malicious beings many of them are. That said, the module I most want to play, or GM, is Dragonrest and so goes my vote.Color me surprised.
rogue wrote: Nothing about a low-level villain requires them to be one-and-done. And even if that villain defines the campaign for only levels one through five, that's what, 6 months or more of great play? I'll take that every day and twice on Sunday. I agree. I am just seeing some “My group would pwn that guy so fast” type reactions in the threads.
roguerouge wrote:
While that is certainly true, so is A villain:
But, I think to do well in this contest, at least this year, higher CR would be better. What most of the audience is looking for, in my opinion, is a campaign villain. What might be a great villain for a session length adventure, lets say a module, is not igniting the voters.
Next year, or even next round, who knows?
die_kluge wrote:
I like the item. Nice visuals, the back story while unnecessary is not overdone in my opinion. I would probably go with Aura faint enchantment
I think that generally, the aura is mostly important to someone detecting magic to figure out what exactly the item does. I believe a magic items aura should reflect the power of the item, regardless of the auras of the spell(s) that are used in the construction. For example, if a character constructed an item that brought a dead character back to life, but the spell used in the construction was wish rather than resurrection, as a GM, I would have the item radiate conjuration (healing) rather than universal if the party detected magic on it. The item does not let them cast wish, it uses that spell to create a resurrection effect. Similarly, the petals do not cast prestidigitation, they make the character more diplomatic/intimidating. Also, maybe a +4 bonus to Diplomacy, and forget the Intimidate bonus altogether. It is already more specialized than a strait “charm” item, as it provides no bonus to Bluff, the third skill in the trinity. I like it, just my two cents.
Zombieneighbours basically wrote:
Yeah, this always threw me off a little as well. I certainly understand the design philosophy anytime a player is not in control of his character’s actions he/she is not having fun but certain spells do just that and most players would not argue their PCs should be able to disregard a domination or charm. Sorry for the threadjack…… Now back to the Villain
I will go on record with Casey gets my vote. Much has been said that the concept does not work, 'that the character is not a villain because he is too kill-able'. I disagree, I believe characters would not simply dispose of a town’s blessing and saint like some random monster in a dungeon. The other big complaint seems to revolve around the fact the character lacks development showing how he would cause ‘trouble’ to the characters. I am guessing Casey was planning to expand in this area in the next round, as the character concept is nearly at the 500-word limit. I assume, perhaps incorrectly, that by stat block the author was going to include a tactics entry to answer these questions, and (mis)understood that this round was all flavour, no crunch. Casey, I wish you luck on getting to Round 3. I loved the Maw, see the potential here, and look forward to seeing this villain fully realized.
Lucas Jung wrote:
Bolding is my emphasis. This entry is definitely in my top 5. I love that the villain is supposed to be first level, but you could not resist the level of druid.
Samuel Leming wrote:
I believe that since 3e is a strategy game more than any previous edition (I do not want to debate the role-play vs. roll-play argument but…let’s face it) many players, as well as GMs, get into a board game mindset rather than a storytelling one. This is most obvious during combat, and third edition is more combat-oriented than any previous edition because of the attempts to balance the system resulted in a more concrete rule set. It became so much more clearly defined, x number of ranks in this, lets you do that, moving this way creates an AoO, but this feat counters that. Most players have a ‘build’ for different types of characters in their mind (2-weapon finesse fighter, 2-handed strength fighter, rogue, cleric, etc.) that they are loath to deviate from in the slightest. I have seen players decide their feats, to level 20, at character creation.Once your character begins to represent a ‘game piece’ instead of a person in a story, you want the most efficient or powerful game piece possible, not necessarily the most interesting or logical. Additionally the other great balance, that existed in previous versions but was never the standard, Point Buy for abilities. I understand the logic for all the players to feel they are on an even playing field but it does not really achieve that. Characters with a single prime ability (wizard, I’m looking at you) have an advantage over those with two or more abilities that they cannot ‘tank’. Additionally, I too have become more selective with who is in our gaming group.
Ok here goes. RAGE FETISH
DESCRIPTION
CONSTRUCTION
This was originally 260 words before paring down for submission, perhaps I cut the wrong text?
JoelF847 wrote: How I would interpret this mechanically is that 20th level is the upper limit of standard mortal characters. If a character advances to 21st level, then they have to select an epic prestige class that defines in which way they have broken through to a new level of consciousness. This could include bonding with an artifact, the demigod route, gaining insight into a new level of magical power, etc. After 21st level, they continue to develop powers associated with their chosen route and develop abilities beyond the standard set of powers 1-20th level characters can achieve. (BTW, if this has any resemblance to 4E epic destinies, I wouldn't know.) Bolding is my emphasis. I think the biggest problem with the ELH is the progression.
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