Mask of the Mantis

Darthgaul's page

Organized Play Member. 33 posts. No reviews. No lists. 2 wishlists.


RSS


PossibleCabbage wrote:

Explicitly:

If one of your identities is Lawful, your other identity can be Lawful or Neutral.
If one of your identities is Neutral, your other identity can be Lawful, Neutral, or Chaotic.
If one of your identities is Chaotic, your other identity can be Neutral or Chaotic.

If one of your identities is Good, your other identity can be Good or Neutral.
If one of your identities is Neutral, your other identity can be Good, Neutral, or Evil.
If one of your identities is Evil, your other identity can be Neutral or Evil.

A true neutral vigilante can have a second identity that is literally any alignment.

That's way more clear to me now thanks PossibleCabbage for helping me make sense of that.


Squiggit wrote:

Yeah, from the section you just quoted:

Quote:
one step from each other on a single alignment axis.
It's not 'must be within one step', it's 'must be within one step on each alignment axis'. Which means you can take an alignment that is two steps away as long as each component is only one step away.

OK so Lawful is one step away for Neutral and Neutral is one step away for good and evil. I think I got it. I had to re-read that like ten times before I could wrap my brain around it. They don't talk about single components in the alignment steps section so that's what was confusing me. Thanks.


I couldn't find this addressed anywhere:

P. 10 of ultimate intrigue says:
"A vigilante’s two alignments cannot be more than one step
from each other on a single alignment axis. For example, a
vigilante with a lawful neutral social identity could have a
vigilante identity that is lawful good, lawful neutral, lawful
evil, neutral, neutral good, or neutral evil."

But according to the core rules Neutral Good and Neutral Evil would be two steps away since they are diagonal on the table:

Core Rules p.166

"Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment. A cleric's alignment must be within one step of the alignment of her deity."

you can see the table here: http://paizo.com/pathfinderRPG/prd/coreRulebook/additionalRules.html

Am I missing something?


Espagnoll wrote:

Thread for those of you who are going to GM this AP.

Which original soundtracks are you going to use for support the description of certain scenes in the first module?

I'm planning on starting this AP soon and this guys music seems fitting:

https://www.youtube.com/user/PeterCrowley83/videos

Thanks to everyone for all the other great music ideas in this thread.


leo1925 wrote:
Darthgaul wrote:
leo1925 wrote:
the APs are quite easy and really don't require any serious degree of optimization.
Your kidding, right?
No i am not, i have DMed RotRL and Shattered Star, i have played Jade Regent and Kingmaker and i have come to that conclusion, and i am not the only one.

Text has no inflection and I honestly could not tell if you were kidding. I hope no offence was taken.

I have GM'ed and played in several APs (RotRL both old school and revised, Kingmaker, Mummys Mask (currently running), and Chrimson Throne)
In my experiances the AP's are not very deadly after the first book but the first 4 levels acan be very deadly. As a player I have been in 2 TPK's (old school RotRL and Chrimson Throne) and as GM I have had to fudge rolls to keep my PC's from dying. Also a look at the obituaries of any of the AP froums will show that the AP's can be very deadly at times. Which is why I thought you may have ben kidding.
I'm glad that your experiances have been diffrent.

So that is two votes for techslinger. Also my fellow player suggested techslinger and since I want my character to be more utility than DPS I'm going to go techslinger. Thanks for the input.


leo1925 wrote:
the APs are quite easy and really don't require any serious degree of optimization.

Your kidding, right?


I'm going to be playing in Iron Gods soon and I'm playing a gunslinger. I'm debating between playing the Pistolero or Techslinger archtypes. The Pistolero has extra damage at lower levels but the techslinger has more versitality in the types of firearms they can use, like being able to use heavy weapons as firearms at higher levels.
Any suggestions as which may be a better choice?


the David wrote:
And there's nothing evil about stealing gold from a treasurechest.

Well i ment evil in that he's essentially stealing from the rest of the party.


A character in my game found a secret room with treasure in it and wants to try to stuff 330gp from a chest in to his pockets using slight of hand without the other PC's knowing. Slight of hand is just for small pocketable items not a huge amount of coins would stealth be more appropiate? Also what type of (huge) minus should I give to his roll?

Bonus question: Would you consider this an evil act or just chaotic? (His alignment is CN.)


3 people marked this as a favorite.

I made a playlist for my game on grooveshark that should be approprate. It's made up of songs from soundtracks so their is little to no singing just instrumentals. You can find it here:

http://grooveshark.com/playlist/Mummy+s+Mask/97843393


Thanks!


I wonder if this works. I would like to carry a tower shield until i get in charge range of my enemy. Then as part of my move/ charge action drop the shield as a free action and ready my greatsword. Does the move of a charge qualify for those free actions? From the way I'm reading it, it works as long as I charge as a full round action and not a standard action, but it doesn't really say it in the rules.

Another semi-related question if I us a tower shield for total cover does a ally behind be also receive total cover?

We recently faced bad guys with lots of ranged attacks. :)

Draw or Sheathe a Weapon:

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Ready or Drop a Shield:

Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or drop a shield as a free action combined with a regular move.

Charge:

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.

Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

You can't take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.


SteelDraco wrote:

Does anyone have a rehosted version of the audio file? I'm getting a "server not found" message from the current link at the top of the thread.

Edit: Whoops, never mind. Found it at the bottom of the thread that linked me here. For others like me who don't think things through, it's available at Know Direction.

Thanks! :)


4 people marked this as a favorite.

Let me just say a few things up front: I hate PVP and I love PVE.

I think that this hatred comes from the fact that I've been playing (pen and Paper) role playing games for a long time (almost 30 years.) I love that you get together with your friends and defeat the bad guy.

I've been playing MMO's for about 8 years now. I don't mind MMO's that have PVP in them. I just don't want to have to deal with PVP to get to my PVE content. I played a 2 week trial of EVE online and stopped after 2 weeks because I had to deal with PVP to get to the PVE content.

What you have proposed so far seems very much like EVE Online, PVP focused. When I think of Pathfinder i don't think of PVP. Pathfinder, to me, is about defeating monsters and villains (PVE) it's not about killing other players (PVP)unless your in a really bad game. It seems like your just making a fantasy version of EVE online. To me, your sacrificing the feel of Pathfinder to follow the "EVE Model" because it's easy and convenient not because it accurately represents the feel of Pathfinder in any way.

All that being said I am a backer of Pathfinder MMO. I'm always for the little guy. Please consider letting people who want to play the PVE part of the game do so with out having to engage in PVP, and without being severely limited resource wise. That would truly be something new and different from any other sandbox MMO.


Ryan Dancey wrote:
Kalmyel Stedwethren wrote:
...so you can buy skill training with real-world cash now.

You can buy skill training time.

RyanD

How is this not, as someone suggested earlier, a Pay to Win scheme? Do people who pay the monthly fee get "training time" automatically?


Reynard wrote:

One thing I have always disliked about 3.x systems in having to look up the spell like abilities of various monsters, and one thing I did like about 4E was the integration of those abilities into the monster stat blocks.

I have thought about this often. Many monsters in the 3.X sysyem, especially higher level ones,have way more powers then they would ever use in a fight. I really like that 4.0 has the monsters boiled down to the essentials of what the gm needs for a fight and not dozens of spells that end up just giving the GM more homework. That said there are also things I still love about Pathfinder. I would like to see a book like what you describe but take away the unnecessary or Redundant powers. Just have a boiled down stat block that is all right there on one page.


HeHateMe wrote:

I have to weigh in and say I can't stand the GMs who metagame and constantly find ways to ignore the Fighter or get around him to stomp on the squishies.

They always have the same excuse: "The Wizard is more dangerous". That may be true, but every enemy knows that right at the beginning of an encounter? I call BS. If a group walked into my camp, and one guy was in full plate mail with a shield and warhammer, and the other guy was an old man in a dress, I know who I would consider more dangerous!

Also, it is not the mark of a good GM to find ways to neuter the Fighter and take out the rest of the group. TPKs are the mark of a bad GM in many cases, not a good one. The object of the game is not to slaughter the PCs, it is to tell a good story.

In combat, encounters should be balanced so that every PC is able to contribute. Encounters should not be built around making the Fighter useless and stomping the life out of the Wizard and Cleric. It's too easy to do that and really isn't any fun.

Well said I could not agree more. I never understood the mindset of GM's that keep the tally of their TPK's as some sort of badge of honor. I think it should be the opposite.


Reaperbryan wrote:


This is so much a more complex question with a harder answer than it sounds.

Let me give the simple answer of: Paizo has hundreds of awesome figure art we at Reaper are using to make these figures. If we focus only on the new AP stuff, the hundreds of awesome figures that came before will be obvious in their absence. What we are trying to create is a useful mix of 'New and relevant to current audiences, and inclusive of the really cool stuff from the past'

Stag Lord might be a year too late for a lot of you. But somebody out there is just about to begin Kingmaker, and that GM will be happy.

I just started my Kingmaker game, a friend of mine has also just started running it too. I hope he is ready soon. :)


Valandil Ancalime wrote:


When do you divide by chgs per day?

Rod of Awaken Trees;

Spell level 6 x Caster Level 11 x Command Word 1800
+ Material Component for a carges per day item 2000x50
/ 1 chg per day 5
43,760
0r
(6x11x1800)/5+(2000x50)) = 123,760

Under the Creating Rods section on page 552 it says the crafter "need not provide any material components" So the base price would be:

(6x11x1800)/5 = 23760


Valandil Ancalime wrote:
Also, I hear reference to various limitations that can reduce the cost, like "Only useable by x alignment/race" etc... I can't find where these are listed. Pf or 3.5.

The page your looking for is 549 in the PF core rulebook, under the bold text "Other Considerations".


RuyanVe wrote:
Anything new by now?

I'll second that.


Any word as to when this mini will be available?


There is a roleplay option of controlling it too. If too many shops are being built, existing shop owners could protest or threaten to move to another town outside of the PC's Kingdom if another shop is built.


Well written! These are great characters and you provide good information on incorporating these NPC's into the game. Excellent job crystal!.


In my play test, especially at first level, I find that the clerics' healing spells are used more quickly with the increased hit point options. They have a hard time healing everyone back up to full and keeping them going. I think the heal to 1/2 is a good solution. I also think I will try heal to full in a playtest.


This universal school ability reads as:

Hand of the Apprentice (Su): As a standard action, you can
summon a ghostly hand to do your bidding. This functions like
mage hand with the following changes. When summoned, the
hand can draw a weapon on your person as a free action. The
hand can be directed to make a single attack against a foe within
30 feet, using your base attack bonus plus your Intelligence
modifier for both attack and damage. The hand does not
threaten foes and does not make attacks of opportunity. You
must concentrate on the hand each round or it winks out,
returning any item held to you before it disappears.

I had some questions: is the wizards limited by size? I assume it limited to a 5 pound weapon but can a small wizard carry around a medium weapon and use that to bash people? Can they use any weapon or only weapons they are proficent in? Can you trip or disarm using this weapon? If so, how do you calculate your CMB? Does it have to be a one handed weapon? Can you use a ranged weapon? Can i use this hand to fire a bow? What about a composite long bow what "strength " does it Pull at?

I could probably think of more questions this ability difenatly could be written with more clairification. my suggestion:

Hand of the Apprentice (Su): As a standard action, you can
summon a ghostly hand to do your bidding. This functions like
mage hand with the following changes. When summoned, the
hand can draw a one handed melee weapon on your person as a free action. The hand can be directed to make a single melee attack against a foe within 30 feet, using your base attack bonus plus your Intelligence modifier for both attack and damage. The Wizard need not be proficent in the weapon to weild it with hand of the apprentice. The weapon can be of any size catagory (a small wizard can weild a medium sized weapon for example) but the weapon must weigh 5 pounds or less. The hand does not threaten foes and does not make attacks of opportunity it also cannot be use to trip, or disarm a target. You
must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.

This would make this ability scale up usefull at higher levels as the wizard can invest the money in mithril weapons. :)


(I accidentally originally posted this in the General discussion area, I relaized it should go here.)

The 8th level ability given to universal school specialist wizards needs some clerification. How does this ability work with Sudden maetmagic spells.

My friends and I were making characters to test out pathfinder and one person choose a Universal wizard. When looking at her character build she laughed evily realizing that she could use this ability to sudden quicken 10 extra spells a day (she was 10th level.) I read it and inturpited it that "no she can't", a 3rd person read it and said that she should have to use "extra uses" as if using the normal quicken spell feat...

We all agreed that this ability needs clearification on how it works (or dosent work) with Sudden metamagic feats. I would suggest this be addresses in one of the upcomming revisions.

Thanks


The 8th level ability given to universal school specialist wizards needs some clerification. How does this ability work with Sudden maetmagic spells.

My friends and I were making characters to test out pathfinder and one person choose a Universal wizard. When looking at her character build she laughed evily realizing that she could use this ability to sudden quicken 10 extra spells a day (she was 10th level.) I read it and inturpited it that "no she can't", a 3rd person read it and said that she should have to use "extra uses" as if using the normal quicken spell feat...

We all agreed that this ability needs clearification on how it works (or dosent work) with Sudden metamagic feats. I would suggest this be addresses in one of the upcomming revisions.

Thanks


I'm for getting rid of skill points. I've been GM'ing Saga for the past 4 months and my players and I love it. It lets you devote more time to picking powers and abilities then micro-managing points. Also it makes for a more diverse group of characters. Players are more inclined to specialize in diffrent areas of expertise. Its not "everyone roll and hope some one gets a 20" it's more like "ah a mechanical problem Joe this is your area of expertise." Each player has a skill situation they they can shine in, insted of random luck.
The Pathfinder skill system is even better than saga because characters to have to sacrifice feats to get new skills. For those of you agianst this system I say give it a try first.