We run with the following bundled crafting feats:
Scribe scroll and brew potion are now just something every caster can do. Classes that get those feats for free instead get a bonus feat. We don't really make use of the other crafting options like tattoos and magical plants. In all honesty it may be worth just dumping item creation feats entirely and just making it something casters can do.
My group has been playing with very similar rules to Tin Foil Yamakah. We have also 'bundled' up some of the item crafting feats. The result is that non Fighter martial characters have been able to pursue a fighting style and have some space for general feats or to sink into a combat maneuver. Item crafters have been able to put feats into crafting (which benefits the whole party) and still some left over for their own fun. We have seen a few more diverse ideas and characters able to adapt to different situations in combat. Over all it has been more fun and we have seen feats come into play that otherwise no one would normally bother taking. For me it has mainly benefited Fighters by increasing their ability to diversify which I think is a good thing
I have a question about the eldritch guardian sharing combat feats with his familiar. I think I know the answer but I want to be sure, as I don’t like it ;) If I take the Cut from the Air feat I can share it with my familiar because weapon mastery feats count as combat feats for all purposes and my familiar can use the feat because they don’t need to meet the prerequisites. However, weapon mastery feats states the following: Weapon mastery feats count as combat feats for all purposes, including which classes can select them as bonus feats, and you gain the benefits of a weapon mastery feat only while wielding a weapon that belongs to a fighter weapon group that you have selected with the fighter weapon training class feature (referred to hereafter as an “appropriate weapon”), and any effect of these feats related to attacks applies only to attacks from such weapons unless the feat specifies otherwise. My question is will the Share Training ability allow the familiar to ignore the weapon requirement? I strongly suspect that it doesn’t as the ability allows the familiar to ignore prerequisites and not conditions on use. I can get around this by taking Martial Focus (Natural), or by equipping my familiar with an appropriate weapon and sucking up the non-proficiency penalty but I would prefer not to.
Ahh yes, I misunderstood and confused fighting defensively with total defence. I have managed to get his AC up to 27 without magic Base 10
I'm quite pleased with that over all.
The AC bonus for 3 ranks in Acrobatics is a nice little bonus I had forgotten about. I think I can spare 3 skill points for that. That’s a good catch there thanks. The wording in the Protector archetype states that the familiar doesn’t need to be able to threaten the attacking foe in order to use bodyguard so there is no need for reach.
Ahh, total defence. I had completely forgotten about that. It does state under total defence that you can’t make an AOO so my DM is likely to say that prevents the use of the bodyguard feat and will certainly say it prevents cut from the air. However if he allows bodyguard because of its wording then total defence is a good option when I’m not worried about ranged attacks. Cover looks to be an interesting option. The familiar could conceivably be in my pocket with his head sticking out, which would provide cover. Since the familiar is closer to the cover than his target (for those AOOs) he gets to ignore the cover as per the rules. I had forgotten that tiny armor only provides half the armor bonus. Thank you for pointing that out. That would mean my best bet for armor would be leather or a mithril chain coat. I think that will offer the best AC while still having a 0 ACP. All this would give me a before magic AC of 24
Yes, assuming my DM is ok with the squirrel using armor/barding and a shield I will need to be careful to get the ACP down to 0 for each to avoid non proficiency penalties as I want to make sure its attack bonus is as high as possible to get the best use out of Cut From The Air. I think that given a squirrel’s paws are hand like I should be ok. I know they aren’t natural tool users but a familiar has a much higher intelligence so I would be able to explain what to do with them even if it lacks the required proficiency. I think a miniature dark wood buckler (or heavy shield if I want to be silly) and a dashing suit of silken ceremonial armor are in order. I may also be able to ask if I provide soft cover for my familiar, though RAW I believe I don’t, but it is a reasonable request for a wee critter that is sharing my space.
I was originally looking at a scarlet spider for its high DEX but have decided that a squirrel is better as its DEX is only slightly less but it has more item slots and I may even convince my DM it could wear armor. I will be playing an Eldritch Guardian and considered a familiar satchel but having total cover would mean my familiar cant use bodyguard or feats such as cut from the air and later smash from the air. I must admit I find the idea of a squirrel standing on my shoulder, deflecting boulders, to be highly amusing. I guess though that as long as it could survive a round of full attacks it could retreat to the satchel to hide.
I am looking at making a melee character with a protector familiar to improve his AC with Bodyguard. However, I cant see any way to prevent a frustrated opponent whop keeps missing me from simply attacking my familiar and then attacking me once it is dead. I'm assuming that RAW an opponent can still attack a familiar that is clinging to my back as there is no facing rule Is there anything I can do to protect my familiar and still allow it to use bodyguard?
Those are some nice ideas thanks. The clear 15 wandering encounters mechanic from the module and the gold box game is certainly ‘grindy’ at the table.
I was going to have a scene where the party has to catch a spy who has fled the civilised area and I hadn’t considered how I was going to run a chase. For stat conversions I did come across a rather handy rule of thumb for quick THAC0 and AC conversions: 20 – THAC0 = BAB
I know I am dredging up a very old thread here. I am working on converting Ruins of Adventure to run as a Pathfinder campaign for my group. I have a good PDF of the original adventure and have tidied it up a bit an am ready to start on the work of converting it all over to Pathfinder (138 page word file!). Rather than reinvent the wheel, has any one already got some conversion material they can help me with? I am considering redrawing all of the maps as I don’t like them very much how they are (though my skills here are basic). I found a nice city map of Phlan that I have cleaned up and am using. Once finished my intention is to package it all up nicely as a PDF for other people to run. I may go as far as to create a campaign file for Map Tools as well as that’s what my group uses to play. For people who have run this old adventure for their groups, what extra missions/side quests did you insert? I am keen to have more ideas on fleshing out the city.
Im looking for a quick and easy NPC stat block generator. Something where I can select a race, class and some equipment and get a result in a standard stat block format, rather than as a character sheet. I intend to import these into Maptools for my online game. Lots of my encounters will be with NPCs such as bandits, pirates, town guard etc of various LVs and I need a good time saver to generate them quickly and on the fly. Can anyone recommend a tool?
I did see apport object and thought about a magic item that cast it, say to transport items from one chest to another once per day but the range is a limiting factor there. I also saw the ring gates (and had forgotten about them!) but I’m not sure we could find a caster with the Gate spell to make us some, however our DM may be interested in giving us an opportunity to acquire some so I will mention it. They would fit well with our overall goal of setting up a base of operations and having a small support crew with us to set up camp, mind the horses, hall the loot and all the other logistical things that heroes don’t like to do ;) In our game we are intending to resettle an overrun barony by clearing out some of the ruins and setting up a fort. I am taking leadership so that we can staff the fort with my loyal followers. My cohort can run the place while I am gone and has the added benefit of being able to supply me with potions at a reduced cost (probably 2/3 rather than ½ as I will pay her for her time). If things get tough she can cast divination spells for us, so a nice way for our DM to feed us information.
I am playing in a home game and have a character that drinks potions frequently. I intend to take the leadership feat and will have a witch cohort who will make potions for me. As we have enough characters in the party already and I don’t want my cohort to take time away from the other players, I intend for her to be able to support us from a distance rather than follow us into dungeons. As part of that I am trying to work out a way for her to send potions and other consumables over a potentially long distance. Can anyone think of a cheap way for this to work? Ideally within the existing rules or close enough that only a small bending of the rules is required.
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