Paizo's most beloved AP spells out a specific opportunity for a DM wishing to create an awkward social situation by including goblin babies. By default, however, the goblin babies simply do not exist.
This is how it should be handled all the time, in my opinion. Ignore the implication of enemy babies unless there's a very good reason not to. Verisimilitude doesn't qualify as a very good reason in my games, but it might in some. Then again, we handwave a good many things that others play out in detail.
Charon's Little Helper wrote:
If you don't want to spend limited resources on proficiency with an exotic weapon, the kukri is almost as good.
Wakizashi (P or S) 1d6 18–20/×2 is exotic
Claxon beat me to it.
Crit range is really cool if you have Butterfly Sting and/or Outflank.
Dragon's Demand is a nice module that takes players from level 1 to 7. It is a bit railroady but that's really good for beginners.
There are some cool DMPCs that you can use to tweak difficulty, or let additional players join the regular group for a time.
I ran this for a group of four who created their own characters, and for one of the dungeon delve sessions, we let a guy hanging around the gaming shop join in and play one of the NPCs the party befriended. These were experienced players and they were seldom challenged. The overall difficulty seems tuned for a beginner group. Specifically, there is gear discovered in the course of the adventure that renders the final encounter much easier than it normally would be. This is a good thing, as it rewards exploration and preparation.
Goth Guru wrote:
This has quite a bias to it.
Perhaps I'm being overly prickly here, but you did read the part where I said "buffing and debuffing only," right? I know that support characters are pretty much perfection for a GMPC, as I have run a few before. Perhaps I should've mentioned my prior experience before.
Your prior experience should inform you as to which elements of the various advice you may receive can be applied to your specific circumstance.
Right, so you play slow when you're supposed to, to keep with the expected level. PFS does a great job of allowing the GM to not micromanage loot, so you can use it as a model when available.
Actually selling loot and buying it is a waste of table time. Organized play avoids this problem deftly.
It seems like it would be possible to include a separate download link for files which have already completed personalization so that personalization doesn't need to be repeated.
I would suggest checking in periodically, and try at non peak hours. I have been able to get everything in the bundle, though it took me many tries, and some late night hours. I am not the most patient person in the world, but I do understand this problem, and how to deal with it as a customer. I can tell you that major improvements have been made since the bundle first hit. Just keep checking periodically, but don't spam requests. Spamming requests just seems to make things worse.
I have been having a spirited discussion on the appropriate usage of Find the Path
Find the Path
School divination; Level bard 6, cleric 6, druid 6
Casting Time 3 rounds
Components V, S, F (a set of divination counters)
Range personal or touch
Target you or creature touched
Duration 10 min./level
Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is prominent. For example, a hunter's cabin is not prominent enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as “outside the maze.” This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians) who might take action to oppose the caster as he follows the path revealed by this spell.
What is this spell typically used for, and how much interpretation is involved in adjudicating how it works?
Could you say "Take me to the Emerald Spire" and be shown the way to the dungeon? What if someone had opened a pub on the way to Fort Inevitable named The Emerald Spire? Is there ambiguity? Does it matter which one is in the mind of the caster?
Suppose you were looking for someone able to work an unusual type of metal. You find a dagger made of that metal, and you wanted to go to the place where it was made, but you don't know exactly where that is.
Suppose you read about a place in a book, but maybe it's ancient history, maybe a legend, maybe even fiction, and maybe it no longer exists, or never existed.
Could you say "Take me to the shrine of Kugo-Lippo" and be shown the way? What if the shrine was torn down and a shrine to Desna rebuilt in its place? What if the shrine was a fictional place but within the fictional world, it had a specific, findable location, i.e. the southern tip of a continent?
Is an Azlant ruin at the bottom of the Inner Sea a prominent location if it was famous around the world during its heyday? Would the spell show you that you need to go underwater to get there if no one currently living even knows it exists?
I have my own opinions, but I'm interested in seeing how others would handle it.
Bard class with inspire courage
Courageous enchant on a staff or spear holding the banner.
By 7th level, or whenever you can afford it, you will grant your group
+6 to attack/damage
If you add in Moment of Greatness (level 1 spell), everyone gets +9/+10 on the next attack roll, damage roll, or save vs fear or charm, then fall back to the baseline +6/+5.
You can improve this further by enchanting the weapon some more, but diminishing returns kick in fast.
I know mind-affecting effects don't work as much late game, but I'd also look into Improved Dirge of Doom and Greater Dirge of Doom on top of Dazzling Display or Blistering Invective. Not only is it an area effect, you don't have to contend with saves or spell resistance, only immunity.
You can even tack on the Sound Striker archetype if you want, and attack with both hands full, hee hee.
Dirty tricks are combat maneuvers, which are attacks, so your targets would be invulnerable to them during a time stop.
I mean that feat that augments your skills in such a way that you are being weird and/or pedantic if you suggest that it "in no way" augments skills.
No, it doesn't give you "more skill points" because it's even better than that, it lets you boost a skill beyond what your ranks would normally allow. If you want to spread them them thin among multiple skills, then yeah, you may have a semblance of a point, but you could accomplish the same thing by investing less ranks in a single skill and making it up with skill focus. And missing the opportunity to exceed what your ranks allow on their own.
Just a Guess wrote:
Drahliana Moonrunner wrote:
'anyone can kick' is definitely ambiguous.
I took it to mean 'You don't need a feat or a class feature to kick'
Not 'There is no circumstance that could possibly prevent someone from kicking'
I also think it is possible for someone holding a weapon to forgo their weapon attack to perform an unarmed strike. It will usually be suboptimal, but there may be good reasons to do it. Maybe you want to do nonlethal damage. Maybe you want to provoke an attack of opportunity. Maybe you want to humiliate your opponent. It shouldn't matter.
There are loads of spells that don't target creatures that have a duration longer than time stop that you could use. Delayed blast fireball, black tentacles, cloud and fog spells...
I don't see why you couldn't do the things you mentioned, though. Nothing about them would seem to disqualify them from use during time stop, unless the GM wants to treat the ghost sheet as a "dirty trick". But they are very weak compared to other things you could do.
Whoa, thanks for all the replies. I seriously wouldn't have thought so many people value sp more than hp.
I think those who favor skills are more likely to respond in the thread.
That said, I also tend to take skill points, because my play style tends to favor them.
On my half orc fighter, I took the hps.
Matthew Downie wrote:
The ones where you roll high on your save and nothing happens usually aren't very memorable. "The creature stares at you. Roll a Fortitude save." "26." "Nothing happens." "I smite it." "It dies."
I like to give a hint at what might have happened if they had failed. If they save against phantasmal killer, I describe a nightmarish scenario like the Dementors of Harry Potter tearing at the character's soul, but "you shake it off" If they save against dominate person, I let them know that they momentarily felt like a puppet on a string, but they regain control.
Getting hit in the face with a cricket bat evokes some strong real world feelings. That doesn't mean that it's a good idea for the GM to break out an impromptu paddlin' session just to make their Pathfinder game a bit more "memorable".
Oooh, an ideas thread!
Spring Attack's specific phrasing "without provoking ANY attacks of opportunity from the target of your attack" seems very strong to me, and I initially was in favor of the strong reading negating any AoOs during the attack.
But upon further consideration, it does not seem clear that it is intended to shield against AoOs that come from things beyond Spring Attack's ordinary usage, i.e. leaving a threatened square even multiple times.
It would seem to be an overextension of Spring Attack to render the attacker totally immune to AoOs during the attack, which can come in an incredible number of ways.
Entering an opponent's square?
Enabling the use of any and all combat maneuvers, AoO-free, without the feats normally needed to do this?
Fail a trip by 10 or more, knock yourself prone adjacent to someone with Vicious Stomp and avoid the AoO?
Safely Spring Attack someone with Broken Wing Gambit going?
I won't expect to be able to do all these things, even though the wording of the feat could be interpreted that way.
I've run (not played) the first ten levels of Emerald Spire, and it's been enjoyable for the group. Each level is relatively independent of the others, though they are loosely tied together by the overall story, but this can be ignored without detracting from the experience.
One thing I would suggest, since it is a superdungeon and space is at a premium, is to not build characters that will clog up the map with figures. It will get cramped.
Eidolons are amazingly powerful even when following the rules. The opportunity to rebuild every level is terrific on its own.
The Way of the Wicked evil AP starts with a prison break. The prison is a backwater and the jailers are incompetent and distracted. If they don't come up with any ideas on their own, you can always give them opportunities by moving them from one place to another, or having some powerful entity extract them from the situation in exchange for a favor to be repaid at a later date (many plot hooks can attach here)
To my understanding, yes. The maximum number of attacks is the main reason not to pile on many pairs of limbs. This is in Table: Eidolon Base Statistics
Max. Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.
It is an odd one, to be sure.
I suppose technically RAW it should be a standard action since the default of a (Su) ability isn't specifically overridden, but it makes no sense to have it not function, so I have a strong preference for RAI here. I wouldn't say requiring spell components is warranted.
If the prevailing group dynamic includes acceptance or even encouragement of routinely talking out of turn, then you may just have to start accepting that, and live within it. You might gain some concessions for a while out of a desire to minimize conflict, and keep the game going, but people usually revert to their natural ways. It's as difficult for outgoing, dominant personalities to hold back as it is for thoughtful, quiet types to speak up. That's not to say they can't play together, or even complement each other, but sometimes they just clash too much for mutual enjoyment. Good luck with your group.
As silly as this can be, it is not as consistently overpowering as an optimized archer full attacking from anywhere on the map, and way more interesting.
There are several ways to deal with this bit of trickery.
Put weak mooks in their face.
Setup:Two allies flank an enemy, with Combat Reflexes, teamwork feats including Outflank and Paired Opportunists, and some way to get them simultaneously, such as Gang Up, Pack Flanking, or the ratfolk swarming trait.
Ally 1 confirms a crit.
Since attacks of opportunity are considered to interrupt the normal flow of events, they are resolved in reverse order. So if Ally 1 crits again, this triggers a whole new series, that could conceivably only end when someone runs out of Combat Reflexes.
Paired Opportunists doesn't trigger infinite recursion on its own. It needs some help, but that help can come in a heck of a lot of different ways.
The audio adventure from Big Finish is really cool, highly recommended. Karzoug's voice is in the Chapter 6 trailer, about a minute in.
Friendly Switch (not technically Teamwork)
Butterfly's Sting is also cool if you have a crit fisher and a heavy hitter, with the number of opportunity attacks you can create with teamwork.
I'd also suggest a level of Cavalier for tactician which gives a bonus teamwork feat you can share briefly.
So, just a thought. If you're looking for something to fill those dead levels (gained at level 5 and every four levels after that, it looks like), I didn't see anything that provides resistance against hostile polymorph or transmutation effects. That could be a neat ability.
Polymorph and Baleful Polymorph both state:
"A creature with the shapechanger subtype can revert to its natural form as a standard action"
Seems like this is even better than resistance, and would be baked into the class at level 1.
Genocide is incredibly overpowered. Sacrifice a hundred or so helpless victims and you can go to war with +100 to hit and damage.
Funny that it should be called Genocide. Genocide, a PVP MUD, had a vampire class that worked sort of like this. The vampire started weak, but with every kill, would get stronger. By the end of each match, the vampire could be absurdly powerful. Thankfully, because the game was match-based, every single thing would reset in between matches. Such a concept does not work for games in which your progress saves.
Fruian Thistlefoot wrote:
You will never reach Level 17 for 2nd focus so your animal companion will not reach it's full potential and you do not get raise animal companion till 16th level (last few fights)
According to the suggested progression in the front of book six, the PCs should be level 17 upon exploring the Pinnacle of Avarice (last few fights)