Formatting: ability in wrong row Bestiary 1
Skeletal Champion:
channel resistance +4 is on the saves line. In other articles it is under Defensive Abilities
Formatting: resistance Bestiary 1
Assassin Vine
Under Resist it says cold 10 and fire 10. In other articles this would be cold 10, fire 10
NPC Codex
Queen of Staves
Under Resist it says 5 fire, it should read fire 5
Formatting: Defensive Abilities misc Bestiary 2
Golem, Mithral: DR 15/adamantine, evasion; => Defensive Abilities evasion; DR 15/adamantine;
Wereboar (Hybrid Form): Defensive Abilities ferocity; uncanny dodge, DR 10/silver => Defensive Abilities ferocity, uncanny dodge; DR 10/silver
Zombie, Juju: Defensive Abilities channel resistance +4; evasion, DR 5/magic => Defensive Abilities channel resistance +4, evasion; DR 5/magic
Formatting: semicolon in ac line
Standard formatting seems to be for something like:
AC 17, touch 11, flat-footed 16 (+6 armor)
In some cases an additional ; has been added, which generally seperates bonuses, but appears to be incorrect when done like this:
AC 17, touch 11, flat-footed 16; (+6 armor)
This bug in ac lines is in the following places:
Bestiary 1
Aboleth
Ant (Ant, Giant and Army Ant Swarm)
Ape (Ape, Gorilla and Ape, Dire)
Dragon (Young Brass Dragon, Adult Brass Dragon, Ancient Brass Dragon, Ancient Bronze Dragon, Young Gold Dragon, Young Silver Dragon, Ancient Silver Dragon)
Drider
Elemental (Greater Earth Elemental, in this case it's a , not a ;)
Ettin
Golem (Golem, Flesh)
Slug (Slug, Giant)
Troll
Unicorn
Vargouille
Vegepygmy
Wasp (Giant Wasp, Wasp Swarm)
Will-o-wisp
Formatting: circumstantial bonuses to ac, () vs ; Bestiary 2
Agathion (Draconal, Leonal) (+4 deflection vs evil)
Angel (Cassisian) (+4 deflection vs evil)
Archon (Shield) (+2 deflection vs evil)
NPC Codex
Dwarf cleric 2 (+4 dodge vs. giants)
Diabolical Charmer (+2 deflection vs. good)
Savage Rider (+1 deflection vs. ranged weapons)
The bonus is in it's own set of parenthesis. in most articles bonuses like this to AC are separated from the other bonuses with a ;
Formatting: Dex bolded in ac line for some reason Bestiary 4
Lunarma
Sayona
Missing Saves: Bestiary 4
Familiars (Platypus):
Will save missing value
Formatting: not all saves bolded Bestiary 2
Demon (Kalavakus)
Bestiary 4
Dragon (Young Solar Dragon)
Trox
Formatting: Save bonuses with inconsistent punctuation from other articles Bestiary 3
Asura (Tripurasura):
Fort +4, Ref +3, Will +5, +2 vs. enchantments => Fort +4, Ref +3, Will +5; +2 vs. enchantments
Miscalculated AC: For almost all of these, this is just comparing the AC, touch and flat-footed numbers with the modifiers listed. It's possible there's a missing modifier, but in these cases, the math doesn't appear to line up to me.
The APG is incorrect. He can create items without having the listed caster level, just making a Spellcraft check appropriate to the item's CL (also note that many magic items are listed with a higher CL than the minimum that they need by the guidelines). Where caster level is an actual requirement, it's one of those that can be bypassed with a further +5 to the Spellcraft DC.
Are there any references stating that the APG rule is invalid?
A player of mine has made the argument that as long as he can meet the requirement of having the right item creation feat, he can create items with a higher caster level then his caster level. In this case, he's a 9th level caster, but wants to be able to craft an Ioun Stone. I'm inclined to agree with his read on the rules:
Relevant sections:
(From Magic Item Creation)
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites.
(From Creating Magic Armor)
Creating magic armor has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. Magic armor or a magic shield must have at least a +1 enhancement bonus to have any armor or shield special abilities.
(From Creating Magic Weapons)
Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities.
(From Advanced Player's Guide: Magic Item Descriptions)
The creator's caster level must be as high as the item's caster level (and additional requirements may effectively put a higher minimum on the creator's level).
(From Ioun Stone)
Requirements Craft Wondrous Item, creator must be 12th level; Cost half the market price
My read here is that since Magic Item Creation states that the only hard prerequisite is the item creation feat (and the spell for potions, spell-trigger and spell completion magic items), that not meeting the minimum caster level increases the DC by +5.
Now personally, I think it's ridiculous that a 20th level item is only a little harder (+8) then a 12th level item for a caster that doesn't meet this, I'm inclined to make every level you don't meet a missed requirement. E.g. the requirement is a 12th level caster. Being a 12th level caster it's implied that you must first be an 11th level caster and for that a 10th level caster and finally the implied prerequisite for 10th in this case is met as a 9th level caster. So in this case I would apply +15 to the DC. 5 for the explicit missed prerequisite, and 10 for the 2 implicit missing prerequisites.
I just wanted to show off some of the terrain pieces I've made for our Rise of the Runelords campaign. I joined the first Dwarven Forge Kickstarter, and as soon as I got the tiles set out on designing some of my own to print on my 3d printer. Here are some of the results.
(The tiles I've designed are all available on Thingiverse for free, but you need a 3d Printer to do anything with them). Most of these pictures are a mix of Dwarven Forge and OpenForge. All the water tiles and special tiles are printed, along with most floor and wall tiles. All doors are OpenForge except the cell walls for the magic circles.
The last terrain is not printed, it's instead made with pink foam and spray paint. Organic designs are somewhat harder/more time consuming to design for the printer, and I needed something fast, but I think the effect was pretty awesome.
So my reading of the book is that downtime *activities* have a gp cost for capital, but building income is not part of the Activities phase, it's part of the Income phase. I believe the intent here is that any activity your character chooses to participate in with their day of downtime means that capital earned comes with a gp cost, but income from rooms/teams/organizations/buildings is explicitly something that takes place regardless of how you spend your time (you could be in a dungeon...).
We all have a huge paint job ahead of us, and are going to need some inspiration, and many people will need helps/tips on how to do the best paint job they can. To help with this, I just created a flickr photo pool so people can share their paint jobs and give each other ideas.
We all have a huge paint job ahead of us, and are going to need some inspiration, and many people will need helps/tips on how to do the best paint job they can. To help with this, I just created a flickr photo pool so people can share their paint jobs and give each other ideas.
Samsung Galaxy Nexus (4.0.4)
Asus Transformer (4.0.4)
Nook Color (2.3.5)
I would like it if you could make the decks you sell expose their intents. That way other app developers can hook right in and launch the appropriate deck (fumble, crit, etc) from their app if there's reason to (say like an initiative tracker that can expose a button to go to the fumble or crit deck)
Note: I'm the developer of Masterwork Tools: Pathfinder Open Reference (Open source, Free, Community Use License), and I would love to expose any tools you sell by making apps I produce launch yours in appropriate circumstances if they are installed.
I want this to be a collection of apps eventually. Android lets applications talk to one another, so I can bridge between applications and reference rules from this app in other apps.
Other apps I'm considering are:
1) A character sheet app.
2) A good initiative application, perhaps that can even network between phones/tablets.
A long time ago I was the lead programmer on PCGen, so another thought is using that as a library and making a tablet character creation app.
The application is now available from google play.
I think the app looks good, but you still need to take the name Pathfinder out of it to comply with the legal stuff (unless you somehow got it licensed).
I changed the app name to Masterwork Tools: Pathfinder Open Reference to make the use in the name descriptive. I'm not charging, and have no ads, so as far as I have been lead to believe in talking to Vic, this use is acceptable, so long as everywhere the name is used I can post the contents of the community use policy, which I've posted in the description.
The name in the Google play store is limited to 30 characters (so Masterwork Tools: Pathfinder Open Reference won't fit), so I just swapped it to PFRPG Open Reference as the market name since I can't use the longer, descriptive name. Irritatingly, this puts me at a disadvantage against the dozen or so apps that /do/ say pathfinder in their names and charge/don't post the community use policy.
After a bit of searching, I figured out what the issue is. Android 2.2 doesn't let me have asset files over a meg. I've split the database up and it's working in my emulator. I just want to give it a test on my tablet and phone before I release, but it may be out later tonight or tomorrow.
First round of changes done to support my understanding of the things Vic would like me to do. The IOS posting (as I understand it) applies to commercial apps. This app is free, open source, and utilizing the community use license.
I sent a mail to licensing and I have not heard back yet (Not that I'm expecting to hear back for a little while), but based on the Community Use Registry I suspect that Pathfinder in the name will be fine, but the icon may not be. Granted, major pathfinder sites such as pfsrd.org to use the stylized P, so maybe I will be able to. Anyway, thanks for pointing it out, I want to stay on Paizo's good side.
Just downloaded this to my Transformer Prime, alongside the PFRPG RD.
First impressions are favourable. There are some things I like better about this newer one; the ability to search for two-word phrases, for a start. I'll probably post more after I've been using it for a while.
A word of caution: I don't believe Paizo will allow you to use the word "Pathfinder" in the title of the application, and you might also have problems with the stylized "P" icon. You should address those issues before you go much further.
I'm not going to charge for it, I'm keeping this app open source and free. I believe I'm covered under the community use license, although I clearly need to add the text of that to the app. I'll give licencing an email to check that it's ok.
As it looks currently with a quick look through, I would say its wonderful. If it keeps updated with info from new books then it would make it much easier for me to plan out my adventures and not be constantly cross-referencing books.
I found it fairly easy to navigate and all the info I need is easily there from a first look through
My goal is to keep it updated as quickly as possible with new versions of the psrd as they are released. It's presently running using the data from the 1/25/2012 psrd update with bestiary 3. Now that I have this test version done, I can take a moment to get it updated through the 3/20/2012 eratta. My hope is to have it out on any new psrd updated in under a month.
I've spent the past few months building an android tablet app to create a quick reference for Pathfinder using the PSRD as the base. I'm getting ready to release it (for free), but I want to get some wider feedback from people outside my gaming group.
The reference is a tool to give you searchable access to the full PSRD:
* Core Rulebook
* Advanced Player's Guide
* Ultimate Magic
* Ultimate Combat
* Gamemastery Guide
* Bestiary 1-3
Other Features:
* Allows you to create bookmark collections. For example, you can bookmark certain passages that you want quick access to as a GM, and create another collection for a specific character, giving you quick access to the rules that are important for running that character.
* Has 22000 rule snippets allowing you to access over 14000 discrete rule topics. Including: 718 Feats, 1266 Spells, 975 Monsters, 44 Classes and a ton more.
* Allows you to hone in the passages that matter for what's going on in game now. Every title in every article is a link that lets you just see/bookmark that section.
* Powerful and fast search lets you find the rule you need, quickly.
For now, the application's home page is it's Github repo page. Before I do a full public release, I plan on there being a full website for support and documentation.
In order to use it, it presently requires an android tablet. It has been tested on the Transformer Prime, Nook Color, Kindle Fire and the OG Galaxy Tab. I have verified that it functions on android 2.2, 2.3, 3.0 & 4.0. After I have manged to get the tablet version released, I'll look at making an android phone version. To install it, you will have to enable "Allow installation of non-Market apps" under settings. Also, for Nook color until I get it into the barnes & noble market, you probably will only be able to install it on rooted devices.
So, without further ado, if you have a device this will work in, please, Download the application and let me know what you think.
Note: I do not have any IOS devices, nor do I have a mac to code on to port this to the iPad/iPhone. It /is/ an open source project, so I would welcome someone who wanted to take this to those devices, but I don't have the resources to.
I have noticed with the first half (we are through part 1) that the extra 4 to AC is really pretty harsh. I appreciate the suggestions, and I'll start incorporating some if not all of them as soon as I get a free moment.
I especially like the uses of the giant template here. With more characters to deal with I think I do prefer additional hitpoints and damage without the buff to AC.
I've just finished the 6 player conversion for use in my own campaign. For any people interested I've posted it on Google Docs
It only contains the stats and XP awards that are to be changed to make the module work for 6 players. I have not scaled treasure as I am not scaling this in my campaign. I have turned on comments on the document in the case that people find defects in my conversion.
I didn't actually proof-read the conversion before it came out as I was so behind on it, thanks for doing that and feedback is always appreciated.
No problem, I'm just happy you did it all in the first place.
Additional errata:
R7: Nagrundi's touch AC is listed at 18. I believe this is a typo and should read 8
R9: The benefits of the advanced template have not been applied on the Init line. It reads Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +6, which is the original text. It should read Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
R10: Just a question, gaining fighter 4, shouldn't he get a +1 to an ability? Not that it matters much as any ability it ups would be odd and thus not give any bonuses.
Thanks for a great conversion! I noticed a few small bit of errata while making initiative cards for all the encounters. Note, I really really do appreciate all the hard work, and I think your conversions are great, I just believe there are a few minor errors:
P: You list the Tendriculous as CR 6.5 but have advanced it past 7, I believe this is a typo and meant to be 7.5
G4: Rigg Gargadilly's xp is listed as 2,400 in his stat block, it should be 3,200 as mentioned in the text.
G6: You upped the assassin vine by an extra hit die, but skipped out on it's stats. I've recreated the (likely) stats below:
Assassin Vine:
Assassin Vine CR 4
XP 1,200
N Large plant
Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
Defense
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 35 (5d8+12)
Fort +7, Ref +1, Will +2
Immune electricity, plant traits; Resist cold 10 and fire 10
Offense
Speed 5 ft.
Melee slam +8 (1d8+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8+9), entangle
Statistics
Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Base Atk +4; CMB +10 (+14 grapple); CMD 20 (can’t be tripped)
SQ camouflage
Special Abilities
Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 5th, DC 13). The save DC is Wisdom-based.
N4: You list the charisma of the advanced lizardfolk as 4, it should be 14
N5: I'm not certain, but I believe the advanced blood caimans should be doing 1d12+4 not 1d12+3 on the tail slap, and 1d8+8 not 1d8+9 on the death roll.
N7: I think the stats on the will o wisp are wrong. It's listed as Str 10, Dex 32, Con 16, Int 19, Wis 4, Cha 4;. The advanced template should grant Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18.
The bab bonus for 4 hd is +2, so I think the bab should be +8 not +7
I think the problem here is that the base advanced application to the will o wisp is broken. I've attempted it here:
Tactics
Before Combat The will-o’-wisp uses its natural invisibility to hide when PCs first enter its hut. At a dramatic moment, it reappears in a flash of green light as a floating lizardfolk skull, hoping to scare the PCs.
During Combat The will-o’-wisp shocks the closest person with its touch, concentrating its attacks on that character until it can feed on its victim’s dying fear.
Morale If reduced to 20 hit points or fewer, the will-o’-wisp turns invisible and flees into the swamp, abandoning the tribe.
Statistics
Str 5, Dex 33, Con 14, Int 19, Wis 20, Cha 18
Base Atk +6; CMB +4; CMD 30
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +13, Escape Artist +23, Fly +33, Perception +17, Stealth +27
Languages Aklo, Common
SQ feed on fear
Special Abilities
Feed on Fear (Su) Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Given the changes on that, here's an attempt at +4 hit dice.
Tactics
Before Combat The will-o’-wisp uses its natural invisibility to hide when PCs first enter its hut. At a dramatic moment, it reappears in a flash of green light as a floating lizardfolk skull, hoping to scare the PCs.
During Combat The will-o’-wisp shocks the closest person with its touch, concentrating its attacks on that character until it can feed on its victim’s dying fear.
Morale If reduced to 20 hit points or fewer, the will-o’-wisp turns invisible and flees into the swamp, abandoning the tribe.
Statistics
Str 5, Dex 34, Con 14, Int 19, Wis 20, Cha 18
Base Atk +8; CMB +6; CMD 33
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse, Defensive Combat Training, Mobility
Skills Acrobatics +28, Bluff +17, Escape Artist +28, Fly +38, Perception +21, Stealth +32
Languages Aklo, Common
SQ feed on fear
Special Abilities
Feed on Fear (Su) Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
That's all I've noticed through N. I'm gonna post this now, and if I notice anything through the rest I'll create another post.