Master Smith (Ex)
I'm think about mundane crafting. It says a Forgemaster use half the gp value of the item to determine progress of mundane crafting.
Mundane crafting progress is supposed to be determined by using the full sp value of an item. Does it mean the Master Smith is crafting mundane items basically 20x faster? Or is it just badly worded?
It just poped through my head. Are you allowed to bargain crafting materials? At first I didn't think about it since crafting is already a big price cut, but you still need to go buy to a merchant steel, wood, leather for raw materials which you can normaly bargain for. Same goes for magical supplies required for magic item creation.
A new crafting question:
"Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%."
I can't think of magic items that follow these rules. Can I just stick a "Lawful only" or "you need to be trained in survival" to my magic sword and save 10%-30% on the price? Seems a bit too good to be true.
It kind of makes sense. But there's a note for continuous activation for spells that lasts in rounds to multiply the cost by 4. Which would change the cost to 48,000. But this might actually be the correct recipe. I will talk about it to my GM. I think 48,000 gp for a free action spell is much more appropriate than 12,000 anyway.
I was also thinking about checking the rod of quicken to get an idea of what to do. Maybe adding limitations to cut the price.
Two items that were used in a game that I GMed were using free action and swift actions. When I saw them in play, I thought they were totally overpowered and of course I want to make some of them now. :p
Boots of speed:
The Forbidden Name:
The prices seem very cheap for granting a spell for a free action or swift action. I couldn't find rules that allows to craft this kind of items. Are there like very few items that do that, are "unique" and that we can't craft anything similar? Of course I could just craft them as they are, but the joy of crafting is making something new. I would love a free action whatever spell for 10 rounds.
I'm following an adventure path. And yeah, the ennemies pretty much all have very unique characteristics.
What I'm thinking of with the basic template is to forget about the feats, forget about the barely useful spells, forget traits and all the things you have to look up to be sure what bonus they grant.
Has any GM tried to simplify his combat encounters?
I never experienced this need as a player since I just had one character to know every rules about, but now that I hosted about 20 games as the GM, I feel like simplifying everything for my hundreds of different characters would help a lot.
I was thinking about making basic templates for the ennemies instead of having to learn all the new feats, spells and items everytime a new monster appears. Keeping their unique traits in notes would be easier than learning the whole creature. I will still take the time to learn how bosses work, but I will not bother with henchmen and random encounters.
Has anyone tried something similar? How did it go?
I would like some suggestions on how to build it.
Thrawn82 you got it right. So the holding bag trick does not work. But then there are all the magical ways to travel to the dreamlands, like plane shift.
Here's how it went:
- I decided to not let them bring back most of the stuff from the dreamlands saying it's bound to this plane and can't get out.
- But, since they ****ed up Thrushmoore so bad, Thrushmoore got sacrificed to Hastur and there is now a copy of Thrushmoore in the dreamlands. Everything they found in dream Thrushmoore I let them bring back using plane shift. Since it's stuff they should have get anyway in the first place.
- So everyone is happy. They got to bring lots of loot from the dreamlands and it doesn't change the gameplay or the story much.
* And here I just look at the rules again and I find this
Welp.... Too late!
We ended the session and I said I'll think about it. What do you guys think?
How do you make your players fear death? I feel like mine are playing too aggressive, which leads to unnecessary players death or very quick encounters clear.
Well, no staircase for my group.
They will be able to go back at Iris Hill in the dreamlands since it got sucked up by it.
It annoys me! No matter how I look at it, you are right!
Even creatures with the Brain Cylinder template(immobile and can't defend themselves) would be able to "dodge" your attacks even though all of it's AC is from the armored glass casing...
So, coating a creature like that in an ability that deals damage on "any weapon that strikes" would somehow be able to dodge the attack...
Corrosive Slime (Ex)
Since no where in the ability it is mentioned that the "weapon strike" must be a succesful attack and that the creature is basically just a mass of natural armor, "misses" are more like "you hit, but the skin is too tough", I'm thinking the corrosion always apply on melee attacks. Am I wrong?
But then I looked at a similar worm. The Death Worm:
Venomous Skin (Ex)
It's basically the same creature with tons of natural armor, meaning it's technically impossible that the creature "dodges" an attack and will take the hit with no damage, but somehow, if the hit is unsuccesful and deals no damage, the skin is suddenly not venomous?
Everyone seems to be willing to play a kind of evil party and I suggested to be the naive good ruler that is being manipulated by them to do evil decisions. They agreed that it could be fun and would play with it and avoid killing me for no reason.
I'm fully aware that I will be backstabbed and I don't mind. I would like some advices from you to make it as late as possible. I was thinking, even if my character has a different alignement, if I'm too useful as a ruler to be killed, and since my character wouldn't realise that the other players are advising me to do evil things, I could live a couple of games.
They went to Iris Hill first when they started Trushmoore. They destroyed one gate to the manor, but I succesfully pushed them back because I didn't wanted them there right away.
My Risi also escaped.
Now, not only Melissen knows the PC are coming.
So, I can assume the star stelae under Iris Hill is getting close to be fully charged if it's not already. What happens?
My group Just climbed the fort and bursted in the second floor. No stealth at all, the barbarian charging in and screaming, the pistolero was not sparing any bullets.
I sent them 3 waves of juju zombies, fishmen and the fish men boss of the floor with an average of cr 5 per wave. They managed the fight beautifully.
This is why I asked on the forum how loud are guns in PF. Somehow, by the rules, they would not be louder than a sword...
I ran into a situation for my last two bosses. They got blinded and rendered pretty much inoffensive...
My players seem to enjoy it, so I don't mind too much, but it does feel a tiny anticlimactic. I know I can't fail my save everytime, but does anyone have some advice for fighting blindness? Or anything that I might encounter that would beat my bosses in one hit. Whether it's for a caster or a martial boss?
Last session, they captured Zandalus and tried to get informations from him and next session they will fight the Tatterman.
I'm also surprised that the Tatterman concentration on spell-like is 23! It's insane! Does that include his combat casting feat?
- Is a non-magical cultist yellow sign enough?
"A creature bearing the unholy symbol of Hastur can make use of the following effects."
"Hastur’s cult is associated with decadence, disorder, and nihilism, and its symbol is the Yellow Sign. The least varieties of these symbols are non-magical—and somewhat inaccurate—representations of the sigil, though the more powerful cults possess methods by which they can craft fully functional Yellow Signs. Unlike those created by Hastur, a cult-created Yellow Sign can be resisted with a successful DC 23 Will save (as if it were a 9th-level spell)."
mmm, yes yes yes!
There are a couple non-hostile apostles next to the survivors camp. The players talked to Winter to let them enter the chapel but no one there wants apostles in. They agreed to a non aggression pact. So, the Tatterman might influence the ex-apostles in their dreams to thrash the chapel. Maybe add in a doppleganger or a haunt in the chaos.
YES! I think I got it. The timing, my players strenght and flaws, they will need to choose carefully what to do and all might end well. I will keep the details secret until they face it.
Thanks Isthill, that helped.
Kadance: Funny story about that pile of corpses... My players actually burnt them all in the furnace(because Paladin). They took a whole day to clean up the place and catched filth fever. One of the players is still affected XD. They now use a rope to get in and out of there.
Hi, I would like some suggestions from you guys.
My party managed to dismantle the apostles in orpiment and they captured Zandalus(permanently blinded). Zandalus is restrained in the cell the players started the game, there is always 2 people watching him and they did their best to fortify the survivor camp.
Now, I'm wondering if I should make some kind of attack on the cells before the players decide to kill Zandalus. He's been sitting in the cell for two days, while the players were trying to get informations from him.
What do you think? Should I let my players end Zandalus and proceed to the next fight? I'm also thinking the Tatterman could have prepared an escape plan by speaking to people in their dreams, but I'm not sure what is best for this situation.
If you recommend playing a Wizard to a player who wants to play Batman, you have no business making recommendations.
Vigilante is the "Hero" class, so we need it for Batman.
The only problem is the money "cheat" batman has.
From what I read of Tremorsense and mirror image, it should work fine. I never heard of that redefinition of "Pinpoint" in Pathfinder so I started to look for any rules specific to the definition of "Pinpoint".
Here is the only thing I found in the Perception skill, and it's not even official:
"Pinpoint Sound: If you exceed the Perception DC to hear a sound by 20, you pinpoint the source of the sound, learning the exact space the sound came from."
Here, I see that pinpoint is used with it's usual definition. I'm still looking for the "Pinpoint means a square".
So, now, we need to figure if "exact space" means an exact location or a 5 foot square.
He sure can.
I don't know, it seems to be a very long fight considering they go through bag lady and oneirogens just before fighting him and the Tatterman.
I also have a super Paladin in my campaign. He's butchering every encounters but it's not really a problem in my opinion. Sure, he's an unstoppable war machine, but that's all he is.
My players made a couple decisions I was really not expecting and so far it’s a delight. First, in the dream in part 1, the Investigator used a potion of Expeditious Retreat and ran first straight into the fog trying to escape whatever was following them. The others followed him but were more careful and didn’t ran, leaving the investigator alone pretty far from them. Whack!! The Investigator is unconscious. Now the others are really scared.
After fighting “DOCTOR” ILESI SCAEN, the players spared her, knowing she was a doppleganger and saved the man on the table. When the doppleganger ran away when entering the asylum from B1, the survivors attacked her instinctively assuming she was bad since she was running away and the players defused the situation by finishing the doppleganger. They didn’t wanted to kill the dopplegangers in the area and almost started a serious fight with the survivors, but in the end they accepted. Oh the Chaos!
The paladin bought a portable ram for his starter gear. They are rarely unlocking doors, instead they bash through them.
While fighting Lieklan, the sorcerer got hit by the silencing thing and Lieklan started confusing the other players with the sorcerer voice. The sorcerer had the ingenious idea of using the incense of open thoughts to keep communicating with the players.
They got reckless in the whole E area. They used all their buffs before entering E1, thinking it was a boss fight. Elbourne had to prevent them from murdering the cult and the players rush the plot points in E1 and skipped E2 and E3 to keep their buffs. They ran through E5 and E6, triggering the wall trap, murdering everything in their path to go straight to the oneirogen in the tower killing it with their last seconds of buffs. That was insane!
I didn't understood that Racial Heritage was purely in the blood. I assumed you'd get some physical characteristics from the chosen race like pointy ears for elves, scaly skin for Kobolds, etc. I was wrong on that.
Since we're talking about that, I saw that Tail Terror feat wouldn't work because neither the feat or Racial heritage gives a tail by how they are described/worded.
Their is another feat that does something similar to Tail Terror.
Agile Tongue (Grippli):
The difference here is: the description says "You have a prehensile tongue of 10ft." instead of "You can make a tail slap attack with your tail".
Would this feat be usable by a human with the racial heritage feat? The feat says "You have", but since the racial heritage feat didn't actually gave you a long tongue like a Grippli, does that mean taking this feat would give you a prehensile tongue with a range of 4 inches? :D Now that I think of it, I do wish it works like that. Just imagine a human trying to grapple you with his 4 inches tongues! That would make a hilarious character.
What are your thoughts on that?
1st nice bonus I saw:
Take the Dragonheir Scion Fighter archetype:
We're a fighter and got a lot of feats to spend, add the kobold tail terror feat to get a tail attack with a kobold tail attachment.
Since we got a nice bonus on damage rolls from the favored class and arcane strike, I'm thinking two-weapon fighting might be a good idea.
All I'm looking for, now, is a way to get more flanking to benefits from the favored class bonus. I think the Lunge feat would improve that to some degree by extending the threat range.
What do you think of it? Any suggestions?
Thank you. You are definitively correct.
I believe the class that is most dependent on constitution is the barbarian. Raising HP and also the save DC of the fangs poison. Might get some charisma for intimidate and more uses of the bite attack.
Anyone wants to help me build it? I never made a barbarian before, so I don't know a lot about rage powers. Is there a rage power that would benefits to the serpentine fangs?
"Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier."
I'm wondering if the speed weapon special ability would grant a +1 to the critical threat range to a Focused attack. You could take the Improved critical feat to also get the double critical threat range.
On a Fighter you would end with 11–20 critical threat range (18–20 for a scimitar, 15–20 for improved critical feat, 11–20 for giving up four attacks with Focused Attack and a speed scimitar with the improved critical feat.
Is it even worth to give up all attacks to get a super good critical threat range? Or is it broken and we shouldn't use this 3rd party feat?
I asked for a build in advices and got a very interesting idea from Adjoint.
The core of the character is "A specialist who cures diseases and inflicts them to foes."
Adjoint suggested a Cleric of Pharasma with Healing and Plague Domains.
My concerns are about the spells that inflict diseases. Most of them have the Evil descriptor.
"A cleric can’t cast spells of an alignment opposed to her own OR her deity’s"
"OR" indicates an alternative, so would a Good cleric of Pharasma be able to cast Evil spells? I see that Pharasma is Neutral and can go to Neutral Evil in alignment. Or is my ability to read English too bad to understand?