Lets begin
I implore the leadership of organized play to either delete or update dealing with afflictions in guide 9.1 and here is why:
On page 16. you do step 8
"If the character gained an ongoing condition like a curse or disease during the scenario, the player should note that here as well. See Dealing with Afflictions below for more information on noting conditions gained and cleared during a scenario or after its conclusion."
Fine that leads us to Dealing with Afflictions
"At the end of a scenario, a PC might have been afflicted
with any number of possible afflictions, such as blindness,
a curse, deafness, a disease, or a poison..."
Yes a pathfinder can be afflicted by many conditions
"It is important that conditions be written legibly
so the player and subsequent GMs can understand them."
Okey meaning that afflictions, such as blindness,
a curse, deafness, a disease, or a poison might transfer from senario to senario.
"Note: Any affliction that would result in an unplayable
character must be resolved at the table once the game
ends as explained in Chapter 4 of this document. If the
character cannot resolve an affliction that would render
her unplayable, mark the character as dead."
okey so the next part must tell us what an unplayable character is
Page 19. CONDITIONS, DEATH, AND EXPENDABLES
"Conditions: Unless noted otherwise, all conditions
gained during an adventure, including death, must be
resolved before the end of the session. A condition in this
context includes an affliction, a negative effect, or an effect
that is intended to mechanically affect your character in
a negative way. If such a condition isn’t resolved by the
end of play, the character should be reported as dead and
becomes unplayable."
So if you get a condition that is not: "However, a few conditions need not be resolved by the end of play, including permanent
negative levels, ability drain that does not reduce an
ability score to 0, becoming a fallen member of a class
that requires an atonement spell to regain class features
or spellcasting abilities, and conditions that impose no
mechanical effect."
then you are dead/unplayable so why shall i note: curse or disease during the scenario, the player should note that here as well. You become unplayable.
Leadership could just cut the whole affliction out and state that if you do not resolve all conditions except these few (page 19) then the character shall be reported dead/unplayable.
i would hope they lifted to strict rule so disease or blinded/deafend could go from senario to senario.
So I have some questions about this well ritten Senario.
First: the first Boon has three paragrafs one for turning yourself and one for turning a new character and one for a Kineticist. Do you pay Prestige for the last paragraf or gain access to that for all kineticist or only the one applied with this chronicle sheet?
Second: making a new char with the boon would it imply that you bring a copy of that chronicle sheet with the neew character?
Third: The Grand Lodge faction wants to learn of the missing agents and you can get info on Grave Threader twice either from the Genie or Master of Spells but only the Genie count at the end as a success should master of spells deal count toward the success??
Here is a guide to make you a level 7 hellknight with the retraining rules.
(Maybe you should fix the retraining rules?)
Level your charakter(with full Bab) to lvl 5.
take one level hellknight prestige class as you qualify for.
now use the retraining level rule -1 level with full Bab then you still qualify for hellknight so take the new level as hellknight so you are now lvl 4 full bab and 2 hellknight.
repeat untill you now are lvl 6 hellknight lvl 0 other class.
this will cost you some PP in PFS and some gold but it is worth it.
can any of you find a statement that this is not legal?
My question is formed from reading many class archetypes.
I would like to know if there is a difference in normal fog or magically made fog? and normal difficult terrain and magically made difficult terrain?
my arguments that there is a difference:
Look at these abilities:
Tempest Druid - Inner Sea Magic
Eyes of the Storm (Ex)
At 4th level, a tempest druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th. This ability replaces resist nature’s lure.
and
Oracle Waves - APG
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
and
Master of Storms - Path of Prestige
Seasight (Su)
At 2nd level, a Master of Storms can see through fog, smoke, and other obscuring vapors as if they did not exist. This ability functions underwater as well, allowing the Master of Storms to see through thick silt and other aquatic precipitates.
and
Goz Mask(item) - Inner Sea World Guide
A goz mask allows you to see through fog, smoke, and other obscuring vapors as if they did not exist (this ability functions underwater as well, allowing the wearer to see through thick silt and other aquatic precipitates).
This states that only the druid can see through obscuring mist, fog cloud and so on. Everybody can see through fog from natural sources.
Now the terrain question:
Druid - Core
Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
and
Ranger - Core
Woodland Stride (Ex)
Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
and
Wild Shadow - ARG
Unfettered Step (Ex)
At 7th level, a wild shadow's woodland stride class feature functions in any difficult terrain within any of his favored terrains, even in areas that are enchanted or magically manipulated to impede motion.
So the spell Feather Step ignores normal and/or magically difficult terrain?
Okey i have looked around and found this:
From Swim skill (If you fail by 5 or more, you go underwater.)
From Water Enviroment (Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute.)
From Underwater Combat (Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.)
But where does anything state if you sink? and at what speed with what gear ?
I've been searching the board for illusions and how you should deal with them both as a GM and as Player, but it still troubles me.
My first example: On a battlefield in daylight the party reach the BBEG which is not a spellcaster and our wizard illusionist thinks to block vision of party by surrounding and trapping the BBEG with a silent image of a stone cube.
How should i react as GM to this?
Should i get autosave on will save because i have proof that this is not a stone cube as light would not be in it?
Or use my next action to determend if how this stone cube has suddenly appeared, and then get a will save?
Second: if we change the BBEG so he is a spellcaster and makes his spellcraft check as the spell is being cast gives him a autosave as proof of it is created by magic from illusion school?
Next: Now let us assume that the BBEG did not succed his will save and the ranged in the party has been told this is an illusion. The ranger shoots at the stone cube, he hits the AC of the illusion and gets a will save with +4. okey he makes the save and can now see the BBEG inside the stone cube. Next arrow is aiming for the BBEG, as he is flat-footed because he cant see the attacker he is hit, would that be proof that the stone cube is not real as arrows can come trough it?
And now to the Darkness/Light
It is night and the moon is full the battlefield is in dim light, the party has ventured out to slay the BBEG. Our Cleric in the party has cast Light on her scimitar, and our fighter has a torch. They encounter the BBEG as he suprise them by casting Darkness.
Should the illumination level be Normal light produced from light spell and torch or the natural dim light which the moon provide when darkness comes into effect?
My first Session will be the 10 of july, then my journal and stuff I used to spice up CC will be given out here so other GM's can see different reactions and new stuff they maybe like to put into their campaign.
And then i would like if other GM's also made contributes in this thread so we gather data and info for other GM's in one thread.
Hey gamers
I just brought Ultimate Magic and I now have a ton of questions.
Looked at the forum but couldn’t find them all so here are the questions I couldn’t find.
• How does the Varient Channel work, as I can see you channel positive energy when healing and change to negative energy when harming, so you have no chance of dealing damage to undeads If you had nature. Is this true? Or how should understand the new channeling?
• Under the Cloistered Cleric I think there might be a typo that the skills does not replace the clerics skills from a normal cleric, is that correct?
• The Wizard got 2 more elemental schools but then they make a circle of 5 elements that don’t mention air? So if I choose earth as a school I get 2 opposite schools Air from APG and Wood from UC?
• Tactics Inquisition gives you Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Does this mean that you + your wisdom modifier for each ally to your initiative roll or you and each ally get your wisdom modifier to their initiative roll?
• Grant Initiative Not only are you a master at taking the initiative, but you can also grant it to someone else. Prerequisites: Cunning initiative class feature. Benefit: At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. Cunning initiative class feature what is this searched ultimate magic and didn’t find any clue on how to get this prerequisite.
Hey fellow GM's
here are some stuff you can think over, use, edit and comment
please feel free to share what you made to flesh out Ravengro
events:
Every Wealday at the market place there is a chance to earn trust by showing skills and proof what your character is made of. Checks can be made with each Character but only once during this scenario.
• A PC can Perform or Craft to show his skill to the citizen of Ravengro, a DC 18 on any Perform checks to earn 1 point of trust as you might be talented but why trustworthy. Craft is easier as it is something the common man can use or something to be traded a DC 15 + some silver for raw mats to gain 1 trust point – for every 5 over the DC award the PC with 1 additional trust point, and take away 1 trust point if roll is 5 or more under the DC. (The 3 event can happen because of this)
• On the farmer market several animals a kept behind fences or in cages, the horror from Harrowstone hasn’t only reached the human citizen but also the farm animals. A ghostly spirit shocks the animal into a panic so they burst the fences and run wild in the market. The PC can try to catch the 5 animals and bring them back to their owners, will award them 2 trust points, any damage to the animals will make the PC lose 1 trust point.
Other Events
• Old River has been attacked by Gib Hephenus while the Splatter Man had control of him, the dog now lays under the gazebo’s stairs bleeding, a DC 10 heal check saves Old River from bleeding to death and will award the PC with 5 trust points, if the PC don’t notice Old River take 2 trust points from them but they can be regained if they find the dogs murder, but there is no obvious clues only a faint track to the monument of the prison warden. (This event happens after the second letter and only if the PC are familiar with Old River – this can lead to the monument if the PC hasn’t visited it before)
• Pevrin has accepted the PC and think of them as a good difference opposed to the haunting which is growing, as his father told him you must face the worst in this world with a laughter, so each day a small funny note about the PC appears on the post boards so once again the citizen of Ravengro can laugh. If the PC confront Pevrin about the comments in a harsh tone the PC lose 1 trust but if they seek to compliment Pevrin for his jokes award the PC 1 trust point.
• Pevrin is frighten on his route round town with the posters as event 4 has begun, because of this he hides at the Laughing Demon and misses out on his daily chores with the post boards, if the PC seek him out to ask why he aren’t posting anymore he ask them if one could help him on the posting trip as it seems that a person is after him at one of the posting boards. Award the PC 1 trust point if the help Pevrin
• The PC can buy a round of ale at any of the inns once a while to gain 1 trust point, with all the horrors many farmers tend to drink more so they can sleep through the night.
I'm gonna start CC first AP and I read that you start with 20 trust points, which i take 2 points from as having one PC having a monster race (changeling) leaving with a total start score of 18.
First Encounter:
In the first encounter they can lose 1 trust for dropping the coffin and then 1 point for each of the 6 thugs if they are killed (too much non-lethal) or 6 points if not using non-lethal.
But this isn't my greatest concern as it says every night the PC haven't cleared Harrowstone they lose 1 trust, so they go on 17 if they didn't end the thugs peacefully. Then each day they do reaching and might have small encounters so they can gain trust still leave them with no progression so still on 17 trust, if then played Town hall or false crypt they are again indeed in danger of having their score drop realy low. I can't see how the PC would ever reach beyond 20 trust points? and i fear it is too easy to hit Angry Mob before the PC have time to RP with citizen of Ravengro.
Perfect Strike (Combat)
When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk
receives Perfect Strike as a bonus feat at 1st level, even if he
does not meet the prerequisites. A monk may attempt an
perfect strike attack a number of times per day equal to his
monk level, plus one more time per day for every four levels
he has in classes other than monk.
Will Paizo allow more weapons of the melee type to be added to the feat list? or does this feat limit monks to use only weapons from core book.
I made a Monk lvl 1 with a heirloom Temple sword
and under flurry of blows i can't find any rule that doesn't allow me to use my temple sword twice in flurry of blows.
And as a temple sword is a one handed weapon and flurry of blows works as two-weapon figthing and monk never have a off-hand weapon i guess that i have -2/-2 on flurry of blows then +1 from lvl +1 trait bonus (heirloom) +1 masterworked + str.
a normal barbarian gets the same special abilities and rage powers like a Totem barbarian..
or is it that only a totem barbarian can get Totem rage powers... but then get the normal barbarian special abilities.. then why take a normal barbarian?
Feat: Piling On
you are skilled in dealing more damage to prone opponents.
Prerequisites:
14 strength and must have size medium or larger
Benefit:
Deal 1/2 level + strenght modifier non-lethal damage to a prone target, if wearing metal like armor treat damage as lethal (blundgeon).
The prone target recives a Reflex save DC (attackers CMB) for half damage.
After dealing damage the attacker fall prone in a square around the opponent.
Piling On provokes attack of oppertunity.
wanted to hear if this was to weak or overpowered feat?
if so what would you change?
Hey i made some new monsters and i would like to know if they are balanced.
Hel Horse CR 3
XP 800
N Large outsider incorporeal extraplanar (9 Hells of Balor)
Init +2; Senses low-light vision, darkvision 60ft.; Perception +6
Defence
AC 14, touch 14, flat-footed 12
(+2 Dex, –1 size, +3 deflections)
Hp 14 (2d10+3)
Fort +1, Ref +5, Will +6
Defensive Abilities channel resistance +4, incorporeal;
Immune Undead traits
Aura Death Presence (Su)
Weakness light (if exposed to daylight it is destroyed)
Offense
Speed 50 ft.
Melee 2 hooves –2 (1d4+2)
Space 10 ft.; Reach 5 ft.
Statistics
Str -, Dex 14, Con 17, Int 2, Wis 13, Cha 16
Base Atk +2; CMB +5; CMD 17
Feats Run
Skills Perception +6
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Death Presence (Su) A creature that looks at the Hel Horse is cursed.
Gaze—Sight; save will 14, frequency permanent until dispelled, effect -2 to abilities, skills, attack rolls and saves in a 30 ft. radius around you affecting friends and you. 1 save and you can’t be affected again for 24 hours.
and
Infernal CR 10
N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 26, touch 7, flat-footed 26 (–1 Dex, +19 natural, –2 size)
Hp 107 (14d10+30)
Fort +4, Ref +3, Will +4
DR 15/Adamanite; Immune construct traits, magic, fire.
Weakness Vulnerability cold
Offense
Speed 20 ft.
Melee 2 slams +20 (2d10+9)
Space 15 ft.; Reach 15 ft.
Special Attacks slow
Statistics
Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +14; CMB +26; CMD 35
Treasure none
Special Abilities
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Cold descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
• A transmute rock to mud spell slows an infernal (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
• A stone to flesh spell does not actually change the infernal’s structure but negates its damage reduction and immunity to magic for 1 full round.
• A magical attack that deals fire damage breaks any slow effect on the infernal and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the infernal to exceed its full normal hit points, it gains any excess as temporary hit points. An infernal gets no saving throw against fire effects.
Heat Aura (Su) An infernal has intensive heat around it making any creature who is within 5 ft. fatigued Fortitude save 20 or affected by endure elements, ignores the fatigue effect.