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I have been looking over the crafting rules and they mention item levels as a required number to figure out crafting times.
The problem is, I can't seem to find them.
Foe example, I wanted to calculate the time to make a sword and I don't see item levels on the weapon chart.
Am I missing something here?


One of the items the players can get is a weapon seal of Disruptive (5).
Now as I understand fusion seals that particular one can only be used on a bludgeoning weapon of between levels 3 (the minimum weapon level for the fusion) and 5 (the maximum weapon level the seal can affect).
If this is the case that fusion can only be used on 1 weapon in the game, the tactical swoop hammer.
Am I missing something?


I have looked and cannot seem to find an answer, so here goes.
If a bard is using a sword and shield and wearing light armor, can he cast a spell with a somatic component?

Thanks
-Erich


Is it possible to make a survivable front line fighter that wears light armor?
I've been trying to come up with an idea, but my builds are getting nuked right out of the gate.


I have been trying to remember if stacking bonuses is a Pathfinder or a a D&D thing.
II have looked through my rule book but can't seem to find anything.
Is it allowable to stack bonuses? Such as two competence bonuses to a save.
And where can I find the reference in the main book?

Thanks
-Erich


After almost 40 years of dungeon based fantasy campaigns I have decided to try a city based one.

I have decided to base it around a group being asked to start a Pathfinder guild house in Kear Maga. Now, being mostly familiar with dungeon crawl type adventures I am looking for any advice on running an urban style game.

Any suggestions would be very appreciated.

Thanks

-Erich


I'm sure this has been addressed and I apologize for asking again, but I can't seem to find the answer.
Can a character with a +0 BaB make a 5 foot adjustment, draw a weapon and attack in the same round?
The crux of the question seems to be whether or not the 5 foot step is a move/move equivalent action.

Thanks
-Erich


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Hi, sorry if this is posted in the wrong forum.

I seem to remember hearing about a feat that allows dex modifiers to be used for damage instead of strength. I guess the intention was to give dex fighters some teeth.

Did this feat ever make it into the game, and if so, what is it called?

Thanks

-Erich


Does anyone happen to know what size party the Adventure Paths are designed for?
I have a group of 5 players that have characters built on 20 points and I think they may be a bit over powered. I can modify the adventures to make them challenging, but it would be nice to have a starting point for reference.

Thanks

-Erich


I'm running a table of 10th level players and I'm wondering if their ACs are maybe a little high.
I have a fighter that has an AC of 30 and something over 100 hp and a Dragon Disciple Sorcerer with an AC of 32 and 100 hp.
This means that an appropriately challenging martial monster (Ettin,Redcap etc.) only has something like a 15% chance to hit the fighter and a 5% chance to hit the Sorcerer.
Is this normal?

-Erich


In looking at the Shattered Star AP I think I may need to add some side encounters.
It just seems to me that going from level 1 to 18 or so in what, a game year, is a bit unrealistic.

What type of spacing would anyone recommend in placing side quests, and do you think the extra treasure will create a problem?
I'm not to worried about the extra XP since I just have the players advance when it seems appropriate.

Thanks

-Erich


I'm thinking of getting rid of the SR and spell immunity mechanics from my game and would like some advice.

First off, the reasons I want to get rid of them.

In the case of SR it seems a bit unfair that a magic user has to deal with the SR and saving throws of a creature in order for a spell to work against it. Where as a martial character only has to get past the AC of the same opponent. This is of course discounting any DR the opponent might have.

As for magic immunity, I think total immunity flys right in the face of the systems internal logic.
Total immunity is most often seen in magically created or active monsters. How can a creature whose very existence is only possible through magic be imune to it?

So my first thought is to give a damage reduction equal to the spell resistance number or 1/2 of the number or something along those lines.

I would like to keep things simple so as to not slow down my game.

Any other thoughts, opinions or suggestions?

Thanks

-Erich


So,
I am running the Shattered Star AP for my group and they have finally made it into the dungeons underneath the Lady's Light.
The problem I am running into is that out of the first four encounters, three of them are with creatures that are completely immune to magic. This is really going to torq of my Magic User player (Heck, it would torq me off).
I was thinking of just adding a SR to the monsters. What would be a decent SR to make it challenging for a 6th level mage? I'm thinking 20 or so?

Opinions?

-Erich


Hi,
One of my player's is currently playing a fairy dragon and I found a rule on monster PCs in a mixed monster/non-monster group that says that at a certain point she starts overcoming the level adjustment.
I'm trying to find the rules and stats for a Fairy Dragon (mostly I need the number of Hit Dice), but can't seem to find it in the online reference. Am I missing something or is this a monster that is not part of the OGL?
Can anyone point me to a reference or happen to know the number of hit dice fairy dragons have?

Thanks

-Erich


I'm currently running the Curse of the Lady's Light (part 2 of the Shattered Star AP) and have come across a trap I think may cause me some problems. I'm hoping for some advice.

trap spoiler:

What I am referring to is the Phantasmal Killer trap in area K1. If this trap succeeds, someone is getting turned into a female Azlanti Human and getting 2 permanent negative levels. I think we can deal with the negative levels, that is usually just seen as a cost of doing business. My biggest concern is that my players get fairly attached to their characters, they even go so far as to create extensive histories and paint special minis for the game. In this case the group got together and created what they are referring to as a group of half-pint heros, the tallest person in the group is a 5'0" human female. Otherwise we have a fairy dragon, a gnome, a halfling and 2 dwarves. I generally encourage such creativity since it keeps them invested in the game and gives me lots of ready made plot hooks. However, it may come around a bite me this time. I can't see ANY of the players (with the possible exception of the human rouge) being OK with such a radical change to their character.

Does anyone have any suggestions on how to deal with this other than just removing the trap altogether? Should I just, maybe, replace it with another trap that just destroys the clone and attacks the party?

Any advice would be greatly appreciated.

Thanks

-Erich


I'm starting a couple of adventure paths for my gaming groups and was wondering.
Who, character wise, could reasonably be expected to know anything about Thasslion history and/or magic?

Is this they type of information that could have been learned before a campaign starts and be represented with various knowledge skills?
Or is the information ment to be discovered during the campaign?
Or both?

Heck, for that matter I need to find some sources for the information myself.

Any opinions or suggestions?

-Erich


Last night I was running my group through one of the dungeons from Rise of the Runelords and came across an interesting situation.

They wound up fighting a Quasit and she was making full use of her at will invisibility power.
The question came up as to whether or not she could move, attack and go invisible or attack, move and then go invisible.

I wasn't quite sure how to judge this since the invisibility is a at will ability.
In the end I erred on the side of the players and stated that she could not attack and then go invisible.

Does anyone happen to know what, if anything, the rules say on this?

Thanks

-Erich


I have been toying with the idea of creating a warlord like class for PFRPG (one of my players really wants to recreate his 4.0 Warlord) and I have come up with a few ideas.

1. Allow the Warlord to add +1 to everyone's initiative.
2. Allow the Warlord to give up his move and/or standard action and give them to another character.
3. DO NOT allow the character getting the extra standard action make a full attack.
5. Throw in some minor healing abilities.
6. Maybe throw in something like the Bard's inspire ability for combat related stuff.

Does anyone think something like this will break the game or be to powerful a class?

Thoughts and opinions welcome.

Thanks

-Erich


Hi,
Just a quick noob type question here.
Is there a level adjustment for playing a half dragon?
For that matter are their level adjustments for playing ANY non-standard race?

Thanks

-Erich


I had a question from one of my players the other day.
He was wondering if there was a feat that allowed a character to use their Dex bonus for damage, rather than Str. Kinda like the feat that allows Dex to be used instead of Str for to hit rolls.

I don't know of one, but I thought I'd ask the board.

Thanks

-Erich


I'm just getting my gaming groups into Pathfinder and was wondering which adventure path to start with as a good intro to the system and the inner sea area.
I did pick up Rise of the Runelords for one of the groups, but am looking for something for the other one. I can't run the same AP for both groups due to player crossover.
Any Suggestions?

-Erich


I have read everything I can find on identifying magic items and I just want to check my understanding of things.

If I am reading things correctly a sufficiently skilled person trained in Knowledge: Arcana can spend some time examining an item, make a roll against a DC based on the level of the item and know what it is and does. The Identify spell just adds +10 to the roll.

Is this correct or am I missing something?

Thanks

-Erich


Hi,
I'm new to the game and will be my groups GM, so I am doing some research here.
I'm pretty sure that outside of the game the Pathfinder society is like the living fill in the blank that Wizards runs.
However, I have seen a few blurbs for Adventure Paths that lead me to believe that it is also an in game organization.
Is this correct and if so where can I find information about how to use it in my game(entry requirements, benefits, etc.)?

Thanks

-Erich


Hi,
I just picked up Pathfinder the Inner Sea campaign guide last week and I have a few questions.
I'm bringing my group over from D&D 4, and while I found the system to be a nightmare to run it did have a couple of things I liked. Specifically, the Warlord class and action points. Does pathfinder have anything similar to these?

I'm also looking for an adventure path for a party made up of:

1/2 Elf Wizard 1/ Rouge 5
Human Paladin 4/ Sorcerer 1/ Dragon Disciple 1
Human Monk 6
1/2 Orc Fighter 6
Teifling Wizard 6
Human Cleric 6

Ideally it would combine city based adventures with dungeon crawl type adventures, and I could drop a 6th level party into the middle of things.
Does anyone have a suggestion?

Thanks

-Erich