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![]() My GM is saying we can't figure out the abilities of summoned entropic dire tigers because they just look like normal dire tigers. Is this a thing? I thought knowledge checks just worked. Also he says we can't tell they're using smite law, we just know we're taking horrible amounts of damage. We're level 10 tier 4 with huge knowledge bonuses to everything. I feel like we wouldn't be that dumb. Are there any rules anywhere one way or the other on this? ![]()
![]() After further review, I'm going to play it like this: 1) Enhance weapons works on all weapons, natural weapons, unarmed strikes. Can't find anything that says it wouldn't. 2) The skald can choose which abilities to grant each individual weapon. I feel like if the same bonus had to be granted to everything the ability would specify that. 3) The enhancement bonuses don't stack. This makes my position in #2 a little more reasonable. Doubtless I'll encounter some GM variation on this but oh well. It's a cool ability. ![]()
![]() Enhance Weapons (Su):
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability's cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be. The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song. Been playing a spell warrior in PFS and some questions/irregularities have come up. 1) Does Enhance Weapons affect natural weapons/unarmed strikes? The ability doesn't have a clause saying otherwise like magic weapon does. 2) Can the skald choose different abilities to grant each target or must they all be the same? Say I'm a level 1 Spell Warrior buffing a fighter with a +1 katana and a rogue with two masterwork short swords. Can I give the katana frost and give the short swords +1 enhancement, or must I give them all +1 enhancement (which might be useless for the katana?) or give them all frost which would be useless for the short swords? 3) How do the terms "overlap" and "stack" apply to giving enhancement bonuses here? It's clear that I can't, for example, give a shock weapon another shock property, but if I give a +1 weapon another +1, does it become +2 or just have redundant +1s? Redundancy would only help in the edge case of dispel suppression I think. ![]()
![]() Rogue Eidolon wrote: (she has lots of ghost salt for incorporeals, which is even better than magic) Note that ghost salts are a weapon blanch, which take 1 full round to apply over a "hot flame." I, personally, have experienced table variation over what constitutes a hot flame (GM thought that it had to be like a campfire or blacksmith's forge, making these out-of-combat only). Regardless of what you think of that GM's interpretation, I think that pregens should be built to have next to no chance of being subject to TV. Even if the GM lets this happen in combat, it's two rounds of blanching your weapon (move action to retrieve blanch, standard action to pour it on your weapon, full round over flame) - during which time you could be hitting with your magic weapon for 50%. It takes 4 full rounds (starting from beginning of combat) for blanch damage to catch up with magic weapon damage, on average. The only way blanch is better is if you just apply it at the beginning of the scenario to some arrows, just in case. But the average pregen player probably isn't going to do that. Along those same lines: unique arrows. I haven't seen the character sheet, but if these are single units of ammunition with special materials or magic properties, I think it's a bit misleading to new players who will then think they can buy these arrows in singles, rather than in batches. ![]()
![]() I was in a similar situation. Without my prompting, they actually sent an email to the address I kickstarted with and said that a goblinworks account had been created for me. All I had to do was click and verify and I was in. This was a few weeks ago. You may want to double-check your email just in case they did this for you. ![]()
![]() Yeebin wrote: I know there was some brief discussion about power attack but I cant imagine that the author expects the constructs in encounter 1 to use their spears 2 handed and power attacking. At high tier that literally +10 1d8+19 + 1d6. min damage 21 max damage 33. times 4 constructs? Even if your average party of about 3 melee pcs has adamantine weps, its still going to take several rounds to kill all 4 of these and enough time for them to easily kill a pc or 2 doing that much damage....especially if they are intelligent and go for flanks and charges. Whew. Yeah, I figure you just use the attack stats as printed in the stat block. So no power attack or 2-handing. Makes these things slightly less deadly, but a crit with one of those spears will still hurt. ![]()
![]() Just ran this at 3-4. Took them 5 tries to get the cyber slime out of the kid with the cure disease wand. If the archer hadn't 1-shotted the gearsman there would have been some pain. Technically they didn't identify the wands but I figured the museum employees they rescues who knew the secret location of the cache would know what was in it. Had there not been a level 5 PC shooting adamantine arrows like a cannon this thing would have gone south fast. ![]()
![]() Tacticslion wrote:
I'd go with: Lifting and Dragging wrote: A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. Sounds like a deadlift to me. Going with your livestrong link, the average untrained male can DL 155 lbs, which would make his max load 77.5 lbs. That puts him between 7 and 8 strength. Or, you could use clean & jerk to represent lifting max load overhead, but that's a much less common lift and you're not likely to find average numbers for it. ![]()
![]() Zolanoteph wrote: The problem with this is that it lends itself to situations where characters in game give empowering speeches even though the player is inarticulate and unimaginative. Following this logic, I'm going to require my players to show me they can clean & jerk 300 lbs. if they want to make a character with 18 strength. ![]()
![]() Popupjoe wrote: Player's Witch gave a party member fortune he cackled to keep it going. Does it last indefinitely as long as Which keeps cackleing? Player who benefited was rolling 2 dice most of the night. Is this right? Never had a witch in a party. Yes, it can be annoying. Some important notes: - Cackle takes a move action, so that will slow things down, especially out of combat.
Those are all hard rules. Outside of those, you may want to metagame or houserule sparingly to discourage overuse of this: - grant nearby enemies perception checks to hear the cackling and prepare for combat;
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![]() Hold the PCs to a 15-point buy, max, and to standard wealth by level. Don't allow crafting. Resist the temptation to give them nice toys outside of mythic stuff. If they have trouble with the first book or two, put more consumables in the loot or have an NPC ally or two put on a couple levels. By book 3 they should be holding their own just fine. ![]()
![]() blahpers wrote:
One can find similar sentiments expressed about every major Paizo release. Here's one for Ultimate Magic. Having been around for the releases of everything after the GMG, my vague impression is that ACG is pretty well in line, error-wise. ![]()
![]() I'm seeing a lot of avoidance/metagaming of the tech scenarios and technologist feat. I think that's unfortunate, especially for what it says about the potential game experience of players who are not system or forum savvy. My characters are: Quacker: 8.0 halfling bodyguard bard
I'll play any of these in any tech scenario as it comes up and let the dice fall as they may. I won't take technologist on any of these characters. ![]()
![]() This boss is gonna cause some problems. Did the math. At low tier, pregen Kyra has a 20.6% chance of successfully ejecting the swarm from the kid with the wand of cure disease (touch attack, fort save, 50% chance). And then the party has to hit touch AC 23 with splash weapons. Or, they can leave the swarm in the kid and nonlethal the crap out of him. But at some point they'll have to heal him to keep the damage not lethal. And I expect table variation on whether heals are split between him and the swarm as damage is. Also expect variation on whether selective channels can select out the swarm. And all that is IF the party figures out what's going on (more variation on knowledge checks on the cyberplasm - Arcana, Engineering, Technologist). At high tier it should be easier to eject the cyberplasm but harder to go the nonlethal route. Maybe I'm overthinking it, but this seems way to hard for a 3-4 encounter, and way too dependent on party composition. I'm running this next Tuesday, and I'm trying to figure out a way to foreshadow this so that it isn't a horribly frustrating encounter. ![]()
![]() I run it with initiative as normal. There's no surprise round. Whether it's a normal melee attack or a CDG depends on how the captor has the captive subdued. There are a few options for this: Grappled: The captive is being grappled by one or more captors. The captive can attempt to escape normally via escape artist or a CMB check. The captors can make normal melee attacks (not CDGs). They will probably have dealt a fair amount of lethal damage to the captive already to ensure that the throat-cutting has the desired effect. Tied up: The captor has tied up or manacled the captive so that they have the helpless condition. The captive can attempt to escape. The captors can make CDGs against the captive. Helpless: The captive has been rendered unconscious or paralyzed or otherwise helpless and unable to act. The captive cannot attempt to escape. The captor can make a CDG. ![]()
![]() Bonny Paz wrote:
Any update on this? ![]()
![]() Caderyn wrote:
Monstrification Staff explicitly calls out that you can use 1 extract of enlarge person to restore a charge or 1 extract of monstrous physique I to restore 3 charges. ![]()
![]() Alex Cunningham wrote:
They could make a Pathfinder branded version of Candy Crush for all I care. It's the start of a relationship between two amazing game companies, the possibilities are endless. ![]()
![]() Pan wrote:
Go 3D. An underwater exploration of Azlanti ruins and such would be great. I don't think you see a lot of underwater content in APs just because of the wonky tabletop mechanics. Likewise for aerial content. Not sure off the top of my head which parts of Golarion like to go airborne but I'm sure there's some. ![]()
![]() Pan wrote:
I'd rather they not do an AP. One of Obsidian's great strengths is storytelling (Planescape: Torment, KOTOR II, Mask of the Betrayer), and I'd love to see what they can do with a free hand in Golarion. Also, APs necessarily exclude cool things that you could do with a single player focus. I'm betting we'll see the test of the Starstone in one of these CRPGs someday. My big question is about the mechanics. From what I understand they won't be able to adapt PFRPG rules because the OGL doesn't cover that. So they'll have to come up with a new set of RPG rules for these games. I hope they can keep the crunchy feeling of Pathfinder. ![]()
![]() Zhayne wrote:
Yeah, seems that way. This seems entirely reasonable for a level 1 spell. Not sure why RD thought it was "just...why???" Hardly anyone will ever prepare this, but it won't hurt to have a scroll of it or spont it up with a class ability. The odd aspect of this spell is that it implies that a breastplate is 1 square foot. ![]()
![]() deuxhero wrote:
It's once per day starting at level 2, plus additional uses at 6, 11, and 16; it costs 2 prepared spells of the level you want to cast;casting time for the spell is 1 round per spell level plus normal casting time if 1 round or longer; replaces arcane school Example: Level 5 wizard casts good hope - this would take 3 rounds and consume two prepared level 3 wizard spells. ![]()
![]() xavier c wrote: Any new Summoning spells? No, but there is a series of new magic rings that expand the options in summon monster spells. For example, ring of summoning affinity (inevitable) costs 8,100 gp and adds arbiters, zelekhuts, kolyaruts, and maruts to the list at levels, 3, 7, 8, and 9, respectively. It also can summon an arbiter 1/day. ![]()
![]() DarthPinkHippo wrote:
Yeah, you can purchase additional uses instead of new slayer talents. One talent slot for one more use/day. ![]()
![]() Cerberus Seven wrote:
The auto-crit portion of a CDG works but not the save or die portion. ![]()
![]() DarthPinkHippo wrote: Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank. The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round. ![]()
![]() Justin Sane wrote: Can we have more info on Barroom Brawler and Reactive Healing, please? Barroom Brawler: 1/day use a combat feat you don't have for 1 minute. Must meet prereqs for the feat. Reactive Healing: Channel or lay hands as you're knocked unconscious. Prereqs are Quick Channel or Quicken spell and obviously the ability to either channel or lay hands. I'm fairly underwhelmed by both of these. ![]()
![]() Zhangar wrote:
My WOTR paladin has been enjoying the extra daily uses of Smite Evil from Mythic Smite. You won't get that with Champion of the Faith smite, unfortunately. There are some other paladin goodies that you'll look at jealously, too, or hope for GM flexibility.
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