Aha, I finally found the thing I was thinking of. Measure Foe. It lets you determine someone's BaB and Combat Feats by making a Sense Motive check.
Flashlight wrote:
The Commercial flashlight says it's an emanation, which in Player Core is a 360 degree area from you. The Tactical flashlight gives a radius instead.Should those both be emanations? Should the commercial flashlight NOT be an emanation and be a cone or something (like a basic flashlight instead of a lantern)? What's going on here?
There are a couple of Alchemist archetypes, Tinkerer and Construct Rider, a wizard archetype, Clocksmith, and one for Investigator that I can't recall the name of, but I don't think there's a full-on artifacer-type until 2e's Inventor.
Seems like there are a _lot_ of problems with her character, but aside from telling the player she did it wrong and depowering her to some reasonable level, I don't see much of a solution there in-game. An in-game threat might be gunslingers. Add Distance to their guns, and they're targeting touch AC at a much longer range. The 7th-level Deed 'Targeting' lets them go for headshots, which cause Confusion for a round with no saving throw (assuming she's not also immune to mind-affecting effects through her seemingly infinite wealth). That will possibly turn her obscene stats against her allies for a while if you have a couple of gunslingers keeping her locked down. Targeting also lets you target wings, but a DC 20 Fly check against a character of that level with a Dex of 34 is nothing. Maybe if you stack it with some high winds and other debuffs, but they're starting with a +12 just from Dex even if they don't have any ranks in it. Grounding them is probably more about environment than anything. Make them go into some areas with low ceilings and narrow corridors and they're not going to be flying (assuming they only fly because of their wings).
Say we ignore the Javelin of Lightning for a moment and go with some other examples to address the main question. Trident of Stability is a +1 Trident.
How do you add stuff onto those? I'd probably just handle it as a delta, treating the non-plus abilities as 'paid for'. A Trident of Stability is a +1 Trident with other stuff, and costs 9,815gp. The difference between a +1 Trident and a +4 Trident is 30,000gp, so a +4 Trident of Stability would be 39,815gp. Celestial Armor is +3 chainmail, and costs 22,400gp. The difference between +3 chainmail and +5 chainmail is 16,000gp, so +5 Celestial Armor would be 38,400gp.
It doesn't eliminate it, but Celestial Plate Armor lets you go pretty nuts, especially if you throw it on a Fighter or archetype that gets Armor Training. It's full plate armor +3, counts as Medium, and its max Dex bonus to AC starts at +6. (the original was a 3.5e thing, but it's reprinted in the Curse of the Crimson Throne hardcover)
.Mr.Phox. wrote:
Yeah, I reinforced mine with hole reinforcers, which are little stickers designed for that purpose and I'm definitely not giggling like a 12-year-old about them being called that.
You could probably just load them up with alchemical weapons. Acid, Alchemist's Fire, Burst Jars, Bottled Lightning, and the like. There's also the Syringe Stirge Alchemist Discovery. You make a tiny construct with which to deliver your bombs. Seems easy enough to flavor them as being clockwork teeth.
The Gun Tank archetype for Gunslinger gets an ability called Bullet Defection, which lets them add half their armor bonus to their touch AC against firearms. They also get heavy armor. I just finished an Iron Gods game running a Gun Tank/Warpriest and it worked great dealing with firearms. Bullet Defection (Ex): A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor’s bonus plus the armor’s enhancement bonus (if any) as a deflection bonus against any non-siege firearm or splash weapon attack (including the alchemist’s bomb class ability). This ability has no affect on spells, spell-like abilities, or supernatural abilities that make a touch attack. This ability replaces nimble.
Looks like there are a few threads on it over in the Iron Gods forum. Here's one in particular.
The rules aren't going to help you there, really. There've been past discussions of it, and they largely boil down to the coup de grace stuff above, and plain GM fiat. At some point, though, it comes down to realizing that some types of story beats just won't work well in Pathfinder, especially at higher levels. If you want that moment to have dramatic tension, just stabbing the NPC won't cut it. They need to be doing something grand enough that the PCs can't deal with it. A scroll of Destruction or Disintegrate. Drop them into a a vat of acid. Banish them to another plane. Feed them to a pack of werewolves. Anything that doesn't rely on something as mundane as stabbing someone to death. You'll hit a point where the PCs have the spells and resources they need to raise the dead, at which point most hostage scenarios lose a lot of their tension. Travel will become moot due to teleportation or flight. Long before that, most 'PCs vs. environment' stories are trivialized by Endure Elements and the like. You'll need to up the stakes beyond what would be a threat to normal humans like you and me.
I'd guess 'Resolve' comes from bulls' reputation for being stubborn. Based on the wiki, Asmodeus threw him into a supposedly unsolvable labyrinth, but through cunning and persistence managed to not only solve it, but steal it from Hell. He also worked his way up in Lamashtu's court through deceit and seduction, and continues to use those tactics to gain power among the Demon Lords. They list conspirators, minotaurs, and secret societies as worshipers. To that, I could also add as possible worshipers:
Interestingly, one of his anathemas is:
Edicts include:
Ignoring the alignment system, his anathemas and edicts don't seem at all evil. You could add a few based on those.
I think it's interesting that, even though minotaurs are basically the poster children for being big and strong, that's not reflected in his tactics or lore. He was, in fact, considered one of the weakest of Lamashtu's court. So we could add:
DungeonmasterCal wrote: It's a tough question! Because of my love for the music of Ronnie James Dio, I would almost certainly be a Wizard (Universalist). By the same token, Michael Moorcock's "Elric Series" would make me a 20th level Bladebound Magus. I can't imagine reading the Elric Saga and coming away _wanting_ his life. :)
Melkiador wrote: The problem is that Paizo probably had to accept the new OGL to make content for 5E, but now that's endangered their hold on stuff made under the old OGL for original Pathfinder. The 1.1 OGL isn't out yet; this was a leak. It was supposed to be released Wednesday, I think, but was not, so the leak may have delayed it. From the Roll for Combat stream with a contract lawyer, people would still be able to release 5e stuff under the 1.0a OGL, despite any language to the contrary in 1.1. That seems consistent with various versions of open source licenses in the free software world. Melkiador wrote: I also assumed that fear of this is what prompted the creation of Pathfinder 2E, though I'm not sure if 2E still falls under the OGL or if it became original enough to not need it. The PF2e Core Rulebook includes a copy of the OGL version 1.0a, so I don't think it was created to get away from it.
We went with Mythic for a while in my GM's homebrew. We only got to tier 2. I think the only thing particularly OP was the bard with Display of Charisma, who was already very optimized before Mythic, so he could roll 60+ on a Bluff check. The plan was to remove the Mythic bits after we completed the story, but we ended up wrapping the campaign and starting a new one instead.
It says, 'attempting to use the runeslave cauldron to transform a good-aligned giant who volunteers', so I'd read that as 'attempting to convert the good-aligned giant in the same manner as any other giant', thus they'd need to be dead. It does say that 'the method of killing the giant is incidental', so you could figure out a humane way to finish them off.
For actual Touch spells, it says 'You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finished casting the spell.'. Dimension Door, however, specifically says 'All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you'. So it's not like a touch spell where you're tapping people on the shoulder.
Hero Lab has a sale going on this weekend, so if you want to catch up on your Pathfinder stuff, now's a good time.
Not Vigilante, but the Master Chymist prestige class lets you have two alignments, with the only restriction that they be different. It's basically the 'Jekyll and Hyde' class.
You really need to look closer at your subject line. :) I don't know of any. You'd probably want to look for more general options around changing the stat your supernatural abilities are based on. Breath weapons aren't something PCs normally get. If 3pp is on the table, maybe just ask the GM if you can use a different stat.
Dale McCoy Jr wrote:
It can fail for other reasons, too, like the soul not being willing. Maybe they decide to move on out of spite, or maybe they're in on it and have made their own arrangements with someone else. Either way, the PCs may be in trouble.
There's a saving throw involved in a coup de grace if they survive the damage, which would leave them dead regardless of HP if they failed. That wouldn't matter when it comes to Breath of Life, mind you, but by the time they have 5th level spells, they're probably beyond a challenge like that anyway. That said, it's completely appropriate for the subject of such a situation to be upset about being literally dead. I can't imagine that having your throat slit is a pleasant experience, even (especially) if you survive it.
Pizza Lord wrote:
Getting it above 0 removes the 'sinking' condition, leaving it at 'broken' until it's above half, at least in the Skull and Shackles Player's Guide. A sinking ship can't move or attack, and sinks in 10 rounds, and every 25 hp it takes takes away a round. If it sinks to the bottom, it's considered 'destroyed' and can't be salvaged or repaired. You can save it with 'make whole' or similar. Skull and Shackles Player's Guide wrote:
Not sure if that's reprinted anywhere or is superceded by something else, but it's a free download on Paizo's site. Sadly, no mentions of capsizing anywhere that I could find, but maybe there's something in the AP itself (which I don't have, or I would check)?
We were discussing this in the Know Direction Discord. The download filters seem to be very messed up. I have a 3rd-party 1e product (The Very Last Book About Mounted Combat) which seems to be categorized as (at least) part of Agents of Edgewatch and as a 'Flip-Mat Classic'. Apparently only 3 of the downloads are categorized as PDFs (including the mounted combat book previously mentioned). If I filter on 'Lost Omens', I get a ton of random 1e books, including things like Bestiaries.
Insightful Advice does nothing for you, but being able to give everyone else in your party an all-day +2 to a skill is pretty nice.
I don't know that there's a clear 'RAW' answer to this, but here's what I'd say. Typically, if the damage from an attack is negated (by DR, for example), the 'rider' effects (poison, bleed, etc.) are also negated. Death ward prevents all of the negative energy damage, and the Con drain is listed as a 'plus' effect on the attack, so I would expect it to fall under that and thus the Con drain would not happen. Not because it's negative energy, but because it's a rider to an attack that didn't do anything. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
We used to joke that the citizens in City of Heroes were all super high level heroes who had retired or were in their secret identities, since they were basically invulnerable. Maybe the PCs start taking on responsibilities to fit their station. Running a kingdom, starting their own Guild, or the like, and start turning into the people who give out quests (possibly to the group's next party of level 1 characters). If you're lucky, you'll have a group with its own goals and aspirations, and you can just ask them what sort of stories they want to see next.
Buildings have a lot of hit points. If they want to burn all their channels fixing one up, after spending 10,000gp on a magic item, I say let 'em. Other things to consider:
Some spells give a condition under which the target can end the spell, such as Qualm. Qualm wrote: The creature takes a –10 penalty on its ability checks, skill checks, and concentration checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a full-round action gaining focus). Spending an entire turn doing nothing discharges the spell. Does the target automatically know they can do that, or would they need to make a Spellcraft check or something?
Jeff Alvarez wrote: Accusations that I have used offensive slurs about members of the staff are categorically FALSE. Many LGBTQIA+ members of the Paizo staff are close friends of mine, and I would never talk that way about anyone on our staff or in our community. 'I can't be homophobic, I have gay friends' is not, and never has been, a free pass. We have at least 2 people corroborating this. You're going to have to do better than 'I didn't do it and it's absurd to say that I did'.
|