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I decided to add all the Otari adventures into one go through and I am most of the way though the beginner's box and plan to start give have them bounce back and forth between Trouble in Otari and the first book. Is there anything I should keep a look out for?

I was already thinking of moving the fishing shack into the Fogfen, close to the Gauntlight to make it a better stopping off point, and can use Finley for some extra exposition as to what is happening with the Deadtide, as they will currently only know that something strange is happening to the north thanks to Wrin and danger is coming soon. I plan for the Deadtide to kick off the night after they leave the tunnels and find a sealed off door. I figure the tunnel would lead to the Scar in addition to the 3ed floor of the Gauntlight.

Has anyone ran Trouble in Otari or merged it into Abomination Vaults and have any advice?


In one of the books a hostile has an NPC that uses manacles in combat. I am trying to understand why. From what I can tell the manacles only make a dc 5 flat check on a manipulate action (if on hands) and reduce speed to 15 (if on legs). As far as I can tell the best usage is to shackles the PC's legs. As otherwise the manacles won't effect combat (RAW). I am going to home brew it to say you can't use both hands unless you are doing a 2 handed weapon? I am really not sure. I suppose I could do a constant grab effect?


Is there any thing to add legs to the game now that our party has gone through and beaten Rise of the Runelords? Are there some new senerios we can run? I know I could just cobble together something with the current locations and the like. But I was wondering if there were already post game lists of adventures or is all on us to build it up? Also we are curious about the other boxes but we are not sure if we can just buy the adventure packs or if we have to buy the core box as well. I don't see why we would need to buy the core box for the other games, but I don't know if the card lists and locations are different.


I'm highly confused by this. What are they trying to say.

Bloodline:

An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion’s effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below).

Bonus Spells:

At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively.

But if I look at a bloodrager's bonus spell progression
Bonus Spells: 7th, 10th, 13th, 16th.

So... How is this supposed to work? Is there a typo should this start at 4th and you get the 7th level, then wait until 9 for 10th, then 11 for 13th and 13 for 16th?

But then your spell progression is really messy, you get a 2nd level spell when you are already ending 3rd. Shouldn't this be at character level 4th, 7th, 10th and 13th? (Bloodrager progression where you gain your n-1 bonus spell when you start the next spell level)


We've been playing Age of Ashes and the Advanced Player's handbook just dropped and we can make changes to our characters if desired. I've been playing a Dwarven fighter with the cleric dedication and I am not sure if I want to keep with the axe and shield combo especially since a number of my feats I plan to give over to picking up cleric spells and abilities.

I keep forgetting to raise my shield or I am too busy with other tasks to spend an action to raise it. I am wondering if anyone has any feat suggestions or if I should keep the shield or go two handed.

Primarily I rush into the middle of the monster groups and attack, while moving to provide the rouge good flanking targets.

Current Character:

Race: Dwarf
Ancestry: Elemental Heart
Background: Local Scion (Age of Ashes)
Level 4 Fighter

Str: 18
Dex: 12
Con: 16
Int: 10
Wis: 14
Cha: 8

Feats:
1: Sudden Charge
2: Cleric Dedication
4: Basic Spellcasting

(I plan to take 12th and 18th for expert and master spellcasting)

Race Feats:
1: Unburdened Iron
5: Dwarven Weapon Familiarity

General
Background: Specialty Crafting (Blacksmith)
2: Battle Medicine
3: Magical Crafting
4: Heavy Hauler

Gear:
Full plate
Striking +1 Dwarven War Axe
Heavy Steel Shield
Shield Boss
Sap
Sling
Clan Dagger
Misc adventuring gear

I like sudden charge because that can get me in the middle of things quickly, our party's cleric has decided to switch over to a ranger so that leaves me with the emergency combat healing as well. I picked up the healing potion and level 1 spells scrolls formula, so I can spend downtime making curative items, but now healer has been added to my role when I planned to self buff instead, that leaves me with less over all actions which means I will most likely forget to raise my shield or just not have enough actions to do so.


We just hit level 3 and my Fighter Cleric Dedication just got Magical Crafting. I got some questions about this feat.

I get 4 magic item recipes of level 2 or lower so I chose

1. Runestone
2. Healing Potion
3. 1st level scroll
4. Weapon Prof +1

I assume these are valid choices.

Scroll questions
S1. In the party there is a sorcerer, can I craft the scroll and have him cast his spells in the scroll?

S2. Do I get the ability to craft all scrolls or will I need to learn how to craft higher level scrolls? I /think/ I have to learn them, same with other magic items like the potion.

Runestone question
R1. Can I transfer a rune onto a runestone? I assume not but I figure I need runestone if I plan to sell the weapon prof runes as down time crafting


I use a virtual tabletop and script out a large amount of monster stats and the minimal stat blocks make this very difficult to quickly edit monsters. In Pathfinder 1e I knew all of their base stats (Monster has N hit dice so Fort's base is x, add y for stat, add z for bonus/feat/etc.) however in Pathfinder 2e this information is hidden I have to backtrace its proficient. Monster's level is 2, Fortitude save is 8, Con is +2. So the bonus must be +4, Expert.

It would be nice if instead the proficiency could be added into the stat block. For example.

----
AC 18(E); Fort +8(E), Ref +10(E), Will +6(T)
AC: +2 status bonus
HP 30
----

I am sure this has been asked before, but it would be very helpful.

Thank you.


Can someone provide some examples as to how to set up xp for monsters and other encounters? The book has charts and tables but no real example of building monster encounters for a verity of party sizes or levels.

The adversary level just has a note for party level, great, but it doesn't tell me how they build this up. For example is it a 1 to 1 monster/pc? or a single monster of level 1 is the same as a party of level 1.

How about when the party is 6 or 7 players? I rarely ever have 4 players in my group it is usually at least 5.

Monsters in the monster manual don't have xp associated with them so it must be some sort of relative scoring system. But that is the piece that isn't clear to me.


My DM is making a shortish game to play around with level 20 character before P2E's beta comes out and I would like some help with optimizing my character. I planned to recreate, somewhat, the Sword Saint himself, Thunder God Cid. So I started off with a Magus and worked out some background information
Human, Middle Aged, with the Seeker trait and Magical Lineage (shocking grasp). I also chose the blade bound archetype since I always kept Cid with the Excaliber. I was debating on what a "knightly sword" translated to in Pathfinder, I couldn't decide between a bastard sword or a katana, given the game's origin I went with a katana. I then started to look for feats and arcana that would fit the old knight's style and I think I came up with makes sense. Though I would like some other people's thoughts to see if I can improve the character either thematically.

I have some rules set in place. First I cannot use any of the sourcebooks, only the core books and rules found on the PRD (no d20pfsrd), and a 25 point build.

Stats:

Str: 17
Dex: 13
Con: 15
Int: 13
Wis: 11
Con: -8
After applying +2 Str from human and the middle-aged adjustment I have
18, 12, 14, 14, 12, 9
Then +4 Str and +1 Cha from level
22, 12, 14, 14, 12, 10
I then went for heavy armor and a +6 Str/Con belt and a +6 Int headband.

Feats:

1 Improved Initiative
Human Toughness
3 Exotic Weapon Proficiency
Blade Alertness
5 Weapon Focus
Bonus 5 Intensified Spell
7 Extra Arcana
9 Lunge
11 Spell Penetration
Bonus 11 Weapon Specialization
13 Critical Focus
15 Critical, Bleeding
17 Spell Penetration, Greater
Bonus 17 Weapon Focus, Greater
19 Step Up

Arcana:

3 Black Blade
6 Empowered Magic
7 Arcane Accuracy
9 Accurate Strike
12 Maximized Magic
15 Bane Blade
18 Quickened Magic


My group is looking to do a few one-off games while we wait for Pathfinder 2e's beta test.

Character rules:
-No background or story needed, but 2 traits
-Level 20
-Core featured, or uncommon races (no custom or monsterous)
-Epic Fantasy ability score points (25 points)
-1 million gold worth of equipment (no limit if you can afford; no relics)
-PRD only (no PSFRD or third party)

It has been a while since I played and now I am not sure what to play. I was thinking about doing a magus, maybe do the staff magus archetype since I like the idea of wielding a Staff of Power. But I am not sure how to build it out as a working character. I am thinking something like this.

Elf
starting
17, 11, 16, 13, 10, 8
Adjusted
17, 13, 14, 15,10,8

I would like to do more melee/combat and use a good bit of buffing spells then pick up Touch of Fatigue or Arcane Mark for spell combat, reserving some higher level spells or use wands for typed damage.


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So, my players want to turn Thissletop into their own home base. I have been looking over the rooms and teams options in Ultimate Campaign and came up with a list of rooms I think is appropriate for the rooms of Thisletop. There is some room, of course, to change the rooms around as the party levels and it is great to have a home base. And I can play around a little with the rules. I already started the adventure off as though the party is a group of Pathfinders and Thissletop will become their new guild hall. But first, they need laborers, guards, and other support staff. I expect that a guild crafter will stop by eventually, especially with all of the neat magical junk laying about. And it is a nice place to launch some side adventures.

Room list:

C11: Gatehouse
Benefit defenders get a bonus on initiative and Perception checks

C12: Storage
Earnings GP +2

C13: Guard Post
Earnings GP or Goods +4
Benefit defenders get a bonus on initiative and Perception checks

C14: Bunks
Earnings GP or Labor +8

C15: Guard Post
Earnings GP or Goods +4
Benefit defenders get a bonus on initiative and Perception checks

C16: Animal Pen
Earnings GP, Goods, or Labor +8

C17: Storage
Earnings GP +2

C18: Stall
Earnings GP, Goods, or Labor +8

C19: Throne Room
Earnings Influence +15
Benefit bonus on Bluff, Diplomacy, and Intimidate, Knowledge (local), and Perform checks

C20: Armory
Benefit provides for 1 Bunks or Guard Post, hastens donning armor

C21: Kitchen
Earnings GP or Goods +4

C22: War Room
Benefit bonus on mass combat and skill checks while scheming

C23: Bedroom
Earnings GP or Influence +3

C24: Secret Room & Lavatory
Benefit Bonus on Fortitude saves against contracting a disease

D1: Common Room
Earnings GP or Influence +7

D2: Storage
Earnings GP +2

D3: Storage
Earnings GP +2

D4a: Bedroom
Earnings GP or Influence +3

D4b: Bedroom
Earnings GP or Influence +3

D4c: Bedroom
Earnings GP or Influence +3

D4d: Bedroom
Earnings GP or Influence +3

D5: Bedroom
Earnings GP or Influence +3

D6: Storage
Earnings GP +2

D9: Cell

D10: Bedroom
Earnings GP or Influence +3

D12: Altar
Earnings Influence +3
Benefit counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells

D14: Scriptorium
Earnings GP, Goods, Influence, Labor, or Magic +5
Benefit counts as masterwork artisan's tools for writing skills

D15: Book Repository
Earnings GP or Influence +8
Benefit bonus on Knowledge (Local) checks

E4: Reliquary
Earnings GP or Influence +5
Benefit bonus on Knowledge (religion) checks relating to its contents

E6: Crypt
Earnings GP, Influence, or Magic +5

E7: Escape Route (upgrades to dock)

E8: Scrying Room
Earnings GP or Influence +2
Benefit increases the DC of scrying effects

E9: Alchemy Lab
Earnings GP, Goods, or Magic +10
Benefit counts as an alchemist's lab (equipment)

E10: Summoning Chamber
Earnings Magic +3
Benefit bonus on Charisma, Diplomacy, Intimidate, and Knowledge (planes) checks

And here is the earnings/day broken out by what can be switched around

Earnings:

GP |Goods |Influence|Labor|Magic
--------------------------------------
2 | |2 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
3 | |3 | |
4 |4 | | |
4 |4 | | |
4 |4 | | |
5 | |5 | |5
5 |5 |5 |5 |5
5 | |5 | |
| |15 | |
7 | |7 | |
8 |8 | |8 |
8 |8 | |8 |
8 | | |8 |
8 | |8 | |
10 |10 | |10 |
30 | | |0 |
| |3 | |
| | | |3
-----------------------------------
129 |43 |71 |39 |13

Hey, 14.9 GP/day or 104.3 GP/week that's! Really nothing to a group of PCs (but it does go to the wages!)


I am playing a second level Occultist Arcanist Elf where my primary focus is around summoning creatures. However, I've found that I tend to run out of summons at level two (boo). I have my level 1 feat as spell focus (conjuration) and my third level I want to get augment summoning to keep my summons around much longer. I've also been focusing on some crowd control spells such as grease and stumble gap. But once my critter is summoned, my level 1 spells are gone, I find myself with a problem. Monsters are always surrounded by foes and I need a way to hit them without the -4 penalty. I was thinking about taking a level dip into Zen Archer Monk. Though sadly I am not going to be all that useful with a bow with a 7 strength, but it would allow me to use my ray spells more effectively. Are there any other thoughts on getting Precise shot easily?

Stats are a 15 point buy, running in the Iron Gods campaign

Str 7
Dex 13
Con 8
Int 20
Wis 7
Cha 14


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I do not know if this is already in the works but it is very hard to read through the Starfinder rule book on my tablet. I was hoping for a lite version of it like there is for the Pathfinder core rulebook as well as some of the other books.

Hopefully this is already in the works but if not I really would love the option.


I don't know if this has ever been discussed, but what would happen if an animal companion contracted lycanthropy? Would it be able to be my AC? Would it be able to shift into a human (or if it got bit by a werewolf would it turn into a wolf?). And does it gain any intelligence? Has anyone run into this issue before, and if so how did they handle it?


So my group is going to start a new game and I think I'd like to play a jack of all trades kind of character. I was thinking going for a switch hitter ranger or slayer. But I would like some advice on what to go with.

So there are a few restrictions, such as core races, no elves, and the DM will make a new race that is like the kobold. Anyway I was thinking though Treantmonk's guide to rangers and I wonder "Is a switch hitter ranger still a valid option?" There have been a lot of feats that help two weapon fighting, and with ranged. But there are so MANY feats to choose from that I am not sure if there are any good ones for a mixed melee and ranged character.

So anyway I was planning on going with a ranger though slayer looks like a good choice as I could then dump wis. In either case since I will dump cha, and since there is a large number of skills I could dump int as well. That would leave me with 6 skills. I would split a point between climb and swim, or perhaps put a few points into both then some into ride or the like. Then put full ranks into stealth, perception, knowledge nature, survival. And I would go for handle animal and perhaps split it with something else, perhaps ride or sleight of hand.

As for my feat selection. I would go for the Archer’s style, using it to pick up rapid shot, multishot, and improved precise shot. Then starting at level 1 go for power attack and quickdraw. But then the question is, what feats should I take going on further? I figure level 3 I would take deadly aim, but after level 3 I am not sure what feats would be good. I would have to spend some time looking around to see if anything tickles my fancy.

I looked through the archtypes for both classes. I like the Wild Hunter and/or Divine hunter for ranger, for Slayer I was thinking I would go Vanguard, but that would put a bit of a cramp in trying to get those three useful ranged feats.

Does anyone have any other suggestions on what to look for? If switch hitter isn’t very effective with the current books, or if there is another option that I am over looking for a switch hitter? Thanks.


So how much would it cost to create a magic item that casts a spell 1/week or 1/month?

For example, how much would a rod that casts heal 1/week cost?


In one of my games I have an order of healers which I plan to give them a magic item. I am just wondering what you all thought on the balance of the item and suggested pricing guides.

Caduceus
This +1 winged staff gives a +5 bonus on heal checks and is counted as a healers kit for all heal checks. In addition while using the staff all heal checks are reduce to 1 action.

Constant deathwatch

Charges
Cure Critical Wounds 4 charges
Remove Curse 4 charges
Lesser Restoration 2 charges

From my break down I got
Skill = (5*500) = 500
+1 weapon = 2300
Deathwatch(1*1*2000*1.5)= 3000
Staff (3200+2400+1600) = 7200

So that totals out to 10,300. I am thinking that for the other properties I would just round it up to 11k. The order is populated by mostly non-magic users so they rely on the staffs to heal the sick and wounded. If the staff runs out of charges they must make a pilgrimage to the capitol where a team of clerics will recharge the staff for them.


I've been going through the monster creation rules and how to determine stats makes no sense. It just says the monster's physical score should match whats on the size table. But for a medium monster it is 10 10 10.

Does anyone know how monster stats are determined? Do I use the NPC array, or do I use the point buy system with 15 or 20 points?

Does anyone have any thoughts on this?


Looking at books like Mythic Origins and Advanced Class Origins we can see where the Mythic characters are most likely to come from, as well as they hybrid classes.

What I'd like to know is if there is a chart like this for the other classes as well.

Yes I know any class can logically come from anywhere, but I'm guessing in the Mammoth Lords, barbarians are more common then say rouges or wizards. Clerics are more likely in Cheliax and Wizards/Sorcerers from Nex.

So far here is what I have:

Witches: Irrisen
Wizards: Cheliax, Rahadoum (no divine casters means you need some other way to make things work), Osirion (ancient legacies and a desire to return to the limelight), Nex, Geb and Qadira.
Magus: Kyonin, Absalom, Cheliax, Andoran, Taldor.
Mammoth Lords: Barbarian, Druid
Linnorm Kings: Barbarian, Bard, Fighter.

I am not really sure about the other classes.


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Please do more words of power, they are awesome! I'd really like to see more words. The framework is there it just needs more effect and meta words.


I'd like to know if any one has figured out the price on this. I'd like to make a magic staff of the 4 cure spells, but each spell is empowered when cast. When creating the staff would I just increase the caster and spell levels? Or would I need to do something else?

Normal
Base cost 8,800.00
Craft cost 4,400.00

Days to craft 9 Spellcraft DC 13

Base Caster Lvl Spell lvl charges total
Cure Critical Wounds 400 8 4 4 3200
Cure Serious Wounds 300 8 3 3 2400
Cure Moderate Wounds 200 8 2 2 1600
Cure Light Wounds 200 8 1 1 1600

Empower Spell
Normal
Base cost 23,100.00
Craft cost 11,550.00

Days to craft 24 Spellcraft DC 16

Base Caster Lvl Spell lvl charges total
Cure Critical Wounds 400 11 6 4 6600
Cure Serious Wounds 300 11 5 3 5500
Cure Moderate Wounds 200 11 4 2 4400
Cure Light Wounds 200 11 3 1 6600


I'm currently playing a bloodrager and when building the class I noticed something. The bloodrager doesn't have the caster level reduction that Paladin and Ranger have "Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3."

Since bloodragers get spells at 4th, shouldn't their caster level be level -3 as well?


I am looking at trying to create a character that basically fires bombs from a gun, any suggestions on how to improve it?

By end level it looks like I can be doing 1d12+Dex+8d6+Int+1d6, or 3d12+dex+1d6. The last 1d6 coming from alchemical fire, acid, or liquid ice.

I might end up removing Shot on the run, and the Vital Strike feats, and replacing them with extra bombs or extra discovery, something like that.

15 Alchemist (Grenadier)
5 Gunslinger (Musket-Master)
Human

Str Low
Dex High
Con Low
Int High
Wis Med
Cha Low

Skills
Disable Device
Craft (Alchemy)
Use Magic Device
Perception
+Int (Spellcraft,Heal,Fly,Knowledge (arcana), others)

Traits
Pragmatic Activator
+1 other (preferably Trap Finder from Mummy's Mask if allowed)

End stats
Grit = Wis
Bombs = 15+Int
Bomb DC = 17+Int
Bomb Dice = 8d6+Int
Splash = 8+Int
Gun = 1d12+Dex

1 Level: AG 1
Feat 1: Point Blank shot
Bonus Feat 1: Precise Shot
Bonus Feat 1: Throw Anything
Bomb: 1d6

2 Level: AG 2
Discovery 2: Explosive Bomb
Bonus Discovery 2: Precise bombs

3 Level: GMM 1
Feat 3: Deadly Aim
Bonus Feat 1: Gunsmithing
Bonus Feat 1: Rapid reload

4 Level: GMM 2

5 Level: GMM 3
Feat 5: Dodge

6 Level: GMM 4
Bonus 4: Mobility

7 Level: AG 3
Feat 7: Vital Strike
Bomb: 2d6

8 Level: AG 4
Discovery 4: Explosive Missile

9 Level: GMM 5
Feat 9: Improved Precise Shot

10 Level: AG 5
Bomb: 3d6

11 Level: AG 6
Feat 11: Improved Vital Strike
Discovery 6: Smoke Bomb*

12 Level: AG 7
Bomb: 4d6

13 Level: AG 8
Feat 13: Deft Shootist Deed
Discovery 8: Fast Bombs

14 Level: AG 9
Bomb: 5d6

15 Level: AG 10
Feat 15: Shot on the Run
Discovery 10: Force Bomb*

16 Level: AG 11
Bomb: 6d6

17 Level: AG 12
Feat 17: Greater Vital Strike
Discovery 12: Stink Bomb*

18 Level: AG 13
Bomb: 7d6

19 Level: AG 14
Feat 19: Weapon Focus
Discovery 14: Sticky Bomb

20 Level: AG 15
Bomb: 8d6


Both state that it takes a standard action to infuse a bullet/arrow/bolt/etc. with a bomb or alchemical weapon, but can you infuse one piece of ammunition with both? Alchemical Weapon being a move action, and Explosive Missile being a standard action.

Also based on the wording, I assume you can take a standard action to infuse the ammo with the splash weapon, does that mean I could store the piece of ammo for later use? Alchemical Weapon appears to give the option "The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck." But I am not sure about the Explosive Missile

Lastly since Explosive Missile states:
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon.

Does that mean I can combine it with Vital Strike since you are doing an attack (shoot the ranged weapon) action?
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.


Due to the guild like nature of the game I am allowing the party members to 1. take the leadership feat, and 2. switch cohorts, but only based on those people they've saved. I also plan to say that the guild gives the cohorts gear based on their level and feat selection (decided on by the party).

So far the Cohort 'pool' is Natayla Vancaskerkin, Jasper Kandamerus and Oriana. Currently they like taking Jasper due to his ability to heal. So I was planning on leveling up Natayla to 6 before giving her over to the party as they are currently level 8 and have enough of a leadership score for a 6th level cohort.

My question is, what should I do with a rouge/sorcerer? Should I focus on one class or the other? Or go into a prestige class? The party already has a lock breaker and trap/skill monkey.

Are there any suggestions for what to do with Natayla? I am thinking maybe Arcane Trickster.

Natayla Vancaskerkin:

Female human rogue (acrobat) 1/sorcerer 2 (Pathfinder RPG Advanced Player’s Guide 132)
CN Medium humanoid (human)
Bloodline destined
Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 15
Feats Alertness, Eschew Materials, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +15, Climb +13, Disable Device +13, Perception +12, Sense Motive +1, Stealth +13


Can I apply a new card after I've rolled my dice? For example lets say I am two points off from getting a card after rolling the dice. Could I, or another player, play "Blessings of the Gods" to give me another roll? Or do all modifiers have to be applied before the roll?


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So I was talking with some friends about how to rebuild the monk to get rid of this whole 3/4ths bab some times, full bab the other times, as well as some other issues we've noticed. In this case I am taking a few aspects from the Zen Archer and from Sohei.

First for all intents and purposes after 3ed level monk is a full bab class in everything BUT name. They get full bab and two weapon fighting, and double slice in class, and maneuver training gives them full bab for the purposes of CMB and CMD.

So here is my plan for the class rebuild.:

HD: 1d10
Full BAB

Flurry becomes the feat chain for free without the Dexterity requirement. Two-Weapon Fighting at level 1, Improved Two-Weapon Fighting at level 6, and Greater Two-Weapon Fighting at level 11.
*Note, you do not get Double Slice, but do you qualify for it, Two-Weapon rend, and Two-Weapon defense.

At third level instead of maneuver training monks add their Wisdom bonus to attack instead of Strength.
*The Zen archer already does this, makes sense for the monk to as well, it doesn't add anything to damage.

Monks add half wisdom to AC and CMD, minimum 0. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, or when he carries a medium or heavy load. Monks are also proficient in light armor, brass knuckles, cestus, club, dagger, shortspear, sling, spear, temple sword, and and weapon with the 'monk' feature.


So what do you all think?


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I would like to see the map grid in the adventure paths go to the end of the page.

I have been running several of your adventure paths and I have started a game where we have been using a visual/online map tool. In my case we are using RPtool's "MapTool".

At first I was recreating the maps by hand with their grids, but then later on I started to import map images directly and then attempt to adjust the grid.

Currently I am cropping out the map based on the first full grid square on all four corners. This made the maps neater and it aligned to the grids far better, however one thing I've noticed is that I end up cutting out more than half of a room if it is small and has jagged edges.

I would like to put in a request to the Paizo team, please, for the maps put in the full grid. You do this on some maps, for example when ever there is water around the edges you can clearly see the grid and can crop down, however if it is 'blank space' or cave walls the grid is not put in and it means I have to cut out all a lot of the map.


So I will be a player in Wrath of the Righteous. And I am looking through the Mythic options, I really don't see anything good for a Magus. Is anyone going through this AP as a Magus? If so what path did you take and why did you take it? And is it working out for you?

Starting stats

Human Magus
Str 19
Dex 12
Con 15
Int 15
Wis 10
Cha 7

Max HP 14

Weapon Scimitar

Traits:
Adventure Riftwarden Orphan
Magic Magical Lineage (Shocking Grasp)
Religion Flame of the Dawnflower
Combat Anatomist

I have an idea of feats planned out:
Human Toughness
1 Additional Traits
3 Power Attack
5 Spell Penetration
7 Intensified Spell
Bonus:
5 Weapon Focus (Scimitar)
11 Weapon Specialization (Scimitar)
17 Greater Weapon Focus (Scimitar)


House Rules:

Item creation:

You cannot use item restriction rules to get a 10% or 30% discount.

You automatically gain Master Craftsman when get have 5 ranks in the related craft skill. E.g. "Craft Arms and Armor/Craft Blacksmith" or "Craft Wounderous/Craft Leather, Cloaks, etc. which ever fit"

Classes:
Monks are a full BAB class with d10 hit die

Items:

The Bodywrap of Mighty Strikes's price is the same as a normal magic weapon and can go up to level 10. Also for monk and monk based classes, such as brawler, it effects all attacks.
The Amulet of Mighty Fists only applies to natural attacks and not unarmed strikes.

Feats:

Spell mastery can be taken by any class that prepares arcane spells, for example the Magus, or Witch.

Double Bane is no longer a feat, but a class feature, just as a paladin can use two uses of divine bond to apply to both weapons, two uses of bane can be used to apply to both weapons.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qwv

All feats, except furious focus, no longer require, Improved Unarmed Stirke, Power Attack and Combat Expertise as prerequisites.

Combat:

Combat Maneuvers and Unarmed strike no longer provoke attack of opportunities.

Modified feats:

Cavalry Training‏:
Prerequisite: Mounted Combat
Trample, and Ride-by Attack are both one feat. Classes getting any of these feats as bonus feats may instead select this feat any other Mounted Combat Feats they qualify for.

Combat Archery:
Point Blank Shot and Precise Shot are now one feat that counts as both.

Combat Maneuver Mastery 'x':
Prerequisite: BAB 6
When you take this feat you get the +4 to your CMB, a +2 to your CMD, and what ever bonus the 'greater' offers.
Special: Classes that get their HD to their BAB for maneuvers qualify for the 'greater' feat for the selected maneuver only when you have 6 levels in that class.

Dancing Blade:
Prerequisite: Dex 15
Weapon Finesse and Agile Maneuvers are now one feat. You also can apply dex to melee damage instead of streght. You do not get dex and a half while two handing.

Dazing spell:
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Spells that do not deal damage do not benefit from this feat. This metamagic feat can only affect a maximum number of creatures equal to the original level of the spell. For example, a Dazing Fireball can only daze up to 3 creatures that were affected by the Fireball. This feat adjusts the spells total level by +3.

Greater Cleave:
As a standard action, you can make a single attack at your full base attack bonus with a -2 penalty on the attack roll against all foes within reach. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Improved Counterspell:
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. once per day you may perform a counterspell attempt as an immediate action, instead of a readied action. When you have 10 caster levels, you may use this ability an additional time per day.

Mounted Combatant:
Mounted Combat, Mounted Archery are both one feat. Classes getting any of these feats as bonus feats may instead select this feat any other Mounted Combat Feats they qualify for.

Physical Training:
Endurance and Diehard are now one feat.

Protector:
Bodyguard and In Harms Way are now one feat giving you both options.

Quick Draw:
It is the same except, you can also sheath your weapon as a swift action without provoking an attack of opportunity.

Two-Weapon Basics:
Two-Weapon Fighting and Double Slice are now one feat.

Vital Strike:
When you take Vital Strike you gain Improved Vital Strike is gained at BAB 11, and Greater Vital Strike BAB 16.


Using the rules for magic item creation you can get a 30% discount on crafting an item if you attune it to a class or alignment.

So using these rules would it be possible to make a scroll that is limited to just wizards and thus make it 30% cheaper?


So I am DMing a Shattered star run, and one of the monsters is a Fiendish Seugathi, I am wondering how the DR works for this monster.

It has a natural DR of DR 10/slashing or piercing
However the fiendish template gives DR 5/good

So would this the monster just have DR 10/slashing or piercing? Or would it have a DR 5/good and DR 10 Slashing/Piercing?


I have been talking with some of my players and have been reading the forums, and I decided to come up with my own house ruled feats. The goal being to get rid of some of the feat taxes and possible over sites, and I just wanted people's suggestions on these.

OK I think this will be my final draft of feat changes:

Feats:

Spell mastery can be taken by any class that prepares arcane spells, for example the Magus, or Witch.

Double Bane is no longer a feat, but a class feature, just as a paladin can use two uses of divine bond to apply to both weapons, two uses of bane can be used to apply to both weapons.
http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qwv

All feats, except furious focus, no longer require Improved Unarmed Strike, Power Attack and Combat Expertise as prerequisites.

Combat Maneuvers and unarmed strike no longer provoke attack of opportunities.

Modified feats:

Combat Archery:
Point Blank Shot and Precise Shot are now one feat that counts as both.

Combat Maneuver Mastery 'x':
Prerequisite: BAB 6
When you take this feat you get the +4 to your CMB, a +2 to your CMD, and what ever bonus the 'greater' offers.
Special: Classes that get their HD to their BAB for maneuvers qualify for the 'greater' feat for the selected maneuver only when you have 6 levels in that class.

Quick Draw:
It is the same except, you can also sheath your weapon as a swift action without provoking an attack of opportunity.

Mounted Combatant:
Mounted Combat, Mounted Archery are both one feat. Classes getting any of these feats as bonus feats may instead select this feat any other Mounted Combat Feats they qualify for.

Cavalry Training‏:
Prerequisite: Mounted Combat
Trample, and Ride-by Attack are both one feat. Classes getting any of these feats as bonus feats may instead select this feat any other Mounted Combat Feats they qualify for.

Physical Training:
Endurance and Diehard are now one feat.

Dancing Blade:
Weapon Finesse and Agile Maneuvers are now one feat. You also apply Dex to damage with this feat.

Protector:
Bodyguard and In Harms Way are now one feat giving you both options.

Two-Weapon Basics:
Two-Weapon Fighting and Double Slice are now one feat.

Vital Strike:
When you take Vital Strike you gain Improved Vital Strike is gained at BAB 11, and Greater Vital Strike BAB 16.

Dazing spell:
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Spells that do not deal damage do not benefit from this feat. This metamagic feat can only affect a maximum number of creatures equal to the original level of the spell. For example, a Dazing Fireball can only daze up to 3 creatures that were affected by the Fireball. This feat adjusts the spells total level by +3.

Improved Counterspell:
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. once per day you may perform a counterspell attempt as an immediate action, instead of a readied action. When you have 10 caster levels, you may use this ability an additional time per day.

Greater Cleave:
As a standard action, you can make a single attack at your full base attack bonus with a -2 penalty on the attack roll against all foes within reach. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.


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I am making a character sheet however I am trying to put in an automatic calculation for carrying capacity without needing to rely on an array. Does anyone know the math behind the carrying capacity table?

http://paizo.com/pathfinderRPG/prd/additionalRules.html


I have been looking around for a way for a party to communicate with each other over a large distance (at least 150 feet, but if possible up to a mile). There are 5 party members who need to communicate to each other, I was thinking a spell like Sending but that is a very pricy spell, or something like message, but I don't know if it can be used like a party net.

I was also thinking that I would also add in status so we will know if someone gets attacked and they are not able to tell us (such as getting knocked out).

We are currently in a large tower and are often on different floors when a surprise attack occurs.

I also figured on casting alarm on the important rooms and perhaps even tie in the alarm spell into the message device.

Does any anyone have a suggestion as to what spells I should use for this?


I am looking into making a Wizard/Cyphermage(Inner Seas Magic) and I was thinking about having a cat familiar, then getting improved familiar for a Silvanshee.

I have been looking around the forums and it looks like there is a clear consensus that familiars do not get feats, but I what I would like clarified is if they get any new skill points and their base saves increase when their master levels up?

Also I just want to be clear on the rules it looks as though the hit dice and HP are based on the master's level no matter what other class they may have.

Lastly while the Cyphermage does not say that the class gets a familiar it is coming from a class with a familiar, so my question is, when taking levels of Cyphermage does my familiar still level up?


I am building a two weapon fighting Inquisitor with the Preacher archetype. My question is, should the character be able to use the Judgment and Determination class features while raging? The features don't seem to require any concentration to be used but I don't know if there has been any determination on if supernatural powers can be used during a rage.


I have been looking at the rules and I am trying to figure out, what kind of action does it take to hand a weapon from one character to another? Is it a free action, move, or standard? Does it provoke?

I remember in 3.5 that it a free action that provokes.


I am trying to make maps for Shattered Star however just printing the map out (with the gm view disabled) and uploading it does not work very well.

Does any one have any advice for making the maps from the shattered star or other adventure path pdf map files? I am running into problems where the grid is not even through out the whole map so I have to adjust the grid for each area and manually re-creating the maps would be very difficult due to the angles that some of the rooms take.


I have a question, what action is it to change the Double walking stick katana from the quarterstaff mode to the two bladed mode is it a draw/sheath action or is it a swift action that provokes?

Also does anyone know what it looks like? I have seen some on line that are sword just pull out from each other though these look very short, about 3 feet or less at most, this kinda makes sense (though cleaning would be a pain) I don't see the short Wakizashi with a 3 foot hilt.

My other thought is that it has a separate middle section like the Double Kodachi then the swords are about a foot long with a half foot hilt (closer to a real Wakizashi).

Any one have any thoughts on how it looks or how the switching between 'modes' works?


I am running a Shattered Star campaign and I am wondering which add on books I should allow.

There are a lot of books out there and I am thinking of allowing only a few non-core rule books. Since it is taking place in Magnimar I would allow the "Magnimar, City of Monuments" book and "Varisia, Birthplace of Legends" since it is PDFs that one player already owned. However I am also wondering if I should allow the Inner Seas 'x' books, you know, world guides, primer, magic, knights etc.

Are there any really known buggy things in any of the inner sea books that I should be mindful of? And are these book selections good for any Adventure Paths?


I am in a party full of class cannons with no ability to heal. So I decided I would go with a cleric and be a defensive bulwark for the party. As well as be the provide the necessary role of healing (trust me they need it often).

I know a few things
1. It will go up to level 20
2. 25 point buy
3. I will get traits chosen by the dm
4. We need a crofter so I am gonna get the leadership feat
5. I would like the deathless feats to keep standing and heal myself when I drop below 0 hp.

I want to make my character with a high defense but still keep the ability to hit creatures. Which is why I chose to go with Crusader Cleric, I am going with a light mace after reading some of the other forums that state that Asmodeus uses a light mace not a heavy.

LE Half-orc
Crusader Cleric
Asmodeus Magic Domain

Str 14
Dex 12
Con 16 +2 race
Int 12
Wis 16
Cha 11

Level Feats
1 Toughness
3 Diehard
5 Quick Draw (Thinking I might change this to tower shield)
7 Leadership
9 Iron hide
11 Deathless Initiate
13 Resilient Brute
15 Deathless Master
17 Deathless Zealot
19 Undecided

Bonus Feats
R Endurance
1 Heavy Armor Proficiency
5 Weapon Focus (Mace)
10 Greater Weapon Focus (Mace)
15 Weapon Specialization (Mace)
20 Greater Weapon Specialization (Mace)

Level Class/Race Features Description
R Orc Blood
R Sacred Tattoo
R Weapon Familiarity
R Shaman’s Apprentice
T Crime (Grave Robbery) You receive a +1 trait bonus to confirm critical hits
T Dual Focus Will +2 vs. Charm and Compulsion & always have holy symbol
1 Diminished Spell casting
1 Channel Energy Negative Energy
1 Hand of the Acolyte
8 Dispelling Touch
8 Legion’s Blessing

Weapons Armor
Light Xbow
Light Mace
Morningstar
Falchion

Full Plate
Quickdraw shield

As stated before I am thinking I might get rid of the quick draw feat and the other weapons (other then mace) then use something like a weapon strap so I can cast spells.

Any ideas or suggestions to make the character better at being a defensive wall for the party?