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Are PP purchases subject to the always available rule? For example, wands don't appear on the list, and a level one wand would usually require 9 Fame to get. But everyone buys healing wands with their first 2 PP. Is the "any single item" language in footnote 3 of the PP table supposed to overrule the Fame mechanic? if so can one buy dragon hide breastplate?
I am making a dwarf "Goliath Druid" for the giant slayer AP. I am planning on taking one level of(unchained) monk for RP reasons and for the wisdom to AC boost. I was hoping to either be able to flurry with normal (non monk) weapons or to have my unarmed strike damage scale as a monk. I can't see any straight forward way of doing either without a lot of dipping. Crusader flurry would work, but I would need channel ( I.e. A wasted level or taking the cleric VMC and lose a lot of feats) Or, I could get monastic legacy, after taking lots of monk levels. Is there anything I missed?
I am making a dwarf "Goliath Druid" for the giant slayer AP. I am planning on taking one level of(unchained) monk for RP reasons and for the wisdom to AC boost. I was hoping to either be able to flurry with normal (non monk) weapons or to have my unarmed strike damage scale as a monk. I can't see any straight forward way of doing either without a lot of dipping. Crusader flurry would work, but I would need channel ( I.e. A wasted level or taking the cleric VMC and lose a lot of feats) Or, I could get monastic legacy, after taking lots of monk levels. Is there anything I missed?
A couple friends and I tossed around the idea of running a tongue-in-cheek, Inner Sea Region themed Model UN. Instead of representing real countries, you would choose/be assigned an Inner Sea country and represent them for a few hours, like some of us did in high school. We would have a fake agenda (with appropriately themed items like "Comprehensive Onyx Regulation and Other Limits on Necromancy" or "Model Laws Concerning the Use of Enchantment in International Trade" or "Economic Development: Turning Ladders into Ten Foot Poles" [I am aware of the PFRPG price change]) and maybe some more "gamey" elements (e.g. Fort saves or die when the room fills with poison). I don't want to request a spot on the calendar unless people are interested (and I understand that the idea is pretty far afield from what one normally does with a slot). But, it could be fun if people are interested, so let me know.
Previous years seem to limit the special to 1-11. With the increased focus and availability of 12+ play, will the special at PaizoCon allow lvl 12+ characters to play, or should those of us with high level characters chill at 11.2? Our local group doesn't want to run the retirement arc if doing so will cause us to get shut out of this year's metaplot. Especially if it means we Season 4 potential spoiler/wild guess: lose the chance to fight Krune.
Mage bullets is pretty vague. In particular 1) it works on just one barrel at a time, 2) it persists until time runs out or used again on that barrel. If one has a pepper box (6 barrels), it seems one can one blow 6 2nd level spells to mage barrel the whole gun. Then you can make each barrel spells storing and crank out a ton of spells in a round. Rapid shot + haste + 3 attacks from BAB (say you go EK) is 5 shots in a round. Crossblood sorc for +2 damage per dice. Magical lineage (scorching ray). So 5 spells * 3 rays per spell * 4d6 = 60d6 + 120 all times 1.5. Total is around 500 damage. Am I missing something?
I just finished school (grad degree after a couple years of work) and I am returning to Boise. I have had really good luck with games on the East Coast...I have gotten through most of Savage Tide, AoW, and LoF. I DMed all of Kingmaker and will finish Carrion Crown Sunday. Anyway, I am moving back and want to play or run Skull and Shackles. I get to Boise at the end of May, but would like to make arrangements beforehand. Let me know if you are interested.
Juju Snatcher (Witch)
Juju Sap (Su): At first level, Juju Sap targets a single living creature within 30 feet of the juju snatcher as a standard action. Juju sap does 1d6 points of damage plus 1d6 points of damage for every two juju snatcher levels beyond 1st. Creatures that take damage from juju sap receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the juju snatcher's level + the juju snatcher's Intelligence modifier. Additionally, juju sap may grant an ally within 30 feet of the juju snatcher temporary hit points equal to the damage done. These temporary hit points disappear an hour later. A juju snatcher may juju sap a number of times per day equal to 3 + her Intelligence modifier. This replaces the hex ability. Jinx (Su): At 6th level, the juju snatcher may choose to grant one ally a weal or cause one enemy woe. The juju snatcher selects one weal or woe at 6th level and an additional weal or woe at every third level thereafter. Weal allows the juju snatcher to to infuse an ally with life energy which persists as long as the temporary hit points granted. At 6th level the juju snatcher may select: Does Not Sink: The target receives a bonus on swim checks equal to half the juju snatcher's level. At 9th level the juju snatcher may select: Does Not Burn: The target receives fire resistance equal to half the juju snatcher's level. At 12th level the juju snatcher may select: Does Not Fear: The target is immune to fear effects. Woe is as the antipaladin cruelty ability except as noted. Woe affects a creature damaged by juju sap. The juju snatcher's effective antipaladin level is equal to half the juju snatcher's level. The DC of any save require is equal to the save DC for juju sap. This replaces the major hex ability. Jumbo Juju Sap (Su): At 8th level and every eighth level beyond 8th, the juju snatcher may use juju sap to damage an additional creature (2 at at 8th and 3 at 16th). The juju snatcher may also grant temporary hit points to additional allies. For each creature that takes damage from juju sap, the juju snatcher may grant an ally a number of temporary hit points equal to the damage caused. A juju snatcher may determine which sources of damage grant temporary hit points to which ally, but an ally may not receive temporary hit points from multiple sources. This replaces the grand hex ability.
Illusionist's Veil
Made of three layers of thin, brightly colored silk, the veil attunes itself to the wearer after 24 hours of continuous wear. The veil acts as a hat of disguise with two additional powers which each function once per day. First, as a standard action, the wearer may choose to end an ongoing illusion spell that he previously cast. That illusion is replaced by a single summoned monster. The power of summoned monster is limited by the spell level of the illusion cast, for example a third level illusion could be replaced by any monster on the summon monster III list. Secondly, the wearer may use any illusion spell of 3rd level or higher as dispel magic to counterspell or to attempt to dispel an ongoing magical effect that does not target a creature. If the wearer is successful, the spell is counterspelled or dispelled, but a major image remains, mimicking the visual, auditory, olfactory, and thermal effects, if any, of the spell counterspelled or dispelled. As an immediate action, the wearer may begin concentrating on the major image. Construction
As soon as I saw Tartuk's stat block, my first thought was 'he would be so much better as a summoner'. Tartuk the Summoner
Morale: Tartuk fights, until things seem grim, but tries to escape.
Languages Common, Draconic, Gnome, Undercommon
Eilodon
Statistics
Our gaming group has had a great time going through Legacy of Fire, but we are a couple people short for the weekday game we want to play this summer. Our group has been playing for about a year and having a great time. We are a bunch of pretty chill guys, and definitely want to play Kingmaker this summer. The game will probably be two weeknights a week and we will probably play in a cool private conference room on the Yale campus. We are looking to get started soon, so if interested definitely e-mail me at: jtspalding at gmail dot com
Is there a rule preventing the following: Animated Shield (essentially slotless)
The only limit I see is "You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa." Is it too literal to say that the longsword in the example is not an offhand weapon.
Assumptions and build background:
1) I wanted builds that do roughly the same things...put out good damage without hosing AC. Both should be at least respectable tanks. They were both put together with that in mind. 2) I assumed that the Summoner spent 1/3rd of his wealth per level on the Eidolon. This may or may not prove to be a reasonable assumption, but I figured that the summoner would spend a decent amount of cash staying alive and gearing himself up to be productive. 3) I built the fighter with the standard fantasy point buy. More point buy would probably effect the fighter's hitpoints more than anything else. 4) The 12th level Eidolon is not Huge because he wouldn't fit through doors.
Level 6 Fighter 6
Attacks: +11/+11/+6/+6 (6 Bab +4 str +1 weapon +1 WF +1 WT -2 TWF)
Feats and Gear:
H Weapon Focus (Short Sword) 1B TWF 1 Double Slice 2B Toughness 3 Power attack 4B Weapon Specialization (short sword) 5 Step Up 6B ITWF Armor Training 1 - (-1 ACP +1 Max Dex)
Gear
Quadruped of Level 6 Summoner
Attacks: Bite +12 (6 Bab +7 str -1 size)
Feats, Gear, and Evolutions:
1 Power Attack 3 Shield Proficiency 6 Toughness Evasion, Devotion Evolutions (9)
Gear: +1 Large Shield, Ring of Protection +1
Level 12
Attacks: Long Sword: +22/+17/+12 (12 Bab +5 str +3 weapon +2 GWF +2 WT -2 TWF)
Feats and Gear:
H Weapon Focus (Long Sword) 1B TWF 1 Double Slice 2B Toughness 3 Power attack 4B Weapon Specialization (Long sword) 5 Step Up 6B ITWF 7 Improved Shield Bash 8b GWF Long sword 9 WF Shield 10B WS Shield 11 GWF Shield 12B TW Rend Armor Training 3 - (-3 ACP +3 Max Dex)
+5 Full Plate, +5 Light Shield, Belt of Physical Perfection +2, +3 Longsword, +3 shield spikes, +1 amulet of NA, +1 ring of prot +1 cloak of resistance
Quadruped of Level 12 Summoner
Attacks: Bite +19 (11 Bab +8 str +1 magic -1 size)
Feats, Gear, and Evolutions: 1 Power Attack 3 Shield Proficiency 6 Toughness 9 WF Claws Evasion, Devotion, Multiattack Evolutions (16)
Gear: 36k Amulet of Mighty Fists +1, +5 Heavy Shield, Ring of Prot +1, Amulet of Natural Armor +1, Dusty Rose Ioun Stone
The interaction between the size rules and distance rules of the Eidolon will make for poor play experiences. In years of gaming, the situations in which a huge creature can travel along side the PC for levels at a time are very limited. The combination forces players to make the sorts of decisions which aren't very fun...namely guessing the room size of the combats they will face (equal parts IC and metagaming) and getting screwed if they choose poorly. The clearest examples are mounted combat and 3.5 animal companions. Neither were much fun unless you knew far in advance whether or not your creature could fit through the door. A relatively simple fix is allowing the creature a size max and to grow. The Large Evolution would allow the Eidolon to switch between Large and Medium size categories. The Huge evolution would allow all three. Switching size is not especially difficult to adjudicate (after all, 1st level arcane casters get the ability in Enlarge Person and it was a hallmark ability of mellee oriented clerics in 3.5). For ease of play and to limit abuse it could even have a long cast time.
Unless one has a combat trained mount, one must use a move action to control the mount in combat and make a much more difficult check. If a paladin has something other than a horse as his divine bond companion, like the camel mentioned in the PFRPG, how can he train it for combat? Can it just learn, given its 6 Int? Or can one still use Handle Animal even though its intelligence is greater than 2? If another type of animal can be trained for riding is it eligible for a paladin mount.
I played a Starfinder game at PaizoCon. I looked over the pregens. The soldier was the tankiest by far. Her AC was probably 6 higher than average. Maybe more. In play, she got up in the fight and tanked like a pro. The four encounters we did probably isn't a solid sample size, but for those fights, things seemed about right. Monsters died in a sensible fashion, not after 8 rounds of missing.
I am guessing a dwarf AP for 3 bigger reasons. 1) a Paizo chat question over a year ago, FROM James Jacobs asking people how they would feel about an AP where everyone else plays the same race. 2) at Paizo Con I asked if Giant Slayer counted as the dwarf AP, because playing a dwarf there was pretty natural. The whole panel had an answer and there wasn't any hemming or hawing. Which indicates that it's on the table at least. 3) they mentioned a Derro announcement that was upcoming and I didn't see any obvious Derro stuff on the table. That would fit a dwarf AP. Less important stuff, they are doing more dwarf materIal. In PFS dwarf stuff has been important. And lots of people have pretty developed ideas about dwarves. See, e.g. The last two pages of the homosexuality in Golarion page. Things I think are on the board: Jatembe AP -- if people keep clammoring
Hunt, the PugWumpus wrote:
I managed to solve the puzzles last year, so I am guessing it isn't a math problem. I am also pretty sure this puzzle doesn't use the same book code as last year. Using that code, you would get nonsense like: Table * no valid result* hard Chapter
Your character doesn't have to be skilled or well-polished to talk. In a good game, diverse characters with diverse skills drive an interesting story. So enjoy your strengths and weaknesses. Being bad at diplomacy and bluff doesn't mean you must stay quiet. I mean, aren't the least diplomatic people you know loud. Aren't the worst bluffers people who tell facile lies. Isn't the least effective intimidation an act so scary people conclude you are too bonkers to work with. So speak up. Offer bad plans. Offer unintentional insults. Make unwise concessions. Draw erroneous conclusions. Get into the conversation. Obviously, there are limits, you need to know when you being in on it makes life less fun for the next guy. But a FUN game can involve your character being bad at some aspect of the game. That said, make sure you are a good fit. If it is a group where people wanna talk to every monster and that sounds terrible to you, it may be a bad fit. From your short description, it seems like their objection is to you ending taking abruptly with violence. If done frequently, that's pretty annoying because you are changing the style of the game from one they enjoy.
A couple friends and I tossed around the idea of running a tongue-in-cheek, Inner Sea Region themed Model UN. Instead of representing real countries, you would choose/be assigned an Inner Sea country and represent them for a few hours, like some of us did in high school. We would have a fake agenda (with appropriately themed items like "Comprehensive Onyx Regulation and Other Limits on Necromancy" or "Model Laws Concerning the Use of Enchantment in International Trade" or "Economic Development: Turning Ladders into Ten Foot Poles" [I am aware of the PFRPG price change]) and maybe some more "gamey" elements (e.g. Fort saves or die when the room fills with poison). I don't want to request a spot on the calendar unless people are interested (and I understand that the idea is pretty far afield from what one normally does with a slot). But, it could be fun if people are interested, so let me know.
To a certain extent, aren't private entities supposed to engage in viewpoint discrimination? I don't expect Christian churches to explain why the Taoists really did get things right or vice-versa. Nor do I expect NARAL to present abortion horror stories. I don't expect Libertarians to support big government programs. I think we need people who advocate for a position and do so rigorously. What we should expect is charitable modes of argument, being hard on problems and soft on people, basic honesty, etc. Paizo has been very open on the point of view it as advances. They tolerate other views and seem honest about what they are up to. That's pretty much all you should ask for. Not every forum need to be open to every view.
This may not help you, but this is a house rule I am playing with for Iron Gods: By RAW, one gets an ability score boost at 4, 8, 12 etc. You increase a single stat by one point. This bonus encourages SAD characters to hyper-focus and provides very little help to MAD characters. My system was designed to undo that. Instead, at each level, you gain 1 point buy point. You may spent it immediately or save it. For example, if you had an 11 Int at level 1 (not counting magic or racial boosts), upon reaching level 2, you could spend your one point buy point to increase your Int to 12. However, you could not increase your 15 Str to 16 Str because that costs 3 points. I extended the PB table for people to use when leveling up (I don't let people start with a 19 before racial mods). Addition to PB table:
Basically, you get a lot more boost out of increasing poor stats. You can turn a MAD build like: 14, 14, 13, 12, 10, 10 into 16, 16, 16, 14, 10, 10. While a very focused point buy like this: 18, 10, 10, 10, 10, 8 can either do this: 22, 10, 10, 10, 10, 8 OR 20, 14, 12, 12, 10, 10.
Lord Snow wrote: Seems like you're the kind of person who can take what was given to them and run with it. I think I can, too, but I also need a metric to determine which AP to run with my extremely limited Pathfinder playing time. And while "I like Egyptian themed adventures" is as good a tiebreaker as any, I always go for the AP that has me more excited about the plot/execution than the premise. I think it's hard to boil any AP down to a single metric, and for me, as a GM, ease of running is HUGE and way more important than it being a good read as GM. For example, Kingmaker was easy to run and fun, after making one small edit ...squishing the content of multiple hexes into a single adventuring day to reduce Nova-ing. Skull and Shackles required more work because major NPCs were pushovers or (for my purposes) really badly built. So, for ease of running, Kingmaker comes out ahead. I also think that giving GMs space to make stories by giving them tools to use rather than plots to use may not be interesting to *you* to read, but I enjoy it. I enjoy the little interpersonal puzzle of fitting things together - players and NPCs. Certainly less compelling on my first read through, but also frequently better in play. In my view, books that give those sorts of tools to the GM tend to emphasize GM talent. Bad GMing is made worse and good GMing is made better. (Like paint by numbers helps very poor artists paint better, but certainly wouldn't improve the work of the great masters). I am ok with that design because I usually play with talented GMs. Other people's mileage may vary.
Whether or not Mauril's advice is good for normal play, it is not apt for WotR. First, getting Dex to damage is easy; Mythic weapon finesse.
You can have these at the start of Book 2. Third, because of Fleet Warrior, you can almost always make a full attack. This is available at the start of Book 3. Build:
Feats
Worship Iomadae and wield a normal sized longsword in your main hand and a small one in your offhand (starting at 7). It is going to have a slower start, but will be super strong after Book 1. The Sentinel boons for Iomadae are crazy good (and you essentially get full smite). The sentinel bonus makes up for the penalty to hit. And Iomadae is tied pretty tightly to the story. I would skip TWD and use mythic abilities to cover defenses.
Reckless wrote:
Geraint's problem is that his new interpretation stretches credulity in light of his other comments. His complaint here followed another, similarly uncalled for dig in which he felt the need to castigate an intern by name. For example, "The first taste anyone has of an AP is written by an intern..." That is not, on a fair reading, a comment on Paizo's selection of authors. The post ALSO contained what could have otherwise been a fair request to assign certain authors, but that was not all it contained. In general, I think an apology for a misunderstanding or for causing offense goes a long way. But when you give a non-apology apology and pretend you haven't said what demonstrably you have said, it doesn't go so far. As to Jessica, first, full stop is not an internet colloquialism, it is the British word for the period punctuation mark, http://en.wikipedia.org/wiki/Full_stop , that has been used to describe that mark since at least 1593. Second, you get some leeway in standing up for support staff when people treat them poorly AT WORK. While Paizo is fun and games for most of us, it is work for that intern. I would expect most employees to stand up for their support staff who get unfairly treated at work.
GeraintElberion wrote:
This is abusive. Even before the update from Daigle, you had no reason to link the specific items you take issue with to any particular person. Assuming that his work is poor (or not to your taste) because his is an intern is baseless.
A manxome creature has extended its life through the consideration of paradoxes, puzzling koans, and non-sense poetry. Its primal strangeness Creating a Manxome creature “Manxome” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A manxome creature retains the base creature's statistics and special abilities except as noted here. CR: +2 Defensive Abilities The creature gains damage reduction 10/lawful. Special Abilities: A manxome creature gains the following special abilities: Ageless (Ex): A manxome creature does not age and is immune to any effect which causes a creature to age. Bewildering Aura (Su): When a manxome creature is under the effects of any mind-affecting effect, a manxome creature may activate his aura of bewilderment as an immediate action. Every creature in a 30 foot radius must succeed on a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or be affected by the mind-affecting effect which triggered the aura. The aura ends whenever the triggering effect ends. A manxome creature can only have a single bewildering aura at a time. Paradox Armor (Su): A manxome creature gains a +5 dodge bonus to AC. However, if a manxone creature has full concealment against an attacker, that attacker ignores the manxome's creature's dodge and natural armor bonuses. Transcend Divination (Su): A manxome creature is immune to any divination effect. The creature targeting a manxome creature with any divination must succeed at a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or be affected by insanity. Word of Puzzlement (Su): As a full round action, a manxome creature can utter a word of puzzlement. All creatures who hear this effect must succeed at a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or lose their ability to communicate in any language. This causes 50% spell-failure for spellcasters. This is a mind-affecting effect. Skills: A manxome creature instantly fades from memory which grants it a +20 racial bonus to stealth and permits it to hide in plain sight.
Alice Margatroid wrote:
I feel the exact opposite way. I love when players want prophetic auguries and cryptic rhymes. I feel like divinations are the easiest way to let players into a story element that would otherwise be hard to convey.
I think the real offender in terms of archer DPR is their ability to overcome DR. Most of the time, archers scale because they have lots of attacks and 2 good ways to beat DR, cheap arrows and Clustered Shots. Giving monsters back their DR helps a ton. I always consider banning Clustered Shots. As stated above, make them track arrows (though I only make people track special arrows). Limit metagame knowledge of DR. Other tricks: If the archer has a normal composite bow and not a bow with the new fleixble composite enchantment, any strength penalty gives them penalties. Bows are really easy to sunder, and sundering isn't as nasty as it was in 3.5.
Level 10 Build: Vivisectionist / Beastmorph You can get pounce whenever your mutagen is active. Not too shabby. You have sneak attack. With the right feats you can extend it a long time and without the intervention of allies. Feats:
Mutagen: Feral, etc You generate your own sneak attacks. Round 1:
Round 2+ As long as they remain shaken, any claw hit extends the flat footed condition. If they cease to be shaken (because you suck at intimidate) another bludgeoning bite gives a free action to demoralize. At level 13 you use Delayed Consumption to turn into something with many attacks and make this even more effective (and give yourself a stacking str and con boost). Calikang from the Inner Sea Guide is particularly nice for its 6 arms.
Shane Walden wrote:
My PCs just reached 7th level and they still carry those traps around to defend their campsite at night.
Feats: 1 Point Blank Shot
Other decent feats: Power Attack - This feat alone makes you a competent mellee combatant. Quick Draw - An ok feat if you find yourself often needoing to switch to melee. Nimble Moves: Lets you 5' step when it would be otherwise impossible...i.e. you avoid AoOs. Weapon Focus: The extra to hit is nice, it isn't a priority if you need something else. Domains: Just highlights Animal: The animal companion is nice if and only if you use it as a mount with mounted archery AND/OR take Boon Companion Charm: The swift action charm is rocking and the low level daze isn't bad. Destruction is more mellee oriented, but the 8th level bonus works for you Healing: The low level ability is ok on a ranged combatant and the 8th level ability really improves your healing dramatically. Madness: Solid ability at 1st (skill bump out of combat and decent debuff on castery types) and the 8th level ability is sweet. Travel: You are fast and can teleport. Delicious. Rough and dirty Inquisitor Guide: Note that some sections are not updated (builds and spells notably).
As soon as I saw Tartuk's stat block, my first thought was 'he would be so much better as a summoner'. Tartuk the Summoner
Morale: Tartuk fights, until things seem grim, but tries to escape.
Languages Common, Draconic, Gnome, Undercommon
Eilodon
Statistics
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