If this is a Pathfinder 1st Edition question: I'd say that you do not need a disguise kit specifically to make a disguise, but that if you don't have one there needs to be some explanation of how you're disguising yourself. Basically, having the kit gives a +2 and means I'll assume you have everything you need. No kit, you're rolling flat and you need to tell me what you're doing. If you don't have the purpose built kit with everything you need, you need to make use of stuff in your area which requires some explanation. I wouldn't demand a super in-depth explanation, just something simple. Also, flagged for the wrong forum If this is a Pathfinder Playtest question: The Impersonate use of the Deception skill specifically states it needs a Disguise Kit, so yeah you need one.
The Once and Future Kai wrote:
Even then, most smaller/indie RPGs I've read may not have something called out as a "Critical Hit" but have something to the effect of "every extra success gives you an extra good thing" or "every two points over the difficulty rolled causes an extra die of damage" or something similar. Tarik Blackhands wrote:
L5R had exploding dice in addition to the raise mechanic. The raises were basically how they handled crits, making it a wager/gambling mechanic so it goes from "I happened to roll high so I get a bonus effect" to "I'm going to wager that I'm going to roll noticeably over the difficulty to get a bonus effect."
I'm having issues downloading the Playtest update file and the Playtest bundle. Whenever I click the links to download either, be it on the playtest page or on my downloads page, I get taken to an error page. The text of those errors are below: Updates link wrote:
Bundle link wrote:
Voss wrote:
Emphasis mine. Stop it. You don't know it's a trap. There's not enough material in these blog posts to know the game's math, nor how it plays, well enough to know that.
A buddy of mine back when he was first getting started in AD&D had a DM tell him that there was "a white dwarf standing in the cavern extending his hand outwards", to which he responded "I go up and shake his hand," resulting in a prompt death by level drain. Little did he know that the DM actually said that there's "a wight dwarf standing in the cavern extending his hand outwards."
Two things:
2) Unless your players are legitimately diagnosed (is that the right term?) as autistic, don't use the term so flippantly to describe your players just because they like to follow the rules as closely as possible. If you must call them something, just call them rules lawyers.
Star Dragon Caith wrote:
And if too many grenades does start mucking with the balance of the game, just A) hand out fewer grenades and B) if you lowered the price to purchase them too low, raise it back up some. You're already in house rule territory anyway with the latter.
I don't understand the problem with leveled gear, personally. What's the difference between a Level 9 Cool Gun and a Cool Gun that provides the same bonuses but is so expensive that, assuming you follow WBL guidelines, there's no way you can reasonably afford one before level 9-ish? It has the same effect either way, that you don't get the Cool Gun before level 9.
Steven "Troll" O'Neal wrote:
In a discussion of the rules of the game, "you can choose to ignore the rules" doesn't really contribute anything.
Seems pretty straight forward to me. During downtime the wizard keeps a fly spell or two prepared for the fighter to practice flying with. He may or may not have a fly spell just for the fighter mid-adventure, but when he doesn't need every single spell he can get to make sure he survives that day he helps his buddy out.
If you want to speed up combat, have you considered porting in the Escalation Die from 13th Age? Basically, it's a big d6 that starts at 0 round 1 and increases by 1 each round until it hits 6. PCs and certain big boss types gain a bonus to attacks equal to the Escalation Die. Gets the same idea as your "after 5 rounds, everybody gets a +2 Attack and -2 AC" but in a simpler, more streamlined way and also makes the change more gradual instead of a sudden change. I highly recommend you make some changes to your Fumble rules. I don't personally like fumble rules (whether you have them or not is up to your group, obviously), but I'd recommend adding some changes to make it so that martial characters don't get more likely to fumble as they level up (more attacks per round = fumble more commonly). A common method of doing this is to make it so that only the first attack each round can prompt a critical failure, so a fighter with BAB +18/+13/+8/+3 can only fumble on the +18. Also, add something so that spellcasters can get screwed over as well when they cast. It doesn't make sense that the guy who swings a sword can screw up and accidentally cut his own head off but the crazy wizard goofing around with the fundamental fabrics of reality can't screw up just as hard.
That's weird. You'd think that they'd include the bases with the first pawn collection for Starfinder, for this exact reason. If it's the first product in the line it shouldn't be assumed that you're going to already own one of the big Pathfinder boxes that comes with the bases or know that you'll need to buy a separate package of bases.
Crexis wrote:
So long as they're masterwork, they can be made magical later at any time, assuming you have the money and enough downtime, plus access to someone capable of doing. Crexis wrote: And the cost of silvering both of those weapons is 90 gp? Close. Wakizashi are light weapons and if you take a gander at the Special Materials page Theconiel posted and look for Silver, Alchemical, you'll see that it's 20 gp per weapon to get a silver light weapon.
If you're cool with non-Paizo campaigns, there's Rappan Athuk, a campaign sized megadungeon famed for its danger, or The Slumbering Tsar Saga from the same company.
Check the Getting Started chapter, specifically the "Abilities and Spellcasters" section. You get bonus spells per day based on how high your Wisdom is, according to that table. So, if you had a 20 Wisdom, the table shows you get an additional 2 1st level spells, 1 2nd level, 1 3rd level, 1 4th level, and 1 5th level spell per day.
Guy Humual wrote: If you have 3 parties 34% of the votes could win you the seat, with 4 parties 26%, the real problem you have is that the media is the biggest beneficiary of US elections and thus they have no reason to upset that apple cart. Trump was terrible for the country but great for ratings and so that's one of the big reasons you have president Kodos rather then president Kang. Unfortunately, that's not how it works in America. To become president, the nominee needs 270 electoral votes, full stop. If we have three candidates and none of them reach the required 270 electoral votes the House votes on who wins based on the three candidates that got the most votes.
Texas Snyper wrote:
Right, I meant how you were able to have things like SLA: Mage Hand count as "Able to cast Arcane Spells" for a while.
Archmage Variel wrote:
Redemption Engine spoilers: In Redemption Engine, one of the bad guys has made a magical machine that can trap a multitude of souls as they leave the body and are making their way to Pharasma. I don't see why a machine that catches souls going the other way couldn't be made.
The past couple of games I've ran, almost the entirety of the story I came up with was saved until *after* I knew about the characters the players would be playing. The main story of my Savage Worlds Space Explorers campaign is about discovering what happened to this ancient empire that made extensive use of magi-technology, and that's largely because the players ended up making characters from two competing organizations coming together to fund this expeditionary team, an arcane academy and a tech based military group. I went with the empire I did because of the theme of magic vs technology my party already provided. My upcoming 13th Age game, I knew going in that I wanted a game that had the feel of a Japanese RPG (think Final Fantasy and the like). Within that context, my group came up with the basic premise for the campaign, the world, and even the main villain. I just filled in the blanks, put the bits together, and figured out the details. Even before that, with my Warhammer Fantasy game, I went in with a particular story in mind but events in play demanded that I change it. I've since decided that I want the players to have maximum input into the game, because they invariably come up with better stuff than I do. :P
Pan wrote:
Not that I necessarily disagree with you, but could you provide links to a good counter-argument for those of us who aren't as informed on these things as we should be, want to learn, and have no idea where to start?
Lorewalker wrote:
To clarify this part, do you mean that casting Infernal Healing (an Evil spell) to save somebody's life (a Good act) would make Infernal Healing good or saving somebody's life evil? I don't have the book, so I'm not sure which you're saying it says. :P
From the section on Multiplying Damage in the Combat chapter, you roll the weapon's damage dice plus all modifiers twice (except bonus damage dice such as from the Flaming weapon enhancement or sneak attack, for example, which only get rolled once), and total it up. Note that this is how critical hits work too, the weapon dice and normal modifiers (Strength, Power Attack, magic weapon bonuses, etc.) are doubled. Interestingly, certain forms of bonus damage that would not be multiplied on a critical hit but are not represented by bonus dice, like the Swashbuckler's Precise Strike, do get multiplied when using Litany of Righteousness.
Drahliana Moonrunner wrote: If the cleric has an evil aura, than yes. I'd rule the same as you, but it could be argued either way. The Cleric's Aura class feature just says the Cleric radiates an aura the same alignment as her god, but the question is whether the Paladin's Smite Evil looks at the actual alignment or if it checks the aura. EDIT:
Alni wrote: They do. But smite isn't about the aura is it? I mean you can change a creatures aura... I think there's a spell. Case in point of how it could be argued the other way.
You're only automatically a willing target if you're unconscious. If you're helpless you're still unwilling and therefore get a saving throw, as there isn't anything anywhere saying you don't. This does mean somebody who is hit with a Hold Person then a Create Pit dropped underneath them still gets a save, just as if their Dexterity modifier was a -5 (don't forget to calculate as if Dex was -5, removing the existing Dex mod then subtracting 5 instead of just subtracting 5. I've known a lot of people who forget that and just subtract 5 from their normal Reflex). Basically, the logic is that while you may not be able to actively dodge things there's still a chance of dumb luck saving you.
Klorox, the Errata for a book can be found on its product page. Here is the product page for the ARG and the Errata is in the product description. Firelock, the Monster Codex came out before the errata was released that changed the Scarred Witch Doctor from a Constitution caster to an Intelligence caster. I just went and compared the release dates for the Monster Codex and the ARG just to be sure.
Say I am a Spellslinger 1/ Eldritch Archer 7 with a +1 gun, and I use Spell Combat and Ranged Spellstrike to cast Gloomblind Bolts at a foe, shoot one of my bolts through my gun, and I roll a natural 20 and confirm the crit. Does my +1 gun give a +1 to the save DC? Does the bolt have a x2 crit, like Eldritch Archer says, or x3, like Spellslinger says?
Ravingdork wrote: 3) PLAY STYLE: Spontaneous action declarations; essentially trying to do something cool and thematic that isn't immediately covered in the rules. Things like "I attempt to flatten the charging group of enemies by flipping the bar table on top of them" or "I take out my grappling hook and attempt to snag the flying peryton's antlers so I can pull it out of the sky." Such declarations are invariably followed by multiple complicated nigh-impossible checks from the GM, inevitably results in failure, and then gets me blasted by the other players with responses like "you can't trip multiple people at once" or "why didn't you just shoot the peryton with your arrows instead of acting like a moron?" Far too many people have the "just kill it" mentality and they miss out on a lot of roleplaying fun as a result. What's more, when faced with unusual requests, many GMs go overboard with their rules (decreasing the odds anyone else will try anything similarly fun or exciting ever again) or just plain shut it down. The tough part about the players doing wacky stuff (at least for me) is that I want to let them do it because it's awesome, but if it's too effective the really awesome one time thing will become just another standard tactic. You let them knock over a table to flatten a charging bunch of goons and it works amazingly well, they'll want to do that every time there's a table nearby. Or, even worse, they'll start carrying around a table for the express purpose of flipping it at people.
The vitalist begins with the Collective Healing ability:
Vitalist wrote:
Say that I am missing 4 hit points and get a Cure Light Wounds cast on me that rolls 8 hit points worth of healing. Can I send the extra 4 hit points to another party member?
Spellstrike is not a part of Spell Combat. It modifies the touch spell rules, allowing you to stab someone with Shocking Grasp instead of slapping them with it. You still need to make Concentration checks to cast in melee, but casting Shocking Grasp as a Standard outside of threatened range, walking up to a foe as a Move, then hitting them with your longsword as a Free in place of the usual touch attack is legit.
Spell Combat says:
prd wrote: As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).Then the section Touch Spells in Combat from the Combat chapter says: prd wrote: In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action.And, finally, Spellstrike says prd wrote: Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. So, in summary: Spell Combat lets you cast any standard action spell during a full attack.When you cast a Touch spell, you get to make a touch attack as a free action. When you make your free touch attack, Spellstrike allows you to use your weapon instead of a regular touch. Putting these rules together, this happens:
EDIT: And/or read what KingOfAnything posted. :P
The Spiritualist's Devoted Servant Ability for the Dedication Emotional Focus reads thus:
PRD wrote: Devoted Servant (Su): When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not fully manifested, it automatically fully manifests from the spiritualist's consciousness to protect its master. The phantom stays manifested as long as the spiritualist is unaware and in danger. This ability requires no action from the spiritualist. The way I'm reading it is that if the Spiritualist is walking around without the Phantom summoned and gets jumped by enemies, the Phantom will manifest itself for the Surprise Round and then dismiss itself as soon as combat proper starts. Or, for another example, that if the Spiritualist gets attacked while asleep the Phantom manifests so long as she's asleep but disappears as soon as she wakes up. I just wanted to double check with the community before I rule one way or the other on this for my player if I'm reading it correctly. On a related note, if the effect is that the Phantom dismisses itself as soon as the Spiritualist wakes up or starts getting regular combat turns, would houseruling it so that it doesn't dismiss itself upset some balance with the class I'm unaware of? I haven't yet played with the Spiritualist in a game so I don't know how big of a deal that would be. |