Robert Minter 298 wrote:
Hmmm interesting, I have a few players who would really like the ability to buy a few magic items. My current plan is to make her not have what they want on her when she shows up, and she'll have to go on an expedition for a few weeks before she gets the goods. When is their next opportunity to purchase items? I didn't really notice one until longshadow, besides the weird militia "black market" rules and stuff. We have an arcanist who can't use like any of the "wizard" loot, so he's complaining a bit, haha.
I think she shows up every week or month, and does say she could find a few things for the PCs... probably paid upfront.
Never mind the open, even in the wild they would have a very hard time with Animals, Magical Beasts, Aberrations, Plants, Monstrous Humanoids, Feys, Undeads, etc...
Fenrick Talon wrote:
A very interesting approach.
Brother Fen wrote:
This adventure path is about the party becoming true heroes of the realm and actually trying to help those in need.
The AP doesn't disallow Evil PCs, but I get the point.
I would rule that (most) mind-affecting effects would work on every player race regardless of creature type though most of the other immunities I am fine with. But I agree about polymorph, never understood why plants where immune to that one.
For PF, Backward compatibility with DnD 3.5?
Some Mysteries give Full Martial Weapon Proficiencies.
Are we talking about some variant Eldritch Knight? Bacause I'm not sure how the Oracle can meet the other requirement...
Dark Midian wrote:
Anyway, Hogeyhead, the entire idea of eldritch knight is that you're supposed to multiclass a full BAB class and a full arcane caster.
Aristocrat is 3/4 BaB
DM waz up? wrote:
And I apologise that I didn't address any other questions. I am not able to respond to everything especially since there are quite a few of you all asking.
Read them, and pick those which seems like good idea to answer at Character Creation, like the ability scores adjustments for age categories.
Edit #2: compiled some...
Guy St-Amant: Now for my usual Questions:
Sounded like neither the player nor his PCs knew those rules, and TC mentioned previous DM/GM/ST let the player do that, so the player came to see that as "normal". There could be mental illnesses involved, but this isn't a place for that kind of discussion.
Derek Dalton wrote:
The first problem was allowing him to dictate terms as he did. I'm playing A and you have to accept it. No, no I don't and no GM should either. The second is allowing him to continue dictating terms. He demands he be allowed to continue his crap even after several in and out of game discussions. Why? Because he wants to have fun regardless if anyone else is. No, it doesn't work like that. It's obvious when told to play nice the guy gets worse. The obvious solution is boot him and don't ever invite him back. The guy is toxic let him be toxic elsewhere. If life were fair he'd end up being toxic all alone.
While easy to say, this isn't always easy to do, if some players are only there because he/she is and/or if you are playing at his/her/their place, expect said player to go on a power trip most of the time, same if they are the bully type.
@Rhedyn, You are in the wrong thread for doing any tl;dr.
I don't think he/she means that kind of Hybridization.
DM waz up? wrote:
That one I would say could vary depending on what class(es) they pick, how they would play, and if they intent on always be in Hybrid form... Fullcasters, Int casters and Wis casters can gain a s***load of with "Always in Hybrid Form" other classes, not as much, unless you modify the rules for stats changes when transformed.
To each their own.
But your comment is interesting and bring a point that is food for thoughts.
Something, something about the strength of Magic outside of spells.
^ that would be my guess.
the arbitrary values of different class features compared to each others don't help either.
1) Remove Vancian casting, use magic (or whatever) points, 9th level aren't merely costing 9 MPs, class level dictate what one can or cannot cast.
2) Rework combat, give active (read "need rolling") Block, Dodge and Parry, CMD now requires rolling... this make Armor as DR and being Light Armored (and some feats)more viable.
3) Fix Skill points per Level and lists of Class Skills.
4) Untie Energy Channeling and Cure/Inflict, Heal/Harm spells from Alignments.
5) More Feats that scale up with levels, less feat "trees", and no more stupid feats requirements for something a 3 PB Lvl 1 Commoner should be able to do.
I hope there's an item that lets casters function in null-magic zones (not AMFs though), since I want to run a Mana Waste campaign and the whole "all these classes don't function if the weather isn't right" aspect makes things hard.
I call that evening the playing field, and some of those "weathers" affect everyone.
GM R0B0GEISHA wrote:
Physical Handicaps: Called Shots, Prostetics (don't know how to link directly to it).
Mental Hadicaps and illnesses: There are a few in the Game Mastery Guide.
^ and some more stuff in Horror Adventures and other sources I can't remember.
GM R0B0GEISHA wrote:
* That's why I asked "Core like or PFS like?", in PFS, age categories, young included, are cosmetic, no ability scores adjustment.
* Can be a good idea to read them before making a recruitment thread. ;)
Derek Dalton wrote:
To be Honest, Grave Knight + Antipaladin is a broken combo, Grave Knight + Aristocrat/Fighter/Warrior isn't that broken, assuming the party has 1 or 2 Full Casters.
1) Know what the AP is actually about and not what one think it is about.2) What is and isn't suitable for PC.
3) Know which optional rules you will use (or not), kinda ties to 1 and 2.
As someone else said, if everyone else are full casters, or close enough, the boost from the Template isn't that bad at Level 8+ and far from gamebreaking at 12+, the only "gamebreaking" part comes from being an undead...
I also strongly suggest whoever will GM this read the Player Guide and read, not skim, the first part of the AP, including the Foreword.
Also, +1 to background skills, a rare AP where it benefits all classes.
1) I LOL'ed, school are very pricey, so are "babysitters".
2) Yeah. And at least you know there are some clichés.
3) Recommended Reading: A Song of Ice and Fire.
Not sure about long distance travel...
The PCs also have to worry about the Refugees/Miltia.
On the other hands, the enemies have quite a few things that can be used as material, can be reforged/remolded, etc, crafty PCs (with GM permission) might also "tear" the scenery appart for materials/componants, granted, this would be extra book keeping.
Attack cantrips are generally not worth the action. Disrupt undead might be the exception, if it's worth the slot (generally not). The main purpose of the damaging cantrips is troll disposal.
"cut" ropes and chains, weakening support structures, helping apply oils, paint, poisons, etc, minor distractions, attracting the curious, etc...
They got removed because they work both ways.
Cantrip and Orison are meant to be utility spells more than "awesome sauce" type of spells.
Cure Minor Wounds on Undeads, Inflict Minor Wounds on living targets...
Archmage Variel wrote:
They remove Cure/Inflict Minor Wounds for a reason...