During playtesting of 2nd edition I excited to hear that Goblins were made an official Ancestry. So I immediately came up with a cool concept for a escaped slave Goblin Rogue named 4-Oh who used the chains he used to be bound in as a weapon (a spiked chain). I Fell in love with the idea and was very excited to make this character, but when I searched the Playtest rules I discovered that my concept was impossible(unless I wanted to suck until I gained the feets necessary to use the weapon effectively)
I ended up making different character.
I always assumed that this was just an oversight in the Playtest rules.
Currently I am running my Players through Rise of the Runelords in first edition, but we are about to get to the end. I have been considering running 2nd edition so I have been reading the rules, and it turns out that(unless I have missed something important) that it is still impossible (unless I wanted to suck...) to make a 1st level Goblin Rogue with proficiency in Spiked Chain.
Maybe if I did the math proficiency isn't that important or something? I don't know.
I feel that the lack of a first level General feet really hurts your ability to make the character you want.
The Weapon you choose says a lot about your character. I don't expect it to not cost me something, but the cost shouldn't be sucking at your weapon for a few levels.
I think what I will do if I choose to switch to 2nd edition, is allow my players to use whatever weapon they want, but with the stats of a similar weapon they can use.
Until, they finally get the feat for the weapon. Although I am unsure if a Rogue would ever be good with a Spike Chain.
Hey, my players don't read this. If you don't think you are my players then be warned that this is filled with spoilers.
spoilers:
My players had the idea that they would burn the bridge to Thistle top and wait until the goblins inside starve.
So I talked to some friends and read some ideas on here.
So at night it started raining and the fog rolled in. In the middle of the night(when most of them were asleep) they started hearing baying from Yeth Hounds. Since all three Yeth hounds were baying at the same time I increased the DC by +2 for each additional hound for a total DC of 16(upon further reading I sould have made my players roll three times since).
Quote:
Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours.
Nearly all of my players ran except the witch. As they were running back they came across two Yeth Hounds. I was intending to scare them away so that the goblins could build a simple bridge and my players would give up their idea of starving the goblins.
Because I use macros(roll in front of my players) I couldn't(cheat) stop one of my players from dying from a Yeth Hound bite when she tried to stand up after being knocked prone. That player was incidentally my mother. I kill her the day before mothers day! :(
After that I had the Yeth hounds run away. They did what they were told to do and they didn't want to press they're luck. (Also more players would have died.)
My players did eventually run away, but they seem to be convinced that they have defeated the goblins because the goblins couldn't possibly make a new bridge quickly enough to stop them from starving.
They went around kill off the remaining goblin tribes. I tried to emphasis that the other tribes are mostly pregnant females and children.
I don't want to punish players for thinking outside the box, but I'm not convinced the goblins will starve. A simple rope bridge wouldn't be too hard for the goblins and their friends to make. Especially since they have had to fix it before.
Quote:
Originally, the goblins rigged the bridge so that it
would fall completely into the water below, but when they
tested it and realized that they’d stranded themselves on
the island, they rebuilt the bridge so it would leave one
rope connected, making it easier to repair.
My players are also now convinced that the monsters in Thistletop are impossibly hard to kill. I tried to emphasis that the fight with the Yeth Hounds was especially hard because they were taken by surprise(split up and without weapons).
My players seem to think letting the Goblins try to raid Sandpoint is a better plan because they will have the help of the people in Sandpoint.
It's basically a Sap Master build. I'm planning on using Sniper Goggles, blunt arrows and a Merciful composite shortbow.
I couldn't find a place for Enforcer, but if Scout really does allow me to attack Flat-footed then I might not need all of the intimidation stuff anyway.
This thread is for fun, but it does concern the type of strict vetting of the rules that I find under Rules Questions.
Arcane archer has some pretty tough requirements. The two that are most important here are:
BAB +6
Ability to cast 1st-level arcane spells.
So for a character to enter Arcane Archer and still gain spells from the class they have to have at least on level in sorcerer, Wizard, Bard or Witch. None of these have the fast progression for BAB.
So the earliest you can enter Arcane Archer is starting at 8th level(1 level arcane, 7 levels fast progression for BAB)
It would be really cool if you could get both fast progression for BAB and Arcane Spell casting.
In one of the AP there is a creature that qualified for Mystic Theurge using her race. Here race specifically casts as a class equal to her HD.
SPOILER:
Nyrissa from Kingmaker AP 36
Her race is Nymph.
It states:
nymph wrote:
A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells.
You could actually enter Arcane Archer one level(I realize that HD and level are not exactly the same thing.) earlier if you were a Fairy Dragon!
Dragons have a base attack bonus equal to their total Hit Dice, and Fairy Dragons cast spells as 3rd-level sorcerers. Three levels to gain the feats and then Arcane Archer.
Currently, I'm reading the entire Rise of the Runelords Anniversary Edition to prepare for my next campaign after Kingmaker.
I'm an actor,
I'm dyslexic,
I have other learning disabilities,
I know a little Spanish,
I know a little French,
(Just enough in each to get me into trouble)
and this leads me to mispronounce most of the extraordinary words used in Rise of the Runelords.
While my players are certainly very forgiving of my flaws, I would still rather pronounce things closer to the ballpark then I have been. Kingmaker has been *ahem* challenging.
I'm going to use this thread to ask ALL THE QUESTIONS about pronouncing things for this book and to post my findings.
No hard feeling if people like pronouncing things their own way. That's cool too, but I'm trying to get the closest pronunciation intended.
If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Dazing spell is a Metamagic feat that allows you to daze creatures using a spell that does damage.
Dazing spell:
Benefit: 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. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.
In yesterdays session my players had some frost giants frozen for an entire combat.
They kept extending the number of rounds that the creatures were dazed by doing more damage with dazing spell.
This seemed really cheesy. I really don't want to DM fiat that Dazing spell doesn't work but I would love to discover that it doesn't work as we are playing it now.
I really wish the feat said something similar to what the Daze spell says.
PRD wrote:
After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
This would have at least allowed the frost giants to act after the initial 4 rounds they were dazed.
My players are starting to hit the higher levels and that means they summon lots of monsters.
I'm using maptools to automate some of the process but with 8 summoned Gibbering mouther each with 6 attacks it bogs down game play for me to check and add up all that damage and check for Grapple.
I have decided that I can trust my players to add damage(I'm not giving them the creatures HP total) to their adversaries, so we've made a macro for them to do that.
How much would it hurt(verisimilitude, fun) to let them know the creatures AC after the first attack?
What about DR(number and bypass)?
What information wouldn't hurt to give the players?
Making a diviner and need a spell for my additional spell slot. I was planing of focusing more or control and I don't plan on using any ranged touch spells currently.
spells I have to choose from are:
Anticipate Peril
Comprehend Languages
Cultural Adaptation
Detect Charm
Detect Secret Doors
Detect Undead
Identify
See Alignment
True Strike
Okay, my(maptool) campaign file for my kingmaker game became corrupt today.
I now have to start a lot of things off from the beginning.
I wish Paizo had there VTT up and I would start using that.
We have been using Google docs(spreadsheets) for most campaign info so I suppose I could use a spreadsheet with city blocks.
What I need it something I can use for the Hex grid of the Kingmaker maps.
The spreadsheets won't work because they only use squares and I wouldn't want to sacrifice the look of these nice maps.
I understand how Cause Fear works. roll a savings throw if you fail you are frightened if us succeed you are shaken for a round. And if you have 6 or more HD you are immune to the shaken part.
How does Scare change this. I feel kind of dumb asking.
School illusion (figment); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect image 1 ft. by 10 ft. by 10 ft.
Duration permanent
Saving Throw Will disbelief (if interacted with); Spell Resistance no
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although the caster can see through his illusory wall, other creatures cannot, even if they succeed at their will save (but they do learn that it is not real).
Can this wall have arrow slits?
Can it be a crumbling wall?
Can it be a wall of skulls or bones(although certainly not one in which individual parts could move)?
Could it be moving(like a wall of shifting sand or pulsing skin or fire)?
I understand that it's bound to being a figment I was just wondering how varied you can make it look.
Okay so the Maneuver Master(Monk Archetype) gets this at first level:
Maneuver Master wrote:
The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
A Monk gets this at 3rd level:
Monk wrote:
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
So as written it seems that Maneuver masters won't be able to add BAB from other classes until the Monk reaches 3rd level.
Or do you think this was just an oversight and should be assumed that the last line be added on the end.
At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
I'm having a little trouble figuring out exactly what this means.
Does it mean that I always get to do an attack and maneuver check when I'm using a full attack?
The Sap Master feet only works if the target is flat-footed.
Sap Master wrote:
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
The Scout(rogue archetype) ability "Scout's Charge" says:
Scout wrote:
At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed.
Does the "as if" mess up my plan of using Sap Master with Scout's Charge.
When do I give players perception rolls to find traps?
As soon as they could possible perceive the trap,
right before they trigger it,
or
only when they ask for one.
From reading this:
prd wrote:
Creatures that succeed on a Perception check detect a trap before it is triggered. The DC of this check depends on the trap itself. Success generally indicates that the creature has detected the mechanism that activates the trap, such as a pressure plate, odd gears attached to a door handle, and the like. Beating this check by 5 or more also gives some indication of what the trap is designed to do.
I've come to the conclusion that it would require the players to ask for one.
In which case how do I do a perception roll for the whole room?
What if there is more then one trap in the room?
I know this is an old question and I certainly don't want to start trouble but I wanted to gather ideas.
Looking for new players to play the Kingmaker adventure path.
Character need to be first level.
25 point buy as per page page 15 of the CRB(tables 1-1 and 1-2 on page 16)
All Official classes and races from the CRB, APG, UM and UC are acceptable. This includes Archetypes and Alternate Race Traits.
Hit points will be done like Step 8 of the Guide to Pathfinder Society Organized Play(Table 2-2:Hit Points By Class on page 7)(full hit die first level and half hit die rounded up each additional level)
All player have one Hero Point.
All player may pick two traits but at least one must be from the Kingmaker Players guide.
Unless you are Playing an alignment restrictive class alignment really does not matter but I would like players to start with good or neutral character.
Player should be encouraged to look at builds(specifically Treantmonk's Guide). Not because I want you to play over powered characters but because I want to avoid buyers remorse with characters. Also guides tend to be closely vetted and thus stay closely to the rules.
We are going to try to stay very close to the rules. My rule is that if I don't know a rule during one session I make sure I know it by next session. Players are encouraged to help with the rules.
The game will be played using Maptools.
Most information regarding equipment, Hero Points, Experience Points and kingdom stats will be kept online in one or several google docs so players can edit and view this information between sessions.
Most of the time encounters seem pretty straight forward.
1. Roll initiative
2. Combatants act in initiative order
3. repeat at step 2
but actually initiative is more complex then that.
Quote:
1. When combat begins, all combatants roll initiative.
2. Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
3. After the surprise round (if any), all combatants are ready to being the first normal round of combat.
4. Combatants act in initiative order (highest to lowest).
5. When everyone has had a turn, the next round begins with the combatant with the highest initiative, and steps 3 and 4 repeat until combat ends.
A lot of this is hand waved by GMs to make the game go faster. And there is still a little vagueness. For instance when does combat begin?
If you open a door and there are enemy on the other side the answer is clear. Immediately no one get to act before initiative.
However if you are having a argument with a person in a bar when does combat begin? As soon as you the first punch in thrown or as soon as someone suggest that they might throw a punch?
This is something that I've never understood, but on further reading of the rules it seems that no attack ever happens outside of initiative. And that really make sense and is infact quite intuitive. I think that the part that isn't intuitive is.
Quote:
Determine which characters are aware of their opponents.
It seems that you also have to determine which characters are aware that there opponents are actually there opponents.
I've had to deal with a number of players say "I stab his character" does this stab happen in the surprise round and if so how do I determine if the other player knows that his/her once companion is now his/her enemy because the player knows but the character didn't know that they were going to do that?
Also if all attack happen in the surprise round and Diviner(wizards with Divination school) always act in the surprise round don't they have like spidey sense.
Quote:
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Also a Babau Demon has inhuman patience and will stalk his pray for years or decades. Does that mean that when stalked by a Babau Demon a diviner would get to act even if he didn't even know there was an opponent. What would he know? "I'm in danger", "something's about to attack."
Looking for new players to play the Kingmaker adventure path.
Character need to be first level.
25 point buy as per page page 15 of the CRB(tables 1-1 and 1-2 on page 16)
All Official classes and races from the CRB, APG, UM and UC are acceptable. This includes Archetypes and Alternate Race Traits.
Hit points will be done like Step 8 of the Guide to Pathfinder Society Organized Play(Table 2-2:Hit Points By Class on page 7)
All player have one Hero Point.
All player may pick two traits but at least one must be from the Kingmaker Players guide.
Unless you are Playing an alignment restrictive class alignment really does not matter but I would like players to start with good or neutral character.
Player should be encouraged to look at builds(specifically Treantmonk's Guide). Not because I want you to play over powered characters but because I want to avoid buyers remorse with characters. Also guides tend to be closely vetted and thus stay closely to the rules.
We are going to try to stay very close to the rules. My rule is that if I don't know a rule during one session I make sure I know it by next session. Players are encouraged to help with the rules.
The game will be played using Maptools. This does not necessarily mean that each player needs a laptop but it does mean that we need at least one extra computer and hopefully a nice large HD TV.
Most information regarding equipment, Hero Points, Experience Points and kingdom stats will be kept online in one or several google docs so players can edit and view this information between sessions.
Short Story:
All of my players came to the consensus that they didn’t want to play kingmaker anymore.
Long Story:
I’ve been playing since 2nd edition. I’ve almost always been the GM. Usually campaigns that I start tend to end quickly(one to three sessions.)
I decided that I wanted to run a Campaign for real. If I was going to get serious about this I would have to not fall into any of the pitfalls that hurt other sessions.
Problems:
Not knowing the Adventure well enough.
Not knowing the rules well enough.
Slowness in drawing out maps.
Backstabbing Players.
Must learn to say no to players.
Once I GMed players through 30 sessions. I made up the campaign world. I stayed closer to the rules. I used Transparency and permanent marker to draw my maps. I gave the players an in campaign world reason to cooperate. And I didn’t let players play fairy princesses or samurais that don’t know common. The only reason why this campaign ended was because I graduated and had to move.
I was very proud of that campaign but I still wasn’t happy because the only reason why I was sticking to the adventure was because I had become really good at coming up with stuff over the years(Also I’m an actor.)
So I purchased and read each of the Kingmaker APs. This was a challenge for me because amongs other learning disabilities I am also dyslexic. I really liked them. This AP fixed one of the biggest problems I’ve had with adventures, which was that they tended to lead the players along a fairly linear path.
One of the other aspects that I noticed slowed down or stopped game play was that players didn’t seem to keep track of who had which item or whether or not their character was encumbered or not.
I made a google doc containing each and every item in the first Kingmaker AP so that I could easily cut and past items into another Google Doc so players could keep track of items.
Transparencys and Perminate marker was a pain in the but so I instead inported all of the maps into a program called Maptools.
I found some players and we started playing. I had played with these players before. They had really liked how I use to play where I was pulling my hair out coming up with stuff.
One of them complained after the second session. I was running them through a number of random encounters and they didn’t roll anything what was much of a threat, but mostly he was complaining because I had asked them to pick traits that actually fit with the characters they were playing.
There was a little weaseling and whining the type of thing I experienced in the past when players were trying to stop playing.
One player suggested that he run a session on alternate weeks and I this sounded great to me because I do like to play aswell and It would give me more time to prepare for my sessions.
So we starting playing his Campaign and we finaly get to the end of the first Kingmaker AP and I get this email.
“A lot of us in your game have been thinking, and we've come to a consensus. We just don't like Kingmaker and we're not sure how much longer we can play it. But we do appreciate you wanting to run a game and we have come up with an alternative. We would like to invite you to run us in Second Darkness. I can give you all six books, plus the players guide. Would you be willing to take a look at these books? ***** and I are the last hold-outs in Kingmaker, but even the two of us are tiring of the modules. Let us know what you think.”
Honestly the thought of starting over (reading six more APs) and abandoning all of the work I have put into Kingmaker sickens me.
I'm playing a wizard and I'm planning on adding the Harrower class when I qualify(Probably 5th or 6th level.)
So as I understand it When I add a level of Harrower I get the new spells per day as if I leveled as a wizard.
I am not sure If I get any of my arcane school spells.
I am not sure If I get new school abilities.
I am not sure If I get to add new spell to my spell book. I think I should.
I am not sure what happens if I decide to go back and take another level of wizard.
If my Wizard and caster level are off(due to multiclassing in a prestige class) how does that effect arcane school spells/abilities. Do I retroactively get my arcane school spells or do I just start acuireing them late.
You shouldn't need me to confirm the answer but if you want you can use spoiler tags. [ spoiler ] [ /spoiler ]
The riddle only has one answer but it might have a variety of names.
It takes half a day to reach fortress. I spend the entire trip just trying to avoid the very sight of you. And then when I finally get there I see you running off to the horizon. Now I can’t see what I’m doing so I light a torch and what do I see? A hoard of mud soaked vampires. At least you could have taken care of the mud! So I’m slaying vampires all night long, alone. Finally I made it to the Vampire lord and you come in through a broken window and smite him. You kill stealer! I spend the entire trip back just trying to avoid the very sight of you.