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Not necessarily, I suppose, but it is in their Craft Skills list. I'm kind of looking at it from the idea that later on they could use the craft to create items that could then be imbued with some magical quality. Like, making jewelry that they could then work into a magical item or whatever. Not knowing the magic system , or the (extensive yet fun) spell list all that well, I'm just kinda looking for suggestions that others might have used in a build. ![]()
Having played fighters or rogues (or variants thereof), I have decided to change things up with a new wizard character. I've got the build done, except for one small thing. Craft skill. What would be the best specialization to pick for Craft? I figure basketry is out (although there could be some comedy in enchanted baskets...or even a market. Not knowing what wizards can do at higher levels, and given the plethora spells out there, what would work best? Thanks for any suggestions you folks are willing to give.
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Just want to make sure I understand this rule correctly. On pg. 162 of Ultimate Magic it states:
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I play it because it is fun. It salves my over-active imagination. I had actually started gaming back in 1977 with Chivalry and Sorcery, moved on to wargaming, some occasional roleplaying, and had always liked skirmish level games. I was wargaming, but that got to be boring. Nobody wanted to concentrate on a single historical period of play. People didn't want to buy rule sets. It devolved into guys arguing over rules they didn't know, and you running a game for which you had the miniatures (of course because you ran it you didn't get to play it.) No body wanted to invest the time and money, they just wanted to let everyone else provide their fun for them. I guess it was the "entitlement mentality" state of wargaming. I gave up one day when I walked in and there were 12 guys crowded around a table waiting for the game to start and 10 of them were asking, "What are we playing? What are the rules?" The idea of going through another game of hour and half long turns just to have someone who didn't know the rules get mad about something wasn't appealing anymore. So, that day, I walked over and sat, and watched some fellows playing through "Rise of the Ruin Lords". (thanks to Matt and company at Treefort) The old fun of roleplaying came back as I watched the group go through their adventure. All the fun I had back in 1977 came flooding back. The next week I sat in on a Society game. I was hooked, still am. The people are fun, interseting and the humor at the tables is always good. I got my son intersted, so now we do that together, besides Scouts and band. The game keeps me thinking, guessing, makes me use my mind. And I get my skirmish level combat simulation that I enjoy. I can even paint some miniatures if I feel like it. And...it makes me forget things that might have been a pain during the week. So, that's why I game PFS. And I write this to say thank you to Paizo for having such a great system, to the all GM's who run a game anywhere, to all players everywhere who keep the game alive, to Treefort Games in Fayetteville, GA for giving me a place to play, to Matt and his friends for letting me sit in that day, to my son for joining in, my daughter for not laughing at me too much and my wife for encouraging my hobby. All of you have made my love of the hobby live again. I appreciate it in the utmost. ![]()
In all my years of roleplaying, I've never played MU and have decided to try. Being relatively new to Pathfinder (about 5 months), I'm a bit confused on the explanation of some spells. I'm not grasping the meaning of the likes of: "The maximum number of HD of animals you can affect is equal to 2d4
or "A sleep spell causes a magical slumber to come upon 4 HD of
I know HD is hit dice, but I'm not getting the concept in explanations of this sort. I don't understand how to interpret these. Any help would be deeply appreciated...even if my ignorance is showing. thanks
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Oh how I hate being a newbie...anyway. The question is this:
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Okay, I've looked at the boards (which were confusing) on this earlier and have a question. The way the description reads: Kama, Double-Chained: This weapon comprises a pair of kama connected with an 8-foot length of chain. The wielder can attack as if armed with a single kama in each hand or extend the chain to make a single reach attack. By swinging the rope, the wielder can whip the kama about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve as a free action by pulling on the chain. So what I get is that you can make two attacks w/Two Weapon Fighting with only a -2 because they are both light weapons; or you can make one single reach attack action. Now comes the tricky part for me. Does the description imply that since the weapon has reach that you can trip and disarm at reach distance or do you need to be adjacent to your opponent? Yeah, the subject has been beat up a little but I thought I'd ask the question anyway. Still a newbie, still learning. Appreciate the patience. ![]()
AAAHAAA....so, if the situation called for doubling the damage, say, three times it would be 4d6 + 12, right? Basically, you start with 1d6 + 3 as sort of a static point and any additional 1d6 + 3 counts as being paired with it since it is already there. Sort of: A+B+(static A)C+(static A)D, where A is paired with each, but only counted once. Man, I would have never figured that one out. Did I mention I had to take remedial algebra in college some 32 years ago? Where were you guys when I needed good explanations back then? Thanks so much for the help. You guys are awesome, made my day. ![]()
Okay, being the newbie I am (only one game...enjoyed it so much I'm ready to sell of my historical miniatures), I've got a question generated by reading the rules that checking the different posts hasn't helped. It regards multiplying damage. From page 179, Core Rules: "When you multiply damage more than once, each multiplier works off the original, unmultiplied damage. So, if you are asked to double the damage twice, the end result is three times the normal damage." Math deficient as I am, this seems a bit confusing. The last time I checked, if I double the number 1 twice it comes out to four not three. Taking the case of 1d6 + 3 stren:
I know I've got to be missing the mechanics in here but I can't seem to grasp it. Anbody got an explanation that would make senes? Sorry for the elementary questions, but a guys gotta learn. |