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I am building a ratfolk alchemist for an upcoming AP, I am going to be specializing in bombs, however I can't make up my mind on whether to take one of the above archetypes. I like the idea of being able to dish out cures without having to take the infusion discovery, however as bombs are my bread and butter, i like the extra damage from mindchemist.. Thoughts?
Hi! I need advice on how you handle purchasing magic items. If I am reading the rules correctly, in a metropolis, the highest value of purchasable item is 16000g. This seems reasonable for lower levels, however it seems to pose difficulties in keeping up with things like DR etc. higher levels. For instance, I am playing in one game, where we are fighting a lot of evil outsiders, many of which have DR/good. Not having a paladin, we are struggling to get through these encounters. A +1 holy weapon being an equivalent +3 is beyond what can be purchased and therefore unavailable so how does one deal with that? Same goes for any amulet of mighty fists beyond +1. In other campaigns whether I play or run it, it seems that crafting becomes mandatory to allow for better magic items. Is that the only way? Has anyone tried or had success with scalable magic purchase limits. for instance doubling the values when PCs attain level 10? Thanks for any help!
How specific do you have to be when stating the conditions of a ready? Example: An archer readies to fire an arrow at a cleric when he/she casts a spell. The cleric then chooses to channel negative energy. As channeling is not a spell, I would guess that the readied condition has not been met. Example: An archer readies to fire an arrow at a cleric when he/she uses any divine power. This would be a catch all for channeling, spell-casting, domain powers. Is the above example allowable? Or should the readying PC be very specific?
Hi, Reason I am asking, is I was thinking about creating one for an upcoming game, having the character similar to the little girl in the game Jade Empire (a girl possessed by an Oriental Celestial/Demon) Problem is, synthesist summoners seem almost too good. I don't want to derail the game by having a dominant character and outshining the party too much. Basing the creation on 20 point buy, I ended up with HP in the low 20's decent to hit and excellent damage, and thats at level 1... skimming through an advancement it seems to get even more ridiculous. Without having to intentionally de-optimize my character, are there any weaknesses with a synthesist? (my other option is a ninja/vivisectionist who REALLY likes poison)
I am playing/GMing AP's like its going out of style, I want to create my own material, but want to get to know the world better. I was gifted a copy of the Inner Sea Primer, and it is a great book. I am looking for more resources to learn more about the world, as I think the setting kicks it. There seems to be a ton of other books and such, are there any that deal with say, more info about the ages and history? Like what is the starstone about? Or... that Eye of Abendego, what's that all about? Spawn of Rovagug? that can't be good! What is east of say...Galt? Worldwound? Whaa? So my brain is trying to learn lots about this nifty place steeped in conflict and wizard-kings, but I do not know where to look. Any suggestions on where to go from the Inner Sea Primer? Thanks!
Hi, I am thinking about getting the beginner box to play with a 9 and 7 year old (I want them to understand why I disappear every Sunday for 8 hours). Is 7 too young to get started? Or, is this a simplified version of the rules that can easily be grasped. Also, if simplified, to what extent are they? For example, AoO's are they present? I just am curious as to how much rule depth am I required to go into. I don't want to catch heat from their mom because the youngest cried for an hour after I smushed him for drinking a potion in combat! And while I am here, I keep reading about the solo adventure. Is this something I can lead the lads through individually? Or is it for them to sit down by themselves and hammer through? Thanks!
Hi! I have a very consistent gaming group and we play once a week religiously. I am keenly interested in the Organized Play aspect. Am I reading correctly, that I can run Organized Play sessions as "private" home games, and my players are free to take their characters to public events also? Thanks for any responses.
I see across the boards things like a barbarian should take a 1 level dip into Oracle with Lame curse as at 5th level you become immune to fatigue: Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition. So the interpretation is character levels not class levels. A Fighter's armor training states: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. Would this mean that it means character level also? I am just a bit confused as to how you know when its class levels or character levels.
Hi, We have just finished the first AP nicely converted to PF Rules. Our group was wondering if anyone else has found the loot to be lacking. We have tallied up all treasure and puts our total wealth somewhere around 2000gp short for 4th level. (using old 3.5 wealth by level) We did miss a little bit of treasure, however, the amount still seems low. Did we miss something? Or is this path meant to be low treasure? Great AP so far, but I am starting to regret spending my GPs on gold-plating my armor..(Abadar Rocks!)
Ok so, I have a lvl 7 Life Oracle, am the party healbot, even managed to get that achievement feat for maximized healing. Now, I am bored... if the party needs a heal, I have something to do, if not I twiddle my thumbs and wait. I have decided one more level in Oracle then I am going to do something else. Good stats are decent dex and cha. What would be a good change of pace? I don't really want to be a caster, and was perhaps looking at barbarian/Rage Seer... anyone tried this? Is it viable? any other class suggestions? Thanks!
Hello, My friends and I are playing this path and are having issues. We have completed the first 2 chapters and are struggling with interest. Our GM is also convinced that this AP seems kinda boring. We seem to be struggling with no apparent overlying story, and it seems like we are just exploring hoping for a mini quest or something. Our other issue is the Kingdom building. We spent a good session building up our uber kingdom, we have overwhelming loyalty our treasury is overflowing and we can't seem to find any point to even dealing with the kingdom building. It feels like we are doing something wrong to have what seems like a "maxed out" kingdom at level 7 Are we doing something wrong in playing this AP? |