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JuliusCromwell wrote:
Bladed Dash will be a part of the full attack so you Cast the spell to move 30ft and make an attackMake another attack as part of spell combat make the rest of your attacks as part of full attack action *and* step back with a 5ft step so the enemy needs to follow you if they want to strike back. ![]()
Valandil Ancalime wrote:
I misread the line I was reading, it would in fact take 2 minutes total to take 20 on stealth. ![]()
Standard bard combined with either a Spell Warrior Skald (enchant party's weapons) or a Court Bard (debuff the enemies) will work quite nicely. But if the Inspire Courage is the song of both bards, take a look at some masterpieces. Many are amazing but not quite as good as merely keeping Inspire Courage up... so if one bard Inspires Courage, the other one can perform masterpieces (Canticle of Joy is a particular favorite of mine). ![]()
Going by the rules, it would take about 40 minutes to take 20 on a stealth check (most checks really) and during those 40 minutes you would be *very* obvious what you are doing (as it implies you have gone through all the possible results of your skill checks, including Nat 1) So setting up an ambush with plenty of time to spare would allow you to take 20. If you hear fighting in the next room and start going to hide by taking 20, you better hope nobody comes to check on the noise you will be making for the next 40 minutes before you create yourself the perfect hiding spot. ![]()
That Cetus monster in particular seems very specific. It has a glaring weakness which is probably what accounts for its CR, but if the player characters don't know about the weakness, the monster will be far more powerful than it's supposed to be. Flesh to Stone is a level 6 spell, so a level 11 full spellcaster should have access to it, and I think that with a monster *this specific* there should be some hints along the way that there may or may not be something vulnerable to petrification in the party's future. If the party has no full spellcaster, do they have anyone who can use wands? scrolls? Giving out an unusually specific piece of loot can be a portent of things to come ("So *that's* why we found the Scroll of Stone to Flesh last month"). With a +4 to DC of petrification effects, even badly optimized wizard should have a 50/50 shot of ending that encounter with a single spell, which may be underwhelming, but players employing the full extend of their abilities often can be. Charm Monster would also have a decent chance of working and it would result in a hilarious effect of this extremely powerful creature now escorting the PCs and their ship to safety. Sometimes fighting the massive enemy is the last thing you want to do and a party that goes all gung ho! on everything they see should eventually pay for their recklessness. ![]()
You can't use Slashing Grace and Spell Combat at the same time, so what you can do is run a Elven Curve Blade Magus that ignores spell combat and just unloads two handed Spellstrikes. Either way you will want the Agile enchantment over Slashing Grace. If you absolutely need a magus with dex to damage but don't want the enchantment, then Dervish Dancer is really the best way to get it. Just reflavor your scimitar to be of elven make. ![]()
GotAFarmYet? wrote:
I think you misunderstood my idea... mostly because I have trouble wrapping my head around your explanation. My idea is as such (keeping with the Weapon Focus as initial feat).
By picking Dazzling display, you lock away any other feats that Weapon Focus is a prerequisite for from upgrading for free. So you would still need to take a feat for Weapon Specialization, etc. ![]()
The wizard identifies "Bless" Does the wizard know bless? No, it's not even on their spell list, and yet with good enough spellcraft roll they are able to identify the spell being cast. That is a clear indication that you do not need to be able to cast a spell to know *about* it. Spellcraft to identify spells being cast is affected by the same modifiers as perception, but once that is successful, I would imagine the party's oracle, hearing the wizard shout "they're casting Bless" can also roll their own check (in this situation Knowledge (divine) seems more appropriate as they are not identifying the particular words and gestures being used, but accessing their knowledge) with the same DC to know about the spell. ![]()
High level adventurers are powerful entities in their own right and their souls are worth a fortune in the beyond. Just because your party can cast resurrection doesn't mean the soul is available to return What will the party do if they cast their true resurrection and the spell fails?
Plenty of options ![]()
While I dislike feat tax, I also dislike removing feats generally considered tax. For a few reasons:
Instead I came up with this system (that I haven't had a chance to playtest so it can understandably increase the power of the PCs beyond intended range):
Weapon Focus is a good example, it's a requirement for a plethora of feats and a +1 to hit with one weapon is REALLY BORING for a feat. This would allow you to pick one entire path that Weapon Focus is a prerequisite for at a cost of a single feat. ![]()
Cevah wrote:
for 2, to animate object with the construct crafting rules you are also limited to HD =< CL The Haunting of Harrowstone wrote: Magic-users can create permanent animated objects in one of two ways, either by using the animate objects spell in conjunction with permanency, or by making use of the Craft Construct feat. Using the Craft Construct feat requires the creator to construct or purchase the object he wishes to animate. He must then spend an amount of gold on reagents—to determine the amount, add the animated object’s HD to its CP, and multiple the total by 1,000. The creator must be of a caster level equal to or higher than the animated object’s Hit Dice. By the way, rules for constructs are kind of a mess in PF1, they are in a large amount of different published books and while they don't directly contradict one another, the later books usually add a new layer of complexity or restrictions on top of previous ones. ![]()
The two feats seem like overkill for already feat heavy game like Pathfinder.
so, skill check result (Heal or Craft(of some kind)) x DC (set by DM, I'd go with CR of the creature +5) = value of harvested materials in silver. You could make it gold if the creature is particularly rare or powerful. ![]()
Agile enchantment on Finessable weapons
I really wish I knew about this enchantment at the start of the game I'm currently in. ![]()
Have you watched the Netflix's Sabrina? In a couple episodes she does this whispery chant that is nevertheless heard around her despite being a whisper. That's the cackle of a witch in my party. In fact I looked up the clip in question:
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Bjørn Røyrvik wrote:
Was just going to say the same thing. I'd figure town's purchase limit would be all the money they have available if you pool everyone together. While it might not affect the town's day to day situation, it would likely negatively affect their long term prospects if that money is spent on a protection racket and not growing the town. ![]()
Diego Rossi wrote:
That's why adventurers should quickly make friends with a crafter of magic items... those will buy anything at half price so they can salvage it and already turn a profit before even making their purchase into a new useful item (that they will then sell to the same or different adventurers at even better profit) ![]()
Senko wrote: ...(really wish we had rules for ingame spell research rather than out of game spell balancing)... You mean these? https://aonprd.com/Rules.aspx?Name=Research%20a%20Spell&Category=Downti me%20Activities ![]()
I would imagine the larger question should be, how do you handle Summon spells? Because an Eidolon would follow the same rules. If wizards can summon monsters in combat, a Summoner would be able to call their Eidolon without issue. If wizards *can't* summon monsters in combat, then I think you have a few bigger problems to work out aside from an eidolon. ![]()
While healing HP is great, I think most of the time the average person will seek healing from a disease or poison rather than injury more often. And channel doesn't help there. Remove Disease/Poison spells are also not very simple so even if there is a bunch of clerics roaming around they can easily get their magic access overwhelmed by an outbreak. ![]()
Winter Witch can be fantastic blaster (for a Witch) and a great controller. The issues you will encounter are monster immune to mind affecting effects, and creatures resistant or immune to cold damage. Seems you've gotten the short end of a stick and ended up facing both. Your hex choices are alright, but not at first level. Slumber is save or suck, but you are at a point where the suck hurts you more than anything, so I would save it for a later level once you have the minimum required hexes (Evil Eye, Misfortune, Fortune, Cackle) Prehensile Hair is... well I don't want to say terrible, but it's terrible. Get rid of it if you can. I can't specifically speak about the reign of winter campaign, but it sounds like something a Winter Witch would fit right at home in (remember aside from doing plenty of cold damage, you also gain ever growing resistances to cold so it goes both ways). It definitely sounds like it will be an uphill battle at lower levels. How long is the module supposed to be? As for the Winter Witch. I'd take Evil Eye as first hex. You will have people saying Misfortune is better, and it is, but the difference is that even if Evil Eye is resisted, it still takes effect for a full round and can be recast on the same target unlike many hexes. Then I would go for Fortune and Cackle for third Hex. Between those three you can keep your enemies struggling, your allies knocking it out of the park with fortune as you merely stand behind them cackling ominously. For your spells, Ear Piercing Scream is a good choice as it is sonic damage, something very few things have resistance to, plus it dazes so that's a nice bonus. Shadow Trap is a really good 1st level battlefield control spell, keeping those nasty high damage low will enemies away until you can deal with them safely. Any other spells are a bonus. You will not be the primary damage dealer, not even the secondary one. Your role is to debilitate foes and boost allies, More in the former group than the latter one too so your bard can take care of helping allies while you make the enemies regret they ever decided to face your group. ![]()
ZᴇɴN wrote:
times 2 because as such the items are "slotless" ![]()
Cevah wrote:
Where is it written that no specified action defaults to standard action? ![]()
You are not your own enemy. That being said, that ring. Holy crap I never saw it before. It's ridiculously overpowered. Was the bonus meant to be untyped? Was it meant to specify an action to activate or is it a free action? Because a free action +2 AC and saves that stacks with everything is incredibly overpowered even at 10k... especially at 10k. By the time you have all the typed bonuses maxed out and need to add a little extra 10k is nothing. Considering Ring of Force Shield is only a little bit cheaper but counts as Shield bonus (though it works against all enemies) 10k makes it incredible. ![]()
Get a Skald with enough Bardic Performance to have 16 points
Hustle for 8 hours by spending 8 point of bardic performance without accruing fatigue for hustling. Accrue fatigue for traveling for 8 hours at a normal pace Sit down for 10 minutes, listening to the Lyrakien's performance Continue hustling for another 8 hours with the marching song playing. You have just made the distance it would take an average person 4 days to cross without tiring... in 16 hours. You can still take an 8 hour rest and recharge before next day of marching. ![]()
Yes, there are rules for moving Capital. they are "You tell DM you want your capital in city X instead of city Y, the DM tells you how long it will take and whether it will cost you anything extra" You are in a deep realm of DM calls and house rules. What you are asking for doesn't exist, perhaps a house rules forum would be a better bet, especially if you have some ideas to present. Using Capital Mechanics interchangeably with BP and wealth rules is actually supported by the rules. 1 BP = 4000gp and each Capital also has its own value, you just do the required math. ![]()
You're thinking micro, the Kingdom Builder rules are very much macro. If you want the kingdom micromanaged that's perfectly fine, but the rules themselves allow for a great room for the DM to zoom in and out as necessary. Mine 10 Hexes away? Roll on the event table, see what happens. Tell players this might be a risky endeavor, ask them how they want to secure the transport. The "cost" to transport the goods is already included in the BP total, but any risk that may be associated with it is not. Maybe a monster made a lair at the mine spot between the discovery and transport of resources and if not escorted, the workers will be eaten at their destination?
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Interesting, I don't think the rules cover such a thing (Downtime rules speak of transporting Capital, but Kingdom rules assume your BP is available to you anywhere in the kingdom) If you want to transport BP somewhere else *within the kingdom* I'd say it just gets there. If you want to transport BP somewhere outside of the kingdom to create a satellite settlement? I think I would use trade rules to see if the initial route is successfully established and all BP made it to destination. ![]()
Yes, but unless you're planning to earn gold with sale of your craft, that difference is meaningless. You can say your character paints masterpieces in their spare time and never sells them and that is mechanically 100% acceptable. This happens often in my group with perform skills. A character has talent in song but not many ranks in it. Unless they are trying to perform in front of an audience we don't bother rolling to check "how well they sing". We just know they're a good singer who may have problems with stage fright.
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