Maybe it's just me. Maybe I just don't completely understand the new system, but this just seems like basically nothing more than the shady microtransactions stuffed in so many video games these days except for TTRPG's to me. It even seems to have the whole buy our gold to use for purchases included of various amounts. I thought WOTC's old CEO tried or had plans to implement something of this sort for D&D that crashed and burned.
So, my group has never had anyone play an inquisitor yet until now. We are just starting a new campaign with my taking the DM seat and I have a player with an inquisitor. I always like to keep a copy of the character sheets so I have something to reference when planning out things in advance and like to put them into Hero Lab. When I put in the inquisitor it shows that a specific element needs to be chosen in advance. Reading the ability though gives me the impression that the specific element can be selected each time the judgment is used. Can anyone clarify exactly how this works so there is no question in my mind come tomorrow night? Thanks.
Isn't the fact that they go from being only able to cast a single magic missile to stopping time itself or creating an entirely new plane of existence proof enough that they have become a more efficient spellcaster? We'll, that and the increased number of spells a day they get? I guess put me down in the group thinking this a really bad idea. Sorry.
Malwing wrote:
Wow dude, you need to relax there before you stroke out thinking about rangers....lol
Prux wrote:
To each their own opinion, but I would completely disagree with your points about these cards. If they had posted everything on the back of these cards they would not be worth the cost of printing them. The idea of these type of cards is that they are reusable and not intended JUST for running the Shattered Star AP. Not printing a specific name and item information on these cards lets you combine every other deck they have put out into a massive library of item cards for any game you might be playing, adventure path, module, or just a complete homebrew. If they tried to make a deck with every item you would get in an adventure path the cost of those item cards alone would rise well above the cost of the AP itself. My group makes extensive use of this deck and all of the rest of the item card decks and find that they work extremely well with a blank back. Having a generic card that we can use for whatever might happen in our game instead of buying a card that is good for only a 1-time use is much more useful and versatile. Pick up a cheap mini post-it note pad, write the stats and name on the note and stick it to the back of these cards and you can reuse them endlessly for anything and everything you need. As for them being generic, the cards they include in these decks ARE generally the major items in the adventure paths. They may not put the name of the item on the card, but from owning all the cards and almost all the adventure paths I can tell you from seeing them with my own eyes that they are for the most part the same thing.
Heaggles wrote: well I do think that they need more skills as class skills, fighter has almost none, same as sorcerers. Skill points I don't think they need more of. yes the figher is a trained solder but why would you train a solder with anything more the basics of what you need them for. If you need a scout you train a scout, if you need a leader you train a leader, if you need a medic you train a medic. But why would you train a medic, scout, and a leader for a unit? There should be a arctype for scout that gives them the right skill sets. But a gen fighter is a solder, not anything more. From statements like this I have to assume you have never served in the military. It's been almost 20 years now but I served for 9 years as a medic and let me tell you from my experience that they don't just teach you one single thing and figure that's enough. They DO teach basic medical skills to everyone, they DO constantly try to encourage and develop leadership skills in soldiers (at least good units do), they do teach basic combat skills to everyone, etc... Training doesn't stop upon completely basic training, training NEVER stops as long as you are in the service. They don't just rely on one person to spot ambushes or to lead. Heaggles wrote: If you need a scout you train a scout, if you need a leader you train a leader, if you need a medic you train a medic. But why would you train a medic, scout, and a leader for a unit? You said if you need a medic you train a medic. I was a medic and I was trained as a medic, but I was ALSO trained as a leader, and I was trained to operate tactically amongst many, many other things. To think that they are going to train someone just enough to stand there like a moron and poke things is shortsighted and naive.
Komoda wrote:
That's a neat idea with the survival check to see what their camp site ends up like. If I can ask just what sort of terrain pieces do you give them, do you use terrain pieces similar to something like what is used in warhammer fantasy?
So, from what I read here it looks like most people consider level+20 as a good, but not the best ac per level. I was curious, where is this number coming from? I'm thinking my character needs higher ac and was wondering on the method to determine this is what number to shoot for to end up with a decent armor class at my level (level 9).
I was wondering if there was some sort of issue with the Gamemastery Guides covers warping? I have now bought two of them and had both copies warp on me. This last one I noticed the warping only two days after picking it up. I don't have this problem with any other of my books I have and store them all the exact same way. Thanks for any help you can offer.
Are the miniatures from the Paizo kickstarter going to be offered for sale separately ever? I really have no interest in any online game so didn't get into the kickstarter, Paizo already gets plenty of my cash anyway, but would like to pick up some of the repaints if possible. Is there going to be a chance or I'm I gonna have to try the second hand markets to have any chance of getting any of them? Thanks
I was wondering what exactly I would need to do to exchange a mini I recieved damaged? I ordered a Pathfinder Battles prepainted mini of Vale Temros the other day that I got in with one of the feet not attached to the base I would like to exchange. What exactly do I need to do to go about swapping him out? Thanks.
I don't know what is with the picture of this miniature not showing the sword in the characters right hand, but it looks odd. I swear I've seen other pictures of this figure with two weapons, and the artwork of him has him with two. Is there a better or more updated picture of this figure somewhere that can replace this one to show him with both weapons if he has them? I know I have put off buying this figure simply due to it looking odd in the preview picture and I would bet I'm probably not alone.
I think the title line says it all pretty much. Are there any plans for doing prepainted miniature sets for any of the older adventure paths? I know the ROTRL set was for the anniversary of the original AP, but with some of the older iconic creatures and npcs in some of the old adventures I think there would be some very valid choices that could be made from them such as the Stag Lord from Kingmaker. Heck, thinking about it there are some good options for prepainted minis just from some of the older single shot adventures alone, without even looking at the APs.
Wow, I'm surprised no brought up the whole "kill him and take his stuff" routine yet. Not a plan to really bring about group cohesion though. Although, bringing a cleric of Lamashtu into a party with a Paladin, it just might be appropriate to just modify that old saying to "smite him like a red headed stepchild and burn his tainted gear with a ten foot pole." Seriously though I don't see how a Paladin of imodae is expected to buddy up with a cleric of lamastu with how different they are. Sounds like it would be a good idea to talk to them out of character about making a new character.
This may be the wrong forum to ask this question, if so I apologize. I am preparing for a new campaign I am going to be running as soon as my group is done with our current game and have been trying to find any adventures that involves a cult/organization spreading disease/plague or some type of curse through the population that I could use to get some inspiration from to begin this new game. I know I have seen some in the past, but have scoured my collection, brain, and tried looking online but cant seem to find what I am looking for. I was hoping the good folks of this forum might be able to point me towards something or give me some advice on such adventures. Thanks
Wow, seriously from the way you described it your player has some serious patience with you. It sounds like you've been just brutal to him in your game. Like mentioned above in the thread you need to give this guy some chances to shine without slapping him back down at the same time with horrible outcomes elsewhere. Let this guy have his shining knight in the sun moment. A chance to redeem his son sounds like a good place to start. Even if his son was executed for his crimes wouldn't it be better to go out redeemed from his path of evil? Depending on the structure of your world, what about a way to redeem his son and earn a pardon for the sons crimes by the king through service to the crown? Maybe redeem the son and have him throw himself on the mercy of the court/crown to be charged with a suicidal mission against a great evil in defense of those he once wronged. With your players help, maybe he can succeed, but even if he dies I would still see it as a better outcome than have to slay his own son or see him executed.
So the question came up in our weekly game about just how Rapid Shot & Manyshot interact when used at the same time. I play a 7th level ranger in our game with both Rapid Shot and Manyshot, and thought that upon reaching level 7 and gaining two attacks per round that they would fire 5 arrows per round. I know I have even seen a thread somewhere around here on the forums talking about this exact question, but for the life of me I can't find that thread anywhere. Another player however when I went to attack on my round thought it only granted four arrows per round rather than five. So I know there are some very knowledgeable people on the forums here I hoped I could ask for some help figuring out what is the right way and how exactly does it break down? My understanding of how it works is:
With Manyshot there is 1 extra arrow fired along with the first attack that either hits or misses the same way as the 1st arrow. Rapid shot then grants a 3rd arrow fired along with the first attack that is rolled separately to hit causing a -2 to hit penalty on each attack that round.
So, in my group I seem to usually be able to answer most rules questions that come up during our games but this last one I admit I was somewhat stumped. Our groups Paladin was given a chance to adjust his character a bit and decided to switch from going with the weapon bond to the bonded mount instead. I know the ability description talks about how they level up as a druids animal companion, but also specifically talks about them being mounts. Our Paladin mentioned that they wanted to take a tiger as his bonded mount, and use it more as an animal companion but the question was raised that the tiger isn't really a mount and we did not know if that was actually a possible choice. Reading the section on Paladin mounts again, it really doesn't give much of a list on possible animals for mounts other than to talk a bit about warhorse, riding boars, and riding dogs. So my question since I've been asked to look it over was just what animals are fair game for a Paladin bounded mount? Is there something I'm missing listing more info on this? Any help is most welcome.
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