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![]() One thing I've been thinking about is: with the move towards PF2nd, will there be some sort of compendia, collecting the various rules tidbits and archetypes and what-have-you that are scattered across a myriad of adventure paths and companion books? Yes it might diminish the perceived value of those books, but as a send-off to PF1e and those who intend to keep playing it, it would be nice to have all of that disparate content collected in one place (or one place per topic). Especially since not everyone have the ability to purchase every single splatbook. ![]()
![]() Are there any 3PP adventures where gestalt rules are assumed? In the game I'm currently running I'm using it as a central theme. So far to great effect. I'm pretty pleased with the setup and concept of the thing. Enough to consider making it into an actual published (self or other) adventure myself. So I was wondering if there were already existing adventures to look at. (Who would you even credit the gestalt variant to?) Maybe it's a shot in the dark, I don't know. (Edit: I didn't know where to put this thread, so I went with General Discussion) Edit 2: Seems Gestalt originated in Unearthed Arcana. So technically owned by WotC. Not sure how the legalities work there. ![]()
![]() So goblins are officially part of the core races now. I've had goblin characters before. So that in itself isn't a huge deal. But I'm wondering, Pathfinder goblins have a pretty big setback as player characters, their fear of words and books. Is that going to be removed in PF2nd? That would be a bit sad, because the goblins' absurd ideas about words are endearingly silly. ![]()
![]() I'm playing a psychic in one of our ongoing campaigns, and I recently decided to learn the Apport Object spell. I also picked up a bandolier in order to have ready access to potions to use with the spell. Here's where I have a slight interpretation problem with the spell. The spell's range and target criteria states touch and one touched object, respectively. In my mind, that means I could touch a potion in the bandolier and send it away without necessarily taking it out. The spell description states "an object held in your hands", though. Meaning I would have to spend a move to take the potion out, and then send it, rather than just send it with a single standard action. Both interpretations seem equally valid to me. ![]()
![]() I have a player that's rolling a Kineticist for our upcoming game, and that opened up the question whether or not the Kineticist's attacks would apply to the "magic" section of the crit/fumble decks. I tried doing some searching on the matter and found discussions about the Kineticists being able to crit with their blasts, but the discussions were framed around just being able to crit, period. Initially I was working with the assumption that the line "All damage from a kinetic blast is treated as magic for the purpose of bypassing
The fumble cards magic effects I still would argue apply, since the blast is an (Sp) effect. But if anyone got a more definitive ruling on it I'd be glad to hear it. ![]()
![]() Not sure where to post this, so I put it in general discussions. Is there a monster, somewhere, that has metallic feathers? I can't think of one. I'm gonna see if I can find one, but just in case anybody knows off-hand I made this post. If there isn't one, I could just conjure one up as GM, but it'd be more fun if it's actually one that exists in the books. ![]()
![]() I made a search on the forums, trying to find my specific question, but realized it'd be a needle/haystack situation, so I'll just pose my question instead. A player looking to play a monk is aiming for getting an Amulet of Mighty Fists down the road. Having read up on the item, my interpretation of it is that while it can grant special abilities in place of pure enhancement bonuses, this is something decided at the time of creation. So if you find a AoMF +2, you're stuck with the +2 enhancement and can't switch around the bonuses on the fly to make it, say, +1 Agile instead. Am I correct in this interpretation? ![]()
![]() I'm rolling up a Psychic for an upcoming campaign, and while I like where the character is going, he's going to be utterly useless in combat. Then I noticed the Lv 0 spell Telekinetic Projectile in the spell list. Reading the spell description in UM, the description doesn't say whether or not you have to be holding the object you're throwing. I'd assume not, since that'd be kinda silly, but I wanted to check here. It would seem that you can throw any applicable object that is with the range of the spell. At least that's how I'd interpret it. My plan was to carry bags of caltrops and when combat starts, throw them out and use them as ammunition for the spell. ![]()
![]() Since my current character is extremely likely to die I've statted up a new one. Thing is, it's a Strix and thus has natural flight, so I've been brushing up on the rules for flight. Got pretty much all I need covered, except one thing. The rules do not say anything, as far as I can tell, about taking flight.
Did a search, found nothing about it. So, anyone knowledgable on it? To use an example. I took the feat "Death From Above" to get +5 instead of +2 when charging and attacking from above. Since my flight speed is 50ft (taking armor into account) what I would do is state that I ascend during 2/3 of the movement (to avoid having to roll a flight check to ascend) and descend (if necessary) for the remaining 1/3, then attack, and thus get the +5 from the feat. The question is if I can take flight from a standing position or in midstep. (midstep take-off would involve mixing speeds, further complicating things though... ) ![]()
![]() I'm making a lv 20 oracle npc for my game and I noticed something.
I think it's equally possible that they work together, as it's possible that they don't. What do you guys think? Edit: Or maybe you would just roll both miss chances separately. ![]()
![]() I'm making an investigator rogue for a campaign we're about to start playing and was checking out some different equipment and remembered Blade Boot and Switchblade Knife from the Adventurers Vault. Both seemed to be very good backup weapons for a rogue to me (at least makes more sense for a rogue to carry hidden blades than a straight up fighter) but they are listed as martial weapons (thought light ones). Meaning my rogue can't use them that well. Sure, I could spend a feat to get the proficiency, but it seems to me that they would likely be an exception for the rogue, like rapier or short sword. The AV was also written after the Core book so it makes sense that it's not among those. But I'd prefer something more conclusive than what would essentially be cherrypicking before going with it and maybe have better attack modifiers than I should, My DM and I kinda agree that it'd make more sense for a rogue to use them than most other classes (an exception being the bard). I've searched the boards and looked in the erratas and can't find something to either support or dismiss this, so what do you guys think/know? ![]()
![]() So, a while back we finished our campaign and have been playing another game in the meantime, me being a player and one of the player running that game. Now, I'm starting to want to get back to being DM and have started to plan out how to continue. Which will be interesting since the alchemist got a fistfull of Disintegrate in the gut and, well, disintigrated. Then got reincarnated as a badger... Anyway. I've been flipping through the pages of Classic Treasures Revisited and though I'm not particularly fond of Vorpal weapons, that chapter did give me an idea, and I'd like some opinions and thoughts on it. The idea is this, there's an npc who is in possession of a specific Vorpal bastard sword. It is not an ordinary Vorpal sword however. The sword is in fact cursed or tainted. It might have been a 'regular' Vorpal sword once. Now, not so much. It effectively renders its wearer immortal. A normally killing blow will kill the bearer, temporarily (even beheadings are included here). The only way for the wearer to die is to behead another warrior (any random person doesn't cut it. It must be a challenge). This is where stuff gets complicated. The bearer dies and fades away, and the defeated warrior becomes the new bearer, and as such, becomes immortal. Rince, repeat. (How the head is reattached is up to speculation) The new owner will now realize more about the sword. Not only does it make you immortal, it also imposes some memories and knowledge from earlier owners. Not clear enough to give the bearer some added benefit, but enough to see the effects of immortality, almost purely negative. In effect, the sword drives its owner to pursue and kill 'worthy' opponents. The sword does not bestow anything else than immortality, the memories and the original magical effects of the sword (not decided yet but it'll be around +3 Vorpal). The owner does not gain proficiency with the weapon, nor can it change form or size, and should it get lost the owner will be magically drawn to its location, and anyone else wielding it will suffer ill effects from it (not decided exactly how yet). So the idea is that the group will run into the current owner of the sword (I've yet to stat him up) and he will find one of them to be acceptable, and then pursue them as the adventure goes along. This npc/sword will not be the main focus of the adventure, but rather an extra element. Of course, if he succeeds, the group will have an enitrely different problem on their hands. I've been thinking about if there should be some other way to counter the sword. Maybe a sibling sword or some ritual to rid the taint. But I've yet to decide on something. So, what do you think? ![]()
![]() Were about to start up a new campaign soon and I asked my players if they were up for rolling character "old-school", i.e. rolling 3d6 (no rerolling) for each stat. They like the idea so it looks like were going to do that. So now I need to get a set of ability requirements for the classes. I could just lift the number from AD&D for the most part which would be: Fighter: Str 9
Now these doesn't cover all of the classes. Barbarian, Druid, Sorcerer, Monk and the APG classes are missing. So I'm wondering, how would you guys go about this, and would you keep the numbers from AD&D as is or alter them somewhat for Pathfinder use? Would you include the racial restrictions too? ![]()
![]() One of my players play a Druid and wants to move into the Warshaper prestige class from 3.5's Complete Warrior. Now I read the class and while it only has 5 levels it's extremely potent. Almost to the point where I find it a bit overpowered. So I decided that if he's to take the class I'd make some changes to it, so that it fits better with the Pathfinder prestige classes, at least somewhat. So here's the changes I made Morphic Immunities: Immunity to crit and stun is exchanged with immunity to sneak damage and vital strikes. Morphic Healing: Added a limit of uses/day. The amount is ½ character level + con mod. Instead of a Concentration check the character makes a Fort save against the damage + 5. Only successful saves count towards the daily amount. The 1st, 3rd and 5th Warshaper level adds to caster level & spells, plus counts as druid levels for animal companion increases. The other abilities are left unchanged. What do you guys think? ![]()
![]() I wanted to start this thread earlier but life steps in and take time away sometimes. Anyway, I thought it'd be fun with yet another thread for sharing stories, but stories about awesome deeds ingame. So, have you ever had something really awesome happen, made a really spectacular kill or something that could just be described as awesome? Write about it here! I guess I'll start the thread off with the event which gave birth to the idea. My players were fighting a golem of my own creation. It turned out to be a very tough fight, as they had to literally grind his hp down to zero. They realized about halfway that they could break his armor instead and reveal his core (golems have cores in my world). So they hack away, and after a while half of the group focus on the armor and things trudge along. The golem breaks the bridge they stand on after knocking the paladin off the bridge, taking the cleric with him in the fall. The combat continues, and after a while the alchemist is also on the bottom floor and the golem is, unbeknownst to the group, down to 1 hp. It's the alchemists turn and he is out of throwing weapons. He loosk about, the floor is littered with dead kobolds (just recently killed by the golem). The alchemists player thinks for a little while and then states "I throw a kobold at the golem!" The alchemist does have the Throw Anything feat so I rule that the damage is 1d6, given the size of the creature, being thrown and considering it does indeed still have some armor and equipment on. So the player rolls, hits and does damage, and he rolls 6. thereby bypassing the 5 damage reduction and inflicting exactly 1 hp damage and thus killing the golem. He killed the golem, with a thrown kobold! Let's just say the mood in the room became quite intense. =) ![]()
![]() I'm usually creating my own monsters for my more important encounters (I almost never throw in a monster completely 'as is') and the Monster Creation chapter in the Bestiary have been very useful for this. But there's one thing that isn't mentioned anywhere, at least not that I can find. Natural Armor. How do you decide how much natural armor a monster should have? There's nothing stating how that should be calculated. But, there is a monster feat which increases natural armor slightly, and a prerequisite is of course that they have natural armor. I suppose I could just go with my gut on it, seeing as to how long I've been modding and creating monsters. But when you're creating a monster completely from scratch, and it's supposed to have natural armor I'd prefer that the numbers for it where there. What I've done now is simply add the creatures highest save as the natural armor bonus. So, is there an official way to calculate this and it was merely overlooked, or will I have to think up my own way of doing it? Using the highest save might work, but I haven't tested it on my players yet, so I'd call it a makeshift solution at best right now. ![]()
![]() I'm stating up a Minotaur for my next PF session. In the previous session my players passed through a talking door down into a dungeon, and subsequently ran into a minotaur who crashed through the wall attacking them, and that's where we stopped. (If you're one of my players and recognize this scenario, don't read further) So, what I'm doing is adding Barbarian levels to my minotaur, hoping to add some flavour to him. And so far it's going fine, but there's just one thing I'm a bit confuddled about. The minotaurs Natural Cunning essentially grants them the same bonus (if not a better one) that Uncanny Dodge does. So I started wondering if the minotaur wouldn't get Improved Uncanny Dodge then, seeing as to how the minotaur already has it, sort of. Even though it 'technically' doesn't have the feat. So I'm thinking of giving it the Improved feat. What do you guys think? ![]()
![]() This'll pretty much be my first post on these boards, so hi. Anyhoo. I've recently begun gamemastering a group in Pathfinder, and we're having lot's of fun. In a recent game session my players ran into an encounter I had planned ahead for, and really wanted to see how they'd respond to it. The encounter went pretty well, and the players told me they really enjoyed the encounter, so I thought I'd share it with you guys. For this I used undeads and it was aimed at lv2 characters. Zombie Ogre & Fence Room So this'll make more sense here's a plan for the room. http://i79.photobucket.com/albums/j135/mr_norris/roomplan.jpg The players enter from the smaller door, which locks behind them (in my adventure the dungeon was partially steampowered, but magic works just as well). The first thing they see is two rows of floor panels, three on each row. Adjust the amount of panels depending on the size of your party, there should be two rows and at one more panel than there are characters (my players had an npc following them). In a corner there's a barrel wbhich is full of thick flammable oil. In the other end of the room there's a staircase which leads up to a large wooden door. It is however blocked by an iron portcullis. On each side of the stair there's a statue, each reaching out a hand. The statues have some text each, written in draconic. One reads "I am two", the other one "We are one". The players first instinct is probably to investigate the panels. The panels doesn't react to only one weight at a time, they need to be pressed down by the combined weight of the characters and the barrel (each character standing on one panel and the barrel placed on the last one). When they do this a large iron portcullis falls down from the ceiling along the blue line on the picture, dividing the players. On the shorter side the wall begins to crumble revealing a space behind the wall where a skeleton champion and two skeletons where waiting in ambush (the skeleton champion also carries a cursed amulet) The players on the other side will have trouble reaching through the holes in the portcullis and while they can attack through the holes, it's difficult unless they have a projectile weapon. Hopefully the players on the other side realize there's something about the statues and investigate them, which will show that the statues arms have a mechanism inside them. They will also need to be activated simultaneously. Here the players can either be on one side each and pull, or, use a rope with a grappling hook on each end which they should find long before entering the room (just enough a long time ago so they are still aware that they have it, but might overlook it) When they pull these levers two more portcullises fall down along the green lines, further dividing them (if they didn't use the double grappling hook). This will also cause the portcullis blocking the large door to be lifted, but through the door a zombie ogre will burst through, completely obliterating the wooden door (for dramatic effect) The ogre will have the ability to break through the portcullises (even if the rules states otherwise. this is to throw a bone to the players if they are completely divided). What the players need to do is defeat the monsters (if they have an easy time with the skeletons, have the skeleton champion summon more skeletonsm, two at a time. i did this once) and push the statues arms back to the upright position. If they used the grappling hook solution (or something similar they thought of themselves) the grappling hook is stuck under the portcullis, but they can reach the statues arm through the holes in the portcullis and push it up with a moderate strength check. Pushing one of them up lifts the portcullis on that side, and the second arm to be pushed up brings the first portcullis up as well. However, if the ogre ripped through/broke/smashed one, or more portcullises, those portcullises mechanisms are botched and the portcullises are stuck and can't be lifted again. However, the ogres breaking them will leave a hole in the portcullises that players can squeeze though, or walk through depending on how big you describe the hole. The cursed amulet that the skeleton champion carries is still in play in my game so PM me if you want the specifics. Hopefully your players will enjoy this encounter as much as mine did :) |