Melissa Litwin's page

Goblin Squad Member. Organized Play Member. 457 posts (462 including aliases). 2 reviews. No lists. No wishlists. 12 Organized Play characters.




I've noticed a trend in all the Adventure Paths I've played, which is that low-level and very high-level PCs simply cannot buy items easily. I've played Kingmaker, am in the final book of Carrion Crown, am in the middle of Jade Regent, and am running Skull and Shackles.

Basically, there is something in each early module and late module that makes buying very difficult. This is a problem- gold is basically a second XP track and tied firmly to PC power. A 3rd level PC with 2nd level gear is simply not as powerful as they are "supposed to be" and the module assumes they are. The majority of the PC deaths I've seen happen at 4th-8th level; that's because magic gear becomes much more important at those levels but it's still before teleport comes into play.

Yes, GMs can and should tweak treasure to match the PCs' needs better (a scimitar fighter might find a scimitar instead of the written longsword, for example). But that is effort, and sometimes basic items are simply unavailable for long stretches. Stat items, cloaks of resistance, metamagic rods, magical weapons ... all critical to PC success, and sometimes very hard to come by.

This is also a problem at the high levels (14+). In both Kingmaker and Carrion Crown, something prevents the party from buying gear with the gold they get. At this moment, our newly 15th level party is 50,000gp to 100,000gp behind per PC on suggested gear levels for 15th level PCs, and that's after we've crafted a fair bit and saved giant piles of cash doing so. We're struggling because of it.

Kingmaker:
You have to go to a demi-plane and do stuff. It is technically possible, though highly discouraged, to leave the demi-plane and go shopping and then come back.

Carrion Crown:
You're in the middle of a bunch of teleport traps and quite far from any city. It's apparently too far even for a spell like mass phantom steed to get you there and back in a day.

So please Paizo, when you write APs, think about how the PCs can buy gear. Make sure that in each adventure, there is at least one easy way to get to Ye Olde Magick Shoppe and buy necessary items. Levels 9-13 work out because teleport fixes that problem, and I understand wanting to take tactical teleports away from the PCs at high levels, but make sure to provide a way to power up gear.

1/5

2 people marked this as FAQ candidate. Answered in the FAQ.

I just played a module. On the record sheet is a Ring of Protection +1, but the listed cost is only 1,000gp instead of the 2,000gp that it should be. Can I buy this ring for only 1,000gp or should I wave it off as an obvious error and buy the ring for 2,000gp?

An official response would be appreciated, or someone pointing me toward official guidelines/rules.

Module name:
You Only Die Twice

1/5

As I was auditing my character to make sure everything was ready for GenCon, I realized I was missing a scenario chronicle. I ran the special Blood Under Absalom last year at GenCon but either never received the chronicle or lost it. Either is entirely possible. What should I do about it, and would it be possible to receive a replacement chronicle at the convention?

Thanks.


There are 6 PCs, so it's somewhat of a large group.

Qualish: male gnome synthesist, swab
Neris: female half elf sea witch, swab
Shouto: male ratkin monk, swab
Akodo Imaru: male tengu eagle shaman, swab
Yule: male vanara sorcerer wordcaster, cook
Mrrrwrrl (but call him Jack): male catfolk fighter/bard, rigger

We've only had one session so far.

Intro:
The PCs woke up in the hold and quickly discovered their gear was missing. After Master Scourge rousted them into the eye-piercing light of day, Captain Barnabas welcomed to the crew and turned them over to Plugg for testing. Jack easily scaled the mast and earned himself a rigger position. When Plugg asked who could cook, Yule made the mistake of mentioning that he could light a fire and boil water. With no abilities at cooking or Survival, Yule has had a rough couple of days.

Day 1:
A celebration of the new crewmembers required Yule to butcher a pig and then cook it, as Fishguts drank himself into unconsciousness. He managed to pull it off (lucky dice rolls!) and went to sleep exhausted. The keelhauling of Magpie had a temporary sobering effect, but the new pirates soon shook that off and celebrated all the harder in the face of death. Jack decided to join a pirate drinking game and drank himself unconscious, but managed to earn some respect by being the second-to-last person to pass out. Even though he didn't win, he did better than a landlubber was expected to.

Day 2:
Shouto showed the belligerent pirates why you don't mess with a monk. When he was attacked, he kneecapped two different attackers without a scratch, which intimidated the remainder into backing off. Fishguts barely managed to hand Yule a fishing pole before passing out again. Although he caught a decent number of fish, Yule burned them all when trying to cook them. Jack, still feeling a bit delicate from the previous night, tried unsuccessfully to dump his rum ration. He took six lashes and fell unconscious.

Day 3:
Fishguts continued his epic binge. He pointed Yule at the leftover fish and spent the day nursing his bottle. Yule, to the surprise of everyone, produced a delicious, lightly salted fish meal for everyone. He was roundly toasted that night.

Day 4:
Fishguts finally sobered up. Yule arrived to a command to gather turtles for a dinner that Fishguts would cook. Unfortunately, the turtles didn't bite, and although Fishguts was able to cook there just wasn't anything to cook with. It was also redeem gear day. Everyone independently decided to visit Grok and try to get their gear back. Although Jack considers himself quite the lady's man, Grok was unimpressed and sent him packing. It took Akodo's silver tongue to convince Grok to give them their gear back, and not a moment too soon. Master Plugg ordered the PCs into the bilge to deal with whatever had bit Scrimshaw, which they did handily. Qualish noticed later in the day that his bite was getting red and swollen, but says he'll deal with that later ...

All during this time, the PCs have been making friends with the crew. They've turned about half the crew to their side, but there's definitely a clique forming around Master Plugg and Master Scourge as well. They fear and dislike Plugg and Scourge, but don't hate them yet.


NOTE: I'm a player in this, not the GM, so please avoid spoilers if at all possible!

My party just hit level 10 in Carrion Crown and we're about to start book 4 (just finished off werewolves). We had five players, but due to a time conflict just dropped down to four (with a cohort who gets 1/2 share). The mod seems awfully low treasure, even for a campaign designed for four players, and my GM is pretty much running treasure as written. He does side missions sometimes, but they tend to be much more RP/character development than whack-a-monster/get loot.

I've done out the math, and we are in fact severely under treasure by the WBL guidelines in treasure acquired. We have a lot of crafters and are using the "crafting while doing other stuff" rules to the hilt, which means we're not actually super behind, but I'm still very concerned. Carrion Crown is a hard adventure, and being under-treasured means that we're not as powerful as we should be to handle very challenging situations. Crafting is slow and we could very well come to a time when it's not possible. Are we just missing something, or is Carrion Crown a low-treasure adventure?


"Stubborn (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails."

1) It costs 1 RP for +2 on saves versus very common, very powerful effects. This aspect is about on par with Plagueborn (+2 vs. disease, ingested poison, sicken, and nauseate) and should be the whole of the ability for 1 RP.

2) It's two abilities for the very low cost of one. It really should be just the save bonuses, with the Slippery Mind aspect being a 1-2 RP cost ability with Stubborn as a pre-req. As it is, it's an extremely cheap way for a race to gain a level 10 class ability.

My suggestion: Have Stubborn remain at 1 RP cost. It only gives the +2 on saves against compulsions and charms. Make a new ability called Extra Stubborn at 2 RP cost that has Stubborn as a prerequisite and gives the reroll ability. That makes the whole package cost 3 RP, which seems about right.


Eftling (Tiny humanoid (lizardfolk))

These tiny beings impress those few who know of them with their foolhardiness and shocking ability to survive the situations they get themselves into. Although naturally drab greens and browns in coloration, eftlings adorn themselves with flower petals, colorful paint, and tiny brightly-colored pebbles. They make their colonies next to forest ponds and gently flowing streams or in marshy areas, where their ability to dart in and out of the undergrowth allows them to disappear from threats.

+2 Int, -2 Str, -4 Wis: Eftlings are smart, but they are reckless to a fault. They prefer being lucky to being good and sometimes deliberately enter dangerous situations just to 'test their luck'.

Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races have a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these character can fit into a single square. A Tiny race typically has a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since it has no natural reach, it does not threaten the squares around it. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures cannot typically flank an enemy.

Fast Speed: Eftlings have a base move speed of 30 ft.

Reckless Luck: Eftlings gain a +2 racial bonus on all saving throws.

Hasn't killed me yet!: Eftlings often try to eat everything around them at least once. Those who survive gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

It's my choice: Eftlings decide when to test their luck, which makes them resistant to others forcing them into bad situations. They gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an eftling fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails.

Swim: Eftlings have a swim speed of 30 ft. They gain a +8 racial bonus on Swim checks.

Camouflage: Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.

Languages: Eftlings begin play speaking Sylvan. Eftlings with a high Int modifier can choose from the following: Aquan, Common, Boggard.

RP: 10
Tiny size: 4 RP
Greater Weakness Modifier: -3 RP
Xenophobic Linguistics: 0 RP
Fortunate: 4 RP
Stubborn: 1 RP
Plagueborn: 2 RP
Camouflage: 1 RP
Swim speed: 1 RP


I will be starting Jade Regent in a few months, most likely, and I know what I'd like to do. I'm aware it's not terribly powerful, but it shouldn't be useless either. If anyone has any ideas on how to up the effectiveness, that'd be appreciated.

The build is 3 rogue/4 magus/X arcane trickster. Back to magus if we for some reason go past 17th level, which is unlikely. I have early feats worked out, but don't know what I'll do past level 3.

Feats
1st: Weapon Finesse, 2nd: Dervish Dance (through rogue trick Combat Trick), 3rd: Combat Casting.

Traits
Magical Knack (+2 caster level on magus spells), Hero Worship Ameiko (+2 Concentration)


I'm not sure this is the best place for this, but I couldn't find a better one, so here goes.

My husband and I have spent quite some time developing Pathfinder compatible archetypes, feats, and spells for our own edification and practice, and are considering publishing them. We've looked at the license requirements and what it takes to actually make a business (even a side business) of this, and are confident that what we've made is unique and enjoyable content.

Here's the snag: neither of us has ever actually published anything before. We're unsure of proper formatting for printing (margins, picture space, etc). We also have some questions like: are there tools other than Adobe Acrobat that people use?

Would anyone be willing to take some time to help some newbies with this?

Thanks in advance.

Melissa Litwin


This seems to be a topic that people feel strongly about, and it doesn't belong in Borthos Brewhammer's suggestion thread. So I made this thread as a place for people to discuss it. Please be respectful, and always explain why you think gunslingers should or should not get fighter feats.

I think they should. Although gunslingers are not alternate fighters, the bonus feats should be allowed to be off the fighter-only list. The timing is suggestive (every four levels starting at 4 is perfect for spec, greater focus, greater spec, etc), and those feats help make up for a pretty huge differential in damage potential.

I know a lot of people feel that fighters get feats, and that's their "thing", so they shouldn't have to share. I understand that stance, but I feel it's no longer accurate. In v3.0 and v3.5, that was true, but now fighters get armor training and weapon training and feats, among other abilities. Their 'trick' isn't feats anymore, but all that other stuff, and the extra feats are a super nice bonus class feature. They aren't the defining class feature anymore. Therefore, I think fighter-only feats should be available to other classes, and not nearly as restricted.


Lightning reload should be at level 1. It's super painful to only be able to shoot most weapons every other round until level 11, and it fixes a lot of the problems of gunslingers to be able to reload as a swift action from the beginning. I assume that both characters have to move up in the first round but can get full-round attacks in subsequent rounds. I also assume they usually Power Attack or Deadly Aim.

This will be a math-heavy thread, but it's not hard math. I will be comparing (equally geared and statted) a two-handed fighter to a two-handed gunslinger in damage potential at levels 1, 7, and 12 to show that this is a good change. Both are human.

Level 1
Fighter with 20 Str and a greatsword (2d6, 19-20/x2);
Feats: Furious Assault, Power Attack, Weapon Focus (Greatsword)
Greatsword +7 (2d6+7) or Power Attack (PA) +7 (2d6+10)

Gunslinger with 20 Dex and a musket (1d12, x4);
Feats: Point Blank Shot, Precise Shot
Musket +7 (1d12+1)

Conclusion: They both hit about the same, although the gunslinger is aiming at touch AC if within 20'. The fighter wins damage hands-down, with an average of 14 damage or 17 damage, while the gunslinger averages 7.5 damage. With lightning reload as it is, the gunslinger can only do this every other round, but with the suggested change it would be every round.

Level 7
Fighter with 23 Str and a +1 greatsword;
Feats: Cleave, Dodge, Furious Assault, Lunge, Power Attack, Vital Strike, Step Up, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
+1 Greatsword +16/+11 (2d6+13) or PA +16/+9 (2d6+19) or
PA and Vital Strike +16 (4d6+19)

Gunslinger with a 23 Dex and a +1 musket, always Vital Strike;
Feats: Deadly Aim, Point Blank Shot, Precise Shot, Rapid Reload, Vital Strike, Weapon Focus (Musket)
+1 Musket +16 (2d12+7) or Deadly Aim +14 (2d12+11) or
Dead Shot and Deadly Aim +14/+9 (up to 2d12 +11)

Conclusion: They both hit about the same, although the gunslinger is aiming at touch AC if within 20'. The fighter does vastly more damage for two reasons. She hits more often, and she does more damage per hit. In the first round, the fighter averages 45 damage, while the gunslinger averages 23 damage. In subsequent rounds, the fighter averages 52 damage if everything hits while the gunslinger still averages 24 damage. With lightning reload as it is, the gunslinger can only do this every other round, but with the suggested change it would be every round.

Level 12
Fighter with 26 Str, and a +2 greatsword (Crit 17-20/x2);
Feats: Cleave, Critical Focus, Dodge, Furious Assault, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Improved Critical (Greatsword), Improved Vital Strike, Lunge, Power Attack, Vital Strike, Step Up, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
+2 Greatsword +26/+21/+16 (2d6+20) or PA +26/+17/+12 (2d6+32) or
PA and Vital Strike +26 (6d6+32)

Gunslinger with a 26 Dex and a +2 musket (Crit 19-20/x4), always Vital Strike;
Feats: Critical Focus, Deadly Aim, Improved Critical (Musket), Improved Precise Shot, Improved Vital Strike, Point Blank Shot, Precise Shot, Rapid Reload, Vital Strike, Weapon Focus (Musket)
+2 Musket +24 (3d12+11) or Deadly Aim +22 (3d12+19) or
Dead Shot and Deadly Aim +22/+17/+12 (up to 3d12 +19)

Conclusion: They both hit about the same, although the gunslinger is aiming at touch AC if within 20'. The fighter does vastly more damage for two reasons. She hits more often, and she does more damage per hit. In the first round, the fighter averages 61 damage, while the gunslinger averages 38.5 damage. In subsequent rounds, the fighter averages 135 damage if everything hits, which isn't actually terribly likely, while the gunslinger still averages 38.5 damage. In the current iteration, the gunslinger finally has lightning reload.

TL; DR: I'm not arguing that gunslingers need higher damage. They almost always hit, so it's not bad that their damage potential is low. I am saying that they need to be able to do their damage every round starting from level one, and the easiest way to do that is to move lightning reload from a level 11 deed to a level 1 deed.


People seem to be using Spellstrike as a way to channel a spell (usually shocking grasp) into a weapon and hold it there. As worded, the ability does not work like that. Instead, you can cast it one round, then hit someone with your weapon the next round and channel the touch spell into the melee strike. Or you can cast it with the Spell Combat ability then channel it into the melee attack that you make. You cannot, however, precast it and just have it sit on the weapon for the next four hours until something decides to ambush you, any more than a wizard can cast shocking grasp on his/her hand and let it sit there for hours.

I think this is skewing the playtest data a lot. If the ability did work as people are playing it, I think Magi would work better, but spellstrike doesn't imbue a weapon and playing with imbued weapons makes Ultimate Magi seem more powerful than they are.


What is the intended role of the magus? Are they supposed to be frontline, melee fighters with swords and spells? Tanks? Mainly casters, mainly melee, or a 50/50 mix?

1/5

Can small-sized cavaliers pick crocodile mounts? The Pathfinder Society Guide (PFSG) doesn't answer that question, and there's conflicting precedents in it.

1) Paladins can choose mounts that "have four legs and must be viewed from a commonsense perspective as being suitable as a mount" (PFSG p.20). Crocodiles do have four legs and can be viewed as being suitable as a mount. The player in question is fully prepared to buy an exotic saddle and treat the crocodile as a non-standard shaped mount for any purposes of buying gear for it.

2) Rangers are restricted to their original mount list. "As a ranger, if you choose an animal companion for your hunter’s bond, you may only select one of the animals listed on page 66 of the Pathfinder RPG Core Rulebook. There is no expanded companion list for rangers" (PFSG p.20).

3) Both paladins and cavaliers have a suggested list of mounts, but both say something along the lines of DM discretion is allowed for other mounts (Core Rulebook p.63, APG p.33). Rangers have a specific list with no mention of DM discretion (Core Rulebook p.66).

Thank you for your time and answer.


There are no stats for the witch's goat familiar. The bestiary also has no stats for a goat. Please put some in.


I have no problems with nature oracles getting an animal companion, but I see no reason for it to have a minimum of a 6 Int. That seems excessive and allows the animal to have more tricks and skills than a druid companion or a cavalier companion. For game consistency, I think the companion should be on par with every other animal companion in the game.


I'm playing in a game that we've decided to use Pathfinder skills in, and overall it's working . . . only OK. It makes cross-classing stupidly powerful (rogue/cleric who doesn't really give up anything of the rogue skill list). The consolidations also make it very easy to qualify for prestige classes that are supposed to have difficult skill requirements. Overall, it's an easy system to use, but it's not a terribly great one in terms of game balance.


The divination special ability is far too powerful in comparison to all the other ones. It takes a 10 level prestige class now to get that ability; see Divine Oracle in Complete Divine (p.34-36). Energy resistance to one element, armor bonuses, extra hit dice of controlled undead, and extra duration on illusion spells simply are not on the same power level. Technically all combats have a surprise round, so it would mean the divination wizard would *always* get to go first in combats where both sides are aware of each other but have not yet come to blows. Uncanny dodge as an ability is about the power level I think is appropriate for these special abilities, as an alternative.

On the other hand, the enchantment special ability is too weak. Wizards do not get deception, diplomacy, or intimidate as class skills. They are also all charisma based skills, which means most wizards, even enchantment wizards, won't have the stat necessary to be very good at them. A +2 on skills that a wizard simply isn't interested in is a very weak bonus. Enchantment spells are all about high DCs, even more than any damage spells, simply because they're all pass/fail, not saves for partial. Instead of bonuses to skills, why not a +1 on the DC of all enchantment spells, going up every four levels up to a maximum of +5 at level 20. That's probably too powerful, but it's at least useful.


I noticed that for the spell-like abilities for both domains and magic schools, the save DCs are charisma-based. This strikes me as problematic, considering that only wizards can specialize and they are int-based casters. For domains, both druids and clerics are wisdom-based casters.

It doesn't seem fair to require spellcasters to have a second mental stat in order to have decent DCs on their spell-like abilities. I realize charisma is the default stat to add to DCs of spell-like abilities, but it is definitely not the only choice. In the MM1, there are several abilities based off Con and even other mental stats.

IGNORE THIS PARAGRAPH, IT IS WRONG <Additionally, it isn't even possible to cast spell-likes without the stat necessary to back them up. For example, a gnome can only cast her abilities with an 11 charisma. That means in order for a wizard to cast a wish, they'd need a 19 charisma. That's a huge stat and/or money investment that I do not think was intended.>