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M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.
![]() If there are no complaints otherwise, when I get home in about ~6 hours, I'll keep us moving forward through rooms ![]()
![]() Sayarisha, as someone thats only seen it from the GM side, any chance this Rogue can convince you to pick up the Slumber Hex? For how grindy this dungeon is probably going to be, we could probably use a save or die that is infinitely repeatable Mystic, the only reason I didn't bring a mule in myself is because I'm worried about being able to feed it, haha ![]()
![]() S.J : You are mistaken on how the ability works. If you are using Perform (oratory) in place of a diplomacy check, then only the bonuses you have to Perform Oratory would count. In the example above, you would not get the +3 bonus from skill focus Diplomacy. Crexis, as a better example: I am a level 2 bard, with 2 ranks in diplomacy, and 2 ranks in perform (oratory), but 0 ranks in sense motive.
I select Perform Oratory as my VP. When I would need to roll a diplomacy check, I can either use my +8 bonus in diplomacy, or my +11 in PO. For a sense motive check, I can chose to roll at +0, or at +11 from PO. So, the ranks in the two other skills are wasted, because you want to be rolling the perform check, and it's most likely going to be your highest one anyway. ![]()
![]() 1st: Conductive does not work with spells. It works with spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). 2nd. Even if you did get a spell like ability that gave you Acid splash. That's an extra 1d3 acid on a hit.
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![]() For most of my games recently, I've been running them at 10 point buy. My players understand that they are a little weaker then they should be, but this way I can run the adventure path for all 6 of them without really changing the monsters too much. Overall, it's been really good. They made it all the way to the end of book 4 of Iron Gods, before allowing the whole of the last dungeon to congregate in the same room and mass spell them to death. (4 rounds in the wizard goes "huh, maybe I should have used wall of force to stop all 14 of them from being able to just stand back and throw acid arrows at us") After re-rolling, they made it all the way to the end of book 2 of Carrion Crown, but only had 1 melee guy and did the last fight the hardest way possible. (If you have read the book you should know what I mean) and only lost because the melee guy rolled a 3, 4, 3, and 2 on 2d6 for damage, and the bad guy had 3 hp left. They also feel that they've learned more about how the system actually works in the last year of gaming with me, then they have in the last 5 years of playing pathfinder with a DM that gave them 30 point buy and let them walk over all the fights. 10 Point buy is hard, 15 point buy is normal, and anything above that for a 4 person party is easy mode for the current adventure paths. ![]()
![]() I know it's been said before above, but really having accurate information in the recommended classes and races section is so important. Stuff like getting told that a fire sorcerer is going to be good for Mummy's Mask, and then waves of fire immune monsters, or that an ice sorcerer or winter witch would be good for Reign of Winter, can really cause a negative play experience for a player who took the advice they were given, and now their character is useless in a lot of fights. I really like seeing the recommended skills section, as it lets players plan, but most of the time I don't see people using recommended feats. So unless the players need something like blind-flight in book one, I would possibly skip that section. Also, I prefer to see less new rules in the players guide if possible, and more reminder sections of rules/ quick summaries. As an example, the three times I've run Carrion Crown, my players almost always forget the new harrow deck draw subrules, but when I ran Mummy's Mask they really liked having all the desert exploration stuff in the one page summary, or in Skulls and Shackles the all-in-one condensed ship rules booklet. |