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10' squares will be very problematic for maps on Roll20. Sigh. So, 40' wide stairs, and all of the bunks being 10' long and wide.
@mathmuse pretty much everyone in the group has a composite longbow - so I sympathise with the possible close quarters issues, but with 20' high ceilings and communal airwalk being used, I will feel less bad using 5' squares (if I don't go back and redo the maps in Roll20). @erucsbo With the exception of the mithral golem, the rest seem to have plenty of room - and the trolls are specifically called out as being in the courtyard, due to it being the only place that can hold them all. I can only find a single minotaur, Grimhorn, and he seems to fit comfortably in the archery area of the citadel - have I missed anything?
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Steven Lau wrote: Last I looked the Guide still does not include the Game Master Rewards Section for GM Character credit. While I agree that there is no GM Reward section, in the Replaying Adventures section, it does state that GMs get a chronicle for GMing a game. Guide wrote:
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Gorbacz wrote: Not to mention the fact that Whirlwind Attack was a poster example of a trap option. Why do you say that? I have seen it used effectively at high level as well as at low level. It is especially effective if the character doing the whirlwind can do both reach attacks and close attacks.
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Lord Norin wrote:
Those of us who hang around the forums do not represent most of their customers. Paizo gets feedback from multiple sources, and I suspect that not all of it is in agreement as to what the problem is.
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If resonance stayed the same for permanent magic items (investing to activate), but consumables only worked partially unless investing in, would that work for most folks? That is, a potion of healing, when invested, does 2d8 healing. Not invested, does half that - so what the dice roll, divided by half, round down. If the consumable doesn't heal damage, or such effect, its duration is halved.
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As Davor mentioned above: Wizards get a wizard class feat at 2nd, and 2 levels there after.
My comment in the post above yours David, is about the confusion that Larsenex had over the wording at the start of the wizard class feat section of the rulebook.
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larsenex wrote: The wording is not very clear on Wizard class feats. The one heading says starting at 2nd lvl Wizards get a class feat. Then the first sentence of the feats for Wizards state that 'every level' you get one. The wording could be a bit clearer. Playtest Rulebook, page 139 wrote: At every level you gain a wizard feat, you can select.... Means that at every level where the Wizard Advancement table (rable 3-21, page 136) indicates that you get a wizard feat, you can select on from the wizard feats listed on page 139 to 141. It should not be interpreted to mean that a wizard gets a wizard feat every level.
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The Once and Future Kai wrote:
I too find this rather elegant
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I have allowed Leadership in my campaigns, and have used it as a player. GM permission is required. While it can be abused (the stay at home crafting machine), it can also add in a fair bit to the game. In one campaign, it didn't make sense for my main character to go adventure/fix a problem, but made a lot of sense for the cohort to do so. So the cohort headed out with the group. In another game, a mostly ranged/mage party, the rogue wanted a flanking buddy. Roleplayed the recruitment, the cohort became the flanking buddy.
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They do not have an ancestry of their own, but are offshoots of the Human Ancestry. From what I understand, a trial/experiment. If it works, something that could allow "half" races for a lot of races, not just the two half humans ones that exist now.
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Folks are missing a key point when they compare ICV2 or Amazon sales when looking at market share. Paizo has direct sales from their website, as well as subscriptions.
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Changing out the gods will invalidate a lot of material about Golarion, including source books, APs, modules, etc. I do not believe that the gods need to updated. Nor do I wish to see an update on the gods.
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Themetricsystem wrote: I'm having a hard time seeing the downside of putting DEX at 16 (Their #2 most important Stat) in order to free up several Spells Per Day Cast (Mage Armor is pointless now), increase their AC by at least 4 with a Breastplate for 1 Feat that otherwise would be spent on something like Reach Spell, a Familiar, or Hand of the Apprentice all of which have SIGNIFICANTLY fewer benefits versus increasing their sustainability and +2 to hit with all Weapons (Excluding the Wizard Prof ones, Club, Crossbow, Dagger, Heavy crossbow, Staff). Not sure where you are getting that the dedication feat would free up several spells cast per day. Mage Armor now has a duration of 24 hours. What other spells would be freed up with the dedication feat? Mage armor isn't useless: at higher levels, it provides you an item bonus to saving throws. At the moment, I haven't found any other items that provide an item bonus to saving throws (there likely are some in the playtest book, but I haven't stumbled across them yet).
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doc the grey wrote: Maybe make the feat something like "Nondescript" or "Doppelganger descended" and just expand it. Say something like, "Your features are so androgynous and/or nondescript that you have far greater ease disguising yourself as others." then just give the bonus to all other ones in the same size category. So like, a human with the feat could be really good at making themselves look convincingly male, female, orc, elf, maybe dwarf when they squat, black, SE Asian. I like the suggested name for the feat. Nondescript: Your features are so androgynous and/or nondescript that you have far greater ease disguising yourself as others, of either gender.
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Thaboe wrote: But they could always just say a few words and try to roll that DC 10 to assist. The number of times I've seen a face roll poorly, only to be saves because the rest of the party chipped in with few words and their assists. That was the beauty of a DC 10 for assists. EVERY roll could count. Are you aware that the new DC to aid another is 15? And with the potential of adding in a penalty of -2 to the primary character if they fail to meet the DC by 10 or more?
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Weather Report wrote:
I viewed it as folks praying for healing and holding on to the wand until they were healed, the healing was expended from the wand (empty wand), or deciding to press on without being fully healed. How you look at it in game often changes how you feel about certain game mechanics.
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Deadmanwalking wrote:
I agree that Paizo does have a lot of business sense. I was trying to point out that profit margins/logical pure business case is not the only thing that Paizo looks at when making decisions. Paizo management and employees are gamers, who want the games to be fun to play and to continue to do so for years to come.
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To me Paizo has always been gamers making games for gamers. They are not folks in business suits, looking over spreadsheet, cancelling the bottom 10% of products to try a different 10% to see if it brings in more revenue. It is my understanding that when Hasbro acquired several RPG games and licenses, they did just that, closing down games that were making a profit (even is only a small one) to "focus" the resources on other games. To me this is a net loss to the gaming industry and players, even if it is a completely rational business decision. And I am not sure what your complaint or goal is in this thread.
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dragonhunterq wrote:
Yes, separating the dice into net piles for each 10, usually allows for easy counting after all the groupings have been done. Would that help AnimatedPaper?
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You might also want to look at how you normally do the math for lots of dice rolled. I count by 10s. What I mean by that is:
If you roll:
Take the 4, add it to the +6 for the first 10.
I have had 6 and 7 year olds do this quickly, with less difficulty than teens trying to do it all in their heads.
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Thebazilly wrote:
This is some information that would be nice to have directly in the stat block, the "no hat (-4 dam), hat (+0 dam), recently soaked hat (+4 dam)" Makes it easy to understand and apply.
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Malthraz wrote:
One of the questions that I had about your premise that a high level wizard could/would kill all of the good parties while they were low level, is how would that wizard even know about the good party? To scry on someone, you have to know something about them - you can't scry on "good adventurers". How would this "very good intelligence network" work?
Hmm, what about the gods in all of this? You don't think that some of the good gods might point their champions at this wizard? How is the wizard getting 300,000 gp per day? You example was an exploded and destroyed inn, with the wizard leaving immediately. Searching the ruins of that inn will likely leave witnesses and take time. Then you have to find buyers for all the gear - which is another way that others might locate/identify the murderer. Teleport has a range of 100 miles per caster level - so not world spanning at all. If the wizard uses Greater Teleport (which will likely be 3 per day), then the range limit is gone, but all of those 7th level spell slots are used up for movement. So, in short, your premise that a 15th level wizard could kill all of the low level good parties (before they became high level) seems to not be workable, or even really possible by the current rules.
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CWheezy wrote:
The NPC wealth is the gear that they are wearing/carrying. Can you point me to an adventure/AP where the full value in a base is covered off by NPC wealth? Including the cost of building the base?
And for the failed scrying, well, some buffs spells have expensive components (thinking of stoneskin).
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Rogar Valertis wrote:
I am wondering how often this actually happens - I hear about it from time to time, but haven't yet really run across it. A few questions:
Does the GM give the bad guy a perception check to spot the scrying (DC = 20 + spell level)? Or anyone else in the room? If the bad guy is a wizard, is there any reason why they don't cast Detect Scrying every day (24 hour duration)? Or have a spell caster minion cast it? Teleport:
Is there any reason why the big bad hasn't invested a few thousand gold in teleportation protection for key areas? Teleport Trap can be made permanent for 7000 gp - pocket change for a big bad at those levels. If the big bad is a cleric, then the spell Forbiddance would be the spell to use - it is permanent. And both of these spells have the option to have some individuals (or items) bypass the teleport inhibition, so that the big bad can teleport away.
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tivadar27 wrote:
Not quite correct. Bladed Dash allows you to immediately move 30' without provoking, and do a single attack somewhere along the move. Greater Bladed Dash (Bard 5, Magus 5, Skald 5: hence level 13 characters) allows you to make a single melee attack against every creature you pass during the 30 feet of your dash. You cannot attack an individual creature more than once with spell. Neither spell guarantees that you will hit, you still have to make your attack roll. I am having trouble seeing how it is an abomination.
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How about having healing wands cure a fixed amount, the average of the spell? Base the cost of healing wands on the number of HP healed per charge. This way, the PCs will be buying the highest level wand, as the price point HP healed is the same, but the amount of time is drastically reduced to heal up to full (or close to full).
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Mark Seifter wrote:
Excellent. Thank you.
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Mark Seifter wrote:
I may have missed it, but I didn't see any mention of base starting skills in the fighter blog. Could you provide that information here?
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How about make wands like staves, but with 20 charges. You can only add a single charge per day, so if you burn through them after a single fight, it will take you 20 days to recharge the wand. And if they are priced a fair bit higher, then you will likely see less sacks of CLW wands.
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There is a translator in the Starfinder Society RPG Guild guide, page 31. TETRAD CERTIFIED TRANSLATOR LEVEL 2
This elaborate datapad has several additional audio receptors
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For those that do not want to use a weapon other than magic, see if your GM will allow you to use weapon specialization on your damaging cantrips (for the cost of a feat perhaps) - either full specialization or half level (like small arms).
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I wouldn't have a problem with a player making a melee Shobhab. Most of the opponents are going to have ranged weapons - a large, menacing, multi-armed creature with multiple weapons is going to often be at the top of the shoot first list. And shoot them before the close to melee range. As well, identifying the players, tracking them, will be quite a bit easier with a Shobhab in the party. I am sure that there are other interesting, and fun, ways to adjust to a melee Shobhab PC.
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Torbyne wrote: "By spending 3 BP, the crew can fit a new light weapon mount in any of the aft, forward, port, or starboard arcs with enough free space. By spending 5 BP, the crew can fit a new light weapon mount on a turret that has enough free space." which implies the frame must already have a turret listed in order to add a new mount onto it; it doesn't have enough free space if it doesn't exist in the first... This is why I stated that there is no way to add a turret to a frame. Any other arc, yes, it clearly states that you can.As for the shuttle in the the first AP, I view that simply as a different frame. The frames listed in the Core book are not the only frames that exist/can be used. One of the Starfinder scenarios has a fighter with a turret in it - a different frame from the one in the Core book. It is not hard for a GM to approve new frames, or state that their interpretation of the above (or house rule) is that 5 BP will get you a turret.
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