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Actually in an undead heavy campaign a ranger with maxed out favored enemy undead is an absolute brute. I am running an undead focused campaign and the ranger in the group often does better than the paladin. Smite evil is great vs the main villain, but when you need to deal with hordes of undead it is does not work that well. Favored enemy on the other hand works all the time. If your combat style focus on getting extra attacks it is even more brutal.

Ranger has a few archetypes that focus on undead. Corpse Hunter is probably your best bet. Divine Tracker also works well and stacks with Corpse Hunter. Your best blessings would be Good and Sun.

The Ranger also has a few decent spells to help out. Versatile Weapon will allow you overcome damage resistance. The ranger in my group is an archer and uses this to deal with DR bludgeoning. Corpse hunter adds a few undead related spells to the rangers spell list.

The nice thing on this build is that it works all the times. Your main source of extra damage is not limited to a certain number of times per day. The paladin is often faced with the choice of using his smite on the minions or saving it in case they encounter the boss. The ranger just kills everything. The bonus to hit is often as important, if not more than the damage bonus. A lot of abilities give you extra damage but reduce your chance to hit. Favored enemy means the ranger is hitting a lot more than most characters.

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Have you talked to the GM about his behavior? If the paladin is actually acting in a chaotic manner his alignment should have shifted to neutral good and he should already be an ex-paladin.

What I would be inclined to do is to call out the paladins actions as putting innocents in danger. If the friendly NPC’s have any kind of authority point out that he needs to respect their authority. And if his deity has a paladin’s code check to make sure he is following that.

How does the rest of the group feel about his actions? If they are also sick of it have one of the players appointed as the official leader of the group. Now when the paladin disobeys the leaders order you have a legitimate reason for him to at least get a warning he is violating his code. If there is a cleric of his deity in the party make sure he becomes the leader and his character is going to be in double jeopardy when he disobeys an order.

This is a much better way of dealing with a misbehaving paladin than trying to trick him into unknowingly doing something that violates his code.

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The description states it is a living creature made of hair. It also states it is carnivorous which means it needs to eat. It does not need to breathe because it has the No Breath ability. Undead do not need to eat. Some of them are driven to consume blood or flesh, but they don’t really need to and do not die from starvation.

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In a pantheistic society normal people don’t worship a single deity. They pay tribute to all deities depending on their needs. If you are going off to war than making an offering to the god of war makes sense. On the other hand if you are making a long trip on a ship you are going to want to appease the god of oceans. If someone in your family just died honoring the god of the dead is the appropriate action. This also means very few if any deities are actually banned.

Most evil deities come in one of two varieties. The first is those that have useful portfolios. These deities often preside over multiple things some of which may not be directly related to evil. A society may accept them for the benefit they provide while overlooking the harm they do. Think of someone with a lot of wealth, but is suspected of having ties to organized crime donating to charity. Most of the time the charity accepts the money and ignores where the money came from.

The second type of evil deity is one who represents something people do not want. No sane person wants to get a disease, or suffer a famine. These deities are accepted because people hope that by honoring them they will not be affected by what the deity represents. You sacrifice to the deity of disease so that you don’t get a disease. Basically these types of deities are a divine protection racket.

The +5 bonus for the save is from the description of charm person. It states that if the target is threatened or attacked by you or your allies you get a +5 bonus to your saving throw.

Bjorn is right about the confusion of the term threatened. There is the game term threatened and the common English version of the word. The game term threatened is not relevant in this case. What is relevant is the common English term.

What is really comes down to is, what was the congregation doing to you. If they were only protecting the boss, that may not be enough to be considered threatening you. If on the other hand they were pulling weapons and getting ready to attack you that would be considered threatening you.

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Obscuring Mist can be useful in certain situations, but requires some tactics to utilize. It is not an instant win spell, but allows you to control the battle field. It is generally uses defensively instead of offensively.

It can be used to cover a retreat. Let’s say your party is caught in the open and is being attacked at range from a group that you cannot reach. If you retreat the group can still attack your party. Cast Obscuring mist and the other group cannot attack your party while it retreats.

You could also use it to provide a safe place to retreat for any characters that need it. For example let’s say you have a caster that focuses on buffs and support. Obscuring mist can provide a safe haven from them after they have cast their buff spells. This also works well for summoning focused casters. They can summon up allies without being exposed to being attacked.

Another use for it is to create a diversion. Cast Obscuring Mist on the opposite side of the battle from where your party is planning to attack and watch most of the enemy concentrate their attention there. This will improve the chance of your being able to surprise the enemy. This works very really well when you have lower level spell casters with the party. It allows the low level caster to aid the party without being directly exposed to attack.

These are just a few examples of how to use the spell. Obscuring Mist is one of the low level spells that remain effective at higher levels. Spells like sleep and color spray work very well when you are first level, but once you gain a couple of levels they are almost useless.

How useful Obscuring Mist is depends on how clever you are.

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No class is going to work exactly like another. If you want a class that play exactly like a paladin but with a different alignment your only choice is to play a paladin and convince the GM to allow you to change the alignment.

If you want to play something that can achieve the same results there are options, but they will achieve it in a slightly different way. For example the warpriest may not have the full BAB of the paladin, but with extra feats and spells he can get the same chance to hit as the paladin.

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There is a big difference between a living tree and dead wood. Lumber once it is harvested is left to dry out before it is used to build houses. Also the types of wood that are more resistant to fire tend to be hard wood like oak instead of softer woods like pine. Hard woods grow very slowly compared to soft wood and usually don’t get as big. Building a house out of oak would be a lot more expensive than building it out of pine.

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In all honesty the title of the thread should be “Why do developers insist on realism for fighters and rogues? “. Other marital classes have abilities that are not realistic. Many martial classes get abilities that stretch or completely break realism. A high level paladin can pick up an ordinary stick and use to demolish something with stronger defenses than a tank. He also has incredible defenses and cast spells. Sure his spells may not be as powerful as a 9th level caster, but he has other abilities as well. Barbarians, Bloodragers, Monks and Rangers also have supernatural abilities. The Ninja basically adds supernatural abilities to a rogue. Whether these abilities are equal to a 9th level spell is another discussion, but the fact is not all Martials are bound by realism.

Some people like to play characters that don’t use magic. If all classes automatically got reality breaking abilities that would not really leave anything for those players.

As to the magic missile maybe you simply don’t know this spell. My stinking could spell seems to work fine, or at least that is what my wife says.

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Confess does seem to be a questionable spell, but inquisitors are supposed to have a little more leeway then other divine casters. Since it does force a truthful answer you can at least make the ends justify the means argument. Whether you accept that argument or not is another matter, but at least the spell does actually work.

Interrogation on the other hand does not actually work. Nothing in the spell forces the person to tell the truth. To me this spell is exactly like torture in every way. It inflicts needless pain without really getting you the information you need. While it does give the target a penalty on bluff it does not guarantee the target is telling the truth.

In all honesty a smart inquisitor will not bother with either spell. A better spell to take is detect thoughts. Cast this spell and wait 3 rounds before questioning the target. If someone knows an answer to a question you the answer is going to be what they are thinking of no matter how they answer. If they make the will save they have the mental discipline to keep from thinking about the answer.

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It’s pretty clear that after three rounds you detect the location of an aura. But what if the aura moves? Does this reset the rounds, and if so how far back? Also what happens if the aura leaves the cone altogether? It seems like the rules assume that any aura is stationary and does not move.

The way I would handle it is that in order to determine the location of the aura it has to be in the same spot for the full three rounds. So if the invisible person is constantly moving you cannot locate them. If the invisible person leaves the cone it goes back to the beginning and you can no longer even detect it as an individual aura until the person has spent at least two rounds in the cone.

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The way I have always run things is that you get XP for overcoming obstacles not killing things. Sure killing something usually removes it as an obstacle, but it is not the only way. If temporarily killing the monster allows you to complete your mission then you should get the XP. So if the ghost or lich is guarding something that you need and you put the creature out of commission long enough to achieve your objective you get the XP for the creature. If you trap the lich in a way that it cannot escape and thereby foiling his plans you get the XP.

I would not give XP for killing the creature twice unless it was a completely different obstacle.

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I have to disagree with the idea that superman would have a high BAB especially compared to batman. BAB represents how skilled you are at combat. Batman is a master at several martial arts and is an incredibly skilled at combat among other things. Superman on the other hand is not skilled at combat he is simply stronger than anything else. All his combat ability is based on his stats not his skills. If anyone would have a low BAB it would be superman. Look at how they fight. Batman will hit a person multiple times to take them down, because he does not do as much damage. Superman usually takes most things down with a single hit. Which one sounds like they have a higher BAB?

This just only proves something I have said before that STATS are often more important than class. This is especially true at lower level. Take the example of an elf wizard with a 20 STR vs a fighter with a 10 STR. Who is better at using the sword? The elf wizard gets +5 to hit and damage simply because of STR. The fighter is at best +2 to hit and no damage bonus. The elf wizard is better at the sword than the fighter despite the low BAB. Superman has a lot higher STR than 20 which is where he gets his combat ability from not BAB.

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If you want to wade through evil outsiders a ranger is going to be your best bet. Max out your favored enemy , and you will have no trouble with taking them down. Other classes can occasionally do more damage, but nothing takes out hordes of specific monsters like a ranger with a maxed out favored enemy. A paladin’s smite evil may do more, but he can only use it a limited number of times per day. Favored enemy bonus also applies to perception to spot them and knowledge skills to identify their abilities.

Rangers get some healing spells so that also fits.

One thing to keep in mind is that you are not going to be able to exactly create the character from the video game. You can get something close. Figure out what is important and be willing to compromise on the rest.

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What type of campaign is this going to be besides a Gestalt? One common reason to run Gestalt is lack of players. Gestalt allows a single player to cover multiple roles. Doubling up on an arcane caster does not really do anything for that. What you have at that point is basically a longer lasting single class character. The character is no more durable or versatile than a standard wizard. His actions are still going to be the same and he has the same weaknesses.

By going with a contrasting class you can shore up your weaknesses. Better saves especially fortitude means you have a better chance to survive. Extra HP and full BAB means you are not screwed when you do get into melee combat. Having other class abilities means you can cover what those classes usually do. Getting more class skills means you can better leverage the skills you gain from INT. If the other class gets more skill points then your INT allows you to actually be the skill monkey.

Even the extra spells per day are not that big of a deal. Wizards get scribe scroll and any wizard worth his place in the party will have used it to create utility scrolls. Roke55 is practically drooling over casting multiple wishes. Any wizard high enough to cast wish can already do that by creating a scroll. Sure it is expensive, but not that much more than casting a second wish, which he does not think is that expensive. Add in staves and wands for low level spells and a wizard really should not worry about running out of spells once past mid-level.

If the campaign only has a limited number of players doubling up on the arcane casting is probably not a good idea. If it does have the normal number of players it will not hurt, but does not really add that much that a wizard cannot already do.

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In world where spells that can reliable get the truth without torture I would say that torturing someone is an evil act. In a world without magic you can make the argument that torture is sometimes necessary to get the truth when someone is not willing to cooperate. Many of the spells that could be used in place of torture are not high level spells. Zone of truth and detect thoughts are both second level spells. This means they only require a 3rd level caster.

With magic there are so many ways to get at the truth that are not available in the real world. This means that how things are done in a Pathfinder campaign may not be the way they were historically done. Why torture someone to confess to a murder when you can simply use speak with dead and ask the victim who killed them?

If you want your character to be skilled at torture and not be evil have it be something he learned earlier and has reformed. Just because you character is not currently evil is no reason that he could not have been evil before the game started. A reformed character is a perfectly good background. I could even see using it for a paladin. There was a book called the Hawk of May that used this for a background. The main character in the book would probably be a paladin but his mother was an evil sorceress.

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This concept screams Fey. Start with a gnome bard and add the fey template. For Fey abilities take Change shape, Evasion and spell resistance, plus one other. Take spell focus and greater spell focus illusion.

The reason to go bard vs sorcerer is the bard’s skills especially bardic knowledge will keep him a step ahead of the players. The bards performances especially suggestion can be use off stage to really screw up the players.

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Combat casting is always useful for a spell caster who may need to cast while being threatened.

Some meta magic feats may also be helpful after you get higher level spells.
Extend spell can make long lasting buffs last even longer.
Most oracle spells are either touch or short range. This means oracles have trouble dealing with opponents at range. Reach spell will allow you to increase the range of the spell by increasing the level. Being able to use a healing spell in combat when a team mate is about to be killed, is always handy.

Heightened spell allows you to use a higher level slot and the spell actually counts as higher level. This boosts the saving throw and allows it to penetrate defenses as if it were a the level of the slot you used.

Expanded Arcana gives you extra spells. This is also one that is better at higher level. Use the option to choose two spells of one level lower than the highest level you can cast.

Boosting your fortitude save with Great Fortitude is also helpful for an oracle.

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Oracles unlike other divine casters don’t have to worship the source of their power. They can and often are opposed to what grants them their power. Exactly who or what is granting them their power is not always known even to the oracle themselves. A good oracle may be getting their power from an evil source without realizing it.

Also there may be more than one deity providing power to an oracle. Flame mystery lists both Asmodeous and Sarenrae as sources. A oracle of flame may be drawing on both those deities and more for their power.

The source of an oracles power has absolutely no control over the oracle. You don't have oracles of a deity, you simply have oracles.

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An oracle is not something you decide to become. An oracle is someone who is chosen to by the powers of the mystery. Quite often they are chosen against their will. So while the player of the oracle can choose his class features the oracle themselves is not doing so. Unlike clerics you don’t have to worship the source of your power, or even like it. It is quite possible that the source of your power is something you are actively opposed to.

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In real life the biggest difference between a bow and a crossbow is the amount of training it took to learn how to use it properly. To effectively use a bow requires a lot of training. As the saying goes to train a archer you start with his grandfather. The crossbow on the other hand can be learned very quickly. Probably takes about a week to get someone up to speed with a crossbow.

The game tries to simulate this by making bows marital weapons and crossbows simple weapons. The problem is that means that almost any full marital character can use a bow. What they should have done is to make bows exotic weapons, and crossbows martial weapons. The way it is now just about anyone can use a crossbow and most characters can use bows.

In reality a fully trained archer is a lot more effective than a person using a crossbow. The difference is that the fully trained archer is an elite trop, where the crossbowman is a common trop. If I am building an army I can have a very small troop of archers, or I can equip a large portion of my troops with crossbows. When crossbows came out they changed the face of warfare not so much because they were better than the bow, but because now it was possible to have a large number of fairly competent ranged attacks.

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The keyword that everyone seems to be ignoring is and. Whether you count as your own ally is beside the point the word and indicates an additional person is required. While the general rule of teamwork feats may not explicitly call for an additional person Outflank does.

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There are a couple of things you are not taking into account. First of all most heavy armor will usually be at least masterwork if not magical. That drops the ACP down by one. It may not seem like a lot, but every bit helps. This also applies to shield as well. That means that the total penalty for full plate and shield is only -6. The trait Armor expert will drop that down a -5. This is before special materials or magic is applied. If I use mithral full plate and a darkwood heavy shield my penalty drops to -3 before armor expert, and -2 after factoring in armor expert.

Any character using heavy armor is more than likely going to have a high STR. This will reduce the problem with swimming and climbing. Other than paladins all classes that get proficiency in heavy armor also have both of these skills as class skills. Putting even a single rank into these skills gets you a positive bonus even while fully armored. Stealth and other DEX based skills will still be impacted. Also if the character is using a shield and needs to swim or climb, they simply stow the shield and don’t take the penalty for the shield.

Often a low STR character may have more problems with swimming and climbing than the person wearing heavy armor. A human fighter with a 18 STR and wearing masterwork full plate with a single point in climb has a +3 climb. The gnome sorcerer with a 6 STR and no ranks has a -2. The fighter in full plate is going to handle climbing the wall a lot better than the gnome sorcerer.

Many characters besides those using heavy armor will be moving slower. Three of the seven core races have 20 ft. movement. Other than dwarves any race with a 20 ft. movement wearing medium armor will be moving the same speed as the medium race in heavy armor. Even medium races in medium armor will be slowed down. So in reality the medium character in heavy armor is only slightly slower than average.

Last but not least magic items counter many of these problems. Items like rings of climbing, or better yet gauntlets of swimming and climbing are cheap. For stealth you have elven cloaks and the shadow enchantment for armor that are also very inexpensive. Boots of Striding and Springing only cost 5,500 gp.

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deuxhero wrote:
Mysterious Stranger wrote:

Common is not English. All the languages in the game are fictional and have no real relationship with any real language. But since writing something in a fictional language that the players don’t understand is going to make playing the game impossible to play. Typically what happens is when something needs to be named the game designer will use a real language so that the players can actually play the game. Since some cultures appear similar to real world counter parts they will often use something from those cultures to keep the feel of the culture.

Pretty much all names are based on the rule of cool. If it sounds cool that is the name that they go with.

There are various modules where English worldplay and spelling exist in Common. Even some puzzles.

That is because we speak English. How many people actually speak the fictitious language their characters speak? How many of these languages actually exist? Other than Elvish and Klingon I don’t know of many fictitious languages that were actually developed. If the puzzle was actually in a game world language it would make absolutely no sense to the players. Also puzzles in, Elven and every other language are also written in English.

Imagine a GM handing you a piece of paper with seeming random marks on it and telling to figure it out? That does not work in a game so the GM gives you the equivalent in English.

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Common is not English. All the languages in the game are fictional and have no real relationship with any real language. But since writing something in a fictional language that the players don’t understand is going to make playing the game impossible to play. Typically what happens is when something needs to be named the game designer will use a real language so that the players can actually play the game. Since some cultures appear similar to real world counter parts they will often use something from those cultures to keep the feel of the culture.

Pretty much all names are based on the rule of cool. If it sounds cool that is the name that they go with.

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Perfect Preparation does not affect your spells known in any way shape or form. What it does is allow you to prepare any spell you know without needed anything else. Basically you store your spells in your head instead of book or a familiar.

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The first line of the spell begins with “This spell repairs damaged objects,” Despite having the broken condition the gun is not actually damaged by a misfire. Since the gun is not damaged mend will not work clear a misfire on a firearm. If the gun was damaged the gunslingers quick clear would not be enough to get it functional.

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A feat with a different option is a different feat. The reason they are grouped together under one feat is simply to save space in the books. If each feat had to be printed out completely separate it would increase the page count of the books too much and the cost would increase proportionately. Weapon focus alone would require its own book. By grouping similar feats together Paizo can reduce the word count considerably and keep the cost of the books down to where people are actually willing to purchase them. Penalizing a character for a Paizo wanted to stay in business seems to be a little bit silly.

One thing to note on the description of marital flexibility is that the character does not actually get the feat; they simply gain the benefits of the feat. This may seem may seem like it is the same thing but there are subtle differences.

By defining each option as a separate feat it makes it clear what the feat gives you. By the loser definition of a feat it could be argued that a character with martial flexibility gains all the benefits of the feat when it is selected. That would mean that a character that takes Advanced Weapon Training gains all the abilities listed under the feat. Obviously that is not how it works and no sane GM would allow it.

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If the information is about your character or something you character directly controls the player should be able to look it up. If on the other hand the information is about your opponents or something outside your control they should not be looking it up. Which book the information is in is not important. Looking up the class abilities of a NPC is no different than looking up the stats of a monster you are fighting. Likewise looking up the abilities of a creature you summoned is no different than looking up your own class abilities.

If the character has a knowledge skill that covers the information they are interested in then I cut them some slack and allow more leeway. This also encourages players to put points into knowledge skills.

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What you gave them was not a clue. You outright told them something and they chose not to believe you. Even after you told them again they ignored it. In cases like this let them chase down a wild goose chase.

It may be too late now, but you could have mentioned that the skeleton may not have had a sword. Just because the stat block in the bestiary has a skeleton using a sword does not mean that every skeleton has to use one, skeletons also have claw attacks.

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I agree with Keyerloth that any alignment could have used these tactics. You neither lied to nor tricked the rogue into doing something he was not willing to do. After the rogue had thrown the bag you used your magic to ensure he got away. Your plan was based on knowing the ability of your teammate. Instead of being inconsiderate it could be looked at as paying him a complement. He was the only one who had a chance of pulling it off, and he did. Nothing you did would be considered chaotic, lawful, evil or good.

Unorthodox tactics can be done by any alignment.

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Why is losing your memories necessarily a bad thing? If you go by the idea that you are only your memories than losing them would indeed be a bad thing, but if you go by the idea that you are more than just your memories that is not the case. If after death you exist in a state of absolute pleasure and joy that causes you to lose your individuality and enter a state of ecstasy that would not be a bad thing.

Since personality of the soul greatly influences the type of outsider that is formed I would say that your memories are not really gone. A person that has died may not have direct access to his memories but they still exist on some level. What may happen is that you lose the memories but still retain the feelings and sensations associated with them. For example you would not remember the details of doing a good deed, but you would still feel the sense of accomplishment and pleasure it gave you. In fact you may even be able to feel how your actions affected others. Imagine living a life of helping people and never knowing that people actually felt grateful. Now after death you not on feel how your deed made you feel, but also feel the joy and gratitude of all those you helped. This does not sound that bad too me.

One the other hand if after I die I feel all the suffering and misery my actions caused that would be a bad thing. Imagine all the suffering and pain a remorselessly evil person caused. Now imagine being forced to constantly experience all of that at one time without feeling any of the pleasure my acts gave me. Too me that would be something I would want to avoid at any cost.

Now imagine two dead souls, one good and one evil. Both have meet all the conditions of becoming Worm that Walks. In pathfinder a soul returning from the dead always knows what is bringing them back. The good soul is experiencing the joy and pleasure beyond anything they have ever felt. The evil soul is experiencing pain and terror beyond comprehension. Both feel the opportunity to become a Worm that Walks. Do you really think that the good soul would want to leave? Can there be any doubt that the evil soul would jump at the chance?

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What you are describing is a code.

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A lot of this is going to depend on the campaign. In the Golarion setting the default is that most divine casters have to have a deity, that is not the case in other settings. According to the rules it is possible to be a divine caster who is a worshiper of a concept instead of a deity. Obviously if you don’t worship a deity it cannot die. Even in a setting where divine casters have to worship a deity oracles do not. Their powers come from their mystery not a deity. Often several deities may support the mystery and in many cases the deities are not ones that would normally be cooperative.

If a divine caster is drawing their power from a deity and it dies there is precedence for it causing them to lose their powers. When Aroden died his clerics did lose their powers. Going with the same example most of his former clerics where absorbed into the church of Iomedae and presumably regained their powers. That pretty well establishes that a cleric can switch deities. This is also the way it worked in D&D from the beginning.

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What it really comes down to is, is your bonus high enough to make the roll. Generally speaking skills fall into one of three categories. The first and easiest to figure out are those with fixed DC. Once your bonus is high enough to make the roll you need you are good. The second category is opposed skills. Generally speaking those should usually be maxed out. The last category is skills with variable DC. These are usually due to a combination of changing DC and significant penalties. This is often the most difficult to figure out if you have enough ranks.

Some skills have more than one thing that they can do so may fall into more than one category. Survival is a good example of this. The DC for things like foraging for food, or avoiding natural hazards are fixed and honestly not that difficult. Most of the time you can take 10 on your survival roll, so to do most of these you only need a few points. But survival is also used to track things and the DC to do that can be much harder. For example the DC to track a colossal creature on very soft ground within a day of leaving the tracks is -3, but to track a fine creature, on hard ground, after a 10 days after it has snowed on a moonless night if the creature is hiding its tracks is 59. Obviously both of these examples are extreme cases, but they give you an idea of the range of DC you may have to deal with.

In the case of rangers they get several things that can allow them to track better. First and foremost they get a straight bonus to track of ½ their level. They can also apply there favored enemy and favored terrain bonus to tracking. These can significantly improve a rangers chance to track, but the last two are highly circumstantial and may not always apply.

As far as the skills you mentioned, I would recommend always maxing out perception and stealth. For survival I would recommend maxing it out until at least 5th level. After that I would probably put in at least one point every other level. If I wanted to be really good at tracking I would probably continue to max it out. This of course depends on the nature of the campaign. In an urban campaign you probably won’t need to track that much. But then again in an urban campaign many of the rangers class abilities are less useful anyways.

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There are plenty of ways to use magic to gain information. Starting at first level Charm Person would probably work fairly well. Hypnosis is another first level spell that could be used. Detect thoughts allows you to read the surface thoughts. When you ask a person a question more than likely they will think of answer even if they don’t want to tell you. Suggestion as you pointed out will also be very effective to get information out of a person.

Clerics get Zone of Truth as a second level spell, and Discern Lies as a fourth level spell.

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For Lay on Hands you get (Paladin Level + Scar Seeker level)/2 + CHA. This way if the levels are odd you don’t lose the fraction. So if you are a 5th level paladin and a 5th level scar seeker with a 16 CHA you get 8 uses of lay on hands not 7.

If the paladin’s archetype still has the class ability smite evil your levels of scar seeker stack with it but with a -3 penalty. So if you have a 5th level paladin and a 5th level scar seeker your smite evil functions as if you were a 7th level paladin. But you only gain extra smites as indicated by each class. If the paladin’s archetype trades out smite evil for different ability than your levels with scar seeker do not stack with that. Even if the ability functions the same as smite evil with minor changes. For example the Ghost Hunter archetype gets ghostly smite instead of smite evil. In this case the two abilities do not stack.

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Point him to Treanmonks guide to wizards. While he may not be playing a wizard he seems to be doing what the guide suggests.

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There is one fundamental problem with your scheme. UMD does not allow you to actually use the class feature it just allows you to activate the magic item as if you had the class feature.

So while UMD may allow you to emulate the class feature of spell casting it does not allow you to actually cast spells. You can use UMD to cast a spell from a scroll or a wand because those are separate functions of the skill. The DC to cast from a scroll is actually a lot harder than to emulate a class ability. If you could use emulate class ability to cast a spell why is the difficulty so much higher to cast from a scroll?

The Runestone of power does not give you the power to cast the spell. What it does is allow you to draw upon the power of the Runestone to cast a spell. Basically it lets you use the Runestone instead of a spell slot.

Mnemonic vestment also does not give you the power to cast a spell. What it does is allow you to use a spell slot to cast a spell off a scroll. Basically it allows you to use the spell on the scroll as if it were on your list of spells known.

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Since they don’t need break down the food to digest I would assume they don’t have a humanoid digestive system. That being the case they would not have the same waste product that a humanoid does.

They could also have a very efficient digestive system that is able to break down and absorb everything that they eat. In that case there would be no waste product to dispose of.

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If the rogue had done a single good deed would his alignment changed to good? Alignments are not moods and should not shift multiple times a day. An alignment shift should be a significant event for a character not a daily occurrence. If this is part of a pattern of behavior than the alignment should shift, if it is single instance than the player should get a warning.

Don’t get me wrong this was definitely an evil act and there should be consequences to his actions. Since there was a witness to the act and presumably the witness was a friend of the victim let that come out. Even with the natural 20 on the intimidate roll it is not going to last that long. Rolling a natural 20 on a skill does not doing anything more than the result indicated on the chart. It does not even guarantee the skill will succeed. Critical skill is a mythic ability and unless this was a mythic rogue with the mythic path ability than the fact that they rolled a natural 20 is meaningless.

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While the name bloodline seems to indicate you are a descendant from a specific creature that does not have to the case. Your bloodline could easily be from being exposed to powerful magic of the appropriate type. For example you could have the Abyssal bloodline because you were created near the Worldwound. A Fey bloodline sorcerer could have been raised in the first world. An undead bloodline could be the result of surviving a powerful necromantic spell. The Celestial bloodline even mentions divine intervention as a possible source of the bloodline in its description.

You could also have an android that was created with nonhuman DNA. Since most androids don’t know where they came from who is to say what went into their creation.

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Actually there are a couple of regional feats and maybe even traits that allow the source of a spell to be determined. Admittedly not everyone is going to have access to them, but enough will. I also imagine that there are probably a lot of false accusations of divine magic. If the inquisitor did not use divine magic they would be a perfect fit for the region.

As I said earlier this is not an enlightened kingdom of reasonable people. This is a nation of anti-religious fanatics. A lot of their views are not really that logical. They consider worshiping a god as being a slave to a god, but at the same time slavery is perfectly legal here. While the alignment of the nation is LN it seems to me that there is a strong evil tendency as well.

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Similar wording for other weapons enchantments occur in more recent books. This kind of undercuts the idea that this is a legacy from previous versions of the game. If they continue to use similar wording in new properties, that reinforces the restrictions on the older enchantments validity.

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Rejecting divine magic is what makes Rahandoum unique. Allowing arcane casters easy access to the same spells lessens that impact. Most of the arcane classes that have access to healing magic are not as efficient at it as a divine caster. That allows some healing, but still makes it clear what the people are giving up by rejecting the divine.

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Hermea would probably be about the only place that discourages adventures. Considering it is an island ruled by an ancient dragon there are probably not a lot of threats there anyway.

Another way to achieve your goal is to have the characters be part of a state sponsored organization. The state has laws against vigilantes (adventurers) because they interfere with the states agents. It is not a crime to be an adventurer but once the agents show up they are in charge and the adventures get nothing.

Use the ABP, but go a step further. All the gear the agents require is supplied by the state. Any “Loot” becomes the property of the state. The states gear is based on need and seniority of the agent. Basically use the wealth by level chart to determine how much gear the players get. The characters will always have appropriate gear (including magic items), but will have no need to worry about loot.

This approach would allow you to place your campaign in most places. Placing it in a lawful tending kingdom would probably work best.

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The idea probably came from Greek mythology. Cassandra was given the gift of prophecy, but cursed so that no one believed what she said.

Unlike most divine casters Oracles do not have any limitation on their behavior. They are not required to have a deity, and gain no benefit even if they do. Who grants them their power is unknown and it may be more than one deity. Even the oracle does not know what the source of their power is. It is even possible for the oracle’s source of the oracles power is opposed to their deity.

In some cases the deities sponsoring the mystery may actually be opposed to each other. The Flame mystery for example lists both Asmodeous and Sarenrae as deities.

Curse was probably a poor choice for the description of the class ability. Burden would have probably been a better word, but does not sound as cool. Curse implies it is all negative, but the case of the oracles curse the benefits will eventually outweigh the negatives.

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Darkleaf Cloth has almost identical properties as Mithral, but it does not reduce the armor category. You cannot make a breastplate out of it, but it could be used to make hide armor. If this is for a home game than talk to the GM and see if he will house rule it that Darkleaf Cloth does reduce the armor’s category.

You also may want to look into Lamellar (leather). It is already light armor and can be made out of Darkleaf Cloth to get a higher max DEX.

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The cause of a dead body beginning to smell is mostly two things. The first is bacteria breaking down the body. The second is maggots consuming the body. Once the body has decomposed the smell becomes a lot less potent. While an older corpse may not smell pleasant it will not have the stench of a decomposing corpse. Undead that have been around long enough to dry up will not smell anywhere near as bad as a fresh corpse.

An undead with a strong negative energy connection my actually prevent the body from decomposing. Bacteria and insects are still living thing. If the undead causes negative energy damage to anything touching it the bacteria and insects will not be able to survive and the body will not experience normal decay.

In some cases the nature of the undead will preserve the body. Vampires for example are for the most part not depicted as being rotting corpses. Mummies have been preserved and usually wrapped so would also probably not have the same amount of stench as some undead.

Last but not least is the fact that undead are not dead. The negative energy that animates also preserves them. If it did not eventually all undead would end up a looking like skeletons. Their flesh does not decay because it is not dead.

Any or all of these reason would explain why not all undead stink.

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