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![]() On the heels of TPK Games' release of "Laying Waste: A Guide to Critical Combat" is the official app for your Android phone or tablet! This app puts all the fantastic and well-balanced critical effects from "Laying Waste" at your fingertips. It even allows you to optionally roll the various associated effects' durations, subtables and saving throws as well. Special thanks to TPK Games for developing a quick, fun and versatile new critical system and for providing support throughout the development process. Now available in the Google Play Store. ![]()
![]() Check out the introductory "Click Your Path" adventure @www.pfbeginner.com. ![]()
![]() A free adventure for four 2nd-3rd level PCs. Download it and the optional battle tiles PDF for free. The adventure includes monster pawns you can print as well. Adventure Blurb: "The lands are cursed by a Winter Dragon after it captures the first fairy of Spring and imprisons her in its lair.
Check it out @www.pfbeginner.com ![]()
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![]() I created these condition cards to pass out to my daughters when we play--they got a kick out of the little goblin stick figures I created and thus "Snot, the Goblin" was born! Okay, I'm not really an artist, but if it makes my girls smile, I'm happy. Permission is granted to print or photocopy the cards for personal use--which the PDF says as well. Check them out at: www.pfbeginner.com/gamemasters/conditons ![]()
![]() I bought the Beginner Box for my daughters and they loved it. Hopefully, by creating a free reference website (following in the footsteps of d20srd.org and d20pfsrd.com), I can help promote the Pathfinder game we all love to new gamers young and old everywhere. A big "THANKS!" to Paizo for their Community Use Policy and taking the time to develop an easier version of Pathfinder targeted to the next generation of gamers! Check it out at www.pfbeginner.com To be clear, this website is not created, controlled or endorsed by Paizo Publishing LLC, though obviously Paizo deserves a lot of credit! ![]()
![]() I own Paizo's Crtical Hit and Critical Fumble decks as well as the iCrit and iFumble apps (for Android AND iPhone), however there were a couple of features I wanted to see in the apps that weren't available, so as a developer I created the tool that I wanted based on the OGL material generously provided by Paizo. The two main things I wanted:
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![]() Contingency condition: "If I am damaged by fire."
I know I could have said "If I am exposed to fire", or some other wording, but for the sake of this argument, consider the above condition. If I am hit by a fire attack for 150 points of damage, do I take 1 point of fire damage and then the contingency triggers the protection from energy (fire) "immediately", in which case I would then only take an additional (149-132=) 17 points of fire damage? Or would the contingency not be able to react until I've taken the full damage of the spell (150 points of fire damage) and then trigger--likely after I'm dead? ![]()
![]() Do you need line of effect from a creature you are possessing to return to the jar? Magic Jar: Spoiler:
Magic Jar School necromancy; Level sorcerer/wizard 5 Casting Time 1 standard action Components V, S, F (a gem or crystal worth at least 100 gp) Range medium (100 ft. + 10 ft./level) Target one creature Duration 1 hour/level or until you return to your body Saving Throw Will negates; see text; Spell Resistance yes By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again. If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host's location.
Thoughts? ![]()
![]() If a caster possess an intelligent undead with magic jar, does the caster gain Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)? My thinking is that the target's body still maintains its type and subtype, so any mind affecting spell would be targeting the physical brain (or lack thereof) of the undead target and not the caster's lifeforce/psyche. Thoughts? ![]()
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![]() A fast zombie gets: +10 speed, + 4 dex (over a standard zombie), not staggered and an extra slam attack. On the "balancing" side, it loses the zombie's DR and a caster has to cast haste along with animate dead. Also, there is a prevailing theory that creating a fast zombie counts as twice the Hit Dice during animate dead. This requirement is listed for a burning skeleton and is presumed to also apply to fast zombies. Despite the appearance that fast zombie are superior there is no adjustment in CR over a regular zombie. Should a PC necromancer be able to animate fast zombies or are they too powerful/unbalanced as currently written? ![]()
![]() A PC is attacked with a ray of enfeeblement for a penalty of 7 Strength. The PC makes his Fort save reducing the penalty by half (3.5 rounded-down to 3), for an ultimate penalty of 4? I have a player that believes the penalty should be half as much (i.e. 3) instead of reduced by half. So, should the ultimate penalty in this case be 3 or 4? ![]()
![]() An Ettin's melee attack is listed as "Melee 2 flails +12/+7 (2d6+6)
Superior Two-Weapon Fighting (Ex): An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. An Ettin's BAB is +7, so that alone would give it two attacks. Wielding a weapon in its offhand would normally give a creature a 3rd attack, but since that's not listed am I to take it that means the Ettin has four total attacks? +12/+7 with each arm? ![]()
![]() Apparently under Pathfinder (as opposed to 3.5) it's easy and trivial to make any and all kinds of magic items by bypassing prerequisites and taking 10 on Spellcraft checks. Also with no body affinity rules, I have players dumping all kinds of standard items into other kinds of gear. I guess I don't really have too much of a problem with it, but I wondered what other DM's out there think. For instance, I have a player that wants to craft a ring of revelation into his PC's sword (okay, it's not underwear). I can't find any reason why this can't be done but then I have to ask if the designers meant for the powers of certain items (like rings) to be limited, since normally you could only have two rings. However, with the crafting rules you could craft the effects of a dozen rings into one or more other items. This also brings up the issue of why have any other feat than Craft Wondrous Item. If a PC doesn't have Forge Ring, then just make a belt of invisibility or whatever. Finally, I had a player bring up the logic from the crafting rules that if his PC crafted the effects of an item that doesn't take up a body slot (say an ioun stone) and puts it into an item that does take up a body slot it should only cost half as much as constructing an actual ioun stone. Now, clearly I know (and enforced) the fact to judge items by their use and not blindly following the "formula", but there are just so many problems with the magic item creation rules (some of which I know where inherited) that I think that Pathfinder aggravated the issue as opposed to making it better. ![]()
![]() Do the effects of two or more pearly white spindle ioun stones (providing 1 hp of regeneration every 10 minutes) stack? So two stones would provide 2 hps every 10 minutes? Since two (or more) stones would technically be different sources, I'm not sure what would stop them from stacking. Also, just in general, I didn't find anything that discusses whether regeneration from different magic item sources would only count the higher of the sources or if they would all apply at whatever rate they had. I know there is a rule for multiple versions of the same spell effect at different level (where the highest applies), but not sure if that meant magic items as well. Thanks. ![]()
![]() Is it possible to create a non-rod metamagic item such as armor or a wondrous item that temporarily grants a metamagic feat three times per day? If so, what component cost would be used for the metamagic feat? After much research and number crunching I'm leaning towards thinking that meta-magic rods should have this ability alone, but I'm not sure the rules truly impose this limitation. Example: The market price of a Lesser Metamagic Rod of Quicken is 35,000 gp; the construction cost is 17,500 gp. Looking at the rules for magic item construction, it suggests that items that don't take up a body slot (like a rod?) costs double, so would that mean that the true construction component cost for the metamagic feat in this case would be 8,750 gp? If true, the logical problem I have is that making a non-rod meta-magic item would then cost only half as much as the corresponding rod, so why would anyone use metamagic rods or take the Craft Rod feat when it would be easier to take Craft Wondrous Item and make belts, helms or amulets of metamagic feats for half the price. ![]()
![]() Wind Sight Level Sorcerer/Wizard 1 School: Evocation [air] Casting Time: 1 Standard Action Components V,S Range Medium (100 ft. + 10 ft. level) Area 20-ft radius, 20' high -- can you target in an area you can't see? Duration 1 min/level This spell causes a Light Wind (5 mph) to swirl in the area of effect and grants you and only you the ability to see better in or through a fog-like area (a cloud, fog or smoke effect), reducing the concealment of such areas by one step (total concealment to 20%, 20% to no concealment). This spell does not enable you to see: through darkness; invisible creatures; through illusions; through cover or see creatures hidden by stealth--unless the creature tries to use an area that no longer provides concealment of this spell. ![]()
![]() A wizard PC in my group wants to develop a spell to see through the concealment granted by things like smoke, fog and foliage. This came out of frustration from the groups blind-fighting druid/monk who is always dropping obscuring mist in combat. The draft of the spell is: Clear Sight Level Sorcerer/Wizard 1
Casting Time: 1 Standard Action Components VSF (set of eyeglass frames or monocle frame) Range touch Target creature touched Duration 1 min./lvl The target can see through concealment caused by fog, foliage, and the like, allowing him to target concealed creatures with subsequent attacks (provides line of sight). Attacks against concealed creatures do not suffer from any miss chance. The spell does not allow detection of magically invisible creatures, pierce cover, or detect creatures hiding from stealth due to cover. It also does not pierce concealment caused by dim light or darkness unless combined with low-light vision, darkvision, or additional magic (like the darkvision spell). --------------------
Thoughts? ![]()
![]() Back in December Jason said the Summon Monster ability of the summoner should be changed (dropping Standard Action and 1 min/lvl duration). However, in the Final Class Playtest PDF it still has the Summon Monster SLA as a Standard Action that lasts one-minute per level. Did I miss a retraction of what Jason said? Are people going with the Standard Action & 1 min/lvl listed in the latest PDF? ![]()
![]() Belier's Bite is a Feat from the Pathfinder Companion: Cheliax, Empire of Devils. Prereq: Improved Unarmed Strike Benefit: when you damage an opponent with an unarmed attack, you deal an extra 1d4 bleed damage. To me this is a feat that a monk, and many other PCs, would take every time and it's something a monk can take at first level. Consider that a Rogue has to be 2nd level to take the Bleeding Attack Rogue Talent, which would give the rogue 2 points of bleed (equal to sneak dice) and only usable against living creature and only when the rogue uses sneak attack. Yes, I know it will eventually scale, but the feat allows a monk to do 4 points of bleed at 1st level while a rogue would have to wait until 7th level. Now, this might lead into the other debate that's out there that says the bleed condition should only work against living creatures anyhow--but there is not a definitive answer to this--and even if it were only against living creatures, the Belier's bite still seems fairly strong. I'm not sure if this was suppose to be a fix for the monk to bring up damage or if the compendium (and feat) were created before PF Final. Thoughts? ![]()
![]() While the official Paizo GM Screen is of the highest quality and fairly fantastic, for my personal tastes I like the 4-panel landscape format. I also didn't need the XP info--so I put my own screen together and added a couple of things I found more useful, such as the AOO action chart and a list of conditions. Printing the PDF might take a little playing with the settings (such as setting landscape and turning off resizing and auto-center), but otherwise the pages came out great for me. So paste them to some card stock or just print them out and use them as reference. |