This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.
We recently had a game grind to a halt due to a disagreement over the running of this spell. We have a paladin fighting waves of summoned creatures, so the "magic circle against evil" effect came into play.
The confusion was over the free casting of magic circle against evil. Does it come at the start of the next round? The end of the current round? Between every attack?
Unless it comes at the start of the next round, the paladin can pretty much fight summoned creatures with impunity as the protection contstantly comes back into play with very little gap.
Has this been clarified anywhere? Has anyone else had this problem and what was the solution?
Thank you in advance.
I'm going to keep an eye on this and see if I can join in. I've purchased all of the "Ultimate" series as they've been released, so there are only a few elements I don't already have in book & PDF form.
Also, the Ultimate Spheres Backerkit is going to process final charges three days before the end of your kickstarter, so that is unfortunate timing for backers of SoP.
Great! And let this be cautionary tale for all the "just how easy it is to write and publish and adventure path, I could do it all alone in half the time Paizo needs" people.
Question? Do you have to practice posting like a douche bag or does it come naturally? Serious question, because your avatar is pretty literal in that case.
That's incorrect. They are designed for 15 point buys. If you have something stating otherwise, I'd be happy to hear it, but it's been said on these boards time and again that they are made for 15 point builds.
If he rolled his stats and has more gear than wealth by level, then you'd probably need to adjust the APL up by +1 anyway, which brings you back to 1. Pathfinder adventures are generally designed for four players with characters built from a 15 point build following wealth by level. So once you start to go above the 15 point build and wealth by level paradigm, your APL increases.
When you build your encounters, you just pick your target CR and then build your encounter by adding the XP of each monster together until you hit your target CR.
As a rule of thumb, if I'm not sure how well I've determined the party's APL, I will generally give them a simple encounter first to see how they do. If the APL is correct, they should blow right through it. Then I'll run them through a very difficult encounter to see how they handle that. If the encounter winds up being very difficult, then I know I'm on the right track. If at any point, the easy encounter is hard or the hard encounter is easy, then I know that I need to start moving my APL up or down by +1.
Note: If I run a hard encounter as a test, I will have a deus ex machina of some sort handy to help the PCs out if needed. Now, I only like to do this if I'm unsure of my APL, otherwise, I just let the encounters unfold naturally.
Rogue Genius Games plans to continue Pathfinder Kickstarter for small projects like the Gruesome Foes Templates campaign that is currently ongoing.
Even Paizo acquiesced to give Pathfinder players a "Bestiary" for the Kingmaker crowdfunding campaign. Honestly, when they announced they were going to offer a 5e conversion along with the 2E book, I was about to delete Paizo from my bookmarks and just go all third party. Since they're offering Pathfinder players that have been trying to get the Kingmaker adventure for years some small concession, I will stick around for now.
I hope they succeed and everybody loves the game, but there's something disingenuous about promoting how great a game is for ten years and then suddenly changing course and saying, "this game's full of problems, so we're dropping it."
Do you know if are subject to a spell that has an area rather than a target, but still looks at a target in the area? Like a Paladin'd Detect Evil, or a Detect Magic spell?
If you see the caster during the act of spellcasting, there are visual and audio effects. I always explain it as casting spells is just like having someone draw a gun on you. You may not know what they're doing with it, but you know it's a gun being point at you. The game breaks in half if people just cast spells without notice. That's why there are classes such as the vigilant built on the premise of hiding the act of spellcasting.
Ironfang Invasion contains a lot of the same elements of Kingmaker without all of the kingdom building and downtime management. It's set in Nirmathas, so unless your PCs move there, you'd have to change the names and regions to match the River Kingdoms.
I agree with the suggestions above to move over to book two of Carrion Crown or just let them wander over to the Emerald Spire and Thornkeep area of the Echo Woods. It is still very sandboxy, but it is a dungeon sandbox rather than an open world.
It's not really a problem beyond forum hand wringing. I've run this adventure about five times over and it's never been an issue.
There's a magic weapon in that room and if the PCs have a cleric, the shadow usually isn't too much trouble. Also, there are plenty of directions in which the PCs can run if needed.
Volkard Abendroth wrote:
Yes, they are! I agree completely. I actually do have both of those, along with the Advanced Bestiary and Freeport Bestiary.
I have been considering the Rappan Athuk Bestiary and the Blight Bestiary. I think there are a couple more.
Thanks for the suggestion!