Patrick Baldwin's page

Goblin Squad Member. 54 posts. No reviews. No lists. No wishlists.




Jumping is sure helped by a running start, but there seems to be evidence it's possible without one, given the existence of the NBA.

Not so much much in P2, as far as I can tell, and I really hope I missed something...


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So attacks with Knockdown just work, regardless of size, strength, #of legs, any of that.

This seems clearly wrong.

Push, much the same.

Very much not appreciating these kinds of rules.


So I've got a fair number of NPCs to make, a mix of normal races with levels and monsters with levels. I like things that can be reused, so I'd like to do them in a format easily shared with other folks and sites like d20pfsrd.com, and I'm curious if anyone has any suggestions.


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We're running a Pirates! game. Stopping fleeing ships has come up a few times, thus the anchor token. But how does it actually *work*? Is it a force that makes the ship stop for up to 24 hours? Can it be ended early? Is the ship now an immovable object?

Or is it a real, physical anchor, that moors the boat and lasts for 24 hours? If so, how many HPs? Hardness? Can you pick it up with your insane strength and bludgeon someone with it?


Anyone have any die rolling utilities they find particularly great?

What I'm looking for is something I can use to generate results for many attacks at once, so I can run large groups of creatures quickly.

Ideally, something that would let me save my configuration.


Say I'm humanoid (in form, if not actual type) with a slam attack. I put on an adamantine gauntlet. Is my slam now adamantine, ignoring hardness?


If you add the half-dragon template to something with natural slam attacks, how does the addition of the claw/claw/bite interact with the pre-existing slam attack(s)?

Does it now have claw, claw, bite, no slam?

Claw, claw, bite, slam, slam?

Something else?


Does anyone know of any way to increase or decrease the size of non-humanoids without changing their form? As far as I can tell, both Enlarge Person and Reduce Person only work on, well, *people*. Righteous Might seems like it's the only option to enbiggen a nonhumanoid without form changing, and there doesn't seem to be any way to shrink one.


I'm building a 15th level character for our new Beta
game, which will be using the tournament module Crypt of
the Devil-Lich. Any suggestions for a Dragon Disciple build?
One feat will be going to Leadership (we're only 3 PCs,
need a little more meat), and we've got rolled stats (*high*
rolled stats, around the Epic Fantasy point-buy level). Only
material we can use is Paizo created Pathfinder stuff, so no
WoTC expansion books. Other than that, no real plan yet.

C'mon, I know y'all have opinions, and this is the Internet, for
$DEITY sake. Share them!


So, we're starting a Pathfinder Beta playtest using some
tournament module called Crypt of the Devil-Lich. I'm
probably building a Dragon Disciple, and I'm wondering if
anyone has any thoughts about spell selection for the 13
caster levels of sorcerer spells I'll have.


I've looked around in the forums, and can't seem to find
an answer.

Just how does the Necromancy school power work?

Automatically controlling 8 HD of undead / level
seems too good.

Having it only replace the 4 HD / level limit from
Animate Dead seems too bad. If that's the case, then
it's a school power that doesn't work at all for several
levels, which seems wrong, and it still leaves necromancers
with the problem that any random cleric can come along
and steal the necromancer's undead, with the necromancer being
unable to even try and get them back.

Could we please get a little clarification from a developer?


One of the things I've never cared for in higher-level D&D 3.5
play is the scry - buff - teleport combo. I was hoping to see this
addressed in Pathfinder, but no luck so far.

So I'm working on my own fix, and in classic D&D fashion,
I believe the way to fix some slightly b0rk3n spell combos
is - add more spells!

Right now, I've just got drafts of the Scry related spells,
but I plan on a Teleport Alarm, Block, Trace, and Redirect
sequence as well.

As a side note, I'd forgotten how much I hate web forums; I must
*really* like this Pathfinder RPG idea to actually be contemplating
discussions on one of these things. If anyone's interested, I'm
also checking out what people think in the D&D newsgroup,
rec.games.frp.dnd - if anyone who wants check out Usenet and
doesn't know how (Google groups is easy, but certainly not the
best way), let me know and I'll see if I can help.

Anyway, comments on spells appreciated.

Scry Ward

Abjuration
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: Creature(s) or Object(s) touched
Area: 40' radius; see text
Effect: Magical ward aginst divinations
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

Scry ward creates a magical screen against divinations, automatically defeating any divinations
of a lower level.

Divinations of the same level require an opposed caster level check between the caster of the
divination spell and the caster of Scry Ward.

Scry ward is not effective against divinations of a higher level

The caster may ward one creature or object per 2 caster levels. Alternatively, an area or structure
of up to 40' radius may be warded

Arcane Material Component

The eye of a hawk, an eagle, or a roc, plus salt.

Wizard, Sorcerer, or Bard Focus

An item of finely wrought silver, iron, and lead costing not less than 1,000 gp.
When warding a structure or area, inlaid designs using silver, iron, and lead
not costing less than 1,000 gp

Cleric Focus

A holy water font costing not less than 100 gp.

Druid Focus

A sprig of holly.

Scry Ward, Greater

Abjuration
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Creature(s) or Object(s) touched, 1 per 2 caster levels
Effect: Magical ward aginst divinations
Duration: 1 day/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions like scry ward, except as noted above.


I've gotten together a small playtest group for Pathfinder;
we've got a wizard, rogue, and fighter. Been fun thus
far, but it looks like Web got nerfed (which is probably OK,
really). Not sure how it works now though- do you need to
make a save when you are in the Web area even if it's not
on the round is was cast? I certainly hope so, as I don't
want giant magic spider webs to be something you can just
walk through.