I love those maps. I buy those maps. Still, I would love to have the map folio stuff as battle maps for my games. I understand they may not be cost effective or as versatile as the current battlemaps but it would be very, very cool. there must be a relatively cheap way to reproduce these maps at the appropriate scale. Just upping the image and printing on my printer is only so-so, and costly in the long run. I have also tried using a digital projector and magnets to simulate the map use on a whiteboard (cumerbersome, but it was still 'perdy').
Remco Sommeling wrote: I'd overhaul the vamp powers to be dependent on age so that a young vamp and a little less fanciness, gaseous form and such is a bit much to give every vamp. Otherwise there were some great ideas in here to bring some more equal footing. Yeah I like that idea. It reminds me of what was done in the Ravenloft books with giving powers with age.
Liz Courts wrote:
Yeah, I have that - it's great- but I am greedy. I want more. :)
Last two posts offer great ideas. This is what I have been doing before I read them: werewolves get the rage abilities equal to bararians of their HD. In the presence of vampires, (mortal enemies in my world) they shift (yes I know they already shapeshift) into advanced/tougher versions of themselves as long as the vampire is in there presence (via the advanced monster template). They must make will saves to do or attack anything other than the vampires during this time. I also allow supernatual creatures to overcome the DR of each other as if they held a magical weapon of the appropriate type. Much like how Angels and Devils/Demons are able to hurt each other. Seems to work pretty well against the spawn and because they attack in packs ( pack tactics works great for werewolves by the way)full vampires are a little wary as well.
Hey there. I am looking for information on Runelord Zutha and Gastash. I know nothing official has been written (from what I can tell), but I want to develop informaiton on his realm nonetheless. From what I can gather, his realm would be in what is now the Hold of Belkzen. Anyone wish to confirm that? I am looking for a good ruin to place the Rod of Doresain( working title). This is originally called the Unholy Rod in one of my 3.5 products. It allows for 500HD of ghouls to be controlled. One of my villians wants to find it and then conquer Nemret Noktoria. then usher forth and destroy his native Osirion. Anyway, I want a reasonable place where the rod could be found. Maybe in the hands of an undead lieutenant of the Runelord? Possibly under the Cenotaph or under the Sleeper? What do you think?
I also like the masterwork and superior skeletons mentioned in the Hallowfaust book of Scarred Lands Campaign. I pitched creating these using the create skeleton spell I know now, but with more research thrown in (and cost of course). I am trying to treat it as spell research. I just want to make it fair. I don't want a huge amount of work for just a little payoff. If I can replicate said skeletons, or get another skeletal champion along the way if mine gets destroyed, then that would be ok. If this is just a one-time shot, then I wouldn't bother.
Remco Sommeling wrote:
Yeah I think we came to an agreement on that. Still I wish it were easier to know how all the undead types can be created, you know! Look at all the great creature/monsters of the undead type; some can be made, others spawned by one of their own, but even those can be created via create greater undead (mainly). So many others are self-generating under certain conditions, but wouldn't it be great to have clear means of creating many of those too? I think it would be knowledge necromancers would work for. I know mine is doing that.
I am wondering why such a thing as a spell or circlet needs be so expensive. The creature in the Beastiary is CR 2 and can be a free thinker. A ghoul is a free thinker with CR 1. If a Ghoul can be created with a level 6 spell, could not a Skeletal Champion be created with a level 7 spell. I don't know if it is powerful enough to warrant create greater undead. What do you think? I really wanted to have a skeletal champion for my 5th level sorcerer with necromancy bloodline. He has a 'bones' motif and is specializing in spells/abilities around bones and skeletons. A skeletal champion would be perfect for this. It seems though that it would be too powerful to make with animate dead (a spell that is right around the corner for me). I guess I'll have to wait. Perhaps a circlet can be made with craft wonderous item feat. Any thoughts?
I run a game for my students as a weekly club. They are all fairly new ( 1.5 years into the hobby) and love it. Because I am their teacher, I think they defer to what I have to say in terms of the game, and generally in terms of the rules (though I do have some budding rules lawyers!). I absolutely love the energy that I get from their excitement while playing. It keep me going and make me want to make each game have something memorable. That said I use alot of things to make my prep time easier. APs, maps, minis (they are a very tactile group)all make things run smoothly. I am a 20+ year veteran of the hobby and have played in many groups. This group is the best.
What people say here is true. Tactics are an advantage in a protracted conflict. So is attacking during daytime.So is the fact that vampires don't really work well with each other even when dominated by the same master vamp (not to mention animalistic spawn). This we all know and is being used as part of the story before the PCs arrive; it helps to explain the stalemate. The vamps have tactics too don't forget. Domination, intimidation, the promise of immortality to their sympathizers and psychophants, hostage-taking to keep the goodly creatures in town in line... All explains the current stalemate. I like the idea of making normal werewolves the equal to vampire spawn. I think that can be done with little tweaking other than maybe advancing the HD a little and chaning some feats/adding abilities (I really like the rage idea mentioned earlier). I think the Alpha of the pack should have the same/or near same power over his subordinates that the master vampire does. I also think I will give him the same ability boosts. I see no reason why an Alpha were could not have a high charisma; animal magnitism and all that. Also, I am toying with the idea of adding certain feats to the weres when they encounter vampires (some feats from Castle Ravenloft/Libris Mortis look good). Likewise, maybe weres are mortal enemies to vampires and vamps get a +1 to hit them (you know, to try and balance things out). It really comes down to the night fight during the climax of the adventure. The vampires turn a great number of people (basically everyone old, sick and in prison at the time)and send them out to kill everything in the forest. The Weres, their pack depleted a bit by the fighting at this point, have to 'attack the head' as it were, because they can not stand up against that many spawn even on their home turf. So, the Alpha and Master Vamp have it out and the players get to help decide the outcome (I don't have the players going up against the Master Vamp for two reasons 1. They have already faced the underbosses that night, 2. the Alpha would try to kill them if they interfere -before the time is right for my story that is-. As such, the Alpha needs to not get trounced. I am leaning towards creating an Alpha were template with enough boosts that give it a +3 to CR. Increasing stats like a vampire is a start, maybe the rage power, and extra feats/druid spells, Change in DR as per the suggestions mentioned earlier. For the regular werewolves, maybe the change in DR and Rage power, as well as putting their ability boosts inline with those of the spawn. I won't get the time to due this up for a little while, but if there is anybody out there that wants to take up this mantle, I will be greatful. Thanks to everyone posting.
Thanks to everyone. So far there have been some great ideas and useful suggestions. As was suggested before, I know that they could fight the human guardians to try and wrest the town while the vampires and spawn sleep. In my adventure that was attempted several times during the period before the adventure begins. In the skirmishes and guerilla warfare, a stalemate has been reached. The vampires lose spawn they send out into the forest ( turns out it doesn't take too much to launch spawn onto broken branches in hybrid form), and werewolves lose pack members to human pawns and hunters with silver when they attack the town during the day. What I want is for them to attack at night when the vampires really don't expect them to ( being the annoyingly over-confident fiends that they are).
I really want to make the Weres' powers the antithesis of the vampires. I.E. the vampires feed on life and life-drain, I want the Weres to be over-flowing with life energy. I want a power/ablility that plays on that life-energy idea without making them completely dominant to the vampire as written.
i could be wrong, but it seems like vampires and their spawn are hands down superior to lycanthropes in D20 systems. Assuming that I am not wrong, I would like to see a more equal footing. I want to run an adventure where lycanthrope rebels are trying to win back a town dominated by vampires (the lycanthropes are still evil in this scenario)but I wanted to do it without having to add many class levels to important NPCs. As written the lycanthropes don't seem to be much of a challenge in a toe-to toe fight ( I agree there are other tactics that can be used, but they won't work all the time- Vampires aren't stupid after all and realize their weaknesses). As such, how can we modify the lycanthropes to make them more effective against undead? Yes, I know this will likely change the CR. I'm fine with that.
I needed PF version ninjas for an adventure I ran in Kaer Maga and I used the Shadow Assassin from GG with a few little tweaks. Worked well enough. There was no TPK but the players still got the gist of what they mysterious class could do, and that they could be anyone. In that adventure they actually were working for the REd Mantis and didn't know it. The RM still tried to kill them though. ( stop babbling Murphy!...ok).
I have the subscription and so try to use them as they come up. I have used the item cards and Crit decks the most. The cards I find look good but can be a problem to keep organized for my players (all noobs). They love the crit decks however. Last week we used the plot twist cards for the first time. They loved it! Many plan on uses their cards as soon as they can. this week I am going to introduce the Harrow cards and try to use them at least once this game, so they get a sense of how they work. I am debating however, on using them a litlle differently and want to know if anyone else has used any of these products and how well they worked for them. thanks.
I doubt there would be anythying like that in the near future. I do think that they will give us infor on the other planets in the system of Golarion. That way, we can run fantasy RPG on those planets and or tie them into Golarion. If they were more high-tech,then there would have to be an explanation as to why nations on those planets have not invaded or conquered Golarion. Personally, I can't wait to see that info.
I would like to see more on Arcadia (I am sure someone else mentioned this) as well as more information on the other planets in the solar system as Golarion. I mean, do we have to wait for everything on the planet to be written up before we see more of the elven planet/homeworld ? Also, I love dwarves and would like to see more on the Sky citadels of 5 Kings and Janderhoff. ( I have some ideas if any editors want to hear them :) )
Everything I have to say has been said in one way or another but here goes: I have been playing for 22 years and 3.0-3.5 were the best versions pre-PF. I bought thousands of dollars worth of product. With 4E, that huge investment would be obsolete and they were taking away two things that I loved about the game (Dragon and Dungeon magazine) and changing them into something else. My first love was Greyhawk, and these magazines treated it well. THe new system was just too different and too watered down for me. As others have said, it was too much like a video game.
PF game mechanics were familiar enough to learn quickly and streamlined enough to improves aspects of play. I visit the website daily and buy 1000s of dollars worth of product from them and their 3rd party publishers each year. As long as things continue the way they are, they will have me as a loyal supporter.
I play with a lot of new players. Beacause they don't know the information, there is not a lot of fudging and when there is, it comes across as part of the story. I found with my old group, that contained several meta-gamers (who owned alomst as many RPG books as I did) fudging had to be subtle and happen in odd ways (when it was needed at all for story advancement or game enjoyment) to avoid the questions and complaints of rules lawyers and metagame knowledge. I love new players for this reason. They are all wonder and awe with no preconceived notions of how many hit points a goblin has or what a vampire can and can't do.
I have seven players in my game and I always end up adding an NPC to the mix. This time around it is the Magus. Dwarf, currently 2nd level in ROTRL vol 1. So... yeah I have one character on the go. But I am also the DM, so the other way to look at it is I am playing X-7 people in my universe. That way makes me feel all important :).
I have seen many games ruined by treated the section on magic items like an isle in Wal-Mart. Minor items in my games tend to be common in the sense that nearly everywhere has them, but they don't all have the same stuff. You can't just go to any old town and expect to find a figurine of wonderous power for the specific animal you want. Even things that most take for granted ( like potions of cure light wounds) I like to make the PC's work for it a little. Not so much that they have to jump through hoops everytime they want something, but enough to make them realize that these things are not universally availiable. (that feels a bit more like a video game rpg to me). In terms of major items and powerful medium items, there should always be a bit of a story or quest involved. That way,everything they have, or have created, means something. In terms of magic items they get from conquered foes and monsters, I try to have a little story for some items, and make sure any excess gets dealt with (either by PCs selling the items for funds for their own items or estates, using them in diplomacy or for tithes, etc). That way they still have a use even if they plan to never use the item themselves. This is not the favoured approach for many, but I love crafting the stories in this game. It is the part of the DM role that is the best in my opinion.
I like epic play the best. Partly because I get to play it so rarely that it is never boring for me and partly for the challenges ( dealing with whole armies of demons or a demi-god for example). I also really enjoy the politics that such levels should generate. There is such a potential for empire building and politics that it would be impossible to relate all the applications here. Suffice it to say that such characters should always be sought after by someone (friend, or foe).
Also, I like the ability to change or add to the game world in significant ways that don't break the game. E.g. start an empire, defeat an ancient evil, save the world, create spells that stand the test of time, make artifacts, create a religion etc.
Evil Space Mantis wrote:
Used in moderation, I see a PC flung far off as an awesome adventure. As a DM, I deal with PC's in separate actions/places often so it doesn't bother me. If it were done all the time, it would be just as annoying and no-fun as every enemy magic user using MM and FB on the party IMO. But as a memorable trap, enemy monster being able to cast teleportation spells this way, or for a character to go through the trials and tribulations to be able to cast spells this way, would be awesome. So awesome in fact, that perhaps there are a whole race of inevitables waiting for mortals to violate the laws of translocation so that they can come and deal with them, thus giving their existences purpose. heheh.
Mandor wrote:
Mandor wrote:
Key there is anywhere you know of ( it is up to the DM to determine just what that is going to be; many people assume their knowledge of the planet comsmology would be the same as their character - I don't think it has to be that way. ) I think it is a good thing to put your enemies into dangerous situations. Hell, the whole game is about dangerous situations. Some of your exmaples though, don't make alot of sense tactically. For example, sure you could send an enemy into your dungeon, but consider: if he is weak and couldn't fight the guards of your dungeons or escape, chances are you should not of wasted such a powerful spell on the poor bugger. If he is powerful enough to escape, then why send him there?
also, as DM you want to make sure that you give your characters a fighting chance. The tactic of teleporting a PC to Orcus sounds to me to be above the Challenge rating of the encouter. Why not just allow a teleport into a trap of an appropriate level, or to a monster of an appropriate level? anyway, you get the idea. The aggressive versions don't have to made extreme enough to be broken. I realize this is not for everyone. That is completely o.k. in my book and you may as well be right. In the meantime, I intend to try aggressive versions of these spells in my game ( with increased level, damage cap, saving throws, dimensional anchor safety-catch etc) when the time comes. I'll let you know if they worked out or were totally horrible.
825. clone war- summon several clones of yourself to fight for you. If you die, a clone immediately gains your knoweldge and experience. 826. Reverse Hex 827. Reverse Judgement 828. Sever Eidolon- disrupt the summoner's ability to control/summon his eidolon. 829. At one with nature- become aware of everything within a 1 mile radius per level of the spell. Automatic knowledge geography, nature, survival checks, find anyone or anything within your spell range. Automatic animal friendship and can use summon animal V once per spell's duration. Summon animal IV twice, SA III twice, and SA II and I four times each. 830. Negate infusions 831. Permanent Infusion. 832. Madness within- create a micro portal to the Far Realms within your body to gain the aberration template and access to the Madness domain of spells. MAny, many side effects 833. Hide Soul. Caste your soul into a phylactery-like object so that it cannot be possessed, magic jarred, imprisoned etc. 834. Sever Magical ability - any magic character/creature would rather be dead then lose their ability to cast spells/abilities.
Yeah yeah, broken broken. I know people were going to say that. But I think it can come down to how the DM plays it out what kind of restrictions are put into place so that 'broken' doesn't happen.
Same can go for this. Instead of just complaining that it is a broken idea, lets try and set some restrictions on the idea ( like there are restrictions on other powerful spells - too many to mention) like: Level cap for damage or baleful distance teleported depending on the level of the teleportation spell. Hell just being able to use the spells against anyone would be an asset without directly doing damage! Who says it has to be instant death? Why not just full or half damage depending on the save(as per level cap mentioned above. Increasing the level of the offensive version of the spell by two spell levels. Come on! I know there are way brighter and more talented people than me on these boards. Help me make this work instead of just being critical and shooting it down. then, after we've all had a go, tried it, and it STILL doesn't work, I would be very happy to say, "YES, this is a completely broken idea."
So every translocation spell that I have read allows a save to objects but otherwise the subjects must be willing. Why? Why can't we use these spells in offensive combat? It would be so cool. Touch a foe and teleport him to the kings' dungeon, or into the air, or onto a mountain top, or into the crypt of a vampire (etc). I think of movies like Jumper and heroes like Nightcrawler. What they can do is great, and they always use their ability to maximum effectiveness. Why not here? Introduce a saving throw and a max damage appropriate to the level of the spell (if someone were to try and teleport a foe into an object or high in the air or under the ocean etc.) It would make creatures that can teleport at will (when it is not self only) that much more dangerous, and spells like dimensional anchor that much more useful. I would love to hear from a developer (because I know this version would have been discussed at some point) why this was not allowed in the final version of the spells in question. thanks.
I think it ultimately depends on the group. I've played for a long time and had great games with nothing other than books, dice and paper. For the last two years I have used mats and minis and they have worked extremely well. One reason for that is because all of my players are completely new to the hobby. They came from video games like Runequest and T.V. shows to this game, and reference those things in order to make sense of what they are experiencing. The Minis help with that. If I had another group of experience players, I wouldn't need them and I'm sure I would still have a great time. Oh, and also , I find they make things a little easier for me to keep track of who is doing what where.
I would be most interested in mechanics that replace the most time consuming aspects of high level play. Dealing with vast treasure, minions, or the fawning of the masses would be good. some people like dealing with managing every aspect of their characters, my group never seems to get into it. Yet, story wise, the more powerful the character the more people/creatures/factions/gods seem to take notice (either as an ally, enemy or useful pawn). I want a mechanic that allows quick and easy management of things like running a city, guild, magic academy or kingdom. Rules for politics that make sense and could quickly wrap up internal or interantional intrique or tensionif the player group wanted to sweep past that (other than just making yet another diplomacy role I mean). IMO, there should be reasons why high level player characters stay on the Prime instead of getting pulled away from their world by various quests and factions, or killed by that CR 30 Praying Mantis. I would want that explored. It would be ideal if there was something in place that made it increasingly more difficult for HLPCs to adventure on the prime beyond the "things are too easy" reason.
Hey there. I run a ROTRL game for my students as an afterschool activity. As they are new to the game, I use alot of miniatures and maps so the game is viseral and easier for them to grasp and get into. Lately I decided that it was time to add some more cerebral touches to our game. I just issued some plot twist cards and the kids seem excited about that. Also, I told them that we would be using new skills to enhance the variety of their tactics. Metamagic skill is not new on this forum, but I though I would share what I was planning to do. There are so many neat MM feats and so few feat slots that few if any gamers that I know have ever really used them. If they didn't cost anything we would use them more often. Here's what I have decided to try:
Now For the martial classes I plan to use Battle Sense, which is modified by the character's intelligence score(very similiar to the skill found in Star Wars D20 -not sure of the edition). This skill would be useable as a free action once per round (unless they use their free actiont to do something else) to improve some aspect of their combat ability.The Base DC is 15, which yeilds a +1 competence bonus which could be put towards any one of the following: BAB,Damage, AC, initiative,CMD or CMB. For every DC increase of +5, the bonus granted would increase by 1. So trying for a bonus of +5 would yeild a Battle Sense DC of 35. Failure indicates a -2 to the chosen battle attribute to represent various miscalculations.
Character classes which are a little magic and a little martial (you know who you are) would chose upon character creation which of these skills you would specialize in. ( I am sure someone will complain about not being able to take both). I also see SOME monsters being able to do these things, but not all. No unintelligent or non martial undead would have battle sense, but spectres of warriors or grave knights could have it. Likewise, every Lich worth his phylactery will use Metamagic at least once a day (should the ability be based off of Charisma for these... well what do you think?). Other races or creatures would use them on a case by case basis depending on the creature. Some Balors may prefer magic, others battle sense, spell weavers would most definately use metamagic even though they have low Con scores. We could easily develop a feat that increases their bonus by 1 or maybe races steeped in magic could use it based on another stat (again, let me know what you think). So, like it or hate it, that is pretty much what we are going to use for the campaign. I'll let you know how it plays out.
Mageye wrote: Well I guess what I'm try to get at is I don't really want to give up the game I love just because my faith says it's "evil" because I don't see anything "evil" about it. whatever happened to judge not lest ye be judged? don't Christians follow that? I would if I were Christian. Personally, if you think that God resides in your life and in your heart, you would trust your instincts and not what a pastor (or pope for the RCs) would say. Of course, that goes agains centuries of dogma and control. The fact that you are even thinking about this shows me that you are a caring and intropective person. I am sure you will figure this out.
Thanks for the feedback. I gave the Gauss rifle some unholy power because of the nature of their gods/leaders. Given the nature of those leaders, they would not discriminate anyway. I wanted to just go with force damage which would hurt everything, but that didn't suit the flavor of the weapon. I know as is there will be folks that say they can't stand up against demons and such of the same CR. That is fine, I think 'acid' has to be understood as a description effect of the disintergration of the Gauss Flayer rather than as a chemical compound. If I were to run them, Acid Resistance/Immunity would not apply to Gauss Weaponry. If there is a better way to tweak it, I would like to hear about it. I like the idea of the damaging armor. Maybe the acid damage goes straight to object hit points (a save for magic gear) The armor is a bit low but I was thinking that since these are the weakest of the Necrons, and travel in large groups, their numbers would make up for it. The other Necrons will have a stronger armor class, though I think it will be due to other factors than just the armor chassis.
791.Spectral Fog: Summon fog cloud with the abilities of a spectre. All within take saves vs. energy drain for the duration of the spell. 792. Master the Blood: Dominate anyone whose blood you have tasted in the last 24 hours. (perfect for vampires, necromancers, clerics of a blood God). 794. March of Maddness: Wave of energy leaves all who fail their saves under the effect of a permanent confusion spell. 795. Primal. Induce the primal template on the target. 796. Goblin Giggle. Targeted creatures cannot stop laughing and compulsively light fires, make traps, or trigger traps. 797. Orc Oratory: Target Creature bellows obscenities at the top of his lungs. 798. Dwarven Disposition: Targeted creatures takes CHA damage. 799. Beloved of the Night: Caster gains DR 10/sunlight in darkness. 800. Call of the Wolf: Howl summons all nearby lycanthropes to the caster. They are not in his control.
Necron Warrior (1st draft) CR 5 NE Medium (Immortal Cyborg)
AC: 19, touch 11, flat-footed 18 (+1 Dex, +8 Natural)
Speed 20 Ft
Str 18,Dex 13, Con -,Int 10, Wis 13, Cha 3
Environment: any
Special Abilities
Phase out: A Necron lord may remove any number of Necrons from battle within range of his ability. This is equivalent to a mass teleport spell. Racial: Necrons recieve a +4 racial bonus to intimidate for their imposing chassis and blank demeanor and a +2 bonus to perception due to their advanced technology. Given their souless,enduring nature. Necrons make ideal killing machines and near perfect gaurdians; they are able to stand and endure such duty for eons. Able to fight, but severely lacking individuality or ego, Necron Warriors patiently wait for orders from their superiors. As such, they fearlessly follow orders from any Necron higher in the static structure of their society ( this includes Immortals, Wraiths, Necron Lords and the C'Tan). Necrons have no allies and wish to see all living things die. This marginally ties them to such beings as Daemons and Rovagug but if given the power and opportunity Necrons would attempt the destruction of such beings as well. Necrons see no distinction between living and unliving so undead are equal opportunity targets. A Necron Tomb World is among the most forsaken places in existence. It is a barren wasteland of dust and ruin lit by a dying sun. Necrons wait in such places for their superiors to direct them to the next world or dimension ripe with life for reaping.
A house rule I have been using with success is a swap system. Monk characters can swap out abilities for feats on a one to one basis. This helps to create different martial arts schools while still retaining some of the original intent of the monk. We have a wrestler/sambo character right now that is doing this.
Hexcaliber wrote:
Stolen!! Ha. I guess it is a good idea then. !)
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I know they say blasters are inferior to conjurers and diviners. I don't care, I just like rolling dice in combat. Fire gets fireball, wall of fire and a bunch of great evo spells. Spells are hard to sort. Does anyone have any suggestions on a water-oriented build??? I may be doing Skull and Shackles and I want to keep some flavor.
A couple friends and I were looking for someone who would be willing to run the "Way of the Wicked" adventure path. The 3rd party evil-oriented adventure. I have all the books, minus the adventure paths which I'm willing to buy for the DM, maps, and a place to play. We have five already, we're just in need of a dependable DM. We're shooting for an every other Friday night type of thing. You can email me at huber3333@yahoo.com also.
I tried to do some searching for this question, but it's so general I could have easily missed it. Does the mob think it would be too overpowered to give Rogues an additional +1d6 damage of sneak attack each level? I've been playing a Magus and he essentially does the same thing. He novas sometimes, but doesn't seem to average more damage than the party's barbarian for the most part. Sneak attack damage doesn't even multiply if I remember correctly and we're assuming the damage uses the same qualifications after the change. Would this make the Rogue actually viable?
Fairly certain I know the answer to this. But I figured I'd ask in case I missed something. Are there any other Society-Legal items that raise intelligence besides the Headband of Vast intelligence and Ioun Stone. (Which correct me if I'm wrong, don't stack.) On a side note, any interesting magic items for a level 7-8 Alchemist for the hell of it would be a help.
I was told by a person that Alchemist's were not allowed to use alchemy for Dayjob checks.
Could someone point me in the direction where it outlaws it? Was it outlawed before and errata'd? Wouldn't it make more sense to just not let them add their competence bonus if they're afraid of warping WBL?
I was doing some planning ahead for a Dervish Bladebound Magus. Like most, I planned on doing a good bid of Frigid Touch once I hit level 2 spells. Is it worth it to get "Rime Spell" if I took the Metamagic Mastery trait? My party consists of: Myself, shielded fighter, ninja, bard, conjurer wizard. Rime spell would replace indomitable faith trait and extra arcane pool feat. So, I'd be giving up +1 will saves and 2 arcane pool pts per day for a free entangle. Is entangle even worth anything at higher levels?
I've recently begun the Rise of the Runelords and decided to make a Ninja. I have the usually dex-based wakazashi TWF build. I'm not unhappy with it, but I was looking for advice to get the most out of combat as I could.
So, how can I go about doing the most damage I can with a Ninja before GMs want to throw books at my face?
I know this should be an easy to question to figure out, but I just want to make sure. If I have a Cleric (Travel,Liberation) who's base speed is 40 ft. He is wearing a medium armor and has a medium load. Is the speed in the chart his max speed or is it always penalized? What would his speed be in that circumstance?
Hello, I've just started playing pathfinder this month and still rather new. So, my party completed the all day module "Midnight Mirror" yesterday. I was supposed to be level 3 and committed to playing for the day a couple weeks ago as spots fill quickly in my area. Unfortunately, due to some circumstances, I missed one of my sessions and was unable to use my character. I used a level 4 PreGen fighter which is all good and well. But, after playing for the entire day, my character died at the last boss fight.
I would like to apply the chronicle sheet to a fresh level 1 character and wanted to clear some things up. - Would the character still die at level 4 when applied to a fresh character? - When applying to a fresh character, what would be the gold allotment? It says 500g, but I'm assuming that the ruling was based on a normal adventure were the average adventure haul is 500g, bringing it on par with what the character would have gotten if he were level 1.
I've seen a bunch of people mention boons and I have the general idea of what they do and how they work. But, I was planning on buying a novel or two for fun to read and I was curious if there was anyway to find out what the boons are beforehand? Is there a list of boons anywhere? Where they come from...or even just what each one does? |