Lassiviren

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Urath DM wrote:
Mikaze wrote:

I think Crypt of the Everflame is set in Nirmanthas, but don't quote me on that. It details one town in the area, if so.

The sequel adventure is set in the same country, IIRC. I'm not near my books at the moment though, so I can't double check.

Mikaze is correct.

Crypt of the Everflame begins in the Town of Kassen, in Nirmathas, and has a short overland journey to the crypt location (also in Nirmathas), naming a few places along the way.

The sequel, Masks of the Living God, takes place in and around Tamran, the capitol of Nirmathas.

Excellent! Thanks for the tip. :)

(No Skelt though huh? -Sobs-)


Are there any products other than the CSG that have good info on Nirmathas? Or more importantly I would love to see maps of Skelt. I was thinking of cooking up an adventure where Skelt would be a great focus or base of operations. Seems like a great area with flavor full history and danger. From dangers and the blight in Fangwood, and the tension with neighboring Molthune there seems a lot to get the players involved with.

Any help would be great.


Zoddy wrote:

Sorry to interpose, but where did you find a feat that allows you to dual wield wands ? Or is it one from 3.5?

Yes, dual wand wielder is a 3.5 feat from the Complete Arcane.

Pre-Req: Two Wpn Fighting, Craft Wand

Activate 2nd wand by expending 2 additional charges.


Quote:
""The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create spell-trigger and spell-completion magic items without meeting their spell prerequisites.""

Scrolls, Wands, and Staves fall under this category. So i do not think you can take +5 to DC for not having the listed spell available. Even if you get the spell from another source, unless it is from another PC, your looking at (caster level x spell level x 10gp) + Spell component cost.

Now if he wants to go with TWF Wands Bard, I wish him the Best.

Oliver McShade wrote:
Now for Secondary effect, like slow, haste, cause fear, etc. The wand idea sound solid.

But, this is still an expensive way to do damage. Bows, even magic bow, will be cheaper in the long run.

I don't see it as a problem. Neither does our DM as far as the crafting is concerned. Will the item say poo-poo on you, I see you don't have that spell your casting through a scroll in your memory? And if someone who has the spell is assisting what's it matter?

To get back to the original point of this post...
I am looking less for reasons why a character can't craft (as its only part of what she will be selling) and more for things that aid her in sticking w. the dual wand route.

See like I had said, I wanted to make a bard that is a bit different than the same old boring role. Bard's will never be more than support characters (I accept that), but with the right flare they can be very interesting.

I was just looking for other ideas that contribute to that concept.


Thanks Shane.

A much more accurate summary of what I was trying to get at.


Oliver McShade wrote:

Cool idea, although i see a few problems.

...Also, you would not be able to create the wands yourself, so you would be dishing out money to buy the wands.

I am going on the assumption that the character will lean very heavily on her Use Magic Device in conjunction with her crafting. There is a Wizard in the party who could provide the spell through scroll for her, then through use of Use Magic Device burn the scroll during creation. She will obviously have a high CHA being a bard, so that skill will be prime for her, not worried about missing rolls that much(not enough to discourage anyway).

My understanding is it only requires the proper spell to be cast, and that this would be a perfectly acceptable way to craft.

Is this not so?


ithuriel wrote:

Not correct on the inspire courage.

prd wrote:
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
It will add to attack rolls generally- so scorching ray for example will get a bonus to hit. For damage however it specifies weapon damage. That excludes spells. Magic missile is neither a weapon nor a spell that requires a roll to hit, so you get no benefit there.

Gah! I missed in my excitement. Thanks for pointing out. Still a good concept though. So now definitely need advice how to improve the build. It has good flavor, looking for a bit more function.

Thoughts?


A good DM knows how to deal with Min Maxed characters no matter the edition or the Uber Combos thrown at him. A min maxed character has a handful of tricks they excel with at their disposal, and rarely change up.
And now a days, there are just as many creative ways to use your antagonists to challenge them, and encourage them to diversify. Just using the villains intelligently often evens the playing field.

It becomes very easy to shut them down if they don't learn to be more adaptable. They play to their strengths? Use it against them and find that suddenly your player is taking feats out of his thematic Thundar the Power Attacking/Greater Overrun/Cleaving barbarian with Vital Strike. He's the toughest meat out there you say? How's his willpower hold up? Does he fare well in social situations without charisma or diplomacy? Will a few blasts of feeble mind leave him a bawling baby sucking his thumb? Yes, a Min/Maxed character can be an intimidating hero in their arena of choice. Change their arena and develop counter strategies to their focus to throw at them when they least expect it.

Min max is just one of many ways to line up stats, and from my perspective even min/maxed builds make flawed characters because they lack diversity. Ultimately what is more important is a well played 'character' that is fleshed out with a history, personality, goals and challenges.

There is so much more to gaming than just the combat.


I was looking at a bard for our current campaign recently and had a thought, wanted to get some input and see what people thought.

The character would be a traveling merchant crafting and peddling magical wares. She meets and joins the band of adventurers for protection and in turn gives them much useful support in their exploits. Additionally, she would entertain her clients with the many growing tales of adventure accrued on the road with her companions.

I wanted to do something different with her as far as combat was concerned, but greatly feared the steep challenge curves our DM has to muster to keep things interesting. I.E. she would not last if she had to get into melee, and since bards don't get any bonus feats I felt like she would never be that great at ranged support if I went with bows. After all she needs some of her feats for her magical crafting.

My solution? Two weapon fighting, craft wondrous item, craft wand, and dual wand wielder for her first few feats. Obviously she would not really shine in combat for a while but just be their to bolster the party. But with dual wands some interesting combos occur.

It was pointed out to me that the bardic performance bonus would add damage to each individual missile from a magic missile wand just like an additional shot from a bow. Add good hope spell plus inspire bonuses to two wands firing multiple missiles each and suddenly a bard is a damage contributor.

Any suggestions or thoughts how to improve this or continue this theme? I would love to hear.


bigkilla wrote:
James Jacobs wrote:


It's more like winters in Seattle. They get cold; snow is not uncommon, but it's the rainstorms and windstorms in winter that'll get you. It's not nearly as far north as Alaska; that's more like the upper Lands of the Linnorm Kings.

In any event, the Pacific northwest was very much the model for climate when I designed Varisia.

So so true. A Famous T shirt design in Washington when I was a youngling was "Washingtonians don't tan they rust" I'm about 80 miles from the Seattle area but yeah the winters are not excessively cold but rain and wind are very prevalent.

I hear ya. Lived downtown Seattle 4 years. Probably still be there if I'd gotten out into a cooler area like Ballard.

Thanks for the input folks. We are headed into the higher climes so I guess my snow-shoes still won't got to waste.

:)


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My friends and I are in a Varisian campaign and its getting into Winter.

We began discussing the material and wondering just how bad the winters got. Considering geography, I was seeing it much like Alaska with very cold, snowy, and icy Winter seasons. I imagined the seas would be treacherous to hazard even with the possibility of frozen in ports. Would shipping lanes close?

Others thought more of Washington or Oregon very overcast, foggy, humid, lots of cold drizzle, and little snow except at the higher elevations.

Would the Mushfens become the Slushfens? Or is that region stay boggy year round.

Thoughts? References?


I have poured through as many sources as I have at my disposal and poked about online. But I have found little in the way of real info or detail on Valenhall. I am writing up a story in which I am very interested in including this legendary eluded to destination.

I've read the blurbs in forums, wiki, and my CSG but still find I have only minor details. That Valenhall is where the Legendary Linnorm Kings go to die. 4000 miles away over the Arcadian Sea found by leap frogging a chain of islands to the mainland. Said to be protected by Sea Serpents, Valkyrie, and the Einherar it is essentially a Valhalla on Golarion. But as far as the Ulfen are concerned it is very much passing on to the next world/plane when reached. One of the few established colonies left largely alone by the natives due to its fortifications.

I am trying to picture...

Its a colony, but also the Linnorm King's final resting place...who are the colonists? Ulfen descendants of the ship-hands that brought the Kings? Or actual supernatural caretakers?

Are there really Valkyrie and Einherar?

How big is the Colony, and how many, if any settle it?

Any suggestions where I find the answers?


Shadewest wrote:
CSG was written for the 3.5 rules. Remove the x4 for a Pathfinder quick conversion.

Makes much more sense now. Thanks very much.


Still pretty new to Pathfinder so still getting used to certain mechanic changes. I finally became comfortable with skill points being calculated at first level with Base+Mod flat with no x4 at first due to new skill rank cap=to HD. Then throw in the +3mod to class skills and I am good.

But then my buddy calls out another speed bump just when we think we have it. He is reading the Fighter Alt in the Campaign Setting Guide and goes "whoa... did we miss something... or is this right?"

So the Fighter alt forgoes the 1st level Fighter Bonus for a bunch of additional class skills, and an increase to 4+mod for level skill points. But the first line reads Skill Points at First Level: (4+Int modifier)x4. So no other class gets x4? Or is this a oversight?


Excellent.

Thanks very much for the help.


Greetings.

Just gotten myself into Pathfinder (and loving it) having purchased the Core Rules and Campaign Setting Book. Was writing up an Elven Rogue who focuses on Archery and was very impressed with the feats listed on pg 89 of the CSG...

Focused Shot +
Sniper Shot.

Both feats list Kyonin Affinity as prerequisites. I have so far not seen anything else on Kyonin Affinity, neither on that particular pg. nor anywhere else so far. Can someone point me in the right direction? Or is it simply the Character must hail from Kyonin?