Thanks for the feedback so far. Yes, things did go horribly wrong for the players and they aren't the most attentive of gamers. One kept thinking they were only there for the horse. No one in town currently knows that they have failed yet, but they do know another attack was planned to destroy the town. The rogue will most likely be taken to the catacombs of wrath to drink the waters of Lamashtu. Nualia will make sure that happens personally. Orik hasn't done a great deal apart from doing as Nualia says to keep himself alive, and the players do seem to have written off these characters. A prison break for Tsuto could well be on the cards as the rogue knows where he is and Orik is likely to get away during that With the party's help Nualia has now got to Malfeshnekor and has to try and figure out how to release him, which will take some time. After the players wishing to move on i'd rather not push them back in there, so they could well know Shelelu who finds them and tells them a goblin force is heading to Sandpoint. Sandpoint would be preparing for defense as a few days will have passed and the rogue was identified freeing Tsuto. Orik could well have been captured and spilled the beans on the plans. Looks like i have a framework to run things around, but it would be fun for the rogue that switched sides to be a recurring villian. After drinking the waters of Lamashtu he should be quite deranged and a useful servant for anyone with a link to Lamashtu. Again thanks for the thoughts, and any other ideas that people have on this will be read through.
Sorry this turned out quite long. I'm running the anniversary edition and have a group of 4 players. On the first attempt into the thicket area by thistletop island after making lots of noise, getting ambushed by the goblin druid and 3 characters dying after getting stuck in the entangle area, a single member managed to get back to town and recruited 3 more comrades. Second attempt saw the goblins ready and a big fight with Ripnugget and his horde ensued. Another death here as Ripnugget executed the healer after shouting at the party to leave. We had an extra player for that session and the player of the dead character took on this other character following on from this session. They found Lyrie who escaped with the use of invisibility who ran to Bruthazmus and a fight kicked off, Bruthazmus killed the Catfolk Ranger on a crit with an attack of opportunity as the ranger tried to run away and then Bruthazmus died(he killed the ranger while on 1 HP). Lyrie then surrendered. Looking around they found the replacement character for the ranger (Aasimar paladin) in the shrine of Lamashtu chained against the wall. Party free him and talk a bit, then realised Lyrie had legged it. They eventually found the secret door down and the rogue narrowly missed getting chopped up by the trap. Nualia and Orik then opened doors and things went downhill from there. 2 characters ran after being panicked by the Yeth hounds leaving the paladin and a dwarf fighter to face everyone. Dwarf went down and Nualia challenged the paladin to single combat, which the paladin accepted and ran straight into the trap and got chopped up and dumped in the pit. Nualia told her crew to keep them alive as they would make good sacrifices and the other 2 characters returned. They tried in vain to talk their way out and Nualia took them hostage and showed them the pillar of coins. Getting bored the rogue asked what was behind the other doors in the room, went in and just about got out after the shadows nearly killed him. After lots of searching they managed to open up the pillar and then the door to Malfeshnekor. Driven insane he lashed out at the character who opened the door who then ran, Malfeshnekor then charmed him and called him back. Malfeshnekor had a good meal. The rogue then broke down and begged for his life and pledged to Lamashtu. So it all went wrong. 2 characters to be sacrificed for the glory of Lamashtu, 1 eaten by Malfeshnekor and 1 joining Nualia and her crew. The group are drawing up new characters and will be starting at the next section (I gave them the choice of going in with new characters to try finish things or move on), so i need a way to bring Nualia and her expanding gang back into the storyline. Tsuto could well join them as he is languishing in Sandpoint's jail awaiting his shipping to Magnimar for trial.
Camper Joe wrote:
Would you generally let the above character to start in a game where everyone else is beginning at level 1 with no level adjustment? To keep all things fair between players (especially now with no level loss due to death) they should all be on a fairly even footing. To give one player over the time of 20 levels 3 free levels when others haven't taken a template is by my thoughts not the way to go. As a player in this theoretical game i'd be a bit annoyed that people got free levels because they chose a template.
Camper Joe wrote:
By my reckoning at character level 11 you only have 10 HD as you have 1 level of template which doesn't give HD. You would gain the 2nd advance in template at 11th class level which is 12th character level. Why not have the advancement in template manifest itself when the character earns the experience needed to gain the level. 10th level fighter/half-fiend = character level 11.
The above is how i'd go with a character in any game of mine.
You enchant both uses seperately by RAW. Defence and attack. Bashing property gives a +1 enhancement bonus to attack and damage (or atleast did in 3.5, not got my book infront of me to make sure it carried over) aswell as the size upgrade. Lots of talk has gone on however regarding 2 shield fighting which has divided alot of people. A shield bash can only be used as an off-hand attack, leaving the question as to what kind of attack the main hand attack is. By RAW wielding 2 shields doesn't work as i understand, but haven't read all the threads regarding this topic. Weapon focus would be the kind of shield, choosing with or without spikes when you take it.
LazarX wrote:
So you have no divine wands in your game? Even the lowly Protection from evil requires a deific focus.
Your divine casters must not have much fun. Not meaning to have a go at you but all those examples are definitely in Core.
Can't see how you'd get a viable fighting sorcerer without taking a dip somehwere. This character is crying out for a level dip in fighter/paladin/ranger and then prestiging into eldritch knight. 17th level character with BAB 14, caster level 15, quickened magic, what more could you ask for? Yes you do lose the advanced sorcerer bloodline abilities, but nearly full BAB and caster level progression can't be sniffed at.
Was great to meet the people behind the names yesterday. (I was in the Pathfinder Goblin T-shirt and mate was in the "You're only jealous because the voices are talking to me" T-shirt, both of which got a mention by EriK). Was a very enjoyable day. Thanks for making the effort and coming over to meet us Erik, Jason, and Co.
Pangur Bàn wrote:
But it does bring all the ability bonus items into line. Can you imagine a Con bonus item not giving extra hit points? It does also say in the item that it comes with its skill points set to certain skills when created. Spoiler:
This bonus is a temporary ability bonus until
the headband has been worn for 24 hours. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills. Page 141 of Alpha 3. And in theory you can rule that you wouldn't get any extra hit points, attack bonus, damage bonus, AC bonus from Dex, or extra spells from Int, Wis or Cha until you have worn your item of awesomeness for 24 hours
That would be Tim McInnerny who played Lord Percy and was in most if not all of the Blackadder series. One of the best shows ever!
I personally don't think you can seperate the feat benefit from the class it's being added to. Yes the channeling will be 10x more effective than at 1st level, but that is only because that character is a 20th level cleric and should be alot more effective. At the most basic those 6 rage points will give an extra 6 damage (working on 50% hit), and 12 hit points when you rage at first level. 20th those same 6 gives the same barbarian 18 extra damage (still taking 50% hit, and not adding in any power attack), and 60 hit points for the rounds you rage. With the extra feats granted by Pathfinder i would expect a barbarian to take extra rage atleast once depending on how feat intensive the build is. Without the option of being able to take extra turning again how many clerics are going to bother with it at all? Yes it can get broken when you put in other factors (turn burning feats, divine metamagic cheese, and other things, which are out of Paizo's control), but i honestly don't see a problem with the feat being stackable.
Dennis da Ogre wrote:
But the ability for barbarians and monks does improve. 1st level barabrian with +2 constitution bonus will have 6 rage points, a cleric with 14 charisma will have 5 channeling uses.The same barbarian at level 5 will have 22 rage points, where as the cleric still has his 5 channeling attempts. Yes the channeling goes from 1D6 to 3D6, but that is only because cleric levels were taken, same kind of limit for the barbarian. Maybe channeling needs to use a similar mechanic as rage?
Just skimmed through the bits and pieces from the Blog and noticed that extra Ki, Lay on Hands and Rage are able to be taken more than once and stack, but not extra turning. Any particular reason why this is the case? Yes turning is more powerfull than in 3.5 but when all other classes can stack the extra uses why can't it stack. I see no problem with all the extra ... feats granting 2 extra uses, but see no reason to limit turning to only being taken once.
May have been covered but i can't find it anywhere. In 3.5 raising Intelligence by magical means didn't give you any extra skill points, which i think is slightly odd as boosting Constitution gains you extra hit points. Is this still the case in PF?
So does a magically boosted Intelligence give the same kind of thing as Constitution or is Int boosting still only really worth it for a wizard?
LazarX wrote: These feats only boost the caster level, it does not affect the level of spells accessible or your spells/day. True, but the UrPriest gets 9th level spells for 10 levels of the prestige class. Why not have a set of feats that let your caster level for each casting class stack. Much like the Ascetic feats for monk/insert other class here.
thefishcometh wrote: This is a useless post, but the idea of zombie squid being pulled around in a cart is hysterical. I think I'm going to have to use that in my game somwhere. In the current game i'm playing in (an evil game set out of the Temple of Elemental Evil) i was recently saved from being crushed in the depths of a lake by summoning a fiendish squid. I now have a pool of stagnant water with an animated fiendish squid in my quarters. It's little things like that that make a game memorable. Must try the squids in a cart sometime. Happy with my zombie hound archon and 4 zombie azers at the moment.
If spell casting gets this 1/2 speed advancement, then you'd have to give all the other classes the same thing. Rage points for barbarians, bardic performance for bards (aswell as the caster level increase), cleric turning/rebuking, wild shape for driud, unarmed damage for monks, lay on hands for paladins, favored enemies for rangers, sneak attack for rogue all would have to be looked at along with other abilities that the classes have. What does a fighter get extra? Can't think of anything straight away from the class abilities for them. If you want to have spells that will affect high level opponents then you stick with one caster class. After all this is a group game and who wants to be in a group with someone who can deal with any foe and has no real need of you?
Paul Watson wrote:
Doesn't need to to something as simple as a fireball. There's orbs, buffing spells, battlefield control spells, the list goes on. There's more than one way to beat an encounter. When you've got the versatility of all 4 casting classes even if the highest you can cast is level 3, at CL of 16 you can cause alot of chaos.
I honestly don't think any boost in CL is needed for multi classing out. If 1/2 progression was put in you get abberations like a 5 Wizard/ 5 Sorcerer/ 5 Cleric/ 5 Druid, drop in 4 practised spellcaster feats and you got 4 casting classes all at CL 16 and god knows how many spells a day. I see that as a bit over powered in any game. If you want your wizard to be better at fighting, how is he going to get better? Take time out from his wizardly studies to get to grips with weapons and armour. Why should he gain more power in casting when he's learning how to use the tools of a fighter? Yes wizards and others get a slow increase in BAB, that's because they learn that to survive they need to hit something with all the ray spells and touch attacks that litter the spell lists. This kind of thing doesn't need to be in the core rules.
Watcher wrote:
With you on that one. Would make sense as it will be a game in it's own right by then.
RangerWickett wrote: I noticed that entangle says it creates the entangled condition, which seems to match up with the grappled condition in the glossary. Entangled is still in the 3.5 books as it's not changed in any way. Think the alpha's are only putting in things that have changed from 3.5 rather than everything that is in game currently.
Through the link is some of the work i've done recently with converting domains to Pathfinder. Need some help filling out powers and stuff. I've put in the domains (some slightly re-written) that have been posted already. Welcome any critique/ideas to get this completed. Had a couple of hard choices as i thought being able to cast Magic Weapon, Greater 3 times a day was a bit too powerfull even though it was the optimal choice, so i kept away from spells like that where i could. Linky below Any help is appreciated. Any modifications or additions please mail me at the address below and i'll add things as i can. Spoiler:
We've been adding parts of Pathfinder into the current game we are running. Speaking to the guy that runs it, he's not over enthused with the average number being used at with the increase of wizard to D6 makes much less of a difference. we normally go by half plus one so:
without taking CON into account a barbarian only get 3 HP more a level than a wizard. Talking over a pizza Saturday night we came up with the idea of a fixed bonus for anything above 6, so: D6 HP = D6
This gives the "healthier" classes a fixed minimum and doesn't change in any way the HP of a Wizard. Not sure if we will be taking this into the game, but it's all good debate.
Hi everyone, first post here and hope it's not a dumb one but it's been nagging me for a while. The level based abilities that the 3 caster classes get, do they still increase if you prestige to a class that gives the normal +1 spell progression, or do they only go up depending on your level of cleric/sorcerer/wizard? |