The item you are thinking of creating is what is unreasonable an amulet of Protection vs Evil simply does not work via the standard costing - its far too good. I think any sensible DM will swiftly recognize this, its not quite a true strike item level of cheese, but its certainly is far too powerful as the standard mechanics would have it priced. I know you only mention it as a possibility, but even so. As a DM I would certainly allow you to use an expensive item as part of the cost, but I would not let you reduce crafting time because of it. A 1000gp ring would cost 1000gp to make into a ring of protection +1, but would still take 2 days to enchant. Otherwise you could turn diamond tiaras into +6 Headbands of Intellect in a fraction of the time, etc.
I am playing a 20th level Wizard with every Sorc/Wiz spell in the Core Rulebook and APG at his disposal, but I am concerned about creatures using level draining spell-like abilities. I am not so worried about actual spells as I am playing a Dispeller with Immediate action dispels available, but since you cannot counter spell-like abilities... Since they are rays upping touch AC would be good, I do not have a Ring of Protection Item - both ring slots used - have a half decent 22 dex. I am concerned about creatures with true seeing so anything eliminated by that is of little use. Any suggestions greatly appreciated. :)
Definitely interested, I would love to run a female Summoner - to be clear I am a guy. Any objection to either the class or me running a girl? I am, trying to get some experience at writing women. I am going to take a look at the players guide to get a feel for the immediate area and see if inspiration strikes, never played or read the AP.
Well the starting point for adventures is the city of Venza - think fantasy Venice and you won't be far off - a city filled with canals and in part build on islands in the sea interconnected by bridges. Merfolk are amphibious so its only the speed that's a problem, there are a number of ways to deal with this, a barbarian or travel domain cleric gets +10ft. of movement, there is the fleet feat which adds 5ft. The only Merfolk so far is a barbarian, though I believe he's not yet been approved - he's a second character and players must either have their first character reach 2nd level or have adventured for 2 months before they can have a 2nd character. I think the judges - of which I am one - would speak to a player who wished to run a merfolk before approval and ensure they would not unduly slow a party, etc. I would assume upping movement will be a priority for any merfolk, and though we are really too low level to have had aquatic adventures as such Venza adventures often have encounters which take place in the water. As Venza is slowly sinking aquatic creatures lairing in the sunken undercity is quite a popular motiff.
Yes they are the only sources. We will essentially only be looking at the Paizo big releases, such as the APG, AA, and the Ultimates series when they are released for inclusion not 3rd party material. Looking forward to seeing what ou come up with! :) My user name is Aldern Foxglove over on EnWorld btw in case you have any questions, etc.
What is Living Pathfinder? Its a growing community of players and DMs who all create characters and run PBP adventures using the same set of rules. Characters can and do switch between adventures with various DMs, each adventure has a judge in place both to impartially settle any rules quibbling - has not been an issue yet - and to take over as DM should the DM be unable to continue for whatever reason. All of this should ensure that you can always get a game for your character and continue advancing. What sources are allowed? Core Rulebook, the APG, and The Adventurer's Armory, with the majority of the playable bestiary races available. Item crafting is banned - though you may say you crafted purchased items for RP reasons - characters will likely have slightly over average wealth per level as a rule. What are the Character Creation rules? Abilities are generated with 20 point buy, each character gets 2 traits, and begins with 150gp to spend. How do I sign up? Come along and check out the Living Pathfinder Wiki, there is a more comprehensive introduction there. We play on EnWorld so you will need to sign up there - its free and easy. The wiki gives character creation information, tells you about the world we play in - which you are encouraged to contribute to, tells you how to submit adventure proposals as a DM, and allows you to have a nosey at existing characters. How big is the community currently? There are 61 existing characters, the vast majority of these are in games - 2 were created recently and are in the process of being approved - with at least four adventures currently in the approval process. We have recently had a healthy influx of DMs - or folks stepping up - though we are always looking for more! How long has the community been going? A few months there have already been several successfully completed adventures, and there are a number of 2nd level characters. What Experience progression is used? Very Fast, which is to say we use the fast progression, but also award XP - and gold - for time served. A 1st level character earns 7xp and 6gp per day, and this scales with level. Questions? Hopefully the Living Pathfinder Wiki will be able to answer most questions, if not fire away here and I will try to address them as soon as possible. I will try to answer some of the commoner questions here... How do I use the various tags on EnWorld? To put something in a spoiler use [sblock]Blahblahblah.[/sblock] To put something in a named spoiler [sblock=Actions]Blahblahblahblah.[/sblock] To use that grey block thing - not a good description - which I put whose up next in, etc. Its Borric is up! To insert a link - though there is a tool for this in the top of the post box thing - its Potatoes which will show up as Potatoes on the page and be underlined and link colored. To insert and image I believe its [img]image link[/img], but I always use the button in the tool bar for these - looks like mountains. How do I use the EnWorld Dice Roller? The dice roller is fairly simple. Just make your post, look at it and hit the dice roller link in the bottom right hand corner. This should bring you to the dice roller. At the top is a white box into which you type the purpose of the roll, say Sylvain's Initiative. Below this are a number of different dies, find the die you want and type in the number of times you wish to roll that die - so 1d20 for an init roll, or 5d6 for a cl 5 fireball, etc. Scroll down to the top line below the dice this has a box beside it and two selectable "buttons" put your modifier to the dice into the box and then select whether that value is positive or negative using the buttons. So if rolling init simply input your init modifier, then scroll down and hit roll - don't worry about the stuff below its rarely needed. Important Links:
Verik shoots his cousin an exasperated glance, "How can it be a debate if I never disagreed with you? Its plain that gnolls would have a more pungent smell because their greater proportional amount of body hair..." he stops short and scowls, having been drawn in yet again by his infuriatingly whimsical cousin.
Verik sighs, pointedly ignoring the "joke", "Ah they were on their last legs anyway cousin. We would probably be carrying them by now, and I would smell even worse." To Jemini he offers a weary bow, "We are humble representatives of the Church of Abadar," he glances at Taisper ruefully, "well, I'm humble. I am Verik Jarrow, and this is my cousin Taisper Stozs. Here to answer Rostov's call on behalf of the Church." He waves the charter vaguely. Walking on he is pleasantly surprised by the warmth and enthusiasm of Svetlana's greeting. "Pleased to meet you Madam, I am Verik Jarrow priest of Abadar. As to how many were sent... Well I must confess I am unclear, I know a number of the charters were given to the Church, but only of myself and my cousin making the journey. I know not to whom else Restov granted writs of exploration, but I am sure we shall find out in due course."
Verik came to a halt as the Trading Post came into sight. The place was hardly inspiring, if Absalom was the white hot center at the heart of the furnace of civilization, this place was at best a far scattered ember. Turning to look up at his too cheerful companion he sighed wearily, "Well here we are cousin. My feet hurt, and I smell like an ogre's armpit, but at least we are here at this delightful hovel in the middle of a vast bandit inhabited wilderness." Shaking his head the young priest sucks in his stomach, diminished considerably in recent months but still possessed of a certain roundness, and reaches a hand up to retrieve the charter. He unfurls the document and frowns again at its contents. "I still say the wordings too ambiguous, it will come back to bite us you mark my words. Written by a politician no doubt, I swear they like to create problems so they have something to argue about." He complains for the umpteenth time. The charter had been given to him by his Abbott, Ramuel Lorrell, weeks ago. The old Temple Master filling his head with thoughts of new towns to be constructed and administered, and hordes of lawless bandits to be quelled and made to dance a gibbet jig so they never threatened good men again. Lorrell had neglected to mention the joys of traveling in armor, and while Verik's feet had carried him far previously, they had done so - blissfully - without the encumberance of thirty pounds of steel. Nor was the weight the only delightful surprise, Verik had soon discovered that in the sun armor was unbearably hot, in the cold it was like wearing ice, and in the wet it was about as much protection as wishful thinking. Verik was beginning to suspect that his selection had been of simple expedience rather than merit. He had discovered shortly before his departure that the Church of Abadar had finally secured the rights to expand their temple in Restov in exchange for their aide in securing the Green Belt. And here was a young priest at a loose end, divine providence, fortunate fate, or annoying coincidence? he had yet to determine. His fate had been sealed by the Abbott, who had an astonishing memory for trivial details spotting his cousin was being sent - most of Abadar's senior priests kept in touch via paper and spell on a semi-regular basis. And while Verik enjoyed, and perhaps even loved, his cousin in the proper way of distant family he found Taisper's enthusiasm for family somewhat disconcerting. So Verik had reservations about the whole affair. But it was, whatever else a chance to advance the causes so dear to his own heart, to fight lawlessness, and promote civilization, to make peoples lives better by shining the torch of enlightenment into the savage darkness. And no matter how sore his feet were he was doing the work of Abadar.
Verik's not really a one upper, I'll probably play him as fairly self deprecating, but assertive in sort of prim way - like the fellow behind the counter at the DMV who knows you are annoyed, but also knows rules are rules - does that make sense? Should still be room for plenty of banter I think. :) I figure Verik was not proficient with simple weapons and was a little on the chubby side and the few months of training taught him to use simple weapons and burnt off his puppy fat.
Verik sees law and bureaucracy as being the lifeblood of civilization, which like an follower of Abadar he sees as being of paramount importance. He places no particular emphasis on family, and tends to think the worst of people - probably due his families clients and their willingness to use underhanded tactics to get them off - and thinks that laws are important to keep people in check. He is the kind of person who would follow a silly rule because it is a rule, and is excessively pedantic. Having come together again through the church works well for me, what do you think about having been involved in Verik's weapon training? Treasure wise, that's fantastic, for once I did not have to propose it myself! :)
Disturbed1: Most of the LPF adventures have been originals, but we have a couple of modules modified to the setting that have recently kicked off. There have been no APs, and I think we would be a bit wary of them since they generally have a set effect on the world and many people know what happens in them, etc. There's no rule against them, but they would likely be difficult to fit ion and implement. Many of the DMs, like myself, plan games in the AP manner maintaining a consistent plot, etc., but its still early days, the highest characters are still only 2nd level. Wilhem: The games are actually played on EnWorld, most of the discussion is done there, etc. Most of the LPF activity takes place on EnWorld, the wiki is basically used for storing character sheets, explaining how LPF works and setting info, etc. I recommend reading the intro on the wiki it should answer most questions you might have and get you rolling. :)
Is there anything to prevent a freehand fighter using, unarmed strikes, a gauntlet, or a cestus in his offhand? A player is asking about it and by RAW it appears to work since the text specifies, "His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand.", and gauntlets, cestus, and unarmed strike do not exactly constitute "carrying". Input appreciated!
On a completely different note, I'm rather saddened to see the return of 1 levels dips. That was one thing I was very pleased to get rid of from 3.5, but that oracle ability that gives Cha to AC instead of Dex... Very disappointing. I actually think that background wise, etc., Jemini was my favorite of those not selected, but the build just sticks in my craw as excessively twinky. I know I'm being judgey, but dipping into a class for an awesome ability was one of the things that really got my goat in 3.5, and 3 classes by 3rd level...
Not selected skills yet, but at Tandlara rightly says there's only so much an Int 10 cleric can bring to the table in that department. If DM Barcas has no objections I might switch from travel to trade which would boost Verik's social skills at higher level substantially, I'll likley start with ranks in Diplomacy, Knowledge Religion, Sense motive, and Profession Bureaucrat. Trait wise I will probably take Ease of Faith and Suspicious. Do we need royalty? I would prefer not to use it. There are many other forms of government and I would prefer a system which does not necessarily elevate one character above the others. A council system perhaps? Even a Republic. A monarchy has the advantage of having an inherently strong symbol, but something without an institutionalized nobility allows for a land of opportunity sell. 40 acres and a mule for everybody! (Minimal Owl Bears!) I should add that I'm only very vaguely familiar with Kingmaker so I don't know if it makes any stipulations, but I keep hearing its the ultimate sandbox.
Do you have a preferred format for character sheets DM Barcas? I keep hearing people mention profiles, but I've not tried using that yet, should not be a problem. If left to my own devices I would probably use the DnDSheets.com PF sheet - looks exactly like a typical character sheet I would use for RL play. As to a 6th player I've looked through and all the characters that really grabbed me are already in the line up. I don't think we are really lacking anything, but I might lean towards a little more arcane umph, its the only area we don't have multiple characters covering. vagrant-poet: Out of nosiness what hex/hexes are you planning on taking?
Games recruit in the tavern, pop in there and RP and you will either see an NPC enter and offer up an adventure, or someone will tip you off to an adventure that is already recruiting - and whose NPC patron has already spoken, etc. Most DMs have players either enter a back room or congregate around the NPCs table until they move into the game thread. Currently Mowgli's Crypt of the Everflame - a version of the module of the same game modified for LPF's E'n setting - is still recruiting I believe. I know there are two other games due to kick off in the next few weeks, including my own Beggar's Belief when I get around to adding the finishing touches.
Lol, love it downrightamazed, and even more so as I get to keep Verik unchanged. Yay! Makes me think of the joker in The Dark Knight a bit, especially when he's giving those speeches about how he his "smile". If I get in I will warn you all now I shall be organizing Taxfest! I love the fact that that's one of Abadar's prime holidays.
I'm sure Magus will be allowed shortly after it is officially released, we are aiming to be fairly inclusive. Probably quite well timed for a 2nd character for those kicking off now. We are also currently discussing allowing third characters to be purchased with DM credits - since so many seem to be over flowing with character concepts - but it will require 3 months of DMing to pay such a character if we go with the current proposal. So if you are prepared to step up behind the screen you should have even more chance to try different character concepts.
First off a 4th level eidolon is limited to a maximum of 4 natural attacks, which does not include attacks made with weapons. So in theory you could spend 4 points to get two additional sets of arms, 1 point on claws, and two points on simple weapon proficiency. Wielding a melee weapon would make all four of your claw attacks secondary, meaning they are at -5 to hit. Multiattack would reduce this penalty to -2, but taking it as a feat is probably unwise since you get it for free at 9th level and get nothing to compensate if you already have the feat - a kind DM might house rule this, but it would be a houserule. You could take 2 weapon fighting - you don't technically need it, but you do if you want them to be worthwhile - to give your eidolon a formidable 6 attacks, but you would somehow need to get a 15 Dex which will be tough with the biped form. You might actually be better of getting as many weapons in hand as possible and taking Multiweapon Fighting, which requires a dex of only 13 and 3 or more arms. With multiweapon fighting the penalties are reduced by 2 with the with the primary hand and by 6 with all of the offhands. Note that you can only ever have one primary hand, its not one from each pair. So for a 4th level eidolon you could spend 6 points on limbs arms, one point on bite, and use your feats for exotic weapon proficiency say Sawtooth Sabre (good because its essentially a longsword you can treat as a light weapon for lower penalties) and Multiweapon Fighting. This would give you 8 attacks at -2 your regular attack total with the Sawtooth Sabres 1d8 19-20/x2 and one bite attack at -5. Not too shabby, but very expensive when you start needing to enchant all those blades. That's assuming that you can use weapons in the hands with claws, but I think that's fairly reasonable I'm sure there is precedent in the Bestiary somewhere.
Sounds great, we don't have too many rogues. The starting city Venza - think fantasy Venice for the most part - already has at least one Tengu roost, they've been involved as villains. There are certainly more though if you want to adopt a different tenor, and characters certainly don't need to be from Venza, which just happens to be where the recruitment tavern is. As for the world its sort of a community design project, people make proposals and it slowly grows, with Venza being the most thoroughly explored area. This allows for a great deal of flexibility with backgrounds as you can make up virtually anything you like to fit your character.
The roar sends fear tingling down Verik's spine, but he tightens his grip on the haft of his morningstar and rushes forward. "What is this thing?" He calls as his sturdy legs propel him towards the beast. But before a reply is forthcoming the creature is looking past his armored bulk to a more vulnerable target, and that cannot be allowed. Arriving before the beast he bellows, "Fall of your belly transgressor! I judge you and find you wanting!" his voice coursing with righteous wrath as Abadar's power lends his command a divine mandate. 1d20 + 3 ⇒ (4) + 3 = 7 "Hit it with everything you have." Verik calls grimly, as the beast obeys his command raising his morningstar ready to put the beast down, they cannot afford to have its like picking off livestock if these lands are to flourish. Actions move forward and use the Command Domain, DC 15, ability 6/7 uses remaining. I'll make the Chupacabra's will save though of course normally I would not. I'm double checking the DC btw, as the subdomain does not contain a mechanic for estblishing it, I'm guessing 1/2 cleric level + wis mod. based upon the few domain abilities with DC mechanics and I've asked the question in the rules forum.
Not so much cowardice as a lack of bravery, or perhaps a lack of rashness. Its no so much his actions he regrets, he thinks they were fairly sensible, its more the fact that his lack of martial prowess left him unable to help more that he is ashamed of. I imagine he made more of it than it was to the other clerics and sought punishment which was not forthcoming - he's very lawful and rather hard on himself. I think Verik probably believes he could have prevented Knesh's death, had he been a trained warrior, but in my mind Knesh was about 7th level or so - with Verik being sort of level 1/2 -so its very unlikely he could have been of any help. Knesh was virtually surrounded when Verik fled, but in the chaos it was difficult to ascertain if he was injured - he was probably pouring out channeled energy - though it would have been clear he was in trouble.
We do actually need spells known for approval I'm afraid Vistarius, folks often get the wrong number, choose one from the Sorc/Wiz list that's not available to Witches, etc. You don't really need to fill in Spell Prepared, until you join an adventure, we'll need type of familiar - you can probably just cut and paste the stats from someones existing familiar, let me know what you choose and I can just lob a stat block if for you if you like.
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