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RogueShadow3's page
70 posts. 3 reviews. No lists. No wishlists.
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Depending on how you want to limit them, Rogue Genius Games has a spellpoint system that makes it cost more to repeatedly cast the same spells. They also run the risk of fatigue as they cast more and more using up their spellpoints. It gives a bit of flexibility but some high costs depending on how they're used.
Actually the penalty goes back to 3.5 and is due to the difference in weapon size.
He'd take the penalty because his disarm is with his hands not a weapon, not because he's non-proficient. Sunder is used on all objects and of course Hydra heads.
Yes which is the same as if you just bought a +2 (8000), glamered (4000), masterwork sword (315)
Disjunction has been around from the beginning why on earth would you get rid of it? It exists for a reason just like anti-magic. The point is that if you can make powerful magic you should also be able to get rid of powerful magic. The only time it'd be a problem is if you let your players use it to death. Stick them in a null magic or wild magic zone or use it against them repeatedly, they'll stop. Or make things that it won't matter, oh hey no magic treasure! As to True Seeing considering that it costs 250gp per casting it's not a spell that should EVER be made permanent.
You'd still need something to hide behind even if it's the looney tunes skinny tree. Unless you have camouflage or hide in plain sight.
I think the numbers were just place holders to illustrate the point. Given the wording of Improved Two-Weapon Fighting "Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon." It seems you'd get an extra attack, after the first from the previous feat, with any off-hand weapon. It doesn't specify how many off-hands it applies to. I've seen Mariliths built this way.
Actually you could prepare a 0 in a level 1 slot with still spell. Metamagic feats can't be used with spell-like abilities or items though. I'm not really sure you'd want a fighter with it as it's not a combat feat.
You can't apply the lycanthrope template to outsiders, even natives so Aasimars and Tieflings are out. One of the disadvantages to taking a template is that you're down HD, also at higher level play the "extra" abilities become less of an advantage over class features. Honestly the best option if you must change something is to make them use a slower exp progression. I play monsters, templates and straight up, this is stuff I've been working with for multiple (since 2nd edition) systems.
Teifling you can take 2/ silver, 2/ cold iron, and a few others like the Aasimar it replaces the spell-like ability. There are also the alignment templates which are an ECL of +1, also the Fey Creature (+1), Half-celestial, and Half-fiend (both +1-3 depending on level, PCs we usually use +2). I play alot of monsters, mostly fliers.
I know that at least the swashbuckler states "Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites" as the last line of the bonus feat section.
Yes you have access to both of the selected spirits base abilities and may cast the spells from either in your "spirit" slot. Depending on level you may have access to higher abilitiesas stated in the spirit and wandering spirit descriptions.
Material components. The book doesn't say how long a typical spell component pouch lasts just that it contains all the necessary components that don't have separate costs. We generally have them last a week then need "recharging" at half price, some of the cost would be the bag after all. I can see how most people are against gunslingers but the cost of ammunition is rather balancing as well as the fact that their bullets are always destroyed when fired even when they miss, and the reload times, and if they get wet they don't fire. Summoners are only a problem if you let them cheat and use their summon ability more than they're supposed to, they can't have multiples at once and that includes their eidelon. I have no problem with banning something but make sure you're doing it for a good reason and not just because your players are running amok with it. There are usually ways around things, especially if they repeatedly pull the same tactics.

On the subject of selling a high level book to the PTB I think the best option would be to not go with a hardcover rulebook but either add it to the companion line or start a new one based on sales. As was suggested you could do a companion book with tips for high level players incorporating new feats and prestige classes specifically geared towards adventures above level 10. I'd focus initially on some of the new options presented in Ultimate Campaign, I know my brother was really excited about making his own kingdom, a war lord prestige class would be neat too. You could then pair it with a setting book that covers tips for DMs on running high level adventures. I agree that spells need to be covered, some of the ones thrown around I think people forget the cost of (True Seeing is 250gp a pop) including the bringing back of the dead which lists a single diamond as the component. Which also brings up how do you get your cleric back if you have to go to the local church and the entire world is populated by NPCs of no level high enough to cast Raise Dead?
I've been running the same game for about 10 years now, my players are at 22 level. We've gone through two system changes and multiple character tweaks as new rules are added. I allow every book from Pathfinder, as well as having Star Wars, 3.X, d20 Modern, Wheel of Time, and BESM all interwoven which makes for an insanely large pool of character options. It also gives me those same options to use against them but it can be confusing and not just for me. I also have 8 players which means combat especially can get tedious. I think quickly on the fly, in fact most game sessions I only loosely plan for because I can never plan on my players following a set course. In general I'll make up the challenges (monsters, & puzzles usually) then drop them in where apropriate. The important part has been that I have my world fleshed out and know what's going on where ever they decide to drop themselves.
Tips like this would be good to have, so would tables. There were alot of other good suggestions for helping DMs in this thread too. I think a line like the player companion but for GMs with tips on working in the new rules and how to build a better game would definitely be worth looking into. I recently helped a new GM and I had forgotten the way you have to change your whole mindset when you run a game rather than just play.

My players last night also decided it was their mission to take Millorn along and try to fix him. One of them is an Oracle of Chucaro the empyreal lord of crazy people so she wants to fix him. The paladin wants to bring him to justice, he had him grappled and figured out he was evil so he's dragging him along, literally. I think I'm going to have him have been playing with the toxic abyssal energy the worldwound produces, maybe he was experimenting on test subjects and that's what got him hunted but the energy could have infected him and driven him crazy. I like that they're moving this way though, my greatest fear was that they'd go off and kill Arueshale no matter what ground work I laid leading up to the meeting. They also tend to be jumpy, one of the PCs actually hit Horgus when he got into an argument with Anevia, thankfully the Oracle is a Changling and stopped him from leaving, barely. That introduced party rules of conduct, and I made puppets for the NPCs to help avoid confusion when they're talking.
But both nymphs and celestials already have spell-like abilities which DON'T require material components. What would be the point of them having spells too?
Nope. It still makes no sense and should be clarified. My take is that someone goofed the components, pretty much every spell says V, S I think they just forgot to change it. It could also be an immediate action which would also make sense as it would occur as you begin to feel the effects but before they fully take effect, saving you from paralysis. The duration is how long it suppresses it not how long it prevents it and it only suppresses one so the arguments above about it being overpowered or acting as a preventative are a bit ridiculous.
I'd like it if they'd combine the face and item card decks for the AP but put them in two groups, books 1-3 and 4-6. That way we could get access to the ones we need without having to wait for the whole AP to be out. For those of us who start running when we've got the first few books this'd work much better.
Check the pre-order tab, it's there, it's awesome.
Clerics get capstone abilities, they're just hidden in the domains.
Aravashnial has the Head Librarian who could potentially be friendly with him. He certainly cares about the defenders left at Blackwing.
The section on the traits in the first adventure describes how the traits increase in power as the story progresses. They "power up" after the mythic awakening and each have a plot tie in during the third book.
I'm DMing but I would have wound up with this trait if I was playing since I often play the healer. The Character I wanted to play was a Cleric of Zon-Kuthon, Darkness and Undeath domains. Went very well with my brother's Inquisitor of Asmodeus. Instead I have an Oracle in my party who has decided that he worships the entirety of the Empyreal pantheon. I think he's going to wind up with Chucaro as he has the Spellscar mystery and she fits him best, he can still nod to all the rest.
If you're set on playing WotR and looking at a Cleric I'd suggest either playing it straight or using the Crusader or Merciful Healer Archetypes rather than the Evangelist. I play a lot of healers and their main role is as party support. They have the ability to wear armor and wade into combat so don't forget to look at things that raise your Concentration like Combat Casting. Clerics can also channel energy unlike Oracles, but it affects even enemies within that 30' unless you take Selective Channeling. The Evangelist fills more of a restrictive role and looses a lot of the Cleric's strengths.
Also, you don't need the mythic rules till the end of the first book. The players don't start out mythic. You as the DM may want to read it before hand though as it helps understanding what's coming, and the traits in the players guide lead to it.
Aroden's death just gave them the opening they needed. Lost Kingdoms has a bunch of great info on it in the Sarkoris section. The rest of the book's great too.
Considering that Anevia also requires a regenerate spell to heal her broken leg and the implication is that only her wife accompanies the PCs in the last section of the book I'm thinking that they both get healed after the end of book 1. If you read the AP summary in the back of the book it mentions that the second book brings someone who rewards the PCs and I'm betting there's probably reinforcements with them that could cast the necessary spells. Otherwise they mentioned using the downtime system from Ultimate Campaign.
I don't know who wrote the FAQ but that's a load of manure. The fact that it's attached to a stick doesn't make it not a sling. Pathfinder is supposed to default to 3.5 well the Bowstaff is treated as both a quarterstaff and a bow and everything applies to it as each, not as if it's a separate weapon in need of different feats and abilities. A Sun Blade is treated as two different kinds of swords, if you have feats for either they apply when you use it. On top of that the fact that it's a Halfling weapon and a Halfling trait implies that they should be used together.
That would depend on party size, they're only useable 3/day so average 4 man party someone's getting left out. Also they don't work at all if you hold more than one. I'm still not sure what happens if they start passing them around. That part of my question got skipped and the part that wasn't a question got responded to.
You might want to have him look at the Guardian mythic path too even if he's set on Archmage, as it has more Eidolon abilities and less Familiar specific. In the players guides the best place to start with character background is the campaign trait you're going to choose. The other info gives you an idea of what skills and class archetypes will work well and be needed for the adventure as well as some background info on the area.
The powers affect others, it's just the bearer that can cast them. The only ability that is bearer exclusive is Alter Self. The others can target others, Levitate even says a cloud appears under the object or creature. There's no reason to limit Protection from Evil (or Chaos) as most of the outsiders encountered aren't summoned and those that are summoned still have a chance since demons have spell resistance.
After reading your idea, you want "Touched by Divinity".
You do realize Legalistic is from Blood of Fiends and was added as a Devil based curse right? I can easily see it as an Archon-blooded Aasimar curse but unless you're playing a lawful based character with a good excuse it says nothing about it being open to other races.
My guess is yes. I can't find anywhere that explicitly says it but the Worldwound book repeatedly talks about it being infused with Abyssal energy. If you read all the nasty in there like storms and strange skies for starters I'm giving it to my players as an option. This also means that Demons can't be banished or dismissed from there though, which I know they haven't realized.
It says to add them where you want, although I agree depending on party size it's likely to make Jeslyn's encounter tougher than it needs to be. It could just be that she calls in more reinforcements between her and the entrance. Then again considering that the PCs don't HAVE to kill her and what happens if they complete the other half of the mission, you might be ok.
Lower levels even with 6 watch some of the hazards and auto damage. I had a party of 7 for Skull and Shackles and almost TPK'd them without adjusting anything in the first book because of a botfly swarm and a cowardly wizard PC who ran instead of getting rid of the swarm so the fighters could get to work unhindered. All but 1 wound up unconscious or paralyzed.
They all come from the same dragon and mimic the dragon's racial abilities. I have 5 players so not as bad as yours. The question comes in if scale A gives me ability A and scale B gives you ability B if we switch scales will scale B still give me ability A? The entry for the item states "Each of Terendelev's scales grants a different power to the person who carries them. The powers granted do not function at all if more than one scale is carried. The powers of the four scales are listed below—any nonevil creature that handles a scale immediately understands its use." In the actual path treasure section it states that each posseses a unique ability but there should be one for each PC and refers to the item section of the book, which lists the 4 abilities and the confusing description. These are also minor artifacts that the PCs are getting at the very start of the adventure.
I think the intention is that there is at least one of each since there is no table for random generation. The problem is that the description implies that they resonate with the characters as reminders of the dragon they came from. I just need to know what happens if my players try trading them back and forth. Do they always give that character the same ability no matter which scale, or does each individual scale grant it's own different ability?
They also act a bit like story feats. In the third book they're supposed to have optional plot tie ins.
Can I get some clarity on the Terendelev's scales? It states each of them grants a different power to the one who carries them. Does this mean that the power it gives is tied to the player or the scale? The way it's written it could go either way, and it doesn't say if it's uses per day total or per person if they're passing them around. It also says there should be enough for each party member but only gives 4 abilities which confuses things further.
Yeah well, unfortunately I have a power gamer in my group that I need to run herd on. I need info to keep him under control.
Previous thread said a week or so before GenCon which would be umm, now. Next week is GenCon and the release of the AP. I've been going crazy trying to figure out what to do with my players before the adventure comes out, since they all want to make their characters.
Maybe do animal companion/familiars and horses/wagons like the We Be Goblins were done. The summon monster and animal lists would be nice to see done this way too.
Druid casters are awesome, they just require a bit more imagination. They get spells no other class (or just ranger) has access to. Feather Step was mentioned above and it was insanely useful in Reign of Winter where we were dealing with difficult terrain frequently. Wilderness Soldiers is one of the coolest spells I've seen, it literally brings the trees and shrubs to life to attack your enemies. I was stuck with no ranged weapon at one point in a game and getting attacked by a flying something or other so I summoned a Stirge to go after it. All of these were at low levels too.
I doubt that's how it works. The description of the item states "...gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer..." The use of the word "particular" suggests the intention is for it to only enhance one bloodline. Also the item only costs 16,000gp which is much too low for it to enhance all three. If you want it to do that you should at least up the cost of the item, use the ability boost items as a starting point since they have versions that enhance one, two, or all three.
I have a game we've been playing for 10 years. The characters started at level 5 and are now at 23rd level. We use the 3.5 Epic Level Handbook, although we had to change the experience table to match the Pathfinder experience system.
You can always take a base class to 20 and then add a prestige or another base class. With the epic rules though it limits your max number of attacks to what your BAB at 20th level would give you, gives all classes the same BAB/save progression, caps spell progression at a class' 20th level spells and class abilities that have a regular progression continue to follow that progression. There are also a ton of epic feats to allow characters to do amazing things.
So because my vc is incompetent and doesn't check his email I get left out. Nice. One more reason to never join the society.
I sent in for a 2 person slot to my vc on Sunday and heard NOTHING until yesterday so I have no idea if I'm in or not. If not you need to do something to wake up your vcs because this is ridiculous. From the posts on here if it had been sent in I should have had no trouble getting in, and been told by now.
I sent all the info asked for and got no response for 4 days. If everyone involved has already been contacted and I'm out this severely ticks me off, and reaffirms my lack of faith in organized gaming.
I sent in for a two player on Sunday and didn't get a response back until today from the vc in my area. Very frustrating having to rely on other people.
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