Sorry, both for the mild necromancy and the derailing, but what book is this from please? I must have missed it, and it is relevant to my interests, as they say.
1)Never fudge numbers
Correction: Fudge numbers freely, but never let the players know that ou're doing so. RPGs, even Pathfinder, are not a competition, the are about the story. However, if they know you're fudging dice to keep their characters alive, their victory will feel hollow, while if they know ou're fudging dice against them, they will feel they have no chance and give up in frustration.
Please don't do this. It'll play hell on your digestion.
I think my best advice is to pay a lot of attention to your players, and try to find out what works for them and what don't.
Exactly. As a Kingmaker DM, I am SO grateful none of my players (druid, cleric, wizard, and fighter) are really optimized. A battlefield control wizard or even a blaster would honestly be quite effective.
Seconded!And since very often, you'll have pleny of time to prepare and re-prepare, prepared casters are even more powerful than in a dense, hurried campaign.
Douglas Muir 406 wrote:
But if you're in Golarion, it's canon that the book is associated with House Thrune. So, getting your hands on a copy should be a mini-quest in its own right.
Very true, but it's very much not a unique book (from my reading anyway) and no magical abilities are needed to copy it - just patience.
And if you're a Diabolist anyway, you might already have the right sort of contacts. Depending on your DM, obviously.
Pure thread-necromancy, but:
The Inward-Facing Circle, a book from Occult Mysteries (p. 60).
The wording of the sneak attack ability assumes that a weapon is used. While Ray spells (which require attack rolls to hit) are counted as weapons, Magic Missile is not a ray spell and therefore does not trigger a Sneak Attack.
But where does it actually say that sneak attacks require an attack roll, other than implicitly from the Surprise Spells text?
I have a player who really wants to play an Arcane Trickster*
Also, am I blind, or can Arcane Tricksters make sneak attacks against multiple opponents, assuming they can achieve surprise or otherwise deny their targets Dex-to-AC?
Or should I expect 5 Sneak Attacks (against different targets), unerringly hotting, by CL9?
* Undoubtedly inspired by a character from a recent, reasonably popular, video game.
When I cast Teleport, I have to roll a d% to see if I end up where I want to go. The obvious way to improve my odds of getting to the right place is to study my location carefully...
Wel, bugger that for a game of soldiers!
Douglas Muir 406 wrote:
Abjurant Salt (600 gp/dose) – This stuff is amazing: under the RAW, no called or summoned creature can cross a line or circle made of it. It’s an open question whether teleportation is allowed (I’d say no) but even so, this is really a must-have item. Buy it in bulk and use it liberally. Of course, once your DM knows it exists, he’ll probably use it against you at some point. But that’s only fair.
Just wanted to mention: Once your DM starts using this against you, remember to memorize Gust of Wind.Saved my character's life last session!
...That feat makes very little sense. 2d6 points of falling damage regardless of the height from which you crash? What if you grab a creature who's already flying 300' in the air, then refuse to drop it?
Following the link, the last line states that:
If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
CR and HD aren't the same thing, but looking at the Bestiary it's tough for me to find HD. I checked out Archives of Nethys for the Immolation Devil, but it doesn't list HD either, only the CR of 19.
Sure it does: hp 315 (18d10+216); regeneration 5 (good weapons or good spells) - you just have to scroll down a bit.And yes, it can be annoying to look at - I actually ended up creating simple sortable tables with Name/HD/CR for each of Devils, Daemons and Demons, for the same reason.
Kalin Arvod wrote:
If you've been deeded the land, you're effectively the Viceroy for the area. Use the rest of the rules unmodified.
You might not be able to expand much, but you should be able to build
One guy has Perception in the sky? Great - reward him for it, but remember that encounters in situations that are favourable to the party are considered to be of a lower CR.
Don't bother. If he's invested heavily in Perception, so what. If no-one's trying to hide, that's not much use.
PS: Yeah, I saw that feat too, and thought it broken as [insert 4-letter word of own choosing].
This is probably a stupid question that gets answered every year or so but I was suddenly confused:
If I have some way of gaining a bonus to a skill rolls, "for 1 round" (eg. Diviner's Fortune), I can't use that with skill checks that take more than 1 round, right?
Ie, I'm looking up something in a library, 1 skill check/day.
Ask your DM if you can use the Downtime system from Ultimate Campaign.
What do you mean by travel spells?
Do you want flight? conjured mounts? Teleportation? Or just long-lasting minions to carry your stuff?
Wizards are good at most of those. I'd prefer Wizard over Sorceror because many of these spells are fairly circumstantial, and wizards can exchange them for other spells when needed.
Clerics with the Travel domain can do a lot of travelling spells (obviously) but usually only once per day each.
Wizards (IME) rock at item crafting, with the widest possible selection of spells. And being Int-focussed, they are almost bound to be good at Spellcraft.