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Not really sure on this one. Snapping Turtle Clutch states that if your opponent swings with a melee attack & misses, you may as an immediate action initiate a grapple at a -2. The question I have is does this immediate action grapple cause the opponent to get an attack of opportunity? I'm still new to the combat maneuvers but it seems like if he already swung & missed you once, he wouldnt get it. Trying to figure this out to see if I gotta take Improved Grapple before getting the clutch or not.
So I've got a player who I have been trying to work out things with for his unarmed fighter. The variant is a bit oddly worded so its confused us both. The question is, am I correct that the bonus style feat CAN be Elemental Fist? It states style feats that add a use of elemental fist cant be taken, but nothing seems to preclude Elemental Fist from being taken.
So I have a rather huge urban campaign starting in 2 weeks, & have managed to gain 8 players(guess people really love the concept for my game? yay?) I have got the system for Creating encounters down, but am wondering if only haveing the +1 over 6 players will be enough? We used heroic rolling to generate stats. The lowest modifier total we have is a +8 total across his stats & most others are in the region of 9-12 bonuses. I was thinking maybe add another +1 to the APL to account for the 2 extra players over 6? But am unsure if that would break the system or not
I have heard varying talk about this from alot of locals around my gaming scene & figured I would ask here. Is Pathfinder Battles Monsters & Heros set a limited release(aka they only made a certain amount of them that are running out) or are they going to stay in print for the next few years? We ran out of them & couldnt get them at the local game store, but now suddenly we have them back in. So I am wondering if I need to buy up a crap ton of the ones I really want before they are gone. Thanks in advance & I apologize if this is a pretty well known question, I just cant seem to find out one way or another.
I am preping for a pathfinder based Forgotten Realms game set in the 2nd edition calimport setting book, & have run across the Jhasinnar Sodality in the book. I have only seen the 2 blurbs of them in Emerald & Palace wards, but other then it seeming like a shady guild with connections to the black market, I cant find any other entries for it. Does anyone have any more details on this group? Also I am starting within the month & would love if you guys could point me to some really awesome groups/antagonists from both 2nd & 3rd ed forgotten realms. I have alot of the 3rd ed books, but only have so much time to read them. So any suggestions are awesome.
So I have been preping for a Forgotten Realms Calimport game using pathfinder rules. Most of the FR races port pretty simply since I am not allowing any of the underdark ones or the special ones out of Races of Faerun. The genasi on the other hand are a bit of a quandry for me. The aasamir & tiefling are pretty much exactly what they where in FR in the first bestiary,so a friend of mine suggested looking up the Ifrit, Oread, Undine & Sylph from beastiary 2 to replace the genasi. Thing is while they have similar themes, they are completely different in so many way, & as far as I can tell alot of the level adjusted races from FR are even with the core ones in pathfinder. Thoughts? Should I keep the genasi from the FR 3rd edition campaign setting as is, or just plug in the replacements from bestiary 2?
So me & some friends have been playing pathfinder on & off now for a while, various campaigns. One of the biggest complaints every player has always had was that they loved the Half Orc concept, but the mechanics where a bit lackluster compared to other races. I proposed the following fix for them. I mostly used half elves as a comparison for it, & noticed they get 1 feature(skill focus) more then half orcs. So thats easy to fix, we just added the Toughness feat for free. But even with that we thought he was a bit underpowered. So I adjusted orc ferocity a bit by making it level based. The number of rounds you can act is now half your character level, which isnt very broken, but makes it more useful at higher levels(so 2nd its 1, 6th its 3, 12th its 6). Its still a once a day only though. I have contemplated if it might be a tad bit too powerful, & changeing it to an additional round every 3 levels. So 1 at 1st, 2 at 3rd, 3 at 6th, 4 at 9th, etc. Opinions? I think it personally makes half orcs a bit more desireable to play as, making them really good tanks, & giving spell casters a bit of an edge in survival vs other non orc spell casters.
So I am getting ready to start my first pathfinder game as a GM(played a few campaigns so far). I was looking through the magic item generation tables & I am trying to figure out something. The minor, medium & major table differences are used for community sizes, but how do you tell which one to use for just random encounters with monsters? I must admit I havnt read through the entire GM side of the book yet, but this one is bugging me because I cant find it.
Edit - Fixed a few phrases I accidentally left out So I wanted to get some input on this homebrew prestige class me & my GM are working on. I am playing an undead bloodline sorcerer in our Thursday night game & going for a necromancer bent(taking a crap ton of necromancy spells). After looking throughout both 3.5 & pathfinder I was unable to find any prestige class that really seem to fit the necromancer I had in mind, which specifically was like the Diablo 2 Necro. So heres a rough summary of what we have so far. This is based off the Dragon Disciple out of the Core Pathfinder book. I would love feedback & suggestions on this so me & my GM can fine tune it. Sorcerous Necromancer (working title
The Sorcerous Necromancer is a true master of magics of death. He bends both undead creatures & necromantic magics to his very will, & thus is the most skilled user of necromancy that exists. Requirements
Stats(work in progress)
Level Guide
Class Features Spells Per Day : As per the Dragon Disciple Class Feature of the same name Necroplasm: As per the Dragon Disciple Class Feature Blood Of Dragons but with the undead bloodline replacing draconic Bloodline Feats: As per the Dragon Disciple Class Feature but with the undead bloodline feats Immunity to Death: The Sorcerous Necromancer has mastered his powers over the magic of death so well that his very body defies spells cast against him by rival necromancers. Spells of the necromancy school cast at the Sorcerous Necromancer find their DC increased by +1 for each rank of this class feature(1st, 4th, 7th, & 10th level) At 7th level the sorcerous necromancer may make a Will Save against necromancy spells that normally would not need a DC check(such as attack spells like Ray Of Enfeeblement). If he makes this save the spell is negated as his body merely absorbs the unnatural energies. Will Of The Dead: At 3rd, 6th, & 9th level the Sorcerous Necromancer may take one Necromancy[/]i spell he [i]already knows previous to gaining that level & transform it into a spell like ability. He may then use that spell like ability 3+ his charisma modifer times a day. He also removes the spell from his spell list & selects a new spell to replace it as if he had replaced it like the Sorcerer Class Feature. Necromantic General(working title for now)
Bonus Necromancy Spells: At 2nd, 4th, 6th, & 8th level the Sorcerous Necromancer may select a bonus Necromancy spell regardless of class restrictions to add to his spell list. He is still limited by his caster level when he chooses this spell(Example, if he is only able to cast 4th level spells at his current level, then he may only select from 4th level or lower Necromancy Spells) Beam Of Undeath: At 3rd level the Sorcerous Necromancer gains a ray of negative energy attack that may be used 3+ his Charisma mod times a day. This ray only affects undead, causing 2D4 damage to them & healing the Sorcerous Necromancer for the amount of damage inflicted. The unholy power that animates the undead that this power hits is literally sucked out of them into the caster. Non undead creatures that are hit by this attack get a sudden case of the creepys, but otherwise are unaffected("I've got a bad feeling about this" :P) This attack increases in power by 1D4 at 6th & 9th level. Necromantic Minion: The most coveted ability of the Sorcerous Necromancer is the ability to create loyal intelligent undead. As long as the sorcerous necromancer creates the undead he has the option during the ritual to mix a bit of his own soul into the necromantic magic(similar to how a summoner binds with his eidolon). The result is an undead servant that is utterly loyal to his master, even if it is intelligent undead. Only one Necromantic Minion may exist at a time, due to the taxing nature of the ritual. Since the ritual requires the caster to be the creator of the minion, things that make themselves undead of their own accord(such as liches) can never become Necromantic Minions. At any point the Sorcerous Necromancer may release the minion from his control, pulling that lost piece of his soul back to him. The minion then becomes an uncontrolled undead creature & will follow its own accord(even attacking its former master if it wishes). The undead do NOT share a telepathic link with the Sorcerous Necromancer, but are compelled to do as commanded verbally by the Sorcerous Necromancer. Intelligent Undead will never take actions that they know would cause or bring harm(even in the most round about way) to their master. Horrible Treatment of your Necromantic Minion(intelligent ones only) can result in the minion forcibly breaking the bond. Treat this the same as the command undead spell in terms of no suicidal orders, etc. If the minion is ordered constantly to do things that are obviously suicidal it breaks free from the Necromancers control(most likly going for his jugular too) |