1. Nothing in the spell description indicates there is a memory gap so any gap would be by GM fiat. 2. Dominate specifically gives a second save if you are commanded to do something you would not normally do. So I believe it is reasonable to assume that you know what is going on you are simply a prisoner in your own head.
My 2cp The rules state that a that turning 90 degrees is a dc 15 using 5 feet of movement and that this dc and movement penalty increase by 5 for adding another 90 degrees to the turn. So if you are flying through a maize at full speed (or chasing Harry at Hogwarts) I would take the total turns made during the movement and add them up. Lets say you want to make 270 degrees of turns during your turn but end up facing the same way you started. I would give this a dc25 fly check costing 15 feet of movement. Then if you are trading in your standard action for another move action a seperate dc would be created for the new movement. I believe this to be RAI.
My 2cp is never cut someone off from shopping. My favorite thing about a RPG is sitting around a table being a geek with friends. My second favorite is getting new stuff be it levels or lewt. Talk to your players and see if there is a better way to go about it but remember shopping may be someones favorite part of the game.
I would suggest buying some stone full plate and the legendary item path ability making your armor your legendary item with the upgradeable ability (allowing very cheap upgrading) and you should be able to get it to have the wild enhancement very early on. If you are in wild shape there is not even a need for heavy armor proficiency.
I am playing a paladin in Rise of the Rune lords. We just leveled to 9 and we have a ridiculous point buy: Str: 16 (+2 racial,+2 levels, +4 item) 24
Demon spawn Tiefling Feats:
I am swinging a +1 Keen Falchion and have a +1 Composite long bow (+6). My favored class bonus has gone entirely into extra healing on LOH. The party consists of a casting cleric, gunslinger, fighter swinging an ax, a TWF rogue, and a synthesis summoner. Some thoughts I had were extra lay on hands, Greater Mercy, acrobatic step, or following step. Your input is greatly appriciated.
I see a couple problems with this build. First, Dekalinder is correct on the damage the attack should do and this can be verified all over the forums with a few searches and just a smidgen of common sense. Second, it looks like your player has three mythic feats at 3rd tier (Mythic power attack, mythic vital strike, and extra path ability mythic). If this character had taken legendary item as a path ability at teir 1 or 2 then this would be doable. Also there is no need to be tier 4 to have a foe-biting weapon: Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact. Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.
A mithral BP is normally a medium piece of armor as you likely know. The important part of the rule you quoted is that medium armor is treated as if it where light armor for the purposes of movement and other limitations. Since we know that light armor does not change a creatures speed then with a mithral BP your speed would be unchanged from the armor but could still be reduced based on encumbrance.
Allow the TPK. Then have a session zero to work together to create characters that will work together to support each other. If the other players have the system mastery and are choosing to play less effective characters that is one thing. If they are newer and lack the system knowledge then take a few hours with your GM and create something that will be fun for everyone.
Stick with the buff protection spells. A good deal of the fights that you will face are going to include spell resistance. I would however, suggest alignment channel evil to help bypass the SR and take down potential swarms. When you get to tier 1 you will have an option to spend a single mythic power to cast any spell on your list.
The faq entry posted by Roberta clearly states that if a character is tripped even against his will that vicious stop provides an attack of opportunity. Then later in life if he gets combat reflexes and greater trip not only will he get the one attack of opportunity but he will get a second. However, it appears that this is your game and your player came to you with a question. He wants to use this combo which according to the rules as written and the rules as intended is 100% legit. As the GM this is your world and it can work in any way you choose for it to work. My suggestion would be to advise him that if he focuses on tripping he will be very strong in the beginning but this tactic becomes obsolete very quickly when you start facing lager foes.
It sounds like there are a lot of people making good suggestions on what can help this party survive. The way I learned to survive a campaign was to build what I wanted against the suggestion of others, then my GM killed me horribly. I then made another character disregarding suggestions others gave me which also died horribly. Finally, I realized that if you want your character to survive a game you have two choices 1. Have a GM that will never kill you or 2. Make intelligent decisions when building my characters.
Do not have a link but SKR say you do not get 1.5 dex with an agile amulet as it would be more powerful than the feat intended. Also applying the common sense rule you only get 1.5 str damage and if you take the next feat in the line you get 1.5 str damage on all attacks and never get 2x str. This horse has been beaten to death time after time. Do a quick search and you will find this same answer in several places.
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I have some of the large salamander minis...
And want to turn them into Koprus. In the minimum, I'd spray paint them green (ideas for exact colors/brands?). What else would other suggest to make convincing Koprus?
At the end of the last session (Sat), we left the PCs all wrecked on the IoD. More specifically, beached and the storm continues. It's not morning yet. I fear what metagaming will occur before daybreak, even though all the PCs should be exhausted. The PCs have 3 ships (yes any pirates attacking them ended up taken over) + the Blue Nixie. Dang druids and their woodworking skills! But ALL hit masher reef and all needed to be beached. The Nixie did get separated and arrived about a day ahead of them and wrecked on the beach only about 2 miles away. I KNOW my players will fix up their boats and not walk the IoD, so I'm thinking of progressing ala Belessa's Journal campaign did. I'd have gargoyles kidnap some NPCs from Lavinia's ship, but besides Lavinia herself there are no strong ties to encourage the PCs to go rescue them. Since they'll need to rescue Lavinia later, I didn't want to repeat this. My thought right now was to have the Nixie's pilot and navigator and perhaps some of Lavinia's personal loot stolen? The loot seems the strongest tie, because if all the ships stay together I can see the PCs not worrying about a lost captain and navigator. It also seems now that pretty much all the NPCs are alive. I almost got Avner killed when he shot the albatross, but instead ended up in Lavinia's brig in order to save his life. Perhaps I'll have him kidnapped as well. Anyone have any other ideas to encourage the PCs to chase the gargoyles (and the plot)? Thanks
Basic rules for animate states 2x, but with desecrate it says 4x. Does that mean you can control all 4X? It sounds like it from the spell description:
And how many HD of an undead in a single creature can a cleric control, isn't there an upper limit for this? so an eight level cleric can control a 32HD zombie?, for example?
If you have two clerics who can control undead, the rules say something about an opposed charisma check to control them. If one of the clerics created the undead, does she have any type of advantage for currently being in control of the undead? How often can the clerics attempt to gain control over each other's undead, every round? This whole mechanic seems a bit odd to me, a creator of undead is always at risk of his undead being taken from him. Has anyone had this happen in game? How did it work out? Am I misunderstanding something here? Thanks in advance,
If the PCs are sailing on a boat; 3 have the necessary skills (knowledge geography) and professions sailor, can each of them make separate navigation checks, compare them against each other, then if they don't agree, re-do the skill check until they all agree? So they can almost never get lost! I say that is BS, but is it by-the-book rules?
I'd like some advice, my PCs are getting mercenary about helping Lavinia with this trip. They want her to pay them for all the passengers, and cargo. This doesn't sound too unreasonable. What would be some good prices? Colonists I don't think would have lots of money, they'd be looking to start a new life.
Also, the cargo capacity from the SWW I think may not line up with the info in StormWrack. Where did the info (tonnage, etc) for this come from? Thanks,
My pcs look like they won't make it to 5th level after BG, as they are still 3rd level while sailing home to Vanderboren manor. Any ideas on adventures to bridge the gap? I may go with something inspired by the regional map, though the stuff for the rust and fire dungeon is much too high ECL. I also don't want to use war of the wielded. Or is it better to keep them lower level and beef up the shrine of Tomoachan. I intended to beef that up a bit more like the original module anyway. Ideas?
My PCs never like to come up with names for their group, so I made up one for them. It was tongue in cheek, for a bit of fun. I had people start calling them: Lavinia's Aggressive Reconnaissance Patrol None of us are into LARPing at all, so we all have a bit of a nervous embarrassed laugh at this. Did/does your group have an interesting name? Or did they not have one at all?
I have a PC who I think is trying to skirt the fact that he has a lower int than wisdom. For example, as ships navigator, you are supposed to use knowledge(geography) to see if you keep the ship on course. The pc is trying to use "profession(navigator)" because he has a high wisdom. Should I cry foul. or accept what to me seems to be a way to metagame around the proper rules. Ideas/suggestions? Thanks,
I've run two sessions and the dice gods have totally been with the GM. I can't tell you how many 20's I've rolled, at least 6 a session. I double-20ed once (which in my original D&D basic edition game was instant death) and crit'ed many times. If the PCs didn't have the extra pathfinder HP (I'm using racial bonus HPs) at least half of the party would be dead. The players are enjoying the additional survivability.
My rules lawyer seems to think that if there is an ally threatening an enemy and you are "threatening" with a ranged weapon in a flanking position within 30', you get sneak attack. I said that you do not threaten with missile weapons and sneak attack is solely due to denying an opponent it's dex bonus to AC, via hiding/concealment. So, in order to sneak attack, a rogue with a missile weapon needs to be within 30' and move to a position or cover/concealment, then hide then move out again where they have a shot. Opposed spot vs. hide to see if you will get your sneak attack. The only caveat is that you can only move half speed or you take -5 to your hide check. Is there something more official than this, other opinions, etc?? Thanks,
Can anyone tell me what or where the guidelines are for what magic items are appropriate for what level of character? For example, at what level is it appropriate to get +2 (total enhancement bonus, including properties) weapons? +3? How about for armor? +2 stat item boosts? +4 stat boosts? Thanks in advance
Both from the "In the Shadow of Pale Mountain" article. It mentions some monsters, such as the ziz and pheonix, that are in the
Also, the excellent, atmospheric illustration on page 54, what does this represent?
One of my PCs in this campaign (only one session under our belts), is playing an unaligned (neutral) rather seedy favored soul of Boccob. He has a small shrine to Boccob in the Azure Cathedral where he performs minor healing magics to sailors off the boats and such. He is not above pickpocketing the incapacitated, as he has ranks in sleight of hand. He uses the club as his weapon. I'm fine with all of this, but my problem is that he has stated that he doesn't truely serve Boccob, that it's only lip service. I don't like this at all, as how can you be a favored soul and not worship the God? I am thinking of having him have a vision(s). Then again, this is Boccob, "the uncaring", so maybe it's not so far fetched. Ideas:
Olidammara and Zagyg both appear to ask for his worship of them. The character most matches Zagyg, as he doesn't drink wine and uses the club as his weapon. But the character like the trickery aspect a lot. Optionally or additionally, as Parrot island is next up, have the Huecuva's holy symbol be of whichever deity I prefer, and potentially have some kind of omen before-hand like "serve the deity faithfully who next shows you a sign". Again, I just don't like divine casters (who are not Ur Priests) who do not worship deities, as this encourages my powergaming players to cherry pick domains and not roleplay at all. Specific advice and suggestions solicited!
One of my PCs is a Favored Soul of Boccob. But he's been stating that he's only paying lip service to him. I find this to be a cop out and unrealistic. Would a deity allow you to be powered up by their divine energy and yet be insincere? I say NO. Am I being unfair? Should this character be an Ur-priest or something else? I find that obtaining divine magic without worshipping and being faithful to a god (or gods) to be a cop out. Educate me. Am I being unreasonable here?
I just started DMing the campaign this Saturday. Already all the players were saying that it was much more fun than are previous short 4E campaign playing Keep on the Shadowfell. Personally I feel it's mainly a difference in the quality of the adventure and story, not the game edition. BTW, the PCs LOVED the vault and were masterful in reasoning it out once they got inside the vault. It was fun to watch. Anyway, my players are 2 swashbucklers, 1 psion, and a favored soul. I am concerned about their ability to do damage. I am glad that there is a divine and an "arcane caster" (psion), but the swashbucklers seem pretty weak. My players are very adept at power-gaming, but I'm still concerned that they are weak dealing damage. Should I be concerned?
1) Is there going to be a regional map so that we can see where in Golarion we are? 2)I haven't caught any mention of the incliment climate, are there such conditions here? Survival/endurance checks, penalties for wearing armor, etc I'm still trying to home in on the exact vibe that the adventure is going for.
We all know that Detect Evil kind of breaks the game when searching for a villain, hiring mercenaries, etc. In doubt? Just cast detect evil and you'll know if that mercenary fighter is evil without having to role-play at all. (I realize the high level villains can all have objects to block this, but that's only high level baddies) What I am thinking of doing for my 3.X game (Savage Tide) is to have Detect alignment type spells not work on characters/NPCs. Have it work for spell effects, magic items, etc, but not a person. I realize this is potentially sticky, as what monsters would then detect as evil or good? Only ones that were magic and not natural in origin? What are the consequences that you can see for this houserule, good or bad? Thanks in advance.
I just re-subscribed a few days ago, and #19 just shipped (yesterday). But in my subscriptions it says that #21 is my next issue. What gives? It looks like y'all could have combines #19 and #20 in one shipment, but from what your website says it didn't. When I subscribed it said that #19 would be my first issue, which is what I wanted. Please help!
I've seen the threads on minis but I still need some advice. What is/has everyone used for Koprus? They're large, are they not? I know some folks switched them to Kou-Toa, but I'm keeping them Korpus (Though I am giving them move speed of 15 or 20). How about for Julajimus?
Thanks
Are prices the same as the PHB? What about for other things like buying a home,store, etc??? What about the environs of Sasserin and the Ameido jungle. What is the real fauna makeup of the jungle? I thought dinosaurs were rare here but common of the Isle of Dread? Am I mistakin? I even looked at encounter charts from SCAP and they had megaraptors and T-rex in the jungle. I thought those were more monsters of the isle of dread. If you have all the dinosaurs in the Ameido jungle, the Isle of Dread isn't as special. Advice/Thoughts/ideas? Thanks,
We need an economical, Golarion friendly version of campaign coins. They don't even need to be metal. They do need to be cheaper than real money. That's the killer right there. It has to be cheaper than using real money. We just need copper, silver, gold, plat. But we need them in many demoniations (1,5,10,25,50,100,250,500,1000) and quantities such that it'd be enough for 4 players and a DM. Come on Paizo, you can dooo eeet! P.S. Gems would be sweet too!
I'm contemplating using some sort of props for coins in my upcoming D&D campaign, and I am wondering if any of y'all have any experience with this. I've looked at the Campaign Coins and the comments and these are 1) pricey and 2) you'd need multiples. Having say 4 players, it's sounds like I'd need 3-4 sets of these to make this work. That's a lot of cash. I've searched for plastic coins and though I've found both gold and silver colored plastic, they are all one size and hence wouldn't work well for demoninations (5,25,50, 100 etc). I'm contemplating going to the hardware store and buying a bunch of washers and krylon. That way I could have different sizes for each demonination and colors for type. Any help, ideas or thoughts are appreciated.
I must admit to really enjoying the short articles in the PAthfinder books. This is the kind of adventure I'd like to see novelised, not every story has to be an epic to save the whole d7mned world. Those plotlines annoy me, actually, with their usual presumptuousness and grandiose pomposity. High adventure, mystery, survival and discovery are the goods, methinks. Eando has the right stuff for good fiction, and he's not a boring muscle-bound invincible hero who can best everyone and everything in combat. Therefor I endorse such an endeavor and would gladly purchase such a book from the hand of the current author(s), Mr McArtor (and Mr Sutter?). I thoroughly enjoy the writing style of McArtor, kudos to him. So lets see this done, Paizo. sincerely,
I had changed my shipping method to priority mail because I don't want to go thru another "waiting forever for #2 to arrive and it never did" and I got the email for the new issue going out and it's with regular USPS, I do not want that! I changed to priority mail so please send it this way. My MIA #2 is also coming with #4, but I want the whole thing sent priority mail. Please make it happen. sincerely,
P.S. I also replied via email but have gotten no response.
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