Kressle

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Geflin Graysoul, you forgot to add the immortal battlecry: Hurrah it's ME!!!!!


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Actually slimes are usually pretty scary, but The Black Pudding always made me wince as it eats the magic out of your precious equipment.


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Alleran wrote:
Tacticslion wrote:
The NPC wrote:
Tacticslion wrote:

After getting poisoned by a shirt from his wife. How ignoble: he died by blowing his highest save...

(Of course his will saves sucked, given the number of times he went insane and killed people he loved. Or maybe it was just 'cause he was being manipulated by a goddess. Still: his life kind of sucked.)

And let us not forget where the poison came from. Messy.
I know! She didn't know it would kill him (though, to be fair, her Sense Motive tanked pretty hard). All his wife wanted was for him to stop sleeping arou-

It should be noted that in one version of his myths, every night for fifty nights a father sent a different daughter to Herakles, and he never realised they weren't the same person.

INT was his dump stat. So was WIS. He didn't put any ranks in Perception, either.

Int definetly was not Herakles dump stat as he used his brain on several tasks and fights.

1. He realized he couldn't win the fight with the hydra so he got his friend to burn the wounds he made shut so the heads could not regenerate and the immortal head he could not defeat he burried under a rock, so he won the fight. That's using your head.
2. He cleaned the Augias stable by leading two rivers through the stables instead of simply starting to shuffle.
3. He defeated Cerberus (the three-headed dog and guardian of the entrance to the underworld) by feeding it moonseed cookies so it fell asleep and he simply bound it and took it along.
4. He defeated the legendary wrestler Antaios that renewed his strength every time he was put on the ground. Herakles defeated him when he realised every fall revigorated Antaios and lifted him from the ground and without the help from his mother Gaya his strength waned and Herakles defeated him.
5. And the theft of the golden apples nearly had him taking over lifting the heavens instead of Atlas, but he used a trick to have Atlas lift the heavens once again and sped of.

In fact, in addition of his legendary strength he was known for his cunning as well and that made him almost invincible.

By the way in D&D Immortals did have stats, but these stats were not the same representation that mere mortals value to these numbers.
It basically meant that an Immortal with all stats at 3 is still infinitely more powerfull than a level 20 mortal with Mythis tiers and all super equipment.
Also Immortals can influence mortals by raising/lowering their saves for a single save if the spend some temporary power. It's possible but pretty expensive so Immortals will not make a habit of this, but will do so in exceptional cases (like Hera being extremely pissed at Herakles, because she wasn't able to punish Zeus directly).
I really loved the immortal system used back then as it assured the Immortal being infinitely powerfull when compared to a mortal, but still have limitations and do immortal stuff, like plotting and gaining power in doing so.


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Orfamay Quest wrote:
Snowleopard wrote:


Nowhere does the feat explanation state that the crafter may only 'enchant' items matching his craft skill.

No, it doesn't. Nor does it state that the crafter may enchant items that do not match his craft skill; the feat is silent on that.

The rules on which skills can be used are in the magic item creation section, and they are very clear that the skills used must be appropriate to the item crafted.

Nowhere is this restriction lifted.

As an analogy, the Master Craftsman feat does not say that the crafter doesn't gain proficiency with any weapon or armor s/he crafts. Does this mean that we should interpret the feat as granting proficiency?

Read the mastercraftsman feat and the create wondrous item feat.

the master craftsman allows a +2 on a chosen skill check and forces the craftsman to use that skill check when creating magic items. The create woundrous items allows the crafter to create any item in the wondrous item group (except for spell trigger or spell activation items).
The master craftsman feat does not limit the crafter any futher then the spell trigger or spell activation items and the create wondrous item feat allows a master crafter to create all items in that category (except for spell trigger or spell activation items).
So no analogy needed as the feats explain the situation perfectly. And combining the master craftsman + create wondrous item feat allows the craftsman to create any magic wondrous item he/she matches or exceeds the requisites for.


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I checked the PRD on druids and it says:
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

It says nothing about being forced to do so.
So an armored coat or a Buckler (which is strapped to the arm) will indeed take a druid out of commision (spell-wise and wildshape-wise). And even if they remove the item(s) it will take 24 hours untill they regain control of their powers.
So a buckler fastened to a druids arm and shackles will very effectively remove his/her combat capabilities.
The same goes for a armored coat + shackles.
This is the weak spot of a druid and although the cure is pretty simple remove armor and wait 24 hours (druids do not fall from grace) their active connection to their source of power is temporarily severed.

Needless to say no atonement is needed as a druids source of power will sever the druid permanently if it feels this as a neccasary measure (just like a cleric).


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Actually the worst PC I have ever seen was a guy that thought that he should tell every other PC what to do (as if he was playing a six-men party on a computer). And when we finally explained that everyone can do what they want (still letting everybody realise that coorperation is fun and beneficial), we started on this great adventure. During this adventure we came upon an obviously trapped construction, that was basically some trapped fire elementals in a gem sitting on top of this pile of treasure, that would explode if we meddled with it. We managed to dispell a trap spell from the gem (some sort of high level acid blast) and then we realised that we were only able to safely set of the trap and combat the fire elementals as we were unable to dispell it. The space was limited, so the use of a cold ball (just a fireball spell with cold based damage) was very usefull as we could block the only exit and blast away safely.
I was a wizard and explained that I would cast 2 globes of invulnerability at marked positions and anyone within those globes would be invulnerable to the cold balls. After confirming if everyone liked the plan or had suggestions we fine tuned somewhat (changing some positions) and readied to begin the fight. The problem was that we had to trigger the trap first and then cast the globes and after the trap was triggered (it had a delay)our PC suddenly realised he had a potion of spider climb and used this to climb to the ceiling of the 'battle pit', after being warned by the DM that the space was not bigger then the effect of the 'Cold Ball' and reminding him of the plan that was being executed at the very moment he got this into his head. Several team mambers asked him not to do this as it would put him in serious harm and he replied 'well on the ceiling the blasts cannot reach me' and the DM warned him a second time that the blasts would fill the chamber and everyone in the chamber not standing inside a globe would be affected.
And so the trap was triggered and the fire elementals were set free and we did not get blasted with acid as our cleric had succesfully dispelled that. And the battle commenced with me blasting as many cold balls into the room as I had slots and our main fighters fighting relatively safe from within the globes. We took mayor damage from the elementals but managed to defeat them, having only one casualty and that was the PC who stubbornly climbed to the ceiling realised after one cold ball that he was in the line of fire and tried to get away and was cut down by some fire elementals that were able to reach him on his way out and hit him with several AoO. Needless to say this resulted in a discussion between him and the GM why he died and the PC claiming that he was outside of reach of the Cold Ball on the ceiling and the GM this time using the PHB to again explain that the effect of a fireball (the spell my cold ball was based on) is a three dimensional effect and that he was warned of this (by the GM and me as well as I explained the plan) several times and decided to stubbornly ignore the warnings after the trap was sprung and the point of no return was passed.
I still cannot get over the sheer stupidity of that player, the entire party had spent recources to figure out how the trap worked and we spent a nights rest on preparing specifically for this encounter. The library in the building was full of clues how the trap worked and we all prepared to specifically defeat this trap and combat the trapped guardians of the treasure. The cleric used every bit of buffing and protective magic he had available. One of the second line characters lend his ring of fire resistance to the weakest of our front line fighters and we all adjusted and agreed to the battle plan. One of the second line characters even suggested using a piece of chalk to draw two circles to indicate to the frontline in what area they had to remain in order not to leave the globe. The GM even gave them a small AC penalty because of that restriction, but also declared that they would be immune to the violence of my spells. And after all that planning and consulting with each other, we initiated the battle by triggering the trap and he suddenly ignored the battle plan and started climbing to the ceiling, exclaiming that he would be useless shooting his bow out of the safety of the corridor, where he would have been completely safe from the violence (untill the front line would break off course).


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Check out what size your young dragon is.
But if it is larger then medium I'd expect a deep and possibly booming voice. Whispering for a dragon is cool and subtle and even a large or huge dragon whispering will be this penetrating far carrying and somewhat hissing sound.


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OgreBattle wrote:
The traditional image of a cleric is swinging around a mace, but how about shooting a bow? Is there a viable build to make cleric archers in pathfinder?

My standard cleric named Snowcat is an elf that uses a composite longbow. That way she stays out of melee and actually tries to contribute something, other then casting. My experience is that this will be usefull at lower levels only and later not so much, but at least you can try something when you run out of spells.


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I have been checking again to see where I got that idea from. But not even the 3.0 rules had a different description. I have no idea where I got that from, but I would have sworn the enhanced versions of ability enhancing items needed feats like empower and maximise. Sorry for causing the confusion.


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We do not play music when playing, as we like to concentrate on the game. However we all start humming 'Charge of the Valkyrie' when an epic battle is coming. And as we never know when that is actually happening we do that a lot (Or when we start executing a charge).
Quotes from the charge of the light brigade are often used as well.


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FrankManic wrote:
Rynjin wrote:
Seranov wrote:

I love the Paladin I'm playing right now, though my group may start disliking him to a greater or lesser degree as we go on.

He's a Half-orc Redeemer of Sarenrae with the Blade of Mercy trait. All he does is nonlethal damage, and tries to talk down enemies before he attempts to attack him. The rest of the group appears to be murderhobos, though, and it's likely that poor Tomag is going to get coup de grace'd in his sleep because of his ways.

I told them all this was the character I wanted to play weeks before we started, and no one said a single thing about it until I tried to convince the Lizardman that he should just let us go peacefully. ;_;

Think that's bad?

Try being the Lawful Evil Monk who tries to leave people alive if they pose no threat and/or fulfill their end of a bargain when everyone else wants to killripmaimdestroy at all times.

At least you have the excuse of being a good guy, the rest of my (mostly Chaotic Neutral or True Neutral) party including the GM likes to look at me and go "Shouldn't you be more killdeathkill as an evil guy?"

Oh god, gag me with a +2 spoon of nausea. I firmly believe diplomacy should be the first resort for everyone and folks should treat killing NPCs with at least some amount of gravity. If you ever get to the point where you can murder someone (even if they have a different skin color. Especially if they have a different skin color!) without the least amount of self-doubt you've hit the deep end of the alignment pool without even realizing you were slipping.

You are right. Why kill everyone when you can enslave them and make them work for you in the years to come?

Off course you first need something of a powerbase before the grand scheme will roll out, but leave it to a couple of stupid neutrals/good idiots to think that sparing their lives was done out of the goodness of your heart. That way they will never see the enslaving attack coming :)


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I agree with 'The Shaman', because a paladin who respect order, on the basis of order alone, forgets that the order itself can be (and will be) misused and must always be measured along the lines of the good intentions a lawmaker intended.
A paladin is first and formost a Champion of justice, goodness and rights. And not specifically in that order, Paladins should offer guidance and help if these principles should clash with one another.
Paladins are willing to risk/sacrifice their own lives if that's the only option for the greater good. I think it's an extreme example of how far they will go, because i'd rather have paladin's at my side fighting another day then sacrificing them.

My Aasimar paladin in the kingmaker campaign I play in, withdrew from combat with a will 'o whisp taking his two unconscious friends along without even being injured. The will o' whisp either avoided me and made minced meat out of half the party while we were barely able to hit it (we were first level at the time and an 18 was a miss), I managed to distract it temporarily and the cleric and me loaded our stabilised bard and fighter on our horses and retreated carefully.
Had the distraction not worked I would have ordered our cleric to load our partymembers on the horses and retreat, while I attempted to make myself the distraction for the will 'o whisp in order to allow the rest of the party to retreat.
It would have been easy to die a glorious death in that encounter fighting a force of evil. But my fellow adventurers were down and unless the cleric and I got them out of there, they would have been dead partymembers instead of unconscious partymembers. We were not running away, but carefully retreating taking our wounded with us. The enemy creature hadn't missed a single time during the combat (about 7 rounds of it) and we failed to hit it rolling 17 and 18. That's my definition of an unwinnable situation and so we retreated.
Something similar happened the last time we fought some undead creature. Although noone was uncousious our frontline fighter was reduced to 30% of his hitpoints within 2 rounds and failed saves hampered his combat abilities. We retreated (I retreated last) and got countered by a succesfull charge. Then the party ran full speed taking the AoO for granted. I did not ran last because I wanted the AoO that was coming to be targeted on me instead of the party bard, The only thing I was hoping for was that this undead did not have combat reflexes and make my drawing the AoO pointless. I did explain this to the party and the GM and decided I would run before the bard whom I knew had his turn next before the undead monster's turn. And we got away.
These are (in my eyes) perfect examples of not fighting to the death honourably and reatreating without breaking the paladin's oaths. Retreat is allowed when faced by superior force(s), as it's good to survive and fight evil another day.
An example of an honourable death is easy too: You are faced by a superior force but in order for the superior force to get to you they have to traverse a narrow pass or gate. A few or even one man can hold out and delay the attacking forces untill the rest has fled or get's reinforcements. That's a good example where a paladin would volunteer to plug the pass untill the rest is safe or reinforcements arrive. fighting to the death if neccasary in order to give others the time to either arrive or warn and rally forces to counter the attack.


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You are all missing the point. We just found out how religions get rich!!!!!!
They have been charging us adventurers loadsamoney for raising the dead and resurrection, all the while raking in the cash. So this is how they can afford all those fancy temples.
I vote that ransacking temples now officially becomes a non-evil act even allowed for Paladins. I just realised how much gold I spend in the last decades on raising dead fellow adventurers.
It's an outrage!!!!!!

We need to form a supportgroup for robbed raise victims. Who's with me??????


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I would rule that a 5foot step in a grease spell is out of the questions as it would cost double movement and therefor would be a move action and no 5 foot step. And that could mean an attack of opportunaty and no full round action following it.


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The fact that gods in pathfinder are indeed simply a fact does not make the atheist impossible, although I agree to highly unlikely. And atheist would still mean not believing in a god/higher power.
A character or NPC believing in higher powers, but who does not worship any simply is no worshipper, although he/she would stil be a theist.


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I have read through the different reactions and meanings on how to play or not to play a paladin and have reached a simple conclusion.

YOU ARE ALL JEALOUS OF MY PALADIN'S POWER. :P


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DM_aka_Dudemeister wrote:

Ingredients:

Ring of fire resistance.
Flask of oil.
Tindertwig.

Process:

Step one: Pour oil on self.

Step two: Set self on fire.

Conclusion:

Swarm will either try to avoid you, or if it does insist on attacking will take fire damage each turn they share space with you.

This will work even without the ring of fire resistance, so why use that, it's expensive isn't it???


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You could consider pissing of a high level wizard in order to be polimorphed ;)


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Has noone ever heard of PCgen???? It's a free to download Personal Character Generator that will work for nearly any d20 based system.
It's not perfect allthough I personally never found a flaw (yet) and it's possible to create your own or other characters in specific campaign complete with traits and specific source code like with or without Advanced players Guide or ultimate stuff. Everyone I know that plays Pathfinder and D&D before that uses it (all 9 of em). It's still being improved as it's opensource. I will check to see where I got it from, but I believe a google check on PCgen will do.
http://pcgen.sourceforge.net
and you should get straight to the download as well as the documentation.
It exports to PDF files and other formats. And has a lot of different character sheets. I personally prefer the blue_light_something character sheet because it's a nice format And I like the order in which your character is displayed.

And remember it's free and works like a dream (my opinion)