![]()
Search Posts
![]()
So we're starting up a new campaign and I'm planning on playing a Necromancer. Before I go on I'm going to say that the DM has approved this for the game and I'm planning on play LN (character believes strongly that necromancy is not inherently evil etc etc etc) so I'm not looking for RP or moral discussions, this thread is purely for mechanics. Game is 15pt buy using pretty much any official PF material but no 3rd party or 3.5e. I currently have access to Core,APG,UC and UM as well as Bestiary 1 and 2 if I feel like being a strange race (unlikely but possible) and we start at third level For a start, I'm thinking Human/Oracle (haunted/bones). Taking Heart of the Wilderness instead of Skilled.
For skills I'm thinking Disguise, Bluff, Knowledge (planes and religion) For feats I'll probably take Toughness and Extra Mystery at level 1. Not sure about level 3 For mysteries Raise the Dead and Undead Servitude seem like obvious ones for level 1 (or for 1 and 3 if I don't end up with extra mystery). Not sure about the third one but maybe Death's Touch for the bonus healing on my minion Spells are where I'm having difficulty. For 0th level I'm thinking Create Water, Guidance, Light, Read Magic and either Stabilize(for function) or Bleed(for fluff). For level 1 Inflict Light Wounds is obvious and Cause Fear is a bonus from Bones but I have no idea what to do with the other two that I can pick. Ideas here are especially appreciated My thanks to anyone who reads through this and helps out ![]()
Is it possible to combine the Holy Gun and Divine Hunter archetypes? I'm questioning this for two reasons
I suspect the answer is "RAW says no but because they are so similar, ask your DM, he might say OK" ![]()
Ok, been DMing Burnt Offerings for a few weeks now and my party of 5 (Half-Elf Druid, Dwarf Pally, Human Fighter, Half-Orc Alchemist and something Oracle) have managed to
The aftermath of all this is
My questions:
![]()
Throw Anything (Combat)
This feat does nothing to reduce penalties for throwing oversize weapons right? eg a Human throwing a large longsword would normally suffer -4 for improvised throwing weapon and -2 for it being too big for him but if he had throw anything it would only take away the -4 for improvised not the -2 for oversized.
The reason I ask is that our previous DM ruled that our Alchemist who picked up a Giant's greataxe could throw it with no penalties resulting in him having a 3d6 ranged weapon that he wasn't proficient in with no minuses to the roll giving him a massive damage boost at the start of combat. I have a feeling that the same player is thinking about making a build specifically around throwing weapons that are bigger than he is for the campaign I'm starting up. While this is a cool idea, I'm fairly sure that there should be some restrictions floating around that weren't there last time this was done. Pretty much, the way I read the rules, a Medium Alchemist with throw anything can throw any medium sized weapon with no penalty, a large light or one handed with a -2 and a huge light weapon with a -4 penalty (assuming no range increments and no throwing into combat penalties). I'm just making sure I have this right before I start throwing rulings around ![]()
I'm taking over as DM for my gaming group in a couple of days and running Burnt offerings (and hopefully the rest of of RotRL). We're running it in PF rather than 3.5 (I'm fairly confident with being able to convert it over) but I have a few questions
2: How many players was the module written for? I assume it was written for 4 PCs, am I likely to have to make encounters a bit harder for 5? 3: Leveling. Given that the PF 'fast' experience will have characters leveling up faster than 3.5 I'm a bit worried about setting it to that but given how much slower the 'medium' setting is I'm not sure on that either... I'm thinking medium experience and awarding a few extra bonuses at the end of each part if needed. Opinions? ![]()
I am in the process of creating a Witch for a game starting on Friday and have been looking over the item creation rules (specifically potions) and unless I am missing something I can create whatever potion I feel like on a roll of 2 or better (an without rolling for level 0,1 or 2 spells) at first level. As I read it, DC for creating items is 5 + CL + 5 if you don't know the spell. I'm assuming that CL for potions is
Basically, unless I'm missing something, I can be cranking out pots of Cure Serious (or any other 3rd level spell that can be potioned) for half price on a roll of 2+ on a d20 at level 1 and any other potionalble spell without rolling. Please tell me I'm missing something here because that seems mildly broken |