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461 posts. Alias of Bill Mead.


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Based on the additional information provided in the FAQ, yes, however, there is still the additional +1 for shared spells in the level to cast as a sorcerer. If this takes the metamagiced spell beyond the capacity to cast, then no. Example:

Cure Serious Wounds has metamagic (empower) that brings it to a fifth level spell to memorize, then the sorcerer side would not be able to cast it because the additional +1 shared spells penalty would make it use a sixth level slot that the sorcerer does not have access to.

Yeah, if only he could afford those guns!

Vrog, the only thing I see is that your CHA is one over your maximum (even with the exceptional attribute power).

Here is the Gunbunny. Being broke sucks...I need a job! Background story is almost complete.


A = Attributes (24 points)
B = Skills (36 points + 5 skill group points)
C = Adept (4 Magic and +2 any one active skill [Armorer])
D = Human (3 special attribute points)
E = Nguyen (6000)



B 5, A 5, R 5(8), S 2(3), W 4, L 3*, I 6, C 3, ESS 6, EDG 3, M 6

Condition Monitor (P/S): 11 / 10

Armor: 12 (optional +2 from helmet) Dodge: 16

Limits: Physical 7, Mental 6, Social 6

Physical Initiative: 14+4D6

Active Skills: Armorer 4, Automatics 6 (Assault Rifles), Blades 1*, Computer 2, Con 2 (+2*), Demolitions 2, Disguise 1, First Aid 2, Gunnery 2, Gymnastics 2, Heavy Weapons 2, Instruction 2, Leadership 1*, Longarms 2, Negotiation 2, Palming 1, Perception 6, Pilot Ground Craft 2, Pistols 6 (Tasers), Running 2, Sneaking 1, Swimming 2, Throwing Weapons 1* (unbroken groups are Stealth and Athletics in Italics)

Knowledge Skills: Awakened Hangouts 1, Bars and Clubs 2, Black Markets 1, Firearms 2, Government Procedures 1, Parazoology 1, Police: UCAS 1, Security Procedures 1, Shadow Community 2, Small Unit Tactics 6

Languages: English N

Qualities: Ambidextrous, Mentor Spirit: Dragonslayer, Natural Athlete, Toughness, Allergy (Common, Mild [Gold]), Bad Rep (Notoriety 3), Dependent (Nuisance), SINner (National [UCAS])

Powers: Improved Reflexes (Rating 3), Improved Physical Attribute [STR] (Rating 1), Combat Sense (Rating 2), Enhanced Accuracy Skill [Automatics] [Pistols] (Rating 1**), Danger Sense (Rating 2**)

Armor Jacket
Identity: Actual w/ (1 month) Low Lifestyle
Earbuds (Rating 1)
Renraku Sensai (Rating 3)
Grenade: Flashbang
Minigrenade: HE
5 Spare Clips (Ares Alpha)
all remaining ngyuen is spent on Ammo (2 Shocker refills and a mix of APDS and HE for the Ares)

Defiance EX Shocker ACC 4 Damage 9S(e) AP –5 Mode SS RC N/A Ammo 4(m)
Ares Alpha ACC 5(7) Damage 11P AP –2 Mode SA/BF/FA RC 2 Ammo 42(c)

Smuggler (Connection 2, Loyalty 3)
Bartender (Connection 1, Loyalty 1)
Taxi Driver (Connection 1, Loyalty 1)

* increased by one with Karma (all Karma spent)
** bonus additions from Mentor Spirit (only 1 level for Danger Sense)

Rizzenmagus added in his dice for attributes also.

Daniel Stewart wrote:

Ok, I am slightly confused by the Edge number. I see in the rules that a human gets 3 special attribute points to use in edge and resonance

"As a human character, he receives 3 Special Attribute Points that he wants to spend on Edge and Resonance. James assigns 2 Special Attribute points to Resonance (giving it a rating of 2) and assigns 1 Special Attribute point to Edge." pg. 67

This example seems to follow what HeroLab is doing by allowing me to take 1 point in Edge (with 2 points in it already)

I can see where your confusion comes from. You have selected race as your lowest priority. On page 65 there is a chart for the priorities that shows how many special points you get for the race selection in parenthesis. In the example you cite, the character chose D priority instead of E for race and that human selection comes with 3 special points instead of 1.

Jereru wrote:

SKILLS 18p total
Blades 6 (Swords Specialization) - 3p (Skill starts at 4 thanks to being an Adept)
Assessing 4
Astral Combat 4
Perception 4
Stealth 3

Since this is a 1:1 point buy, I try to get the skills I really consider core as high as possible. For skills at rank 1 or 2 I'll use Karma later.

Do not forget to include your knowledge skills at this point. Vrog Skyreaver included the formula in his last post.

Storm Dragon wrote:

Free? So do I have an extra 5 skill points to spend above?+

That extra 5 is for skill groups. The skill groups are as follows:

Close Combat

Each one includes the skills associated with it (you can find them in the tables in the book on page 90. Once you raise a skill from a skill group above the rest of the group it becomes a "broken" group and you can no longer raise it as a group until all of the associated skills have the same level. You can still raise your individual skills though, just not as a group once broken.

EDIT: I recommend figuring out your skill groups first for this reason. For example, I raised Firearms to level 2, and then broke it to raise two of the skills individually higher.

First things first, I had it right my first time around, I wanted skills as my B and magic as my C. I had lost track of the option to increase my magic attribute with the 3 special attribute points I achieved with my race D choice, which led to my sleep deprived confusion yesterday. If you are not magical or your magic is a six, they generally get used as Edge increases (lots of Edge is good). They can also be used as resonance if you go down that road. So, with that, I still had 6 Magic after using two of those points to increase the 4 to a 6, so the options in the past post stand and my skill breakdown is as follows: 5 group points, 36 active points, and 18 knowledge points

Firearms: 2
Athletics: 2
Stealth: 1

Armorer: 4 (2 points from skill selected from priority)
Automatics: 6 (2 from skill group) [specialization: Assault Rifles]
Blades: 1 (bought with Karma)
Computer: 2
Con: 2
Demolitions: 2
Disguise: 1 (from skill group)
First Aid: 2
Gunnery: 2
Gymnastics: 2 (from skill group)
Heavy Weapons: 2
Instruction: 2
Leadership: 1 (bought with Karma)
Longarms: 2 (from skill group)
Negotiation: 2
Palming: 1 (from skill group)
Perception: 6
Pilot Ground Craft: 2
Pistols: 6 (2 from skill group) [specialization: Tasers]
Running: 2 (from skill group)
Sneaking: 1 (from skill group)
Swimming: 2 (from skill group)
Thrown Weapons: 1 (bought with Karma)

Small Unit Tactics: 6
Shadow Community: 2
Security Procedures: 1
Politics: UCAS: 1
Parazoology: 1
Government Procedures: 1
Firearms: 2
Black Markets: 1
Bars and Clubs: 2
Awakened Hangouts: 1
English: N (native)

Note: My skill group for Firearms is now broken up and can no longer be raised until all the associated skills have the same level.

Another note: Thanks for the suggestion on Chummer, it can be set to only allow for options by book which helped getting through selection a little faster than digitally flipping pages.

Storm Dragon wrote:

Step 3: N/A

Step 4:

Positive Qualities:
Analytical Mind (5)
Gearhead (11)
Juryrigger (10)
Photographic Memory (6)
Codeslinger (Control Device; 10)
Ambidextrous (4)

Negative Qualities:

Code of Honor (Metasapient AI; -15)
Uncommon Mild Allergy (Antibiotics; -5)

Do not forget we are limited to 25 Karma worth of positive qualities at character generation. The extra Karma can go toward improving attributes, skills, or converted to cash (which will also have to be spent during generation).

oops, I just realized I made a mistake in the ordering of my priorities. I have my skills and magic backwards. Kinda matters for this step:

with a Magic rating of 6, I get 6 power points and would buy:

Improved Reflexes, level 3 = 3.5
Combat Sense level 1 = 1
Improved Physical Attribute (STR) level 1 = 1
Enhanced Accuracy (Automatics) level 1 = .25
Missile Parry level 1 = .25

Qualities (capped at 25 points for character generation) are evened out with good and bad, but outlined below (subject to GM approval):

Toughness = 9
Natural Athlete = 7
Ambidextrous = 4
Dependent (Child w/mother) = -3
SINner (UCAS) = -5
Bad Rep (UCAS sole survivor) = -7
Allergy (Gold, mild) = -5

These are all explained in his backstory.

thanks for all the fish wrote:
That divide still exists for scribing a spell as it may not be on the caster's spell list.

Bolded to highlight the specific part of this quote that seems to be the key piece of information that resolves the vast majority of issues with this idea. If a spell is not on your spell list, you cannot cast it. this is supported in the FAQ quoted in its entirety below:

FAQ wrote:

New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?

No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.

This is a similar but different comparison, but the core rule is there, if the spell is not on your spell list, you cannot cast it. Rejoice, for there is a way to still make it happen: spell research. But that is a subject for another thread.

Let the debate about spell source (divine or arcane) on scrolls continue.

Spazmodeus wrote:

alright, i see that some people have dropped out. so i want to make a list of those who look like they are still in to play.

Daniel stewart
Storm Dragon

i'll have another posting online tonight for character development and what not. it'll be a novel as i hope to knock out a few more steps for making my character.

Still interested...just trying to decide between shaman and technomancer

Go technomancer, I seen one in play and they are the future of deckers

I lack the time to look up a proper source, but if memory serves it was either the FAQ or a ask James Jacobs thread post where he stated that only if the class itself gains the class ability without any external modification (archetypes are an exception) do you qualify as having such an ability. Because you have to modify a spell with a feat, it does not work because you are not able to actually cast second level divine spells. Again, the answer is out there and I am 99% sure it is one of the two places I mentioned.

Storm Dragon wrote:

A.) Resources

B.) Skills
C.) Attributes
D.) Metatype (Human)
E.) Magic (none).

Going by advice I got elsewhere, this is better for a Rigger, and I was leaning toward this priority anyway.

So my starting Human Attributes:

BOD 1/6
AGI 1/6
REA 1/6
STR 1/6
WIL 1/6
LOG 1/6
INT 1/6
CHA 1/6
Essence 6/6
Magic N/A (?) (or 0/6? Not sure how this game does attributes you simply don't have.

Then 19p to spend:

BOD 4/6
AGI 4/6
REA 6/6
STR 1/6
WIL 1/6
LOG 6/6
INT 4/6
CHA 1/6
Essence 6/6
Magic N/A (?) (or 0/6? Not sure how this game does attributes you simply don't have.

Seems a decent enough spread.

Vrog Skyreaver is correct, you can disregard any stats that do not apply. Essence is good to track because it is also the limit of invasive technologies. As a reminder, starting characters are limited to a single maxed attribute, Essence by default starts at max and counts backwards. Review shows there are two here. I am not an expert with all aspects of this version of Shadowrun, but I want to help out anyone who is willing with building their character. Feel free to send any PMs.

Daniel Stewart wrote: is my new stats. Going for Magician.

A.) Magic - Magican
B.) Attributes
C.) Skills
D.) Resources
E.) Metatype - Human

Next are my attributes

Mag 6

Just dropped in to see how we are doing. Looks like you are one over for your attributes and a priority E human only gets 1 edge. Have you given thought to which tradition you want to use? As a primary magic user, you got lots of choices.

Jereru wrote:
Um, too many combat/adept/combatadepts, it seems... I'll have to look for further inspiration.

I see it too, so to also help with a "well rounded" group, here are some roles to consider for the new folks:

Combat - Street Samurai, Physical Adept, some Riggers
Magic - Mages, Shamans, Magical Adept, Burned Out Mage (the key attribute for magic is Essence, as you add intrusive implants, your essence is diminished)
Matrix - Decker, Technomancer, some Riggers (think of the Matrix as modern day internet as viewed through the lens of Tron)
Face - Anyone can be the Face, you just have to shift some attributes and skills around to make it viable

Lesser roles include a driver and scout:

Driver - Any team member with good driving skills, usually a Rigger. Everyone should be able to at least have basic skill to drive one or more of bikes, cars, boats, planes, etc.
Scout - scouting is done on the Matrix and in the physical and metaphysical world; it is mostly a subset of one of the primary roles above.

Here are the attributes for my PHYSAD:

BOD 1/6
AGI 1/6
REA 1/6
STR 1/6
WIL 1/6
LOG 1/6
INT 1/6
CHA 1/6
Essence 6/6
Magic 4/6 (based on selected priority)

Priority A gives me 24 points for attributes and as I am limited to a single attribute maximum and speed/initiative are tied to the combination of REA and INT, I am giving 5 points to INT and 4 to REA. As I have a combat role as a shooter, I also add 4 points each to BOD and AGI. This character was not planned to be a Face, but if necessary, I can adjust to fill the role later. I am at 17 of 24 and give the rest of them a more or less equal share, 1 to STR and LOG each, 2 to CHA and 3 to WIL. I gave WIL a higher priority than STR because I do not intend to be in hand to hand very much and WIL directly influences my stun damage track. This gives me the following totals:

BOD 5/6
AGI 5/6
REA 5/6
STR 2/6
WIL 4/6
LOG 2/6
INT 6/6
CHA 3/6
Essence 6/6
Magic 4/6

Essence and Magic are not adjusted at this stage, but they are very important to my character, so I am always keeping them in mind.

I have a fully fleshed character that has been on one run with a local group. He is a gun adept with the following priorities and crafted using only the core book:

A) Attributes
B) Skills
C) Adept
D) Human
E) Nguyen

I had a single skill from run and gun that will need to be changed as it is a complex skill and I do not want to burden you while learning the core rules. Will work on an alias this weekend.

YES! A shadowrun game that is not already on the go when I find it. I would most definitely want to get in on this. I got a chance to play one mission in the 5E before our RL group had to disband about a year ago. The GM work schedule changed. I still have that runner ready (PHYS AD gun specialist) to go having used the core book only and only a single mission under his belt.

As a DM I have made changes to feat selection on the grounds I am making a challenging and interesting encounter for the party. That said, it looks like you are creating the monsters above for the PCs to play, yes? Would it not be best to let them choose them for the roles they expect them to fill for the individual player? If not, here is what I got:


Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Improved Critical (longsword), Improved Disarm, Power Attack, Weapon Focus (longsword)//drop the critical feats as they are limited in scope and bleed is only effective once the opponent has been dealt with. I would also drop improved disarm unless the player likes that sort of thing. It is not very useful against a wide array of monsters. Improved critical is iffy, it can be substituted for with magic, or even a spell for short term use. Some folks like it because it frees up the limited number of feats they get for something else by enchanting the weapon instead. Replacements, ability focus (Crushing Coils) to increase DC, unconscious opponents are no longer threats; multi weapon defense (this one requires giving the creature a 2 point bump in DEX); any spell like ability metamagic (more if you want to do away with other combat abilities)

Elder Air Elemental

Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB//drop cleave it is practically useless at the levels you are looking at and no one really lines up for it anyway, iron will, I am sure there is something better than a +3 to a save, improved initiative, you got a high enough bonus without it, and weapon finesse, your strength is high enough to do this. replacements, ability focus (whirlwind) to increase the DC; improved bull rush, prereq for; awesome blow, knock your opponents around, and improved natural attack to increase damage die

Adult Silver Dragon
Flyby Attack, Hover, Improved Initiative, Iron Will, Lighting Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)//drop hover, your fly skill does this without even a roll, iron will and lightning reflexes, there is a lot you can get for better results, and weapon focus (bite), again there are better things. replacements any breath weapon modification you allow, if not then ability focus (breath weapon) to increase DC; any metamagic for the spells (maybe change the spells too). this one is the hardest because it is assumed the dragon will fight using its stuff too.

Noble Efreeti
Combat Casting, Combat Reflexes, Deceitful, Dodge, Improved Initiative, Power Attack, Quicken Spell-Like Ability (scorching ray), Toughness//drop combat casting, concentration is high enough this should not be a worry (plus casters do not belong in positions that need this as PCs), deceitful, unnecessary skill bumps, and toughness, got enough HPs, better use for feats. replacements, metamagic spell like abilities; this guy is kind of a one trick pony as a fire based creature

Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Weapon Focus (ray)//drop flyby attack, great fortitude, and iron will, this creature is not a melee participant, his biggest threat is the number of special attacks he can make. replacements, I lack access to this one's ability set, so this may not be optimal, ability focus to bump his DCs on critically low rays, or quicken spell like ability so it can shoot more rays a round.

The excuse always depends on what is going on at the moment. Our current game is the World's Largest Dungeon, and since there are certain restrictions, I have had to get quite creative for missing PCs. I roll with a group of 8 knowing that we are lucky to have more than 4 at the table in any given week. Everyone knows it is a hand wave cause the player is gone, but it is fun coming up with new and inventive ways for "wandering off". If we have less than 4 we cancel the session, cause it gets hard (they struggle with a good mix of six).

In other games, when players change from week to week, a supporting organization "requests" their appearance by swapping out the missing this week PC for the now attending PC with magic. Works for any situation if you need it. Almost everything detail wise flows with the PC's profession and background. In any case, I rarely allow missing player's PCs to function in their absence. When I do, it is usually because someone had to leave early and we were in the middle of something, especially if their skill set is needed.

born_of_fire wrote:
I’m going to look all fussy and ungrateful but, in fact, it is a full round action that provokes AoO’s to swap out a known spell for one in the spellbook.

My bad, I must have been tired, you are correct, Sir!

Stone Shape and Passwall; the various teleport spells; stat buff spells, for emergency needs on saves; time stop so you can catch your breath if surprised; all the protection from [insert here] spells; summoning spells that are not summon monster; fabricate to have access to about anything you need, but do not have at hand; transmutation spells for any environment you expect to be in alot; illusions to reshape reality when needed; telepathy and true seeing for when things get weird.

The key thing to remember in picking such spells is to only get ones that are standard action or faster cause you are already spending a standard action to make the switch; anything really that is more than a round to cast should be part of an unfilled spell slot to memorize from the spellbook in 15 minutes instead, cause it is not being used in combat anyway and you can save your reservoir points for other immediate needs.

Thanks, is there a recommended starting tier? For planning purposes should one want to be at the correct target to start...the pitch clearly mentions it is for very high level (20+)

Point Blank Master wrote:

Prerequisite: Weapon Specialization with selected ranged weapon.

Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.

Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.

I think you may have misread the feat as it only allows you to avoid the AOO for firing while threatened, but does not provide a "threat" by itself.

While it is hard to prove a negative, when you read all the entries about flanking, they specifically use the "melee attack" language, which has led the community to believe ranged attacks do not suffice (without specific feats that state it does, which reinforces this theory).

In my experience, this has largely been left to DM fiat. However, considering that the arcane classes get spells for spellbooks when they have them for each level, there should be a minimum number based on this calculation. In addition, any spell the arcane caster has memorized should very well be in the book (otherwise, how did it get memorized?). This is a good way to introduce any new spells or limited resources spells (i.e. Deep Magic by Kobold Press) to the campaign.

Exception, travel spell books probably only have the memorized spells on it plus any others you feel you want introduced. It costs money to make these spell books afterall and that is amplified by every spell added.

Greylurker wrote:
I've been working on converting Dragon Mountain for a while now. Expanding on several things from Book 1 while I do it.

I so wanted to do this, but specific instances in book 3 do not mesh with the ruleset in PF. Would love to hear your thoughts on how to solve (via PM of course).

DeathQuaker wrote:

This is all your fault Lord Fyre. I found an old AD&D module and have started trying to convert it--"Against the Cult of the Reptile God."

General encounters aren't too hard so far--I err more on the side of choosing something for an appropriate CR than a "literal translation" so to speak. So this adventure calls for a spirit naga which is CR 9. But I decided the big bad should probably be no more than CR 6 or 7 at most, so I picked a lunar naga instead. Narratively it doesn't make much difference, and I can even write the lunar naga's peculiarities into the story.

I am finding however that I have to account for more save-or-die/suck sort of scenarios that have been excised from later editions and especially Pathfinder--for example, in this one, the naga apparently has a permanent charm ability. I haven't looked up the old monster manual entry to be sure, but I am pretty sure this is a standard monster trait in AD&D. Because it's totally fine to lose your whole team and end the campaign due to a few bad saving throws. Nagas' charm abilities are not permanent in Pathfinder (and probably not in 3.x either). I'm not going to change the naga's stats to make it permanent (especially since I don't like that kind of gameplay, personally), but I decided that the naga in this story had to put the charmed cultists in the adventure through a ritual to make them permanently charmed. This explains why the cultists remain loyal after a long period of time in this version of the story. (And the PCs could be subject to the ritual if they really mess things up.)

An interesting challenge is dealing with what is and isn't codified into the game mechanics. True to the spirit of AD&D there are very few suggested mechanics for, say, how the PCs gather information from local townsfolk, leaving it entirely up to the GM (and one GM might rely entirely on roleplay for how this works, while another might purely call for Charisma checks and not bear in mind roleplaying at all; a third might use a little bit of both)....

Hi! Two things, a conversion of this module to D&D 3.5 is available on Enworld conversion thread. May be a PF version as well, I do not recall. Second, I am very familiar with the module and the issue with the final encounter. Might I recommend creating an archtype to downplay some of the spell casting for some other benefit, increased DCs perhaps for its SU abilities? If memory serves, I think I took the same approach you did, but in other modules (tomb of the Lizard King) I had to do one of my suggestions above.

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CoeusFreeze wrote:
Writer here to answer any questions!

Do the PCs need to have any mythic tiers before starting this part, or does it work for non mythic to go mythic?

I would like to spend some time learning all the cool stuff in my SOP book (I am awaiting delivery of the new one from kickstarter). There is no better way to learn than to do, but, my issue will primarily be no weeknights as I will not be available until approximately 10 PM EST due to work schedule.

I may have a way of understanding how these spells interact. The key thought being that magic has its own set of rules that may not match the physical world we live in. So, consider the wall of force to be similar to a one way mirror. From one side, you can see through as if peering through a window pane (this would be the none spell effect side) on the other, the "mirror" side (which of course is not actually a mirror) reflects the spell effect on the same side so that its effect does not pass through. So, on the side of the spell effect, it takes place as normal, but as you encroach upon the wall, it appears more as the light ends at a curtain of darkness that defies conventional logic (assuming the other side is not lit). The same for the other side, you can see the light source and any anything it shines upon until it hits the barrier, and somehow, you are unable to see details as you would should the barrier not be there. This works the same for darkness with appropriate descriptive effort. The funny part is that normal light and darkness is not impeded by the barrier, only sources of magic and supernatural causes as per the spell description of the wall of force.

It is something I would explain should the PC think to use their knowledge arcana skill and succeed on the roll.

But wait, my PC has darkvision...all visual acuities still work as intended. Where ever the barrier begins, the change in vision would also begin, another dead giveaway that something is up.

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Jason Nelson wrote:
Thedmstrikes wrote:
$25ish for 96 pages, not bad...will be looking into this shortly as there is no pressure until the book is available in print (not a fan of PDF at the table)...

I wish it were less, but print costs have gone up sharply in the last few years. That's life in the big city, alas.

Still, if you've ever seen an LG product, you know that's 96 pages JAM-PACKED with awesomeness! :)

Aw, you misunderstand me Sir, I thought it was a fair trade, not bad at all...

$25ish for 96 pages, not bad...will be looking into this shortly as there is no pressure until the book is available in print (not a fan of PDF at the table)...

ready (an action) wrote:

You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.

So, "ready" is a specific standard action which allows you to take an action lower in the initiative, and potentially in response to something else kind of like an AOO, but not the same. First, if you exercise your readied action, your initiative changes to the new place in the order where you interrupted the flow. Second, it allows for a larger array of actions than normal AOOs. There is nothing that says the readied action has to be done before or after a move, swift, or free action or that you have to give them up on your initiative (unless you take a 5 foot step which itself prohibits the move action in the same round). If you do not take those actions on your initiative, then you lose them until your turn. Ready locks your action to a condition and once complete, so is your turn for the round. Immediate actions have their own language which defines when they can be used and normally are used in response to something else, and again, are not prohibited in any way by the language of the ready action. As always, your DM may alter this as they see fit, I just hope they tell you before you get to that point.

Stop teasing, show us the adventure! I mean, it is Friday already and it is almost over...

Dαedαlus wrote:

Okay, if we're dealing with a Wizard here, we'll need to do some work, but for working with Fireball, my Nuclear Sorcerer might be a good starting point.

The primary pieces of the puzzle are Fireball, Magic Trick (Fireball), and the interaction between Cluster Bomb and Concentrated Fire.
Do note that this depends on your GM being lenient and saying that you can apply Magic Trick before Mythic (not too unreasonable, I would hope).

At CL 20, you're throwing 10 2d6- 10-foot fireballs. Throw them all at the same place, and it deals 30d6 to a 5-foot radius sphere. With Mythic, this would hopefully increase to 30d10. But we're just getting started.

Widen means each of those mini-fireballs is doubled in size, and the damage jumps up to 5d10 each, or 50d10 total. Now, we take Spell Specialization, Varisian Tattoo, and Spell Perfection, pulling us up to 65d10. If we're an Exploiter Wizard, Potent Magic pulls us up to 70d10. Wild Arcana gives you 75d10, Elemental Bond boosts us to 100d10, and Channel Power + Empowered effectively doubles that.

Of course, that's just with a Wizard. A Sorcerer loses Potent Magic, but could be Crossblooded and with the capstone ability of Unique Bloodline, plus Blood Havoc as a bloodline power could get +4 damage/dice, for a base total of 95d10+380, at the low cost of 3 Mythic Power and a 3rd-level spell slot. Up it to a 4th level to Maximize it, a 5th level to Empower it as well, and an extra Mythic Power to deal a grand total of 1710+95d10 damage in a 5-foot radius.

Not to nitpic, as I have an interest in this exercise, but I am having trouble following some of these numbers. For example, Widen Spell does not give any extra damage dice:

Widen Spell wrote:

Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.

Level Increase: +3 (a widened spell uses up a spell slot three levels higher than the spell’s actual level.)

and you show that both Potent Magic and Wild Arcana as a +5D (whatever) increase, when they both have an effect of adding only 2 caster levels each.

Finally, there is no demonstration of breaking the die cap of the spell for Fireball at 10D (whatever). For example, Intensify Spell.

spell casting wrote:
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
spellbooks wrote:
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
spell selection and preparation (magic chapter) wrote:
Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

Unfortunately, there is no direct answer to this question, and you have to bounce around a little to find relevant entries for this action. The first two quotes are from the Arcanist description of abilities. The last quote is from the magic chapter in the CRB. It is strongly suggested and backed up in certain FAQ entries that the term Wizard is synonymous with prepared arcane caster when referring to information which predates the addition of the newer prepared casters, such as the Arcanist. It is also reinforced by the wording of the abilities for Wizard and Arcanist as they are practically a cut and paste (substituting words as needed for class and gender differences). All this is to say, again, it is strongly suggested but not actually said that a prepared caster must have their spellbook to memorize spells. I will easily concede that there is an argument against this interpretation, the largest being that an Arcanist does not release spells as a Wizard does, so needs not actually choose new spells each day (albeit locking in the current choices), just refreshing slots as a Sorcerer does. My interpretation is based on the requirements for the Wizard half of selecting spells so that its Sorcerer half can expend slots to cast them. This interpretation allows the two disparate rules to interact with each other and make sense from their source material without making one or the other superfluous in the process.

I use a modification similar to the one Ryze Kuja quoted which I learned from my first PF DM (thanks Brother Fen!). I further modified it to be a whole category, such as senses, offensive qualities, special defenses, DR, SR, spell casting (and relative strength). The more obscure the information, the more difficult the check needed to achieve it, so even though they ask, I may deflect due to not enough on the check. It is a rather fluid system that I should quantify one day. What I do not provide is mechanical data, such as AC. They figure that out themselves most of the time anyway, if it survives long enough.

Senko wrote:

I dont think slayers get access to rogue or ninja talents. Even if they do they're more str based which adds an ability you need to worry about whereas rogue gets dex to damage. Ranger style feats don't really help with ray's I think only ranged weapons. Fairly sure I saw an eratta about that somewhere.

I didnt realize sneak attack applied to ranged attacks, i thought it was melee only interesting.

Slayers do get rogue/ninja talents, just less of them. Sneak attack applies in situations as part of an attack, ranged or melee is not one of those requirements, but it is far easier to qualify in melee because of flanking, which does not apply to ranged.

I am playing a modified gestalt Paladin Arcanist (modified that the gestalt addition is half the level instead of full) now and I find the boost of the Arcane defensive spells (just think of the personal spells that arcanist can not normally share) and concentrating on my Paladin and combat abilities for feats makes him a very mobile combat monster. With the breath of abilities, I find that it can take two rounds to completely set up for combat due to action economy when you are in a big fight.

EDIT after reading the post while I wrote, use the still metamagic and metamixing to ensure your spells go off while wearing armor, wear bracers of armor, or use spells to cover this deficiency, potent magic increases caster level by 2 with use of a reservoir point and caster level increases the duration of the protective spells. My arcanists go through their allotment of reservoir points daily and I cannot trade away the consume spells ability in an archetype because of it.

As a slayer or rogue arcanist, I would concentrate my arcanist abilities on stealth (invisibility) to increase my sneak chances at range. Use feats and talents to improve those ranged strikes.

As an arcanist is also a full caster with complete access to the sorcerer/wizard spell list, that is a lot of extra utility to add to any skill monkey, let alone the blasting capacity, which can be augmented with certain sneak combinations.

There is a thing called a spellstaff from Flaming Crab Games that is very close thematically to what you are describing. It requires its own feet to use, but becomes a ranged weapon only a magic user can wield. The PDF is like $1 and I think it is available here on Paizo. This does nothing for the shield half of your concept, so that will rely on the other advice.

Just to chime in, these are not forgotten by your audience, we are eagerly looking forward to them, especially that they are available in PF1!

downtime extract wrote:
These rules assume the reader is a player making decisions about what his character does during downtime. However, the GM is still in charge of the campaign and the final judge of what is possible using this system

That said, RAW, the building would benefit from a single character (party choice) and the rest of the characters could do the same just without the +10. Alternatively, the DM may decide they split the bonus in some fashion, or bend the rule completely to benefit all as suggested by the OP in 1 above. I would not recommend the last though as it would quickly become all buildings are group loot and they can all share it slippery slope kind of thing.

Your DM, not me, however, is in charge of that decision.

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I guess the nondetection on this thread wore off

Quixote wrote:
Dragon78 wrote:
Anyone use any AC rules?

I had been working on a complete reverse-engineering of the system to create what's more or less an entirely new game where you purchase everything separately; hit dice, skills, defense, etc.

I figured, if you can increase your ability to strike opponents in combat, surely you can increase your ability to avoid being struck.

I am also undergoing a rework to fix the things that do not work well together. This has led to a great degree of updating since so much crosses over into different parts of the game. I have a great interest in your idea Quixote if you are willing to share, via PM of course.

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I cannot believe no one has suggested the Immigrant Song by Led Zeppelin

To be clear:

An Immovable Rod is a magic item, powered by magic.

Antimagic Field wrote:
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.

So, if in this scenario, the Immovable Rod is hovering close to the ground and the Antimagic Field encounters it, then the magic is suppressed and the rod will fall to the ground (if the ground is still within the area of the Antimagic Field) and once the field is gone or no longer affecting he rod, then the rod will still be in its activated mode. A rod cannot be activated within the Antimagic Field as the effect is suppressed, but it would be a comical site as someone tries to run out of the field and the rod once again activates as it has left the suppression of the field. Finally, if the rod is in the air, over a chasm, etc., and the Antimagic Field encounters it, it may not fall to the ground in these instances as it will be no longer suppressed once it is outside of the Antimagic Field, and will once again be activated and hover in that spot.

My only advice is may the force be with you, on offense and defense. There are many tings that are significantly more difficult than the rest of the area they happen to be in, so know that running away is a valid option.

Here are the relevant entries for the spells in question:

Force Sword wrote:

You create a +1 longsword of pure force sized appropriately for you that you can wield or give to another creature like any other longsword. At 8th level, the sword functions as a +2 longsword.

At 13th level, it functions as a +3 longsword. A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

If a creature you attack with the sword has spell resistance, you must attempt a caster level check (1d20 + your caster level) against that spell resistance the first time the force sword strikes it. If you fail the check, the spell is dispelled. If you succeed, the weapon has its normal full effect on that creature for the duration of the spell.

Lead Blades wrote:
Lead blades increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from lead blades (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.

Omitted the chart at the end.

As a note, neither spell is a conjuration effect. I am actually surprised at the line that allows the Force Sword to be handed off, that is unusual for a non conjuration. That said, there is nothing in precedent or in the spell descriptions which indicate these two spells will not interact with each other as stated (I have not scoured any FAQs however for this situation as I do not recall any that would be relevant to review). Of note, however, is that Lead Blades is a Ranger spell only and personal range. Force Sword is an arcane spell on multiple lists.

FAQ wrote:

When a character or creature is flying, and that creature decides to ascend at a 45 degree angle, the rules states that it moves at half speed? Do the rules for diagonal square counting still apply when moving up diagonally in this way?

No. Since the game is generally assumed to be played in two dimensions, even when representing three dimensional combat, the rules for ascending are handled by the speed reduction instead of asking players and GMs to ascertain the diagonal vertical movement.

Taken from the FAQ page. Making it truly three dimensional will be a house rule.

Here is the rule extract from the Fly skill:

Fly wrote:
It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check.

There is already a spell for this: Pilfering Hand

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