Bandw2 wrote: make a trap that teleports people to the top of a room, instantly the moment they touch the floor. so quickly this will happen a few times in a round, however, when they reach terminal velocity they'll go slightly faster than the trap can reset for that particular person, making them take 20d6 damage every 2-3 rounds or so. If want to do that then just have planet sun explode and say game over and let some else GM.
Blasting Boulder
What Stat do you use to set the DC?
The Sisters Market; or, making the succubus more trouble Douglas Muir 406
I'd say it's this: succubi are, by their vary nature, social creatures. Other demons are solitary top predators, or slithering connivers, or rampaging monsters of pure destruction. But succubi need a social context to work. So: succubi have a network. You could almost say an organization. Oh, it's a very chaotic organization, full of lies, jealousy, plots and treachery. Succubi don't actually *like* each other. But they have a lot in common, and as noted above they're social creatures, and also they can find mutual profit in working together. How? Why, through the Sisters Market. The Market is an informal network of succubi. It reaches all across the Abyss, and well beyond. Think of it as a Craigslist for demons. Though the current incarnation of the Market is fairly recent, something like it has existed for millenia. Because demons are demons, the network regularly gets crashed by cheating and abuse; but because it's so damn useful, it keeps getting recreated. Succubi trade some physical stuff -- magic items and the like, and of course dominated slaves -- but mostly they trade information, roles, and hooks. Roles are identities that they've taken over. A "hook" is a Suggestion or Domination that a succubus has placed on a victim. (Yeah, it turns out that these things can be traded between two willing demons.) So, say Candi has infiltrated a small mortal kingdom, dominating the queen and planting suggestions in the King's mind, and is driving the kingdom towards war and utter ruin. But suddenly she has to to away. Maybe she has a better job offer somewhere else; maybe she's suddenly become bored (this is the eighth kingdom she's ruined, frankly she'd like to try something different now); maybe she just got the news that the Shining Crusade is about to come to town and the palace will be crawling with good clerics and paladins. Whatever the reason, she contacts the Sisters Market and offers her role and her hooks -- the suggestions on the King, the domination on the Queen -- for sale. Tanya, who's been hanging around the Abyss torturing the same damned souls over and over, jumps at the chance; she offers an interesting magic item and, oh, the true name of a minor devil. An agreement is reached and, boom. (Context: my PCs recently defeated a succubus; she got a Suggestion into one of them but then flew off because they were obviously too powerful. She's now traded the suggestion-hook to a more powerful demoness, who has just joined the party undercover.) The Sisters Market also trades information. Much as they dislike each other, succubi tend to be gossips, and they love nothing better than a good, juicy secret. And they trade tactical information: I serve this demon lord, but I've noticed a weakness in his defenses. I'll trade it for information about the powerful good party that's rumored to be preparing an expedition to my plane of the Abyss. From a PC's point of view, this means that once you've encountered a single succubus, any subsequent one you meet may suddenly know much, much more about you. (This is especially true for characters who have embarked on a career of fiend-hunting, demon-binding, or anything else that seems likely to bring them into conflict with the sisters more than once. Demons are chaotic, but intelligent; they're not going to sit in rooms waiting for you to show up and kill them.) The Sisters Market isn't only for succubi. Other fiends, and even high-level characters, can occasionally try buying or selling something. Just making contact would be a minor challenge in and of itself, and then of course you're dealing with a bunch of millenia-old chaotic evil outsiders with high Wis, very high Int, and very high Cha indeed. Good luck negotiating with the gal who can read thoughts, cast suggestions all day long, and -- oh, you have Protection From Evil up? -- talk rings around you anyway, because she has +27 Bluff. Anyway, the Sisters Market. Thoughts? Doug M. Not my Idea but I used twice since I read this post. Make the Succubi part of this cabal of demon whores. Again Big thumds up to Doug M.
Headfirst wrote: Anyone have any other ideas on how to fix the summoner? Paper shredder would be the first idea that come to my mind. Second would be take away the huge flex abilty of the eidolon and make more like the animal companion of the druid ie you get snake, horse,wolf ect that got better. You have hell hound, small element, small dragon, ect stuff that was CR 1-3 set of advancemet for each individual pet one not one massive customizable list for all. They did that way to save page space and make it easy to update ie make new evoalution write small paragraph instead of same of same paragraph and list what monster that cold take it. Book keep nightmare. Speaking of "Book keep nightmare" that is why do not want to keep track of EXP. It makes my life easyer and It get more play time in a night. We would loss anywhere form 20-40 minutes per night traking exp then some one would level and rest us would have to wait while thay leveled or play with out them which mean miss some of the game. It also made it easyer to GM because I would know what level everyone was and therefor what abiltys they had. So I could set fight to challenge them acrodingly. Instead of Bob just level so now this fight of x is now useless because PC has abilty y. PC know a week in advanced to bring level PC with them because they level after the first fight ect. It let me GM and PCs do book keeping at home and not in game time. I mean look at all thing you have to track is now HP, Spell use, Spell duration, Spell effects, Channel, Ki, Arcana, Smites, Lay on of Hands, School abitly, Domain abilty, bloodline abilty, bombs per day, wild shape, rage rounds, bard song, Bane, ect... and list gose on and on. As it now I have sheet with all my dayly abilty that keep what have use or not use. If it was all computerised that track it all for me fine. But I want more game time not more book keeping time.
I hate saying it but yes. When pathfinder took heavy armor away from most class it set this AC race in most games I saw. With the fall out being the folk high AC never getting attacked becuase the GM can never hit them. So then the GM gets bored and attack the low AC guy and smoke them. The AC gap as party should never to large form high to low. You want AC high but not to high that become unhitable. Because you still want the bad guys to swing at you not the rest of your team. example
Rouge Chain shirt & DEX 18= AC 18 Cleric Chain Mail, Heavy shiled, DEX 10= AC 18 Wizard Mage Armor & DEX 14= AC 16 Do see the gap of 4 and 6? What the first thing the Fighter want to do put on better armor so they get hit less often. Ok I see the point there. It makes sence of the surface but what happens. The fighter buys full plate after about 2nd level then fighter AC then JUMPS to AC of 25. This now make a 7 and 9 point gap between the fighter and rest of the party. That is to much so the fighter get ignored by the GM and the rest of the party becomes the targets and get hit whole sale. So the fighter build great AC build spending STAT points, Feats, and gold to get there AC up to the clouds but the GM never attack them. So it a waste or broken build. (not Broken that it to good but broken that it dose not work) You should look at the party not as individuals but as a group do not raise the top AC but raise the bottom to keep the gap small. So it dose become no brainer go attack the lightly armored AC guy. And in any 3.0 or later era game squares of movement is huge giving up 2 squares for most folks is huge. It make the difference of move and attack vs Charge & Attack and loss 2 AC. Also unless you multi class or spend feat most class do not have heavy armor proficienty only: Fighter, Paladian and Cavalier. This lead to more folk wearing lighter armor. Truely the best defender I see at the gaming table is the Barbarian. It sound dum but real is it good. The Bardarian dose not have to charge as much due to it fast movement so it saves 2 AC. It has Acrobatics as a skill so it can turle up if it needs to. And it sucker GM in to swinging at them by giving them -2 AC while raging but also raising their HP by +4 per level. Also they have D12 hit dice vs D10's. And they only have Mediuma armor and most like do not use a shield so ther AC closer to the rest of the party so he gets swung at more offent there fore protecting the rest of the party more. Hopefully with all the new base class coming out more of them will have heavy armor proficienty. They have done good job on the light and medium balence with 7 class having light and 6 class having medium. Although the Magus who start out light rasie to heavy over it career. Right now you 4 class with no armor proficienty and 3 with heavy armor proficienty. So if you thow out the Magus as odd ball you are only out of balenced with no armor and the heavy armor by 1 class.
If you want to teach combat tatics to folks that are new to pathfinder then do it. Do not tell them, show them. Run the fight so they learn as players. Attack them with Skeletons and Zombies to show the different types of DR. Attack them with wolf to show flanking and tripping. Attack them with Minotaurs to show Bull rush. Attack then with a Swarm of wasps to show they need boom power. Attack them a Manticore to show the power of 3D and flying shooter. Attack them with a Shadow to show the power of incorporeal Attack them with elementals to show them DR - and whirlwind power Attack them a hellhound to show breath weapon. Attack them with the ghouls' pack attacks and paralysis (hell add 2 levels of rogue and make it CR 3 and see how nasty it is with with 2 plain ghoul friends) Attack with a Troll to show the power of regeneration and rend. Note all example are core monster with CR of 5 or less so they should be fine for APL 2. Hell add 2 or 3 trap and that should be enough exp to get party of 4 or 5 players form level 2 to 3. It may be littel undead heavey but it would be fun night or two. Again the whole list is classic monster to fight that I have fought over and over again.
What Point buy for PC and NPC?
NPC normaly have smaller build points. The game Assumes 15 point buy, 4 person table and standar wealth. In this case I would call both PC and NPC a PC.
As far EXP I add up total EXP form all mosters and dived by # of PCs. Then use what ever EXP table you want. The Exp table is realy how fast you want to run your game. Your game as it will run fast because you are get 1/2 exp vs 1/4. So I would run med or slow just have some time learn your PC skill and tricks. I would also look at class the give pets help out lose of action ecomany. I would all so stay away from mass buff types like bard and rouges that need flanks. Truely eaziest way would be make 4 PC and play all 4 of them. It may not be the best for role play but it will make the Combat, exp and wealth normal.
Sean K Reynolds wrote:
clenched fist has attack roll and damage sounds weapon like to me... produce flame has attack roll and damage sound weapon like to me...rope trick has no attack at all?????? Realy lost me on that one... Can you Score with Critical with those spell? I search my core book and found no "weapon like spell" term.
If a monster has resistance and vulnerability to the
It was this way in 3.5, 3.0, 2ed and 1st ed
Well this mix of all that you said Druid (Lion) 3 (Animal Domain)/ Witch (Hedge) Healing Patron 4 MT10 then take Druid to 4 and Witch 6 Trait Magical Knack (druid), Boarded in the Mwangi Expanse Druid stuff Orson & Spell
Witch Stuff
Human Skill Focus Nature level 1, 8th Skill Focus Perception, 16 Skill Focus Acrobatics 1 Extra Hex Healing
This guy jack of all trades. You may want to go with scribe scroll at level 1 instead of extra Hex. All your spell pull double duty and at level 13 triple duty. Your Pet (AC) it just meant to block and flank. Then take Druid to 4 and Witch 6 Your Animal Companion ends up
So it end up level 21 at level 20 Spell Druid 6th and Witch 8th Resist nature's lure,Wild shape (1/day) 2 more Hexs Tounges, flight With both druid and witchs spell list you cover most every thing
So it +2 damage per damage dice... for being 1 level behind in spell casting as a wizard. In the best case it +20 or +10 if they save. I have hard time buy that for beeing a level behind the spell curve. "So at level 7, Burning Hands would do 10D4+23 damage (for the human build) or 10D4+20 (for the gnome build) as a 1st level spell" I think your math is wrong at level 7 you will be a level 6 wizard l Sorcerer. So your caster level is 6 as wizard and 1 as sorcerer with +1 caster level with evocation spell. So 7 wizard and 2 socerer so if you cast Burning hands it 7d4+14 as wizard or 2d4+4 as a sorcerer. With another +3 to damage form wizards Intense Spells abitly. It would not do that damage till level 10... which it would do 10d4+20+5 or 10d4+25 looking at now for a while it max damage is 65 aveger is 45 min is 35 and save for half is 32 , 22, 17....I buy paerls of pwer 1 till can not findthem any more.
human and get 3 Skill Focus at 1,8,14
This give good Spell list, Blood line powers, Revelation Powers, Burts and Skills
OR Dark myster Oracle and Shadow/Snake/Undead/Aberrant blood line via Eldritch Heirage chain Do not forget about extra Revelations feat And Varisian Tatoo feat and extra Trait to do with your back ground stuff.
With School Focus 2 time and Blood line abilty of Arcane you you DC of spell could be spell level +4 +CHA mod that Nasty good.
Ring of Force Shield 8.5k GP
Pear of Power 1,2 maybe 3 1k, 4k, 9k GP Long Bow Set for his STR Master Work and mighty
Mornig Star Cold Iron Master work to over come DR this weapon can 3 or if it magic. Silver smite bracelet 16k GP
Wand of cure lght 750 GP
5 Scroll of Magic weapon
2 Scrolls of remove fear
Celestial armor 22.4k GP A) it just kool and B) the FLy abilty
Champion +1 Bonus
Hat of disguise is great role play or to be sketch artist "did he look like this?" 1.8k GP Boots of striding and springing 5.5k GP Scarab, Golembane 2.5k GP
Robes of Arcane Heritage 16k gp
Ring of Force Shield 8.5k GP
Pear of Power 1,2 maybe 3 1k, 4k, 9k GP Long Bow Set for his STR Master Work and mighty
Mornig Star Cold Iron Master work to over come DR this weapon can 3 or if it magic. Silver smite bracelet 16k GP
Wand of cure lght 750 GP
5 Scroll of Magic weapon
2 Scrolls of remove fear
Celestial armor 22.4k GP A) it just kool and B) the FLy abilty
Champion +1 Bonus
Hat of disguise is great role play or to be sketch artist "did he look like this?" 1.8k GP Boots of striding and springing 5.5k GP Scarab, Golembane 2.5k GP
If want to teach comabt tatics to folk that new to pathfinder then do it. Do not tell them show them run the fight so they learn as players. Attack them with Skeliton and Zombie to show the diffent typs of DR. Attack them with wolf to show flanks and trips, Attack them with Minaors to show Bull rush. Attack then with Swap of wasp to show they need boom power. Attack them Manticore to show power of 3D and flying shooter. Attack them with Shadow to show the power of incorporeal Attack them with elemental to show them DR - and whirlwind power Attack them hellhound to show breath weapon. Attack them ghouls pack attacks and paralysis(hell add 2 level of rouge and Make it CR 3 and see how nasty it is with with 2 plain ghoul friends) Troll to show power of regeneration and rend. Note all example are core monster with CR of 5 or less so they should be fine for APL 2.
Shark Great White
Soto Voice
The Remove type spells I say if you can cast it you should own a scroll of it. Any type of spell you can spam is your storng point. That is generaly usefull ie usefull in 3 out of 5 time.
To sum up this whole thing... Let talk pizza put what ever 4 topping on you pizza you want it still $8.95. But calorically that may not all be the same. One may blow your diet more than the other. You have to decide double cheese, double bacon on your pizza is worth eth extra 20 minutes on the tread mill or should you get mushroom, green pepper, tomato, and onion. And only do 10 minutes. On that note I am going to eat lunch.
thejeff wrote:
It dose not matter if the gear useful to the party. It only matter how useful it is to monster. If you give a Ork an 100k deed to some ocean front property in Arizona it does not change his CR one bit.
What is the point of this thread? Cause to me it sounds like folk do not know how to advance or give loot to monster. After you add all the template, class, loot ect you should still check your new madeup advanced monster vs chart 1-1 and 1-2 on page 291 in Bestary 1 to see if it falls in line or if it to storng or to weak. Then adjust the CR as needed. Also if do not give monster the treaser you put in some other room you weeken it. ie lower the CR. If you put loot on the monster and it make it better the advance the CR. or ie see chart 1-1 on pager 291 in Beastary. Bottom line is read the whole book not just the stat blocks.
Devilkiller wrote:
The wand jockey? LOL(never herd it called that.. that funny) K back on point. If that is the case take wand but I still like wonderous item. more impoart stuff than spell spamming. I still like stat items and pearls. All though I see your point of spell jockey:) lol. to funny. But he will not be able to take the Dragon till level 9 so Craft Wonderous at level 5 and wand at level 7 then improved familair at 9t
First off do your homework. Take 20 min to copy and past your entire Summon Nature ally spell monster list then update them with feat Augment Summoning. Then print them and put in slip sheet. Or spend .99 cent and get the app. done easy Second D&D/ Pathfinder is team social game. Which mean everyone wants turn and chance to shine. Share the stage /gaming table with the whole group. Use the pet and summon to help you and the other PC not to show them up. Do not flood the board with your stuff, use them to bock attack route to soft target (Ie sorcerer) and to set up flanks and add other (DC15) if your beater get + 4 to hit there going to be happy. Your pet and summon did there job by help your team win the fight. Last if you decide to change I would do this…. Keep the druid level 4 with pet that is level 1 then go ranger (urban)
As of right now you are level 4 with a level 1 pet. (-3 animal Sub Domain Feather)
Boon Companion
Prerequisites: Animal companion or familiar class ability. Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature. Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar. With this feat at level 5 Full level at 5th level. Your pet you would not get better till 8th when become level 6th and from that point it stay 2 level lower than you so much weaker.
Littel weeker on BaB than Straight Ranger but way beter caster 5th level spell and more spell per day.
EATERoftheDEAD wrote: I have not had the opportunity to include Summoners in a game yet because I am just now setting up my first Pathfinder game. However, I thought they seemed really cool. I'm a stickler for balance and avoiding that 3.5 power creep, so I'm curious what is overpowering about them? lol Pathfinder is waaaaaaaaaaaaaaaaaay more powerful than 3.5. The power Creep is way bigger in pathfinder.
EWHM wrote:
Low Templar Is Great Class Idea but horibable Huge Dum Feat to get in Monted Combat. Cause on thing in the clas has any thing to do with Riding a mount. It does not give a mount. or Any kind Mounted Bonus to ride or to attack while mounted or AC or saves. The Class it self is super cool but the feat of Mounted Combat to get in is lame. Almos as bad as true belever in 3.5 for Pious Templer. |