Melkiador wrote: I haven't played that one before, but with a name like Carrion Crown, we expect a lot of undead stuff. Your necromancer may be meant to handle part of that, but I think you would still benefit from a positive energy channeler, and selective channel will be maybe more useful than usual. it does have undead - but not as much as you would think. It actually covers a bunch of horror tropes. That's all I'm going to say on it, as you asked for no spoilers.
I would personally add a dex based rogue type. maybe a Swashbuckler, or ninja. Your Archer Ranger is a good idea. Someone that's good at either being sneaky, or good at ranged combat. It looks to me like you have someone who can heal, someone who can cast divine spells, someone who can cast arcane spell, someone who can be a frontline fighter, what's missing to me is the sneak/lockpick, and/or the ranged fighter.
we're about to finish up that AP, someone in the party needs to max out persuasion and diplomacy. Preferably someone with a high Charisma. You'll want to invest in ways to do combat underwater, cloak of the manta works, there are a couple of feats that allow you to fight underwater, aquadynamic weapon enhancement, waterproof spell, etc. there are LOTS of underwater stuff.
Diego Rossi wrote:
this is where I think the Blackblade is superior to a regular magic weapon, it's literally a swiss army knife. Need flaming, making it flaming, need ghost touch, make it ghost touch, need shock, make it shocking, etc. the fact that once you have a few arcana chosen, you can build almost anything you need on the fly is extremely powerful.
Melkiador wrote:
Sure, that was a side point, the main point being that since you probably have Feats like Weapon focus etc with your black blade, unless the other weapon is of the same type, losing the bonus from those feats is usually not worth whatever cool thing the alternate weapon has.
Melkiador wrote: Still, don’t be shocked if you end up with a main weapon that outclasses your black blade at certain levels. Since the Black blade is intelligent, a magus would typically not want to upset it by doing that, and unless the other weapon is of the same type, the feats used to get better with the Black Blade will still allow it to outclass the "other blade"
Diego Rossi wrote:
Many of the FAQ's are BS at many tables. This is an example of a rules complication that was not needed. But ok, so the ammunition doesn't go through DR, It's not difficult to deal enough damage and get enough attacks for DR to be a non issue even for ranged. Our table usually forgets that high enhancement bonus weapons go through DR anyway, and we don't have an issue taking down bad guys with substantial DR.
We long ago got tired of the ledger keeping of tracking gear (especially ammunition) to this level. We assume that a ranged character can make new ammunition during the evening camp/downtime, and will have enough made for a days worth of adventuring, thus negating the need for durable arrows. We have also discovered that DR is not usually enough of an issue to warrant the use of special materials, especially once a weapons magic bonus gets high enough to penetrate most DR's on it's own. Of course your game may differ, but we have found that getting rid of this level of bookkeeping freed game time up so that we can concentrate on the other aspects of game.
Belafon wrote:
Yep, I've quite often said that Haste is one of the most damage dealing spell a wizard can cast.
Mysterious Stranger wrote: Are you asking how far away the party without a light source can see the light from the lantern, or are you asking how far away the party without the light source can see the party with the lantern? Those are two separate issues. They will be able to see the lantern from quite a distance away assuming that nothing blocks the light. In order to identify the character in the party with the lantern they will need to be a lot closer. What spurred the discussion was an archer hiding in the darkness in the woods wanted to know if he could see a party riding down the road at night with a few lanterns well enough to shoot one of them. We've always just allowed it, but someone asked if there should be a penalty of some sort. from what we could tell by the "rules" that since he was in a dark area, he couldn't see them at all, but that didn't make any sense to us, hence the question.
Arkat wrote: Is there any feat or other ability that allows you to use your STR modifier as the "to hit" stat instead of DEX when using a thrown weapon? don't worry about doing a STR build for shuriken, go DEX and embrace it, build it as you would an archer build. use Deadly Aim, and One of the gloves that gives your weapon flaming of acid, at 10th level you should have around 4 or 5 Shuriken throws all at around 1d2 + 4 + 1d6 fire + 5d6 sneak attack. 30d6 potential damage in one round is pretty nice.
Taja the Barbarian wrote: Typically, some method of getting your thrown magic weapon to return to your hand after each throw is mandatory after a few levels, Shuriken are considered ammunition, any that hit are "destroyed or rendered useless" and those that miss have a 50% chance of the same. so making them returning is generally worthless. That being said, you can indeed Sneak attack with every shuriken you throw if you qualify for sneak attack with those attacks. At 10th level, a Ninja can become invisible as Greater Invisibility using the Invisible Blade Ninja Trick, this works perfectly to provide sneak attack damage for all the shuriken in a shuriken flurry. I typically don't even bother with the weapon damage, and just roll the sneak attack damage.
John Mechalas wrote: The rules on lighting define what you can see in an area that is illuminated by a light source, not what light sources you can see. There are no rules for the latter, and you'll need to use your discretion. In total darkness, a bright light source can be seen from a considerable distance. that's what I was thinking. Thanks everyone.
So we had a discussion at last nights game, and we can't find anything official on it, so if someone could please point us to something official, it would be a great help. If a party is in an area of darkness, with no light source of their own, and encounters another party using a lantern, campfire, sunrod etc as a light source, from how far away can they see them. The rules seem to imply that if you are in an area of darkness, that you can't see the other party at all until you are in the area of their light source. But we all know from experience that out in the woods, you can clearly see people around a campfire, yet be beyond it's range. I know this is using real world concepts, but I'm curious if the game just left this out, of are there official rules for it.
Zepheri wrote: So in real life you guys can see a person at 800 ft fighting your friend with total clarity and shoot it with a bow with no penalty. That mean all person are Legolas I not asking for concealment, illumination, etc . I'm asking about distance of the weapon and the range of sight ( your vision with your eyes) to a target that is in melee with a friend of yours but they are far away from your "normal range of view", still apply the preciset shot In Pathfinder you take a -2 penalty to shoot for each range increment beyond the first. As long as you can see them, and they are within your max range, then yes Precise shot can be used.
Zepheri wrote:
Still unsure what you are asking. There is no "Max sight of vision", unless there is darkness of some kind involved. If you can't see a target due to darkness, then you really can't make an attack. However, anytime you can make an attack, you can use Precise shot. Also, the max Range on a thrown weapon is 5x its range increment, for projectile weapons, it's 10X (so for a longbow, this is 1000 feet). As long as there is enough light to see the target within these range increments - then you can use Precise Shot.
John Mechalas wrote:
"Additionally, disrupt silence can automatically counter or dispel any magical silence effect of equal or lower level cast upon the same target, such as silence." Silence would be dispelled.
Honestly, if I was one of your players, I'd just tell you to ban all spell using classes, as these rules put them in the close to unplayable area, especially considering the boost you've given to martials. Or, just swap to a system built around low-magic. I think zweihander and Conan bot are built that way.
zza ni wrote: just make sure your archer can deal with the other two common arrows shutdowns (beside deflecting\cut from air) - wind wall and a fighter who move and ready his tower shield once you start shooting. yep - never had a bad guy in an AP with those either.
Dragonchess Player wrote:
We play the AP's and DR isn't enough of an issue to ever worry about being able to bypass it. Like, we're in book 5 of Skulls and Shackles, and I think we've had DR in like 3 encounters.... And when you can del 30-50 points of damage in a hit, DR 5 is not slownig you down much.
Phoebus Alexandros wrote: I just happen to think that, mechanically and flavor-wise, melee has as much going for it. Most Certainly - Lots of fun to be had with almost any build. The issue we had with archers was the high init score, combined with range and huge damage, typically meant the encounter boss was dead before the melee fighter got to even act. So while that melee guy could chew through the minions to get to the boss, the big target would already be dead.
Phoebus Alexandros wrote:
first range increment for a longbow is 100'. the archer, who will probably go fist, will get 1 or 2 rounds of shooting before the melee with pounce gets to attack. but it's seldom about PC vs PC, is PC vs bad guy, and they seldom have those specialized type builds.
Dragonchess Player wrote:
The other must haves are Rapid Shot, Many Shot and Deadly Aim. A fighter Class can have all the feats he needs to be an exceptional Archer by level 11.
Sysryke wrote:
well, it's a ROLE playing game, not a ROLL playing game. That enough should make people want to play all kinds of sub-par characters.
I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit) Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
Ju-Mo. wrote:
I'm not saying that Mythic isn't powerful, I haven't played it yet, so I don't know, all I'm saying is that it seems that many of the things it gives can be obtained by a regular character. Your spell caster example - easily duplicated by a metamagic rod of quicken. Fighter, Haste will give an extra attack at full BAB. (There are a number of full BAB classes that can self haste). Not to mention the feats Many shot and Rapid Shot Barbarian that can teleport and make full Attack - Multi class as Magus/Barbarian. agreed, it's not ideal - I'm simply saying it's possible.
Chuck Mount wrote:
Spell combat and just about any teleport spell will give a teleport and full around attack..... my current character is using Phase Step, I wish it worked with Dimensional Slide. Shadow Duplicate is pretty close to the Loki trick, just lacking the teleport, and there's always the Cloak of fiery vanishing, or the Cape of the Mountebank. both would be similar to the Loki effect.
Chuck Mount wrote:
we've been doing this in our "normal" games, plus adding some Advance's to the bad guys for years. Pathfinder AP's (and normal CR rules) seem to be built around 4 low to moderately experienced players, playing non-optimized characters, and still being able to win most of the time. Any level or player experience and/or character optimization, seems to really swing the power level far into the players favor. It's not hard to build Normal characters that can do some of the things you list. A Magus can use any of the various teleport spells and make a full attack, a Monk can get his speed up to 100. Confirming every crit is a bit more difficult, but you can make it pretty easy to confirm. there are some Rogue Talents that allow the "loki" trick. I haven't played Mythic yet, but it's coming up in our list, so I've been reading over the rules, and it seems to me that quite a few of the things you can get from Mythic, are already available to other classes. I just finished a campaign with an exploiter wizard, who could change the element of any spell, something he can do with this first exploit, but there's a mythic talent that allows the same thing. So while I see lots of people say mythic is broken, I see that a lot of normal characters can do quite a bit of the same stuff.
I GMed Carrion Crown for our group a few years ago. While overall this concept wouldn't have any problems, there are a few places you go, that will be difficult to bring a long a mount, and a few places that will not have room for any kind of charges to be made. so I think you should be fine overall, just understand there's a few places where mounted combat won't be an option.
ForsakenM wrote:
it only takes one feat and the right weapon to be critting on 15's.... and with 3-5 attacks per round, it pretty much would guarantee one every round. We don't confirm on 20's, but we do confirm on all the rest.
galaxy human wizard wrote: hi there dungeon master friends I have a question if I am a dm can I be a player as well by not telling the monsters weaknesses . and am I allowed to make summon monster lv3 spell allowed to summon a small elemental aether in pathfinder adventure paths 1e game where I run it thanks :)) 1. Many GM's run a GM character as part of the party, in fact many Adventure Paths have NPCs that travel with the party as part of the story. They are generally used to help provide story information, or act as guide in hostile lands. The general idea though is to keep them lo-key and weaker than the party in general. 2. Characters only discover a Monsters weakness by trial and error or by doing a knowledge check, read up on the Knowledge skills to see specifics.3. Small elementals can be summoned with the Summon Monster II spell. If you think that's too powerful, you can make a DM ruling that it take Summon Monster III to call forth one. 4. When starting a new topic, start a new thread.
Sphynx wrote:
Shrug, we got tired of players have a 42 armor class, a +40 or better to hit, and +30 or better saving throws, so focus was one of the things we wanted to reduce. of course YMMV.
so it looks like it did exactly what I predicted it would. I see a focus in one or two things on each character. The mesmerist is the one most obvious +5 resist (2 above ABP), +6 Charisma (2 above APB), +4 AC (1 above APB) and considering Haste is one of the most powerful spells in the game, I would never have allowed it to be picked up.
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