While you're inside a mindscape, barring certain circumstances, you're not aware of anything done to your body. Would you persist in the mindscape if your unconscious body were killed? Obviously you die once you leave said mindscape in that circumstance, but performing actions beyond your death has consequences to considre.
I have a potential villain to throw against the party, a level 7 halfling rogue against a level 7 party. The NPC has +30 Stealth modifier & expert sniper feat, which in an urban environment they'll be spoiled for cover options. Even while attacking, the party will have a lot of trouble even having a clue where the attack's coming from, & I'm not even being super focused toward the build's tactic. Should I be worried about this encounter being too tough on the party, and if so, what suggestions do you have?
I'll see my wife late tonight and find out if she retained any paperwork from the event. There actually is a chance this DM didn't pose as a representative. I wasn't there and I don't know how Paizo separates itself from casual tables, while she isn't experienced with con-gaming and thus wouldn't be familiar with the differences. Hell, *I* needed three conventions before I could differentiate worth a damn.
The character had other rules-issues going on. Otherwise, that's actually a good question. It was something she had to sign up for in one of the rooms, but she's not used to con-gaming and so didn't pay attention to whether it was a Paizo-sponsored table or some basement-dweller having a power trip.
My wife went to PAX West, followed by other travel plans, and returned home recently. I didn't attend, so I'm hearing about this now. She enjoyed herself and loved the convention, so don't think this marred her enjoyment on the whole. She tried out one of the Pathfinder one-shot tables, and evidently one of the first things asked as she was signing up was whether she was signing up for her boyfriend. While she was the only woman in the room at the time, that's not a good sign. The pregenerated 1st level rogue she was handed was heavily modified - no weapons except flasks, race switched to halfling, only knew Common while everyone else in the party only knew Elven (RP was thus difficult for her). At one point she threw a flask, rolled a 19, and was told she hit herself with the weapon. Enemies repeatedly saw through her +11 Stealth (no rolling) and bee-lined to attack her character, provoking AoOs from flanking PCs to get to her. There was no stated story reason for the aggro. No PC got below half HP through the entire adventure, except her due to the focus fire - survival was only because the players recognized what was going on and the cleric spent most (all?) of their time healing. I'm certain that's not all that happened, but just this bit is frustrating to hear about. I am disappointed that Paizo had such a DM representing their company at PAX, and I can only hope my wife's survey/review made it through the process.
You cast Secluded Grimoire, then travel to the Outer Planes. Is your book presumably inaccessible? Is the Night Hag presumably a creature that leaves for the Material Plane? Because it's ability to go ethereal shouldn't work in the Outer Planes where there isn't an Ethereal.
The spell says that you need a clear idea, and gives a guideline for how clear of an idea you have, explicitly citing scrying as a method and without any other language hinting otherwise. Saying that you can't teleport with the information given by a scry spell is not a change, but a 'clarification', comes off as disingenuous. A less favorable interpretation would view it as condescending, implying that those who have run it as written have either failed at reading comprehension or are rules-lawyering munchkins. Is "we feel that what is known colloquially as 'scry and fry' is not a favorable outcome, and advise the following change" somehow not an option? Even just calling it errata would be acceptable.
Typo on weapon(s)
Early Two-Handed Firearm
Early One-Handed Firearm
Giff
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Racial Traits +4 Str, +2 Con, -2 Wis: Great bulk and thick skin, but inattentiveGiff Giff are humanoids with the Giff subtype Medium: Giff are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Giff have a base speed of 30 feet. Natural Weapons: A giff has a bite attack that does 1d4 damage. Thick Head: Giff have a +4 racial bonus against sonic effects Iron Stomach: Giff have a +4 racial bonus against poisons Tiny Ears: Giff has a -5 racial penalty to hearing-based Perception checks Weapon Familiarity: Giff are always proficient with the portable bombard. Languages: Giff begin play speaking Common and Giff. Giff with high Intelligence scores can choose from the following languages: Aklo, Draconic, Elven, Giant, Orc, and Undercommon. Race Aging Effects
Random Height & Weight
Early Two-Handed Firearm
Favored Class Bonuses
I understand that it's a psychological craving rather than a physiological requisite. But they show discretion & patience when keeping it buried to 'ripen' before eating, and when choosing the flesh of one race other another. So it's not so limiting that they can't be picky. That the core writeup and other books indicates that they eat fresh only when hungry enough indicates gradations to their hunger. On a practical level, this is functionally the same as regular need for food, only instead of starving to death they become more focused on eating. One could argue that ghouls' hunger, with a managed diet, isn't any more pronounced than a human's. The supposed severity can seem worse given the social taboo that the ghoul was undoubtedly raised in. Social isolation and lack of support networks makes access unreliable, so long periods of time without eating would be common, easily on par with starvation scenarios for mortals. That they won't die nor suffer actual physical debilitation means these famine periods can go longer and possibly deeper than what a human is physically able to experience. Weirdo's reference to Blood of Night is what I was looking for. Thanks :)
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In order to avoid derailing, I want to point this out. It's not pure cheese, and I find the implication that it deserves nerfing for the above reasons to be poorly thought out. 1] Yes, it uses the Wizard's Intelligence, but it's still using a BAB at half and has none of the weapon feats that an equivalent fighter is throwing down. A 15th level wizard is throwing down maybe +17. 2] Let's assume 'antics' for a +1 CL, and now we have a +4 from GMW. Javelins are not ammo, so we need to be using arrows, which lowers our damage to 3d6. If you notice, we're working at a +21 attack bonus, easily surpassed by the local archers. 3] I have no idea where you're getting the 180 number, because that's implying a [u]+12[/u](?!) damage bonus per arrow. A realistic damage potential is 45d6+60 (202 avg), with an average of 111 damage against a typical CR 15 monster's AC (half its HP). 4] We're already at a 5th level and 3rd level spell slot thrown into this combo. Throwing another 3rd level spell, especially if we're using familiars to ready them instead of doing something else, only reduces the efficiency. Efficiency is the key here, because at a certain point, it's more efficient to just throw 5] The javelin not being ammunition has been covered, so I was presuming bolts. If someone manages to find a workaround to get ammo a size category larger, then our average jumps to 140 damage. Look at the final score here; our 15th level wizard of telekinesis is throwing down a damage that's comparable to archers in the DPR Olympics, except those guys are FIVE levels lower and have way more rounds of throwing down such attacks. Even if the AC was so terrible to permit a theoretical maximum of 255 average damage isn't all that mind-blowing at level 15 when you can throw down a suffocate, or have a draconic sorcerer's empowered fireball hit just 4 monsters. If you look at lower levels, a level 9 is averaging about 65 damage with a single casting of one of their very few level 5 spells (and a GMW, and some gold for a porter to carry them around) against an equivalent monster. I'm not impressed there either, since that's about 50% greater than an empowered fireball which can hit an entire group of monsters. It's like a poor man's disintegrate, statistically speaking. You just need a decent amount of preparation, additional magic to handle logistics, and does as well as a fighter...for a round.
James Jacobs wrote:
But you can't launch dozens of magic arrows. It's explicitly limited to a maximum of 15 using the violent thrust option, both in 3.5 and in Pathfinder.
It's an established option that limited wish can grant a creature the ability to automatically hit on their next attack. Can you wish to automatically succeed on the creature's next saving throw? Can you wish for the next attack on that creature to automatically miss? Is it possible to wish for the auto-hit on a different trigger; such as on the creature's second attack, or next against against an undead, or the next attack after a certain trigger (when I say 'take that!')?
I had a bunch of trouble remembering that poisons had been altered in descriptive text, especially since the effects of mine are still possible.
Spoiler: Hand of Eternal Remorse Aura moderate evocation and necromancy; CL 10th Slot hand; Price 17,000 gp; Weight — Description This ebon gauntlet has a single blank eye in its palm, filled with hatred and drawn to suffering. Once per day, the wearer can command the gauntlet's eye to open and cry a blood red, unctuous substance. This substance acts as a single dose of contact poison (Fortitude DC 16), and the wearer does not risk poisoning herself if it is immediately applied to a surface. The poison has a one minute onset time, after which the victim is the center of a fireball (10d6, Reflex DC 16 half). The victim does not get a Reflex save to resist the fireball. The poison will lose potency and become inert after 24 hours. Bearers of the gauntlet will see calamity after calamity, the sick and dying plaguing their existence like a literal disease. Increase a community’s crime modifier by +4 so long as the hand of eternal remorse is in it, as well as its danger value by +10. See Settlements (Game Mastery Guide, page 204) for details. Construction Requirements Craft Wondrous Item, bestow curse, fireball; Cost 8,500 gp
James Raine wrote: Feral Heart They use a different dash for the weight, and if it's negligible you don't use 'lbs.' Are creatures bull-rushed before or after the growth (since you can grow to be adjacent), and does the effect provoke an AoO? Will an Int 4 character go into a coma when they use the item? It's very rare, possibly even discouraged, for magic items to have their effects scale with the wearer; and you might do better presuming a level 9 user for that reason. I disagree with the non-scaling thing for many items, but wishes, fishes, you know the drill.
Bah, forgot those were notes for a different format I was making it for (took a bit to even add the italics in BBCode), which is a bit different from Paizo's. Granted, I never put full work into it for editing because I already knew the price would be viewed as too little; and the accepted value would likely be in lesser artifact realm. Didn't think it was that similar to the Apparatus of the Crap for it to break the general rule; since its purpose and effects are drastically different, but seemed an ideal use for formatting. I didn't think it necessary to answer the question for the levers. Pulling one is a full-round action, not an attack action, and there isn't debate as to whether iteratives apply to using any other full-round action.
I'm posting mine now because I'm unlikely to even remember this thread once the competition starts. I was tempted to submit my Assault Apparatus as well; but the philosophy behind the price is unlikely to be accepted. Spoiler: Assault Apparatus Aura Strong evocation; CL 19th Slot None; Price 90,000gp; Weight 24 tons Description This item seems an inert 30’ stone golem, with a secret catch (Search DC 20) that opens a hatch to the torso. A large character (or two medium) who crawls inside finds ten levers. The device has the following characteristics: hp 200; hardness 20; Spd 50ft; Space/Reach 15 ft/15 ft; AC 26 (-2 size, -4 Dex, +22 natural); Atk +22 melee (2d12+15, 2 slams), +8 ranged touch (4d6, 2 light rays, 100' max range); Force Beam (10' wide, 100' long line, 16d6 magic missile damage, Fortitude DC 18 for half, 1d4 round cooldown). Lever : Function
Operating a lever is a full-round action, and no lever may be operated more than once per round. A verbal command is required, in Undercommon, to designate a target or direction for movement when a lever is pulled. If none is provided, a valid target is chosen randomly or a 1d8 is rolled for the direction moved. The device can function in water up to 900 feet deep or in total vacuum. It holds enough air for a crew of two to survive 1d4+1 hours. Construction Craft Wondrous Item, Craft Construct, animate objects, continual flame, web, magic missile, searing light, creator must have 12 ranks in the Knowledge (architecture and engineering) skill; Cost 45,000gp
Say you're making a magic item using uncommon rules, such as Ship Combat or Boons. Would you just add a line of (see Fast-Play Ship Combat) after the effect that uses language from the rule?
You're describing a world that has never had legends before the players entered the scene, and 'spectacular' doesn't exist in the dictionary until they do something that deserve it. This implies very self-centered bards, because the only tales they can tell are about themselves. I guess slaying dragons, zounds of bandits, dark necromancers, and the like just never happened before? You know, all the stuff the PCs would be doing in a non-mythic game, unless adding the <mythic> tag to your notes somehow makes it more special. What's the difference between a warrior and a fighter, despite both being +1 BAB/level and requiring the same amount of experience to level? The Fighter is a PC class, which is also by definition more special than an NPC class. I and many others have stated what is actually desired out of the Mythic rules, and that is something more evocative than a "slaying marginally more enemies or surviving some fraction more damage." Here's another option if raw power is all you care about, which doesn't need an entire book; just set the XP for the fast track, give high-fantasy wealth (double WBL), use epic fantasy point-buy. Everyone else in the world can be stuck with the low fantasy point-buy, wealth, and slow experience.
Kerian wrote: Mythic rules enable those of us who aren't Ayn Rand fans to still have the Chosen One story, and now support it by actually being special and feeling like big badasses because our Fighter 10/Mythic 5 can and does outshine every Warrior and Fighter 10 on the planet by a wide margin. But he's not outshining any of the other Fighter 10/Mythic 5 characters on the planet. The world is just as bent and PC-relativistic by denying Mythic tiers to only the players, which brings us to the same kind of tactics I suggested; make PC classes rare/special/unique, make NPCs lower level, etc. The difference is less homework and that's about it, unless Mythic fulfills a role of more than raw numeric power upgrades.
Landon Winkler wrote:
What's wrong with just writing "chosen one" on your background and in the plot? If you're a cut above any other humanoid, that's represented by being higher level. Adding tiers of Mythic doesn't make them any more unique than just adding another level or two to them, if raw power upgrade is what you're wanting. Another way to make NPCs inherently less than PCs is to just make the PC classes special; wizards are quite the force in a world of adepts, as are rogues amongst experts. Nothing you're stating here as a goal/advantage isn't fulfilled by just adjusting the expectations of your campaign/setting.
Landon Winkler wrote:
Then you have no reason to buy the Mythic rules, if you can't expect them to change or support a mythic tone, that's why it's a bad thing. I never said every permutation needed to be covered, but there needs to be guidelines; when all of the abilities are boring number boosters, then you've set a precedent that anything new fits that paradigm of boring numbers. If all of the actual mythic activities fall under pure Mother-May-I without even benchmarks to go off of, then there is no reason to get the supplement. Do you buy the Rifts Main Book for your Amber campaign and expect people to not see it turn into Amber w/Plasma Guns?
Quote: Will adding mythic tiers make your game Mythic? Nope. You do realize that's a bad thing? So far, I don't see how the mythic ruleset presented actually acts a toolset; any more than being told "your hero points refreshed each day instead of each level." Being given a list of +3s here, double strikes there, doesn't tell you when it's appropriate to be able to lift a Boeing 747. Yes, I can work it out myself, but that calls to question the entire point of getting the Mythic rules; if I have to house-rule in everything mythic that isn't a bigger Power Attack. I mean, I want to see someone more skilled come up with a set of rules for super strength in a D&D game than what I've done; where you can throw a cow as a viable combat tactic without breaking the game.
Harrison wrote:
Rules are what we use to play the game, and if the rules don't support the fluff in cases like Mythic play, then you'll end up perilously close to 4E or those Final Fantasy spells where you nuke a planet in your cut scene...to deal some damage against the party. A hopefully more lucid explanation of the concern is that the mythic rules don't feel any more mythic than adding another +1 to your character sheet and saying hero points are refreshing each day rather than each level. From the point-of-view of the characters, they're not going to look any more mythic unless you staple fluff onto them to describe their actions as being bigger and better, which is something you could've been doing with a level up to begin with. Epic and mythic are both synonymous in expectation with a shift in paradigms in how your character's abilities interact with the setting. Slaying marginally more enemies or surviving some fraction more damage is neither dramatic nor is it 'mythic' unless you inflate the numbers to something obscene. Lifting wagons and buildings, stealing the colour of someone's eyes, cutting someone so deep that others who see the wound suffer stigmata-level sympathy wounds, scaring people so profoundly their kin are shaken regardless of distance; these are the kind of things that go beyond 'get two actions this round' or 'you succeed at your action 15% more often'.
Corren28 wrote:
I, however, am a physicist. There is NO difference between teleporting between planets to that of teleporting from ship to/from land; in regards to caring about momentum. Orientation is equally relative, especially on spherical planets, otherwise you're always landing off-balance. There is no advantage to this change. It creates ambiguity, inconsistency, and free range for Gygaxian jerk DMs.
Ssalarn wrote:
So constructive, thanks. You're the best.
That rule is frankly bad. It opens a can of worms in regards to questions your players will very understandably want to know, which would be automatically ignored if you stuck with the more sensible effect of the subject automatically adjusting to the frame of reference of their destination and lose all comparative momentum. It's not even overpowered, because feather fall is a 1st level spell, and using something as potent as teleportation to evade falling damage will NOT harm balance. What if you teleport in a different orientation, falling up? Why does it absorb the changes in orbital momentum, rotational momentum, and gravitational potential but not from the handful of kJ from relative velocity? Does interplanetary teleport automatically result in maximum falling damage? How does plane shift interact with this? Do you remain standing (or even take damage) if you enter or leave a ship through teleportation as you slide from the change?
The githyanki one being claimed is a little weird, personally, as they were written two years prior to being published/associated in D&D by George R.R. Martin in Dying of the Light; in which they were a psychic race of warriors enslaved by an alien race. This is without attribution to George, I might add, who didn't even know of them until sometime after the new millennium. And illithid visually resemble star spawn by a fair bit, an established Lovecraftian race that are essentially man-sized version of Cthulhu, who itself would be best described as a mindflayer with wings.
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