I get Trunau, but you couldn't get any 750 GP wands in Restov or Kintargo?
It's been touched upon already, but my least favourite thing has definitely gotta be the solo section. Whether it's a rogue rogueing or whatever, I'm never thrilled at waiting an hour or even just 20 mins with absolutely zero agency in a shared game with 5-6 people involved.
I love playing or running solo stuff in between sessions, though.
Sir Thugsalot wrote:
You've messed up that quote.
Depending on how things shake out, Eidolon/UMonk/Rogue (and maybe even the Summoner) could end up being dedicated frontliners.
Brew Bird wrote:
Even if we stick to core a base Bard competes pretty easily between their multiple skill-boosting class features, spells and six ranks.
Is only reason why people think Kingmaker has a chance since its only AP where all prints are outsold?
Can't speak for anyone else, but I think it has a better-than-average chance due to a combination of being out-of-stock, the CRPG being based on it, and the chance for the designers to update the Kingdom-building rules to match UCam and tidy it up.
If he's playing a human, Martial Versatility will let him take Weapon Focus/Spec/etc and apply it to a full weapon group - doesn't help if he wants to pick use a dagger and a spear in the same combat, but it might be a good solid middle ground between completely retraining and struggling.
EDIT: Fixed tags.
Check Performing Combatant - it's always a DC20 check when not in a formal performance combat.
Nah, unfortunately - caster levels are normally calculated separately, so the example Wiz2/Dru2 would be Wizard Caster Level 2 and Druid Caster Level 2.
Some Prestige Classes add to pre-existing caster levels, though.
Also, a caster level doesn't mean you can cast spells of that same level; a level 4 wizard can only cast level 1 or 2 spells. Spell levels vary by class, so you have to follow the tables given on each classes page.
To be honest I can see them finishing it with another eight eps - Alucard's all out of backstory, Trevor's back to form, Sypha's all set.
After Grant gets introduced, we're also pretty much out of canon plot apart from climbing Castlevania itself and the final showdown - Dracula's Curse isn't exactly a complex story by itself, hell, they've already taken a cue or two from Symphony of the Night to fill in gaps.
That said, them doing more adaptations (SotN, Rondo of Blood, Portrait of Ruin, Order of Ecclesia or the Sorrow Duology having more than one main lead probably easier to write than either of Simon's solo quests) would be awesome once III's done.
I can't really speak for the rules side of things here, but the easy option would be to GM fiat it to work whichever way you prefer.
If you want them to have to re-align the phase disruptors and get some adventuring out of that, run it that way - if you want it all to just go smoothly for them and get straight to where they need to go, that works too.
The only way I know to increase your spirit abilities in any way is the Amulet of Spirits, linked below - this doesn't give you early access to new abilities, exactly, but you count as two levels higher for those you already have. Also, it only applies to certain spirits (and Mysteries!).
I'd definitely lean keep it as is - some of the pairs should definitely join into ongoing combats unless your group is super stealthy, which freshens things up.
Your party's resources will probably take a knock just through sheer mass of mooks, and adding sneak attack or something all over the place might increase the danger level a little more than you'd expect.
I tend to bias towards the lower end of the lethality curve for the first 3 levels or so of gameplay, though.
Yeah, as far as combat styles go I'd agree wholeheartedly with this. Means that Blind Blade style is still functional outside of actual battle when it matters, but walking around in Mantis all day is going to look stupid and exhaust you. Pretty much as you'd expect.
Paizo staff have requested in the past that they'd prefer it if subscribers don't spoil too much before a book is out to the masses; I really doubt it's anything personal.
It's only a "key detail" if you have an incredibly narrow viewpoint, and he covered Pouncing with the Plains domain if you actually bothered reading up on what was offered to you.
Even more difficult to reconcile this if they have a tattoo or other class feature that acts as a DF.
I'm really not sure how best you can do this, ultimately - a desert island (without a lot of mitigating factors) just isn't the same challenge to level 9 PCs as it is to those at levels 1-4.
Skill checks, with very few exceptions, do not auto-fail or auto-succeed based on dice rolls.
For home game rulings, this is fine, but the FAQ (quoted by Snowblind above) is the most valid resource in the Rules forum, and rules totally differently.
Yeah, between some of the low-mid level NPCs around, the groups in APs (Has Mummy's Mask been brought up?) and the need for a degree of immersion in acquiring replacement PCs, I really struggle with the idea that adventurers are fleetingly rare at low levels.
Level 20 parties are going to be almost unique, but they're the exception to plenty of rules and cases.
Alexander Augunas wrote:
Fishing for a little more info while I wait the 12 days for the PDF to become available to the masses; what are the pre-reqs for the Brewcaster?
But...why? The DM can run anything that smart and doesn't have to actually be a genius, and I don't have to be a bodybuilder to play someone with high strength.
And yeah, 20+ in a stat is part of a very exclusive club for player races. So is being a PC. Probably a correlation somewhere there.
GM Lamplighter wrote:
It's not even the GM that's throwing his toys out the pram, it's another player.
Dr Styx wrote:
It's priced at 1800 GP, the price suggested for a Level 1, CL1 Command Word magic item. Continuous/Use-Activated items typically cost 2000.
I agree that RPing each Swordian on top of the usual NPCs would be a massive headache; I personally can't see an efficient way to play them as-is.
How about handing them out to the players to RP? Either the actual partners or swapping them around randomly so Swordian 2 is played by Player 3, etc.
Can hand out any information they'd have on notes/PMs for the players to deliver, or work it the same way you would with a Knowledge check.
I did the same thing with a Black Blade (as in giving it to a different player to run) and it worked really well.
0o0o0 O 0o0o0 wrote:
Oracles get 4+Int, and a few Mysteries give Perception as a CS (Dragon and Time at least, off the top of my head.) I've played a few Oracles and never had a problem keeping Perception up.
EDIT: Also, 'Spacey' and 'Indifferent' aren't terms I'd ever really apply to the stereotypical Paladin. Additionally, the idea that 'professional adventurers' have a specific number of skill points per level is rather baffling.
Jingasa got a beatdown with the nerf stick a whiiiile back, unless you're relying on the Deflection Bonus.
The first two are genetically engineered and Kerchak never really does anything more intelligent than the average gorilla, at least as far as I can remember from the novels or Disney. Obviously things are different once you've boosted Int, but the average 2Int animal, regardless of species, isn't going to routinely use equipment.
An adventuring paladin should be able to afford child support without settling down. Heck, he can probably deposit 18 years' child support on her all at once and call it a day.
Agreed on this one; settling down to raise a kid rather than adventure would be the less Good option in a lot of cases, depending on the campaign.
Link's not working for me, but those two classes combined alone (alongside the action economy houserule question) reek of some abomination against science being crafted here.
Charon's Little Helper wrote:
While I agree that using the repeater is probably a mistake, it does have ONE advantage that I can see. It can fire up to 5 times when using the crossbow one-handed when your other hand is unavailable for whatever reason. (A tiny tiny advantage, but it might pop up.)
Repeating Crossbows aren't even that good, you need to pull the reloading level in-between shots so you still need the two hands.
"Load: As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
Note: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts."