The Expansionist

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Ive just made this character sheet for my games. Maybe someone is interested...

By the way, I'm open to make modifications or aditions if there is feedback about the sheet (and it makes sense to me).


The maps from RoR AP depicts two rivers (Foxglove and Soggy), which lead from the sea through the SE. Though, there is surely any hill or mountain range where they could be "born"?? (btw dont know if thats the English word).
Are they a split from Yondabakari river?


The purpose of this thread is discussing about the goodness of the Heighten Spell feat when it is taken by a Sorcerer (or an Oracle by the way). Hey maybe this has been taken into these boards before, but I didn't read it.
It's been said that a heightened spell is not as good as a higher level spell. While this is mostly true, I want to take the focus to the whole spell selection for a sorcerer, instead of the individual spells.

My point may be broken into:
1. A sorcerer has got a limited number of spells.
2. So he must take spells useful in a wide range of situations (objective: versatility)
3. He also wants to be able to be effective when dealing with those situations (objective: effectivity).
4. The Heighten Spell feat allows the sorcerer to be more effective by using low level spells at a higher DC, and to be more versatile as he can choose higher level spells of a different kind.
5. I assume that the sorcerer desires rather to take a not-so-versatile spell of the highest level (he's got very few spells known) than of a lower level (he's got more spells known).

To show it by example, let's take a sorcerer that is quite focused in hindering (debuffing) his enemies, but also wants to do some damage. He just reached 16th level, and is considering which spell should he choose. Let's say he chooses Irresistible Dance (Maybe there are better spells, but Ive chosen this one for this example as it is very similar to Irresistible Dance). For dealing damage, he usually casts Scorching Ray (among others, this is only for comparison).
Now let's take another sorcerer. This one's got the Heighten spell feat, and instead of Scorching Ray he's taken Hideous Laughter as one of his 2nd level spells known. At 17th level he chooses Horrid Wilting as his new spell.

If we compare Irresistible Dance vs [Heightened] Hideous Laughter
Components: V vs VSM
Range: touch vs Close
Target: living creature vs creature (and dont affect Int 2 or lower)
Duration: 1d4+1 rounds vs 1round/lvl
Saving Throw: Will partial (at least 1 round) vs Wll negates (every round, +4 for different type)
ID effects: Target takes No Actions, -4 to AC plus negates shield, -10 reflex, Provokes AoO.
HL effects: Target takes No Actions, -4 to AC [Prone]

The DC for both spells is the same, and while ID has got some advantages (esp. for the effective duration and the AoO), the HL spell has a greater range, which makes it more probable to be cast.
If we compare HW to SR, it seems clear that HW is more powerful.

What happens if we extend this principles to the whole spell selection? That the sorcerer can choose lower level spells that target will, reflex and fortitude, one specific for undead, another one for creatures with SR.... etc... and then, maybe, Irresistible Dance for that nasty grappling creatures (no somatic, will partial). And all of these, may be cast, if needed, at the highest DC the sorcerer is capable of (or at lower one if he chooses so).

I hope I made my point clear, and please those rather probable English errors.


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I came up with this method after reading one thread in which one of the players (new to the game) complained about having to sum the attack modifier all the time. I don't now if it has been developed before (maybe it's very old because it's really simple), but as I haven't seen it I will take credit for it.

In this method, when you roll 1d20, you don't add the modifier to the roll. You are succesful if you roll equal or higher the DC (the AC for an attack) or if you roll lower or equal your bonus in that skill or attack. What we are doing here is transforming the roll directly into the modified roll.
Example: if your bonus is +5, you could roll for 6-25. So we transform the unmodified 1 into 21, 2 into 22, etc. up to 5. If we roll an unmodified 6, it's like if we were normally rolling a 1 and adding the +5 bonus.

For DCs higher than 20, you should roll lower/equal than your bonus and higher/equal than the DC-20. Example: If the DC is 22 and your bonus is +5, you should roll 2-5.

Critical hits: you rolled your bonus number (which would be a 20).

I think this method could be useful for some people:
- Introducing kids to the game.
- Speeding up play. Especially the DM time, when he has to roll that save for 8 orcs.
- Reducing arithmetic errors
- Rolemaster players! 74+58???? No!!! If you roll below your bonus, just add 100. I wish I would have this method when I played it...

please share thoughts comments and possible developments


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Maybe some people want to post their created stuff here. Myself I will run hopefully this AP after my CotCT campaign (so maybe a year or two from now). Anyways, I will share the maps I will make for my VTT application, as I have done with the CotCT maps. I suppose they could be good for printing too (100 pixels = 5').

For now I have finished Natalya's Hideout:
Natalya's Hideout - Ground Floor (With Tunnels)
Natalya's Hideout - Ground Floor (Without Tunnels)
Natalya's Hideout - Attic
I thoguht I was a good idea to have two maps for the ground floor: the extra one could be useul when the pcs are outside the building (and perhaps they walk around it) and you don't want them to see the tunnels nor the fog of war covering them.
Please share any thoughts or issues you have with the maps, especially errors I have made.


I'm planning to give Serithiel to one of the first level characters in my new campaign. It would be his father's sword.
At first it would be a common sword as the sword's "soul" is dormant, and it would grow in power as the PC fights against the minions of Zon-Kuthon (ie advances in the AP).
From Golarion World Wiki, Iomedae entry: "Common folk in need of a weapon to defend themselves may happen upon an old, rusty blade that still has the strength of a new weapon and grows shinier the more it is used in the name of justice and honor."

I plan to make it a +1 weapon when the queen is first met, but I would like some advice for other points in the AP that would be appropiate to level up the weapon. I think it should be perhaps +4 for the time Scarwall is found, and that a ceremony in Scarwall should be needed to give it the other abilities (holy, Zon-Kuthon bane, and maybe the glow and empathy). This would make the whole Scarwall adventure more tied to the PC's story and more appealing.

I also need some ideas of how the pc's father found the sword and how to develope the whole thing. Perhaps he was a shoanti with some or full knowledge of the sword, was sent to Scarwall to recover it (by Thousandbones??) and died without explaining his son the meaning of the sword (slained by the Cinderlander??). As you see I'm a bit lost here.


Most of the spells that affect Targets instead of an Area, uses the following formulae to limit the "area" of the effect:

"one creature/level, no two of which can be more than X ft. apart"

In these spells, the caster must have line of sight and line of effect to every target, but there is no need of line of effect between each of the targets.

Though, there are spells which use the word "burst" to define the targets that are affected. I've found these ones:

Cloak of Chaos
Confusion
Holy Aura
Shatter
Shield of Law
Stone to Flesh
Unholy Aura
Wail of the Banshee

Let's take Confusion as an example:
"Targets all creatures in a 15-ft.-radius burst"
I've thought of three possibe interpretations:

1. Design error. It should be corrected to something like:
"Targets any number of creatures no two of which can be more than 30 ft. apart"
but in this case the caster could choose to leave some creatures (allies) out of the effect. It should be better to remove the Targets description and use the Area description instead. Ex:
"Area: Creatures in a 15 feet radius burst"
The spell "Calm Emotions" works this way.

2. The targets must have line of effect and line of sight to the caster, and line of effect to the center of the "area".

3. The caster must have line of effect and line of sight to every target. I would use "sphere" here:
"Targets all creatures in a 15-ft.-radius sphere"

Thoughts?


In 3.5 some monsters could grab only if they hit with BOTH claws/slam attacks. Now in PF I see that they (at least the Hezrou Demon and Shambling Mound) can make the grab attack if they hit with ANY of the claws attacks.
Is this assumed to be a mechanic that applies to all attacks that trigger grab? I am trying to convert the Nycaloth from MM3 and I don't know if it would be a great idea to allow grab with every attack, as it could make 4 of them if it chooses so.


When you are grappling someone, you can:
"Move: You can move both yourself and your target up to
half your speed. At the end of your movement, you can place
your target in any square adjacent to you. If you attempt to
place your foe in a hazardous location, such as in a wall of
fire or over a pit, the target receives a free attempt to break
your grapple with a +4 bonus."
Is there any rule that prevents flying (or swimming/climbing/...)?


When converting a monster from 3.5, are bonus feats extra feats, in addition of those gained for HD?


Is there any restriction about using Lay on Hands twice in a round (swift action to heal oneself and standard action to heal an ally)?

Also:
PRD on Channel Energy "A cleric must be able to present her holy symbol to use this ability". Does it mean that he needs a free hand to channel?

Edited: PRD instead SRD


Questions:
1. It seems that you can fight or cast spells freely while in the area of effect. Also you could stand up if you are prone. You are restricted only your movement ("walk"), this is going from one space to another. What about jumping? Also, in the terrain rules, you must pay double for moving into a space with difficult terrain, but not when you are leaving from that space. Should that rule apply to Grease? The spell specifies "within the area of effect".
2. If you try to move while in the area of the spell, you must make an Acrobatics(Balance) check. From the skill description:
"While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone."
When would the flat-footed condition apply? For AoO and ready actions when you are moving?


I'm plating RotR and we are finishing the first book. I am considering taking a craft feat for my bard. The problem is I don't know if I will have enough game time to make the feat useful. Ex if I take Craft Magic Arms and Armor, I will easily have to spend about 100 days crafting (assuming 16th level max. that's 300.000 gp, and 1/3 of wealth in weapons).
Have anyone any advice?


Hi all
Im doing my druid's conversion from 3.5 and I have some questions with Animal Growth. As far as I know, this is how it should be used in Pathfinder.
1. You cant use it while in animal form, as your type doesn't change.
2. You can use it on your animal companion, as it is not a magical beast, but an animal.
3. You can use it on your summoned animals.
4. You can't use it on animals that have a template that changes their type (celestial changes it to magical beast).
Am I right?
Thank you all.