diemythtruth wrote:
At the basic level, yes. He could also do, for instance, 2 levels of Bard which would give him the +1 to BAB as well as the first level spells. I don't think there are any classes that will give a +1 BAB and access to first level spells at 1st level, but I could be wrong.
So Arcane Archer is a prestige class, that means once you have the pre-reqs, you can level up in that class rather than your other class(es). So in your son's case, he needs a BAB of +6, and the ability to cast Arcane spells...now as he's a straight Ranger, he only has the ability to cast Divine spells, so he would need to multiclass in something that adds the ability to cast Arcane spells, Bard, Sorcerer, Wizard, etc.
Well, since people are still adding. I made one as a boon for my campaign for the party. It is the demi-plane of a retired wizard, who runs it with his family as a magic shop for adventurers. It is accessed via 1 of 2 portals, located in closets in the small magic shops his family runs (sell magical supplies and limited magic items, up to level 4).
Morbid Eels wrote:
You answered it yourself, I've bolded the appropriate part. The feats have Combat Expertise as a requirement, and they no longer have access to Combat Expertise.
Cuup wrote:
One of the things I found when talking about this on another thread, was that certain undead specifically talk about needing souls for their creation Mummy wrote: Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife. Gravebound wrote: Gravebound are hateful creatures formed when the souls of people who were buried alive return
Fuzzy-Wuzzy wrote:
The way I see it, tanner is more of the production to get the base materials (tanned leather) that the leathercrafter uses, same as woodcutter (wood) for carpenter. Just found a nice little line that sums it up
prd wrote: A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill. So, the crafting is to make a specific item(s), where as the profession is just making money whilst not necessarily making anything (at least not making anything game mechanics wise).
1: Do the characters have any magic rings or such? If yes, than why wouldn't they suspect that everything the prisoner has might be magical.
Saffron Marvelous wrote:
There is a barbarian archetype that is illiterate, not requiring low intelligence, he could still have high int to cast spells or to use school powers if that's what he wanted it for, for instance Divination school allows you to act in the surprise round even if you fail perception check (and adding +1 to init). Yes, it was an unrealistic example (thought the correspondence course for a wizard heavily implied that), but it served my point that there are times when a level dip is unjustified and as a DM, after talking to the player, wouldn't allow it.
blahpers wrote: Counterpoint: Is it so different from taking a rank of Linguistics on level-up and suddenly knowing ancient Thassilonian? Not particularly, and I'd want to know some backstory on that as well, did he have a book he was working on translating, reading during rest time in camp, etc. But, as a player, I'm the guy who takes coffee pots and such on adventures to add flavour (pun intended).
As a GM, it would depend on the campaign, the player, what they were looking to achieve, and if it made sense. If we were in the middle of a 5 level dungeon crawl and the Barbarian suddenly said "I want to take a level of Wizard!" I'd want to know how he planned on doing the required Quik-Spell wizard correspondence course given that he was a) in a dungeon, and b) illiterate. If the party were in the middle of a wilderness campaign and the Barbarian said "hey, the ranger in the party is pretty awesome, and there are some handy things that a level in Ranger would give me, I stick to her side and learn a few things" and took a level, I'd be happy as a pig in....well, you know. So yeah, context.
Sort of depends on what level you're thinking for them, and whether you want them to have NPC classes.
Just watched Boxtrolls again earlier today, you could have someone in town kidnapping the pets and pinning it on the goblins (as they've already met goblins, it won't be much of a stretch to make them think it might be them)...but on talking to some goblins they realise it wasn't them, and need to figure out why the person is doing it.
I just started a new campaign a few months ago with a new player. 1: Make sure they fit in with the group, both in terms of inter-personal dynamics, and character choices. If the group plays hyper-optimized characters, it may not be the best place for a new player to start, especially if they are filling in a key roll.
Let the other players help him out as well, but limit the meta-gaming. On that note, accept a little meta-gaming from the new player, but let them know and what the limits are. Be prepared for longer turns as they try to remember what everything is and does.
Reverend Keaton wrote:
Funny enough, this would actually mean the building would take longer to catch fire than had it not had fire damage. Charring on the wood acts as an insulator and protects the remaining wood underneath from catching fire.
Looks interesting, next campaign I might see if the GM will let me play it, otherwise I'll see about making an NPC. The one thing I'm not too sure about is the Alignment restrictions, I see no reason why someone of a CG or NG couldn't advance beyond 10th level. I've known a few academics who would be on the side of LE and they tend to be harder to work with than one who is CG or NG. As an aside, the Library reminds me of the Library of Babel by Jorge Borges.
I don't know if I have a usual starting distance...it varies by the encounter, I try to make it believable, rather than the 30' away and combat starts. I've had some start at 300 feet (which can be hard when maps top out at 150 or so), I've had some where the enemy was almost on top of the party before combat started. Indoors can vary as well, depending on the environment, short hallways with lots of corners make for close combat, but large halls make for better distance.
Pink Dragon wrote:
Are you sure? PRD wrote: Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have)...Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction....cold iron/silver +3 I think a +3 bow does add it's enchantment bonus for DR bypass to the arrows, and the +3 qualifies as Cold Iron/Silver.
ENHenry wrote:
Missed two :D
Crexis wrote:
You use Dex to attack. Masterwork increases the attack roll by 1, correct.
So....you are right, and so is the player. Yes, in combat everyone should roll initiative, but there is also the surprise round, in which only aware combatants can act (how ambushes develop....even if you have a 30 initiative, you cannot act as you are not aware of the guy hiding in the bushes. One way to do it to avoid a player who has a high initiative from meta-gaming ("I glance back to see what the others are doing") is to roll initiatives in secret, though in my experience, players like to roll things themselves whenever they can. The other way to do it is to do the surprise round first and only have those who are aware roll initiative, then the others can roll when they become aware and slot in.
Pizza Lord wrote: I think your GM will have to choose a beelievable and realistic amount of honey that can be produced per week based on the size of your hive. ...Again, I don't know the size of your hive or whether that's even beelievable)...I think the item's purpose is to allow the use of the Profession (beekeeper) skill by giving you a beelievable way to be tending bees as you move around and are offering your services to farmers and herbalists and such by allowing your bees to pollinate their crops and plants rather than as a honey-production method, similar to how a herder or farmer would... Fixed for you :D Also, I second that the travelling hive's purpose is to pollinate crops rather than focus on honey production. I agree with Judy's comments regarding production, but selling your services to crops (especially orchards) can be just as valuable as selling honey as a trade good.
Couple questions. What size of ship was it? I'm assuming a rather large ship if it has a broadside of cannons available. If so, you're looking at a pretty deep draft, so the ship would have to be a far bit off-shore. The perception check (and spellcraft to know a spell was being cast) increases with range. Even hearing them talking can be difficult (a range of 3000 feet from a beach is not impractical for a ship galleon size).
I'll add in here, just cause it's fun to add to a 7 year old thread :D
blahpers wrote: What doesn't have a purpose? You've named a whole bunch of stuff that has a purpose. Calling it "fluff" is on you, not the rules. The same could be said for Bedrolls, Blankets, and Tents as well. Not needed to get rest, yet most adventuring kits have a blanket or bedroll at the least.
You could have the church send her a holy warrior or two to serve as meat shields as well, make it clear that they are favoured of the church so any shenanigans on her part would be highly frowned upon by the church and possibly the god/ess as well. And NPC a couple fighters or Barbarians or whatever, make them useful to her so she doesn't want to just abandon them, make them save her life or make one her brother, give her a reason to want them around.
Brawler wrote:
In addition to what Wonderstell said, if you did a TWF you don't necessarily have to use two 'hands' to attack, you can punch, or kick, or knee, or elbow, I'd even go so far to say headbutt too.
So, there is a forum for recruitment for online games, I'm pretty sure it is this one.
There are a few different VTT out there, two of the most common ones (that I know of) are Roll20 and Fantasy Grounds, I use Fanatasy Grounds so I'll talk more about that, there are a few on here who use Roll20 and they can fill you in on the details of that one. For Fantasy Grounds, if the DM has the Ultimate Version anyone can join the game with the free version, otherwise everyone needs a copy of the regular version of Fantasy Grounds (either a one-off or a monthly payment). It has a basic version of the Pathfinder ruleset preloaded, and the community has done a great job adding additional rulesets (like advanced classes and several bestiaries). It does take a bit of use getting use to, and for the DM it is a little more work trying to set up encounters and the like, but it can be a great fun.
djdust wrote:
Unless you're a Gunslinger or have Gunsmithing feat Gunsmithing wrote: Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Funny thing about that though is it takes 1 day to do 1 does or 1 keg...so might as well make a keg of it. Which means somewhere there is a stockpile of blackpowder just sitting around from people who made a whole keg when all they really needed was 5 charges.
I was going to answer your other question when I got home as well, does this one cover it?
Dasrak wrote: If you're just using iterative attacks, there is no need to even have the double weapon property. You're just making two separate attacks with the same weapon, and making different decisions about how you're using it. True, if you have iterative attacks, you should be able to swap between them no problem. I think you could use TWF with it as two regular weapons, at -6/-10 or -4/-4 with TWF feat.
Hmm, as far as I can see, the Musket Axe isn't a double weapon, it's treated as a double weapon only for crafting magic items. I'm torn on how to treat it for switching between the two. I don't think you could switch between the two, otherwise it'd be a true double weapon. Even a quarterstaff gets penalised as a light and one handed weapon for TWF
Was in a similar situation not too long ago. We settled on Fantasy Grounds as our VTT and it works pretty good. It does cost money, either a one time fee or monthly. If someone has the Ultimate version everyone else can use the free version, otherwise everyone needs regular. As posted above a few forums dedicated to finding groups
If he's out of passion for his character, maybe at a convenient spot have him retire, he can spend some time making his retirement plans (perhaps opening a tavern or inn). If you still have some grand plans on the campaign, you could offer him an NPC to take control of, or if you have time, he can roll up a new PC. Or if the campaign was coming to an end, end it early and everyone roll up new.
Owlbear wrote:
It's a pretty tricky Handle Animal check, but doable.
I'd say no, given that the Spellcraft skill specifically calls out being able to see the spell as it is being cast and has the same modifiers as a Perception check with regard to distance, conditions, etc.. Asleep is a +10 to the DC. Drunk, maybe give them distracted as well, +5. If the spellcaster was right next to them casting in a normal voice, it'd be a DC 15. Move the caster and it increases +1/10ft. So if the caster was 30ft and cast Charm Person it's be a DC 18, not too hard for most adventurers.
Volkard Abendroth wrote:
Ohhh...that's evil :D Also, don't forget his lovely -5 armour check penalty on climb checks, so even if maxed (judging from his feat choices, probably 0), he'd have a +17 only, from his feats I'd say at least 1 of 3 skill/level went to a craft skill, possibly 2/3.Does the buckler add the +5 to AC during an attack? The shield itself will not add to AC if he's attacking, so if it doesn't is his AC only 29?
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