Snowdrifter

caelum's page

Pathfinder Rulebook Subscriber. Organized Play Member. 36 posts (50 including aliases). No reviews. No lists. No wishlists. 1 alias.


RSS


Pathfinder Rulebook Subscriber

Thanks for the heads up, Shem!


Pathfinder Rulebook Subscriber

Who's actually writing this? I couldn't see any info on that on the IndieGoGo page.


Pathfinder Rulebook Subscriber

If you can get hold of a copy, I'd strongly recommend the 2nd edition boxed set Dragon Mountain. Those are just about the biggest, baddest kobolds I've ever seen. (Yes, there's a dragon in the mountain...along with 14 tribes of murderous kobolds.)


Pathfinder Rulebook Subscriber
Name Violation wrote:
since improved empathic link says it replaces a feature, i assume you cant replace it til you would have gotten it

Right, that part is exactly the same question as the hedge witch - my point was that the other features in the Beast Master are phrased differently, so why the inconsistency? I read it the opposite way than you, and I don't know who is right.


Pathfinder Rulebook Subscriber
Name Violation wrote:
a few archtypes are worded like that. Beast master ranger for example.

Which is an interesting example...the Animal Companion feature doesn't initially specify a level, but since the effective druid level is (ranger level - 3), it's effectively 4th level so they don't need to.

The next ability, "Improved Empathic Link" doesn't specify a level - and I'd assume that comes as soon as you get a companion, myself.

The last ability, "Strong Bond" clearly specifies a level.


16 people marked this as FAQ candidate.
Pathfinder Rulebook Subscriber

I'm unsure about how to interpret the phrasing on the Hedge Witch features (from Ultimate Magic)...in particular, when does the character gain the two new powers?

Hedge Witch PRD wrote:
Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know that cure spell. This replaces the witch's hex gained at 4th level.

Upon first reading, I assumed that the hedge witch gained the power at 4th level in place of a hex. However, unlike nearly all other class features (including those of some witch archetypes), this one doesn't begin with the phrase, "At Nth level, ...". Is that meant to imply that the hedge witch actually gains this ability at 1st level, and he/she just won't gain a new hex at 4th level?


Pathfinder Rulebook Subscriber
Seraphimpunk wrote:
i still haven't run it / read it. but the gm seemed to indicate that the same tactics were valid vs. the low tier, and that just didn't seem right.

Spoiler:
That is NOT the case; in the lowest tier the elemental has already used its whirlwind ability for the day. In the middle tier it is allowed, but there's only one elemental. Numerically I think that's not as bad as a 6th level sorcerer with a bunch of fireballs (same CR).

Pathfinder Rulebook Subscriber
Chernobyl wrote:

Thanks for the clarifications. I'm running this tomorrow and those help a lot. Did you place the "West" arrow on the map? Never seen one of those before :) usually its a North arrow...

What can I say, I like to be different!

Seriously, it's that way because of the tower cross-section - the view there is from the south, so a "north" arrow might be confusing, while the west arrow actually works for both the cutaway and the normal map.

Good luck!


Pathfinder Rulebook Subscriber

Scott, is this going to be a regular ongoing "periodical"? Or is this just a linked series of products?

Either way, looks great!


Pathfinder Rulebook Subscriber

Come on and join our crew of scalawags and ruffians! I've been on a bunch of OD projects, and I can honestly say that this crew is one of the most interactive - we've got lots of friendly and constructive back and forth, as well as lots of great ideas, both crunchy and with Freeport flavor.

Even if you know nothing of the setting, though, it'll still be a blast - this is really shaping up to be a unique and memorable urban adventure, and it will easily fit into most any setting!


Pathfinder Rulebook Subscriber

Got my print edition yesterday and it is gorgeous. (Although, to be fair, I did contribute some content.) I can't wait to send my players into a forest that holds some major surprises for even old and jaded gamers like me. Kudos to Tim and Eileen and all the patrons for putting together some fabulous ideas!


Pathfinder Rulebook Subscriber

What do you get if you subscribe now? Is it just the new stuff, or do you have access to the older material?


Pathfinder Rulebook Subscriber

Boo-yah! Open Design + Freeport = Epic!


Pathfinder Rulebook Subscriber
Jason Nelson wrote:


I think it might not be a bad idea to ditch the separate damage number.

I raised this issue earlier in this thread (near the top of this page) and James said that the two bonuses are cumulative for damage. But personally I agree with your idea here; I think it makes the reckless strategy way too effective otherwise, and it introduces a huge amount of "swinginess" since you are doing a lot of damage per turn.


Pathfinder Rulebook Subscriber
James Jacobs wrote:
I believe the word "damage modifier" should be referring specifically to increasing the entire offense check. Since that's how you damage stuff.

Thanks for the rapid feedback!

This is basically what is confusing me! The strategy table does list a separate value for "offense modifier" though (50% smaller than this damage modifier - e.g., aggressive gives -2 DV, +2 OM, +3 damage mod.). So it seems like the OM/damage values ought to stack, but that provides a pretty huge bonus!


Pathfinder Rulebook Subscriber

If you think detailed reviews would be helpful, they are available for the first four adventures on RPGGeek:

Stolen Land
Rivers Run Red
The Varnhold Vanishing
Blood for Blood

My personal take is that #6 is the best, but it is not at all representative of what Kingmaker is about. The most representative one is #2, because it includes both sandbox exploration and kingdom-building (and the rules for the latter), but it also has the least plot of the bunch. #4 and#5 are good because they do the best job of blending the two aspects. #1 is good for exploration and has a nice capstone encounter. #3 has a good dungeon crawl but again is not ver representative.


Pathfinder Rulebook Subscriber

I have a question about the strategy table that I haven't seen elsewhere (apologies if I missed it!). The table gives bonuses to BOTH the offense modifier and the "damage modifier." But, as I understand it, the damage is normally calculated just by

1d20 + OM - DV

(provided that is positive). I haven't seen any explicit reference to a "damage modifier" elsewhere. So, is the damage modifier in this table added to the above sum for additional damage? That seems a bit odd because effectively the bonus to OM is also providing a damage bonus, so I want to make sure I am understanding it correctly.


Pathfinder Rulebook Subscriber

This sounds great! I love the idea of incantations but have trouble with seeing how to use them in practice - seems like a perfect tool!


Pathfinder Rulebook Subscriber

Vic, I'd love some feedback on the Bloodspell Bracers if you get a chance!

Thanks!


Pathfinder Rulebook Subscriber

Thanks for the kind words, Jhasper (and others) - I'm the author...

Tom Green wrote:

Author question:

Why is this scenario called "Tide of Morning?"

Tom: sorry to have missed your post before! The "tide" is the...

Spoiler:
...morning light in the final encounter.


Pathfinder Rulebook Subscriber

Thanks taig! I (Steven Robert) hope that I can live up to the standards of the other submissions, and that you enjoy the finished product!

Best of luck to everyone for 27 & 28!


Pathfinder Rulebook Subscriber

Thanks for putting in this extra time, Sean!

Berserker’s Battle Trophy
Aura: moderate conjuration; CL 8th
Slot: throat; Price 4,000 gp; Weight 1 lb

Description

This small war totem (such as a dragon’s fang or beholder’s desiccated eye) is threaded by a thick leather cord and decorated by pictographs painted in dried blood. It is keyed to a particular type (or subtype) of creature, just as with the bane magic weapon ability (see table on p. 346 of the PFRG).

Once per round when worn by a raging barbarian, the totem adds 2d6 damage to a successful strike against any opponent of the appropriate type or subtype. The totem then cackles viciously, providing the wielder with four temporary rage points. These points must be used before the wielder exits their current rage, even if only to extend it, but otherwise act as normal.

Multiple totems may be worn on the same cord, though only one may provide a bonus during any single round. Opponents affected by the bonus damage are instantly aware of the totem’s power and may disarm the trophy (treat it as a well-secured worn item) or sunder it (hardness 1, 2 hp).

Construction
Requirements: Craft Wondrous Item, summon monster I; Cost: 2,000 gp


Pathfinder Rulebook Subscriber

Thanks a bunch for the quick answers!


Pathfinder Rulebook Subscriber

I am curious whether scenarios can include elements (and, in particular, monsters) that are outside the SRD but are Open Content? I noticed that one of the earlier open calls specifically included the nabasu, but they didn't seem happy with the results.

Also, if it is "allowed," is it still discouraged barring a very good reason?


Pathfinder Rulebook Subscriber

Thanks Clark!

Berserker’s Battle Trophy
Aura: moderate conjuration; CL 8th
Slot: throat; Price 4,000 gp; Weight 1 lb

Description

This small war totem (such as a dragon’s fang or beholder’s desiccated eye) is threaded by a thick leather cord and decorated by pictographs painted in dried blood. It is keyed to a particular type (or subtype) of creature, just as with the bane magic weapon ability (see table on p. 346 of the PFRG).

Once per round when worn by a raging barbarian, the totem adds 2d6 damage to a successful strike against any opponent of the appropriate type or subtype. The totem then cackles viciously, providing the wielder with four temporary rage points. These points must be used before the wielder exits their current rage, even if only to extend it, but otherwise act as normal.

Multiple totems may be worn on the same cord, though only one may provide a bonus during any single round. Opponents affected by the bonus damage are instantly aware of the totem’s power and may disarm the trophy (treat it as a well-secured worn item) or sunder it (hardness 1, 2 hp).

Construction
Requirements: Craft Wondrous Item, summon monster I; Cost: 2,000 gp

****
I think the problems included: (1) should have had rage in the requirements; (2) probably undercosted, and (3) just didn't do enough unique...probably became a "meh" item.


Pathfinder Rulebook Subscriber

Clark, thanks for running through this thread. It is great to hear the thought process of the judges on items that may not have made it (for me your explanations here bring design lessons into sharper focus than for the Top 32 items).

And, on a personal level, it's nice to know one of my items (the poorly-named "Witching Whistle") worked well, even if the item I actually submitted didn't make it all the way!

Thanks again.


Pathfinder Rulebook Subscriber

Clark, I am curious for feedback on this one...at the risk of coloring your opinion, I rejected it mostly because it seemed like too much of a "niche" item that would only be useful very occasionally. Was that a concern in the judging?

And let me add my voice to the chorus of thanks for your generosity in evaluating items that weren't even submitted!

Witching Whistle
Aura: moderate enchantment; CL 9th
Slot: -; Price: 4,000 gp; Weight: –

Description
This whistle, typically crafted of fine silver, produces an unearthly hum when blown (a standard action). Its song remains discordant in spite of any efforts by the user. The strange tune interferes with the bond between summoned creatures and their controller.

Every round that the whistle is blown, a summoner must make a caster level check (DC 20) for each creature within sixty feet of the whistle; failure indicates that the creature acts as if under a confusion spell for that round, except with the “caster” interpreted as the summoner when determining the spell’s effects.

The whistle may be blown for five rounds each day, which need not be consecutive. Summoned creatures within a silence effect are immune to the whistle. A bard ally’s countersong ability can also be used to replace the caster level check with the bard’s perform check. Creatures that fully retain their free will (such as demons summoned by other demons) are not subject to the confusion.

Construction
Requirements: Craft Wondrous Item, confusion, summon monster V; Cost: 2,000 gp


Pathfinder Rulebook Subscriber

Just wanted to thank Clark (and others) for taking the time to reply about items in this thread (and especially mine, the Sneak's Mirror). It really helped to hear where/why I got dinged by the judges, both in terms of my peace of mind and learning "insider" opinions on some game mechanics (ability damage, specifically).


Pathfinder Rulebook Subscriber

Here's my entry...any and all comments, from judges or otherwise, appreciated!

Sneak’s Mirror

This finely crafted ebony-framed hand mirror produces only a shadowy reflection. Twice per day, you can extract your reflection by touching the surface (move action). It grows to full size, appearing in an adjacent square.

Unless destroyed, the shadow reflection persists for three minutes. It begins with 20% of your full hit points. All other statistics are identical to yours, except that it lacks your special attacks and qualities and can attack only once per round, using your base attack bonus and inflicting only one point of damage. It suffers no damage from area effects. It obeys your mental commands (free action), but it cannot speak either verbally or telepathically. Without direction, it flanks any opponent you melee.

Upon activation, you can accept two points of Constitution and/or Wisdom damage (though you need not choose either). If you accept Constitution damage, you become invisible (as the spell) for up to three minutes, with the reflection initially appearing in your square. If you accept Wisdom damage, you can see through the reflection’s eyes.

Moderate illusion; CL 11th; Craft Wondrous Item, mislead, shadow conjuration; Price 14,000 gp

I'm guessing it was probably the complexity that did it in, though I'm sure others will find more problems.