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I tripped one of my players twice in the last session, and they are really cross about like, combat maneuvers in general. Where can I point them to improve their CMD or otherwise upgrade their characters against all the mean Greater Trip NPCs they presume they will be fighting for the next three calendar years?
When my PCs are searching an area and aren't under time constraint, they take 20. If there IS a time constraint, they'll take 20 later. This means that generally, whomever has the highest perception check is the only searcher that matters, and if the DC is one higher than 20 + his check, then nothing gets found 100% of the time, and if it is equal to or less, then the secret gets located 100% of the time. This means when I'm making secret stuff in a dungeon, the players will end up finding some of it or all of it, and anything with a DC higher than that magic number may as well not be generated. Honestly, I'd like this to be a bit more random. Perhaps I could do this with dungeon design, but perhaps I need a house rule instead. Any ideas so that I can generate loot that may or may not be found?
When my PCs are searching an area and aren't under time constraint, they take 20. If there IS a time constraint, they'll take 20 later. This means that generally, whomever has the highest perception check is the only searcher that matters, and if the DC is one higher than 20 + his check, then nothing gets found 100% of the time, and if it is equal to or less, then the secret gets located 100% of the time. This means when I'm making secret stuff in a dungeon, the players will end up finding some of it or all of it, and anything with a DC higher than that magic number may as well not be generated. Honestly, I'd like this to be a bit more random. Perhaps I could do this with dungeon design, but perhaps I need a house rule instead. Any ideas so that I can generate loot that may or may not be found?
I'm hoping this is the correct forum for this: I run my games pretty simulation-y, and as such I throw away all the "double" weapons as being ahistorical. This creates a small issue whenever a player chooses a race with the ability to "treat all exotic weapons with $RACE in the name as martial" or similar, as no less than three of the core races have a legacy 3.X weapon inherited in the rules that is a "double" weapon. Orcs in particular get hurt by this, and I have a half-orc PC in my new game. I'm perfectly fine with a made-up racial weapon (just not those weapons), one that adds a bit of player power to a player running that build. So I'd like something that is, power-wise, similar to the exotic "Elven Curve Blade" (in terms of its small bump over its martial equivalent), except an axe, and themed for orcs. I wouldn't mind hearing about any other "orc" weapons that have had a run in a campaign either. Thanks for your time.
I'm not saying that they are. I'm just.. concerned. So, without trying to bait some debate, could someone just either explain or point me to answers for stuff like: 1)- Arcanist versus Sorc. How does this guy not outclass the sorc?
Sorry if it's a lame post. I tried googling some of these but there's a ton of people talking about the ACG, but no one going "Oh yea, the Arcanist is cool but giving up X is a really hard call" or whatever. I'm also having a hard time thematically with a warpriest and a paladin sort of stepping on each other. I mean, the cleric is already kind of martial to begin with, how is there so much design space? But those guys at least are mechanically distinct, right?
I'm just wondering if they fixed the mind control portion of this. I see that there's a DC adjustment (went up by a few points, depending on the target's wisdom modifier, but still trivial). Was there anything else? Does it still make a gunslinger, wizard, archer, or cleric run for two rounds with no save?
Ultimate Magic allows you to make an Eidolon with quite a few heads. They don't gain bite attacks, but the head evolution allows you to take a bite evolution to gain, you know, another bite attack. Now, if you went this path, obviously the Improved Natural Attack feat would buff all your bites at once (I think that's not allowed in society play because it's from the Bestiary). However: 1)- What about the evolution that improves the die size of an attack? Does it affect one bite per time taken, or all bites? 2)- What about the bite evolution itself? You are able to take it and then add 1.5x your strength modifier to your bite attack. Is that per bite attack, or one pays for all?
There's a 3rd level spell in Ultimate Magic that has you grow eyes all over your body. This results in All Around Sight, which, predictably, makes you immune to flanking. Ok. BUT YOU ARE COATED IN EYES It also lasts an hour per level. I suspect high level adventurers won't leave the house without at least an uncountable number of eyes. And seriously, what if you have to take a leak? Do you have eyes near your junk? I mean, you wouldn't want to watch that right? Do the eyes at least have lids? You don't have any disadvantage caused by having a million eyes, such as gaze attack vulnerability. On that note, can you just like, close all your FRONT eyes to be immune to a gaze attack? Are there any social penalties to running around with sixteen levels of eyes sticking out of your body? I mean, elbow-eyes can't be thought of well at court, can it? And ladies, watch out for the high level lecherous mages wearing sandals, especially if they are standing close to you.
I'm not sure if this is the right forum, my apologies. Are prints or posters of some of the art in the books available anyway? For instance, I really like the duelist art in the core rulebook, but can't find anything larger than just, well, the one in the core rulebook. Once no longer in sketch form, that gunslinger is going to be totally badass as well :P
The fighter and barbarian both have class features to have an attack bonus greater than their level at most levels. The Magus doesn't seem to be about this at all. I don't really have a lot to add besides this, except that if they WERE to add something like the fighter's weapon training or early access to feats or the barbarian's rage, it could likely offset a lot of this full BAB hollerin'. Could the problem just be a lack of flavorful ways to consistently perform in melee? Or is there really no problem?
Would this help with his limited spells / day? Right now a Magus who tries to melee and cast on the same round is taking a pretty big risk of doing nothing at all- and is rather likely at low level to lose a large chunk of his magical goodness right away. What if the penalty was more in line with a melee class trying something a little more risky (lost opportunity) and less in line with a caster doing something they usually try NOT to do (cast while standing in melee)? So what if the Magus didn't lose a spell when failing to cast defensively? What if it just stayed memorized, or was unable to be cast in the following round but after that would be available again?
Mostly, the "Exotic Weapon Proficiency" feat seems normally about as good as half a feat. Historically, you'll see stuff like: - The elven longblade (or whatever), a one handed weapon that does 1d8 damage with a 18-20 threat range. Mechanically, this is either like a longsword with one extra "crit dot" (going from 2 to 3) or a rapier / scimitar with +1 average damage. - The elven thinblade, a light weapon that does 1d6 damage with an 18-20 threat range- similar to above, but with comparisons to the light weapon versions of those (short sword / kukri). - The bastard sword, which has +1 damage from what a longsword would. - The "mercurial" line, which usually take an axe (two crit dots, both on the 20, so they are x3) and up them to x4 with one extra dot. Alternatively, these were the damage increased versions of picks and scythes. Now, all of these are 3.X dudes. Pathfinder still has the baseline bastard sword, just like before. My question is, has Pathfinder upped the stat budget on Exotic Weapon Proficiency? The Falcata is in the APG, and in addition to its primary role of pissing off any history buff (why is this 1000 year older sword better than wholly superior swords if you take a feat?), it also has something no other weapon in all of Pathfinder (that *I* know of) has: 4 "crit dots". A weapon that only crits on a 20 has one "dot". Meaning that, if you roll that weapon a lot, you'll get extra damage equal to D- in this case, D is like 1x weapon damage that you get extra some times. A weapon with a 19-20 crit range, or a 20 x3 crit range, has double the "crit dots"- if you roll a longsword or a waraxe a lot, you'll get that amount D either twice as often, or you'll get to add 2D instead of 1D. Improved Critical doubles the number of "dots"- this feat is flat out better when applied to a x4 weapon or an 18-20 weapon, because it takes them from "three dots" to "six dots". An x4 weapon sometimes applied 3 times D- whereas an 18-20 weapon applies D three times as often as say, a club would have. This is the first baseline weapon with FOUR "crit dots". Meaning, it applied 2D twice as often. With improved critical, it will have EIGHT crit dots, a record we haven't seen since the old bugged Bladed Gauntlet in the first printing of Sword and Fist. This makes this useage of Exotic Weapon Proficiency about as good as Improved Critical, assuming you were looking to apply it to a Battleaxe. And of course, you can apply legit improved critical later. Is this a new benchmark for the power level of the feat, or a one-off, or what?
Situation A: A rogue is sneaking through an area. There's a guard. Whether the rogue is uncovered goes like this:
Question set A- Is that correct, that the guard and rogue must only roll once? How do I determine whether the guard sees or hears the rogue, or is it both? Situation B: Same as (A), but now the rogue has a coin with Silence cast on it. He doesn't have to bring the coin within range of the guard.
Question B- How does a fully silent rogue work in Pathfinder? Situation C: Same as (A), but now the rogue is invisible (he doesn't have the silent coin).
Question C- How does an invisible rogue work in Pathfinder? Situation D:
Question D: Is that right?
There's a feat in the APG to add Magic + Silver to natural attacks.
I believe the only way to overcome Cold Iron as an Eidolon using natural attacks is the Amulet of Natural Attacks enchanted to +3 or higher? At +3 I think it overcomes all metal based DRs. Also, where is the rule stating that? Someone told me that on the boards but I never saw it in the book.
If you have a passive stat-enhancing item, such as a Belt of Giant Strength, that puts you in range of qualifying for a feat with a listed stat requirement (such as Power Attack, which takes a Str of 13, for example), and you meet the requirement with the item, but not without- 1- Can you take the feat?
Mostly curious about (1), I'm pretty sure about (2).
As regards mundane items and items I know I can purchase (such as cure light wounds potions), everything seems pretty obvious. However, as I look at the higher levels, I have some questions: 1- It looks like getting +1 armor is as simple as paying 1000 GP and upgrading your masterwork item to +1. What does it take to get to +2? Or +1, Light Fortification? Would I have to have a chronicle sheet with the correct armor available to make that upgrade? Would it be an upgrade or a wholesale fresh purchase? If the latter, would it be possible to make it, say, mithril? Or would it have to have that qualifier? 2- While the GP amount seems pretty generous at low levels, it seems that the items that would be available at higher levels are pretty pricey versus the amount available- do the upper tiers see +3 weapons? Would a paladin be able to get a +1, Holy Longsword, for instance (or is that +3 equivalent, or 18,000 gold, just too pricey for Society play)? Would it have to appear on a chronicle sheet for this to occur? 3- There are two things to spend CPA listed- one is an item that costs 150 or less, and the other is an item that costs 750 or less (I think). I assume these are as written and can't be chained or added together, correct?
I have an elven summoner in society play who just hit level 2. Her only feat thus far is Improved Initiative (she also has +2 from a trait). Having nice initiative is pretty excellent! At 3rd level, she gets another feat. I'm sort of at a loss at to what would actually be a good feat. At 1st level I usually had 2 1st level spells to last through 3 encounters- this obviously gets better as the levels progress, but I'm sort of doubting that my summoner will actually have something useful and powerful to cast every round- despite their portrayal as a cloth caster, and their name, and the fact that they get access to some really cool spells... they don't really look like a pure caster to me. Like, I put her Charisma at 16, but I doubt I'll be motivated to up it to 18. Augment Summoning gets like three threads a day, and it would help with summon monster spells (which I don't plan to have a lot of), the summon eidolon spell (which I plan to have, but only for emergencies), and, apparently, the Summon Monster Spell-Like Ability. However, it requires Spell Focus: Conjuration, and there aren't that many save-or spells on the summoner spell list- she seems like she'll be boosting the capabilities of her teammates and, of course, her Eidolon. There's a "Master Summoner" feat or something, that gives a +2 for 10 minutes after you summon your Eidolon- which, given that it takes a minute and only gives a +2 to Strength (or Dex, or Con), seems like it would slow down play. The Extra Spells feat (or whatever it is that lets you learn 1 or 2 spells) would greatly up the chance that I have a given spell- but so would purchased scrolls, if I'm not mistaken. Additionally, the big worry is running low on spells in a day- at least, at the moment. The extra spell slot feat seems like it would be better for someone with more limited casting. Summoners are 3/4 BAB, so I could focus on ranged attacks- a mediocre contribution, but at least a reliable one. She has a 14 Dex and a longbow, which isn't much, but it's better than the average wizard or sorceror. I could also focus on skills with feats, purchasing some extra traits to grab new class skills, etc. Defensive feats, never a very appealing option, could actually be helpful for a character who is possibly a weak link, as a KO results in the Eidolon leaving in a way that takes longer than a typical KO to recover from. Basically, the typical set of caster feats don't look that appealing to the summoner, and they don't have any real "must grab" feats (in my opinion at least). Has anyone else looked into this and came up with some great ideas?
My summoner is pretty close to (but still underneath) the medium load barrier. After levelling to 2 and grabbing some more gold, it occurs to me that I'll be well into medium just based on the weight of the gold (or platinum). I also noticed that though I'm down to 19 arrows, the official rules seem to say that I can't spend 5 copper to get a 20th. So my question is (and yes this is dumb): is it assumed that 100% of everything Verya owns is on her *at all times*? Can I designate some of it to stay at the chapterhouse at the start of the adventure? Is there like, a bank, willing to hold a few platinum until I can save for either a magical bag or mithril armor or anything? Thanks, and my apologies if this is the wrong board or anything. |
