To clarify for myself, a character standing at the doorway of a 20 ft x 20 ft room would take 2 or 4 Perception checks to scan the room for traps? The +1 DC on the Perception check(s) looking at the farther half of the room. How much time is used if the character then Takes 20 on the room? Is that even possible if there are any traps in the room or are they automatically triggered?
Sorry if this was asked before... Does this Bestiary allow a 1E GM to run Kingmaker 2E AP at the relative same power level as a 2E GM would use? Are the 1E creatures in this bestiary balanced to the author's expectation of difficulty? I understand there were some balance change between the PF editions. I'm hoping to clarify this isn't just a straight up swap where 1E PCs are either going to find this with cake-walk fights or possible TPK fights. There is also mentions of hazards/traps. What about skill checks commonly throughout the non-fight portion of the AP? Or will those need to be manually adjusted by a 1E GM? I've always wanted to run this AP, and happy that this edition was released. I've heard good things about it so far. Thank you!
This was from a home-brew game long ago. The characters were adventuring in the snow-capped mountains, I forgot exactly why they were there, but I'll never forget their encounter with a large wyrm. As they traveled, they spotted a white dragon fly overhead. They tracked it back to it lair, prepped their fire spells and cold defenses for the fight, snuck in while it slumbered, and attacked! It was then they noticed the dragon's pinkish eyes as it breathed fire in defense, It was then they realized their mistake... they were fighting an albino red dragon!
Roonfizzle Garnackle wrote:
I'd agree with you, however, it's not like narchy didn't actually add all that information in the map itself to make it super easy to line everything up. And don't all VTTs have a grid overlay, usable with that provided information? :-/ Great job narchy!
I'm still running 2 PF1E games (Rise of the Runelords, Hell's Vengeance). Both online. Rise is every other week. Hell's is weekly. Both groups will continue into another PF1E AP when they're finished with these. Rise is currently in Book 6 and will run Shattered Star next. Hell's is unknown at this time as we're still in Book 1.
Using Windows 10 and Firefox 88.0.1 (64-bit) When I click the + for "Add this post as a favorite", the webpage snaps to the top of the page. This happens on any post on different webpages. I also tried logging off and signing in my Paizo.com account and restarting Firefox (I'm always in incognito mode).
My interest would be Adventure Paths. I believe we have enough rules already. Paizo would have my money if they 1) produced more PF1 APs, 2) produced PF2 APs with notes on how to convert the encounters to PF1, and 3) produced PF1 rules and spell compendiums (like 3.5 did previously, break them up by class).
Rise of the Runelords is about as renown as you can get, especially for Pathfinder. Its a great AP with a many elements, including dungeon crawls, town sieges, role-playing, and investigations. It's so popular that Pazio released an anniversary edition on its 10th year anniversary, updated to the current Paizo rules and good changes to the encounters that make better sense. A bit of history... the first few Pazio APs were released under the 3.5 rule set. 2 APs have since received a hardcover update since then: Rise of the Runelords and Curse of the Crimson Throne. These 2 APs were probably the most popular out all of the APs. Those were updated to the Pathfinder ruleset, along with some quality of life improvements, many recommended by the community. Regardless, you can't go wrong with any AP. The best option would be to read the intro to each to determine what would be the best for your group.
The Introduction section of each Bestiary does provide a definition for the various sections of the stat block. However, it does not call out the # spells specifically. In the end, I just assumed that the "2" indicated there was 2 castings of that spell available. You'll only see that with Prepared Spells. Known Spells and Spell-Like Abilities will only list the spells as the creature/character would be able to cast any of those spells up to their daily limit.
Belafon wrote:
Thank you.
Would heal also provide its other benefits if used to remove feeblemind? Feeblemind: Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. My understanding is heal is being use in a specific method called out in feeblemind. This would prevent the target from gaining the other benefits of heal, i.e. curing hit point damage, remove debilitating effects, etc.
What has the CS team been doing for the last week? They have been working through the June 23 emails since last Wed (that's a week for those keeping track). Is everyone on the team on vacation? The good news is that the number of emails are going down (60) since last Wed, and that's obviously including all the new emails the team received since then. I've resigned myself to not expect a reply to my order issue that I submitted last week until November 2020.
So I'm preparring this book for my campaign, and I'm entering Barzillai Thrune (enhanced) into Hero Lab. I'm having some difficulties with calculating his stats to match that in the book. How was he built? Monster with levels (14,14,12,12,10) or some other method? He should have a bonus 4 ability points from levels and 2 ability points for the mythic tier. As per Tangent101's post above, the ability points for the mythic tier are added to Wisdom. But that still doesn't add up. I know that I should just roll with it for a the epic-end-of-book-big-bad but I kinda have a need for attention to details about these things.
This is extremely generous. Thank you! While I already have most of the 1st Edition pdfs, I do find myself missing Ultimate Wilderness from my collection.
I would have Magnimar officials refuse to release the Foxglove estates to the PCs. Those estates would be bequeathed to the Foxglove heirs. There are 2 living Foxgloves: Zeeva and Sendeli (Alern's sisters). The fact that Traver Foxglove had 3 children would be of public record. They were raised in Korvosa by a cousin after their parents' death. Zeeva is still living there, owner of the Green Market, while Sendeli's current whereabouts are unknown.
wraithstrike wrote:
Doesn't necessarily need to have a daily cap for the 2nd option. The ring could negate the first 2 points of ability damage (or 1 point of ability drain) that character has accumulated until the damage/drain is healed.
YogoZuno wrote: I'd prefer to skip remakes in favour of new and interesting content...why rehash the past over and over again? While I don't disagree with your opinion, I was appreciating the hardcover releases of their old APs. 1. Updated rules/stat blocks to Pathfinder (from 3.5). 2. Updated encounters and information where player reviews indicated there were some difficulties, all for a better experience. I would definitely purchase updated PF1 editions of Second Darkness and Legacy of Fire, if Paizo released them.
Thank you for the suggestions Smallfoot. The reason why I'm thinking of having the players run 4th level characters is because this is a one-shot game to introduce new players to the game. I feel 1st level characters are a bit one-sided with not a lot of options. Providing 4th level characters I would think provide these new players with a good taste of the different options available within their class, without being overwhelmed with too many options. It also helps prevents the vulnerability of 1st level characters because of a bad d20 roll.
Bellona wrote:
Also +1 for this! Would continue supporting Paizo's adventure material if they released a 2E to 1E conversion.
This is a question for those that have read or are currently running this campaign. I'm going to be starting this campaign soon, and making some changes to the Big 6 items and how they're acquired. I thought of having the PCs some type of "mage's mark" tattoo on them that is linked to this change. This mark would be a generic Thessalonian or Runelord rune. Thought this would work for RP as well as link them to the overall campaign theme. Would this idea work well in the campaign, having the characters marked? Does the idea that the characters have been selected by a higher power to complete this campaign? Thanks.
If it's the "spell's caster level", then the book example wouldn't make sense. Stoneskin is a 4th level spell, with the minimum caster level 7th (Wizard) and 8th (Sorcerer). The example above states this spell has a "caster level 12th". This suggests to me that this spell was casted by a 12th level spellcaster, thus having the DC 23. Otherwise, it wouldn't make any sense that a higher level spellcaster would cast that particular spell at "caster level 12th". I've always understood the spell's caster level is the level of the spellcaster casting the spell or the caster level of the item producing the spell. If this is incorrect, please indicate where in rules/FAQ/errata.
I have a lot of miniatures, and also needed a storage option. Want I found may not work for you as it's a bit of an investment (I did it in small increments over time, but now have 8 cubes all filled with boxes). I like these cubes because they are stackable, and store a combination of different sized boxes.
I use these slim boxes for my small/medium figures.
I uses these boxes for my large figures.
And these I use to store my huge+ figures. These don't work with the cubes so I just store them beside them so all my figures are together.
I hope this helps.
Brother Fen wrote: Just buy the miniatures. They're already being produced. There have only been maybe 10 gargantuan figures and 1 colossal figure release (to my knowledge). And the costs of these, especially since many are out of print, are exorbitant to many players. I would support gargantuan and colossal pawns. They could come without the bases, designed to lay flat instead of standing on a base. Obviously, standing on bases would be better to show off the massive size of these creatures. I would be happy with either.
Mark, I've noticed you mentioned in your answers that SLAs are not subject to AoOs. Was this a change in the Pathfinder rules I missed? Or was this change made in Starfinder? Spell-Like Abilities: A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
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