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.
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.
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?
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?
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.
captain yesterday wrote:
Every AP book after Carrion Crown (and maybe Carrion Crown) includes the interactive maps for that book with the pdf.
Thank you. Wanted to confirm because Paizo also has Mummy's Mask Interactive Maps PDF, "a compilation of 31 maps from the entire Mummy's Mask Adventure Path". Didn't know if that item would be an extraneous purchase after I purchased the 6 PDFs of this AP.
If your players want to continue without cleric/healer, strongly recommend they invest in wands to cover the basics (cure light/moderate, lesser restoration, etc.). Further, have one of them max out their Use Magic Device to allow them easier use of these wands and even some cleric-based scrolls for emergencies.
Chess Pwn wrote:
RAW characters receive an opposed Perception check (which is technically a passive check) vs the hidden ambushers Stealth checks, as as such as noted above, determine if any characters act in the surprise wound when the ambushers attack. Why wouldn't the character receive a similar passive Perception check against a hidden trap just before it activates? And since traps don't have initiative modifiers, which act 1st in surprise round? Should traps act on initiative count 10 like haunts and if the character is fast enough to react, can discover and avoid the trap?
Further, I don't think any of the other skills are passive. They all require some type of "action" on the character's part, even if the "action" itself doesn't technically consume a free, immediate, swift, move, standard, or full action.
Agree with Ravingdork, FAQ sorely needed since there is no true explanation of whether Perception is a passive, reactive, or both check?
For a trait, it should be ConMod+(1*HD). That still good for a 1/day free cure hit points. I'm okay with it not scaling well because traits are supposed to be half as strong as feats. If I'm told wrong, then I gonna house rule that when I run that campaign.
Arcane Addict wrote:
I dislike the image of tiny baubles orbiting my head too. Honestly I feel all the mechanics available to stop them from doing so are equally ludicrous because I feel I shouldn't have to invest any of my character's resources at all to achieve such a negligable effect. Its a trap I find rather insulting, to be frank. Ioun Stones aren't more or less expensive because of that little visual caveat so I see absolutely no reason not to simply craft an item with identical functions which I can simply keep on my character's person.
I completely agree, and made the following change to Ioun Stones in my Shattered Star campaign (which I thought fits well with how they interact with the shards).
◦Ioun stones no longer orbit a owner’s head. Instead, these stones must be embedded into masterwork items to function. Each item can have 1 ioun stone embedded at a time.
(I know this is the Rules forum whereas these are House Rules, but thought it was fitting for this conversation topic.)
As per the description under Ioun Stones:
Implanted Ioun Stones
Binding a stone to a single owner is a lengthy process. To begin the ritual, the owner meditates with but a single stone in orbit around him. The body must be cleansed by fasting for a period of at least 3 days. If the fast is broken or interrupted, the process must begin anew. At the end of the fast, the owner makes a DC 20 Charisma check; taking 10 is not permitted on this check. Success indicates the stone has bonded with the owner, and may be implanted. Extending the fasting increases the chance of bonding with the stone, but the character may suffer the effects of starvation and thirst if he persists after several failures; the character gains a +1 circumstance bonus to the Charisma check for each full day past the third spent in fasting, to a maximum of +5. Failing the check means the owner must start over.
Once the owner establishes this bond with the stone, he can have it implanted in his body, which takes 1 hour. This requires a DC 25 Heal check (with a –5 penalty if the owner is the one performing the surgery) and a DC 25 Knowledge (arcana) check to succeed. Failure inflicts 1d6 points of Constitution damage and means the implantation process must start again. Success binds the stone on the surface of the owner’s skin in a location of his choice (usually the head, arm, or hand), where it becomes one with the owner’s flesh, deals him 1d2 points of Constitution damage (which he can heal naturally or with magic), and gives him the full benefits of the ioun stone. Once implanted, an ioun stone may not be sundered or targeted by effects and cannot be removed without the owner’s consent while he is alive (barring complete removal of the implanted body part).
Rumors exist of stranger, darker magics that allow spellcasters to channel spells through their implanted stones, or that cause the stones to shatter if the owner is killed, but those with any actual knowledge of these procedures are dead, hidden, or not talking.