Goblin

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Goblin Squad Member. Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 515 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Does anyone have an archetype for the alchemist that removes the Monster transformation for better/more bombs?

I love the idea of a gnome bomber but the Jeckel/Hyde thing doen't interest me.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Hit points have gone up with each new expansion and spells that do direct damage are considered a waste of time to cast. Especially at levels under 5. I miss the impact that spells had back in 2nd edition.

+1 damage for each die of a damaging spell

Magic Missile 1d4+2
Fire ball 1d6+1/level
Sound Burst 1d8+1
Incendiary cloud 6d6+6

We have played this for 9 months now and playing a blaster is fun again but the archer is still out dealing the dragon bloodline sorcerer.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Since everyone who is anyone in the Pathfinder multiverse comes here. Would you host a looking for group board?

Those of us who live in the midwest have a tough time finding groups some days.

Maybe you can put up one for each state? or even take cities


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

In 3.5 Undead and constructs were immune to critical hits and precision damage. In pathfinder they are just as vulnerable to crits as any human.

Does anyone think a compromise position should be adopted? Maybe give them medium fortification so they can shrug off 50% of crits but still have weak spots.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

What happened to the tables for chapter 6?

The random treasure chart talks about a mundane treasure table in section table 6-x but there are are no chapter 6 tables and noting in the index.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

How many bonus types are there?

Are there any rules to what casters can affect which bonuses?

It all comes down to stacking rules..
I have a creative player in my game that would like to create new spells and I would like to make a ruling on how each class can affect the game.

Bard
Resistance - resistance bonus
Heroism - morale bonus
Rage - morale bonus
Haste - Dodge Bonus plus an unamed bonus to attack

Clerics:
Resistance - resistance bonus
Guidance - competence bonus
Bless - morale bonus
Prayer - luck bonus
Aid - morale bonus
Magic Vestment - enhancement bonus
Magic Weapon - enhancement bonus
Holy Aura - deflection bonus
Divine Power - luck bonus

Druids:
Guidance - competence bonus
Resistance - resistance bonus
Shillelagh - enhancement bonus
Barkskin - enhancement bonus to the creature's existing natural armor bonus
Magic Fang - enhancement bonus

Wizard/Sorcerer
Resistance - resistance bonus
Mage Armor - armor bonus
Shield - shield bonus
True Strike - insight bonus
Magic Weapon - enhancement bonus
Haste - Dodge Bonus plus an unamed bonus to attack
Heroism - morale bonus
Transformation - competence bonus


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I am no longer interested in getting the map packs. please remove them from my subscriptions.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I have always used a geometric damage chart for falling but I have been thinking that it ramped up a little to fast.

This new table is a geometric root sequence based on the Newton's motion equations. Using the free fall equations and solving for velocity it goes up by the root of the distance traveled. This chart is a reflection of damage based off the velocity that you hit at.

With this scale even a high level character is screwed at the max end of a 300' fall without magic. By my calculations a 300' drop still occurs in less than a round but any drop over 100' gives enough time for a standard action.

V = a*t
D = 1/2*a*t^2
V = (2*d/a)^.5

10' ---- 1d6 - DC15
20' ---- 3d6 - DC17
30' ---- 5d6 - DC17
40' ---- 7d6 - DC17
50' --- 10d6 - DC19
60' --- 13d6 - DC19
70' --- 16d6 - DC19
80' --- 19d6 - DC19
90' --- 22d6 - DC19
100' -- 26d6 - DC21
110' -- 30d6 - DC21
120' -- 34d6 - DC21
130' -- 38d6 - DC21
140' -- 42d6 - DC21
150' -- 46d6 - DC21
160' -- 50d6 - DC21
170' -- 55d6 - DC23
180' -- 60d6 - DC23
190' -- 65d6 - DC23
200' -- 70d6 - DC23
210' -- 75d6 - DC23
220' -- 80d6 - DC23
230' -- 85d6 - DC23
240' -- 90d6 - DC23
250' -- 95d6 - DC23
260' - 101d6 - DC25
270' - 107d6 - DC25
280' - 113d6 - DC25
290' - 119d6 - DC25
300' - 125d6 - DC25 MAX

Now if you think that is to harsh the scale I was using before hit 55d6 at 100'.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

The materiel costs for spell completion items seems to be wrong.

Staves and wands all have the following costs in the pathfinder SRD.

Quote:
material component costs sufficient to activate the spell 50 times (divide this amount by the number of charges one use of the spell expends)

This rule was taken directly from the OGL content. That was fine in the 3.5 SRD since each of these items had 50 charges but Pathfinder changed the base items.

A Staff now has 10 charges. If this is not a mistake it is a stealth increase in the cost of staff creation to material cost x charges x 5.

It looks like the charges were reduced on the staff but the item creation rule was never revisited.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

What would be the effects of raising an Animal companions intelligence?

The druid hits level 4 and raises the Int of his companion from 2 to 3. Can the companion now learn languages?
How does this affect it's skill points?
Can it take the Linguistics skill?
How is your cat's bluff check?

An animal companion could have a 6 Int. That may not be much to us but they would be the super genius of the farm yard.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Would a ravage work like a poison?

Specifically:
From BoED

Touch of Golden Ice: Contact DC14, Init 1d6 DEX + targets CHA mod, Sec 2d6 + targets CHA mod.

Pathfinder mod:

Contact DC14, 1d3 DEX + 1/2 CHA mod, 6 rd duration, 1 save cures.

This is a good deal more powerful than in the BoED since a monk with this on could hit an opponent 8 times bringing the DC to 20 and duration to 13 rounds.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I have been impatiently waiting on the Bestiary and the Traveler core rules. These are both supposed to come when Pathfinder Adventure Path #27: What Lies in Dust finally waltzes in.....

Is this going to happen in the next week? If not I would really like to stop waiting on the adventure path and just get the side cart and order 1253431 shipped.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

My last post was eaten so take 2...

Quote:
Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls.

For a Velociraptor animal companion Level 12.

BAB +10
Str 20
Attack 2 Talons 1d8, Bite 1d6, 2 claws 1d4

So his full attack would be
Talon +10 (1d8+5)
Talon +10 (1d8+5)
Bite +5 (1d6+2)
Claw +5 (1d4+2)
Claw +5 (1d4+2)

If he picked up the Improved multi-attack feat that would become:
Talon +10 (1d8+5)
Talon +10 (1d8+5)
Bite +8 (1d6+2)
Claw +8 (1d4+2)
Claw +8 (1d4+2)
----------------------------------------------
If a Dragon bloodline Sorcerer was attacking with claws would she get both claws at full bonus

Level 12 Sorcerer
BAB +6
Str 16

Claws 1d6

Claw +9 (1d6+1d6 energy)
Claw +9 (1d6+1d6 energy)

Not
Claw +9/+4 (1d6+1d6 energy)


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature's full base attack bonus and add the creature's full Strength bonus on damage rolls. Secondary attacks are made using the creature's base attack bonus –5 and add only 1/2 the creature's Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 the creature's Strength bonus on attack rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table 3–1 lists some of the most common types of natural attacks and their classifications.

Now take the example of the Velociraptor animal companion with a bulls strength.

BAB +1
Attack: 2 Talons 1d6, Bite 1d4
Str 15

So his full attack would be
Talon +4 (1d6+3), Talon -1 (1d6+3), Bite -1 (1d4+1)

Is that right?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

The Beast shape and Dragon form spells give the caster size bonuses to their stats but the Transformation and Iron Body spells give an enhancement bonus.

The Enhancement bonus steps on so many other spells and enchantments to limit the usefulness of these spells. I would like to change the type of bonus to something other than enhancement. Have any suggestions?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

All of the wild shape rules are based on the assumption that the druid is medium sized. What about the gnome or the halfling?

I have assumed that the small druid just gets an extra +2 Str and -2 dex when they wild shape to make up for the racial penalties. But wouldn't it make more sense for a druid to wild shape to sizes relative to their starting size?

Think about a druid pixie or a druid cloud giant. That pixie can only take forms much larger than himself and never smaller? And the giant shrinks to a tiny size relative to his start?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

An arrow of slaying is DC20 Fort save or take 50 damage.

Does the target take 1/2 damage on a successful save or is it negated?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

How would you calculate the cost of an item that gave 1 raise dead / day

User activated or continuous is SL X CL x 2000

# Charges per day / 5 is the modifier

But the raise dead requires a big material cost so would you pay that x50 like a wand?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Does anyone have any rules for temporary magic items?

I was thinking of magic arrows that can only be used once.

There is always a question about how many arrows you can recover after a fight and if you have paid 8000 gp for these 50 +3 arrows you will want to retrieve every one.

If the costs to enchant arrows was significantly less than a sword or bow players may not mind only getting to use each one once.

Maybe 1/10 the costs?

Then you could buy 50 +1 holy arrows for 800gp + 300gp for the master work. That is still 22gp per arrow that can only be used once but it might be worth it to an archer. Where 220gp per arrow means they will want a homing beacon on each one.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

The original Half-orc was +2 Str -2 Chr -2 Int

Then we pointed out that they have a natural lean to shaman and should get a bonus wisdom. Then there was the arguments over the penalties to charisma and intelligence was to much.

+2 Str +2 Wisdom -2 Chr -2 Int

Back in the 90s there was a good article about the half-orcs in the Dragon. It discussed how the half-orc raised among orcs didn't get much education or intellectual challenges so they represented the -2 to Int. The half-orcs raised among humans were social outcasts and always had trouble fitting into society and that accounted for the -2 cha.

So when a player makes a half-orc he should choose between childhood with the orcs in the wilderness or with humans repressed in the towns.

Half-orc - Human raised
+2 Str +2 Wisdom -2 Chr

Half-orc - Orc raised
+2 Str +2 Wisdom -2 Int

You can leave it there or define them further by taking away the orc weapon proficiency from one raised by humans and give them a skill focus feat.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I have been watching several low level spell casters struggle with the defensive spell casting in my game.

DC 15 + (2 x spell level)

At level 1 without the combat casting feat an 18 casting stat they need a 12 to get off a level 1 spell. 55% chance to eat an AOO.

With CC they need 8. 35% chance of AOO.

When you have reached the end of the career at level 17 with a 30+ casting stat to get off a level 9 spell it is DC 33. They only need a 5 without the feat and with the feat there is only a 5% chance of failure.

Also at that level you can choose to use a level 7 spell instead of taking the chance on your most powerful spells.

What I am trying is to tilt the odds in favor of the lower level and against the high levels.

DC 10 + (3 x spell level)

This is significantly easier for the first few spell levels with the neutral spot at level 5 spells. Level 9 spells increase in difficulty from DC 33 to DC 37.

At level 1 the DC drops from 17 to 13. Without the CC feat they now have a 35% chance to get the AOO and with the CC feat the AOO is down to 15%.

At the high end our level 17 caster will now need a 9 to get off his top spell and even with CC will still need a 5. The high end caster still has the option of casting a lower level spell if they feel threatened but they will no longer be able to fling their best spells off in melee without any risks.

Low level casters have almost no choices when it comes to casting. They are either using a level 1 spell or a cantrip. I say throw them a bone. High level casters have plenty of toys to play with so I don't mind making it slightly more difficult for them.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Greater Vital Strike (Combat)
You can make a single attack that deals incredible damage.
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the damage dice for the attack four times and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally).

Ok for an example I am looking at an Arcane Archer with a +5 str(18) bow
F6 W1 AA10
BAB 16
Str 18
Dex 26

As an AA he gets to shoot holy flaming burst arrows at will

He fires a single arrow at Full BAB +30 at a green dragon

Damage
4d8 (arrow) +
20 (magic bonus) +
4 (Str bonus) +
8 (weapon specialization)+
2d6 (holy) +
8 (holy weapons gain +2 vs evil)+
1d6 (fire)

4d8+3d8+40
47-70 with a single arrow

Crit damage -
6d8 (arrow)
30 (magic)
12 (str bonus)
12 (Weapon Special)
2d6 (holy)
12 (holy bonus vs evil)
1d6 (Fire)
2d10 (flaming burst)

6d8+3d6+2d10+66
77-152 on a single crit

Now if he uses Deadly aim
he takes a -4 to hit and gains +8 damage

4d8+3d8+40+32
79-102

Crit
6d8+3d6+2d10+66+40
117-192

Is that right?

And this still would stack with Pinpoint Targeting so he could also ignore all Armor, shield, and natural armor of the target. Leaving a Dragon an AC around 8.


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Watching to much BASTARD! Manga and thinking of the pure fire mage who gives up the ability to use cold magics in order to empower his fire spells.

Heart of Fire
Requirement: Arcane caster, Must not have the Heart of Ice feat.

Benefit: When casting spells of the Fire subtype you deal +1 damage per die. You may no longer cast spells of the cold subtype.

Heart of Ice
Requirement: Arcane caster, Must not have the Heart of Ice Fire.

Benefit: When casting spells of the Cold subtype you deal +1 damage per die. You may no longer cast spells of the fire subtype.

Heart of Acid
Requirement: Arcane caster, Must not have the Heart of Storms feat.

Benefit: When casting spells of the Acid subtype you deal +1 damage per die. You may no longer cast spells of the electricity subtype.

Heart of Storms
Requirement: Arcane caster, Must not have the Heart of Acid feat.

Benefit: When casting spells of the electricity subtype you deal +1 damage per die. You may no longer cast spells of the acid subtype.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I want to create a pair of boots that give the run feat. I know there are boots of speed in the book but I don't want haste actions and extra attacks I just want an item that lets a player run x5 base speed with all the restrictions of the run feat.

What is the mechanic for adding a feat to an item?

ALA Bracers of Archery


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Has anyone else noticed that most of the "broken" PRCs are the ones designed for arcane casters?

When you make a PRC class for any other class there is a process of you give up power X to get ability Y. When you make a PRC for a wizard the only thing they have is spell casting progression and 4 bonus feats.

If you loose much casting progression they are not a very good arcane PRC. But if you give them something without taking power away it is broken because we all know that the wizard class is balanced as it is.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Why does the damage depend on strength? The wizard didn't throw the weapon. It was guided to the target by the power of his mind.

Considering that ray spells use dexterity modifiers for range touch attacks. Wouldn't it be more appropriate that the to hit modifier be dexterity as all other ranged attacks with the damage being the intelligence modifier?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

When will this order be shipped?

It is already the 11th and the September order is still in the warehouse?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Virtuoso
You are skilled at all forms of performance.
Benefit: You get a +2 bonus on all Perform skill checks that you have at least one rank in. If you have 10 or more ranks in one of these skills the bonus increase to +4 for that skill.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

damn you fat fingers...

Healer’s Luck (Luck)
Oh, That’s where the kidney is.
Prerequisites: Character level 3, any luck feat.
Benefit: Once per day you are allowed to reroll a curing spell. You must then accept the new roll even if it was lower than the first attempt.
Special: If you have the ability to channel positive energy. This reroll may also be used for the rebuking of undead.
Gain 1 reroll that may only be used for healing.

Survivor’s Fortune (Luck)
I meant to do that.
Prerequisites: Character level 3, any luck feat.
Benefit: You are allowed to use your rerolls on saving throws. You must then accept the new roll even if it was lower than the first attempt
Gain 1 reroll that can only be used for Saving throws


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Personal demons

Some time in the characters childhood he was face to face with a demon. His terror caused him to flee while his family was cruelly slaughtered by the fiend. He survives but each night the terror fills his dreams. The fear still grips him be he has found the inner strength to face what he fears most.

If the character fails a fear check one round later he gains a second save at will +4 to neutralize any fear effects.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I have played since Elf was a class and I have seen how hit points have grown and grown with each iteration. One thing that has stayed constant is the good old fire ball. Back in the old days a 10d6 fireball was a terror since even the warrior would be lucky to break 70 hps.

Now I looks at the players in my new game and even the sorcerer has 8 hps. What is the point of tossing out a 1d4+1 magic missile?

In my game all spells that do hit point damage get +1 damage for each die.

So a burning hands from the dragon blooded sorcerer will do 5d4+15 once she hits level 5. And the call lightning from the druid hits for 3d6+3 each bolt.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

This should be a big winner for Paizo. I want to give you more money for a product I already own.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I still have not received Pathfinder #3—Rise of the Runelords Chapter 3: "The Hook Mountain Massacre" (OGL)

My account information shows it shipped on July 27 but it has not arrived.

The order I made on August 16 did arrive safely so there must be a problem with the July 27th shipment. Please look into it.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I am a huge fan of your PDFs. I can use them at work without looking nerdy and can easily make prints of the pages I need. But I can not live without a book. I need something to hold in my hand and pass around the table.

I am a subscriber of most of your products and love the free PDFs with the books. Could you put an option on your released products to buy both the print and PDF?

Pathfinder Chronicles: Campaign Setting is in the mail now but I would like a PDF also. I paid nearly 50$ for the book could you make a way that I could buy the PDF also .. hopeful for less than $34.99?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

I have always thought of a familiar as the wizards aid and companion. The person who is privy to all of the wizards study and helps them cast spells and do research. On that vein they should be smart and have a function other than a touch spell delivery system.

Familiars: In addition to their other talents and abilities the familiar will add a +2 to all knowledge or spell craft check that the wizard attempts. An Improved familiar increases this bonus to 4 and allows the wizard to attempt untrained knowledge rolls. Normally you may not attempt an untrained knowledge check with a difficulty greater then DC10. Don't know the answer? Ask the fairy dragon!


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

So why is the great club a martial weapon?

1d10 x2 crits with no special properties.

Shouldn't the great club fall into the simple two-handed weapon catagorie?
I can't think of a simpler weapon than a big stick. Maybe a big rock...

Spear 1d8 x3 20' range and Brace is a simple weapon.

Quarter staff 1d6/1d6 x2 is a double weapon

Long spear 1d8 x3 has reach and brace

These are all simple Two-handed weapons and they seem allot more complex in use and manufacture than the great club.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

The text description of the Great axe didn't make it into the core rules.

It should be sitting between Glaive and Greatsword.

Also in the PDF bookmarks for the classes are all hosed up.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Most of the PRCs published are all about going back to 2nd edition to make fighter/mages or some other wizard or cleric multi-class that are so common in fantasy fiction.

We already had the practiced spell caster which allows a character to gain a +4 cl up to the max of total levels. If we allow another feat to add caster progression 90% of the PRCs in the book could be eliminated.

This is not as powerful as it may sound since you would not get all of the special abilities gained by those classes but you would have a method to gain the spells. That character would also loose half of his Favored class bonuses.

Given a feat that gave caster level progression +3 a fighter/mage would be possible for a cost of 5-7 feats. If you wanted to be a druid/sorcerer it will cost you every level based feat you will ever see.

I think it is a reasonable cost since you will never see any other high end class abilities (other than spells) and you loss a huge sack of feats which can be very powerful in Pathfinder.

Focused Spellcaster

Taking this feat allows a character to select one casting class he possesses and receiving a +3 to his effective spells per day. This does not grant any additional powers granted by the class and the total can not exceed his total levels. This feat may be applied multiple times.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Is the mini on sale yet or have they sold out?

I would love to buy one if they were available on the store. And yes I am a current subscriber.