They don't stack since Sactified Slayer replaces Judgment and Heretic alters it. Adding an option still alters a class feature. Advance Player's Guide wrote: A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature.
Smudgius wrote: Same problem. Really kinda pissed off about it. Been waiting a month for Advanced Class Guide, stayed up late to get it the second it was available, and now the download won't work. Really sucks. Yeah, I was looking forward to getting my hands on the ACG as well, but now I guess we will have to wait until they have fixed the download object.
I'm not sure whether this should be in this forum or the Customer Support forum, but I'm having trouble downloading my purchased PDFs. When I click on the link in My Downloads I get the customary "Personalizing... Click link again in 10 seconds to download". I wait well over 10 seconds and click the link again, but instead of my download starting I get the same "Personalizing..." message again and again. I've tried different browsers, and the result is the same on all of them.
I usually give the players the describing paragraph of the AP (i.e. the first paragraph here) along with the Player's Guide. In the case of Jade Regent this gave them knowledge of Minkai, that oni are involved somehow, and that the AP involves a journey from Varisia to Tian-Xia via Crown of the World among other things. My philosophy here is this knowledge helps the players make characters with motivations that are suitable for the AP, and also doesn't create any faulty expectations what the AP is about.
Thaliak wrote:
I actually think that Mnemonic Vestment is a better choice. The versality it adds to the sorcerer also makes it a good candidate as a secondary power for Robe of Arcane Heritage.
No, since the item clearly says that "she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline". The Int as casting stat is the bloodline arcana, which is not replaced, unless you consume the blood in the ampoule. The only bloodline power that Sage has that is different than Arcane is Arcane Bolt instead of Arcane Companion. So by wearing the ampoule (and not consuming) you get the bloodline arcana from Sage and the bloodline powers from Arcane. That is, if the ampoule is of Arcane blood...
Aelryinth wrote: They lose ARCANE BOND. Ugh. No familiar or nice magic toy retrieving a spell for you. Well, there is a way to be a Sage sorcerer while still getting arcane bond: Ampoule of False Blood. It costs 20000 gp though... Ampoule of False Blood: This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged).
The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed. As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.
The Gameological Socitety has published an article by Samantha Nelson about the rise of PRPG and the decline of D&D.
You should check out Under Frozen Stars by Legendary Games. That module is made specifically as a set piece for Jade Regent AP.
BigP4nda wrote: Sadly I don't get that luxury, usually when I get into combat, it either starts out in the open, starts WHEN I get there, or just doesn't provide good enough coverage for me to sneak without going invisible, which I am limited to 5 times a day because of my low charisma The average encounter distance in plains is 210', so you should have plenty of time to unleash the hurt on any opponents in the open. If your GM is starting the encounter closer than that he's clearly not using these rules, which in that case is what's hamering you. Stealth and Detection in Plains wrote: In plains terrain, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 6d6 × 40 feet, although the specifics of your map might restrict line of sight. Cover and concealment are not uncommon, so a good place of refuge is often nearby, if not right at hand.
Cpt_kirstov wrote:
I like this one, and I could imagine that the Starstone determines the prospective deities portfolio from it's character and personality, which in turn determines the individual test. That would also mean that there could be no more Cayden, since that portfolio is taken.
You could take the Beast Rider archetype, to get an exotic mount, and take teamwork feats on both yourself and your mount.
Summon Monster I is pretty much a worthless spell at level 1, since it only lasts one round. I would swap that out for bless if possible. Also, if you are going for summonings you should probably look into Augment Summoning. One thing to remember about an oracle is that since it's a spontaneous caster spell selection is what it's all about. You have to make sure that you go for versatile spells and that your spells don't overlap. You should probably make a list of what spells you are planning to take, so that you can make a plan on when to take them.
Ramlatus wrote: I am looking everywhere but have yet to find this Shaonti Tattoo trait. I will keep looking, but a source would help. Shoanti Tattoo is from Varisia, Birthplace of Legends.
Lythe Featherblade wrote:
KrythePhreak wrote: guide link does not work btw That's because of the space in the middle of the link. Use the linkified version above instead.
As I said, that's the way it should be calculated if it's supposed to work like in 3.5. If it's supposed to work the other way in PRPG there should be a FAQ entry about it. The main reason I started look into this was because of the shadow demon. This is a CR 7 creature with DR 10/cold iron or good, and if you calculate the 50% reduction first it effectively has a DR of 20. If you look in the bestiaries the only creatures with a DR of 20 or better are creatures with a CR of 20+.
There seems to be a bit of confusion on the boards how to handle incorporeal together with DR. Incorporeal and Damage Reduction
Damage Reduction (Ex or Su):
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some monsters are vulnerable to good-, evil-, chaotic-, or lawful-aligned weapons, such as from an align weapon spell or the holy magical weapon property. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon, such as “cold iron or magic.” A weapon that inflicts damage of either of these types overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction (such as “magic and silver”), and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. Format: DR 5/silver; Location: Defensive Abilities. Incorporeal (Ex):
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water affects incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (minimum +1, even if the creature's Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. Format: incorporeal; Location: Defensive Abilities. So, DR reduces the damage dealt by X and incorporeal reduces the damage dealt by 50%. However, nowhere in the rules does it state in which order you should calculate these reductions. And this matters, since if you start by calculating the incorporeal reduction first, the DR effectively becomes doubled. So it seems a bit odd that the rules don't state in which order these should be calculated, but if you understand where the rules comes from it suddenly becomes clear. Since PRPG is based on the 3.5 ruleset, the rules for incorporeal is based on those rules. Incporporeal Subtype 3.5:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. In these rules incorporeal instead works similar to miss chance, i.e. you have a 50% chance that the damage registers. This means that DR in 3.5 was only reduced from the damage 50% of the time, when damage was registered. The conclusion must then be that if incorporeal together with DR is supposed to work similar to the way it did in 3.5, the reduction from DR must be calculated before the reduction from incorporeal.
Lookout is a fantastic teamwork feat, especially for an Archery Inquisitor with another character with high Perception in the party. What makes it so good for an Archer Inquisitor is the part that says: Lookout feat wrote: "If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round." This is way more powerful for an archer than a melee inquisitor.
Bodhizen wrote: Evillash, thank you for your input. That has been corrected in the guide. You should probably correct Greater Spell Specialization as well, since that feat basically does the same.
In the Acolyte Inquisitor's Feat section you rate Preferred Spell as blue. Bodi's Guide to the Optimized Inquisitor wrote: Preferred Spell (5th): Pick this to use with your favourite spell and be able to sacrifice spells just to cast it again. You can also use this feat along with other metamagic feats. The problem with this is that the inquisitor is a spontaneous caster, making Preferred Spell a wasted feat.
Since the NPC Codex includes "multiple versions of each iconic" I would assume that the NPC Codex Box includes pawns for each iconic.
You should check out STR Ranger's Wild Stalker build. It's more focused on the shield than the blade, but still well worth a look.
I'm not a big fan of Superstition on a barbarian, since it prevents all kinds of buffs from the party. It also makes you unable to use any kinds of potions, like the CxW family. Finally, the party sorcerer can't use his telekinetic charge, depriving him of his best damage spell...
Matthias wrote:
The invulnerable rager archetype for barbarian is the ultimate hard-to-kill character, especially if you focus on rage powers like Guarded Life + Greater, Flesh Wound etc, and also take the Raging Vitality feat. Humans also have the Heart of the Wilderness alternate racial trait, and orcs/half-orcs have the Ferocious Resolve feat. There might be more, but those are the ones that I can remember of the top of my mind.
thenovalord wrote: i have given every monster in APs i run maximum hps Depending on your party this is not a catch all. If the problem is that your PCs have optimized their ACs and the monsters only hit on a 20, giving max HP to the monsters only prolong the fight without adding any credible threat to the PCs.
My players are the kind that optimize their PCs fairly well, which generally makes the later parts of the APs a walkthrough unless I adjust the encounters. The way I've done this so far is by either applying the Advanced template as carn describes above or, if that's not enough, by adding a couple of HDs. Sometimes I also add a couple of minions, mostly to boss fights, since the problem there is that the boss don't have the same action economy as my PCs. I never add any treasure or XP, since that would only aggravate the problem. My experience of this is that it works fairly well, as long as you make sure that the encounter don't overpower the players. There have been a couple of instances where I overdid it, but since I use HeroLab to run my combats it was fairly easy to rebalance the encounter on the fly by removing a couple of HDs to avoid a TPK.
Zen Kaze wrote: Does the Saurian Shaman archetype actually delay Wild Shape? I originally read it as giving Wild Shape at 4th level as normal and then modifying the way it functions when the druid hits 6th. I can see it going either way though. Has there been an official clarification on this? As far as I understand (and the way it's implemented in HeroLab) it works like normal wild shape level 4-5 and then it's modified level 6+.
Turgan wrote:
The problem with this is that Weapon Focus requires BAB +1, so a bard can't take it on level 1. On this case I would switch Toughness and Weapon Focus around.
evilash wrote:
Also wall of force.
Fromper wrote: So while we're on the subject, how do you do battlefield control against flying/teleporting creatures? Aqueous orb strikes me as an excellent BFC spell against flyers.
Fake Healer wrote: So that is in the Core Rulebook? Not really, the Wildblooded archetype and the wildblooded bloodlines are from Ultimate Magic.
Fake Healer wrote:
Int as casting stat is the bloodline arcana for the Sage wildblooded bloodline, while Wis is the bloodline arcana for the Empyreal wildblooded bloodline.
HaraldKlak wrote:
Create Spell Tattoo:
At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. I've included the exact wording of the ability above. Since it says that "[spell] that has no material or focus component" I think it's pretty clear that the spell can't have ANY component of focus, costly or otherwise. ooki wrote: Okay, so if it basically works like a scroll, do I have to pay each time I use it? Yes, that's my interpretation.
The Create Spell Tattoo ability of a Tattooed Sorceror lets you create a spell tattoo, which basically works just like a scroll. This means that all the rules that applies to scrolls also applies to spell tattoos.
Hobbun wrote:
Personally I prefer Piercing Spell and Persistent Spell to the Spell Penetration chain. You should also check out Spell Specialization and try to work it in as early as possible.
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