Phosphorus wrote:
And in the description of Ponies in the Bestiary it says, "Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves," except dwarves are too big to ride ponies, despite strong literary precedence. So by being a medium-sized Beast Rider instead of a normal Cavalier, you give up heavy armor, your mount loses light armor, and you don't get anything until level 7 to make up for it. I was really hoping to build a He-Man and Battlecat, but he's starting at 5th level.
I'm looking at the Beast Rider Cavalier in Ultimate Combat and it says that at 4th level a medium cavalier can choose from a list of animal companions. The problem is that most of these companions don't become large until 7th level. Does that mean you can't even take them or can you still ride them even if they are the same size as you? Can a small cavalier choose from this list as well?
The best skeletons are bloody, burning kitten (young cat familiars) skeletons. They move at a speed of 40. They are diminutive, so you can fit a bunch of them in a single square. They never have to hit anything, they just have to move next to a creature, and, when it's turn starts, it take 1d6 points of fire damage per kitten. If it attacks and gets killed, it explodes for another d6 fire damage, but that's no big deal because it's also bloody and will come back to unlife in an hour. For regular animate dead, they cost four 25gp onyx gems to make, but only have 1 hit die each, so you can control 4 times your level worth of them. So a level 5 cleric can spend 2,000gp on a pride of 20 bloody, burning kitten skeletons and command them to stand next to a creature and do 20d6 fire damage with no save every round.
Rynjin wrote:
Undead are immune to morale effects such as barbarian rage. Really, they should just be immune to fear, because intelligent undead seem to get angry all the time.
For my upcoming session, I have a few holiday things planned. The solstice is coming and a thick fog bank has covered the land. A seemingly jolly, fat fey creature, Krampus, has lost his way and his flying reindeer refuse to fly blind. Luckily, the party wizard, who definitely has his name on the naughty list, will be followed by a Nightmare, whose rider was killed by the wizard in the last session, who wants the wizard to be her new wicked master (this will be a warning to the player that his character is turning evil, but no bad deed go unrewarded). But the Krampus is not what he seems. My plan was to make him a troll as well; green skin and very grinch-like. His bottomless bag of holding is not filled with presents, but instead is a portal to a demiplane where he keeps the children he has kidnapped (in fact, he has already kidnapped one of the party Bard's wards) to torture for being naughty and later devour. My hope is that the party will use the flaming Nightmare to guide the sleigh, it may choose to follow Krampus over the Wizard, before uncovering the truth. But they might just try to kill him and take his bag of holding filled with presents. I really hope they don't read these boards.
Darksol the Painbringer wrote: Vital Strike and Sunder can stack; you can only make 1 Sunder per round (you can't do it as an AOO, nor as a Full Attack Option RAW), and you apply the base damage dice bonus to the sunder damage, which is amazing. Why can't you sunder multiple times as part of a full attack or AOO? It says, "You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack." There's no restriction on how often you can do it.
Today's post on the Howling Tower blog suggests a great idea. Get rid of the Perception skill. It outlines 4 different replacements, but the best is the fourth. This particular post uses 4th edition skills as examples, but there are parallels in Pathfinder. Steve wrote:
You win initiative and move in front of a monster with your weapon drawn. Your ally casts invisibility and moves behind the monster while drawing his weapon. It's your turn again and you attack the monster. Both you and your ally are threatening the space from opposite sides, but neither you nor the monster are aware of your invisible friend. Do you still get the flanking bonus if you don't know you're in a flank?
Gauss wrote: BlueAria, that is for magically sleeping people. Its typically assumed that screaming Red Alert! Red Alert! will wake anyone that is not magically sleeping. - Gauss This is the way I play. The DC to notice the sounds of battle is -10 (which should include the sound of weapons clanging and men yelling) and the DC to make a perception check while asleep is +10. Those add up to a DC 0 perception check. The person on watch in a typical huddled-around-a-camp-fire setup is no more than 10 feet away, making it a DC 1 perception check. Unless you dumped Wis and never put any ranks in perception, this should be an auto-succeed. Camp ambushes suck for the party anyway. The fighters have changed out of their heavy armors and into their chainshirt night gowns. The wizard's protective magic is likely expired. It will take anyone asleep at least a round to stand up and ready a weapon or shield. No reason to make these, usually random, encounters unduly hard.
I see where the confusion comes from. On page 144 of my Core Rulebook under Weapon Qualities it says the text I quoted, but on page 141 there's the contradicting passage you guys quoted. I also found this FAQ that relates. James Jacobs confirms that a wizard can wield his quarterstaff in one hand and cast a spell.
Here's the text for the Double Property. Quote:
All double weapons are listed under two-handed weapons, but they can all be used as a one-handed weapon. One of the defining characteristics of one-handed weapons is that they can used with one hand.
From Ultimate Magic.
Quarterstaff Master (Combat) wrote:
You can already fight with a quarterstaff one-handed, because it's a double weapon. Why is this restated in this feat? The only thing this feat does is let you take another feat. If you're taking this, you're probably a monk, and there are so many better options.
I don't think it's more over powering than leadership; maybe even a little weaker. It doesn't get as many abilities as character would get and doesn't have as much versatility. However some of the special purpose powers do seem a little too strong. Being able to cast a 4th-7th spell at-will is extremely powerful. It also doesn't make much sense to me, since they can't cast any 1st-3rd level spells at-will unless it is controlled by the GM, who best not abuse its power. I'd probably disallow it as a cohort, but if the player expresses an interest in an intelligent item, I'd probably just include one in a treasure hoard or use it as a major plot point in a campaign. There's just so much cool stuff you can do as GM with an intelligent magic item. It could be the Big Bad Evil Guy (kinda like the One Ring from Lord of the Rings) and trick the party into setting its plans into motion.
Morain wrote: Negative level is worse. I agree with all the reasons other people have mentioned, but the worst part to me is that you loose one of your highest level spells memorized for each negative level. Spell casters don't lose any spells, but their caster level goes down. Energy Drain and Negative Levels wrote:
Chris Nehren wrote: About bringing characters together and starting the story: taverns are boring and overdone. And what if one of your characters is a teetotaler? The Paizo modules and adventure paths I've looked through / played through have character traits that link the players into the story somehow. They're varied and specific to each story, but provide a lot more flavor (and storytelling hooks for you as a DM) than "so you're in a tavern one night and ...". Avoiding the tavern cliché is probably one of my favorite things about Paizo's adventures. It's a tough thing to do, and they do it well. It may seem overdone for us blooded veterans, but everything old is new if you've never played before.
There are many ways for your party to meet one another. You basically need a way to bind them together. Many times the future party members are in an location (sometimes a tavern) when something happens that requires people to do something (it falls under attack, someone tacks up a bounty poster, someone from a nearby village is begging for aid). Sometimes I start the adventure and simply state that the party already knows each other. One player is the Count's son and the others are retainers in his household and have known each other for years. Sometimes they all have the same employer.
Feral wrote:
So they can hold onto their prey and keep it from escaping. They have a lot of hp and can take a beating. They only have a 2 int. They are pretty focused on either catching food and eating it, or ripping something to shreds for coming near its cub. More inteligent creatures might view the situation more tactically and realize that not every situation calls for a grapple, but when you see a greatsword-wielding fighter, you grapple him to deny the use of his best weapon.
The next campaign I run will focus on the heroic adventures to be had while running your own small business. Basically, the party will inherit an old, run-down inn from their estranged relative. He is somehow related (through the use of his long elven life and polymorph and enchantment magic) to all the party members (who will meet for the first time when they all show up to claim their inheritance thinking they are the sole beneficiary). There will, of course, be a wide variety of monster slaying and traditional fare, but my players really get into the economics of a world. The Pathfinder rules fail in providing this sort of simulation. The main problem I'm running into is that magic items (what the PCs will be hoping to buy with their profits) are so much more expensive than a mug of ale. The first thing I intend to do is drop a zero off the end of all masterwork and magic item prices and give my players far less gold so that it's a little more meaningful. A 245gp +1 longsword is actually in within their grasp if they save up their tips. As-is, magic items are just too expensive, considering they practically litter the landscape. I also plan to have random events, such as:
Does anyone have any other ideas to make this a fun and rewarding mini game?
Since Bashing is a property of magical armor that gives it a +1 enhancement when used as a weapon, how could I increase it beyond that? Do I treat it as a weapon and start enchanting it using the price for weapon bonuses, but would it just cost 2,000 because it doesn't have any magical weapon bonuses yet? Do I just apply Bashing to it again for another +1 bonus (probably not increasing its size again, because they are from the same source)?
Abraham spalding wrote:
But usually a Paladin won't waste his smite if he doesn't detect evil unless it's something super obvious, like a devil.
Lord Fyre wrote:
Doesn't that just prove it, though? If all the things that were once forbidden become possible for a man, then that man has been corrupted, changed or warped, from what he was before. If a paladin sees raping and murdering innocent villagers as something that he could possibly do, he is corrupted. Now I'm not talking about him thinking it is possible that someday a wizard will cast dominate person on him and force him to. He thinks he could do it, because he believes he has absolute power and there is no higher authority to stop him.
erian_7 wrote: That entry specifies abilities (i.e. Ability Scores), skill modifies, and bonus feats. It says nothing regarding the mechanics of how special attacks work. For example, without referencing the Bestiary one would have no way of knowing how Rake works for Big Cats. Any GM would be reasonably within bounds to require a save for the Spit attack by referencing how it works in the Bestiary. But the Herd Animal Camel didn't show up until Bestiary II. There was no reference at all for Camel Spit for more than a year between when the core rules came out and when the second bestiary came out.
erian_7 wrote: Camel spit allows a save--see the Herd Animal entry. Note also that some creatures are entirely immune to this due to creature type (Constructs and Undead being good examples). But that is a completely different camel. According to the FAQ animal companions are not identical to the animals in the bestiary and do not receive all the same racial bonuses, feats, or abilities as their counterparts. Undead and constructs are immune to effects that grant fortitude saves, but not the sickened condition itself. So when in contact with something like a camel animal companion's spit, which does not grant a save, they are still grossed out. (edited to remove mistakes)
So the camel druid animal companion has a ranged touch attack that sickens the target with no saving throw. If a balor, a horrific, perverse demon from deep in the abyss, that does nothing but torture souls for its pleasure, is standing knee-deep in blood and gore, and a level 1 druid commands her camel to spit on it, the balor's reaction will be, "eww, gross!" Then be sickened for 1d4 rounds. Same thing would happen to a zombie, ancient black dragon, stone golem, jelly, or another camel. They would just be so grossed out, regardless of their anatomy, level of sentience, or own putridity, that camel spit would sicken them enough to hamper their ability to perform their everyday abilities. Is camel spit really so vile?
Dennis Baker wrote:
I disagree. Knowing someone is casting a spell is very informative. You know where to target the arrows. And in the situation described in the original post, knowing that the old man in a robe started to chant in a strange language and wave his hand just before your best friend started to behave very oddly is useful information. Just imagine if you were a stormtrooper and observed Obi-wan Kenobi say, "These are not the droids you are looking for," but were far enough away not to be affected. What would you do?
King of Vrock wrote:
But isn't your flat-footed AC, by definition, your AC without your Dex bonus?
If a rogue succeeds on stealth check does he get +2 to his attack roll against his target's flat-footed AC? What about an aboleth attacking with its 15-foot-long tentacle from behind an illusory wall? In both situations, the target of the attack cannot visually locate the attacker; rendering them essentially invisible.
The monk must spend his standard to maintain the grapple, but can use that to try to pin his oppenent, which essentially takes him out of the fight. If he has the greater grapple feat he can do it as a move action and also use his standard to deal damage or, i think do something else. The fighter is at -2 to hit, but the monk is at -2 ac from being grappled, so it pretty much cancels out.
David Thomassen wrote: I would say no, it cannot use the wand as it cannot speak Monkey - no language. Wait for improved Familiar But it can speak a in a secret language with its master. Maybe this language is made up entirely of spell trigger words.
Bascaria wrote:
This reasoning does make more sense. I didn't even really think about it until one of my players brought it up at the end. Not that they were complaining about it, because it worked in their favor. It was a hard fight, and would've been much harder if I did it the other way. In the future I'll probably do Incorporeal before DR. The party was ill-equipped and were about to flee before they got a good hit with a spiritual weapon.
Last night i pit my party against a shadow demon. It is both incorporeal and had has DR 10/ cold iron or good. They were hitting it with their magic weapons, which only do half damage, because they were not ghost touch; nor were they cold iron nor good. Say they hit for 14 points of damage. Do i subract 10 for DR and halve the 4 for a total of 2 points of damage? Or do i halve the 14 and subtract 10 for a total of 0 points of damage? As im writing this, it just occurred to me that if it were a mathmatical formula, it would follow the order of operations and divide before subtracting. In last night's game i subtracted before i divided.
For every level in your favored class, starting at first, you gain the choice of a hit point or skill point. You decide at each level which one you take and which skill you put the point into. You can put as many skill points as you want in skill at level up, so long as don't have more than your total character level.
Don't forget Control Undead. It has no HD limit. You can animate them using Animate Undead, but when you have too many, Control Undead will pick up the leftovers. It only affects one undead at a time, but lasts days. So a high level caster should be able to keep it refreshed on each of his servants every few days.
Look up "monstrous players" in the core rule book index. It suggests that the more powerful races in the bestiary should be a level behind normal characters. Although i dont feel that aasimar and tieflings are quite the same power as all the core book races with all their resistances. Theres also this advanced races guide playtest thing thats been going, which allows the creation of races using various point buys.
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