Kyle Olson wrote:
I figured out why I got it to show. It's all because I also beta test Snap's version and sometimes you get some interesting interactions.
Also some of the NPC's in the anniversary edition do use some classes and abilities from outside the core-rule book, but again, all of those are available to look up on the PRD so you can just print out the few pieces you need during your prep. As for whether or not to buy Bestiary 2 and 3, you can always but the module first, have a read through, and then decide what books you want to buy.
mistamichal wrote:
I've just tried 5 or 6 different .por files and all seem to work for me. Aside from that. I'm still having trouble with linked hidden characters' names still being shown on the initiative window. It is the thing I most wish could be fixed.
Gauss wrote:
The More I think about this idea, the more I like it. Gunslinger can make a great glass cannon. You turn all the gunslinger's irritative attacks and any hasted attack into one dice pool that is rolled for a single attack, with the number of successes determining the amount of damage done. That attack is a standard action and reloading is a move action that can never be reduced. That way the gunslinger is a deadly immobile damage dealer, who needs to choose between reloading and moving. You can add allow grit to be used to add other fun stuff to the attack and at some point gain the ability to make a pin-point shot as a full round action. Having a single shot as a full round action then will allow you replicate skirmishing, where you spend your turns between taking a crack shot, and moving & reloading. To make them extra fragile, reloading a gun provokes. I'm not knowledgeable enough to work out how the damage should scale, but they should be on par with a a dedicated archer.
I was wondering if there was any chance of adding some shortcuts to the PC version. Could you add it so that pressing say ctrl+f would make that selected monster(s) roll a fortitude save? Other shortcuts could be: ctrl+r for reflex save
This would be a lot quicker than using the menu to make the rolls, especially if you use a track pad like me.
Remember, as I GM it is all about making sure your players are having fun, so you have to alter your expectations based on your group. If your players like background and explaining their character, then encouraging them to have it make sense it great as it will allow the players to have more fun through describing the process through which they achieved their new class. On the other hand, if the players are more interested in rolling dice, killing goblins and spending gold, only to go out and do more slaughter, then they are going to have little interest in having things make sense and to impose it on them will only feel like slowing the game down and make it less fun for them. Obviously that's the extreme end of the spectrum, but all groups are somewhere in between. In conclusion, what works for one group will not work for another.
I always like to personalise loot to a degree. I don't mind characters being a little ahead of the wealth curve either. If I know the fighter is specialised in polearms I might swap some of the weapons found in the mod to suit him if I feel he needs an upgrade. More specifically to the mod. It is good to make sure at least one or two of the front line fighters have magic weapons they can use for the end of the first mod.
We are level 9 and I managed to get an AC of 28 last session, with a little help. Mage Armour and Shield will get you +8 on your AC. Buy a armoured kilt or haramaki and then get a cleric or oracle to cast magic vestments on it. Since it is an enchantment bonus to AC is will stack with the AC bonus from Mage Armour.
Chemlak wrote:
I have to disagree with you. In a previous ruling, it was said that blink and mirror image interact in a way that you first roll for the blink and if that fails then you go no further. From that I would suggest the same works with blur, or displacement or any other effect that gives you a miss chance.
Good plot hooks come from a character background. I know it is her first game but try to get her to think about why the PC has become an adventurer. What motivates them to put themselves into such dangerous situations? From there it is a lot easier to design the RP around those desires. An NPC motivated by greed might not be so interested in saving a small village if there is no reward involved, where as a PC who strives to to good in the face of an advancing evil may be better motivated by the plight on innocent farmers who cannot hope to defend themselves. Most of all, have fun and don't get bogged down by the letter of the rules too early. If you cannot find the answer to a rules question straight away then make it up and make a note to find it later.
leo1925 wrote:
First line, second sentence. I didn't realise it either until I read it one day and I was playing a bard at the time so it jumped out at me.
r-Kelleg wrote:
If you add the monsters for an encounter you can then save them with the save button above it. That will allow you to then load it up when needed.
Dustywood wrote:
I'll have to hold off on updating I think. The AP stat blocks are pretty key for me.
Finally bought a second monitor for the initiative list and generally it works really well. There is one major problem I am having though. I like to see it so that the monsters are secret and have them displayed as question marks. However, when a creature is linked to another creature, it no longer appears as hidden. Could this be fixed please?
They are indeed guidelines. However the power curve of the game assumes that on average, your towns and cities will give your players around the stated amount of access to these resources. Yes, some areas of a world may have more or less but if you change the players access to spells and magic items by a huge amount then you need to consider the knock on effects.
It's that fact that you are unarmed that makes disarm as a monk really interesting. Sure, a fighter can probably get a higher CMB but is unlikely to choose to be an unarmed specialist. Of course, this tactic will only work on enemies that use manufactured weapons so you need other tactics for other fights.
Maxximilius wrote:
Can you link me to this please in case I ever decide to play one. They could be an interesting character.
Monk
Monk: Because I really enjoy characters that get to do lots of things. Why play a fighter who gets to roll 1 and pass his go when you can be a monk and make multiple attacks, trip your opponent and then turn away an arrow from the enemy archer. Bard: Another versatile character class. Great range of skills and with the spell Borrow Skill you can be good at almost anything. You also buff the party whilst being quite good at fighting yourself. Wizard: For quite a while I really wanted to play an Inquisitor because they are seem quite similar to a bard. But I am now playing one in Carrion Crown and am a little disappointed. On the other hand I had never been interested in playing a primary spell caster but I recently got the chance to play in a short campaign and decided to give a wizard a try because I knew I wouldn't be committed to him for a long time. I really enjoyed it and that is why it is currently my 3rd place choice.
James Jacobs wrote:
There's a version of them in Throaty Mermaid as well.
I was really interested in reading the masterpieces when I heard about them. The problem is that they are just not very good, apart from a few that if you were given for free you might use occasionally, but not worth giving up a feat or spell for. Almost everything in a master piece feels like a weaker version of a spell that another class can cast a few levels earlier. I hope that Paizo realise that and release some that are a little more tempting in the future.
Search Posts
The residents of Torch show dismay in both their words and actions. As one stands on a street corner and listens it is clear that the extinguished torch is the only subject of import. Those freshly arriving in town to answer the job posting regarding the extinguished torch are directed to the Town Hall. As they arrive at the Town Hall they see a small group waiting in the entry foyer, they too seek to help Torch in its time of crisis. The group is greeted by the receptionist, a young human lass, who informs them that, "Thank you so much for you offer to assist! Councilman Bazlundi Otterbie is out with Joram Kyte trying to find a way to address the town's growing waste problem. Councilman Soceal Murgrave is at home nursing a headache, his third in as many days. I hope he isn't growing ill! So Councilwoman Dolga Freddert will be out shortly to tell you all you need to know." As an afterthought the young human says, "Councilman Khonnir Baine has yet to return from his expedition in to the Black Hill Caves. I do hope he and his group find their way back soon..." It is clear by the way her bubbly voice lowers that she holds little hope of this outcome This is a chance for the party to officially introduce themselves to each other, and if they somehow know one another to establish a general link. (Roll 1d20 for starting rumors)
Formatting Text: Speech is bolded Personal thoughts in italics Out of character in... out of character.
Welcome! This will be the are to post questions, comments, and intra-player talk out of game. Characters can be tweaked up until the actual play starts, so if you have any last minute purchases or want to change some details, feel free. Character classes and archetypes are not changeable at this time. This is my first time DMing a PbP, so if you have any suggestions on how to help the campaign run smoothly I'm all ears. Please post as soon as able.
Iron Gods Recruitment (Gestalt, 5 players)
Character Creation: *It is assumed applicants have read the Iron Gods Player's Guide available here. Source Material : Paizo published material only. No third party material. No exceptions. Races: All core and featured races are permitted. Tiefling and Aasimars may use alternate heritages, but may not replace their SLA with the alternate abilities table. Androids are the only preapproved uncommon race. Any other uncommon race must meet the following criteria:
Alignment: Any non-evil. Must be a team oriented character. Classes: Any class except Summoner. Unchained variants for Barbarian, Monk and Rogue are allowed. No prestige classes. Gestalt rules are in effect. Starting EXP/Wealth: Characters will start at level 1 using max starting wealth for whichever class has the higher starting gold. Stats: Roll 4d6, drop the lowest 2, add 6 Skills: The Unchained Background Skills variant is in play. With this, one skill point must be in profession or craft. Use this to explain how your characters makes a living when he/she is not adventuring. Feats: Each characters receives the following as bonus feats at creation:
Characters may not start play with the Technologist feat, unless it is gained as a class feature. Traits: 2 Traits + 1 Campaign Trait. No drawbacks. Campaign traits will not be duplicated, meaning each character will have a unique campaign trait. Languages: Androffan is only available to the character with the Numerian Archaeologist campaign trait. It may not be learned through a high intelligence bonus language, or linguistics. This supersedes the player’s guide. It may be learned later in the campaign. Animal Companions and Familiars: ACs and familiars are restricted to those listed in the player’s guide + Pilo and Sorico. (Link) Backstory: I like reading about interesting characters. This can be a couple paragraphs, or a couple pages, either way please don’t force an aspect just for a specific trait/feat/choice. If necessary refluff as appropriate. I want to see backstories that read naturally and sound plausible. Otherwise, ensure to clarify if you’re a Torch citizen or an outsider. *Characters will have met prior to the adventurer start, but for now write only your character. We’ll establish links between characters after final selection. Maps: Maps will be posted on Roll20.net. All gameplay will occur in the gameplay thread. Recruitment Period: Applicants will be accepted through April 8th. DM reserves the right to close recruitment early if all slots are filled. Note: When creating characters, make what you want to play. Please try to avoid making a character for each traditional role just to check the block.
Hopefully someone can help clear up confusion between the Swashbuckler's Whirling Dervish archetype and Paizo's FAQ regarding bucklers. The two points in question are referenced below. Dervish Finesse (Ex):
A whirling dervish can treat a scimitar as a one-handed piercing melee weapon for the purposes of the swashbuckler's finesse and all feats and class abilities that refer to such a weapon. She must not be carrying a weapon or shield in her off hand to gain this benefit. This ability alters swashbuckler finesse.
Paizo's FAQ on Slashing Grace and Bucklers So, can a Whirling Dervish use a buckler and still gain the benefit of Dervish Finesse, same as she would with Swashbuckler Finesse?
Hey, all. I was building a Vetala-Born Dhampir Kineticist for my group's (not PFS play) upcoming Reign of Winter campaign, and noticed an oddity with the Overwhelming Soul archtype. Kineticist (Overwhelming Soul): wrote: Mental Prowess: ... She can't choose to accept burn, through she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather and infusion specialization. If she would be force to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can't be removed with restoration or greater restoration, but which disappears automatically after 24 hours... *emphasis mine* Dhampir Resist Energy Drain: wrote: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. So if I'm applying these two correctly, the Dhampir Overwhelming Soul can fail concentration checks all day without any actual penalty, and with Mental Prowess won't lose the negative level required to kill him. This effectively negates the class penalty replacing burn, excepting for if he take negative levels from another source. Then ya, it's a bad day... or would be if he was alive. 1) Is this the correct way these two abilities interact, or would a Dhampir be subject to negative level penalties inflicted by himself on himself? 2. Assume he had max negative levels from Mental Prowess (character level-1), and then received a negative level from another source. Under this circumstance, he'd have to raise, have the appropriate restoration cast, but would return with character level-1 of negative levels still applied right? (Or, does death bypass the cannot use restoration or greater restoration to remove self inflicted negative levels?) 3. If the above dead dhampir was revived after 24 hours, would the self inflicted negative levels still be on countdown? Or are they removed after 24 hours regardless of if the dhampir is alive or dead? If they are removed, does he return to life the next day with only the other source negative levels applied? |
