Yeah, he can, but who wants to spend every fight casting the same 2-3 spells? I will gladly give up overrall damage to be able to lift my rod in the air, and bring down a bolt of intertwined electric and sonic damage that deafens everyone and lets them know Master of Storms is in the MFing house.But when even the bosses hunchbacked minion is making the save and only getting scratched, kinda kills the drama. Anyone know if there are alternative rules to magic items low DCs?
I agree with Rambear's advice. Players (usually) put a lot of thought and plannng into their characters. Killing them willy nilly is a great way to piss them off and make them not want to come back. A PC should only be killed if they do something profoundly idiotic. Perhaps, the viking boss decides to spare the PC,hit him with non-lethal damage in order to knock him out, with the plan to pressgang him into service as a slave rower. If the PCs killed a few minions on the ship, the Viking Captain needs the man power, especially if a storm is coming their way.
It's not so much that the items themselves, suck. Many wondorous items have really neat sounding, flavorful abilities. The problem seems that price and the DC are way out of balance. What really made me want to make a thread about this is The Rod of Thunder And Lightning. In our current Skulls & Shackles campaign, I am playing a Storm Druid / Master of Storms. This rod seems a really good fit for my character, helping him call down the fury of lightning and thunder...but after saving up for so long to afford one, I find the DC 16 saves are easily passed by pretty much every enemy we face, leaving me dealing a meager amount of damage. The same is true for many other items I'm looking at, most of which don't have save DCs higher than 17. Anyone else notice this? How do you deal with it in your game?
From the D20 website regarding weapon size:
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder. Inappropriately Sized Weapons: A creature can't make optimum use of a weapon that isn't properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn't proficient with the weapon, a –4 nonproficiency penalty also applies. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all." I don't know why I'm having such a hard time wrapping my head around these rules. Question is simple: Can a large creature use a huge 2H weapon, and if so, at what penalties? -2? And how would the Fighter [Titan Mauler] ability, Massive Weapons factor into this? The class feature reads as "She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0)."
Pretty sure I know the answer, but wanted to check in case I was missing out... Certain domain powers, such as Storm Burst or Rebuke Death read as "for 1d4 points of damage plus 1 for every two cleric levels you possess." This is different from the wording in spells, such as Lightning Bolt that say "deals 1d6 points of electricity damage per caster level". Just to clarify, at 10th level, my rebuke is healing 1D4+5 damage, not 5D4+5?
Currently playing Skulls and Shackles as a NE druid. It's fun to take a break from the goody-two shoes heroe role, and get mean and vile. If I was going to play ratfolk, I'd go alchemist. Try to figure out ways to sneak aboard othr ships at port, poison their rum, food and water, then wait for them to leave port. Give them a day or two to ingest tainted supplies and get sick or die, then BAM! Free ship to take back for squibbing, selling and looting. Very in line with the "rat" concept and puts your class abilities to use. Great way to earn admiration from NPC crew, & appreciation of your captain.
"Step 4 - Build Terrain Improvements
All of that means that, potentially, the party could build a Farm, a Mine or Quarry, and prepare the hex for settlement, all in the first month, at a cost of 12 BP. Note that this is only an option in a Hill hex, as Plains hexes do not accommodate Mines or Quarries. This is all up to you." Post by Mackenzie Kavanaugh Just started reading the Kingmaker adventure paths. I'm understanding most of the rules so far, but am getting tripped by on the terrain improvements. Let's use a very simple example- The players have explored a hex, cleared of any threats and are ready to build in the hex. First, they must decide on what terrain improvements to spend BP on, such as building roads to connect to other hexes, or adding in an aqueduct to channel in some water from a river in a nearby hex. Additionally, they can build a farm, sawmill, or whatever else is listed under terrain improvements. Once this is done, THEN they refer to the district grid and begin spending more BP to construct buildings, following those rules. My main question is, is there any limit to how many terrain improvements they can add to a single hex? The above post seems to indicate that it is up to DM discretion. If this is correct, my leaning is to just split them into two categories- Infrastructure for roads, highways, aqueducts, and canals and Resources/Defense-Fort, Watchtower, Sawmill, Farm, Fishery, Quarry, Mine, Vineyard, and allow the players to only pick two from either list, per hex.
First off, I apologize for any spelling, grammatical. or punctuation errors. Typing on a tablet isn't always the easiest of tasks. I'm a big fan of D&D/Pathfinder. I currently DM a game, running Rise of The Runelords , and play in one that just started. My work schedule doesn't permit me time for anything else thatis face to face. I would really like to try a PBEM game, with just myself, and the DM, or maybe with just one other person. I would prefer something in Golarion so that I have a world reference. I DON'T want a by sort of whack, crazy settings, they just aren't my thing..I can commit to a minimum of 2 to posts a day, probably more, if the DM can keep the excitement flowing. Hit me up on here, or E-mail me at Omega_zen@hotmail.com if you're interested. The most exciting idea will get me as a player.
This came up during session. How much does a cure light wounds wand heal? It has always been my understanding that you calculate the minimum caster level needed to craft the wound. Since Craft Wand requires Caster Level 5, wouldn't that mean the spell being "put into" the wand, heal 1D8+5? Someone said it would heal 1D8+1, but couldn't really justify why they believed this to be true. Thoughts?
Hey people, my troupe and I are going to be starting Rise of the Runelords in January. Until now, we've sort of done homebrew style Pathfinder games. This will be our first foray into Pathfinder campaign arcs. I was wondering if there were any characters in Rise of the Runelords that appear in the other Pathfinder arcs? For example, if any of you play Shackled City, Savage Tides or, Age of Worms, Celeste, the beautiful angelic outsider was a constant character, who always appeared as an ally of the party at some point. Do the Pathfinder arcs have anyone like that? Thanks in advance.
Experienced player, I'm looking for a group to play with in Tallahassee, Florida. I would really like to play in a campaign, or "module" as some people call them. What I'm not looking for is a bizarre 35th level campaign where we destroy entire galaxies with cheese, or other silly random ideas like that. I can play any day of the week, just have to be done by about 10:30pm, so I can make it to work. E-mail me at omega_zen@hotmail.com
Dalan Graycloak wrote: We have a regular group on Sundays from 1 pm to 6ish in Tallahassee, FL. We're finishing up a homebrew campaign, and about to start the Kingmaker Adventure Path beginning at level 1. Great group with players going back to 1st edition D&D. Brand new players with good sense of humor and laid back attitude are welcome! Reply to me here or post a message. Thanks! HEY! It's Nov 9th, 2012, and I hope I'm not too late in replying to your ad! I have been dying to play Kingmaker since a friend told me the concept of the adventure path. I'm 25 years of age, have been playing D&D since 3.0. I couldn't stomach D&D 4.0, and have really come to love Pathfinder. I'm not a rules expert, but I know how to design and level a character within the rules, I'm a consistent player, always show up on time, and am equally good at role playing and combat. Furthermore, I don't mind filling in the party with any missing character roles, and I usually bring food to the game to share. You can e-mail me at omega_zen@hotmail.com, or text/call me at 850/363-8781. I'm really excited to hear back from you.
Well, thank you, but I wasn't really looking for advice, just a double check on the numbers to make sure I'm keeping within the rules. Thanks for the catch on my error, Nipin. I'm using the heavy maces because it's the concept I had for the character. I'm not worried about min-maxing the numbers. Edit: I guess this should have gone under the Rules Question board, rather than the Advice board, huh?
Hello!
The damage rolls for a full attack: 1d8+1d6(Fire; flaming weapon)+11
My modifiers for the attack rolls:
My modifiers for damage rolls:
I think that's everything. I prefer to play the game as strictly within the rules as I can, so let me know if you spot any errors.
Oh, the +1 Shocking Mandolin was just sort of a flavor item I wanted him to have. Was going for a halfling bard that was a bit of an eccentric rockstar, who played epics in the style of Iron Maiden. Here is my reasoning:
Most bard spells have somatic components as well. If my hands are busy strumming a mandolin, **even as a free action**, they cannot also be busy weaving the intricate designs (somatic components) required to channel arcane energies. If my bard was a singer, or could switch to singing his bardic music abilities, his voice cannot simultaneously sing epic odes to inspire courage while chanting the words of arcane magic. That's just my take on it. I'm trying to find a way around it, while making sure the character remains legit. I like to build within the rule limits.
I'm designing a bard to take as a cohort at 7th level. He'll be using Performance (Strings) as his main musical ability.
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