Assuming a campaign with 4 PCs runs until 20th and each one takes leadership, what would be the best four cohorts to support most parties (each cohort being level 18 at the end)?
I figure it would be something like:
Loremaster 10 / Wizard 8 for a crafter,
What do you think?
So a player creating a 17th level character wants to have evolutions permanencied onto him. I was thinking of the following spell (basically a 6th level evolution surge, but for humanoids):
6th Level Spell
Permanency cost would be 21,250 gold because the spell can only be cast by 6th level casters
That's the gist of it, what do you guys think?
*Edit: experimenting with item creation, an Ioun Stone of this spell would cost 768k gold (6th level spell X 16th level caster X 2k X 2 [for slotless) X 2 [for minute/level duration])
The Permanency cost feels too low, but the item cost feels too high?
Ah, didn't know that - thanks :)
*Edit: where did your post go? But yeah, even if it is PFS CORE I'd still recommend a bard; bards are much better at skills than rogues (they end up with more skills and have higher bonuses) & contribute more to combat (inspire courage ftw)!
1. I'm assuming those stats are rolled, because otherwise the 5 charisma must be wrong on a human
Your character fits fine with your background story, to answer your original question. If this is your first character however I'd recommend an easier class to build such as a ranger with the weapon and shield combat style (if you're attached to having a shield, otherwise a switch hitting ranger is an excellent first character to build & play); fighters are difficult to build as well as other classes.
Oh that brings back memories; my party bought a spinosaur to use in combat but had it retreat because the peluda is so dangerous underwater
Treasure in APs should be about twice WBL (based on number crunching I've done in Skulls and Shackles, among other books). Parties won't get treasure after every encounter, but will instead get larger bundles of treasure less frequently. Later on, items from creatures becomes the majority of the loot, assuming one faces humanoids as they're well equipped. Parties should be able to sell everything for half and still be WBL
What do you guys think of this for a high-fantasy, "nostalgic", character creation? The idea is to allow classes to use everthing at their disposal, so the changes would be:
1. Core classes and races only
I think a few major problems might potentially be:
1. Clerics and Druids would be very powerful
To be clear, I'm not actually considering playing a game with those rules (yet); I'm merely brainstorming some crazy character creation mechanisms. Let me know if I missed any potential problems/fixes :)
Necroing because I'm curious if there's an answer - I'm running Skulls and Shackles and I know that my players will ask how far away they can see ships. In the middle of the first book the flavour text says something along the lines of the Wormwood chasing down a ship, "until by dawn less than half a mile separate the two" - should I be using common sense here or are there rules governing this situation already?
How often are random encounters supposed to be rolled in adventure paths? I'm running Skulls and Shackles now and can't seem to find any information on it; I've run Kingmaker before and know that it's a 15% chance per day/night exploring, but am not sure if it applies outside of that.
How often do you roll for random encounters in your campaigns?
I have two questions:
1. If a PC wants to craft whilst on the Wormwood or the Man's Promise, can they (and if so for how many hours a day)?
2. For weather after the Wormwood (and besides the storm on the Man's Promise), what would you guys use? The Shackles are tropical, but I don't think the temperate or desert weather generators are appropriate
Bumping (even though I doubt Shaun is around anymore) because I'm curious as well and don't want to needlessly create a new thread.
Also, after the Man's Promise is captured, what should I use to generate weather for the AP? I know there needs to be a storm around the 4th day, but besides that I'm unsure what to do for weather generally.
I guess if you make an item that casts a 9th level spell with every metamagic feat the spell level would be 101, needing a CL of 201 to craft. That being said, you can craft items if you don't have the right CL; it's just an extra +5 to the spellcraft DC.
*Edit: lol ninja'd on the +5 to spellcraft DC
To be fair the website usually works fine; Pathfinder is fun enough that I'm sure people will enjoy themselves regardless
Roll 13d12 in order; the highest roll is the number generated (re-roll ties).
Ex: 3, 6, 12, 5, 4, 7, 9, 2, 12, 2, 4, 7, 3, 8.
The third & sixth rolls were tied, roll randomly to see which number was generated.
If you need numbers from 1 to 26, simply:
Ex: six was generated, and 6*2=12; 1d2-1=0; number is 12
13 is a prime number so I can't think of a way to narrow it down further than that, sorry
Literally, or figuratively? This is Lamashtu we're talking about
I'm actually doing this for my campaign. The party's bard has leadership and wanted a healer, so I made this:
Aasimar Life Shaman (Witch Doctor) 5; VMC Cleric of Pharasma (True Neutral, spontaneous cure, Healing (Medicine) domain)
Str 10, Dex 12, Con 13, Int 8, Wis 20, Cha 18
Feats: Fey Foundling; Signature Skill (Heal)
Key points: Witch Doctor, the life spirit, and VMC cleric give three different pools of channel (albeit the third by 7th level). She has a mauler familiar to keep her safe, but otherwise only buffs and heals in combat. She can take 10 on heal checks to cure twice a person's level + her wis mod; if she rolls she can do so twice and take the highest (and it only takes a minute to treat deadly wounds, not an hour). FCB for human enables her to cast situational spells from the cleric spell list
TL;DR - lots of healing, if not much else (doesn't overshine the party except for the warpriest a little bit, who used to be the party's healer)
The weather section says: "Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind."
It later says: "In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell."
Does this mean that rain imposes a -8 penalty to perception?