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From what I have seen, there is still quite a bit of interest in PFS1. The lack of continued support has many of us frustrated.
Last year, I had begun work on a website for continued PFS1 support, which would potentially include 3rd party products/scenarios/modules/etc. (with approval of some kind, of course) to continue support for PFS1. I had stopped working on it, since I wasn't sure there was a need for such a site, but perhaps that has changed.
So you know, I am not a person who dabbles in web development. I have been writing applications that run over the web for 17+ years. This is what I am paid to do professionally. It was, what I would think, something that everyone would want from a reporting system....including the ability to use it on mobile devices and the ability to get a "report" on everything you have played with character level/scenario tracking built in. There are other features I had been working on as well, but I shelved the code last summer.
At this point, I want to gauge how much interest there is in continuing the site. If there is a good amount and the site would be used, I'll be glad to bring it back online and continue to develop. I would also probably want a few beta testers to play with the site, see what they can do/break, if I could get some volunteers.
Please reply to this post if you would be interested in some type of continuation of PFS1 (or at least like this post) so I can determine if it is worth my time and money.
Assuming I have the 5 ranks of Knowledge(Planes) from other class levels, if I take a 1 level dip in Hunter, I now have the "animal focus class feature" of Hunter.
What happens if I take the Planar Focus feat and choose say Cold or Fire? I only have one level of Hunter, so do I still get the minimum (1d4 damage back or 1d6 fire added to my attacks) or since I don't have "enough" levels in Hunter, those abilities don't work yet?
What I'm looking for is this:
Any melee weapon
Damage type changes from piercing/slashing/bludgeoning to some type of elemental. I don't want it to deal P/S/B damage any longer, I want it to deal some type of elemental (or other) damage type.
I don't want an addition, like Frost or Flaming. I want it to change the actual damage it deals, similar to Mage Shot (Cold).
I've done some searching, and I can't find anything like what I'm asking. But some of you are WAY more knowledgeable than I (and you have more ranks in Google-Fu), so I'm hoping someone may know of an item.
Thank you!
First, the link to the item in question: Holy Symbol Compartment
Does that mean, the item/potion is always considered "in hand" for the purposes of drinking the potion? I mean, a cleric can grasp the holy symbol for "free" when casting a spell (assuming a hand is free in each case), right? So, if I had a holy symbol around my neck with a potion in it, and a hand free, it would be a standard to drink the potion?
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The links under "My Account" change according to what forum you are in. This is easy to duplicate:
1) Log in to the website
2) Select Community -> Organized Play. You're now at Community / Forums / Organized Play.
3) Click on My Account to bring up the menu.
4) Hover over Organized Play. Look at the link. It is: paizo.com/community/forums/organizedPlay/myAccount
4.5) The link SHOULD be: paizo.com/organizedPlay/myAccount
This happens with pretty much every link/menu once you are in a forum.
I'm a web developer, so I'm going to give my opinion on another part (this isn't a bug like above, this is opinion):
The main menu changing once you are in a forum is annoying. The main menu shouldn't change, it should always stay the same. A secondary menu with options for that specific area should appear. I get that the main menu has been pushed to the very top header bar (above the search), however, you cannot access the normal submenus when clicking on those, so it makes the use of those buttons limited.
Does anyone have any ideas on how to gain an aura of fear, besides using a polymorph spell such as Fey Form III or Undead Anatomy III? Preferably a magic item, but I might be able to work with a non-personal spell.
Suppose I am playing a Samsaran, and intend to use the Mystic Past Life Alternate Racial Trait, that allows me to add some spells from another class to my current class.
So, my current class is Summoner, and I'm looking at adding Sorcerer spells. As a summoner, you can cast spells with a target of "you" on the Eddy as a touch spell, so long as it is on your Summoner spell list...which any spells added with Mystic Past Life would be. So, one of the spells I'm considering is the Beast Shape line of spells (or ones like them, such as Undead Anatomy or Monstrous Physique).
The problem is this: What the hell would happen to the Eddy if I did that? If it's a bipedal it's a bit easier, but what if I chose a quadruped or abberation? On top of that, what happens to his evolutions?
I know the easy answer would be "just don't do that, it hurts my brain"....but let's face it, there are some smart people here who really know the rules...so I'd appreciate a bit of help.
So, I'm looking at the Skald. The Skald gets a limited number of perform skills (not all, like the Bard)...specifically, it does NOT get Perform(comedy).
Now, I see nothing in the Rage Song that says I couldn't use Perform(comedy) to do my Rage Song, right? From what I can tell, the only thing I would lose is Versatile Performance...or am I missing something?
I understand the rules for applying GM credit. But, to make it easy, let's say I GMed 5 level 1-2 games and applied the credit to a new character. Everything for the chronicle sheets are 100% legal.
So, chronicle sheet wise, that character is level 2, great.
Do I build that character as a level 2 character, or do I technically build it as a level 1 character, then level it to level 2.
There's a specific reason for this question:
Let's say my new character is going to be a Human War Priest. I get 2 feats to begin (Human and 1st level). One of those feats, I'd like to take Power Attack, which requires a +1 Base Attack Bonus.
If I were building this character as a level 1 character, then leveling him to level 2, I could not use the human or 1st level feat to select Power Attack (However, I could technically retrain it using this Faq). However, if I am building him as a level 2 character to start, then he actually qualifies for Power Attack and I can use the human/1st to take it.
So, here is a bit of a tricky situation.
Two players have told me they like the Spell Warrior Skald and intend to play one in an upcoming game.
So, my question is, can someone accept the Weapon Song, Enhance Weapon song from multiple sources? Assume, in this case, that the partner's weapon is already magical (to make it easy).
Skald 1 starts singing and chooses to enhance weapons with flaming.
Skald 2 starts singing and chooses to enhance weapons with shock.
If they were trying to enhance the weapons with an enhancement bonus, it specifically states that the bonuses don't stack. But that isn't what they are doing in this case.
Thanks for the help
I have a potential odd situation. I played 2 level 7 pregens (both were 7-11 scenarios) and that character is currently sitting at 17 experience (lvl 6.666).
If I play one game worth 1xp, this is easy. I go to level 7, apply the two pregens chronicle sheets, and jump to 7.666.
However, if I play a game with 3xp, I'll jump to 7.666, then have to apply the two pregen sheets.
Here is where I am confused...
1) Since they are both 7-11 modules, it's not a big deal. I apply both sheets to the character, taking her to 8.333.
2) Since I played them with pregens that were level 7, I can only apply them to a 7th level character. I can apply one of them, but then the other is effectively "lost" since I am now over the appropriate level.
3) They were supposed to be applied to fresh a 7th level character. Since the character isn't a fresh 7th level character, the sheets are effectively "lost".
or is it something else?
Would it have mattered if the chronicle sheets were of a different level?
Thanks
Background (may skip if you want): A friend and I were having a lengthy discussion about the Flame Blade spell and how it made him feel like a Jedi. I pointed out the Green Scourge archetype for Druid, but we were underwhelmed to say the least. That is when I went about creating the following Archetype...
Saber Master - Hunter Archetype
Alignment: The Saber Master's alignment must be neutral aligned in some way. She is not permitted to be LG, LE, CG, or CE. This alters the Hunter's alignment.
Class Skills: The Saber Master adds the following skills to her list: Acrobatics, Diplomacy, Knowledge (nobility), Knowledge (religion), and Sense Motive. The Saber Master removes Knowledge (Dungeoneering) and Knowledge (Geography) from her list of skills. This alters the Hunter’s class skills.
Weapon and Armor Proficiency: The Saber master is proficient in simple weapons and his saber (see below). The Saber Master is proficient with light armor only. The Saber Master is not proficient with any type of shields. This alters the Hunter’s weapon and armor proficiencies.
Canny Defense (Ex): When wearing light or no armor and not using a shield, a Saber Master adds 1 point of Wisdom bonus (if any) per two Saber Master class level as a dodge bonus to her Armor Class while wielding her saber. If a Saber Master is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
This replaces Nature Training and Wild Empathy.
Animal Focus (Su): At 1st level, a Saber Master can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her Saber Master level. The Saber Master can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The Saber Master can emulate only one animal at a time.
See the Hunter Animal Focuses section for a full list of Focuses from all sources.
This alters the Animal Focus ability of the Hunter.
Saber (Su): At first level, the Saber Master learns to create a saber of various types of energy. She can use this ability for a number of rounds per day equal to 2 + her Wisdom modifier. At each level after 1st, the Saber Master can use this ability for 2 additional rounds per day. This weapon is treated as a one handed, light weapon. Weapon specific feats (such as Weapon Focus) may select “saber” to affect this weapon.
Creating a saber is a standard action that has a somatic component. This provokes and Attack of Opportunity, unless the Saber Master has the Quick Draw feat, but it is still a standard action to create. The saber dissipates if the Saber Master becomes unconscious, but not if she is paralyzed.
While the saber has a magical aura (conjuration) and detects as magical, it may not be dispelled. Red, Blue, Yellow, and Green (see chart below) sabers still function in an area of anti-magic, while the other blades are suppressed, but still count towards rounds used. The saber cannot be sundered, unless it is in physical form (see below).
Each time the Saber Master creates her saber, she must select an element to align with. The elements available are restricted by the Saber Master’s level.
lvl/Saber Color/Damage Type
1/Red/Fire
1/Blue/Cold
1/Yellow/Electricity
3/Green/Acid
3/Purple/Physical*
5/White/Divine*
5/Black/Divine*
7/Gray/Sonic
9/Transparent/Force
*see notes below
Attacks with the saber are melee touch attacks that deal 1d6 + 1 per 2 levels of Saber Master (minimum 1). The damage it deals is associated with the element chosen in the above chart. The critical range of the saber is 20, and the critical multiplier is x2. Since the blade is immaterial, the Saber Master’s Strength modifier does not apply to the damage.
At 3rd level, the Saber Master may creature a Purple (physical) saber. This saber deals damage as a physical weapon, but has a critical range of 18-20 with a multiplier of x3. Unlike an element chosen, the Saber Master’s blade is now material and deals bludgeoning damage. The Saber Master applies her Strength modifier to damage. While in this form, the saber has a hardness of 10, 1 hit point per Saber Master level, and weighs 3 lbs.
At 5th level, the Saber Master may create a White or Black (Divine) saber. A white saber deals no damage to good or neutral aligned creatures, while a black saber deals no damage to evil or neutral aligned creatures. The damage type is physical, but it ignores the first 5 points of physical damage reduction when used against evil (white) or good (black) aligned creatures. For the purpose of other damage reduction, when using this saber, it is considered magic, good (white) or evil (black) aligned, and silver.
Dismissing a saber is a standard action, that does not provoke an attack of opportunity.
Only the Saber Master may use her saber. Anyone else attempting to wield a Saber Master’s saber takes 2d6 fire, cold, and electricity damage (for a total of 6d6) per round. This damage bypasses all damage reduction, but not immunities.
Due to the Saber Master’s spiritual connection with her saber, no beneficial outside influences may affect the saber (for example, the Paladin’s Divine Bond, the War Priest’s Sacred Weapon, Deliquescent Gloves, or spells such as Greater Magic Weapon cast by someone else). Spells cast by the Saber Master may affect the saber, but only spells cast from this class or from scrolls via Use Magic Device.
This ability replaces the Hunter’s Animal Companion, Precise Companion, Hunter Tactics, Improved Empathic Link, Raise Animal Companion, Speak with Master, and Greater Empathic Link.
Saber Technique (Ex): Through study and self-reflection, the Saber Master has learned way to improve her saber or her fighting technique while using her saber. At 4th level and every 4 levels thereafter (until 5 total improvements at level 20), the Saber Master discovers how to alter her saber or how to fight with her saber in new and exciting ways. Unless otherwise stated, she may only select each improvement once.
At 4th level, a Saber Master may select from the following improvements:
- Dual Blade: Another blade extends from the saber, and the saber is now considered a two bladed saber, with the “double” property. The saber master gains the Two-Weapon Fighting feat for free, and does not need to meet the prerequisites. The saber master may select different elements for each end of the saber, however, the total Master Level Requirement of the blades combined may not exceed her level. (Example: A 4th level Saber Master can choose Red/Blue/Yellow and Green (a total of 4), but may not choose Green and Purple together until 6th level).
Alternately, the Saber Master may choose to create two separate sabers and wield them in each hand. They are considered light, one handed weapons for two-weapon fighting penalties. She still gains the Two-Weapon Fighting feat for free without meeting the prerequisites.
- Increased Damage: The saber’s damage changes to 1d6 + 1 per level (instead of 1d6 + 1 per 2 levels).
- Observation: The Saber Master may take a move action to center herself and to study her target. This gives the Saber Master a +1 circumstance bonus Bluff, Intimidate, Knowledge, Perception and Sense Motive checks attempted against the target, and a +1 circumstance bonus on saber attack rolls against it. The Saber Master can only maintain these bonuses against one opponent at a time; these bonuses are in effect until either the opponent is dead or the Saber Master studies a new target.
- Increased Critical: The saber’s critical range increases by one step (from 20 to 19-20, 19-20 to 18-20). This has no effect on the multiplier. This has no effect on a Purple (physical) blade. This improvement may be taken twice.
- Saber Finesse: The Saber Master may use her Dexterity modifier on attack rolls instead of her Strength modifier.
- Quick Reflexes: The Saber Master gains the Combat Reflexes feat, but using her Wisdom modifier in place of her Dexterity modifier.
- Weapon Modification: The saber is created with one of the following abilities: Called, Countering, Cruel, Deceptive (+2 bonus), Defending (+2 bonus), Fortuitous, Ghost Touch, Menacing, Spell Storing (only usable with spells cast by the Saber Master), Throwing and Returning, Vampiric, or Vicious (damage to wielder may not be reduced). This ability may be selected more than once. A saber may not have the same ability more than once.
At 8th level, a Saber Master adds the following improvements to the list that can be selected:
- Dual Blade Fighting Technique: The Saber Master gains the Improved Two-Weapon Fighting feat. She must have selected the Dual Blade improvement.
- Weighted Blade: The saber’s damage increases by one die. This only affects the damage die, not the bonus damage. This ability may be selected multiple times. Its effects stack.
- Saber Grace: The Saber Master may add her Dexterity modifier on all damage rolls using her saber. This improvement replaces Strength when using the Purple blade.
- Advanced Fighting Technique: The Saber Master has focused on her saber fighting to the exclusion of all other weapons. She loses all weapon proficiencies except for saber. All feats she has that selected a specific weapon, changes to the Saber Master’s saber. She treats her Saber Master levels as fighter levels for prerequisites of combat feats. Finally, she gains one combat feat of her choice, but she still must meet prerequisites of that feat.
- Focused Core: The saber ignores the first 5 points of elemental damage reduction associated with its blade (or blades in the case of a Dual Blade). This ability may be taken multiple times, its effects stack.
- Powered Hilt: The Saber Master can keep her saber active at all times. She is no longer restricted to rounds per day.[/b]
- Parry: The Saber Master gains the Opportune Parry Swashbuckler deed (but not the Riposte portion). She is considered to always have 1 panache point for this ability.
- Advanced Modification: The Saber Master replaces one ability she selected with the Weapon Modification improvement, with one of the following: Advancing, Burst (on a critical hit, the saber deals an additional 1d10 damage), Furyborn, Invigorating, Truthful, Greater Vampiric, Wounding (cannot be used with Red, Green, or Yellow blades). This ability may be selected more than once. Each time it is selected, the Saber Master must replace a different Weapon Modification. A saber may not have the same ability more than once.
At 12th level, a Saber Master adds the following improvements to the list that can be selected:
- Transformative: Upon striking a foe, the Saber Master can make an appropriate Knowledge check. If she successfully learns about a physical or elemental defense or vulnerability, she may use an immediate action to change the element associated with her saber. If the saber master has the Dual Blade improvement, this will only affect one blade at a time.
- Saber Style: The Saber Master gains a bonus style feat or a feat in the same path of a known style feat. She is treated as having Improved Unarmed Strike for this feat, but must meet all other prerequisites. She is treated as having the Aestic Style feat with her saber and may use it with any style feat she knows (allowing her to use Aestic Style and another style at the same time). In addition, she may use a round of her saber ability to gain the use of a feat in a style’s path (such as Crane Wing) for a round. If she has the second feat in the style’s path (either naturally or through this ability), she may use an additional round of her saber ability to gain the 3rd feat in the style’s path for one round.
This ability may be used in conjunction with the Powered Hilt improvement.
- Furious Attack: Once a day as a full round action, the Saber Master calls upon her inner strength to make a series of iterative strikes with her saber. She makes eight attacks at her highest base attack bonus against a single target. Each attack deals a type of damage equal to a different elemental focus. The attack’s elemental focus is always the same order: Red, Blue, Yellow, Green, Purple, White or Black (wielder’s choice), Gray, then Transparent. If the foe is killed, all other attacks are lost. At the end of her Furious Attack, the Saber Master is exhausted for four rounds.
This improvement may be taken multiple times. Each time it is taken allows the Saber Master to use this ability one more time each day.
- Riposte: The Saber Master gains the Riposte portion of the Opportune Parry and Riposte Swashbuckler deed. She is considered to always have 1 panache point for this ability. She must have selected the Parry improvement.
- Expert Modification: The Saber Master replaces one ability she selected with the Advanced Modification improvement with one of the following: Gory, Repositioning, Speed, Elemental Blast: Each hit with a saber with this ability reduces the target’s elemental resistance currently aligned with her saber the by 5 points for 1 round. These reductions stack with each other. On a critical hit, the saber reduces all elemental resistances by 10.)
This ability may be selected more than once. Each time it is selected, the Saber Master must replace a different Advanced Modification. A saber may not have the same ability more than once.
At 16th level, a Saber Master adds the following improvements to the list that can be selected:
- Dual Blade Perfection: The Saber Master gains the Greater Two-Weapon Fighting feat. She must have selected the Dual Blade Fighting Technique enhancement.
- Mind over Body: The Saber Master is no longer exhausted after using the Furious Attack improvement.
- Perfect Weapon: The Saber Master replaces the ability she selected with the Expert Modification improvement with the following:
Perfect Strike: When the Saber Master deals a critical strike to an opponent, she rolls her damage for a critical strike as normal. The target must make a Fortitude save, where the DC is equal to the amount of damage the Saber Master would have dealt. If the target fails, it is killed. If it saves, it takes the damage rolled. This is a precision strike, and can only effect targets that are susceptible to precision damage.
- Focused Defense: As a full round action, the Saber Master may focus her attention on one target and draw its attention to her. She makes an Intimidate or Bluff check as part of this ability. If she successfully demoralizes (Intimidate) or feints in combat (Bluff), then the target is compelled to attack the Saber Master and only the Saber Master. By focusing all her energies on that target, she may use the Parry and Riposte abilities twice in one round against that target, but doing so prevents her from using that ability against any other targets for the round. This is a mind affecting, compulsion effect.
To select this improvement, the Saber Master must have the Parry, and Riposte improvements and either the Combat Reflexes feat or Quick Reflexes improvement.
- Bob and Weave: The Saber Master no longer provokes Attack of Opportunities when moving through threatened squares. The Saber master gains an additional 15ft land speed for the round if she moves through at least one threatened square that round.
This ability replaces all bonus Teamwork Feats, and all Bonus Tricks.
Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one.
This alters the Second Animal Focus ability.
The Monk's Robe increases a Monk's damage by 4 levels. Is there anything like that for the Paladin's Divine Bond (weapon)? Did a few searches, can't find anything.
Couldn't find this one anywhere.....
If I get a unique weapon on a chronicle sheet (or just go to buy one normally), does it have to be the same weapon type, assuming it makes sense?
For instance, can I get a Flame Tongue as a kukri or warhammer instead of a longsword?
I will be running Part 2 of Dragon's Demand in a few of weeks, and a part of it is an auction where players can bid on items. While most of the items are junk to an adventurer, some of them are not....such as a Book of Extended Summoning (2750gp), Flesh Golem Manual (8000gp), and a Manual of War (7500gp). Some of these items would be unavailable to purchase due to fame restrictions for some characters. On top of that, the person they are working for offered to pay half the cost of an item (up to 7500gp) for helping her.
So, how do I handle this, officially? Do I let them buy it and write it on their chronicle sheet? Do I just tell them they aren't permitted to bid unless they have enough fame? Is there something else I do?
Does anyone know what the action would be to change a headband?
Here is the issue: I will be playing a cleric / Envoy of Balance. I would like to have both a phylactery of positive channeling and a phylactery of negative channeling available.
Combining them into one object via the custom item creation rules isn't an option, so my thought was: I could have one on and then when I want, I switch the headbands, even in the middle of combat if needed since neither says they have to be worn for X hours beforehand.
So again, the question becomes: What type of action would changing a headband be? Any ideas?
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If I take Brawler, gaining Martial Flexibility, then I take the Fighter archetype, Free-Style Fighter, again gaining Martial Flexibility....do the two types stack or are they two separate pools?
Since it doesn't specifically say that it stacks with other versions, I think they would be separate pools, but on the other hand, the Free-Style Fighter says "as per the Brawler ability".
Edit: Or does the FAQ here apply in this case: FAQ
I've been looking around and can't find an answer to this question...
If I take only levels in fighter, but Arcane Training in Wizard AND Magical Knack....can I actually use 2nd level scrolls without UMD?
This is a question for PFS rules....
As a fighter class, if I purchase a cracked Vibrant Purple Prism as well as a few scrolls of Expeditious Retreat, could I do this:
- loan the prism and a scroll to a spell caster in the group
- the spell caster uses the scroll and casts it into the prism
- the spell caster gives the prism back to me (the fighter)
- I (the fighter) can now use the prism to cast a personal range Expeditious Retreat (one time) on myself when I want
From what I can see, this is completely legal....Obviously I would have to purchase multiple scrolls (for each time I wanted this done) and find a spell caster in the group who can cast the spell (or UMD it).
But I can't see anything that would mark this as illegal. Is there a rule I'm missing? Thanks.
Like arrows, bolts and sling stones, shuriken are considered ammo...but unlike arrows and bolts, they aren't projected from anything, just thrown.
One of my players wants to make a bandolier (chest slot) or gloves (glove slot obviously) that he holds his shuriken in that act like a projectile weapon for enhancement purposes. Effectively, he wants to use bow enhancements on shuriken.
Considering he would pay the same cost as a magical bow, enhances the ammo the same as a bow would, and would be taking up a magic item slot....I'm leaning towards letting him do this. I was just wondering what other people thought.
I started running the Slumbering Tsar set of modules, and while it is going well, the campaign has a LOT of random encounters due to the size of the exploration area.
My question however, is should I be giving treasure out for the random encounters? So far, I haven't, but my group is starting to complain about getting nothing that the creatures didn't have on them (a couple of long spears).
I just wanted some opinions from others.
Thanks.
My players and I have started a new campaign recently and the next day after each gaming session (we play once every two weeks) I have given them a recap of what happened. This often leads to some funny moments being recalled and what not. At the urging of my players, I am posting this up for others to enjoy. If you guys don’t like it, that’s fine, I will stop posting them.
I’ll give you a bit of information about the group and the game. We are starting in a city of my making (in all reality, it’s just a general city, I didn’t map it out or anything). I will be running my players through a series of modules (both 3.5 and pathfinder ones) with downtime in between modules. The first one is the 3.5 adventure, Forge of Fury.
I am running this as a low magic campaign. Single use magic items are available to purchase, but past that, it will be difficult to find magic items. Not realizing it, I made up a whole set of rules for crafting magical armor and weapons that is surprisingly close to 4.0 *hiss boo* rules. There are also lots of non-steel materials available for purchase in this game (once they get the money of course). Contact me if you want more details on these.
Starting at 3rd level, the players are:
Phillipa Gaston: Female Gnome Cavalier (Order of the Dragon) riding a wolf
Shiobhan: Half Orc Barbarian, using intimidate and specializing in kicking ass
Elias: Human Oracle (Haunted Mystery, Flame Revelation), wields a reach weapon
Lukas: Elven Rogue, typical rogue
Dinas: Human Alchemist, specializing in bombs, bit of a pyromaniac
Gattius: Human Inquisitor, ranged attacker, bounty hunter, small spell support
Desmond Miles: Human Ninja (from playtest of ultimate combat), specializing in stealth – he doesn’t want people to know he is a ninja, so he goes by “scout”
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You are in a moderately sized town (how you got there was up to you), called Sheldonopollis (if you get the reference, go ahead laugh, else just shrug it up to one of the DM’s oddities). Any normal gear is available; there are blacksmiths, marketplaces, and even a small seedy underworld/rogue guild. It is not an overly religious place, but there are some temples to various gods. While it is a monarchy, the king isn't the absolute law. He has a council of advisers that, if they must, can override the king (although it hasn't happened in this king's lifetime). He is generally well liked, so there is no political unrest.
Each of you, in your own way, heard that Baron Althon, a local businessman (and purveyor of artwork) had spread word that he was looking for some people for a couple of connected jobs. A bit of information gathering noted that he is a man of his word, even if he is a ruthless in business (he may undercut someone else, put pressure on suppliers of an opponent, or any of a bunch of different sneaky things...but once he has agreed on a price or project, he is a man of his word). He is fairly successful, and has purchased his barony after some very lucrative deals went even better than planned. The Baron lives in a semi wealthy neighborhood, but not the "old money" section.
After arriving at his home, each of you were escorted into a waiting room, and after a few moments the Baron entered. He explained that he was able to obtain the mining rights to an old mine in the Stone Tooth Mountains. He believes, this might be the mine and forge of Durgeddin the Black, an extremely famous dwarven blacksmith who's forget was overrun by orcs a few centuries ago. He even shows you a broken sword (could have been a long sword or a bastard sword) of an odd metal....with a secret sliding portion of the hilt that revealed a sigil in the blade of Durgeddin the Black.
The Baron offered you 1000 gold total, 1/2 of the loose raw non-steel metal materials, 1/2 of the worked non-steel metal objects, and the use of a very rare and valuable Bag of Holding to help carry some of the loot...err buried treasure (the bag is to be returned though) to find the small group of people he sent to the mine months ago. They were there to check out the place and take inventory. After some negotiations by the oracle (diplomacy), the Baron was convinced to raise his price to 1400 gold (200 gp each).
The trip took about 5 days walking to get to the foothills of Stone Tooth. You passed a few small towns along the way and it was an uneventful trip (no random encounters) that seemed to go by in the matter of a couple of minutes (because it did in real life :-D ). When you got closer to Stone Tooth, the group noticed a small path that seemed to run back and forth across the face of the small mountain and a thin spire of smoke rising from somewhere in the distance.
(Here is a link to the first map I found online: http://dnd.sendric.com/adventures/core/htm/images-fof/image02.jpg)
Ignoring the smoke, the group decided to just follow the path and see where it leads. It wound back and forth up the mountain, with the occasional humanoid track discovered (booted). Eventually the scout saw what looked like a precarious situation ahead....a cliff on the left, a sheer wall on the right, a 10' wide path that went about 100 feet to an opening with 2 people (guards it was assumed) on the opening....although not paying much attention.
(Here is a map of where things REALLY start: http://dnd.sendric.com/adventures/core/htm/images-fof/image16.jpg, start at the X, first encounter is the 1)
This was the first time for the group to show how it could work together. Everyone waited for the mounted gnome to charge ahead, which she fearlessly did, skewering the orc on the right (since the party had a 1/2 orc traveling with them, it wasn't hard to figure out these were full blooded orcs...well soon to be bloodless). The bounty hunter then fired his arrow into the second orc, but was unable to kill him with a well-placed shot to the stomach. The 1/2 orc of the party rushed forward and finished off the other guard before he could raise a warning signal. The rest of the party ran up and covered the path that doubled back and up to make sure no reinforcements were on their way. Thankfully, there were none due to the quick killing of the guards.
The scout decided that the steps doubling back up the mountain would be a great place for a few traps, and decided to search them vigorously. (Un)Fortunately, none were found as he proceeded to climb two sets of steps to an open area with a couple more steps and 2 doors slightly ajar. As he rounded the bend, he noticed two arrow slits at the top of the stairs; about 10 feet back from the doors. Thinking they were a trap, the scout hugged the close left wall and began searching for a trap on the stairs. Unfortunately, it wasn't a trap, the arrow slits were manned by orcs. The one on the far right wall could see him and fired...right into his shoulder! An alarm was raised at this point (Intruders!!) and the fighting really got started. (We are at 2 on the map now)
Rushing through the doors, the wolf mounted gnome, the barbarian and the scout (stealthed) found a very interesting defense mechanism (3 on the map)....a large chasm with a rickety rope bridge...and a couple of orcs with bows on the other side! Meanwhile, the rogue tried to sneak around the outside outer wall and took an arrow for his troubles, the oracle breathed fire (!) into one of the arrow slits (close left side), and the alchemist threw one of his patented bombs at the other arrow slit hitting the side of the wall but splashing fire into the hole none-the-less.
When the gnome and her wolf entered the room, they couldn't see the scout as he used the shadows to hide himself...and she almost knocked herself, the wolf, and the poor scout into the chasm! Thankfully, they were able to keep their balance and not fall to their _certain_ death. Meanwhile, the barbarian, as he stepped onto the rope bridge, got hit with a couple of arrows in the chest....this pissed him off quite a bit (he raged) and he rushed the orcs on the other side. Unfortunately, the rickety bridge took a bit more concentration than he would have liked, and while he made it safely, he was unable to do anything else other than confront one of his foes. (You can only cross the bridge if you make an Acrobatics check, and even then, it takes a full round action to move just your normal speed across it).
The scout contemplated for a while about going across the bridge, but decided not to as he was sure that stupid wolf rider would not see him and knock him to his death. The bounty hunter rushed the door and entered the room, but his limited human vision prevented him from seeing his foes on the other side of the chasm as only this side was lit up. The second orc on the other side, dropped his bow, pulled a rusty battle axe, and attempted to chop part of the rope bridge apart to prevent the party from gaining his side of the chasm. Meanwhile, the gnome wolf rider dropped her lance on the ground, pulled her scimitar, and rushed across the bridge making it with no problems despite the rope being damaged.
As the rest of the party entered the now crowded room (through the outer doors), the orc confronted by his 1/2 blooded traitor dropped his bow, pulled a battleaxe, and attempted to strike the Benedict Arnold to his race! Sadly, he missed and the 1/2 orc smashed him thoroughly in the head bashing his brain in. The scout decided that since the crazy wolf woman is already across the bridge, that he can rush across now and help....but he didn't make it all the way there, stuck with a few feet to go. Meanwhile, the bounty hunter realized he couldn't see very well, and cast light on part of the bridge, adding some light to the room and making it so those on the close side of the chasm can see their enemies on the far side. The oracle and the elven rogue decided to take flanking positions on their side of the room, while the mad alchemist heard something from the possibly behind the wall to his right! (from the secret upper secret door)
Not caring that he had foes on his side of the bridge, the remaining orc attempted to chop part of the bridge away, hoping that he could dispatch the foes (the cavalier and barbarian) on this side on his own. Sadly, while he hit the rope a good solid shot, it wasn't enough to fully cut the rope (it has _1_ hit point left)....thankful cheers came from the scout because he was still on it! The gnome wolf cavalier thrust her scimitar into the remaining orc, dispatching him quickly so the scout could girlishly gain the solid ground without interruption. Meanwhile, back on the other side, the oracle cast a spell of mending on the rope, "healing" the bridge some. The rogue began searching the wall on the right/bottom side and found a secret entrance...Assuming there might be another on his side, the alchemist watched closely to see if anything would appear. The bounty hunter, meanwhile, rushed across the bridge and made it to safe ground quickly.
While the scout and barbarian inspected the doors on the far side, a secret door opened near the alchemist (top/left for the players). Thankfully, the oracle was in place, ready to stab anything that came through...unfortunately though, his bloody spear got stuck on the door opening towards him and he missed badly (fumbled the attack roll). The alchemist decided that this was the time to show the true power of chemicals, and throw one of his bombs at the new foe....sadly he also missed badly (fumbled) and it hit the wall beside the orc...splashing the orc, the Oracle and himself with alchemist fire! The good side? It was enough fire to kill the orc.
After a few moments, the scout opened the far door and proceeded forward to find a worked passage way that opened up into a large natural cavern with 4 exists (area 5 on the map)...one glowing a slight red and another barred by a weird door/bars (don't ask, the description was screwed up). The barbarian followed the scout, as one by one the rest of the party crossed the bridge and entered the cavern...despite leaving a secret door open behind them!
The scout searched the stuff on the ground in the cavern, but found little of value (a water skin). After a few moments of discussion, some voices were heard by our bounty hunter from behind the bars (area 6), and it was discovered that these were two of the people the Baron sent to inventory what they could find in this old mine. The rogue picked the lock and freed the captives while they told their story to the party. Meanwhile, the scout peeked down the other 3 passage ways but didn't find quickly see anything of note.
The two former prisoners refused the join the party and asked for an escort back home. The party regretfully said they couldn't take them all the way home at this point, but would gladly escort them out of the mountain fortress so they could walk back to the local town. The prisoners agreed to this, and the oracle, inquisitor, and rogue walked them out. The barbarian, confused by their behavior, only waited so long for the wayward party members and went to investigate the room that is glowing red some (area 7).
On their way back, the group who lead the former prisoners away, decided to check out the open secret passage on the first side of the chasm, to see what was up there....while the rogue decided to enter the secret passage that never opened, and explore up there (bottom, 4A). He found only a dead orc, burned in the face from alchemy bomb splash. The oracle and inquisitor meanwhile found a room (area 4) that had 3 dead orc guards, the arrow slit to the outside, and a passage way in the far right corner. They followed it to a dead end. Searched the dead end, and found _another_ secret door. This time, they decided it would be prudent to wait and not open the door.
Meanwhile, back in the natural cavern, the rest of the party (alchemist, cavalier, scout/ninja, and barbarian) checked out the room with red light coming from it (area 7). They found it was a simple cooking room (kitchen) with a fire going. There was a hole in the ceiling for smoke to leave, and the alchemist rightfully deduced (with his godlike intelligence) that this was the smoke they saw from the base of Stone Tooth.
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That is where we ended the first gaming session. But, I have the second one, so, we continue!
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(map link again: http://dnd.sendric.com/adventures/core/htm/images-fof/image16.jpg)
After escorting the former prisoners out and exploring some secret passages, the group is full again and ready to continue their exploration of Silver Tooth mountain. With two unexplored passages (North and Northeast), the sneaky scout melds with the shadows and proceeds down the Northeast passage. That opened up to Y, and he chose the larger, northern passage. Advancing slowly, the scout comes upon a large room that is very dark…his human vision incapable of penetrating the obscurity ahead. He decides to back up a bit and wait for the party.
Spearheading the vanguard, the half-orc comes traipsing up to the Y, confused on which direction to take as the scout has given him no information. Suddenly, a few small rocks hit the barbarian’s feet and startle him into preparing to bash anything that appears. After a few moments, the scout whispers the half-orc’s name and, thankfully, the barbarian doesn’t flip out and just start attacking the darkness. The party then proceeds through the northern part of the Y into a large room.
The room itself (area 8 on the map) seems partially man made, with smooth walls on the south and east side. A northeastern passageway is blocked by random materials (in an obvious attempt to bar the corridor), while there is a large well near the smooth walls. The other direction, northwest, is a large opening that continues on a bit. The room itself is filled with mostly junk, some of which was used to block the Northeast passage.
The party decides to split up a bit, each obsessed with their own portion the room. The pyromantic alchemist becomes overly curious with the obstruction to the northeast, the elven rogue becomes engrossed with the well, and most others seem to think the northwestern passage must hold more exciting things.
The alchemist decides that he should pull some of the obstruction away, eventually pulling enough to see a bit behind the manmade obstacle. Meanwhile, the elf ties some garbage to a rope to determine how deep the well is (it’s only about 12 feet deep), and decides that he needs to jump in and explore the water...naked! A bit bored with things, our half-orc and oracle proceed down the large northwestern opening and find that one portion of it loops back around to a place they already were, and the other larger part opens up to a worked hallway. Intrigued by this, they begin to peer both ways, finding a door about 20 feet away to the right.
Meanwhile, the alchemist peers through the hole he made and while he can’t see much in the darkness, begins to hear a slight buzzing noise. This sort of freaks him out, and he backs up quickly, mumbling something about buzzing, pulls out one of his patented bombs, and throws it at the obstacle. Lighting it on fire!! The lone elf of the group, obsessed with the pool of water, is now naked swimming in the well. He feels around the bottom and finds a box, but isn’t strong enough to lift it (it must be stuck in the mud). The rogue then decides to tie a rope to it in the hopes of pulling it out…all the while still naked! Our bounty hunter notices the extreme amount of light coming from the Northeast corner of the room being on fire and decides that maybe he should watch that part for foes. (We are still in room 8 at this point)
In the intervening time, the barbarian and oracle call out to the main scout to look at this door they found up north (to room 11). The wolf rider decides that she wants to check this out as well and follows. Unnerved by the smoke that is starting to fill up the room, the alchemist decides that his chaos is accomplished and trots up the Northeastern passage to the rest of the group. The bounty hunter, seeing how much trouble our poor naked elf is having pulling a rope out of the water (?!), decides to help him and the box is recovered from the well. But instead of picking it up, the bounty hunter just drags it noisily up the passage following the alchemist, leaving the elf to get dressed and put his armor on by himself.
Confident that the door he examined isn’t trapped, the scout opens it only to discover 4 orcs sitting there working on their weapons (room 11). Alarmed at this intrusion, they jump up and take up a defensive formation. The half-orc, oracle, and wolf rider quickly dispatch these inferior foes though as they barely get a chance to react (it really wasn’t much of a combat).
The room is searched quickly, as the barbarian takes the alchemist aside to instruct him on the proper way to perform a raid…”Kill things first, then plunder, then rape, THEN burn things. No burn first, then plunder all gone.” The scout helpfully points out that you can rape before plundering though. After thinking on it a bit, the barbarian agrees that you could do either of those first, but the burning happens last. He’s confident in that part. “Old Joe kept screwing it up”, he said, “and he no longer in this world.”
The bit of treasure that was found (in and old cauldron) was quickly dumped into the magical bag (along with the booty found by the pirate…err rogue at the bottom of the well). Continuing his job, the scout melds with the shadows and proceeds down the western portion of the corridor (away from the room the group is finishing up on, towards 12, 13, and 14). After proceeding about 30 ft., he finds a door to his left (12) and a bend to his right a bit further up. Curious as to what is around the bend, the scout peeks around the corner and sees a shadowy figure about 30 ft away (it’s too dark for him to make out much, but 13 on the map). Scared, he back tracks and lets the group know what he discovered.
They all traipse forward and converge on the area of the door to the south and the hallway to the north. After peeking around the corner with a light this time, the group sees the shadowy figure was simply a statue at the end of the hall with a door on the left. The half-orc and bounty hunter decide to stand at their end of the hallway and cover the rogue as he walks up to the statue to check for traps. Unfortunately, in his zeal, the rogue didn’t check for traps on the FLOOR, as he steps on a pressure plate (shaded area). The statue opens its mouth and green gas billows forth covering the rogue, the barbarian, and the bounty hunter in the noxious fumes.
Reacting quickly, the rogue holds his breath and the bounty hunter covers his mouth. Sadly, half-orcs aren’t known for their intelligence as he took a big deep breath in surprise, sucking the poisonous vapors down into his lungs (failed his saving throw). The oracle casts a spell (guidance) to help the half-orc resist the lingering effects of the evil gas trap as the scout and the bounty hunter begin to check out the door to the south.
Our obsessive elven rogue sees that the armor on the statue isn’t a typical metal and decides that desecrating some old dwarven memorial is no big deal as he tries to take the armor off the statue. Meanwhile, the scout and the bounty hunter decide that they are going to check out the southern door (area 12), while the wolf rider wonders if this group has any discipline!
Sure that there aren’t any traps, the scout ducks down and attempts to open the door. He isn’t strong enough to budge it, but unfortunately for him the searching alerted the resident of the room….A huge ogre and his pet wolves! The ogre throws open the door and bellows out a challenge, while releasing his wolves to attack the poor scout.
Madness ensues at this point, as everyone decides that they are the one that needs to take the ogre down…well, everyone but the scout who is actually in the front! The wolves leap forward and bite at the scout, bloodying his dark clothing. The bounty hunter backs up and fires an arrow at the ogre, enraging the foe even further. Before the scout can retreat though, the alchemist decides that _now_ is the time to show the group the power of his mighty bombs. He throws one over the heads of the scout and the wolves, scoring a direct hit on the ogre! Flames burst all around, hitting the wolves as well as the poor scout (Explosive Bomb discovery, and he forgot to use his Precise Bomb discovery… the scout is not having a good day is he?). “Oops, my bad” the alchemist says as the half orc reminds the pyromaniac that it’s kill, plunder/rape, THEN burn!
Eventually, the scout is able to get out of the way and allow the wolf rider and half-orc to take the ogre down. Screaming loudly at the ogre, the barbarian is actually able to intimidate the larger foe as he strikes at one of the puppies. The wolf rider slips forward and attacks the ogre, missing with her scimitar, but her wolf scores a solid hit to the ogre’s leg. The oracle decides to cast a spell to further hamper the efforts of his opponents (Bane), and while it affects the wolves, Shrek is able to shrug off the effects.
Somehow, in all the ensuing chaos, the alchemist takes a hit from the ogre, dropping him to the ground. The bounty hunter and oracle proceed to argue over who can stabilize the guy, as the elven rogue finally gives up on the armor from the statue for a moment and pulls the bloody alchemist back away from combat. The oracle stabilizes the alchemist, while the elf proceeds to pour a potion down the alchemist’s throat healing some of the crazy man’s wounds. Then, figuring he can’t do too much to help combat, the rogue goes back to the armor on the statue (OCD anyone?).
As the battle is starting the wind down, the door up by the statue (that no one has paid much attention to, area 14) opens and 5 orcs come rushing out! Not even noticing the rogue near the statue, one runs right by him, going after the alchemist on the ground across from the door. The orc takes a small wound from the rogue, but that doesn’t stop him from skewering the alchemist (sending him back into negative hit points). Two others rush to the back of the party, trying to take on some of them, while another orc, who saw his friend stabbed as he ran by, steps forward and scores a mighty hit on the rogue.
The last orc in the room (with scale mail, a shield and hand axes) steps forward and throws an axe at the barbarian. Thankfully, the throw is poor and it bounces off the wall missing its target. The battle goes poorly for the new orcs as the barbarian hasn’t even stopped his wild and crazy combat tactics (raging). Most are taken down quickly, leaving only the orc who is battling with the rogue left standing. Seeing his comrade in arms dead, the orc decides to run back into the room he came from. The bloodthirsty rogue though, chases him down and skewers the poor orc in the back.
Much looting ensures at this point, netting lots of gold and silver, and even some magical vials. A very powerful vial of magical enhancement is discovered, but the alchemist learns that more of the liquid is needed to truly make a weapon or armor magical. The party decides that at this point, some healing and resting is needed. They store up in the ogres room (12 on the map) and rest for the evening.
The next morning, under the overnight ministrations of the oracle, the barbarian recovers most of his lost strength from the poisonous gas. Everyone asks around to see who is hurt and needs additional healing. The half-orc stating that he isn’t too bad (down about half way), while the bounty hunter complains of a few bumps and bruises (he’s down like 5). After everything is settled, and the oracle heals the barbarian a bit more, the group heads out. The only two passages not checked out at this point, is the lower passage from the room with the well and the opening burned away by the fire obsessed member of the group (both in room 8).
Deciding they want nothing to do with buzzing, the group checks out the lowest corridor. Sadly, it quickly comes to a dead end. Everyone retreats, except for the rogue who says to himself, “Ya know…there have been quite a few secret passages in this place. Maybe the end of this tunnel has one.” He proceeds then to ask if there is one there, but the wall doesn’t answer. Not to be deterred, the elf then searches for a secret door and finds one! Not really telling anyone else, he looks down the passage and sees that it goes about 15 feet and turns right.
Confused by this, he shines a light down the tunnel and, low and behold, it _still_ goes about 15 feet and turns right. Shrugging, the elf walks down to the turn and looks again. It goes about 10 feet and turns left now. After that? What do you know, it goes about 15 feet and just ends. Figuring it must be another secret door, the elf decides to search for one and finds it. With a huge boost of confidence, the rogue opens the door up, only to find 3 orcs in there over a bubbling cauldron!
The main orc turns, smiles and casts a spell directly at the elf. It blasts him right in the face, and the rogue starts to feel drowsy. He is about to take a nice nap, when he remembers he’s an elf and immune to magical sleep! The other orcs take up position on both sides of the entrance, while the rogue runs away screaming like a little girl for the party to come save him. They charge down the corridor, with the barbarian in the lead, ready to smash the face of these stupid orcs. The spellcaster again casts a spell directly at the barbarian and says “Boo!” (Cause Fear). Scared out of his underoos, the barbarian runs away as fast as he can.
The wolf rider says “Screw this, I’ll get her!” and charges in past the orc guards at the door. They take a swipe at her as she rides by, but she is too quick for them. The wolf rider then proceeds to impale the spellcaster, wounding her grievously. Meanwhile, the scout goes invisible (ninja vanish!) and sneaks into the room, cutting off the escape route of the main orc. Not to be out done, the oracle enters the room and slashes at one of the guards, killing him instantly.
The barbarian continues to run away like a little girl.
Seeing that the battle is not going well, the spellcasting orc decides to run away into the room to the north (10). Unfortunately for her, that is where the scout is standing. She runs right into his blade, but is able to grab a torch and still stumble into the next room, waving it above her head for some unknown reason. Not wanting her to get away, the cavalier cries out “Ride wolfy!” and charges at the fleeing spell caster. The wolf rider impales the poor girl on the end of her lance and she falls to the ground.
Meanwhile, the barbarian starts to think “hmm, why was I running away? That was stupid. I didn’t even get to rape or pillage!” So he then proceeds to run back to the rest of the group.
The last orc is dispatched quickly, and the room is searched for more treasure. Some silver is found in a few leather sacks, and that is added to the magical bag of holding. The rogue who started all of this, sheepishly enters the larger room to the north and his curiosity gets the better of him. He simply MUST look down the big hole (A in room 10) in the middle of the floor (maybe he is part kender).
When the elf looks down, he hears a loud buzzing noise, and 4 insects (Stirges) fly up and attach themselves to him, sucking his blood! He begins to feel very weak as the rest of the party tries to figure out what the hell just happened. Trying to help, the scout rushes forward and uses the flat of his blade to squash one of the bugs, and is successful. Taking his lead, the bounty hunter does the same thing, squashing another bug. The barbarian enters at this point, seeing these weird bugs attached to his raiding friend, turns to the alchemist and says “Ok, fire man. If those things every stick on me, you have permission to use your fire on me. Just get them off. Bugs are freaky strange.”
The rogue pulls out a dagger and cuts a third off of him, as the fourth continues to suck his blood (weakening him further). The oracle decides that his glowing body of light is no longer needed and blasts the final bug off the rogue.
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That is where we ended after 2 gaming sessions. If readers are enjoying this, I will be glad to keep posting our recaps
Shalandar
As the title says, does Intimidate provoke and Attack of Opportunity. I did some searching through the forums, and couldn't find anything that directly addressed this.
The best I can figure is that it does, following the rules on p 183: Actions in Combat. "Use a skill that takes 1 action: Usually"
Thanks for the help.
In the APG, there is the Extra Rogue Talent feat...
APG wrote: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent. When a rogue gains 10th level, then gain access to Advanced Talents.
Core Rogue wrote: At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent. If an 11th level rogue used their feat to gain Extra Rogue Talent, could he select an Advanced Talent? It's sort of odd wording, but it seems to me that if he has access to it, he should be able to select it.
In the APG, there is the feat: Extra Rogue Talent. Since the Ninja is just an Alternate Class of the rogue, would the Extra Rogue Talent feat allow a ninja to pick up a new Ninja Trick?
A small sized character can have a wolf as a mount. The mount follows the same advancements as a druid's animal companion (using the cavalier's level as his effective druid level). All of this is very straight forward....the problem occurs once the small sized cavalier reaches 7th level. According to the druid's wolf animal companion stats, the wolf now becomes large size....which would make it so the character (as a small character) can no longer ride him any longer?
Is there some errata I missed on this one? Thanks for the help
8 people marked this as FAQ candidate.
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The Ki Mystic monk alternate from the APG has the following ability:
Ki Mystic (Su): At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check. This ability replaces still mind.
Nothing in the rest of the Alternate Class Features (ACF) state that they are replacing the Ki Pool ability in the base monk class. Does this mean, the Ki Mystic will end up getting DOUBLE ki points, effectively? I mean, this doesn't state that the points are separate, in fact, they are both called "ki points".
Thanks for the help.
Ok, so I know that the caster level of a magic item only matters for dispel attempts and magic item creation DC.
But, am I correct in my interpretation that when crafting a magic item, you only need your "caster level" when:
1) taking prerequisite feats
2) how many +'s you can give a weapon/armor (regardless of how you interpret the every 3 CL for a +)
So technically, someone could have just 3 caster levels, put a point into spellcraft ever level, take craft wondrous items, and technically never take another class that has a caster level?
I have an interesting question that I can't really figure out...
Can I combine a melee touch attack with a full round attack action (assuming I have a hand free)? Let's say I have 3 attacks for the round, could I attack with my weapon for the first attack, use a melee touch attack with my second attack on my "off" hand, and then use the third attack with my weapon again?
While we tend to play Pathfinder very close to the rules, I have this desire to run a game that is Low Magic....to stress skills and the bit of magic they gain. To make potions once again a real commodity, scrolls something more than fodder for the wizard to scribe into his book, and magic armor/weapons are truly special.
Now, I don't want to just outright ban spellcasters, I'm not against spells (in fact I generally love to play spellcasters)....I simply want to neuter them some.
So, here are my ideas to run a low level campaign....
Barbarians: No changes needed
Bards: -1 spells per day from each level, -1 spells known each level
Cleric: -1 spells per day from each level (this doesn't affect domain spells), do not gain bonus spells from high Wisdom score, cannot spontaneously cast healing spells
Druid: -1 spells per day from each level, cannot select the domain option for nature's bond, do not gain bonus spells from high Wisdom score
Fighter: No changes needed
Monk: No changes needed
Paladin: No changes needed
Ranger: No changes needed
Rogue: Major Magic rogue talent is not available
Sorcerer: -1 spells per day from each level, -1 spells known each level
Wizard: Cannot modify bonded object unless he has the appropriate feat, specialized wizards cannot prepare spells of opposing schools at all, when gaining spells per level he only gains 1 spell instead of 2, it costs double the amount of gold to copy a scroll into his spell book
Finally, item creation feats can really get around some of the restrictions I want to impose. So, here is how those will change:
Magic Armor - costs stay the same, but, caster level must be 4 times the enhancement bonus (not 3 times)
Magic Weapons - costs stay the same, but caster level must be 4 times the enhancement bonus (not 3 times)
Brew Potion - Cost for brewing is 35 gp X level X caster level (instead of 25 gp)
Craft Ring - Costs are increased by 25% of the base cost
Craft Rods - Costs are increased by 25% of the base cost
Scribe Scrolls - Costs are increased by 25% of the base cost
Craft Staff - Costs are increased by 25% of the base cost
Craft Wand - 450 gp x the spell level x caster level
Wondrous Items - Costs are increased by 25% of the base cost
Well, those are my ideas. Please give me your thoughts on it. I would like to make this work, without just "banning" spellcasters.
Ok, at the end of bleeding critical it says:
The effects of this feat stack.
Ok, so if I critical on round one and do 8 points of bleed damage to him.
At the start my opponents action on round 2, he takes an additional 8 points.
On round 4, I critical my opponent again, and deal an additional 6 points of bleed damage.
So, at the start of my opponents action on round 5, does he take 6 damage (overlaying what happened on on round 1)? Does he take 8 damage (since round one's damage was more than round 4's)? Or does he take 14 damage (add the bleed damage together)?
Thank you, it seems a bit confusing.
I've been reading over the Alchemist class (basically because I think my latest character's life expectancy is low), and I have a question about Alchemists and resting. From what I can tell, an Alchemist doesn't "cast spells" he mixes infusions (and other things). With that being the case, he doesn't need to rest like a normal spellcaster, right?
If he had a ring of sustenance (or better yet, some other way that he doesn't need to sleep at all), he could effectively stay up all night making alchemy stuff, right?
I mean, I get that he can still only make so many infusions or bombs in a single day (24 hour period), but that wouldn't prevent him from making, say, alchemy fire or cure light wounds potions....would it?
The whip (weapon) says:
Whip: A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon.
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In previous books (pre-pathfinder), there were some magical whips that were magical that dealt normal damage (I'm not talking about whip daggers from Sword and Fist or from A&EG). In the MiC, for example, there is the Lash of Sands and Water Whip that specifically state that the whip deals normal lethal damage.
How would someone go about making a whip that would deal normal, lethal damage? Does anyone have any suggestions? Magical or not, that's ok.
I'm somewhat new to Pathfinder (played core), and I like the idea of some of the new classes....so I downloaded the summoner and witch. I see there is a sticky thread of "Update Summoner" but it is 718 posts!
Is there somewhere I can get the official updates, consolidated?
One final question, what is the effective caster level of the Eidolon's spell like ability evolution? I tried doing some search for this, but I was unable to find an answer.
Thanks :)
I'm sorry to have to ask this, because I know I read it SOMEWHERE.
But could someone point me (either in the online version of the core book or the page in the real version) where it discusses the rules for someone who is, say, a fighter, to be able to create magic weapons and armor?
I remember reading it, but I cannot find the rules anywhere.
Thank you ahead of time.
Shalandar
I was looking at the spell Spectral Hand, it says the following:
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
While it does say "...that you cast..." do you think it would be feasable to allow Spectral Hand to deliver touch spells from a wand? I cast spectral hand, then next round I pull out a wand of Bull's Strength and through the spectral hand, use it on the party's fighter.
I was reading through some of the bloodlines in the core book, and something caught my eye.
The Celestial bloodline grants two spells that are normally online divine spells:
Bless (3rd) and Flame Strike (11th)
Now, couldn't a Sorcerer take Scribe Scroll, make Flame Strike into a scroll (which would be arcane at this point).
Then hand it to a wizard to scribe into his book (this is doable via p 219 of the corebook, spells copied from another's spellbook or a scroll)? Effectively making a new version of this spell, an ARCANE version?
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I've been reading a ton of material lately, and I stumbled upon the Tome of Secrets book. For those of you that do not know, it has the following classes in it: Artificer, Knight, Priest, Shaman, Spellblade, Swashbuckler, Warlock, and Warlord...all upgraded to Pathfinder rules.
I started reading about the spellblade, and realized that this and the duskblade (from the Player's Handbook II) are only slightly different. One channels spells through their weapon while one casts spells and enchances their weapon. This made me think that I could use the spellblade as a template for the duskblade.
So, here goes....
Hit dice: Keep at d8. The spellblade has d8, and while the normal conversion rules say to make "good BaB = d10 hit points" I think keeping this ad d8 is appropriate.
BaB: Keep at "good" or "fighter" +1 each level.
Saves: Good Fort, bad Ref and Will. Yes, this downgrades the Will saves of the duskblade, but it realigns it with the spellblade.
Skills: Keep the same, just convert to pathfinder: Climb, Craft, Intimidate, Knowledge (all, taken separately), Linguistics, Ride, Sense Motive, Spellcraft, Swim
2 + Int modifier per level
Weapon and Armor Profs: All simple and martial weapons. All light and medium armors. This is a change from the original material, in that no shields are now offered. This will become apparent why in a bit.
Spells: A duskblade casts arcane spells, which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. Every duskblade spell has an additional focus component which consists of the duskblade’s weapon (see Arcane Weapon Focus). To learn to cast a spell, a duskblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a duskblade spell is 10 + the spell level + the duskblade’s Intelligence modifier.
Like other spellcasters, the duskblade can cast only a certain number of spells per day. His base daily allotment is given on the duskblade table. In addition, he receives bonus spells per day if he has a high Intelligence score.
The duskblade selection of spells is extremely limited. A duskblade begins play knowing 4 0-level spells and two 1st level spells of the duskblade’s choice. At each new duskblade level, he gains one additional new spell. (Unlike spells per day, the number of spells a duskblade knows is not affected by his Intelligence score).
Upon reaching 5th level, and at every subsequent odd-numbered level, a duskblade can choose to learn a new spell in place of one he already knows. In effect, the duskblade loses the old spell in exchange for the new one.
The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level duskblade spell the duskblade can cast. A duskblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A duskblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spells level. A duskblade may burn a higher level slot for a lower level spell, but he may not use lower level spells to cast higher level ones (through the use of a feat or other special ability).
To cast a spell with a material component, the duskblade must have 1 hand free and 1 hand holding his weapon (see Arcane Weapon Focus).
Spells progress as such:
1st level: 2
2nd level: 3
3rd level: 3
4th level: 3, 2
5th level: 4, 3
6th level: 4, 3
7th level: 5, 3, 2
8th level: 5, 4, 3
9th level: 6, 4, 3
10th level: 6, 5, 3, 2
11th level: 6, 5, 4, 3
12th level: 7, 6, 4, 3
13th level: 7, 6, 5, 3, 2
14th level: 7, 6, 5, 4, 3
15th level: 8, 7, 5, 4, 3
16th level: 8, 7, 6, 5, 3, 2
17th level: 8, 7, 6, 5, 4, 3
18th level: 9, 8, 6, 5, 4, 3
19th level: 9, 8, 7, 6, 5, 3
20th level: 9, 8, 7, 6, 5, 4
(yes, this means he gets 6th level spells now!)
Arcane Weapon Focus: A duskblade’s weapon is so intricate to their spellcasting, that all spells cast by a duskblade have an additional focus component of the duskblade’s weapon. This weapon works similarly to the wizard’s bonded object, in that it must be wielded to cast a spell (although, unlike the wizard, you may not make a concentration check to cast a spell without the weapon). If the duskblade loses his weapon, he may not replace (described below) it until he gains another level. If the weapon is broken (although not through negligence, determined by the DM) however, he may perform the bonding ritual with a weapon of the same type (longsword, dire flail, etc).
Unlike the wizard’s bonded object, a duskblade may change his weapon upon gaining a new duskblade level. Changing the arcane weapon focus of a duskblade requires the duskblade to perform a meditation for 8 hours with the new weapon. This must be done in complete silence and may not be interrupted. If an interruption occurs, the duskblade may attempt the ritual again the following day, but must pay an additional cumulative penalty of 1 hour of meditation.
Cast in Combat (Ex): At 2nd level, duskblades are so attuned to using magic and casting spells while in combat, that they no longer require concentration checks if they are injured while attempting to cast a duskblade spell. They do still provoke an attack of opportunity if the cast a spell while threatened, but the damage (if any) dealt by those attacks (or other attacks) do not require him to make a concentration check as other spellcasters (see page 206 of the Pathfinder Cole Rulebook).
Arcane Channeling I (Su): Beginning at 3rd level, a duskblade can use a standard action to cast any Range: Touch spell he knows and deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If the melee attack is unsuccessful, the spell harmlessly dissipates and is no longer channeled through your weapon. If the spell normally allows you more than 1 touch attack, all other attacks are wasted when using the Arcane Channeling ability.
Arcane Armor Training (medium): This ability is the same as Arcane Armor Training (light), except that it may now be used with all medium armors. This is achieved at level 5.
Spell Power (Ex): Starting at 6th level, you begin to damage your opponent’s spell resistance when you successfully injure your opponent with a melee attack. If you have injured an opponent with a melee attack, it gains a -2 circumstance penalty to its spell resistance for the remainder of the encounter. This penalty increases to -3 at 9th level, to -4 at 12th level, to -5 at 15th level, and to -6 at 18th level.
Arcane Channeling II (Su): At 8th level, a duskblade can now attack with a full action and cast any Range: Touch spell he knows to deliver the spell through his weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. The duskblade still only channels the spell for one attack (usually the first, but it may be a subsequent attack if preferred). If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If the melee attack is unsuccessful, the spell harmlessly dissipates and is no longer channeled through your weapon. If the spell normally allows you more than 1 touch attack, all other attacks are wasted when using the Arcane Channeling ability.
Arcane Channeling III (Su): At 12th level, a duskblade the channels a spell using the full attack option, can now have the spell channeled last for 2 attacks instead of one. These attacks must occur sequentially. Once two attacks are performed, the spell is no longer channeled through the duskblade’s weapon.
Arcane Channeling IV (Su): At 16th level, a duskblade the channels a spell using the full attack option, can now have the spell channeled last for 3 attacks instead of two. These attacks need not occur sequentially any longer, but they must occur in the same action (effects such as the Haste spell that grant an additional attack when making a full attack option may channel the spell, allowing a duskblade to attack once with his highest attack bonus (and channeling), once with the second highest (still channeling), two more times as normal, then once with the hasted action (and channeling).
Arcane Channeling All (Su): At 20th level, a duskblade achieves channeling supremacy and a spell channeled through a duskblade’s weapon lasts until the start of his next turn. This includes all normal attacks as well as attacks of opportunity until the duskblade’s initiative in the following round.
While I did drop the Quick Cast ability of the Duskblade, I think the other abilities added (and smoothed over in the case of arcane channeling full attack) have made up for this removal.
Thoughts, ideas, comments?
I wanted to be careful not to break any copywrite laws, so I’m going to do this a bit vague. You will need to have the PHB II to follow along probably…
Now, according to the conversion document, classes should have the following:
Should get something besides their BaB and Saves each level: Duskblades gets spells and a few other things....
Should get something “cool” at 20th level: Duskblades do NOT get this currently.
Abilities should be based on class level: Duskblades have this in their spells.
Restrictions on class abilities should be relaxed: N/A for Duskblade
Add new abilities: This will be covered in a bit
BaB: Keep the same (Good)
Save: keep the same
Special abilities (current):
Arcane Attunment (1st level): You can cast various spells 3+Int mod / day. All 5 of the spells are 0th level spells to begin with. I suggest dropping this ability and just adding the 5 spells to the list of spells to “possibly know”.
Cantrips (1st level): Give the duskblade the base “cantrip” ability. Now he can cast any of his 0th level spells indefinitely.
Armored Mage (light) (1st level): Keep as is.
Combat casting bonus feat (2nd level): Keep as is.
Arcane Channeling (3rd level): Keep it as is, just clarify it slightly. This only works with spells that have a range of TOUCH. No ranged touch spells. The full attack option at 13th level allows you to use the spell you channel on each strike for the round. (take out the words “each target”)
Armored Mage (medium) (4th level): Keep as is.
Quick Cast (5th level and beyond): I’ve always felt that the “feel” of this ability was to aid you in your current round to strike your opponent, not to do stupid things like cast disintegrate or enervate at someone twice. Therefore, this should be limited to spells that target only yourself or your allies.
Also, move Quick Cast 3/day to 14th level (from 15th), and 4/day to 19th (from 20th)
Spell Power (6th level and beyond): Keep as is, but move +4 to 15th (from 16th).
Special abilities (to add):
These are the levels currently without anything gained: 8th, 9th, 12th, 16th, 17th, 20th.
Spell Knowledge (8th, 12th, 16th, 20th): Choose one arcane spell (of a level you can currently cast) from the wizard/sorcerer spell list that has a casting time of 1 standard action or less and a range of Touch or Personal, or an effect of Ray . You may add this spell to your “known” spell list at the same level that a wizard may cast it at. Once this spell is selected, it not be changed.
current spells from the PHB that would fall into this category:
0th level: Light, Resistance
1st level: Comprehend Languages, Disguise Self, Endure Elements, False Life, Jump, Mage Armor, Nystul’s Magic Aura, Protection from Alignment, Shield
2nd level: Alter Self , Blur, Continual Flame, Darkness, Darkvision, Invisibility , Leomund’s Trap, Levitate , Mirror Image , Obscure Object, Protection from Arrows, Resist Energy, Rope Trick, See Invisibility
3rd level: Arcane Sight, Blink, Daylight, Displacement, Explosive Runes, Fly, Gaseous Form, Gentle Repose, Heroism, Illusionary Script, Magic Circle against Alignments, Nondetection, Protection from Energy, Remove Curse, Secret Page, Sepia Snake Sigil, Shrink Item, Tongues, Water Breathing
4th level: Bestow Curse, Contagion, Dimensional Anchor, Fire Shield, Stone Shape, Stoneskin
5th level: Blight, False Vision, Overland Flight, Passwall, Teleport
6th level: Shadow Walk, Tenser’s Transformation, True Seeing
Thoughts,
Mark
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