The rules clearly state that attacks granted by BAB must be used in descending order. The rules are silent on when bonus attacks can/must be made. For the people who insist that bonus attacks must come at the start of the sequence I present the following scenario: A monk finishes his sequence of attacks but hasn't quite finished the opponent so he decides to spend a ki point to gain an extra attack. Do you tell the monk no, he had to spend the swift action to gain the attack at the start of the round because now he is making a highest BAB attack after a lowest BAB attack?
Sorcerer/oracle is probably the worst way to do MT. You get your 1st level of MT until level 9. And you lose the vast majority of your bloodline and mystery powers. From a power standpoint cleric/wizard is probably the best because of the earliest entry into MT and having the fewest class features lost to thaking a prestige class. needing 2 mental stats is something of an issue, but if you do not use one of the classes for things that require saves all you are missing out on is a bonus spell or two. A build I am currently trying out is a sorcerer/cleric.
Lord Monty wrote:
Run that interpretation by your GM before building around it. You do not have full use of your hand, you cannot attack with weapons held in it, so your GM may rule that you cannot cast with it either.
Mysterious Stranger wrote:
Remember, you are channeling to heal your friends; the damage is just a nice bonus
I will be playing a mythic game some time in the future. I want a custom mythic feat and figured I would run it by you people for a sanity check before asking my GM. Mythic Purifying Channel:
Benefit:You may increase the number creatures damaged via purifying channel by half your tier (min 1). You can expend one point of mythic power to change half the fire damage to divine damage which is not subject to energy resistance (like flamestrike). Purifying Channel:
Benefit: When you channel positive energy to heal, one creature that you exclude from your channeling takes an amount of fire damage equal to the die result you roll for healing, and is dazzled for 1 round by the light of these flames. A successful saving throw against your channel energy halves the fire damage and negates the dazzled effect. Thanks for the feedback.
You could try the Resident Evil opening. Ship is already landed and the PCs are missing a chunk of memory. Searching around will give them clues as to who they are and what they are doing. And the discovery that an important pieces of the ship is missing. And so is Fred, and there is a trail leading to an opening in the Mountains of Madness.
At its heart Mountains of Madness is a dungeon crawl. The horror comes from discovering that the world is just an outpost for some elder things. To do a one-shot all you need are some cthuhloid critters and some tech items. Stuff like mi-go with forcefields and laser pistols. Add in some traps and haunts. Or you could use the module Doom Comes to Dustpawn. That has some 'things man was not meant to know' on a returned spaceship and has a significant cthuhlu feel to it.
Intimidation is a decent debuff; it gives the victim a -2 to attacks, saves, and skill checks. So if you have offensive casters in your group this can help them land their spells. If your group has decent AC then the -2 to hit boosts defenses. But this has no reall effect if ACs are super high or really low. Shatter defenses is not that much use unless you have sneak attack. Without sneak attack all you get is a reduction in AC, but the people most affected (high dex) are the most likely to have uncanny dodge. The bad guys are only flatfooted to your attacks, not those of your allies. And then there is the out of combat social skill use. Prisoners can get downright talkative when they know you can rip their arms off.
Mysterious Stranger wrote:
Are you claiming that you cannot parry a reach weapon? Becuse if you must use all the AOO rules then you do not threaten someone with greater reach than you.
zza ni wrote:
Too many rolls. That just slows things down too much.
I am asking my GM for a custom feat for a multi-classed character to increase the effective level of some powers. I wanted to check what seems reasonable to the people here. The inspiration for the feat is feats like boon companion, shaping focus, accomplished sneak attack and monasic legacy. All of these feats increase the effective class level of a specific ability with a maximum of the character's hit dice. I want to increase the level of my cleric domain(s). The real question is, is the entire domain increased by the feat or just 1 power within the domain?
Do not have resisting the compulsion based on will saves. Base it on a flat DC based on how severe the addiction is. So if it is relatively minor only DC 6. You might increase the DC at intervals if the character has not been able to indulge for a while. But it then goes back to the base DC once they get their fix. The next thing is to determine what is considered gambling. It could be anything from only card games to any time someone says "wanna bet?" In general the more common the temptation the lower the base DC should be. (A small probability checked many times will result in a lot of failures.)
It really depends on what you want to do with the classes, because they are so versetile. All of them can be combat monsters. All of them can be healers, though druid falls a bit behind. All of them can be decent blaster casters. All of them can be great support characters. So the race is going to depend more on the role than the class itself. For life oracles, there's no race like gnome.
The players are rolling up new characters. That was never in doubt. What had/has me concerned is the disposable character attitude. For this book in the AP replacing characters is not that much of a chore, but it does mess with plot hooks for later books that have been established.
Mysterious Stranger wrote:
For info on monsters I let the players ask questions that they want answers for. That way they get info that they feel is relevant for the situation at hand. Also they cannot accuse me of feeding them useless info. I have no problem giving out game info like AC, hit points, hit dice, or saves. After all many spells directly interact with these stats and a caster who made his check is likely to know if his sleep spell can affect a bog standard critter based on HD. As far as player experience the one with the least experience has been playing for at least 3 years. Another for at least 6 years, and the other two for at least 10 years. They know how tough a shambling mound is.
Mysterious Stranger wrote:
The fey was messing with them for a while. It always stayed invisible while stealling stuff or playing other pranks. But since they were taking out the bandits it decided to help them when it saw the shambling mound approaching their camp site. It used ghost sound to wake them up. When the one person went to investigate it, while still invisible, it told him to run away. The character ignored they fey's advice and went in the direction he was told not to until he saw the shambler. He could not identify it. Despite being told he could outpace the shambler if he wanted to he led it back to the rest of the party. They were all up and as buffed as they wanted to be. When the explorer came back the wizard identified the shambler. He got 2 peices of info and was interested in resistances and AC. The wizard moved closer to hit it with an acid splash and the explorer charged it with a (reach) melee weapon.4 rounds later those 2 were dead and the party had done about 10 points of damage total. The other 2 got the hint and ran away.
Mysterious Stranger wrote:
Yes, it was identified. And they still didn't run until it killed 2 of them. One of them had grease prepared and didn't try to slow it down so they could run, he stood there and hit it with acid splash. All of the players have been playing Pathfinder for at least 3 years.
TxSam88 wrote:
Normally the way I use "random" encounters is to mine them for inspiration. But this AP is Kingmaker where you need some rndom encounters to populate the wilderness. I am using milestone leveling but some random encounters count toward the milestone milestone count.
Azothath wrote:
That would be correct if it was just sprung on them like normal random encounters. But in this case the saw it was an overwhelming threat, had every chance to escape, and chose to engage anyway.
Just started running an AP. Characters are still level 1, Random encounter generator came up with shambling mound. Obvioulsy pitting them against that is a TPK. Out of character I had previously warned the players that not everything they find is going to be within their power to defeat, at least not right now. So I decided to use this as an in game demonstration of this point. A fey NPC that had been playing with the PCs alerted them to the danger. Then tried to scare them away with some ninor illusions. They still refused to take the hint and one of them went to investigate. The fey then dropped all subtlety and just said to run away. Nope. The character then sees the shambler at the same time it sees him. He is told he can just outrun it. Nope, he leads it back to the rest of the party. 2 characters die before the rest finally get the hint and run away. Is there any coming back from this?
Fortune is not as good as it looks. Once per round he can roll twice and take the better result. And the choice has to be made before the dice are rolled. Evil Eye is mind affecting, so there are a lot of targets you cannot use it on. But it is a great general purpose debuff. Healing gets a bad rap. The healing provided is relatively minor, but how many parties would turn their noses up at a wand of CLW with 5 charges per day? Also you can use it to hurt undead. Lastly it is great for healing NPCs that you do not want to waste resources on. The ancestor patron is very good for a buffing witch.
MrCharisma wrote: For added thematic fun use DRAGON STYLE and DRAGON FEROCITY to get that 1.5 STR bonus back. No need as dragon bites come standard with 1.5 str to damage. (Pg 90 of the Bestiary)
Ozreth wrote:
In PF2 PCs and NPCs work on different rules. For example a 12th level NPC fighter does 3d8 damage without having a magic weapon. Or a bog standard NPC orc has a racial ability that a PC orc cannot have.
Pizza Lord wrote:
SLAs are not prohibited, so that heavily implies that it is not some mystic inability to use magic
When in ooze form it says cast spells. Is this a mystic ban on casting or is it simply a result of not being able to use verbal, somatic, and material components? Fluidic Body (Su): An oozemorph’s base form is not that of her race but rather that of a protoplasmic blob that has the same volume and weight. An oozemorph treats her creature type as both ooze and her base creature type from her race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the oozemorph is immune to critical hits and precision damage and can’t be flanked. However, she has no magic item slots and she cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body. So if a character had feats or class abilities to remove those casting components could the character cast spells while in ooze form?
Arkat wrote:
Why not? It means that you can make a full attack with a weapon that gets extra reach and 1.5 str to damage. ALL of your flurry attacks can be with the bite.
Spring attack lets you move-attack-move, so that covers some of what is wanted. Letting her kick off the bad guy and back to solid ground with an acrobatics check as part of the spring attack should cover most of the rest of it.
JamesWTGames wrote:
If you give them coins or magic items it will be used as an adventuring resource. If you want it to be BP you will have to give it a BP value, not a GP value. Players will almost never convert GP to BP, but the reverse is not true.
Treasure is more of an art than a science.
My reccomendation for Kingmaker is to audit your characters' wealth every level and compare that with the wealth by level chart. That way you can adjust the stuff found.
Do not adjust the CR for the eidolon. As has been mentioned the eidolon is part of the character. For a 6 person party the easy adjustment is to just put the "advanced" template on everything. So for a 5 person party you could put a "half-advanced" template on everything, +2 to all stats and +1 nat armor.
Joynt Jezebel wrote:
It is definitely the strongest direct combat ability of the class. And if you want to build for it that is certainly viable. But if other aspects of the class are what you want out of it then devoting resources just to not "waste" a class feature can be counterproductive.
Murky water grants concealment or total concealment. Neither of these interact with FoM in any way. FoM Would allow uninhibited movement through the water, but would not allow a bow and arrow to function underwater as the arrow loses the effects of FoM as soon as it leaves the bow. You ruled correctly.
Taja the Barbarian wrote:
This will be for King Maker, so there will be copious down time. This is mostly to keep people from making every item under the sun. It also allows for some non-gold rewards. I also have more involved rules for making your own formulae.
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