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So, my party is just starting Island of Empty Eyes. One PC got the bright idea to buy a Lyre of Building to assist with construction on the island. I think it's a fantastic idea, but I'm not sure how to adjudicate it. How many man-hours does it take to reconstruct the Fort? Should using the lyre to rebuild the fort count towards the Respect score at the end of the adventure, and if so, how much? Any thoughts?
Good afternoon, I'm hoping to give my normal Pathfinder gaming group a taste of Starfinder in the near future, and I'm looking for advice for a good scenario to use. I'd like something that is a one-shot, and gives a good taste of what Starfinder is all about, without getting bogged down in too much exposition. Can any of you recommend a good scenario to start with? My players are all Pathfinder veterans, so I don't need something super beginner focused. But the world of Starfinder is different, so I'd like something that shows off the setting without overwhelming the players. I'm looking for a one-shot scenario, since they don't want to commit to a whole adventure path or anything. I'm thinking that a SFS scenario would be a good place to start. But I'm open to other ideas. Low level would be good, to keep things simple. But it wouldn't necessarily have to be level 1. I'd like to have a taste of starship combat included, or at the very least have the players use a starship in the course of the adventure. I want to show that it's more than just dungeon crawling on a space station or whatever. A plot that's fairly lighthearted and straightforward would be good as well, so that my players can jump right in and not get lost in the weeds. Thanks in advance for your help!
We got confused about this last night. A monster has Greater Constrict, which on a failed save renders the subject unconscious. All of the rules I could find for the Unconscious condition seem to assume that the unconscious creature has zero hit points. Unconscious wrote:
So does that mean that a constricted creature immediately falls to zero hit points? That doesn't make sense. People don't wake up every morning and chug a healing potion because they only have one hit point left after waking up! If it doesn't mean that you fall to zero hit points, do you immediately wake up, because you have "1 hit point or more"? If not, how can you awaken an unconscious creature?
Does anyone else feel like high level spells require rolling too many dice? A player cast Meteor Swarm last night, targeting all of the meteors on a single target. Each meteor does 4d10 bludgeoning damage and 19d6 fire damage. All together, that's 16d10 + 76d6 damage! The game completely ground to a halt for about 10 minutes while the player had to add up 92 dice. Not fun!
A data point from my game last night: Players were fighting the Rune Giants. One of them got a 20 to hit the party cleric. It had the Rune of Destruction up: Spoiler:
Rune of Destruction The weapon gains the deadly trait with
three dice of the same die size as the weapon, and any armor worn by a creature hit with the weapon takes 1 Dent (a second Dent causes it to become broken) unless the creature succeeds at a DC 32 Fortitude save. The rune giant's weapon is a Gargantuan greatsword, which does 4d12 + 9 damage. On a crit, this doubles to 8d12 + 18. Adding three more sets of weapon damage dice from the Deadly trait brings the total to 20d12 + 18. The cleric was dropped from full to dying in one hit! I feel like having the deadly trait only add 1x the weapon damage dice would be more balanced.
This topic came up in this thread, but I thought it was worth breaking out and starting a new thread about it. Suppose you are playing a Fighter, and you are grabbed by a creature with a long reach. Let's say, for the sake of argument, that it's a Kraken, which has a 60 foot reach. You get grabbed when you're 60 feet away from it. Can you attack the kraken in melee? On the one hand, by the Rules as Written, you are not within range to Strike the creature with a melee attack. On the other hand, from a narrative standpoint it seems ludicrous to me that you wouldn't be within range to attack a creature that is literally touching you. Thoughts? Do we need a rule for how to handle this?
So, obviously the design team is doing a whole lot of work on the death and dying system, given that they have released multiple updates changing/fixing that system. However, in my games, despite the players going down fairly frequently, they don't really care about the death and dying rules at all because of Hero Points. Let me explain:
Since each of my players has been getting 2-3 hero points per session, that essentially means they have to be taken out three times before actually being at risk of dying. And since combats are taking so long, there are only 2 or 3 encounters per session, so there's practically zero risk of any one PC dying unless there's a TPK. I really do like Hero Points! But I am worried that the way they interact with the death and dying rules makes the latter irrelevant. Personally, I'd rather swap the costs so that spending 1 Hero Point gives you a reroll, and two brings you back from dying. Or maybe make 1 point count as a crit success on a death save, and two points come back with 1 HP and clear the Wounded condition.
I'm a little concerned about the tables on pages 349+ listing both consumable and permanent items with wildly varying costs at the same level. As an example, let's look at the 6th level treasure table. The cheapest item at that level is a True Darkvision Elixir, at 24gp. There are several items, such as the Eyes of the Eagle, that cost 250gp. Why are some 6th level items worth 10x as much as others? That seems wildly imbalanced. In normal play, I could see how this would be useful in some cases (e.g. when trying to decide what treasure to give out for an encounter). However, the GM would be very unwise to just pick a random 6th level item, since they could be worth such disparate amounts. This is an even worse problem when rolling up a higher level character. For example, in Doomsday Dawn part 3, characters get one 6th level item, two 5th level items, one 4th level item, two 3rd level items, and some gold to spend on additional stuff. But a character who uses her 6th level slot to get a Potion of Quickness is going to be severely underpowered compared to one who bought, say, a Lesser Ring of Energy Resistance.
I've seen a few different people bring up the idea that there are too many traits in Pathfinder 2nd Edition. I think that's true, to a point, but the real problem is a little bit subtler than that. The problem is not that there are too many traits per se, it's that some of the traits carry additional rules baggage with them. It's very difficult at the table to know which traits require additional rules and which don't. For example, my Fighter player was completely unaware that his Furious Focus feat couldn't be used on the first attack of a turn, because it has the Press trait. (And that's with a sidebar right next to the feat description explaining that trait!) Because this important rule was "hidden" inside the traits list, he just glossed over it without looking up what all of the traits were and what else he needed to know about each of them. The problem is exacerbated by the fact that there are a *lot* of traits that don't have any "rules baggage" associated with them. For example, the traits list for the Fighter's Intimidating Strike feat is:
Let's examine each of these:
Many of these traits will be used by other abilities, such as a monster's stat block saying that it's immune to fear. I think those kind of traits are okay. They help streamline the game and make it easy to tell whether a certain rule will affect a given situation. But sometimes, there will be a trait buried in the list that requires you to go apply a new rule that isn't obvious just from reading the description of the ability, like with Furious Focus. In those cases, I think it's very likely that players will just plain miss that there is additional stuff they are supposed to be doing! And with most of the traits not having any rules impact by themselves, it becomes very hard to tell when you need to go look up what the trait does in order to know what the feat does.
Air elementals have the following ability: air elemental wrote:
If multiple characters ready an action to attack the elemental when it re-forms, can it use the Disperse action as soon as the first attack hits? Or do all the reactions happen "simultaneously" and therefore it can't use a reaction until after all of the other reactions are resolved? In the more general case, how should we handle the sequencing of multiple reactions occurring based on the same triggering action?
So, casting Summon Monster is now a 3-action spell, rather than taking 1 full round of casting. But does the summoned creature get to take an action when the spell is completed? Or does it need to wait until the next round when the caster Concentrates on the spell? The spell says, "Summoned creatures have 2 actions per turn
So, in part 2 of Doomsday Dawn, one of my PCs was a druid with a Large-sized bear companion. However, many of the passages in the Tomb of Tular Seft are only five feet wide. The only reference I could find in the rules for how to handle this was the Acrobatics "Squeeze" activity, which on a success allows you to move 5 feet per minute of squeezing! That seems incredibly harsh to me, and basically meant that it was impossible for the druid to bring his bear into the dungeon with the party in anything close to a reasonable time. I think that use of Squeeze makes sense if you are talking about a creature trying to fit through a really small space, like a human contorting themselves through a 1-foot-wide crack in a wall or something. But for a Large creature to take a full minute to move five feet down a five foot wide passage seems really out of whack. Am I missing something? Or does this need to be addressed somehow?
Looking at the stat block for the Electric Latch Rune in the Playtestiary, I don't see an indication of the trap's reset time. Is this a one-and-done thing, or does it happen every time someone tries to open the door? Or does it need time to recharge? This makes a significant difference for parties who lack a rogue (or whose Thievery-based character is rolling poorly).
I think the rules on this are pretty clear, but I just wanted to call it out because it seems a little surprising. If I'm reading this right, then you cannot command a summoned creature to ready an action. This is because the Summon Monster spell states, "Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can’t use reactions." That means they have a lot less flexibility because you can't do stuff like say, "ready an action to attack that quasit when he becomes visible again!" Is this intended?
I was making a character for Doomsday Dawn Part 3 tonight, and decided to roll up an Elven Paladin. My concept was that she'd be an agile woodland warrior, focused on speed and dexterity, so that demons would have no chance to escape! Unfortunately, it seems like the Paladin class kind of shoehorns characters into wearing heavy armor: Pathfinder Playtest wrote:
Why is this ability restricted to heavy armor? It seems to me that the AC bonus from choosing heavy armor should be its own reward; if I want to build a dex-based paladin, it seems strange to me that I would be expert in heavy armor but not in light or medium. Is there a particular reason why this ability doesn't just apply to all armors?
So one of the Quasits in Wolf form used an attack that included "knockdown". But it doesn't say in the statblock what that actually does. I searched the rulebook pdf and the only reference to Knockdown there is the level 14 Fighter feat. Is a level 0 creature really supposed to have such a powerful ability? Or is the description for this power missing from the rulebook? Thanks!
First off, let me say for the record that I really like the background system. I love how your background not only gives some history to your character, but also grants you stat boosts and abilities! That said, I'm a little worried about players not getting to use the "default" backgrounds. The playtest adventure includes backgrounds specific to the adventure, and I presume that upcoming Adventure Paths will do the same. I really like that. It's great to tie characters into the story! However, if you only have one background to pick, and you need to pick one of the specific backgrounds for the adventure you're playing, then you'll never get to pick any of the other backgrounds. That seems like a big missed opportunity. With the old trait system, you had two to pick, so one could be from your own character's background and the other could be setting you up for the campaign you're playing. You can't really do that with the new system. Thoughts?
I tried building an archery-based Ranger last night. He was an Elf scout who wields a shortbow... a classic character concept, I thought. Unfortunately, none of the 1st level Ranger feats deal with bows. As much as Harsk might take offense, I think bows are more of a classic Ranger build than crossbows. It seems that the Ranger as presented is kind of forced down either the animal companion route, the crossbow route, or the two-weapon fighting route. I'd like to see more support in the final rules for a short/longbow-based ranger.
tldr: my party was stymied by very limited healing resources at 1st level. I ran my first playtest game last weekend, and overall I think it went pretty well. I wanted to give some feedback, particularly around healing or lack thereof. Character creation was a bit rough, but I will let my players provide that feedback. Party composition: half-orc barbarian, human monk, human bard, human sorcerer (imperial). (Yeah, I know, we need to work on having more diverse ancestries! :-P ) We started out with some great die rolls on my part; the sewer ooze critted once and hit twice on the first round! Fortunately I decided it was dumb enough to split up its attacks, so I didn't just insta-kill the barbarian. After that fight, the party realized that none of them had healing magic. We kind of assumed that the Bard would be the healer for the group, but we didn't realize until we started play that bards don't actually have heal on their spell list anymore. We also looked through the bard's powers and didn't see anything healing related, at least not at level 1. This probably needs to be addressed, especially since the class description says that "You can alternate between helpful spells, attacks, and healing as needed." The party pooled their money and were able to afford a single 1st level heal potion, which the barbarian drank. They proceeded on to fight the goblins in the second room, taking minimal damage, but they decided to drink the goblins' healing potion as well. The barbarian was out of resonance, but fortunately made her check. Then in the fight with the centipedes they again got unlucky die rolls and got quite beat up. With no more healing resources and everyone quite badly hurt, the party retreated. By selling the goblins' gear, they were able to purchase a single healing spell from a local temple of Erastil. But they were very disappointed to learn that they could only get a burst heal of all of them for 2HP (I figured the NPC had a Wisdom of 15), or one of them for 1d8+2. That seems like not very much for 27sp. They begrudgingly paid and spent the next two days healing mundanely. The lack of a "Treat Deadly Wounds" option in the Heal skill was also a pain point. Finally, they decided they needed to press on, even though only half the party was at full HP. Overall, the game was pretty fun, though a bit rockier than usual with everyone needing to learn the new system. But it definitely felt like we are back in "mandatory cleric" territory, with very limited healing options available at level 1. I know this is always an issue in low-level games, at least until the party can afford a wand of cure light wounds or something. But since heal isn't on anyone in the party's spell list, they won't even have that option. Potion-only healing gets expensive really fast! We were also disappointed that having an NPC cast a healing spell was only 3sp cheaper than buying a potion. We really think that NPC spellcasting needs to be much cheaper, especially at low levels. In PF1, an NPC spellcaster is only 1/5 the cost of an equivalent level potion; in PF2 they are nearly the same price. This makes "retreat to the temple and heal up before going back in" not a viable strategy at 1st level.
So in my playtest game a couple of characters got confused, and the other PCs wanted to restrain them until they came to their senses. I read that Grapple is a usage of the Athletics skill, so I suggested that they try to do that. This led to a couple of questions: 1) Grappling only takes a single action. If you fail the grapple and try again, do you take any penalties to the roll? It seems like you ought to, similar to making attack rolls, but I didn't see anything about penalties for making the same skill check more than once a turn. 2) The confused condition states that you will attack the creature that attacked you since your last turn. Does someone grappling you count? Again, it seems like it should, but grappling isn't actually an attack, so... 3) How can you pin a creature in PF2? I see that on a critical success the creature is restrained, which is pretty much like pinned. But I don't see anything about "upgrading" a grappled creature to restrained other than by a crit on a grapple check. It seems like there ought to be a path to restraining an already grappled creature, like tying them up or something. 4) How can you move a grappled creature? I ended up letting them roll Athletics to "drag" the other PC, like a Shove but in the opposite direction. But there doesn't seem to be an explicit rule for accomplishing this. I think there probably ought to be a "Drag" or "Reposition" skill usage for Athletics that accomplishes this.
I ran the Mindfog Fungus encounter last night, and it seemed to me that there was some information missing from the stat block. 1) The Trigger says that the fungus rolls initiative, but I couldn't see anywhere listing what skill the initiative roll should use. I ended up using Stealth because it was the first line on the statblock. 2) The statblock lists AC, TAC, and Hardness, but not hit points. So I wasn't sure how much damage it was supposed to be able to take. Fortunately, after attacking it once and seeing that it released more spores, my party just left the room (dragging the two confused PCs with them) and didn't end up trying to kill the thing after all.
I know there are already a whole bunch of threads with people bashing or defending the resonance system. I don't want this to turn into another of them. But I would like some clarification on how exactly resonance is intended to function, to make sure that my playtest feedback is accurate. I'm a bit confused about what things require spending resonance, especially when it comes to invested items. For example, take the following item: Collar of Inconspicuousness wrote:
So, you invest the collar and put it on your animal companion. 1 Resonance spent so far. Then you activate the collar to turn them into a nonthreatening creature. Does that cost a second Resonance? Or do you get it for free because you invested the collar? If you activate the collar later in the day, would it cost a third Resonance? If it does cost a resonance to activate, why is this an invested item? Is it just a stealth way of making it cost at least two Resonance? Another example: Cloak of Elvenkind wrote:
It's invested, so it costs 1 resonance at the beginning of the day. But I'm unclear what abilities you get for free, and what you need to spend resonance on. Casting an innate spell sure sounds like activating the item to me, and using an item to cast a spell matches the developers' descriptions of a thing that would use resonance. But it doesn't specifically say it is an activation action, so does that mean it's free? If so, how often can it be used? If it's not free, where in the rules does it say that such a thing costs resonance? If you draw up the hood of the cloak to become invisible, that clearly costs Resonance. But if you do the same thing to gain a bonus on Stealth checks, does that cost resonance? It's not a "constant ability", so by RAW it would not seem to be powered up merely by investing the item. But if so, why is gaining the stealth bonus an Interact action, while going invisible is an activation action? Again, I don't want to discuss the merits or problems with the resonance system as a whole in this thread. There are other threads for that. But I would like to gain a clearer understanding of how it's supposed to work, so that I can run it correctly at my playtest table! Thanks!
In Pale Mountain's Shadow, under the Tracking Time sub-header in the Tomb of Tular Seft, it says: Doomsday Dawn wrote: On average, a group of PCs should have time to fully explore areas C1-C6 of the tomb before the Night Heralds make it through the labyrinthine eastern reaches of the complex. Remind the PCs how long they have left when they enter the tomb so they know whether they'll have any time to rest before or during their explorations. How are the PCs supposed to know in-character how much time is left? All I can find in the adventure is that the PCs know from the briefing that the Night Heralds are on the way, but nowhere does it state where they are coming from or how long the PCs should expect them to take. They don't encounter the Heralds until that group arrives, so they don't have any way to tell what their adversaries' progress is before they arrive. Am I just supposed to tell the players, "Hey, your characters have no way to know this, but you have 2 days to explore before the bad guys get here, sound good?" Or is there some in-character way that the PCs are supposed to know how much time is left, and I just missed it?
Obviously it's the McGuffin that the PCs are supposed to retrieve, but I don't see anywhere in the module that describes what the Star of Desna actually is. I'm sure that's something that my players will ask about when Keleri asks them to retrieve it. I'm guessing that maybe it's a special magic Starknife? If so, does it have any special properties? If not, what else might it be?
I participated in a playtest event at Gen Con, and I realized yesterday that our GM never asked for our PFS number. From what I read on the blog, the playtest rewards require GM reporting in order to track the playtest points. Has that changed, or did our table GM just forget to gather the reporting info? If the latter, is there any way to submit my information so that I can get PFS credit for the playtest scenario? Thanks!
Hi, folks Recently in a treasure horde my group found a word bottle. It sounds intriguing, but I'm not sure what would be the best use for it. Do any of you know of a particularly clever or useful targeted language-dependent spell of 3rd level or lower that would be worth putting in the bottle? Thanks!
I know that one of my weaknesses as a gamemaster is narrating travel scenes or otherwise making them interesting. I'm just not very good at getting the players from point A to point B without either giving the players a pretty bland description of the trip, or having a random encounter. Do any of you know of any tips/resources for how to make overland travel interesting without bogging down the game? I always think of this scene from The Gamers as something I aspire to, though I feel like in a non-visual medium it would take a bit more description to give a sense for the journey. I would also like to know how you make things interactive for the players without just having them roll Survival checks or the like.
I'm looking at making a Witch character for my next campaign who uses a firearm (probably a rifle) as her weapon. However, looking through the rules, I'm not seeing any options designed to support this particular combo. Right now, I'm thinking of foregoing Gunslinger levels entirely, and instead taking Witch (and later Winter Witch) as my class levels, and using feats to learn the gun stuff. I've gotten my GM to agree to let me take Exotic Weapon Proficiency at level 1 even though I don't have a +1 BAB yet. I was also considering skipping Gunsmithing and relying on Mending spells to repair misfired guns. Then I could spend my feats on things like Point Blank Shot and Precise Shot. Any thoughts or suggestions for bringing guns into the Witch class? Thanks!
Hey, folks! I've been playing Pathfinder for years now, but I'm going to be running a D&D 3.5 game for my old gaming group next weekend. I really want to make it feel 3.5ish, not like Pathfinder. What are the most memorable things about the D&D 3.5 system to you? What seems the most "quintessentially D&D"? Right now, I'm working on pregen characters with lots of prestige classes and multiclassing. I want there to be undead, because those changed a lot with Pathfinder. Any other suggestions?
Good morning, I've been listening to the PaizoCon 2016 seminar coverage (thanks, Know Direction Podcast!), and one of the things that was mentioned was that 4 and 5-star PFS GMs would be getting free subscriptions to Syrinscape. I'm eager to start adding this to my games. Is there anything I need to do to claim the benefit? Or should I just be waiting on the Paizo and Syrinscape teams to coordinate? Thanks!
Hi, folks! Sorry to bring up another download issue -- I'm sure you all must be sick of those by now. I'm eagerly attempting to download the PDF for the new PFS scenario, Faithless and Forgotten Part III. I'll be running the game for a convention this weekend, so I would really like to read it ahead of time. However, it seems to be stuck somehow and isn't downloading for me. When I click the download link, the page refreshes and scrolls to the link for the scenario. However, at that point nothing happens. It doesn't actually start to download, nor does it say "personalizing". It just does nothing. Here's the link I'm using, for reference:
I have tried with both Chrome and IE, on a Windows 8.1 computer. I did leave for about 15 minutes just to see if it was a temporary glitch. That caused my session to time out, but the download still didn't work. Thanks for all your hard work, and thanks in advance for looking into this!
I'm a big fan of scenarios that have a lot of roleplaying, such as The Immortal Conundrum and Merchant's Wake. However, it seems like the scenarios always start with the roleplaying and devolve into combat at the end. This is often a problem, as when I'm running the scenarios I don't know how much time to allocate to the roleplay section and still have enough time for combat. Particularly if there is no "warm up" encounter early on to get a feel for the group's playstyle and how quickly they will get through fights. I do enjoy the combat aspect of the game, but I sometimes wish that scenarios with less combat would spread it out better throughout the scenario. Do any of you know of some good scenarios that have strong roleplay sections at the *end* of the session?
If you have an ability that lets you use a particular skill in place of another skill, and you have another ability that grants you a bonus on the second skill, does it apply? My current build that prompted the question is the Asmodean Advocate cleric archetype from Dirty Tactics Toolbox. Dirty Tactics Toolbox wrote: At 1st level, an Asmodean advocate learns to choose her words so carefully that even when she says something designed to deceive listeners, the words are phrased to be technically true. She can use her Profession (barrister) skill for Bluff and Diplomacy checks. Part of the archetype also grants a familiar. The viper familiar wrote: Master gains a +3 bonus on Bluff checks In a similar vein, could I take the Deceitful feat and gain a bonus on my Bluff checks? The deceitful feat wrote: You get a +2 bonus on all Bluff and Disguise skill checks. I know that this archetype is pretty niche, but I imagine that the same sort of thing would apply to other skill-substitution abilities, such as the Bard's Versatile Performance. Thanks in advance for your replies!
Hey, folks! I have a witch NPC who is joining my party. She's significantly below the level of the rest of the group, but I'd like her to still contribute at least a little bit to the party. However, the PCs all have mythic tiers, so the spellcasters can cast pretty much any spell in the game. I'm wondering if you all know any good witch-only spells that would not otherwise be available to the party. That way the character can contribute something unique. Currently I'm looking for 2nd or 3rd level spells, but advice for any spell level would be helpful. The party consists of a barbarian, alchemist, wizard, and druid. So if there are any non-alchemist, druid, or wizard spells that *are* on the witch list, those would be the ones I'm most interested in.
Hey, all! I'm toying with builds for a Wrath of the Righteous game that will hopefully be happening soon, and I'd be interested to hear your advice for my character. Sorry for the length! Background:
Galem NoLastNameYet is a Varisian who worships Nethys. He's obsessed with uncovering knowledge at all costs, and the mystery of what created the Worldwound (and how it can be stopped) has drawn him to Kenabres at the start of the campaign. Overall, Galem is pretty non-confrontational, so he would rather sneak around and/or talk his way out of a fight than engage in combat. When he does have to enter combat, he prefers nonlethal damage (a dead creature can't be interrogated (speak with dead aside)), and his tactics are pretty rogue-like, focusing on mobility and sneak attacks. level 5/MR 1:
The first few levels will be a bit of a struggle, as I try to get prerequisites for things. I'm starting with a level in Cleric to get Channel Smite and Guided Hand, then switching to Inquisitor. My favorite thing about the early levels is the Door Sight domain ability, which will let him scout through doors without opening them! At level 5, this build starts to actually come together, with mythic guided hand, sneak attack and the precise strike teamwork feat letting him stab things in combat for a decent amount of damage. Note also the Conversion inquisition that lets him use Wisdom instead of Charisma for Diplomacy, Bluff, and Intimidate, continuing the theme of powering basically everything off Wisdom. Galem NoLastName
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
level 10/MR 3:
By level 10, Galem has multiclassed into Evangelist, giving up a couple of high-level Inquisitor abilities for a slew of interesting and flavorful divine abilities. He takes the Trapfinding slayer talent to let him act as a rogue for trap-finding as well, and Vanishing Move makes it easy to scout ahead without being spotted, or allows him to turn invisible for easy access to sneak attacks. Also, by this time he has the Enduring Blessing mythic power, which lets him essentially get 24-hour access to one spell. In this case, he's chosen Heroism. Galem NoLastName
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
level 15/MR 6:
By level 15, Galem is extremely flexible. With both the Multitude of Talents Evangelist ability and the Master Dilettante Mythic power, he has a +10 bonus on untrained skill checks, and can use any skill untrained. Combined with the Inquisitor's Monster Lore ability, he should have no trouble identifying any monster the party comes across. He's also taken the Legendary Item mythic ability to get Undetectable on his staff. That means he is completely undetectable whenever he goes invisible while holding the staff (which he can do as a swift action using Vanishing Move). For "normal" combat, he now has 4d6 sneak attack, which doubles to 8d6 using Sap Master and his merciful quarterstaff. Galem NoLastName
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
A myth
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Level 20/MR 10:
There's no capstone in this build, so nothing super exciting at level 20. However, he does have a few neat abilities like Beyond Morality (letting him use whatever alignment is best whenever he's subjected to an alignment-based effect, which seems like it would be useful in this game!). Also, his teamwork feats have gotten better, and he picked up two-weapon fighting for an extra attack. Galem NoLastName
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
A myth
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Note that I didn't put a lot of effort into choosing spells or equipment, since I imagine a lot of that will depend on how the campaign goes. But if you have any suggestions for either of those categories, please feel free to make them! So, what do you all think? Thanks in advance for your advice!
My card gaming group is just finishing Rise of the Runelords this week. We are considering doing Wrath of the Righteous next, but I am hoping to play that Adventure Path in the RPG. Will playing the organized play scenarios spoil the Adventure Path for me? Should I stay away for the sake of my future enjoyment of the RPG (which I do consider to be more important)? Thanks!
Hi folks, I'm curious about the rationale for the decision to irrevocably switch characters over to the non-Core Campaign once they have played in a non-Core game. As long as the character doesn't have any options from non-core sources, why restrict a player from moving back and forth between the two play "modes"? I'm envisioning the following sort of scenario: a new player joins a group, playing PFS Core. She plays several games and enjoys it. Then she goes to a local convention, sees "Pathfinder Society" offered, and plays a game. Then she happily takes her character back to her local group after the convention and is told that she can't play their games anymore because her character is "non-core". I totally understand restricting characters from rejoining the Core campaign once they have taken non-Core options. But I'm curious why, if a character still obeys all the "Core Only" rules, it would not be allowed to play another Core game after earning a non-core Chronicle sheet. Thanks!
Happy St. Patrick's Day! I hope you all in Customer Service are still sober enough to check on this for me ;-) According to the March 2015 New Release Shipping Thread, the March subscription orders should now be shipped. However, my order #3421433 is still showing a state of "pending". Would you mind checking into this, please? Thanks very much!
My PCs are playing through The Frozen Stars right now (they are currently Level 11/Mythic Tier 3), and in order to tie the events of TFS more closely to the rest of the AP, I have decided to place a Winter Collector somewhere near Yrax's palace. (Thanks to Jeven on the GM reference thread for the idea!} In my version, Elvanna created a series of new Winter Collectors in order to spread Irrisen's winter throughout Golarion. One of these was on Triaxus, and she paid off the white dragon Yrax to guard it. So it should be somewhere in or near his palace. I'm looking for ideas on what exactly the Winter Collector is, and how it can be destroyed. I was thinking of something like a D&D-style skill challenge, but I'm open to suggestions. I do want its destruction to be more involved than just "hit it with the adamantine warhammer!" (If it matters, I'm also having a simulacrum of Elvanna in the palace to keep an eye on Yrax and guard the collector. My players will be facing her next week, which should be very exciting!)
Hey, folks! I'm wondering about the interactions between haste and chaos hammer. Chaos Hammer wrote:
Slow wrote:
(emphasis mine) So, my question is: multiple PCs are affected by haste, and then the BBEG slaps a chaos hammer on them. If they fail the save, they are subject to the slow effect.
Thanks!
So, my party is currently exploring Artrosa. They are about to encounter Caigreal, and if all goes according to plan (I know, this rarely happens when PCs are involved), she will pretend to be a captured maiden and join with the party as they continue through the dungeon. Shortly after that, it's likely that the PCs will encounter Jadrenka in "The Maiden in the Field". I assume that Jadrenka will recognize Caigreal even through the disguise, so how would this affect their interaction? Would Caigreal and Jadrenka both be attempting to turn the PCs against the other? Would Jadrenka blow Caigreal's disguise? If any GMs who have run this encounter have any advice or stories, I'd greatly appreciate hearing it. Thanks!
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