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Post by Rabbit on Mar 10, 2010 12:24:23 GMT -5
"The elves of Hark Rest will mourn the loss of their bretheren, but they shall also remain grateful. For their deaths have been for the greater good!
The blood of the fallen has been poured on the alter of glory.
Hail progress! Hail the elves of Hark Rest!"
-Brinly Deller, Hark Rest Spokesman
{Out with the old, in with the new. After considering options I think I am going to focus on an arcane spellcaster. I think (offensive) spells are more valuable then stealth and roguery.
And along those lines for what kind of adventure I might like to see in the future; I would like to blow something up... something big. I might be an evocker, or at least a universalist with plenty of evocation spells.}
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Post by reefwood on Mar 10, 2010 13:56:24 GMT -5
{Out with the old, in with the new. After considering options I think I am going to focus on an arcane spellcaster. I think (offensive) spells are more valuable then stealth and roguery. And along those lines for what kind of adventure I might like to see in the future; I would like to blow something up... something big. I might be an evocker, or at least a universalist with plenty of evocation spells.} Sounds good. If you have questions about specific spells, go ahead and post them in here or via PM. Also, you may be able to qualify for some prestige classes at this level. paizo.com/pathfinderRPG/prd/prestigeClasses.html
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Post by Rabbit on Mar 10, 2010 14:11:41 GMT -5
Can an earth elemental use Earth Glide to gain partial cover during combat against another creature standing on the ‘surface.’ I am thinking similar to the way incorporeal creatures can strike from within a wall. In such cases my understanding is that the incorporeal creature gains partial cover and I think can catch their opponents flat-footed (at least in 3.5).
One concern is the wording, “pass through” and that it might imply a continuous movement.
Another question is how does being under the ‘surface’ effect the elemental’s senses?
Where am I going with this? Well, my thinking is an earth elemental familiar; the elemental could follow its master just below the surface, and hold actions (when able) to attack anyone that attempts melee with the wizard; keeping itself partially submerged and therefore gaining partial cover.
More for reference;
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Post by reefwood on Mar 10, 2010 14:47:15 GMT -5
Can an earth elemental use Earth Glide to gain partial cover during combat against another creature standing on the ‘surface.’ I am thinking similar to the way incorporeal creatures can strike from within a wall. In such cases my understanding is that the incorporeal creature gains partial cover and I think can catch their opponents flat-footed (at least in 3.5). One concern is the wording, “pass through” and that it might imply a continuous movement. Another question is how does being under the ‘surface’ effect the elemental’s senses? Where am I going with this? Well, my thinking is an earth elemental familiar; the elemental could follow its master just below the surface, and hold actions (when able) to attack anyone that attempts melee with the wizard; keeping itself partially submerged and therefore gaining partial cover. More for reference; I'll have to do some digging before giving you a definite answer, but I think you are on the right track. Just a little off. A fish can stop in water, so a creature with earth glide should be able to stop in earth. A creature cannot be half in one square and half in the other, so a Medium or smaller creature cannot be in half an earth square and half a surface square. It has to choose one. A Large creature is in multiple squares, and you usually just need to target one square, but maybe Cover will change that. Not sure yet. I think the incorporeal thing you mention actually gives total cover/concealment (i.e. ghost in a tree attacks an adjacent square), but unless the creature has a way to pinpoint the target's exact location (i.e. lifesense, tremorsense, etc), it has a 50% miss chance for attacking a target it cannot see. Also, I believe a readied attack could still target the ghost normally if it waits for the ghost to attack, so it hits the arm when it comes out of the tree. And off the top of my head, it seems like earth glide could work in a similar manner. Also, an action can only be readied in combat. So outside of combat, you can theoretically have an order to Ready in place, but once something happens to initiate combat, initiative is rolled and the actions happen base on that order. Basically, you can be ready to fend off an attacker, but the attacker can still get a jump on you (i.e. beats you in initiative) if you're just too slow. Once combat has began, a creature can Ready an action just fine, but it still needs to be able to sense the attacker to respond to the attacker.
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Post by reefwood on Mar 10, 2010 22:38:13 GMT -5
Starting Packages, 6th-level (Standard Wealth - 16,000 gp) I present thee with the new starting packages. Once again, there has been some retooling. Key changes to note: 1) Magical enhancements to weapons and armors/shields are now their own lines. Separate from the actual items which must be purchased from the weapons/armor/etc line or with income pool. 2) The wand line is no longer limited to spells you can cast or attack type, but regardless, wands cannot be created for spells above 4th level. Up to two wands may be selected with this line. 3) Any two line limits may now be increased by 500 gp. Also important is that new PCs start out with 16 days of 6th-level Income Pool. Happy shopping Weapon Combat (CL 6)- Magical enhancements to weapons (4,000 gp) - Magical enhancements to armors/shields (5,000 gp) - Nonmagical weapons, ammunition, armors, shields (3,000 gp) - Adventuring gear, special substances, tools & skill kits, mounts (1,000 gp) - Additional magic items (2,500 gp) - Potion of cure serious wounds x2 (1,500 gp) - +500 gp increase on two limits (1,000 gp) = 18,000 gp total limit Magic Combat (CL 8)- Two wands of any spell on your list (5,000 gp) - Magic items that provide bonuses to AC (4,000 gp) - Nonmagical weapons, ammunition, armor, shields (2,000 gp) - Adventuring gear, special substances, tools & skill kits, mounts (1,000 gp) - Additional magic items (3,500 gp) - Potion of cure serious wounds x2 (1,500 gp) - +500 gp increase on two limits (1,000 gp) = 18,000 gp total limit Hybrid Combat (CL 7)- Magical enhancements to weapons OR two wands of any spell on your list (4,500 gp) - Magical enhancements to armors/shields OR magic items that provide bonuses to AC (4,500 gp) - Nonmagical ammunition, weapons, armor, shields (2,500 gp) - Adventuring gear, special substances, tools & skill kits, mounts (1,000 gp) - Additional magic items (3,000 gp) - Potion of cure serious wounds x2 (1,500 gp) - +500 gp increase on two limits (1,000 gp) = 18,000 gp total limit
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Post by Rabbit on Mar 11, 2010 12:10:12 GMT -5
Hey, you can hold off on spending too much time on the earth elemental question.
i think i am leaning more towards a Sorcerer (dragon blood) aiming towards Dragon Disciple.
I rolled some well rounded stats and did pretty good with HP, so this guy can afford to go toe to toe in melee if need be... [edit: though i am still going to make his spells focus on blasting and buring stuff. ranged offense will likely be his strong point.]
may be a human or perhaps a half-orc.
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Post by reefwood on Mar 11, 2010 17:09:01 GMT -5
Hey, you can hold off on spending too much time on the earth elemental question. i think i am leaning more towards a Sorcerer (dragon blood) aiming towards Dragon Disciple. I rolled some well rounded stats and did pretty good with HP, so this guy can afford to go toe to toe in melee if need be... [ edit: though i am still going to make his spells focus on blasting and buring stuff. ranged offense will likely be his strong point.] may be a human or perhaps a half-orc. Sounds sexy! And the group would definitely benefit from a ranged attacker. p.s. - nice intro in the story thread!
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Post by Rabbit on Mar 12, 2010 15:35:56 GMT -5
Also important is that new PCs start out with 16 days of 6th-level Income Pool. Happy shopping where is tihs again? I had a hard time finding it last time too.
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Post by reefwood on Mar 12, 2010 15:46:47 GMT -5
Also important is that new PCs start out with 16 days of 6th-level Income Pool. Happy shopping where is tihs again? I had a hard time finding it last time too. It is in the Longtree and Verdas story threads. Probably in this thread too, but maybe I'll make a thread for house rules.
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Post by Rabbit on Mar 12, 2010 18:07:55 GMT -5
can income pool be used to allow a section of a purchasing package to go over budget?
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Post by reefwood on Mar 12, 2010 19:06:06 GMT -5
can income pool be used to allow a section of a purchasing package to go over budget? Nope. But two lines of a starting package are allowed to go 500 gp over budget. Also, income pool can be used for upgrades. For example, you could purchase gloves of dexterity +1 for 1,000 gp from a starting package and upgrade it to gloves of dexterity +2 by spending 3,000 gp on it from income pool. Though, I don't imagine you have nearly that much income pool at this point, so upgrades may not be feasible until higher levels.
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Post by michael on Mar 12, 2010 20:32:02 GMT -5
How about selling equipment? Will we ever have an opportunity to do that?
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Post by icnivad on Mar 12, 2010 20:46:27 GMT -5
Nope. But two lines of a starting package are allowed to go 500 gp over budget what? So, any two lines can go over by 500?
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Post by reefwood on Mar 12, 2010 21:17:57 GMT -5
How about selling equipment? Will we ever have an opportunity to do that? Nope. There is no standard shopping in this game and no selling. You are welcome to store equipment in a "weapons locker" with the main army if there are things you don't want to carry all the time, but this "weapons locker" will only be accessible when you are with the main army, so it should be noted separately on your character sheet. This is kind of how income pool works too. It isn't really money. More like access to supplies, and you can only access supplies while you are with the main army because that is where everything is kept. Or you are welcome to completely discard items too. Just think of it as passing them onto other soldiers. Part of the reason for the lack of shopping/selling is that you are part of an army, so you only have access to select items that can be more easily mass-produced as opposed to everything under the sun. And you could potentially wind up with so many spoils from all the soldiers you defeat that you would wind up with way too much wealth.
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Post by reefwood on Mar 12, 2010 21:28:41 GMT -5
Nope. But two lines of a starting package are allowed to go 500 gp over budget what? So, any two lines can go over by 500? If you are creating a new character with the 6th-level starting package, one of the lines provides a +500 gp increase to two limits. So, if you went with the Weapon Combat package, you could bump "Nonmagical weapons, ammunition, armors, shields (3,000 gp)" up to 3,500 gp and "Additional magic items (2,500 gp)" up to 3,000 gp. EDIT: Also, if you are thinking of retiring Sir Grolton, you are welcome to bring him back at a later time. This option is open to any PC that survives.
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