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Robyo
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    Post  navyik Wed Feb 19, 2014 8:25 am

    Flyby touch attacks..
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    Post  Chirs2 Wed Feb 19, 2014 9:06 am

    navyik wrote:Flyby touch attacks..

    hell no!  I ain't getting that close to anything.  I have a grand total of ZERO touch attack spells, for good reason.  

    Cones, balls, rays or direct target from range  santa santa bomber


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    Post  Robyo Thu Feb 20, 2014 7:52 pm

    On a side note, (since this thread seems to be for whatever), whenever I GM on the forum again, I think WW will be the campaign I will run. Anyone who made characters for PP are welcome to transfer them over to WW.
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    Post  MAS Thu Feb 20, 2014 8:21 pm

    Robyo wrote:On a side note, (since this thread seems to be for whatever), whenever I GM on the forum again, I think WW will be the campaign I will run. Anyone who made characters for PP are welcome to transfer them over to WW.

    My first thought was that I didn't think my goliath barbarian would transfer to WW. But then I started thing that he could be world famous pugilist....
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    Post  whit10 Thu Feb 20, 2014 9:28 pm

    Cool man... I'm going to go with that Shifter I made.
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    Post  navyik Thu Feb 20, 2014 9:35 pm

    Is jacque-pierre still incorporial?
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    Post  Robyo Thu Feb 20, 2014 11:27 pm

    MAS wrote:My first thought was that I didn't think my goliath barbarian would transfer to WW. But then I started thing that he could be world famous pugilist....

    Well, Goliaths are allowed as a native race of Aerth (along with Pygmys, Halflings, Asimar, Atlans, and Humans), so he could technically still be a Goliath Indian or whatever. Or he could be from another world, via the rifts/portals, whatever you want. It really just depends on what you want his background to be.
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    Post  Robyo Thu Feb 20, 2014 11:33 pm

    whit10 wrote:Cool man... I'm going to go with that Shifter I made.

    I didn't see where that was posted. What race is he?



    Alan, I answered your question in Radiance Roundup thread.



    *In fact, please let's move all further discussion concerning WW to it's own topic and threads. No need to congest further the PF thread...
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    Post  Chirs2 Sat Feb 22, 2014 11:04 pm

    Rasso backstory posted in his character thread

    character build is at about 90%

    I still need Mythic stuff and any last minute tweaking of gear
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    Post  Chirs2 Sun Feb 23, 2014 1:17 pm

    ok party members....   I am down to a couple choices for my mythic spell, but I am leaning towards this one for overall usefullness and party support

    in addition to the normal benefits of Haste +1 reflex, +1 AC, +1 attack rolls, +1 attack when using Full Attack

    Mythic Haste:

    Affected creatures gain an additional move action each round. The movement speed increase changes to 50 feet, to a maximum of three times the creature's normal speed for that movement type.

    This is like a free Heroic Surge (from SW) each round!

    So the extra move action would allow everyone to move (at speed 80) AND take a full attack action (with 1 extra attack)

    To me that just seems more beneficial than a bigger fireball or something.

    Thoughts?
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    Post  Robyo Sun Feb 23, 2014 1:45 pm

    That sounds pretty great for a party buff! Ignis normal speed is 60'. What would it become with mythic haste?
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    Post  Chirs2 Sun Feb 23, 2014 1:46 pm

    Robyo wrote:That sounds pretty great for a party buff! Ignis normal speed is 60'. What would it become with mythic haste?

    60 + 50 = 110  cheers 

    plus the bonuses and extra actions
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    Post  whit10 Sun Feb 23, 2014 2:02 pm

    sounds awesome but where does it say you can move you full speed and make a full attack with Haste? Is that part of the Mythic version of the spell?
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    Post  whit10 Sun Feb 23, 2014 2:10 pm

    What about something like Mythic Disintegrate? More damage and more Con damage...

    The thing about Mythic Haste is, how much movement do you really need in one or two moves? I noticed this when playing in Charleston, it's all great and everything to have a ton of movement speed, unless you move into melee combat range way ahead of the party, in which case you get pounded on by yourself. It also becomes almost too much after a while. Most maps are about 100' wide or long unless everything takes place outside nearly all the time. The extra speed is useful, but not as frequently as you might think.

    .... my two pence.
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    Post  Chirs2 Sun Feb 23, 2014 2:35 pm

    whit10 wrote:sounds awesome but where does it say you can move you full speed and make a full attack with Haste?  Is that part of the Mythic version of the spell?

    re-read what I posted, I never said move "full speed" and make a full attack.  You get an EXTRA move action, so you can move once and make a full round attack.

    I agree about the "too much speed" idea, but the 80' per round is the speed of a single move action.  so you can move 80 AND make a full attack.

    regardless of the feet per move increase, I just thought the extra move action for everyone each turn would be more helpful than a bigger fireball\disintegrate\cone of cold, etc.
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    Post  whit10 Sun Feb 23, 2014 2:39 pm

    That seems a bit weird, it's pretty specific that you can't move more than a 5' step and still make a full attack.

    On the other hand, Mounted Skirmisher allows you to make a full attack as long as your mount only moves it's normal speed on a move. Nice catch dude!
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    Post  Chirs2 Sun Feb 23, 2014 7:15 pm

    whit10 wrote:That seems a bit weird, it's pretty specific that you can't move more than a 5' step and still make a full attack.

    On the other hand, Mounted Skirmisher allows you to make a full attack as long as your mount only moves it's normal speed on a move.  Nice catch dude!

    I re-read the Combat Rules section you referenced. I understand where you are coming from, but I think it was written specifically to cover the normal circumstance (99% of the time) that a character only gets 1 move + 1 standard action per turn.

    ie - You use both to make a full round attack, so all you have left is the 5ft step.

    Mythic Haste specifically gives you an extra move action. The original wording of Full Attack Action was probably written long before they made Mythic Haste. I see your point, technically, but I think the intention of Mythic Haste is pretty clear - you get an extra move action each turn, in addition to your normal move + standard. Like I said in the first post, it is kind of like Heroic Surge from SW or using a Hero Point (also a later rule).

    Would you also argue that using:

    Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

    would mean that you couldn't take a full attack and use a Hero Point to move?
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    Post  whit10 Sun Feb 23, 2014 8:09 pm

    No, you can use a hero point to move. It's fine, the Mythic aspect is what allows the movement. It's all good

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    Post  navyik Mon Feb 24, 2014 12:45 pm

    Sounds great. Kinda like the pounce ability.
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    Post  Chirs2 Mon Feb 24, 2014 1:54 pm

    i bought a full wand of Cure Serious wounds, which I can use for the party. I also have a couple cleric scrolls (remove curse, remove disease), but I am broke now

    if anyone has any extra $$, a couple scrolls of HEAL, maybe Raise Dead or Breath of Life would be a nice safety net for us.
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    Post  whit10 Mon Feb 24, 2014 2:09 pm

    yeah, down to 50 gp myself.
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    Post  Arcturus Mon Feb 24, 2014 4:47 pm

    Chirs2 wrote:i bought a full wand of Cure Serious wounds, which I can use for the party.  I also have a couple cleric scrolls (remove curse, remove disease), but I am broke now

    if anyone has any extra $$, a couple scrolls of HEAL, maybe Raise Dead or Breath of Life would be a nice safety net for us.

    Garth has 6,565 surplus gp. Just post a list with costs and I'll edit it in to his inventory. He can hand it off in game.
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    Post  Chirs2 Mon Feb 24, 2014 5:05 pm

    Arcturus wrote:
    Chirs2 wrote:i bought a full wand of Cure Serious wounds, which I can use for the party.  I also have a couple cleric scrolls (remove curse, remove disease), but I am broke now

    if anyone has any extra $$, a couple scrolls of HEAL, maybe Raise Dead or Breath of Life would be a nice safety net for us.

    Garth has 6,565 surplus gp. Just post a list with costs and I'll edit it in to his inventory. He can hand it off in game.

    some scroll options

    HEAL (heals 110 hp and basically all nasty conditions, except lvl drain) - 6th lvl cleric = 1650gp

    Raise dead (inflicts -2 lvl drain) = 1,125

    Restoration (removes 1 lvl drain) = 700 ** 2 4th lvl Restorations are cheaper than 1 big one (2,275)

    something like that would be a good start
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    Post  MAS Mon Feb 24, 2014 5:27 pm

    Hey guys - I had cleared my plate to have all day to get the EPIC up and running, but have succumbed to the flu-bug that Nicole was home with most of last week. Having trouble staying awake for more 20-30 minutes. Hoping to be on task again tomorrowish.

    Sounds like there is still some tweaking going on anyway, so hopefully, this will time out ok.

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    Post  Arcturus Mon Feb 24, 2014 5:43 pm

    [/quote]

    some scroll options

    HEAL (heals 110 hp and basically all nasty conditions, except lvl drain) - 6th lvl cleric = 1650gp

    Raise dead (inflicts -2 lvl drain) = 1,125

    Restoration (removes 1 lvl drain) = 700  **  2 4th lvl Restorations are cheaper than 1 big one  (2,275)

    something like that would be a good start[/quote]

    Got it. Will do.

    By the way, I started working on a backup idea for if/when matt kills garth.

    It's incomplete, as well as a bit jumbled because I copied and pasted direct from Microsoft word, but feedback/suggestions/help is appreciated.
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    Post  Chirs2 Mon Feb 24, 2014 5:47 pm

    MAS wrote:Hey guys - I had cleared my plate to have all day to get the EPIC up and running, but have succumbed to the flu-bug that Nicole was home with most of last week. Having trouble staying awake for more 20-30 minutes. Hoping to be on task again tomorrowish.

    Sounds like there is still some tweaking going on anyway, so hopefully, this will time out ok.

     Twisted Evil GM took another look at our characters and got SKKKKAAAIIIRRDDD!
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    Post  whit10 Mon Feb 24, 2014 6:48 pm

    yup... don't fuck with a Steel Angel!  Twisted Evil 
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    Post  Arcturus Tue Feb 25, 2014 4:14 pm

    All right, Garth's inventory is rounded out with:

    2x Breath of life scroll (5d8+9)
    2× Restoration scroll (4th lvl cleric)
    2× Heal scroll (110 hp + cleanse conditions)

    Each is in a wooden scroll case.

    Whoever wants them in game can carry them.

    Maybe we should divide them up?  Might be safer to distribute that value so it can't all be lost at once..

    Down to 65 gp, so ready to go.


    Last edited by Arcturus on Tue Feb 25, 2014 4:24 pm; edited 1 time in total
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    Post  Chirs2 Tue Feb 25, 2014 4:19 pm

    Arcturus wrote:
    2x Breath of life scroll (5d8+5)
    2× Restoration scroll (4th lvl cleric)
    2× Heal scroll (50 hp ea)

    Nice!

    FYI - The scrolls are Caster level, not level of the spell, so BoL (5th) is 5d8 + 9 and Heal (6th) is 110hp + all conditions (condi cleansing is a really important feature)

    A 5th level spell requires a 9th lvl Cleric to cast it. Heal is a 6th lvl spell, so requires an 11th lvl caster
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    Post  Arcturus Tue Feb 25, 2014 4:23 pm

    Chirs2 wrote:
    Arcturus wrote:
    2x Breath of life scroll (5d8+5)
    2× Restoration scroll (4th lvl cleric)
    2× Heal scroll (50 hp ea)

    Nice!

    FYI - The scrolls are Caster level, not level of the spell, so BoL (5th) is 5d8 + 9 and Heal (6th) is 110hp + all conditions (condi cleansing is a really important feature)

    A 5th level spell requires a 9th lvl Cleric to cast it.  Heal is a 6th lvl spell, so requires an 11th lvl caster

    All right, got it. So powers have to be adjusted. Used the table in APG I think it was to determine cost. So after power adjustments, are these legal/usable?
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    Post  Chirs2 Tue Feb 25, 2014 4:38 pm

    Arcturus wrote:
    All right, got it. So powers have to be adjusted. Used the table in APG I think it was to determine cost. So after power adjustments,  are these legal/usable?

    hmmm.... I am not sure what you are looking at in the APG, just reference the CR Magic items > scrolls. it shows a pretty clear chart with Spell Level - Caster level. The caster level of a scroll is always the minimum lvl needed to cast the spell. A table right below it shows prices for the different types of casters.

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    Post  Arcturus Tue Feb 25, 2014 4:54 pm

    All right, I double checked the cost table, but the caster level thing confuses me.

    Is that information I require? Does caster level impact the ability of a magic user to read a scroll, or is it just important for the creation of said scroll?

    I've never been good with magic.  Crying or Very sad That's why I play a fighter.
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    Post  Chirs2 Tue Feb 25, 2014 5:30 pm

    Spell level = the level (power) of the spell

    If you look under Classes, at a wizard\cleric, you will see that every 2 levels, a caster gains access to new spells. so 1st lvl wizard can cast 1st lvl spells, but that same wizard doesn't gain access to 2nd lvl spells until he reaches 3rd lvl as a wizard. So his "caster level" is 3rd, the lvl of the spell is 2nd.

    So for a Heal scroll.... Heal is a 6th lvl spell, which requires an 11th lvl caster (cleric in this case) to cast it. A scroll is always considered to be created by the minimum caster level needed to cast the spell to determine variable effects. 11th caster x 10hp\lvl = 110 hp from a scroll.

    A 15th lvl cleric who cast the spell would Heal for 150hp

    you don't really "need" the info, but whoever casts it needs to know it and how to deal with the scroll.
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    Post  Arcturus Tue Feb 25, 2014 6:34 pm

    scratch Pretty sure I get it.Same as access to spells for the classes.
    Thanks for the explanation.
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    Post  whit10 Tue Feb 25, 2014 6:47 pm

    you're just buying them for others to cast, right?

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    Post  Arcturus Tue Feb 25, 2014 7:18 pm

    whit10 wrote:you're just buying them for others to cast, right?


    Yup. That's the idea. Should be fairly easy to write an explanation of where Garth got them into the story.
    whit10
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    Post  whit10 Tue Feb 25, 2014 7:45 pm

    cool.

    My pally can cast the restoration spell... zippo on the others (but I'm pretty sure Chris has it covered)
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    Post  Arcturus Tue Feb 25, 2014 8:02 pm

    It was his shopping list, so probably. Ready to get this thing started man.
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    Post  Chirs2 Wed Mar 05, 2014 9:58 am

    is anyone else having problems posting images now?

    I can see the URL in the text box, but no image appears. I can still see my recent "monkey business" images, but even looking back at all the older SW threads, my text is there, but all the images are not visible. again, URLs are visible in the 'edit' mode of the text box.

    Can someone look at some SW posts and see if they can see any images posted by me. In the Epilogue for instance, I can see Rob's 2 wookie images, but no other images.

    .... wonky forums
    navyik
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    Post  navyik Wed Mar 05, 2014 10:18 am

    I see images.
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    Post  Chirs2 Wed Mar 05, 2014 12:39 pm

    huh? - Page 4 Tumblr13

    huh? - Page 4 West_f18



    crazy.... it now appears to be working, I tried posting these yesterday from work and at home last night, saw nothing

    my WW gunslinger, Boba Fett of the West!
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    Post  Robyo Wed Mar 05, 2014 9:42 pm

    Boba, meet Sarlac Pit  Twisted Evil


    But yeah, futher WW discussion can go in that section. Sounds like Dan is on board to make a Rakasha Monk.
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    Post  Chirs2 Mon Jun 30, 2014 1:26 pm

    hey all, I got a question and I am hoping someone knows the answer..... this is for a possible alt build, in case Rasso doesn't make it

    I remember in 3.x there were certain abilities, like the Knight\Cavalier\Marshall had to compel any enemy to attack you. I think it was part of their "challenge" ability, but that aspect seems to have been dropped in PF.

    I am looking at a Dwarven Stonelord (Paladin\Stalwart Defender) - basically a super-tough tank, but I need a way to compel enemies to attack him and not the rest of the party. He is light on offense, but should be able to "tank" (in MMO terms) and survive multiple rounds of heavy abuse.

    anybody know a way (short of an arcane compulsion) to compel or encourage enemies to attack yourself?
    whit10
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    Post  whit10 Mon Jun 30, 2014 1:28 pm

    I don't know about compulsion but Cavalier (APG) and Samurai both have Challenge as their core class power. There are some minor ways to making them fight you I believe
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    Post  MAS Mon Jun 30, 2014 1:29 pm

    Chirs2 wrote:hey all, I got a question and I am hoping someone knows the answer.....  this is for a possible alt build, in case Rasso doesn't make it

    I remember in 3.x there were certain abilities, like the Knight\Cavalier\Marshall had to compel any enemy to attack you.  I think it was part of their "challenge" ability, but that aspect seems to have been dropped in PF.

    I am looking at a Dwarven Stonelord (Paladin\Stalwart Defender) - basically a super-tough tank, but I need a way to compel enemies to attack him and not the rest of the party.  He is light on offense, but should be able to "tank" (in MMO terms) and survive multiple rounds of heavy abuse.

    anybody know a way (short of an arcane compulsion) to compel or encourage enemies to attack yourself?

    Not certain off hand.

    Have you looked through all of the class variants?

    Maybe a spell or item would do it?
    navyik
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    Post  navyik Mon Jun 30, 2014 1:31 pm

    I think i found some similar stuff while working on a pally...
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    Post  Chirs2 Mon Jun 30, 2014 1:40 pm

    I looked at Cavalier and Samuri, they have challenge, but as I said, no longer have compulsion as part of it

    I haven't looked through every variant of every race of every class - that is why I was asking Wink

    what did you find Alan?
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    Post  navyik Mon Jun 30, 2014 2:10 pm

    Ult. Combat 1st lev pally spell compel hostility. Also sacred shield class archetype has something but not really the same...
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    Post  Chirs2 Mon Jun 30, 2014 2:43 pm

    compel hostility is the right idea, but it only works when I am already next to them

    there should just be a general "Taunt" ability....

    "hey! you big stinking hill giant. your mother was an ogre and your daddy eats his boogers. I could kick your ass with both hands tied behind me back!"

    use of Bluff or Intimidate or something
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    Post  whit10 Mon Jun 30, 2014 3:03 pm

    That might have been done away with as just broken? Does kind of seem that way

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