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Wolf

BigNorseWolf's page

RPG Superstar 7 Season Dedicated Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 30,330 posts (31,839 including aliases). 16 reviews. 4 lists. No wishlists. 31 Pathfinder Society characters. 6 aliases.


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Shadow Lodge

Pinned: A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

I don't see anything that would prevent a wand that was already out from being used, using a wand would be a verbal action.

"the command word on my wand of teleport is "Sayonarasucker" "

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Kalindlara wrote:
(Also, I apologize if I'm a bit sharp-tongued. I've been up twenty-four hours trying to synchronize my schedule for this new medication.)

in exhaustus veritas?

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I was rewatching the series. The scene with the nightnurse inviting herself to dinner was hilarious.

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Wands are usually picked up through spring loaded wrist sheaths.

Those with +1 bab or higher can draw a wand or other weaponlike object the same way they can a weapon.

Potions should be labled, in your upper left pocket (adventurer's getouts specifically have pockets) move action with an aoo to draw.

Regular backpack is a move action with an aoo

handy haversack is move action with no aoo

A bag of holding that is holding more than a regular bag is a full round action.

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Quentin Coldwater wrote:
Bandoliers specifically call out a move action to draw out something small, but I think that extends to anything you'd want to have readily available in combat. Scrolls and wands need to be move-action-equivalent to be effective. I'd say potions would fit in a bandolier and anything else would be pretty much in a belt pouch or somewhere readily available. Things you wouldn't normally use in combat (rope, your mess kit) are usually full-round actions that provoke, as you really have to dig around in your backpack.

The need for Rope comes up often enough in a hurry that i would have it out on the side of the backpack Like so

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Trip + rogue is amazing, since it sets up one of those otherwise rare full attack sneaks AND the rogue can actually hit.

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staves, rings of spell storing, armor of spell storing, pearls of power, runestones...

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they're illegal because of what i would do with them. MUAHAHAHAHAHAAHAHAHAHAHAHAAA!

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plaidwandering wrote:

in fact the program works worse for small less regular groups - no GM is likely to get 24 sessions in when there are only 24 gamedays in the entire year, and if they tried that would be 50-75% of all GMing slots, kind of problematic

With a 5 hour module night or three I might hit that or come close but you're right. That would be running every planned game for a year here, which... is something I think small groups are better off avoiding. That might be something to try to get them to tweak next year.

Mostly I'm hoping the low(er) hanging fruit of 12 games for a skinwalker gets me a little consistency in someone for a second table.

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Trip really screws over martial characters.

1) they have to stand up or take a -4 penalty
2) they can't move out of the way
3) they take aoo's from your entire party if they stand up.
4) they take a -4 to AC, and AC is a large chunk of their damage mitigation.

vs casters

1) can cast defensively from prone with little loss of deadliness
2) Can fly, blink, teleport, dimension door, earthglide out of the way.
3) can just lie on the ground
4) Don't mitigate damage through AC anyway. They mitigate it through stoneskin, mirror images, displacement and other spell effects that don't care if you have a +4 bonus to hit them.

but if you're a PC, the really deadly threats are either Very large monsters (which you can't trip) or casters. There's little point in optimizing against martial characters because you can defeat those easily. Not only are martials weaker in single fights, NPC wealth hurts martials a LOT more than it hurts casters.

Trip isn't bad it's just good against the wrong type of foe.

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Matthew Downie wrote:
Daw wrote:
There is no reasonable mechanic for unbalancing, or any similar way gaining an advantage in combat short of all or nothing effects, such as knocking prone.
There are ways of making enemies flat-footed / losing their Dexterity bonus. (I'm pretty sure these things are different but I can never remember how.)

Loss of dex bonus is loss of dex bonus, which subjects you to sneak attacks. When you are flat footed you have lost your dex bonus, not just because you have lost your dex bonus does not mean that you're flat footed (this is the rectangle)

Flat footed is can't act at all. This is the square.

Even designers haven't always maintained the difference.

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x_Gabriel_x wrote:
What if you were to take the Lunge feat? Giving you 5ft reach till end of your turn? Or is Mouser the only way?

With the lunge feat you could threaten if you were in a square on the other side , but from inside the square there's no way to draw a line through opposing sides of the square. Mouser is the only way around that limitation that i know of.

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No, because without mouser you're not threatening from lines that pass through opposite sides of the square

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medtec28 wrote:


Well, RVC says no, so, no support for us. Nothing to do about it, no sense whining about it.

wait, there is another...

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Daw wrote:

Wolf,

Choosing to use the trip mechanic for a choke slam is a poor fit.
Further using your Choice to use the trip mechanic to justify that a choke slam IS a trip is spurious.

It's not at all either. I want to take someone and knock them prone. That is the trip mechanic whether you describe it as a leg sweep, putting your staff between their knees and twisting, putting your foot behind theirs and hitting them with your shoulder, or pushing them onto their but.

Quote:
Defining any prone movement as a crawl and limiting movement to 5 feet in a round is simple, and rather devoid of reality. If you prefer this to simplify it to a wargame ideal, just be clear about it. You are certainly entitled to your preference. Doesn't make you any more right. Wheaton applies here.

Passively aggressively calling me a jerk and my games wargaming because you don't get a mechanical advantage from a verb substitution is neither sensible nor acceptable.

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Daw wrote:


Certainly you never want to work together to identify and correct flaws.

The flaw is dancing in and out of sanity and common sense in order to reach a conclussion, rather than using a modicum of sense all the time (sane and consistent) or applying the raw equally (consistent but very much not sane)

If you are moving while prone you are crawling. You can describe it as an actual crawl, a head over heels roll, or a sideways roll: the rules don't care, you move 5 feet as a move action and draw an AoO.

Choke slamming someone is mechanically a trip: you're knocking them prone.

You cannot avoid or impose mechanical effects by opening a thesaurus and calling one thing something else.

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medtec28 wrote:


The official word we got was that our game is "Too well established", so it doesn't warrant support because it isn't likely to generate new players anyway.

*backfoot headscratch*

1) keeping the place running helps too: more dms= less burnout= keeping the place going.

2) People do join well established groups, i think half of our new people have just walked in as we were setting up shop.

3) Most of those con DM's they're always looking for get their feet wet as store DMs.

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Ravingdork wrote:
Moving while prone is the very definition of crawling! Are people seriously trying to argue otherwise?
Ravingdork wrote:
You can be made prone without being tripped. Immunity to trip attempts is not immunity to the prone condition.

.....

making someone prone is the definition of triping them.

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TheJeff wrote:
First, that's sort of a tangent to my main point which is that while the ACA is based on Republican plans, those Republican plans weren't actually things Republicans wanted, but designed to counter better approaches, by killing or replacing them.

It actually is what they wanted, or well, the second best option

Imagine the worlds smallest healthcare company. It insures Donald trump, a working stiff, and an out of work cancer patient.

In the perfect republican world Donald Trump pays 10 times as much for healthcare but makes a thousand times more money. The working stiff gets roughly what they put into the system out of it. The out of work cancer patient gets what the free market affords them. No money, no care, and they die. Here's a shovel.

But the PR from that is too much. Americans aren't going to accept that solution.

A slight step up is to have Donald trump continue to pay 10 times as much, make a thousand times as much, keep his same care. Meanwhile we pay for the cancer patient by increasing the fees on the working stiff, having him pay more and for longer by making him pay when he's younger too. We use those fees to cover the cancer patient. This is roughly how obamacare works.

A fair system would be funded by progressive taxation, donald makes a thousand times as much so he pays a bit more than a thousand times as much (because you need to account for living expenses of the working stiff). this is what republicans are trying to avoid, not obamacare. They're using the golden mean fallacy to start at Trumpcare so they don't wind up with Berniecare , not to actually get rid of obamacare.

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oooooos at the rocket sword

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thejeff wrote:
Hitdice wrote:
Sorry, I don't follow politics that much, is Bannon the Speaker, or the President? :P

He's Speaker for the President.

When Trump talks you can see Bannon's lips move.

hand

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Hitdice wrote:


To paraphrase Brando, "How many you got?"

I'm afraid we're going to have ample opportunity to find out.

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MMCJawa wrote:


It's one thing to do that sort of stuff if you are just working around an opposing party. Pulling it the folks you need as allies within your own party? Have fun with that.

That's kind of been trumps MO. He makes up with his enemies that try to stop him from getting elected. When they're republicans.

You're relying on someone caring about what happens beyond the now with trump: he doesn't work that way. He is happy to leave a smouldering ruin of a deal, business, building, as long as HE walks out of it thinking he did good.

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MMCJawa wrote:

They already know democrats won't vote for it. It was members of their own party, especially the Freedom Caucus, that did the bill in.

10. What is a quorum?

A quorum in the House of Representatives is when a majority of the Members are present. When there are no vacancies in the membership, a quorum is 218. When one or more seats are vacant, because of deaths or resignations, the quorum is reduced accordingly. Because of Members' other duties, a quorum often is not present on the House floor. But any Member may insist that a quorum must participate in any vote that takes place in the House. If a Member makes a point of order that a quorum is not present, and the Speaker agrees, a series of bells ring on the House side of the Capitol and in the House office buildings to alert Members to come to the Chamber and record their presence.

You don't need half the house to pass a law, you need half the house thats there. So you need to watch out for them showing up at midnight with the blankets under the flashlight routine and passing the bill with 110 out of 218

This is the president that, after all, made money losing other peoples money for a tax return.

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Now wait for the republicans to wait for the democrats to celebrate, get drunk, then run back home and pass it.

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Haste weapons have the same wording , you can still only benefit from an AOMF for that once.

Two haste weapons is also kind of iffy, you're benefiting from a haste effect twice.

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oh wow.. hadn't seen that special ability.

I don't see how having lots of weapons really matters? All having lots of different sharp pointy objects or body parts available is to give you options: you can punch the skeleton or claw the zombie or bite the... theoretical monster that you need piercing for.

You don't get three aoo's just because someone walked by you and you have a bite and two swords ready.

Wait... they clarified that opportune parry and riposte is an Aoo. Would this mean you can thwack someone twice if you hit them with the first one?

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Can a spell-storing item, such as a ring of counterspells or a spell-storing weapon, carry a stored spell from one adventure to another?

Yes. A PC with the ability to cast spells may cast a spell into a spell-storing item that he owns. A PC may also pay an NPC spellcaster to cast a spell into one of his spell-storing items. If he does not use the spell by the end of the adventure, it carries over into the next adventure. The GM should make a note on the adventure's Chronicle sheet that the spell-storing item contains a spell. When the PC casts the spell, cross this note off the Chronicle sheet.

PCs may temporarily fill each other's spell-storing items, but such spells do not carry into the next adventure.
_____

Note that the "if he does not use the spell" clause isn't limited to the part about paying the npc spellcaster.

Now I don't see any functional difference between filling that up in between scenarios, or we kill the boss, hit the tavern, wake up the next morning, then fill the flask, THEN end the scenario".

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can you swing a trait for the +4? This year it might be worth investing in.

Knowledge local is kind of useless because most of the rolls can be replicated with diplomacy (which is a niche pathfinder groups are quicker to fill than trap spotter), and humanoids don't often have any cool or interesting things to learn.

Dungeoneering is rarer that it comes up but more important when it does.

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Apply your thornkeep on slow, so you have 1.5 xp instead of 3 xp. That should mean that everything you did after that was legal.

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Lau Bannenberg wrote:


It looks reasonable to me to apply the same rules to a preserving flask. But I'm not the guy in charge.

AH. Okay, if thats what you're doing sure, that will work.

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Wallflower. Total match.

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Or toughness, and live through first level AND have all the skillpoints.

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thorin001 wrote:
Trimalchio wrote:

Passive trap finding isn't the current raw.

Otherwise racial abilities like stone cunning, rogue talent trap spotting, and the spell find traps are all nonsense.

Not even close to true. Those abilities give a second check, essentially a re-roll. Are you saying re-roll abilities are useless?

That's not what they say they do. It would be a second check if you're not actively looking, and a third check if you are (1 for walking within 10 feet, one for the passive perception and 1 for looking)

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A +3 dagger of venom sounds like a good chronicle sheet item..

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medtec28 wrote:
Is this up and running anywhere yet? It seems all of the applications in my area were denied.

We ad hocced something together for this month, but i'm the head cat herder for our venue and got the regional support package while sleeping overnight in the port authority to get to a convention. Lasts weeks session was delayed for this week so we could accommodate someone coming home from spring break (you know it's a small venue where you can move the game for one person...)

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rknop wrote:
One thing that would be good is if boon races got cycled back in after a while. If you don't GM at a convention in the quarter when a given race was the boon race, you might get another chance if that race comes back as a boon race in a couple of years.

The boon trading thread should help that.

I'm hoping that the skinwalker RSP "hey, i can name anyone a skinwalker, trading it for your X" will give gameday dms some skin in the game..ow ow owow sorry couldn't resiOWOWOWOW.

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you know it's NOT going to count as an extra moon towards pre reqs right?

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remember that places that use the RSP are the places where convention standard opperating procedures (*conon sense?) are least known. Some cons hand out player boons to dms some don't.

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Lune wrote:

BNW:

1. To be fair this was originally your question. I dig that you have now established your opinion but are you ready to lay money down on that opinion? Are you positive that the other GMs you play under will have the same opinion and won't tell you that you made an illegal purchase? I agree with your assessment, I'm really just playing devil's advocate here.

Not yet but i'm getting there.

I'm pretty sure they can't read my handwriting on my ITS sheet well enough to question it anyway...

Quote:
2. See, I couldn't find anywhere in the Celestial Armor description that talked about what it was made of so I assumed that it was made of the same thing that normal chainmail was made of.

I recall a number of threads where the material it was made out of meant that there was no upgrade path into it.

There is no upgrade path into celestial armor under the old rules. Under the old rules i didn't see any way it wouldn't be legal EXCEPT under the materials clause.

3. Where are you getting that from?

others linked to it. I have seen the same sentiment expressed a number of times. Really not feeling good or i could link spam, but trust me i can link spam if need be.

4. See, I'm actually slightly on the other side of this one. While you could say that it could be made of wooly rhino fur I could see a GM making the judgement that Mammoth Hide is made of mammoth hide. I mean, I want it to work but there is enough ambiguity that I wouldn't spend money on it without a ruling. Would you?

Yes, i would.

1) the faq calls for "same general type of material" which critter hide is general type. 1) If you're talking about what species it came from you're WAY past general type and into specific type and 2) even then, a wooly rhino would meet the description of both. (yay multiclass megaphaunaphile rules lawyer)

5. Well, I agree with you here too. But for me it is more about requiring a change in their actual physical makeup. And yeah, Ioun Stones are a muddy issue.

They also have the unique quandary of being specifically busted.

Quote:


More than anything I think that there needs to be a bit of clarity in light of the recent FAQ as it opened up a few questions.

Definitely. but relax. its only been out a few days. Any time there's a new clarification it requires clarifying.

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1. Can you upgrade a Bag of Holding Type I to a Bag of Holding Type II?

as the new item occupies the same slot: slotless. Most likely counts as the same slot

is made of the same material bag. Stuff. So yes.

has the same general shape: bag shape.

and has all of the abilities of the original item: holds stuff. So yes.

2. Can you upgrade +3 chainmail to Celestial Armor?

Celestial armor appears to be made of.. celestial armor stuff.

3. Can you upgrade Celestial Armor to +4 Celestial Armor?

Thats very much a no, because (paraphrasing a number of pfs posts) we don't know the pricing scheme on celestial armors abilities: you can get to the same price through exponents, additions, or ad hoc and which way the armor did that would affect how the pricing scales.

4. Can you upgrade Rhino Hide to Mammoth Hide (from Inner Sea Combat)?

That one should work.

Make it from wooly rhino, meets both descriptions. (the faq also says same basic material so.. close enough

they have the same powers, mammoth hide even calls back to working like rhino hide.

5. What about cracked and flawed Ioun Stones?

Rather than go through every single stone i think we may need the sanity of a no here?

edit: or we could extrapolate from the above answers on a case by case basis. Resonance is something that gets added I suppose

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I think they mentioned it would be seperate, they were looking at planets or rings or something if the board could handle it.

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Jared Thaler wrote:

PCs often delay the start of downtime to cast spells.

The most common case is clearing conditions, actually. For example, PCs end the scenario with some dread disease. They delay downtime until the party cleric can rest and regain spells to cast remove disease.

As for the Faction cards, My understanding is they say you must do it during the mission. That means after the briefing, before the conclusion. So if they delay reporting back to the VC to rest, regain spells, and do faction card fulfillment, that would be fine. But once they are back at the lodge, they have missed the chance.

Some of them have to be done during the adventure, a few of them give up your downtime.

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You can cast crafters fortune on yourself for your downtime, that's about it.

You can't carry spells over from one scenario to the other, which would mean that you can't carry spells over from your downtime into the next scenario.

All spells and effects end at the end of an
adventure with the following exceptions.

yadda yadda...

A character can have one each of the following spells
on an item or items that carries over from adventure
to adventure: continual flame, masterwork transformation (Pathfnder RPG Ultimate Magic 228), secret chest, and
secret page.

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John Compton wrote:


Let's be clear about one thing: the last time the campaign changed the list of Always Available races, we introduced the ifrit, oread, sylph, and undine. At the same time, we retired nothing, citing not only that the process of stepping back aasimar and tiefling access had caused more heartache than we care to repeat

And I was very happy for that but..

Quote:
but also that the looming spectre of race retirement encouraged an aggressive play style for reasons that ultimately benefited neither the campaign nor its communities.

one solution to that quandary is simply to not tell anyone is what i was (am?) worried about. That's the option that was employed with the mystic theurge early entry loophole closure.

While not the aasimar baby boom by any stretch the uncertainty leads to a little extra push in the geek soduku to get a character with 3 xp and then played as gencon looms.

Quote:
Does campaign leadership have the ability to step back access to certain non-core character races? Yes, but that process is one that would be pursued rarely and with lengthy consideration of what its effects would be and whether it's ultimately a good move for the campaign.

Good to know. From the outside looking in there were only 3 or 4 datapoints to try to guess how it's going to go in the future: whether the aasimar in and out or the eastern races sticking around would be SOP.

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Even the possibility of a retirement without warning is kind of annoying, as the concern that they'll do it the same way they did last time forces which characters i need to get a game in with which is hard when you run more than play.

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Dataphiles announced as a faction

PH

Lorespire cortex (big internet library, home of starfinder society)

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"the galaxy is a big place" answers all questions.

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players not allowed to eat brains :(

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Blake's Tiger wrote:


I didn't mean redefine tricks or how Handle Animal works. I meant offering new tricks to be made from existing actions already defined.

If someone REALLY wanted their AC to 5 ft step on command or drop prone on command, then they could theoretically spend a Trick slot on it.

As an aside, I, personally, would allow ACs to make any 5 ft step that made sense. It would have to be a bizarrely unusual move for me to disallow it.

I know what you're saying, but I'm telling you that as soon as you define something as a trick, someone interprets it as needing that trick to do it at all. (ie, flank)

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