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Lantern Lodge

I noticed there are some items the adventurers find in the 'dungeon' that are not on the session page:
+1 longsword, +1 Small wooden shield, etc.
Are we supposed to write those in or what?

Lantern Lodge

Charlie Rock wrote:

I missed it, but what maps are best used with this scenario?

Trying to find one for this weekend that doesn't require me to buy more map-packs then I already have.

It helps if you actually click on the other pages besides 1, Charlie.

oops, I see it now, thanks.

Lantern Lodge

I missed it, but what maps are best used with this scenario?
Trying to find one for this weekend that doesn't require me to buy more map-packs then I already have.

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Thanis Kartaleon wrote:

For now, you can use resources like PFSRD-hosted fan conversions.

I'll admit I've got my fingers crossed for the announcement of a CotCT Anniversary Edition once the 3.5 books are all sold out.

Thank you for those. They will come in handy for running modules I've already gotten.

(Like Circus of Tears, etc.)
Honestly, though. I'm just going to hold off getting Second Darkness until there is a pf edition, if ever there be one.

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ckdragons wrote:
Charlie Rock wrote:

This book is great!

Are the other pre-PF APs going to get updated? Such as Curse of the Crimson Throne or Second Darkness?

IIRC from earlier posts from James Jacobs, this AP update is a one-time deal since this was their 1st AP. No current plans to release updated versions of other APs.

Aw, no.

I liked Second Darkness when I was gaming in 3.5 and my current group has not had the pleasure so I wanted to get a PF version. (The 3.5 version was not mine and lost contact with that DM.)
Getting a 3.5 AP seems like a waste if you're not actually playing 3.5.

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This book is great!
Are the other pre-PF APs going to get updated? Such as Curse of the Crimson Throne or Second Darkness?

Lantern Lodge

Rynjin wrote:

Rogue...or Bard (Archaeologist), or two levels of Slayer, or that Trait, or Seeker Oracle or Sorcerer.

And remember Trapfinding is only necessary to DISABLE magical traps with Disable Device, not find them.

Anyone can find them with Perception, and either trigger them from a safe distance (Wand of Mount! Who needs a Rogue?), or Dispel them, or whatever.

Hey, you're right. And the Medium can also use Fool's Lantern and send in his glowing decoy.

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Yeah, I guess you'd need that for magical traps.
Gyah!
Back to square one; otherwise known as taking a level of Rogue just because somebody needs to find traps.

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I know dungeon delving requires a trap-finder but I get tired of playing Rogues all the time. And Rangers can substitute but let's face it, you don't play a Ranger so you can search the doorways and treasure chests for traps. So just for fun I rolled up a Medium who doubles quite well as a trap/secret door finder.
Meet Northwest Johnny:
Half-Elf, Medium 6th lvl
Str 11
Dex 16
Con 13
INT 18
Wis 11
Cha 15
Fort +3, Ref +5, Will +5. BAB +4
Acrobatics +4, Bluff +9, Diplomacy +9
Disable Device +12, Disguise +6
Heal +7, Intimidate +9, Knowledge Arcana +8
Knowledge Planes +11, Perception +13,
Ride +4, Sense Motive +7, Spellcraft +8,
Stealth +4, UMD +7
Generally NW Johnny channels the Int spirits that grant the spirit bonus +2 to all skill checks making his Perception 15, and Disable 14.
Not Bad for trapfinding.
Half-Elf native features Skill Focus: Disable, Keen Senses.

Now at his level he can share his seance with the melee guys (or whomever) giving them a day long bardic-like bonus to AC since he can channel a INT and a DEX at one time. I prefer the Good INT because it has a chance to auto-detect secret/hidden doors and Neutral DEX for the boosted Ref save.
Yeah, I'm giving up Backstab from being a Rogue but NW Johnny packs a whip and Combat Expertise/Imptoved Trip and just sits 15' back from the Fighter and either Aids other or Trips (often tripping monsters his size).
I can also Face NPCs like a Bard especially if I channel a spirit ahead of time ("Going into town tomorrow, won't need the DEX boost as much).

I like it!

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TriOmegaZero wrote:
I'm rather flabbergasted that it is even a question that using two weapons requires two hands.

It is rather amusing.

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Malachi Silverclaw wrote:
Tarantula wrote:
Can you address why the rules speak to only being able to use one weapon? It says A light or one-handed weapon (not plural). This implies you can only choose to use one weapon during the attack, presumably because you can't use two hands in an action.

I get five attacks. My main hand gets three: two at +6 (because haste) and one at +1. my off hand gets two: one at +6 and one at +1 (because Improved TWF).

Every single one of these attacks only requires a single hand. Three of them only require my right hand and the other two only require my left, but not a single one of them requires both!

Indeed but the rules interpretation is that they are not individual attacks anyway. So why count them as such. To make those five (effective) attacks is a full round action requiring both hands, does it not? Then as a full round action using both hands it is not allowed.

Lantern Lodge

Malachi Silverclaw wrote:
Nefreet wrote:
When you're grappled, one hand is unavailable.
Which hand?

I would say that it is both hands, and neither hand. One round is six seconds long and just like an attack represents more then just one swing of an axe but how many "effective" swings you may make in six seconds (which is quite a while in a fight) a grapple represents more then just one 'hold'. During this time that you are held it is in a chain of successive holds that prevents you effectively using two handed actions.

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I would say no because:
Although each attack uses one hand, using them simultaneously is the same as using both. The key point I'm bearing in mind is that the full attack action under TWF requires two free hands.
Put it this way, would a one handed character get to use TWF (grappled or no)?
...

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Bluff uses innuendo. Animal sounds are not innuendo. Based on the description the secret messages you can use Bluff with are clearly meant to be ones using words.

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I don't see Handle Animal covering this at all, unless you were making the animal itself make noises on command.

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Would skill ranks in disguise help? Like a synergy bonus?

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You might think it would be Knowledge: Nature but just knowing what a coyote sounds like doesn't mean you can imitate it. Or would it be Survival?

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I had to look up this thread to clarify what I had misunderstood.
We got to the scenario misread the card and thought "naw, that's completely messed up." And went to the thread looking for a FAQ or something. This was how we at first interpreted it:
"When you encounter a haunt put it in front of you." (One haunt)
"Roll 1d6 and add the number..." here we thought it meant the number of the die roll (say, 3).
Then, "... of haunts..." (three now, we just rolled it)
"... in front of all players." (So now there are four haunts in front of the first player and three on every other player)
Then the Haunt says it adds 1 to the difficulty for each haunt. Well, with the misread scenario that is now 4 or 3 from the example. And we've only closed one location so far ... four more to go making for about 12-16 haunts by the end of the scenario.

After reading the clarification here I don't know how I misread it in the first place but every player at our table (three) did so.

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Where does it say what campaign path you may use these Class Decks with? Rise of the Runelords? Skulls & Shackles? Both? Neither?

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Thank you.

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Smite Evil adds a CHA bonus to your to-hit.
Celestial template creatures get Smite Evil as an ability. So if you summon a Celestial Dog (or Eagle , or Dolphin, etc.) it can use Smite Evil to get the extra damage (HD 1) but does it necessarily take the CHA penalty to hit?

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Something like the Atlas Kingdoms of Kalamar put out. Hardcover! :)

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Due to some confusion as to what "failed attack roll ruins the attempt" actually means in the game can we get an answer to the question; "Does missing a Stunning Fist attempt use up that attempt or is it still available until an attack succeeds?"

The situation keeps popping up due to a Monk character in the game who missed an attack roll after declaring it was a Stunning Fist attack. The DM ruled that the attempt for the day was used up. The Monk player interpreted the rule differently.