Blacksmith

Cidwin's page

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Note that per the spell, reincarnate can only work of the death occured no more than 1 week before the casting of the spell.


Stolen!


Annoying sure, but I'd much prefer the pages to be filled with delicious content than stats on a monster I could do myself.


mege wrote:

Are you going to disallow the 4th level spell 'Calicific Touch' from the APG then as well? (it's the same effect)

If an enemy of the party survives 7 rounds of all out combat with Zul's wielder, I don't think it's dying to Dex damage...

Calicific Touch isnt quite the same. That spell requires an arcane spellcaster to get dangerously close to something, and then manage to land touch attacks. Even using spectral hand it's not that bad, cause it means the caster is not using other spells in the meantime.

The issue I have with this weapon is that it's already very powerful without this ability, and the weilder can go about his normal fighting routine without the opponent having any real defense against it.

I don't really mind when the BBEG gets toasted like that. It means either he was woefully unprepared or the party used a great tactic, and should be rewarded. This weapon does not require such tactics however, and it's virtually impossible to prepare for.


I guess the only saving grace is that it's an immediate action, so it's only once per round.

Still though, I'm pretty sure I will house-rule the Dex damage down to 1 point on a successful save.


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I just got the PDF for the second book tonight. I know a lot of people don't have it yet (I'm shocked that I do!)

I haven't had time to read all of it, but there is an item in the book called "Zul", a magical trident, which seems hideously overpowered.

There's really no save on the dex damage? How can that be right? This thing could slay most dragons in a few hits.


Sure, Rogue is somewhat weak.

But if it worked on just "Lost Dex", that ninja at level 10 with improved vanish is going to TWF full attack for XXX + 10d6+10, 4 or 5 times - damn near every round.

50d6+50 from raw sneak attack at level 10 on a full attack (plus whatever else from weapons, strength, etc..) is a bit silly for any class.

The feat chain is designed to mimic someone sneaking up and getting one or two really solid hits to knock them out. The intent was not to steamroll someone uncontious mid-fight.


Keep in mind, he can't do it with any Sneak Attack. Sap master requires the target to be Flat Footed, which is a very specific condition that is difficult to obtain beyond the opening shot.

If you don't enforce this condition those feats are way over the top.


One thing I've found that really helps break the tedium of kingdom building is that I have events every month. It never made sense to me for an entire month to pass without anything interesting happening.

I don't assign all the quests at once, and I don't have every hex populated from the beginning. The party can't just blast through the land exploring it all in one month and then expect nothing to change the rest of the year. The Stolen Lands are constantly changing and being reclaimed!

Every month that I roll a "non-event", I come up with a new quest (usually from the book) that involves a new threat to the stolen lands (i.e. A Forest Drake has been sighted! or, Trolls have moved into the southern Narlmarches!) The threat could be in any hex, even if previously explored.

It really keeps the game world interesting, and also gives a great opportunity to throw plot hooks for some of the other great modules that can be easily tied into this setting like Crown of the Kobold King (and others.)

Also, the Game of Thrones type atmosphere is very easy to bring into this adventure path, especially since Brevoy screams it. Consider the Greenbelt like Riverrun (in the GoT series), it's smack in the middle of a political nightmare consisting of New Stetven, Restov, Pitax, and Mivon.

Bring those other nearby kingdoms much earlier into the game. An strong alliance with Maegar Varn in book 2 will make book 3 very interesting. Make sure to build up the tension between Restov and New Stetven. Discussions with Mivon and/or Pitax tend to make Restov and each other very nervous.


I'm curious how other groups handle the following situations, and if there are any official rules I'm missing about it.

Question: If a character is within the threatened area of another creature, assuming no other prior knowledge of the creature - do they know it?

Example 1: A giant rolls up 10ft away from a wizard. The giant has 10ft reach. Assuming he has not seen the reach of the giant yet, does the wizard "Feel threatened" enough to know he needs to cast defensively?

Example 2: A fighter (without Combat Reflexes) moves up and trips a Wizard. The Wizard provokes an AoO from the fighter while standing. Does the Wizard "feel threatened" even though the fighter has no remaining AoO's? Does he know he can cast spells safely?

Example 3: A tenticle monster with Combat Reflexes and a huge reach is in range of a party of heroes. One of the heroes provokes an AoO from movement. Do the other heroes "Feel Threatened" if the creature can still take more AoO's? Do they know they need to Acrobatics to move safely?

My assumption is that during a battle a character always "Feels threatened". Anything else they wish to assume about the capabilities of the opponent is their choice.


Almost all poison attacks on weapons or natural weapons are considered "Injury" poison. I'd have to argue that those didn't take effect simply because the attack failed to injure if deflected.

The same would be true of some of the rogue sneak attack modifiers like Crippling Strike and Slow Reactions, because they require the sneak attack to do damage.

Interestingly: negative levels, paralysis, the "Grab" special ability, the rogue "Bleeding Attack" ability and many other things would still apply even if deflected by Crane Wing since they only require you to "hit" the target.


Also, if I recall correctly... that weapon has a pretty horrible downside as well for any PC trying to use it.


DSXMachina wrote:
TriOmegaZero wrote:
Cidwin wrote:


So how would it work in the case of Dirty Trick and a Dueling weapon?

Clearly you're using the weapon then. When it's a standard action, even with the weapon, you cannot deflect it by your logic.

What? I'm saying ALL Combat Maneuvers can be deflected, because all Combat Maneuvers require an attack roll, which can be deflected.

So he takes no damage, but is disarmed/tripped/grappled?

Meaning he is still in trouble? It doesn't say to ignore the attack just that it does no damage.

Great point. I think that would work.

However, does this mean it can deflect touch attacks? They require attack rolls - and I think we already agreed that natural attacks count as weapons.

Would it work on touch attack spells then? You are considered "armed" with a spell.

I'd change my mind on this feat very quickly if by RAW it allowed this.


Cidwin wrote:
Charlie Bell wrote:

Ninja'ed several times already, but (salient point bolded):

d20pfsrd wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Ah, there we go.

I submit. :)

In Hindsight, that T-Rex is now F'd.


Charlie Bell wrote:

Ninja'ed several times already, but (salient point bolded):

d20pfsrd wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Ah, there we go.

I submit. :)


TriOmegaZero wrote:

That part talks about the bonus, not that it isn't an attack.

It's all well to say 'that doesn't work in my games', but please avoid the impression that it goes for ALL games.

So how would it work in the case of Dirty Trick and a Dueling weapon?

Clearly you're using the weapon then. When it's a standard action, even with the weapon, you cannot deflect it by your logic.

Now lets add Quick Dirty Trick. Would it now classify as an attack you could deflect more easily just because someone focused on being better at it?

The attack action is just a way to define when you can do it. A combat maneuver is a seperate event the way I read it, which is why it has an entirely different rules section.

The waters get very muddy here, as usual.


TriOmegaZero wrote:
Cidwin wrote:
But it's not an attack roll. It's a CMB check with bonuses for carrying a weapon. Very different.

You sure about that?

Quote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.

I'll just bold the other part, since that's how I read that.

Also, I know some combat maneuvers require standard actions. Why would those get a buy, since they are all classified as maneuvers?

I don't have access to the Pathfinder SRD here at work, sadly. As I said earlier though, I don't let it work on Maneuvers in my game.

I have a Master of many styles monk with Crane Wing, and Snake Style in my game right now. If Maneuver's didn't work he would be nearly untouchable.


Maxximilius wrote:
Borthos Brewhammer wrote:
If you want to disarm with a sword, it's a melee combat maneuver, not an attack roll vs ac. Not deflected.
AC has no matter in the topic. A "melee attack made with a weapon" is deflected, a trip with a melee weapon is an attack roll with a melee weapon. Don't make it more complicated that it is.

But it's not an attack roll. It's a CMB check with bonuses for carrying a weapon. Very different.


I was able to find some high quality versions of the unmarked maps on google images. Then edit them to the same size and combine them in microsoft powerpoint.

It's not perfect but it does the job.


To me, maneuvers enter a different world.

Even if they use the attack action, they don't follow the normal "attack" rules, and I treat them different.

I've had players try to argue all kinds of things, but ultimately it's up to the GM to give the final say. Besides, monks are already silly hard to land maneuvers on if built correctly. :)


Honestly I think it's pretty clear. It says it works against Melee Weapon Attacks. It's basically deflect arrows for melee.

The way I DM it is as follows -

Works vs:
* Melee Weapons (i.e. swords/axes/etc..)
* Unarmed Strikes
* Natural Attacks

Doesnt work vs:
* Ranged Attacks
* Touch Attacks
* Spells
* Combat Maneuvers

Personally I think Snake Style is a lot scarier. It works against anything that requires an attack roll since it just says "Melee and Ranged Attacks".


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Sure the T-Rex is stupid, but after about 2 rounds of missing it would get annoyed and just use a normal grapple maneuver to eat the monk.

Who cares if it provokes, it's a damn T-Rex!


"A character with an animated shield still takes any penalties associated with shield use"