Valeros

Dagor Boilkar's page

77 posts. Alias of Nightskies.



Silver Crusade

I am posting on behalf of the GM, who has recently moved to the area, and has started to look for players.

We are looking for a few players to start a new home-brew campaign based in the Pathfinder world starting at level 1 and going up into the mid to late teens. We'll initially gather on Sundays, every other week, at Total Escape Games in Broomfield, starting in January (we might need some replacements as we go as life happens to players). There are three campaigns on the menu, including a barbaric, witches and sorcery type, a thieves guild oriented one, and a dwarven focused (Five Kings Mountains) campaign.

Mature players would be welcome. The goal is not so much a hack-and-slash, but more emphasis on role-play. Ideally we will have a balanced group who will work together and have a good time rather than attempting to outdo each other. The GM is a chef, and praises the idea of being an entertaining host during such meets.

If you're interested, leave a line and/or shoot me a PM!


First scenes: the revival of the Chosen and their boarding upon the strange vessel Sherehezade's One Thousand and First.

We'll arrive in Calimport on Monday!


For lists and dots. Reminder that the game begins on the 14th!


Starting to gather the list of all applicants and a brief review. Feel free to correct these in the recruitment thread or by PM. This list is only for my (and possibly your) convenience.

Hadrian Equinox (aka Doomed Hero): Human Paladin of The Goddess of Magic and Night, a dark knight seeking justice in Salzbach. Front line melee & spot healer. 15 point buy.

Khita Viscenar (aka Oceanshieldwolf): Slyph Skysoul Witch of Lada (Isis-Astarte-Hathor), a faithful traveler from far to the south in the land of Ishadia, across land and sea, the land where the aasimar live. Melee skirmisher & support caster. 15 point buy.

Kelvanthus Darshantion (aka Shadoven): Elfmarked Trapper/Falconer Ranger, a defeated paladin from another world. Ranged damage dealer. 15 point buy.

Kyall Kolziddotter (aka Psychopomp): Oread Tactician Fighter of the Metal Arts Guild, weapons specialist field tester from the dwarven canton of Hammerfell, from the opposite side of the Iron Craigs, on the road east of Salzbach. Front line melee. 32 effective point buy. Note: Intelligent for a fighter.

Tessara Sheoloss (aka dunebugg): Elf Illusionist of the Duchess of the Heavens, from *** come to convert people to her faith. Combat & support caster. 15 point buy. Note: Charismatic for a wizard.

Kosan Earthen-Hide (aka Awakeninfinity): Oread fighter, tank.
sistra swan (aka little uke): Gearforged Aegis/Soulknife.
Wildebob: Possibly a Red Tower Protectorate fighter.
CCCXLII: Possibly a Slyph Geisha Bard.
Dark Netwerk: Possibly a Summoner (with a demon)
Darkwolf: Possibly a summoner or magus.
scranford: Possibly a cleric.

Silver Crusade

First order of business: What do you all think about making our individual revivals with the gods?
-I think this will make things a lot easier to open up with.

Second, would we like any more characters?
-We could use a healer.


Characters have already been submitted, though we may have a slot open now. See the original thread for creation rules. We are turning it into a rotating GM game.

Discussion thread going up.

Silver Crusade

I posted a recruitment for PbP up yesterday (link). It has yet to garner any interest. I expected some dots at least by now, so it makes me quite worried that something is amiss. Sure, it isn't anything new, but its not bad, right? Is it...

Too long? Too vague as to where the characters start, or what the adventure will entail? Too complex with 2 sets of 3d4+4 six times, turn a 1 into a 4, plus 10 point buy? Too restrictive? Too foreboding, seeming as though I'd like to kill the PC's? Too Nightskies, in that my history is concerning? Too many of the above in small degree?

Something else...? I might be antsy about it, but most campaigns get dots in hours.

Silver Crusade

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Campaign Introduction
We begin in the Free City of Salzbach, the only city in the world controlled by non-nobles with access to a powerful gate to the Shadow Roads. The gate, protected by the Imperatrix, is a gift to the brave citizens of Salzbach for defending their city against the great siege of abominations generations ago. With it, the guilds of Salzbach derive great wealth. Not only do these roads provide a fast, affordable and safe means of travel and communication with the rest of the Grand Duchy of Dornig, but under the care of the guilds, provides an ideal place to move contraband, people or information virtually anywhere in the world. As most of the great houses Dornig plot to gain control of the throne and use the gates with care, Salzbach continues gaining unchecked power.

For 150 years since the noble Salzbachs of the Red Tower died fighting the abominations, the gate has functioned without fail. It was only a matter of time until it suddenly falters. It is not the first instance of such in Dornig, and the defenses in place to keep the worse denizens of the shadow realm emerging from the gate hold with the effort of the strongest of Salzbach. It comes as a surprise to few when abominations start to gather to take advantage of the situation, and refugees from the region flood into the city.

Enter the player characters. Learn who to trust and who to put to the sword. Discover the secrets just beneath the surface, to preserve them or expose them. Destroy the true enemies of Salzbach to grasp its great wealth and power. Save the city from corruption or suffer the same.

Character Creation:
  • Starting Level: 2

  • Attributes: Rolling two sets, roll 3d4+4, 6 times, and choose one set, replacing a single '1' die result with a '4'. Apply to attributes of choice, then use 10 points using point-buy as you please. To get an 18, for example, spend 10 points to a roll of 15 to make 18.
    _ * Alternatively, forgo the rolling and use a raw 15 point buy and get a mystery bonus early in the campaign. Depending on backstory and roleplay, this may be anything from a magic item to a Mythic tier, and depends in part what the other party members are.

  • Races allowed: Human, Dwarf, Halfling, Oread, Slyph, Tiefling, Half-elf, Elf*, Gearforged*
    _ * If you select this race, you must be familiar with the Midgard campaign setting.

  • Alignments: May not be Chaotic Evil. If you are evil due to a sadistic nature, it must be contained. If you are good, there must be tolerance- Dornig does not long suffer extreme fanaticism. Midgard is a realm of faded black and shaded whites.

  • Classes: Anything with Gunsmithing, Monks, Alchemists and Synthesists will be prohibited. Druids, witches, rangers and barbarians must be at home in a city. Summoners, witches, and ninja may not be good aligned.

  • Starting Wealth: Roll as per class + 400 gold

  • Hit points will be max 1st level, and 2d(x) per level. x=1/2 your hit die. For example, wizards get 2d3, fighters get 2d5.
  • 2 traits may be selected.

  • Source material allowed: Core, APG, Ultimate Combat, Ultimate Magic, Ultimate Equipment, Bestiary 1-3 and Bonus Bestiary. If there's something you really want from another source, ask!

  • Hero Points: If you are a faithful follower of one of the listed deities, you start with 2 hero points, but start with 200 less gold. If you have a positive relation with one or are a faithful follower of a different god, you start with 1 hero point. Otherwise, you start with 0 and gaining points is harder, but get an extra trait. You may be of opposed alignment and still have a positive relation with one.

Excerpt: The Grand Duchy of Dornig:
The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one true successor state to the power that once was Arbonesse and Thorn. It is evident in their shadow roads. It is evident in their hoarding of the lost knowledge of the elves (and others). Most of all, it is evident in their ruler. Upon the Copper Sphinx Throne of Dornig sits one of the few elves who remembers the Age of Glory, before the Great Retreat, and before the despoliations of the Great Mage Wars. She is the Beloved Imperatrix Regia Moonthorn Kalthania-Reln vann Dornig, and all of this land’s lesser rulers, by blood and by marriage, are her children. Gifted with the presence of a singular respected ruler, Dornig should be a land of peace and prosperity, unlike the human kingdoms that squat on the ruins of elven Valera. Instead, however, it is a land of continual political intrigue, as the three most powerful branches of Kalthania’s descendants—and a host of minor cadet branches—plot and conspire against each other. When the Imperatrix is awake and aware, she rules fairly and justly. However, she is now in her fifth century, venerable even by elven standards, and she often nods and leaves the duties to her descendants.

And this creates problems among the Domains.

Excerpt: The Free City of Salzbach:
Salzbach is considered a Free City in Dornig, largely independent of the various houses and owing fealty only to the crown. Its various guilds elect a lord guildmaster who reports to the Imperial Court. No member of a noble household can be made guildmaster, and the lord guildmaster is held personally responsible for what happens in Salzbach. Lord guildmaster is a position usually taken by an individual seeking to clean up the city, or a scoundrel seeking to grab as much as he or she can before being caught.

There have been seven lord guildmasters in the past 10 years. Two were assassinated in office, three were found guilty of corruption and executed, one retired for health reasons and moved to Courlandia, and one disappeared on the fey roads along with a powerful artifact from Roatgard (a forest infested with abominations). The current office-holder, Borin the Weaver, is considered to be of the “scoundrel” type, and he seeks to gain as much information and money as possible before he too disappears.

Salzbach is an open city where the hand of the Imperatrix rests lightly. Dirty deals are made here and dark secrets are kept. The city has a Lorekeeper’s Association that is little more than a Thieves’ Guild that traffics in old artifacts from across Midgard. As a result, Salzbach is under continual observation by agents of the Lords Arcane, who wish to know what goes where (and perhaps to take it for themselves). Sudden deaths and mysterious disappearances are common, and anyone of note keeps a house outside the heavy city walls and a handful of capable and well-paid mercenaries to act as bodyguards. Visitors to the city are advised to keep a careful eye on their belongings, their investments, and their relatives when in town.

Excripts of the deities of Salzbach:
The deities of Midgard commune with mortals often, literally drawing strength from the faith of their followers.

  • Ninkash: Mother of Beer. Good goddess of dwarves.
    Ninkash represents morale, and she encourages pleasing self and family in small, daily things— kindnesses and shared fellowship, dining and drinking and hospitality. She is the goddess of inward desires and the demands of flesh and kinship, expressing oneself and questioning the laws and authority and clan rules. The Beer domain is available to those who have access to it.

  • Lada: The Golden Goddess of Dawn. Good goddess of healing and love.
    Cure all the sick who ask. Defend lovers from all dangers and trials. Show mercy to those who ask it. All her faithful must defend and protect mothers and children, and none may turn away from poverty and want without a kind word and an offer of help, whether that takes the form of wisdom, food, clothing, a song, or shelter for the night.

  • Loki: Shapeshifting God of Cunning, Mischief and Malice. Chaotic god of trickery.
    Loki has few temples and his name is more often a curse than a prayer. The trickster demands nothing from his followers: “Do what you think would amuse me” is all the guidance he gives, inspiring japes and trickery, as well as fires and foolishness. His worshipers have learned to serve him while maintaining an outwardly respectable demeanor. Their aim is to place themselves in the same position among mortals that Loki is among the gods—renowned for skill and cleverness rather than strength; sometimes unwanted, but always indispensable.

  • Rava: The Gear Goddess. Lawful goddess of artifice and clockwork.
    Rava demands her followers be wise and hard-working. Learning and scholarship are prized among her followers, and so too is the discovery and the making of new things. As a goddess of both novelty and fate, she demands her followers seek out new learning and steer the world’s fate to peace and plenty. Rava despises sloth and luxury. The Clockwork domain is available to those who have access to it.

  • Volund: Master of Fire and Anvil. Neutral god of earth and fire.
    Volund demands his followers craft great works in his name and harness stone, metal and fire to their will. Humans call him Svarog and add mastery of riding to his divine demands. His priesthood and many of his worshipers marry young, a sacred act which represents building a family and forging links with their community.

Excerpt: The Shadow Roads:
Much of the countryside of Dornig is forbidding for the traveler. Two ancient forests dominate the land—the Arbonesse and the Tomierran— but the rest of the countryside consists of smaller but no-less deep forests of younger vintage, high moors, and deep, tree-covered valleys. Merchant caravans lurch along ancient roads that were first laid by dwarves working for their elven masters. The rivers all flow north to the icy peril of the Nieder Strait, plagued by Viking reavers. How, then, does the Imperatrix keep her Grand Duchy together? The answer is another legacy of the old Elven Empire—the fey roads. The fey roads are also called shadow roads, and they are nothing less than passages tunneled through the transitive plane of shadow...

In the Shadow Realm, the roads cross and recross. A skilled wizard or experienced shadow lord might move from place to place within the plane and between the planes, if he or she knows the correct passages. Dornig makes extensive use of the fey roads, though not in the way they were originally intended.

Miscellaneous information:
This takes place in the Midgard Campaign Setting. Looking for about 5 players. It will be PbP, here. Please use a statblock format similar to this. Rich backgrounds are appreciated. I'd ask that each player be able to post at least 6 times a week. My intent is for this to go to 5th level, with potential for continuation. Submissions are open through March 10th, the choices will be made on the 11th, and those chosen have until March 13th to make final changes. Coordinating your story with one or two others will increase your chance of being chosen.

In Dornig, like many places in Midgard, good and evil characters have to at least avoid disrupting each other to survive. I expect the same from the party. Opponents will to overpower on even ground with strength, will be wise and exploit your weaknesses with patience, be intelligent and put you at a disadvantage with insidious traps, and charismatic, turning your associates against you with deception. You will need skill, tactics, diplomacy and prowess to survive. Only characters experienced enough to understand this will be accepted. In other words, no lone wolves.

I'll track encumbrance and mundane resources, make secret rolls for characters, and will use some kind of map program- the mapping system is TBD.

Silver Crusade

Spellsong:
Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Wand:
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for non-humanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Subject is the question, here are relevant sources. I think the answer is yes: using a spell trigger is casting a spell. Or is this stretching it?

Silver Crusade

Rules: You get a maximum of 45 words to convince everyone that you should win the thread. You can only post once until it is time to vote. Violate either rule and you are disqualified! Multiple alias are allowed. Applications end this Sunday at midnight, Eastern time.

Voting: You may vote for 3 candidates per 10 applications we get, and you can't vote for yourself. Early votes don't count! In the event of a tie, commence tie-breaker round!

My application:

As the inventor of the Tiny Tarrasque chew toy and owner of detachable genitalia given to me by Hawaiian gods, voting for me will help one of intelligence and wisdom win. Charisma is a dump stat, anyway.

Silver Crusade

First, links to the two items in question.

Acid (as an alchemical power component)
Grease (intent to use acid as an alchemical power component)

Cast on armor. Since a save only allows the creature to keep holding the object, no save or spell resist. Withdraw from combat. Commence skirmishing until they take off armor or until they've taken 10 acid damage/level. Acid states the damage continues as long as the item is held, surely wearing the thing counts as holding. Or perhaps a reflex save to prevent the damage over time effect counts, but it would still be very effective given that. Since it takes time, its not effective in a committed combat, but seems an overly powerful hit-and-run tactic, never mind it being a 1st level spell.

So the question is: is this rules legal? If so, how bad is the cheese factor, would you allow it? I've already done a search and only found one person citing this tactic, and nobody said anything about it.

Silver Crusade

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I've made this for a player along with his help, and I'd like some extra input. The concept is going for a more martial archer than the inquisitor or cleric can achieve while maintaining a decent caster capability. The martial ability is achieved through Diversified Training, the bonus feats and Divine Strike. Some things I'm particularly wondering: is the 10th level ability enough to keep leveling Divine Archer past 8th? Likewise, is Greater Bane, Graceful Reach, and Blindsense enough to keep one past 4th? Or is it all too powerful? Advice sought.

Edit (note): Kept the fluff down to a minimum.

Divine Archer

Hit Die: d8

Requirements
Base Attack Bonus: +6
Feats: Weapon Focus (any bow or crossbow), Point-Blank Shot
Skills: Knowledge (religion) 6 ranks, and Craft (bow) 6 ranks or Craft (weapons) 6 ranks
Spells: Able to cast 1st level divine spells.

Class Skills
Perception, Ride, Survival, Knowledge (arcana), Knowledge (nature)
Skill Ranks at Each Level: 4 + Int modifier.

Table: Divine Archer
Level BAB Fort Ref Will Spells Special
1st - +1 +1 +0 - Bane (Su), Diversified Training
2nd +1 +1 +1 +1 +1 Monster Knowledge (Ex)
3rd +2 +2 +2 +1 +1 Bonus Feat
4th +3 +2 +2 +1 +1 Divine Strike (Su)
5th +3 +3 +3 +2 - Blindsense (Ex) 30 feet
6th +4 +3 +3 +2 +1 Bonus Feat
7th +5 +4 +4 +2 +1 Graceful Reach (Ex)
8th +6 +4 +4 +3 +1 Greater Bane (Su)
9th +6 +5 +5 +3 - Bonus Feat
10th +7 +5 +5 +3 +1 Destined Shot (Ex)

Class Features

Weapon and Armor Proficiency: A divine archer gains no weapon or armor proficiency.

Spells per Day: At the indicated levels, a divine archer gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a divine archer, he must decide to which class he adds the new level for purposes of determining spells per day.

Bane (Su): At 1st level, a divine archer can imbue a bow or crossbow with which he has weapon focus with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the divine archer wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the divine archer before the duration expires. This ability lasts for a number of rounds per day equal to the divine archer’s level. These levels stack with any other class with the Bane ability to determine the number of rounds per day. These rounds do not need to be consecutive.

Diversified Training: A divine archer adds his divine archer level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his divine archer levels as levels of fighter). He also adds his level to any levels in a divine spellcasting class for the purpose of meeting the prerequisites for feats.

Monster Knowledge (Ex): At 2nd level, a divine archer adds half his divine archer level to all Knowledge skill checks when making skill checks to identify the abilities and weaknesses of creatures and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.

Bonus Feat: At 3rd level, a divine archer may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. A divine archer gains an additional combat feat at 6th and 9th level.

Divine Strike (Su): As a swift action, the divine archer can imbue a bow or crossbow with which he has weapon focus with a fraction of his power. For 1 round, his weapons deal +1 sacred damage and are treated as magic for the purpose of overcoming damage reduction. For every five divine caster levels he possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Blindsense (Ex): The divine archer learns to be more aware of his surroundings even while focused on his target. He gains the blindsense ability with a range of 30 feet. If the divine archer has the blind fight feat, he also gains blindsight with a range of 15 feet.

Graceful Reach (Su): Trying to stay out of melee, the divine archer's ability to give aid to his allies is improved. Spells with the (harmless) discriptor gain short range of 30 feet + 5 per divine caster level. The target must be willing, or the spell fails automatically.

Greater Bane (Su): At 8th level, whenever a divine archer uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6. If the divine archer gains Greater Bane through another class, this damage increases to 6d6.

Destined Shot (Ex): At 10th level, once per day, a divine archer may consider the last attack roll of any iteration to be a natural 20 (before the roll is made). He then rolls twice for the critical confirmation roll and takes the higher result.

Silver Crusade

A party of 1 PC and 10 NPCs. The player is an experienced RPer and my wife. The setting is a homebrew campaign based on the Pathfinder world in all aspects.

The PC is a lvl 3 Meistersinger- basically a ranger-like bard. The character has a strong interest in magics. She is accompanied by a lvl 5 evoker who is awkward and unreliable, a dedicated lvl 3 illusionist, a stoic lvl 3 fighter from a hostile country (unbeknownst to the others except the evoker and PC), a lvl 4 stables expert and enthusiastic traveler, a lvl 2 inventive son of a noble, a lvl 4 charming veterinary expert, a lvl 3 rambunctious female warrior officer, and 3 commoners all lvl 2 or 3. The illusionist, fighter, and horseman expert are contending potential romantic interests of the PC. EXP progression is slow, with the focus on story events and character interaction, with limited combat (running away almost half the time).

For notable possessions:
they have a ring of arcane signets, an all tools vest, a ring of good health (+5 vs diseases and poisons and improves overall health over time), a handkerchief of form change (allows the user to change one part of themselves by simply imagining and wiping it over the part they wish to change, such as a hand into pincers or the face to another's, does not emulate special abilities such as poison stingers), a few +1 weapons and armors and about 1100 gp.

They are what remain of a once young and prosperous northern colony, thanks to her efforts. They've come a long way since that summer disaster. The land where they are now is settled, but the people here do not trust these foreigners. Now as the leaves of fall begin to drift off their branches, they've decided to fix up and furnish a cleaned out lodge in the woods to survive the winter. Within a day's walk are the ruins of a capital city, desolate and barely inhabited by humans. It has a pair of mage towers, unfriendly toward each other. The closest thorp has a ranger which had warned them of the coven of hags at the edge of this forest, near the neighboring marsh.

Over the fall and coming winter, I intend to have one of the romantic interests be targeted by a hag, though she should be prepared for that. Their plan is to return to their ruined colony when the next ship is scheduled to arrive in the spring. The NPCs have a few things of their own to do over the winter with which the game can progress, just not enough. I don't want to have to resort to "a couple of months later", since the highlight of the game is story events and character interaction. My creative muscle is wimping out for a while now, and I've delayed the game long enough. Lend me a few ideas-?

The fey have played a significant role in the background, but I'm not coming up with anything to bring them to the front. Perhaps someone from the mainland country that founded the colony could find them and bring up an issue. Maybe there's something unusual about the hags? What to do, what to do...?

Silver Crusade

I'd like to know the general attitude toward allowing a character to repick a spent feat (not a specifically granted feat) when they take a class that has that feat. For example, a cleric who has heavy armor proficiency being allowed to replace that feat when he takes a level in holy vindicator, or a ranger replacing endurance once he reaches 3rd. I'm not aware of any way to abuse this- even for a human magus taking medium and heavy armor proficiency at 1st (that's two feats not being used on other things until he gets to 7th and 14th).

It wouldn't include things like allowing an unarmed fighter who takes a level in monk to repick the improved unarmed strike feat; it is specifically granted by both classes.

Silver Crusade

4 people marked this as FAQ candidate.

While related to another active thread, this is asking a different set of core questions.

Situation 1:
A fighter has a bastard sword and a flail in his hands at the start of a round. He has a BAB of +8/+3 and has the Improved Trip feat. He makes a 5-foot step toward an enemy, and uses the trip combat maneuver with his flail using BAB of +8. He succeeds, then drops the flail. Now he takes hold of the sword in both hands and attacks.

In this situation, does he need to apply the two weapon fighting rules or does he get a straight BAB +3 attack? Does he still use 1.5 STR? Is that the same with his extra attack if he gets one? Does he forfeit his +3 attack because he dropped the flail, and only gets to use his sword in the extra attack? Or is this not even possible?

Situation 2:
As situation 1, except the fighter also has Quick Draw and has the sword sheathed at the start of the round. When he drops the flail, he gets to draw and attack with the sword using +3 BAB and no penalties, right?

Situation 3:
As situation 1, but swaps weapons instead of dropping the flail, and uses the sword 1-handed with Exotic Weapon Proficiency. How would this work?
-

We have insight from a certain "HangarFlying" and some others:

HangarFlying wrote:

Ashiel wrote:

"If you have 4 attacks per round due to BAB (+20/+15/+10/+5) you could slap somebody with a sword, kick them in the nuts, slam them with a shield, and spike them with an armor spike if you wanted to, without penalties."

No, you can't. The rule says you may strike with either weapon first. The rule does not say that you may strike with either weapon for the second attack. Nor does the rule say you may strike with either weapon for the "N"th attack.

This strikes at the heart of these questions. Flurry of Blows states that any combination of attacks may be made, as if using two weapon fighting. The point seems to be imagined, though, in an effort to be right in the thread this was posted.

"If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first."

First sentence: One must use the highest BAB first, then the second, etc. Second sentence: One can make the first attack with either weapon. Third sentance: One can make the first attack with either side of the weapon. Where is it saying we have to use the same weapon for all the iterative attacks?
-

Links:
Two Weapon Fighting, Quick Draw, Full Attack, Flurry of Blows, Shielded Fighter

I would prefer that those who posted about 10 times or more in the "WEAPONS IN BOTH HANDS AND ITERATIVE ATTACKS, WITHOUT TWO WEAPON FIGHTING" thread abstain from this one. I'm looking for the input of other individuals now. Please continue your discussion in the other thread.

Silver Crusade

A flightless fairy can jump further than a flightless old black dragon. Likewise, most giants are less likely to make it across a 10-foot gap than most halflings. Blasphemy! This calls for a house rule!

What I have in mind is an acrobatics modifier to jumping based on size. I'm looking for suggestions regarding the sensibility, the effect on gameplay, and consistency of the following chart for jumping alone. Base speed is the max jumping distance.

SIZE ___ DISTANCE ____ DC MODIFIER __ MAX DISTANCE
Fine_________/4___________-8________x0.5
Diminutive___/3___________-4________x0.5
Tiny_________/2___________-2________x1
Small________x0.5_________-1________x1
Medium_______x1___________+0________x1
Large________x1.5_________+1________x1.5
Huge_________x2___________+2________x1.5
Gargantuan___x3___________+4________x2
Colossal_____x4___________+8________x2

What does this mean for the tarrasque? Without this rule, this 50-foot tall beast made for jumping would have a hard time jumping over a single floor 50-foot wide house. With it, it could leap over a 3-story building 150-feet across. Or over a 300-foot wide chasm.

Likewise, a flightless fairy could jump 7 feet or 2 feet high. This is a tiny, 6 inch critter.

Silver Crusade

1. Tarrasque's acrobatics = +46 (15 str, 3 skill, 24 racial, 4 movement), listed +43.
2. DC for a 12-foot high jump = 48. 16-foot high jump = 64.
3. DC for a 40-foot long jump = 40. That is max jumping distance.
4. Rushing Tarrasque = +90 (46 base + 12x4 (150 ft speed)), listed +87.
5. DC for a 22-foot high jump = 88. 26-foot high jump = 108.
6. DC for a 90-foot long jump = 90. 105-foot long jump = 105.
7. Height of a Tarrasque = ~50 feet
8. Length of a Tarrasque = ~75 feet (assuming 55 foot tail + 20 foot body)

Tarrasque link and Acrobatics link

Average high school male long jump = ~15 feet, 20 if athletic

Now, granted, a large body requires more proportional muscle to move, but this creature is built to jump, and seems a bit unimpressive for a CR 25. Are these numbers correct- is this what the Tarrasque's limits are meant to be?

While on it, the average halfling can jump higher than the average giant if I'm not mistaken (at least the giant can reach higher). Or... am I mistaken? Please accurately say yes...

Silver Crusade

I'm an advocate of helping the PCs have their way, and now its come back to bite me. The PCs have accepted a mission to retrieve a stolen artifact from a drow city- and now that they've been there for a few minutes, they want to free the slaves- as many as possible. Not just release them to the underdark- but outright bringing them to the surface. They have probably 3-4 hours before someone realizes they're intruders and do something about it. Its your typical Menzoberranzan wannabe city with Pathfinder drow (not as tough as 3.5 counterparts). The PCs are 10th, have a rogue/magus/arcane trickster, a blaster sorcerer/dragon disciple, a switch-hitter ranger, a greatsword paladin and a lucerne hammer paladin. I should have seen this coming, but having just caught wind of this intent, going to have to improvise tonight. The only idea I got was to find the slaves quite willing to go, but due to their mix of race and whatnot, are unwilling to cooperate, and rather than having the adventurers take a whole band of slaves, have to pick a handful else they succumb to in-fighting.

The hook that brought them here in the first place was the help of a wizard who, through scrying, located the artifact and the opportune moment to strike. A duel between the elite of the house holding the artifact and a rival will make an opening of an hour that the PCs can use to get in and out with little alarm. The wizard sent the PCs since the drow discovered his scrying and now watch him, but not the PCs. This artifact is important to the players to advance the story, and it is time-dependent. If they leave the slaves behind for now, it will be months (in game and out) before they will likely be able to come back, which means some of those slaves will have died. I don't want the PCs to have a road of dead slaves behind them, and I would like to avoid the "this is a bad idea" approach. Suggestions?

Edit: Perhaps a little deus-ex machina is in order? I try to avoid it like the plague, but if they bump into an agent of freedom while they move through the city, perhaps...?

Silver Crusade

1 person marked this as FAQ candidate.

A level 7 Cleric PC picked up such a ring, having only a few charges in it. Later, he was grappled by a typical salamander. On his turn, he opted to use the Ring of the Ram on the salamander grappling him. What should happen?

Per my ruling, the cleric first had to successfully bull rush the salamander (succeeded with a 32). Succeeding that, then using the cleric's own CMB with the strength of the ram, had to break the salamander's grapple. If the grapple failed, the bull rush would move them both still in grapple with a -4 to the bull rush, or, if the grapple succeeded, the salamander alone would be moved away, leaving the cleric free. In this case, the cleric failed to break grapple and both of them were moved 10 feet.

I'd like more opinions.

Ring of the Ram:
as seen from http://paizo.com/pathfinderRPG/prd/magicItems/rings.html

Aura moderate transmutation; CL 9th
Slot ring; Price 8,600 gp; Weight —
DESCRIPTION
The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device. The wearer can command the ring to give forth a ram-like force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. The ram is Large and uses the ring's caster level as its base attack bonus with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. This expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.
A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
CONSTRUCTION
Requirements Forge Ring, bull's strength, telekinesis; Cost 4,300 gp