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Once again i admire your quick response and the solutions you give, rarely is a company so trustworthy as Paizo! Thank you.


Hello, regarding the Order #3262701, on the orders page it shows it was shipped on September the 16th, yet as of November the 4th, my package has still not arrived. Can you please check if perhaps the package has not shipped for some reason, or any other useful information?
Thank you for your time.


Thanks for your rapid feedback!


Hello, i have sent you 3 emails since 12 days ago about the order 3230532, regarding the possibility of the removal of an item that takes too long to ship, compared to the others in the same package. Any update would be welcome.


Darth Smoke wrote:
I too have the same crushing problem on Windows XP (CM Version 1.5.6) when i try to edit a Monster or enter Settings. By the way, your application is superb and i feel like donating again and again for your excellent support!

I uninstalled 1.5.6, and installed 1.5.5 and the problem disappeared. I hope that helps a bit.

In short: XP + 1.5.6 + Edit Monster = Crush
XP + 1.5.5 + Edit Monster = No Crush


I too have the same crushing problem on Windows XP (CM Version 1.5.6) when i try to edit a Monster or enter Settings. By the way, your application is superb and i feel like donating again and again for your excellent support!


Just imagine the places where there would be lanterns to light the Town Hall sufficiently, and there the fires will spawn.
A common fix is to discard the trust points mechanic completely, at the same time applying it on an individual basis for every NPC, depending on its disposition and motives.


Having played a very powerful Zen Archer Monk with the seeking property on his bow, remember that the paladin has to know which square to hit when facing an invisible opponent, for his seeking weapon to kick in. So deliver invisible enemies that make a 5-ft step after a full attack or spell, the perception will be very very high to pinpoint them.


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From a personal point of view, a re-wind of events hurts verisimilitude in a non-reversible way. I think we cannot deduce the reason why he reduced the city to ash, was it to destroy an ultimate evil once an for all or by accident? I can see a number of options here, considering that in any just world he cannot be allowed to live, if justice prevails in the end:
i) He is arrested by mortal hands, which leads to immediate execution and damnation on his soul.
ii)Divine punishment from the city's main God, which results in him being consumed by holy flames.
iii) If none of the above are allowed/approved, perhaps in the blast was a unique hero/item/oracle that was basically the only chance there ever was to be saved from a tragic incident cause by the BBEG. And by destroying him/it, the future changed so drastically that he will now die because of his own actions. Make this known to him by some sort of vision or dream, when the calamity happens.
Until that happens, you can have him suffer from his own remorse, like perhaps suffering a paralysis effect on him whenever he sees fire or hears someone dying. (Save DC 22 or something high enough).


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Dabbler wrote:
What characters they take is something that should be up to them, always. If a player wants to be an exiled samurai who fought his way over the top of the world and down into Ustulav to befriend a strange man called Lorrimor, let them play that concept. The game is best when the players are given a free hand, and wacky concepts can sometimes work brilliantly.

+1


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Being almost at the end of this AP as its DM, i strongly encourage you to implement the Alchemist and the gunslinger, EXACTLY because both the AP and the classes are 1800-style. It would be a huge mistake disallowing them, because an alchemist will feel like home playing Carrion Crown. Heed to the advice given by the more experienced DM's for this amazing Adventure Path and give your players their freedom!


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As i am currently DM'ing Wake of the Watcher of the Carrion Crown Adventure Path, having given some thought to this matter i am under the impression that the Gods of Golarion are tied to this world, and have very little power over others. The Outer Gods have no connections as they are universal, and they also have the power to alter reality and even time, so i sincerely believe the two cannot be compared. If an event is triggered in my story and an Outer God is released, all connection to Golarion Deities will cease to exist, and the world will be plunged into chaos.


Very nice approaches all of them!


Also it seems that the consensus on the forums about the ring of Regeneration is that it does not prevent you from dying like Regeneration(Ex), because it affects living creatures. The main reason for the above idea was to enhance the drama and teamplay, not merely to avoid death.


The 2nd natural 20 is of no actual RAW importance. The said player has no chance to reach the target's AC, thus the hit is a normal one, not a critical.


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Hello everyone! I just wanted to share with you a custom way of handling death in the Carrion Crown Campaign i started 5 months ago.

The Background:
You see, prior to this campaign, our group had just played a VERY bloody and ultra-lethal campaign, where every player died 3-4 times. This resulted in a utter destruction of the spirit of the Hero and a general resentment, not versus the DM, but in general. Thus, after a while players just played a X hero, having no will to invest in him

The Fix:
So after a lot of thinking a planning i came up with this: I had Petros suspect that he was about to be assassinated, and so he devoted himself to creating a very powerful collection of Talismans that had the power to cheat Death for a while. The professor also knew that these Talisman needed to be fueled by a real death to be activated, so he was prepared when the WW came for him. The players received these talismans as part of Lorrimor's will, and were told that they "delay Death when it is caused by an evil or mindless force". In- game when a player who wears his talisman dies, his talisman glows, and his comrades can give him a chance to recuperate with a successful Heal Check of minimum 15 (No spells help). Each time a talisman is activated, the Dc for the next Death increases by +3, and the PC is at 1 HP and exhausted, all spells depleted.

So far we had many instances where the players almost died, and one actually did, at the hands of the Headless Horseman, after some failed Heal Checks. Through this Fix we gave life to a neglected Skill, and gave our group the chance to heavily invest in their characters, while altogether having truly dramatic moments as PC's try to revive their fallen comrades! What do you think of it?


Demons from the WorldWound ofcourse, what else?


99% They die at 0 HP's, except times when PC's take special care to avoid this, where i drop them unconscious.


I use a tarot App for iPhone/Android phones, and tailor it to suit the party's needs/plans.


Wondering how people would rule the above case at their tables.


The "automatic hit" part is very shady. What if my fighter buddy has wind wall on him? The automatic hit negates everything, including AC/Magic? So if the creature i am trying to hit is threatened by a 3d-party opponent (AC 60), and i roll a natural 1, do i hit this unhittable (3d-party) opponent with my 25 Attack Roll?


I have to ask another question on the matter: If the BSF is engaged in melee with a monster, i shoot the monster and roll an Ace (1), i hit the fighter REGARDLESS of his AC? I tend to say no to this.


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Definitely not altered until you alter them


Someone cannot accept his logic being flawed it seems. Denial at the table, denial on the forums, and still persisting.


Great effort there, but keep in mind the Dwarf Inquisitor with a guided weapon, steel soul feat and Glory of Old Trait, along with witch-hunter and preacher archetypes. If combined with a 1-level Monk (Crusader's Flurry) and 1-level cleric dips for the one extra domain, you will be an unstoppable WISDOMonster. Massive Saves, Rocket-high AC, great Attack and Damage, truly a Force for the BBEG to be Reckoned with.


Sadly i do not have access to UE yet, what does Fire-Forged Steel do?


Thanks a lot for your input guys, i think i will have it destroyed (0HP), but since they had cleared the name of an old wizard 3 days ago, he will be glad to make it whole once again! Indeed i am lucky to have this player at my table, and through this example i am trying to encourage the rest of my group to roleplay insted of rollplaying.


Hello, one of my players dropped his magic (+1) sword and (+1) shield inside a burning building to save a dying woman. The burning building collapsed just after he exited. In no way am i trying to be a jerk, because i already gave him extra XP and a permanent Achievement: Firefighter (+1 Fire Resistance), but i am wondering what the rules state for magical items inside a tremendous fire. In any case i do not penalize heroic acts and plan to drop more weapons down the line, but at the same time keep the balance for everyone.


Just kill his character, and his next character, and so on. *Smurfs*


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It is crystal clear that 80% of the posts here find the paladin's actions justified. The paladin's player thought he was not being served justice and asked for more opinions. Every man has a respected opinion, but when the strong voice of the community does not condemn the paladin, then it is plain arrogant to ignore everyone and claim all-rightfulness. Everything in this game should be viewed under the scope of "fun", when "MY WAY" overrides fun, it is no longer a game, especially when one's way is heavily discredited by the many.
When i was a younger player i cut off the head of a giant wolf that had attacked us to scare the other wolves, but my DM though that it was an evil act too. Don't fall in this pit, and don't throw your players inside it, it ruins the fun for everyone.


Should a DM ever assume that a paladin has omni-knowledge of every man-eating guard's personal story, it would obviously be a DM trap.
Be it good or bad, the characters know what best they can. They went in there to save children from a clan of evil kobolds. After wasting precious time to make sure no innocents would be killed, and getting stabbed to death by the clan's guards, you assume that the paladin is obliged to know what is redeemable and what is not.
Also try to imagine a vicious clan that lives near your irl home that eats people,(this is much worse than a war situation) then imagine what you would expect a holy warrior to do should you ask him to bring back your child. Standing your ground is one thing, but as well covered and dressed as it is, this story is still a DM trap for paladins.


Thought that Elven Curved Blade was one handed, so it is 2-handed and therefore the strategy is not valid.


By RAW it sounds legal, but it is very well inside the borders of CheeseLand, so as a DM i would not allow it, because the spirit of Spell Combat is to always have a free hand.


Sticky please!


Shadow Conjuration mimics always a conjuration spell, which means that the frying pan you will create will be somewhat real, and therefore the eggs will be cooked.
The caster of an illusion spell automatically disbelieves it, which means that the egg will be in the pan, but you will see only a faint pan. Any other nearby will have to roll a Will save to either a) Fully believe it or b) recognize it as an illusion, but in both cases the eggs will be cooked.
You cannot use illusion spells with shadow conjuration, only conjuration ones.


1) Yes your hand is free because you are not holding anything

2)Crane Wing activates when the opponent HITS you with a melee attack. You just stop the blade in mid air or something to this effect. For all intents and purposes the attack is a HIT.

3) The attack would have hit you, but you turned it into a non-hit. So there are no rider effects or anything else.


They don't usually do anything fancy, and we have been using the full heal over resting rule so far to speed things up, but i devised this formula so they come close to full healing, but also having Constitution and Heal Skill play a role, which gives realism to the overall experience.


Of course they have, but let's assume that the Cleric's/Oracle's spells are depleted for the day, after 2-3 battles.


Hello once more guys, i was wondering if any of you fellow DM's are using any house rules for healing while resting, because my group has been using the full recovery over 8 hours sleep, and i would like to move away from that is it is completely unrealistic. However, i also do not want to slow the pace of the game so much that my players have to rest for 2 days before going out of town. So, what are your house rules on this matter?

The current idea i have is to let players heal:

A)If resting in a completely safe environment, HP healed= 2xConMod x Level

B) If in unfriendly environment, HP Healed = ConMod x Level

Also, a player can have his wounds treated with the heal skill, and thus gain another HP=(Heal Check)


1 person marked this as FAQ candidate.

I recently discovered an inconsistency between the FAQ, an official article and an entry in the magic weapons page:

From Official Article on Combat maneuvers and weapons:

Article:
Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll.

From Official FAQ

FAQ:
Trip Weapons: If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?

No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.
Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon.

Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the "only trip weapons let you apply these bonuses" limitation.

And out of nowhere came this entry in the weapons page

weapons:
If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
No. Note that when making a trip combat maneuver, you don't need to use a weapon at all--for example, you can trip when you're unarmed, even though unarmed strike isn't listed as a trip weapon.
There are advantages to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver.
One, if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.
Two, you can apply the weapon's enhancement bonus, weapon-specific attack bonuses such as Weapon Focus, and so on to your trip combat maneuver roll.
For example, you'd add the enhancement bonus from a +5 whip to your trip combat maneuver roll because a whip is a trip weapon. You wouldn't add the enhancement bonus from a +5 longsword to your trip combat maneuver roll because a longsword is not a trip weapon. In effect, there's no difference between making an unarmed trip attempt and a trip attempt with a +5 longsword because the sword doesn't help you make the trip attempt.

Now 1 & 2 agree eye to eye, whereas entry 3 claims to originate from the FAQ, but in reality it is completely opposite to it regarding the attack bonuses without a trip weapon! Anyone else noticed that?


My take on this :

1) No, because the grapple is then maintained with other parts of the body, not the mouth that initiated the grapple. You can attempt to hold the grapple with the mouth, at a -20 penalty.

2) Yes it is an exact duplicate of the grabbing attack. Pretty powerful too.

3) a. Yes
b. Even though specific trumps general, in this case i think logic cannot ignore the bite damage from the Swallow Whole ability.
c. Standard
d.Exactly
e.The eidolon deals damage due to the swallow hole each round, isn't it so? Check some monster of the same HD as your eidolon for numbers.


But the fascinated enemy's turn will be over, so the spell has a combat use after all, if and only if it is used just before the enemy's turn.


I also think there should be no saving throw, as the spell allows none, as long as no one threatens or attacks the fascinated target, in which case the fascination breaks.


So would you say that if combat starts and the inquisitor in the party drops his initiative just before an enemy's and then full attacks and casts litany of eloquence on this enemy, that the enemy will be fascinated on his turn, even though there are people fighting around him?


So if the player casts this on any round, the rest of the player's party has to either do nothing or do buff-only spells, while all the enemies play to their fullest? Seems like it's malprinted, cause it is meant to be a combat spell, albeit hampered by the limitations of the fascinated condition. In sum, you can never do this in combat unless you are a solo rogue/assasin cause it will always break?


Hello everyone, i am the DM of a 7th level Inquisitor who chose the 3d lvl spell http://www.d20pfsrd.com/magic/all-spells/l/litany-of-eloquence. I cannot safely deduct the meaning and purpose of this spell. The extremely short duration leads me to think that it is used as an in-combat spell that deactivates a foe for 1 round, but if the the foe is directly attacked by something, then the fascination breaks prematurely.
From my point of view, if there are potential threats around the victim, he does not deserve a new saving throw because the spell allowed none in the first place. On the other side, if the intent was for this spell to be out-of-combat, how can the 1-round duration be justified? Any help is appreciated.


Quatar wrote:

So let's assume a druid is wildshaping into something like a Dire Tiger, which has a claw damage of 2d4 and a bite attack of 2d6.

Now druid casts Strong Jaw on himself, counting the natural attacks as if it were 2 sizes larger.

That's easy for the bite as it's in the provided table (which only provides "normal" values for it's size, individual creatures can differ from it, which the Dire Tiger does, so just checking the value for gargantum creatures doesn't work) or also the Improved Natural Attack feat. 2d6 becomes 4d6.

However what happens to 2d4?
1d4 becomes first 1d6 and then 1d8 according to the list, so 2d4 becomes 2d8?

The common rule is that every two steps the maximum damage is multiplied x2. Thus, the 2d4(max=8) will become 2d8(16) after two size steps. Had it been just one size, it would be multiplied x(3/2)--> 2d6(max=12).


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I hope it get FAQ'ed soon!


8 people marked this as FAQ candidate.

Hello everyone! I was wondering if any of you as DM's or players have pondered on the RAI upon the Dazing Assault feat. By RAW what i understand is that any time you hit anything with a melee attack during the round that you get the -5 penalty, it makes a Fortitude save or become dazed.
Is it possible that RAI are different, thus resulting in 1 attack/round OR multiple attacks but only 1 save?


Thanks a lot guys for your insight!

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