The Man of 1,000 Stitches

DmRrostarr's page

RPG Superstar 9 Season Dedicated Voter. Organized Play Member. 698 posts (706 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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I am more curious as to why even bother? A ghost in an antimagic field negates all its supernatural abilities (gaze, draining touch, moan, telekinesis etc).

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So is anyone aware of a way to increase a paladin's lay on hands ability to heal more than using d6? Is there a feat that will give him a dice higher? Originally was thinking empower spell-like ability but LOH is supernatural so that's out.

Thanks

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How big would the pieces of broken arrow be, if they are to be seen?

Maybe use a Perception check as a move action to determine the square based on distance and size of the piece (diminutive?), but still have the 50% miss chance....

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bugleyman wrote:

Wait...is there actually a debate going on about how many lbs. of adamantine are in an adamantine golem?

Personally, I don't find that interesting or enjoyable. To each their own, I guess. :)

African or European adamantine golem??

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I'd want to do something with the Thundercats or maybe figure out how to do some GI Joe/Cobra (1982-1989) inspired PCs

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From the PRD: " A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details)."

To me you cannot do a 5 foot step because it seems to imply that you need to make an Acrobatics check BEFORE you start any movement. We all agree that a 5 ft step is still movement, right? So automatically if you need to make that Acrobatics check, then you are automatically moving at half speed.

Just my 2 coppers....

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So I have realized this error in my book for sometime and thought 'eh no big deal, I'll just check the PRD and see how they resolved it.' To my surprise it still has NOT been fixed.

In the Appendix of the "Ultimate Equipment" PRD and hardcopy, there is an error under the Random Weapon chart. The numbers jump and leaves dead space.

62–63 Quarterstaff
64–65 Rapier
85–87 Spear
88 Trident

As you can see, 66 to 84 are missing and with no weapons, which should at least fit scimitar and a few other weapons in there.

I hope this can be addressed soon.

Thanks

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"Now, eventually you do plan to have dinosaurs on your, on your dinosaur tour, right? Hello?"

:)

12:30 it is....

Dark Archive Dedicated Voter Season 9

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Ugh...thinking you read too much "Order of the Stick" when I see your item.....

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Name: Thaddius

Race: Dhampir

Classes/Levels: Cohort Rog2/Clr5

Adventure: The City of Seven Spears

Location: The Southern Entrance (L4)

Catalyst: The group made truce with the troglodytes earlier, asking the trogs to kill any other factions that didnt give the proper password. They returned to visit the trogs and ask if other factions had tried to enter the area and asked if the trogs knew anything about the south gate entrance. Trogs explained about giving the 'killing birds' tributes. PCs went to investigate moving around the area when 4 camulatz flew down on them. The first round of combat, the cohort moved away from one of the camulatz to use a wand on an ally, but he didnt tumble or anything, so he provoked an AoO by moving away. I rolled a 20 and followed up with a 19. Off with his head and a gave a 50/50 spit or swallowed the cohorts head. The bird spit it out at the feet of one of the party members...

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Evasion is pretty straight forward. Now if the DM would have said take a -2 to your reflex roll because I was standing next to the explosion I would have been ok with that.

I didn't see the language written in the PF rules, but I could have swore that in either 3.0 or 3.5 rules, that evasion stated that it could be used if the PC with the ability had some place to evade to. I took that to mean as long as the PC wasn't trapped in a 5ft by 5ft hole 10 feet deep, then evasion always worked. But regardless it sounds like you had plenty of area to evade the explosion.

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Yay found it!!!

From James Jacobs's thread ("Ask JJ anything here" thread)

James:

Two questions about reach (I know you answered Lunes questions but mine, while related are different or restated for clarification purposes):

CRB p141 wrote:
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Please note the bolded section for the following questions.

1) A tiny or smaller creature has a reach of zero. Double of zero = zero.
1A) What is the reach of a tiny or smaller creature with a longspear? 1B) If greater than zero can the tiny or smaller creature attack in his own square or adjacent squares?

2) A Small or Medium creature using a Whip has a reach of 15'. This is not 'double natural reach' but is in fact triple the natural reach.
2A) What is the reach of a Large creature with a natural reach of 10 when using a whip? (20feet is double, 30feet is triple)
2B) What is the reach of a Huge creature with a natural reach of 15 when using a whip? (30feet is double, 45feet is triple)
2C) What is the reach of a Tiny or smaller creature with a natural reach of 0 when using a whip? (0feet is double, 0 feet is triple, see question 1)

First off... all of these situations are strange corner cases that the rules don't specifically address, really, but here's how I'd answer all of them:

1) Giving a tiny or smaller creature a reach weapon allows it to attack adjacent foes as if it were a Small or Medium creature.

2) Small is a weird size category that, for the purposes of reach weapons, works identically to Medium because that makes it easier and more balanced for Small PC races. And whips are unusual weapons in that they grant a much larger reach than normal.

2A) 30 feet.
2B) 45 feet.
2C) 10 feet.

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Rust Monster

Any creature that teams up with a rust monster can prove deadly. Bye bye plate mail after 2 strikes by a rust monster and the creature that teams up with it just basically got a +8 to its attack roll. :(