Enaris's page

Organized Play Member. 147 posts (2,330 including aliases). 5 reviews. 1 list. 3 wishlists. 3 Organized Play characters. 11 aliases.


Sovereign Court

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Steve Geddes wrote:


Part of it is maintaining the value of their subscriptions.

Yeah I get that, I wish they had offered this as an upgrade for the core subscription.

I don't want both a copy of the deluxe and a copy of the standard rulebook, but I do want a deluxe and a pdf... Normally I'd just start my subscription with the new core rulebook and gobble up the free pdfs, but that's just not an option the way this is offered.

Time to bookmark the SRD!


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That's interesting. Based on that text alone, it would look like firearms would punch right through DR regardless of type. Some touch attacks deal hit point damage, so I'm curious if this is addressed anywhere.

My gut is saying that the RAI is thus:
Should a character successfully strike an opponent with DR using a natural attack or unarmed strike to deliver a touch attack, but the damage of that attack is reduced to or below 0, the touch still counts and delivers the spell. Firearms, brilliant energy weapons, and such, are still subject to DR.


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Alcohol does not instantly deal Con damage.
Nothing you would drink without going blind, anyways.
It does make you fatigued. It might even nauseate you or knock you unconscious, and alcoholism will kill you.

What about the damage being in nonlethal?
For example:
Rum Ration
Type Ingested; Addiction Minor, Fortitude DC 10
Price N/A
Effects 2d4 hours; +2 bonus on charisma-based skill checks, fatigue
Damage 2d4 nonlethal
Special A character may have a number of rum rations per week up to double his constitution modifier (Minimum 1) before incurring additional detriment. After this limit, the character takes 1d3 points of con damage, and a further 1d3 if he exceeds three times his constitution modifier (Minimum 2). Cut these limits in half for small characters. Any character that drinks a number of rum rations greater than his constitution modifier in one day must make a fortitude save DC 15 or be sickened until his nonlethal damage is healed.
For example, our party of four adventurers encounter the rum ration. The barbarian, with his +3 con, simply drinks his rum ration and takes the damage. He's fine in the morning. The rogue, with his +1, decides not to risk it and tips his overboard. The gnome, however, wants the bonus to chat up a cute wench, so downs his liquid courage. With his +2, he can have 4 drinks divided by 2 equals 2 drinks per week. He takes his damage. The wizard, who is kind of clumsy, doesn't want to take the lashes or dump his grog. He drinks it. Since he's only got a +0 con, he's only okay for the first one.
Next day the barbarian downs his. Still fine, because he's the barbarian. The rogue drinks his to see what it tastes like. The gnome dumps his. The wizard tries his luck again, but takes the 1d3 con damage since he's over his weekly allotment. Tomorrow, he'll heal 1 point of damage and can have his third drink, which will also deal 1d3 because it's over the next threshold.


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Kayland wrote:
Why is it only a CR6 ally? A matriarch is a CR8 creature and the zombie template doesn't seem to decrease this.

Since this is quickly becoming a threadnaught, I will summarize instead of reading everything, so I apologize if this was explained above:

Xanesha is a Lamia Matriarch with one rogue level. This gives her 13 racial HD and one class HD. She is also large-sized.

The Zombie Template: Change type to undead. Natural armor based on size, large +3. Drop class HD and change racial HD to d8s. Change saves to be Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Lose all defensive abilities and gain DR5/Slashing. Winged Zombies can fly at clumsy. Other movements retained. Retain all natural weapons and gain slam attack. Lose all special attacks. +2 str, -2 dex. No con or int scores. Wis and Cha become 10. BAB= 3/4 HD. Lose all skill ranks. Lose all feats and gain toughness. Keep (Ex) abilities that augment attacks. Gain Staggered.

This produces:
Lamia Matriarch Zombie, CR 6
NE Large Undead
Init +6; Senses: DV60'
DEFENSE
AC 25 / 15 / 19 (+6 dex, +10 natural, -1 size)
hp 83 (15d8+15)
Saves: 5 / 11 / 9
Undead Immunities
DR 5/ Slashing
OFFENSE
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee Slam +16 (1d6+6)
Space 10 ft.; Reach 5 ft
STATISTICS
Str 22, Dex 23, Con -, Int -, Wis 10, Cha 10
Base Atk +11; CMB +18; CMD 34 (can’t be tripped)
Feats: Toughness
Skills: None.
SQ: Staggered, Undersized Weapons

Weapon and Armor proficiency: Simple weapons and scimitar.

You will notice that 83 hp is really not that much, especially considering it does not heal naturally. Also, the 1d6+6 is kind of just adorable. It loses wisdom drain, since that is (Su) ability. It loses ALL the spells, spell-like abilities, everything. The only redeeming quality is the speed, which gets slashed due to staggered quality.

Let me re-iterate that this use of a spell is well within the rules and you should, in my opinion, in no way punish its use. Your players paid for this ability. They have a large chunk of undead HD in this, and it's a decent ally. It is not, by any stretch, a broken ally.


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Okay, first of all, what ability will they be using? Animate dead requires a material component of a gem worth 25gp per hit die. Right here you have your first roadblock- It's not one gem per hit die, it's a gem worth 25gp per hit die. 12HD would then be a gem worth 300gp. Such a piece may simply not exist, and even if it does, it might be a quest in itself to retrieve.
This of course assumes your group knows how many HD a lamia matriarch HAS in the first place, which would require at the very least a few days of research and a decent knowledge check.
You can't create more than double your caster level with this spell. That's not really a problem here, but it does mean there is a limit to your power.
Now, I don't actually have necromancy banned in my games. If you can raise it and command it, it's fine. Of course, many towns have laws about defiling the dead, so humanoids are out. Zombie dogs, goblins, whatever, fine. Giant snake women will draw some attention, but not the lawmakers. Certainly the paladins, though.
So here's how it works: Xanesha has 12 racial HD and is large size. As a zombie, this is 12+2=14HD. You need a minimum caster level of 8 to raise this creature. As a skeleton, this is only 12HD and you need to be 7th level. You need a single Onyx gemstone worth 350 for a zombie or 300 for a skeleton, and need to both know how large a gemstone you need in the first place (DC 25-35 knowledge check). For all of this work, you receive one, CR6 ally, that is a major hinderance in any fight against a necromancer or evil cleric, and who you might get attacked on sight for having along.
This isn't broken. This is the game.
You also have a perfect opportunity to have a new set of enemies engage the PCs. Plus, they'll have a hell of a time when they finally meet the Grauls... Especially Mammy.

Let me know if you have any questions about this and feel free to PM me.

Sovereign Court

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hogarth wrote:
Enaris wrote:
Bats have echolocation, which is listed as being a blindsight ability. Does it say otherwise in the bestiary?
The Bestiary says bats have blindsense, not blindsight.

The comedic value of bat swarms in my campaign just quadrupled.

Sovereign Court

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I have a few questions about the boar style feats in Ultimate combat.
These feats read:
Boar style (combat)
Prerequisites: Improved unarmed strike, Intimidate 3 ranks
You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack.

Boar Ferocity (Combat)
Prerequisites: Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.
Benefit: You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate
check to demoralize that opponent.

Boar Shred (Combat)
Prerequisites: Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even
if you later switch to a different style.

The extra bleed damage in this third feat confuses me. Since bleed damage does not normally stack with itself, and since you have already torn flesh and therefore activated the 2d6 bleed from boar style, the 1d6 bleed damage from boar shred has no effect. It does not stack, and all bleed damage occurs on the opponent's turn in the first place.
Does it stack, so when you tear flesh that opponent takes 3d6? Does it progress, so they take 2d6 then 3d6 then 4d6, etc?