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One year later, I would like to point out that in 3.5, tumbling at full speed in the 12-17 level range was often done, because you where playing something that could not survive a full attack from something with a 15 foot reach. Sometimes the terrain was also difficult. It wasn't just a flat DC 15 = auto win tumbling situation, it was most likely something someone invested in their whole career. The difference was there was a chance a fighter might be able to pull it off. To me, the game was more fun when you had people jumping all over the place. Longer combats where several people get hurt and have to figure out how to extract themselves from danger are much more interesting in my eyes that combats where fighter walks in, him and monster hit each other, everyone else blasts monster, repeat. You end up with the guys that are most likely in melee getting beat up a lot, and the guys that avoid combat hardly ever taking a scratch. Then when they DO run into a bit of trouble, they have no instincts or answers as to how to remove themselves from said trouble.
Never read blood money before, certainly makes ring of inner fortitude a worthwhile investment, as it doesnt make you immune to strength damage, just lessens it.
The biggest reason it is DC 5 +5 for every req skipped: giving a chance for martial characters that take master craftsman a chance to actually make something. A 5th level fighter probably only has +10 bonus to craft, and cant make any pre-req that requires spell casting, ever. Think of all the iconic non-spell casting dwarves that have made things. Also, some of the DC's you'll come across later are quite high, and non int spell casters might have trouble finishing things.
James Jacobs wrote:
1) Yes but the people then wouldn't refer to it as such. I was wondering what people before Absalom Reckoning would call their date? Much like pre-christ humans wouldn't say the date as april 4th 106 B.C. and count up. Would the Osirian Calender be the most likely? 2) I've run serpent skull and saw the Azlant and primordial takes on Achaekek, I was just wondering when the red mantis assassins actually got their start, as the inner sea world guide gives a date for them leaving Rahadoum and traveling to Mediogalti in 2560, but doesn't present a time of founding in Rahadoum. I was just wondering if in -582 AR there would be a Red Mantis assassin or if the worship of Achaekek was still more of a monsters / natural disasters/ and blood cult.
James sir, my DM is putting a goodly amount of effort into creating a old world pathfinder game, set in -582 AR, and I had a couple of questions about then. 1)What would be the date? I don't think the pharaohs counted in BC. 2)Was the mantis god still worshiped only as the god of murder or had the red mantis assassins begun developing in Rahadhoum?
Pathfinder delver is an interesting prestige class on top of archy if you find there is another arcane caster and a divine caster in the party, and you fulfilling mostly the rogue/skill monkey aspect. If not I wouldn't recommend it.
Thomas Long 175 wrote:
You might have missed this errata.
James Jacobs wrote:
This one? Always wondered were it was from after it showed up in the Rules Compendium. Do you have an all time favorite Wayne picture? Mine might be the Tarrasque fight in the back of DMG2.
Rob McCreary wrote:
This encounter confuses the heck out of me, not much to go on in the description, the PC's are trying to trick the nightmare into saying that it wants to destroy Baba Yaga and escape? How the bloody heck are they going to do that? Bluff: "So y'know what would tick the Baba Yaga off? Telling us all your innermost desires.". Some example questions and/or answers like the standard black rider interaction would really be appreciated here, as well as more concrete idea of how long you have until she flies off the handle.
I've seen two campaigns with DR 15+ characters (with this exact set-up) dropped into the negatives, and by physical attacks too boot. It is not immunity to physical attacks, but it does help. Problem is most characters like this ignore AC, and the damage adds up.
Thing is most of the shops in vancouver are listed as comic shops, or are in burnaby, coquitlam, new westminster, etc etc right on the edges of vancouver proper. Core games has a few singles (like 20) he tends to sell out of the cool stuff the day after the set comes out and not re-stock. Taz comics is worth dialing up as well, Keith, the owner is, an institution and an awesome guy. Wally's might also have some stuff, guy makes a mint selling magic cards, but has an eclectic mix of stuff. Know he has brought in cases of minis in the past. Robert hit upon most of the other well known shops that have been around for 10+ years. I too havent been buying as much lately so I dunno the newer shops.
DthAlchemist wrote: Anyone else have their PCs utterly fail in the encounter with Pym, Shor, and Vosi? On round one, I had 2 PCs plucked with arrows, and on round 2, all but the summoner's eidolon failed Will saves for color spray, leaving the entire party unconscious (and banishing the Eidolon as a result). I opted to have the sprites take the opportunity to flee and report back to Izoze. Just to make you feel bad; Numbing Cold (su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. Staggered A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. Near as I can tell the sprites arrows don't knock people out. Easy to forget the sprites are shooting at +4 instead of +8 as well because of the snow.
Yes. Sometimes it is more beneficial to move as a full round action, depending on your speed. "Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action)" So a full round action as a 30 foot move character would net you 15 feet (half of 30), but two move actions would only get you 10 feet (quarter of 30 is 7.5, rounded down to 5 feet).
I think fighters would view themselves much the same at level 1 and level 20, heroes and adventurers. It is wizards that would be viewed differently as demigods, and view themselves as something more than human. There aren't very many spell slingers in literature that are just monster murderers. They tend to be more schemers and big picture guys. It's not like fighter types spend level 1-20 battling just wizards, they tend to beat up a large number of big angry things like giants that they do quite well at. Pick up an old Conan story and you'll see the kind of respect and fear a sorcerer garners, yet at the end if Conan gets his angry mitts on him, no matter how easily he played with him from afar, he usually gets broken.
James Jacobs wrote:
would remove blindness remove genetic blindness then? "The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged." If someone was born blind they would be considered damaged?
Yeah epic DR is not normally possible to by-pass by non epic weapons. Bane weapons and artifacts like axe of the dwarven lords might help though. I assume one of the undead there has dr/epic? a +4 undead bane weapon should go through it I believe, but I may be wrong. THere was some FAQ stuff around here about such things a while ago.
yknow what? I was already to defend the Arsinoitherium, but it really DOES look like a misprint. The gore and powerful charge are the same damage 4d8, the trample is 2d8, animal companion goes up to 2d8. Seems to me the gore should be 2d8. Powerful Charge (Ex) When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature’s description. Distant Scholar is correct, shouldn't the charge be like 8d8+13 or at least 4d8+18 or something?
James Jacobs wrote:
Douglas Prestons book: Tyrannosaur Canyon features a bad guy with a fullback T-rex tattoo. Food for thought.
Problem is, most of the new grappling archtypes no longer take penalties from grappling things, heck they can even make attacks of opportunity. Not that I consider that a problem, just makes it harder on mooks. The fighter I play in my kingmaker game has dr 14/- in a grapple, makes it hard on guys with sticks to help out.
Have they encountered: Spoiler:
the disjuntion trap? that should set them back a peg or two also Spoiler:
we had much the same issue going on in our group, we'd take things out in surprise rounds, let alone full rounds. And yet Karzoug himself nearly wiped the floor with us. His ability to get the jump on you and use time stop tilts the final fight dramatically in his favor, so don't be too distressed, your ending should remain in tact.
Steve Geddes wrote:
We had one fail a baleful polymorph at our table once, kept its mental stats on the will save. Turned it into a goldfish. Buddies Grippli cohort rolled a natural 20 to grapple it, and we stuffed it into an empty wine bottle. We shook the bottle to threaten it and telepathically commanded it to control the seas for us, we cruised around quite nicely after that. Finally we were engaged with some extremely powerful drow clerics and things where looking grim, until our mage took the bottle out of his glove of storing, threw it 30 feet, and dispelled the polymorph. Man that squid was angry at everything near it... which were the drow of course.
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