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HangarFlying's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 2,918 posts (2,921 including aliases). 1 review. 1 list. 1 wishlist. 4 Pathfinder Society characters. 2 aliases.


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Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I wouldn't have a problem allowing it, but I reserve the right to rule differently in the heat of the moment.

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

O.o

Andoran

Pathfinder Adventure Path Subscriber

Are you playing the original or the AE?

Andoran

Pathfinder Adventure Path Subscriber

There are always other options.

Andoran

Pathfinder Adventure Path Subscriber
jahvul wrote:
James Jacobs won't come to your home and slap you if you decide to houserule.

Famous last words...T-Rexs tend to show up in the oddest of places.

Andoran

Pathfinder Adventure Path Subscriber

If a new edition means a whole new set of rules and changing the rules paradigm, then no, there is not a need for second edition.

If Paizo is willing to abandon its current requirement to maintain page references in order to allow for a reorganization of the rules, clarifications, while also including some tweaks to classes and/or feats and skill descriptions,I'm not entirely opposed to this.

Andoran

Pathfinder Adventure Path Subscriber

Should have cast raise thread, then he would have been safe from any reprisal or comments.

Andoran

Pathfinder Adventure Path Subscriber

I can see it going both ways, but I would personally allow the surge as the rules for confirmation state that you use the same modifiers. It makes sense to allow it because the confirmation roll isn't actually a seperate attack, merely being a second roll to see how well your attack actually did.

Andoran

Pathfinder Adventure Path Subscriber

My guess is:

Iron Gods:
It'll be a game about the history of the ship that crashed in Numeria.

Andoran

Pathfinder Adventure Path Subscriber

I've been in a "retro" mood for the last few months and have been looking at various clone systems. Having only flipped through and skimming parts of the PHB, and reading the free download, I do have to say I'm impressed. While I'll never stop playing PF, and likely won't invest in 5e, I'd be more than happy to jump into a game to try it out. I do think it will be a successful system, and that alone is something we should all be happy about.

Andoran

Pathfinder Adventure Path Subscriber

SLA that are based on spells with a casting time greater that a standard action are whatever is given for the spell. So, for example, those creatures that have a summon ability (demons, for example) take 1 round to use that SLA.

There is a dev comment on here about it. Might take me some time to round it up.

Andoran

Pathfinder Adventure Path Subscriber
Da G8keepah wrote:

Thanks everyone for weighing in on this topic.

I think, however, that I did not get my issue across completely clearly. When I said that there will be some players who are sporadic, I meant that they will likely play at most 1 out of 3 sessions. The characters will be more guest stars than normal members of the group.
We will be playing Rise of the Runelords and it is entirely possible, for example, that one player will join us for the first half of Burnt Offerings and then not again until the latter half of the Hook Mount Massacre and then maybe somewhere in the middle of Sins of the Saviors and that's it.
They are players that I would like to include in the group (they are my friends, after all) but they just don't have the time to play all that often (graduate school, etc).
I don't want to penalize anyone for missing sessions. I just want to make sure that the core group doesn't suffer for the inclusion of the others.

Yeah, this is a completely different issue than what everyone is discussing. If they're only going to be at a few sessions, and you know that ahead of time, that is something entirely different than having a player whom you rely on but doesn't show up.

These players could be "important NPCs"—not NPCs from the book, but characters that when the players are absent, they become regular NPCs in town. When the players rejoin, just keep the characters at the same level as the same group.

The other option is to have the characters remain with the group and have other players run them in their absence. It would be more work for the players, but at least you wouldn't have to invent reasons why a character suddenly just shows up.

In any case, you could email a recap to the absent players so they're able to keep up with the story.

Or just have the absent players' characters get murdered in their sleep so you don't have to worry about it.

Andoran

Pathfinder Adventure Path Subscriber
Ashkar wrote:
HangarFlying wrote:
The runewell, fueled by the deaths from the goblin attack as well as the deaths upon Thistletop
Isn't Thistletop too far for fueling the Runewell? Or my memory fails me?

Meh. They don't know that.

Andoran

Pathfinder Adventure Path Subscriber

This would be an exception to the general rule. The only way this ability can work is if the summoner is allowed to do this outside of his turn.

EDIT: there are a number of examples that allow free actions outside of a turn. In short, yes, a summoner can use his Fused Link ability outside of his turn.

Andoran

Pathfinder Adventure Path Subscriber

I, too, noticed that the images were dark. Neither were they as "crisp" as Paizo images usually are. Don't know if this is intentional or not. Otherwise, this is an excellent player's guide and I'm excited for more stuff.

Andoran

Pathfinder Adventure Path Subscriber

Good ideas. This is what I'm thinking so far:

1) A few hours after the PCs retreat and things quiet down, Lyrie gets enough courage to poke her head out and sees all of the carnage. She runs to inform Nualia.

2) Nualia becomes upset upon learning that two of her prized pets have been murdered. Realizing that her position in Thistletop is tenuous, she retires to the Cat of Wrat to seek guidance from and coordinate with Erylium.

3) Upon learning that Erylium is dead, she loses her composure in an enraged fit of frustration and cuts into her hand and drains her blood into the runewell. The runewell, fueled by the deaths from the goblin attack as well as the deaths upon Thistletop, disgorges 9 sinspawn (7 from the points the well contains plus 2 for the xp to deactivate the runewell). What Nualia doesn't realize until after she calms down is that in her rage, she accidentally deactivates the runewell.

4) Her sudden realization leaves her at a loss for what to do. She now feels that she must retreat to the only known ally that she has left in Magnimar. She leaves Lyrie with instructions to lead the sinspawn into the town above to cause panic and destruction to cover her escape, but to also kill the PCs who had laid her plans asunder.

For the timeline of events, I'm thinking that the 28th of Rova is when the Battle of Thistletop occured. The PC is raised on the 29th. Nualia will get into the CoW 28-29ish. She mopes for a day or two, then orders Lyrie to attack on the evening of Lamashan 1.

I'll worry about Nualia in Magnimar later, but using her in that module sounds good.

Andoran

Pathfinder Adventure Path Subscriber

If I recall correctly, the -2 for TWF is already included (at least for Vale) and the off-hand attack should only get the first attack listed.

I'm not really sure why they listed it like that and to be honest, I don't think Paizo has really figured out how they want to indicate TWF stats considering it seems to change.

Andoran

Pathfinder Adventure Path Subscriber

Had a player die to the Yeth Hounds in the Temple on level 1. The party did succeed in killing them then made a tactical retreat with the deceased character back to Sandpoint. They talked with Fr. Zantus, and he was able to get someone in the next day to cast reincarnate. They were also able to get one restoration, but the player doesn't want to head back out until he's able to get the second.

Those left in Thistletop as an immediate threat are Nualia, Lyrie, and one Yeth Hound.

I'm inclined to believe that Nualia, with pretty much her entire operation destroyed, would be hesitant to stick around, though would still plot some kind of revenge.

I'll post more later, as I'm a bit tired right now, but I'm looking for some ideas on how this would play out.

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Name of PC: Variel
Class/Level: Elven Mage of the Veil 3
Adventure: Burnt Offerings
Catalyst: A failure to heed the "Adventure Party Golden Rule" assisted by Yeth Hounds.

Story:

Spoiler:
While exploring the first level of Thistletop, the group encounters and dispatches Bruthazmus, the Harem, and Orik. The group proceeds into the jail cells, with the rogue checking doors as they go along.

The rogue makes an off-hand comment that it's a bit difficult to be sneaky when the rest of the group is so close. The group moves off, back into the central room. The rogue discovers, but doesn't open, the door into Lamashtu's temple.

The party splits up, spreads out, and starts to open different doors. The mage opens the door leading to the Tentamort, discovers it, but does not approach (the Tentamort is oblivious, continuing to catch seagulls). The barbarian remains in the central room. The cleric heads up and discovers the double-doors leading to the Temple.

The rogue meets up with the cleric, and together they open the doors. The cleric moves away and approaches the door leading to the Tentamort area. The rogue moves up to investigate the altar.

Both Yeth Hounds bay. Rogue and barbarian fail their save. Barbarian runs upstairs and away. Rogue runs. Yeth Hound catches up, crits, knocks rogue into negatives. Other Yeth Hound heads up to the cleric, hits, knocks him prone.

Yeth Hounds gang up on cleric, who channels to bring the rogue back up to positive health. The mage moves into line of sight of the Yeth Hounds while invisible. Next round he drops obscuring mist which saves the group from a TPK.

The rogue works back to the altar via the jail cell room to pick up her bow. Barbarian still running. Mage maneuvers to hit both Hounds with Color Spray. Both hounds make the save. Next round, Hound crits against the mage, dropping him. The mage fails his next stabilization roll, which kills him.

The obscuring mist allows the cleric and rogue to hold on long enough for the barbarian to recover and return. Eventually, with the barbarian in the fight, the hounds finally succumb. The group beats a hasty retreat back to Sandpoint. The male elf is reincarnated as a female half-orc.

Andoran

Pathfinder Adventure Path Subscriber
ReliantLion wrote:
Hello all. I've created pages that go into inserts for a custom GM scree, but only for the GM's side.

What information did you put up for the GM info? Any chance of posting a link to your file?

Andoran

Pathfinder Adventure Path Subscriber
LazarX wrote:
Abandon All Hope Ye Who Can Read This.

Followed by:

Spoiler:
EXPLOSIVE RUNES

Andoran

Pathfinder Adventure Path Subscriber

My hunch would be no. That doesn't mean that a 3rd party couldn't make a 5th ed equivalent using the OGL.

Andoran

Pathfinder Adventure Path Subscriber
Wheldrake wrote:
PRD wrote:
"Once the book is used, it crumbles into cold ash and is destroyed."

Seems pretty clear-cut to me. Get a metamagic rod instead.

If I picked it up as loot, I'd sell it instead of using it.

That sentence doesn't mean that it only has one use. It means that after the uses are used up (how ever many that may be—be it one time or more), it is destroyed and may not be reused.

Andoran

Pathfinder Adventure Path Subscriber

It says that it works like a metamagic rod, so I'm going to assume that it can be used three times before it is destroyed.

EDIT: Eh, maybe not. The wording is such that it can be used more than once. I wonder if something was accidentally omitted.

Andoran

Pathfinder Adventure Path Subscriber
Simon Legrande wrote:


Seriously? How many times do I have to say "I DON'T AGREE WITH THE RULE" for people to get it? I think it's a poorly written rule, period. I play it the way I think it should be played.

So then why do you continue to argue against that? So you say you play the RAW interpretation that makes sense, yet you come on here and argue a RAW interpretation that is nonsensical.

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Simon Legrande wrote:
blackbloodtroll wrote:

Hmm, there is nothing noting you must move the entirety of your Acrobatics check, as a horizontal jump.

I am carefully reading through, and am just not seeing it.

PRD wrote:
For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.
I agree that it doesn't say "must", but it also doesn't say "can". It only says distance = jump check.

It doesn't say "must" because a character doesn't actually jump 20 feet to clear a 5-foot gap. And yes, this is a RAW interpretation, despite what your protestations may be.

Andoran

Pathfinder Adventure Path Subscriber
Simon Legrande wrote:
I think we all get it. You don't like the jump rules. You don't like people who play by RAW. Good for you. Please now inform the rest of us on what is the correct way to play. I fear I may have been doing it wrong.

I play by "RAW" and a monk with a +20 to Acrobatics wouldn't actually jump 20 feet to get across a 5-foot gap.

Andoran

Pathfinder Adventure Path Subscriber

I believe you possibly may be referring to the Beginner Box. There is a pre-made scenario available there.

Andoran

Pathfinder Adventure Path Subscriber

Question about a feat from RotRL:

Spoiler:

Lamashtu's Mark. In the description, it says that the save DC is based upon 10+character level+CHA bonus. Is it supposed to be the full character level, or 1/2 character level?

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Suffice it to say, if the campaign setting being played in is Golarion (and the GM is sticking to canon), then no, a Paladin cannot worship an Evil deity.

If, instead, the GM is using PF to play in a home setting, it is up to the GM to decide whether or not this would be allowed.

Andoran

Pathfinder Adventure Path Subscriber
Martin Sheaffer wrote:
Misroi wrote:
I just had the haunt go off once the person was in the room. Once they were under the haunt's thrall, I handed them the page detailing their experience.
Which works until one party member refuses to enter a room unless necessary after his first haunt encounter (having to run upstairs to check on the kid).

I figured that if the triggering character wasn't in the room, but was close by, or more specifically had a line of sight to the room, the haunt was triggered and he was affected.

Granted, some of the haunts require specific interaction, but for the most part, they all got triggered eventually. *maniacal laugh*

Andoran

Pathfinder Adventure Path Subscriber

What I did was to give the party a "bounty" for every goblin that was killed that was equal to the value of any gear that would have been sold. For those goblins that had gear better than normal, the party either kept it or actually sold it. In the end, the party received their gold they deserved even if they didn't want to bother with the crappy gear.

Andoran

Pathfinder Adventure Path Subscriber

This strikes me as oddly appropriate.

Andoran

Pathfinder Adventure Path Subscriber
Davor wrote:
No, because a Melee Attack and a Melee Touch Attack are not the same thing.

Meh. It's still a melee attack, just not one that requires you to bypass the armor bonus.

Andoran

Pathfinder Adventure Path Subscriber
Scott Wilhelm wrote:

Okay, Fretgod, this is what I think a straw man is.

"straw man, noun: straw man; plural noun: straw men; noun: strawman; plural noun: strawmen:

1) a person compared to a straw image; a sham.

2) a sham argument set up to be defeated."

It might actually help if you understood what arguing the straw man actually is before you falsely accuse someone of doing it. [EDIT: There is a link in there...it might be hard to see.]

Just because you don't like the Shamrock's rebuttal to various points that you yourself brought up doesn't mean that he's arguing the straw man.

Andoran

Pathfinder Adventure Path Subscriber

*lawyered*

Andoran

Pathfinder Adventure Path Subscriber

Though, the eight year leap-year does throw things off a bit. ;-)

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

What is the point of this thread? To tell everyone that you're switching games? Ok...best of luck to you. I'm sure that game will be fun too.

Andoran

Pathfinder Adventure Path Subscriber

uhhhhhhhhhhhhhhhhhhhhh...I smell the stench of (un)death.

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Coridan wrote:

I don't agree with every Paizo decision (Pathfinder Online, ACG, monthly companions/quarterly modules) but at least Lisa doesn't plan on selling to some publicly traded monster

The reality of life is that everything is for sale...for the right price.

Andoran

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

No. That doesn't mean that I don't want 5e to be successful. I just won't be spending any money on it.

Andoran

Pathfinder Adventure Path Subscriber

Sounds reasonable to me.

Andoran

Pathfinder Adventure Path Subscriber
Lifat wrote:
Just a headsup... There is nothing in the rules that prevents a spider that has been ordered to attack to find it's own target. The owner MAY direct it if he so wishes, but if there aren't any other enemies the spider would automatically attack the invisible creature (assuming the invisible creature can be percieved as a threat). Of course if the invisible creature has a type that the attack trick doesn't let it attack then this doesn't work... But if that was the case, then directing it wouldn't help either.

Well, you could direct it to attack an unnatural creature, you would just have to "push" the AC to do so.

Andoran

Pathfinder Adventure Path Subscriber

So, if I understand the OP correctly, his group doesn't want fantasy mixed in with their fantasy game?

Andoran

Pathfinder Adventure Path Subscriber
avr wrote:
HangarFlying wrote:

]

SPOILERS!

If you like, though I included nothing that wasn't in the first post already.

Doesn't mean you shouldn't set a good example.

Andoran

Pathfinder Adventure Path Subscriber
avr wrote:
** spoiler omitted **

SPOILERS!

Andoran

Pathfinder Adventure Path Subscriber

If I may, I'd like to work through my thought process to better explain:

Combat: Movement, Position, and Distance: Terrain and Obstacles wrote:

Difficult Terrain: Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain.

If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.

Flying and incorporeal creatures are not hampered by difficult terrain.

Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn't completely block it, each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the obstacle, in addition to the cost to move into the square on the other side. If you don't have sufficient movement to cross the obstacle and move into the square on the other side, you can't cross it. Some obstacles may also require a skill check to cross.

On the other hand, some obstacles block movement entirely. A character can't move through a blocking obstacle.

Flying and incorporeal creatures are able to avoid most obstacles.

There is nothing to indicate that terrain that within a threatened area is considered difficult terrain or an obstacle merely because it is within a threatened area. Open terrain that is threatened is still open terrain.

To this, include:

Combat: Movement, Position, and Distance: Moving Through a Square wrote:
Opponent: You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.

Emphasis is my own. If you move through squares occupied by an opponent, each square counts as 2 squares. While you couldn't normally move through such a square unless the opponent was helpless, the Acrobatics skill does allow you to do so, assuming that you pass the requisite check. Though, each square still counts as 2 squares—this fact isn't changed with the use of the Acrobatics skill.

Acrobatics wrote:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10.

It is apparent that the crux of the disagreement is the phrase "[w]hen moving this way...". You guys feel that this phrase means that the "movement penalty" only applies to those squares that are threatened. I completely understand why you believe that. I read it as applying to the entire movement rate. The way I see it, it doesn't say "when you use Acrobatics to avoid an AoO, you move at half speed through the threatened squares", or "when you use acrobatics to avoid an AoO, each threatened square counts as two squares". I read it as "when you use acrobatics to avoid an AoO, your movement rate is halved".

YMMV.

Andoran

Pathfinder Adventure Path Subscriber
anthonydido wrote:

Yeah, you only move half-speed through the squares you are tumbling, not your entire movement. So if you only have to tumble through one square you could get up to 20 movement with a base 25 speed.

Edit: Also, you can move full speed while tumbling too. It just increases the DC by 10.

Maybe it's the wargamer in me, but I read the acrobatics rule to mean that if you need to use acrobatics to avoid an AoO, your entire move is halved, not just those squares which are threatened.

It hasn't been used every time I play, but I seem to recall that those that did use it, played it in this way.

Andoran

Pathfinder Adventure Path Subscriber

I'd give the GM a pass on the XP track thing. If you skip the intro stuff, it's easy to overlook. Especially if you're of the "everything Pathfinder is medium track" mindset.

Just look at it this way: you're doing it on hard mode. ;-)

Andoran

Pathfinder Adventure Path Subscriber

If, and I mean this is a big if—and by that I mean, no it doesn't actually work this way, but I'm using it to help make a point even though it doesn't actually work this way—UAS qualified for Multiattack, it would only be one of the three required attacks.

But UAS (monk or otherwise) doesn't qualify for Multiattack because UAS is considered a manufactured weapon. The Monk is unique because the Monks's UAS is able to be modified by spells and equipment that also affect natural weapons.

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