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HangarFlying's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 2,984 posts (2,989 including aliases). 1 review. 1 list. 1 wishlist. 4 Pathfinder Society characters. 3 aliases.


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Andoran

Pathfinder Adventure Path Subscriber

You can deliberately fail an attack roll by deciding to not make an attack.

Andoran

Pathfinder Adventure Path Subscriber

"The last starfighter...is dead".

Andoran

Pathfinder Adventure Path Subscriber
Haladir wrote:
All I can say is that when I ran a party through Hook Mountain Massacre, there was a palpable sense of joy from the players when the PCs burned down the Graul Family's house and barn.

As I understand it, that is the standard operating procedure for every group in that adventure.

Andoran

Pathfinder Adventure Path Subscriber
blackbloodtroll wrote:

When to say to no to Disable Device?

When it's not a trap.

There have been a handful of times in which the rogue knew the trap was there, but I would not allow her to roll a disable device check, due to the fact that there was some intervening barrier that actually prevented her from having access to actually disable it. Once the barrier was circumvented, then I allowed the check.

Andoran

Pathfinder Adventure Path Subscriber

I just do what Hero Lab tells me to do.

Andoran

Pathfinder Adventure Path Subscriber
Sniggevert wrote:
HangarFlying wrote:

1) Concentration checks

2) Caster Level checks
3) Use Magic Device checks
Well...Take 10 is only for skill checks, and only #3 of that list is a skill check...

Apparently you haven't actually read the rules because the first two are specifically mentioned in the rules in the Take 10/20 section. You can also take 10 for ability checks.

Andoran

Pathfinder Adventure Path Subscriber

1) Concentration checks
2) Caster Level checks
3) Use Magic Device checks

Andoran

Pathfinder Adventure Path Subscriber

For all extents and purposes, it's just like playing a game at the table, except everyone uses the computer to facilitate the game and they're each sitting in different parts of the world. It's all in real time.

While there isn't a built in audio program, a lot of groups use Teamspeak, Skype, etc. to talk to each other. There's also a chat box that allows you to speak as your character, emote, etc so you could also play solely by text if you wish.

It also has the PFRPG mechanics built into the program (as well as 3.5, 4.0, 5.0 D&D), and assuming you've entered your information correctly, it will do a lot of the math calculations for die rolls automatically. It doesn't do everything, but what it doesn't do can easily be corrected by putting in a temp modifier before making the roll. All of the conditions (blinded, prone, grappled, etc) are included, so you can add the particular condition as an effect to the character and the appropriate modifiers will be taken into account during subsequent rolls.

If you're a spell caster, you can apply effects to your target, and the program will keep track of how many rounds are remaining as well as at what point during initiative the effect took place (so you can delay or ready or do anything to modify your initiative count and the program will keep track of the effect).

There are a whole bunch of stuff that the program can do that my fuzzy brain can't remember at the moment. This page gives a great overview of some of the things the program can do.

Here is a YouTube playlist of a group playing through The Skinsaw Murders using Fantasy Grounds. In the videos, the person capturing the video has the program spread across two screens, and is only capturing one of them.

I decided to invest in the Ultimate License (a one-time cost of about $150.00--though, there is now an option to have access to the ultimate license via subscription of $10.00/month), and I have gotten more than my money's worth out of it. In the last six months alone, I've played more frequently than I had in the previous 15 years.

There are other VTT (Virtual Table Top) options out there, and I am sure they are equally just as good in their own ways. For me, Fantasy Grounds did everything that I was looking for, and then some.

Andoran

Pathfinder Adventure Path Subscriber
PRD wrote:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.

It's important to note that if the effect specifically calls out a penalty (as in STR penalty, or DEX penalty), then the lowest it can be reduced to is 1. Only damage and/or drain can take a particular ability score into the negatives (though, there are certainly caveats associated with whatever is causing damage or drain, too).

Andoran

Pathfinder Adventure Path Subscriber

Fantasy Grounds is awesome! I love it.

Andoran

Pathfinder Adventure Path Subscriber

I'm running a group through Runelords via Fantasy Grounds and having a good time of it. I have four players who, as a whole are fairly experienced gamers, even though they may not have much experience with PFRPG.

We are working throug Skinsaw, and the timing worked out as such that they had a choice to either checkout the farms, or go to the Misgivings. They chose to go to the Misgivings as they felt that was more related to the murders (certainly), and let the sheriff send 4 guards and one acolyte of Desna to investigate the farms—not a big deal; the PCs are just going to have 5 more "friends" to deal with if they go there.

They enter the house through the Manticore room, go by the spiral stain (all but ignoring it—though extremely concerned about the monkey head), through the library, and then up. The thief triggers the worried wife, and tries to drag the wizard out. Moderately successful, they both end up outside, see the ravens and go back inside, triggering the burning manticore.

Then they split up. The thief and the cleric go upstairs. The barbarian starts kicking in every door she sees. The wizard gets choked by the scarf, drops to -1, but stabilizes, is found and the cleric and thief comes back down to revive him.

Later, the barbarian—again after the party is split up—CdGs herself with the twig (though I only dropped her to -1 instead of killing her). She is finally found before she fails all of her stabilize rolls.

They were at least together when they found Iesha, and made short work of her.

They are pretty much triggering the haunts individually, and if someone who isn't associated with the haunt walks into the room, the haunt doesn't go off (though I do have it trigger when the person eventually walks by—if they don't go into the room themselves).

The whisper function of the program lets me describe the effects to that character only, so it's pretty interesting to see how the others naturally react to the given situation. Though, because they're spreading out and triggering the haunts separately, they're not getting the story of the house as a group, they're each getting separate parts at different times, and since they each keep triggering haunts, they're not giving themselves any real time to put the pieces together. Though, they did pick up on the fact that the guy they saved from the goblins is associated somehow—the wizard did see him when getting choked by the scarf, but none have concluded that he was actively involved.

I think they're enjoying the house, or at the very least, taking things in stride. I just can't help but shake my head in wonder as they all go off and do their own things.

EDIT: the humorous thing for me is that they're convinced that everything is a trap of mechanical or magical nature—and chortle as they fail in their attempts to deal with these things in the "normal" way.

Andoran

Pathfinder Adventure Path Subscriber

You could always just roll a d1, that way you'll always win!

Andoran

Pathfinder Adventure Path Subscriber

There was something somewhere that said that Ameiko did just that, though I can't remember where I read it—AE, 3.5, JJ comment, or someone's modification...

Andoran

Pathfinder Adventure Path Subscriber

It's definitely a gray area.

Andoran

Pathfinder Adventure Path Subscriber
Tarantula wrote:
HangarFlying wrote:
Tarantula wrote:
Quote:
Flat-Footed: A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.
Traps (generally) don't take place during combat. No one is flat-footed if combat is not taking place.
Traps can make attack rolls; attack rolls can only happen in combat; world breaks due to unnecessary pendaticism.

So what is a trap's initiative modifier then? If you enter combat, step 1 is to roll initiative.

My point is that traps function differently than combat, and as such, flat-footed is not applicable.

Yeah and my point is that attack rolls only occur in combat. If traps make attack rolls, there must be some kind of combat involved, right?

Or, more realistically, we can acknowledge the fact that just because a rule is found in the combat chapter doesn't mean that it can't be applied outside of combat.

Andoran

Pathfinder Adventure Path Subscriber
Tarantula wrote:
Quote:
Flat-Footed: A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.
Traps (generally) don't take place during combat. No one is flat-footed if combat is not taking place.

Traps can make attack rolls; attack rolls can only happen in combat; world breaks due to unnecessary pendaticism.

Andoran

Pathfinder Adventure Path Subscriber
claudekennilol wrote:
Ravingdork wrote:

For FAQing.

How are you supposed to benefit from the Dodge bonus to AC from your Trap Sense class ability if you fail to find the trap? Wouldn't you be considered flat-footed against the trap's attack roll, and thus lose all Dodge bonuses to AC against it?

Who says you're supposed to? What if you're disarming it, being fully aware of it, and fail to disarm it by too much and set it off?

Well, you're aware of it aren't you?

Andoran

Pathfinder Adventure Path Subscriber

It's not unreasonable to assume that one could use the flat-footed condition with regards to traps that you are unaware of. And it's perfectly within RAW to do so.

Andoran

Pathfinder Adventure Path Subscriber
blahpers wrote:

It's an attack, and it's an action, but it's not an attack action. Yes, RAW really is that pedantic.

While, frustratingly, not being pedantic in other areas.

Andoran

Pathfinder Adventure Path Subscriber
AdamMeyers wrote:

My question was not whether or not Vital Strike would multiply the spell damage.

My question is whether I can use vital strike with the free action unarmed strike granted by touch spells, aka, whether or not the free action unarmed strike granted by a touch spell counts as an 'attack action' for using vital strike.

I'm trying to think of situations where dehydrating touch would be useful at high levels. A Brawler with the full Vital Strike tree at 20th level is doing some 8d10 damage per attack. If that can be coupled with dehydrating touch, that's 8d10 + 1d6+10 nonlethal + sickened for a round. If not, then he'd only be doing 2d10 + 1d6+10 nonlethal + sickened per round; powerful, but I should probably make him a fighter for the Weapon Training instead (only 1d3+5 + 1d6+10 nonlethal + sickened, but it has that extra +5 to hit).

The free action to make a touch after casting the spell isn't an unarmed strike, so no, you may not.

If you want to do additional damage by hitting with an unarmed strike, you'll need to hold the charge until your next turn, and attack normally with your unarmed strike (in which case, the vital strike would apply to the unarmed strike damage).

EDIT: apparently my phone didn't load the whole page before I responded. Stupid phone!

Andoran

Pathfinder Adventure Path Subscriber
Zahir ibn Mahmoud ibn Jothan wrote:
HangarFlying wrote:


Fortunately, you count yourself as an ally, so you're more than able to Lay on Hands to yourself as a standard action.

Unfortunately, the word ally isn't used in the LOH description.

CRB wrote:
Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.
The wording of that ability is pretty tough to get around.

To be honest, I responded directly, rather than actually looking it up. Doesn't change the point of my post.

Andoran

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

It just sucks in a situation where you've changed your judgement (swift), moved to a new position (move), and now you are stuck (standard action left) unable to Lay on Hands yourself, but you could lay on hands an ally?

This is where the internal consistency kicks in for me, and I have to let it happen. Maybe the abilities that should be capable of doing this should have the same verbiage as bardic performance (in that at 13th level, you *can* start it as a swift, but you don't lose the ability to do it as a move).

If I must, I'll houserule it from one end, or the other. LOL!

Fortunately, you count yourself as an ally, so you're more than able to Lay on Hands to yourself as a standard action.

Andoran

Pathfinder Adventure Path Subscriber
BigDTBone wrote:

Generally, artwork extraction. Or cutting pages out (or in, if you need a bestiary entry for example), basically any kind of editing.

You can extract artwork. I haven't tried pulling out individual pages other than copying text to a word processor.

Andoran

Pathfinder Adventure Path Subscriber

Or you could consider that dart as one of the items contained in the spell component pouch.

Andoran

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Malachi Silverclaw wrote:
Quote:
Swift actions are specifically limited to one per turn, regardless of what other actions you take, and nothing in readying an action changes that.

This, although true, is not what's being posited.

Take the first swift action off the top of my head: Lay On Hands. It takes a swift action to use LOH on yourself.

We are not asking to convert our standard action into a swift action so we have two in the same round. We are asking to be able to LOH on ourselves as a standard action. Not a swift.

We are saying that we can use our standard action to do stuff which normally only takes a swift, not asking for two swift actions!

Therefore, saying 'you can't have two swift actions' is irrelavent.

I think the issue is not that it's being used as two swift actions, but that it's being used twice in a round. The fact that it's a swift action indicates that the intent is for it to only be used once a round—specifically, it allows you to give yourself a bit of a heal and still lay the smack down that same round.

Generally speaking, I feel that there are some situations in which I would allow the swift action to be expended as a standard, with the caveat that it would provoke an AoO to do so (as others have already alluded to).

Andoran

Pathfinder Adventure Path Subscriber

Good work!

Andoran

Pathfinder Adventure Path Subscriber

Krune?

Andoran

Pathfinder Adventure Path Subscriber

Although the grave dirt does kind of muck up the tuxedo a wee bit.

Andoran

Pathfinder Adventure Path Subscriber

Kasathas get 1 primary and 3 off-hand attacks. While these attacks don't have to be made with the literal hands, the number of off-hand attacks is predicated upon the number of natural arms/hands the creature has. (For those rediculous examples that are based upon "humanoids with no arms": a) that wouldn't be a reasonable expectation for a playable character, b) humanoids, as a creature type, do have arms—two of them to be exact—so the human fighter who lost both arms in a tragic armor smithing accident can still make 1 primary and 1 off-hand attack).

And for the record, go ahead and let your players using Kasatha's MWF with two greatswords—its inferior to a longsword, x3 shortsword (or any 1H/x3 lt. combination).

Andoran

Pathfinder Adventure Path Subscriber

So basically you're saying that the officer should be locked up even if the evidence indicates that he shouldn't be...because the mob is always right?

You have to have faith in the system because if no one does, then the system no longer works. It's certainly not perfect, and there are systemic issues that need to be addressed, but it's important to remember that there are two sides to every story and both have a right to be heard.

Andoran

Pathfinder Adventure Path Subscriber

Or...you know...because of how big of an event this has turned out to be (not saying it should be swept under a rug, just all of the other stuff surrounding it: mishandling, protests, riots, etc.), they want to be meticulous and ensure that they do everything correctly and get as close to the truth as possible. That's not something that is decided in 10 minutes.

Andoran

Pathfinder Adventure Path Subscriber

This is why people should cast raise thread(c) and they would be protected from any snark.

Andoran

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


Option 3: Have them send the party Conna's head. REALLY mean. I wouldn't do it, but you know your players better than I.

O.O

—.—
o.—
—.—
o.—
O.o
^.^

Andoran

Pathfinder Adventure Path Subscriber
RainyDayNinja wrote:
Bob Bob Bob wrote:
And yeah, they really do need a "proficient with any weapons listed in their stat block" like they have for armor. Not sure why it was excluded.
But then imagine all the people who buy exotic weapons for their humanoid PCs and claim, "Hey, humanoids are proficient with any weapons listed in their stat blocks, and this exotic weapon is in my stat block, therefore I'm proficient with it now!"

Players characters don't have stat blocks, they have character sheets. ;-)

Andoran

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


You'll notice Paizo really hasn't trod down that particular path since.

While certainly adult in nature, it was well within the context of the storyline.

Andoran

Pathfinder Adventure Path Subscriber
Spencer Daniel 977 wrote:

Now for something completely different...

Why does it take NualiA so long I get past the coin door? Lyrie has detect secret doors in her spellbook which can show you the opening mechanism in round three. Shouldn't she be able to just memoriZe that a bunch of times and hen find the secret door with ease the next day?

How do other peoples PCs end up finding the coin slots?

Thanks in advance.

In short, Nualia and her crew didn't realize that it was a secret door, thus they weren't looking for any way to manipulate it or gain access. Since they weren't aware of it, Lyrie had no need to memorize the spell.

Don't forget that they were attacked by the shadows in the nearby crypt, and so, to them, that whole area had nothing but "bad stuff" that had no positive effect towards their mission at hand.

Andoran

Pathfinder Adventure Path Subscriber

FWIW, mentioned the humanoid/weapon thingy to Mark Seifter and he felt that humanoids should probably get the "they are proficient with the weapons listed" note. Certainly nothing official, but it's a step in the right direction.

Andoran

Pathfinder Adventure Path Subscriber

In all fairness, 3.5 humanoids didn't have that line in it either—these weird PF corner cases weren't humanoids in 3.5 so it didn't matter.

That being said, and I do know that this isn't official, but it's good to know that everything is supposed to be right in the world...

Andoran

Pathfinder Adventure Path Subscriber

Whoop! Are you going to work towards an FAQ/errata for that?

Do you watch college football? If so, who is your team? #fearameer

Andoran

Pathfinder Adventure Path Subscriber

Mark,

Are you aware of the fact that Ettins, Ogres, and Derro (I'm sure there are some others) are not proficient with the weapons listed in their stat blocks (due to changes in creature type/subtype when converting from 3.5 to PF)?

Andoran

Pathfinder Adventure Path Subscriber
Bob Bob Bob wrote:
The Derro should be taking penalties on its attacks (and the attack bonus shouldn't be that high anyway).

What are the problems with the Derro attack bonus that you're seeing? I'm not seeing anything wrong: +2 BAB, +2 DEX (from Weapon Finesse), +1 size.

Looking at 3.5, the Derro was considered a monstrous humanoid and thus had the "proficient with weapons listed in the stat block" caveat that was lost when it was changed to a humanoid.

I have a hard time believing that it was the intent to make these creatures no longer proficient with their preferred weapons.

Andoran

Pathfinder Adventure Path Subscriber

The bigger question is whether or not the PDT is aware of these inconsistencies. I think it's a safe bet that virtually no one in the entirety of Pathfinder gaming actually gives a -4 to the ogre when it uses that great club (or to the ettin or derro).

Andoran

5 people marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber

Are humanoids proficient with those weapons listed in their stat block? For other creature types, it is mentioned that those types are "proficient with [simple/martial] weapons and those listed in the stat block"—or however it is actually said.

For humanoids, though, it is "simple weapons or by class". It seems pretty silly that an Ettin wouldn't be proficient with flails, that ogres wouldn't be proficient with a greatclub, or that derro wouldn't be proficient with the aklys. Is there some obscure rule somewhere that I'm overlooking?

Andoran

Pathfinder Adventure Path Subscriber

Not entirely sure why you think a blanket statement of "creatures are proficient with weapons listed in stat block" wouldn't fix the derro, skulk, et. al.

Andoran

Pathfinder Adventure Path Subscriber

There are spells available to get rid of negative levels, but they do cost time and/or money.

Andoran

Pathfinder Adventure Path Subscriber

Ettins have been rocking with the flail for 5 years, and ogres have been terrorizing with great clubs for at least 14. I'm sure they're proficient with them by now.

That being said, I'm fairly certain that there is an obscure blurb somewhere that mentions that creatures are proficient with those weapons listed in their stat blocks.

Andoran

Pathfinder Adventure Path Subscriber

NSFW, but completely appropriate given the awesomeness.

Andoran

Pathfinder Adventure Path Subscriber
Usual Suspect wrote:

Wands are Spell Trigger items. The rules specifically state that Spell Trigger items require a standard action to use.

"Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity."

Unless the spell has a casting time longer than 1 action, in which case it takes that long to use the wand.

EDIT: Ninja'd by the big bone.

Andoran

Pathfinder Adventure Path Subscriber

While not TV, WotC is making a concentrated effort to make sure the general public knows about their new product. It was actually an impressive multi-page spread in the printed version. I know D&D has been talked about in numerous papers across the country for the past 8 mos. or so.

Andoran

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

The problem isn't that theory crafting is a part of the playtests, the problem is that people have trouble receiving criticism or being told "no" without getting butt-hurt.

Participate and contribute, but leave the 'tude at the door.

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