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I just received an email notification for my pending shipment. In it, I noticed that you planned on shipping me Pathfinder Unchained. Pathfinder Unchained was already sent to me in a previous shipment a number of months ago, and while I greatly enjoy the book, I have no need for a second copy. Please ensure that this book is not included.
I posted once before about creating a Western Marches style campaign. I never really went anywhere with it because I didn't have a theme beyond exploration.
My thought is that the players are, more or less, hired explorers to map and investigate a newly discovered land that seems to be void of "modern" civilization. Through exploration, the players uncover evidence of an unknown kingdom in which everyone appears to have simply vanished: cities are abandoned and crumbling, roads are overgrown, structures collapsed, etc. The previous inhabitants (good guy races—humans, elves, dwarves, etc.) are no where to be found, and the disappearance seems to have occurred within relatively recent (100-200 years) history. The traditional fantasy bad guys (orcs, goblins, Giants, etc.) have begun to spread throughout and occupy some of the structures that still stand. The intent would be that through exploration, the players would be able to piece together information about who "they" were and why they disappeared.
Where I fall is that I don't come up with good stories that don't feel contrived. I need help coming up with plausible suggestions on why this civilization vanished. Anyone have any fun suggestions?
My overarching theme is standard fantasy with a post-apocalyptic feel (DayZ, Walking Dead, etc. minus the hordes of zombies).
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.
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?
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.
Does the badger AC's rage function similar to a barbarian's rage (able to enter or exit rage as a free action, twice the number of rounds for fatigue, etc), or once started, must the badger continue the rage until it runs out?
Can a Druid/ranger get the badger to stop raging by using the "down" command?
Not too familiar, so I'm looking for more insight.
I don't have a lot of experience with grappling and the swallow whole ability. For the sake of argument, let's assume an eidolon has the grab (bite), grab (claws), and swallow whole evolutions.
R1: Eidolon makes a full attack, attacking three separate targets with the claws and bites. The bite attack hits, the eidolon successfully attempts to grapple the target. Both the target and the Eidolon have the grappled condition.
Target fails to escape from the grapple.
R2: Eidolon wants to swallow the target.
Question 1: Is this swallow whole attempt a standard action or may it be made as part of a full attack action, thus allowing it to make additional claw attacks?
Question 2: If the Eidolon fails on the attempt to swallow the target, does it mean that it also failed to maintain the grapple (the target is no longer grappled), or that it just failed to swallow the target (the target remains grappled)?
I know the Summoner Spell List is a major point of contention for the class. While some complain that it gives the summoner spells like haste one level before a wizard gets it, the bigger issue is that spells like baleful polymorph or teleport can be made into wands.
So, I redid the summoner spell list, placing the various spells at the appropriate spell level. I also moved restore eidolon to 4th Level, and created a greater restore eidolon spell and placed it in the 6th Level list (essentially, the rejuvinate spells are odd-levels and the restore spells are even-levels).
Anyone see any issues with the adjusted lists? Any spells that you can think of that could be added?
acid splash, arcane mark, daze, detect magic, guidance, light, mage hand, mending, message, open/close, read magic, resistance
1st Level Spells:
alarm, ant haul*, corrosive touch**, endure elements, enlarge person, expeditious retreat, feather fall, grease, icicle dagger**, identify, jump, mage armor, magic fang, magic mouth, mount, protection from evil/good/chaos/law, ray of sickening**, reduce person, rejuvenate eidolon (lesser)*, shield, summon minor monster**, summon monster I, unfetter*, unseen servant, ventriloquism
2nd Level Spells:
alter self, barkskin, bear's endurance, blur, bull's strength, cat's grace, create pit*, cushioning bands**, daze monster, detect thoughts, eagle's splendor, evolution surge (lesser)*, fox's cunning, glide*, glitterdust, invisibility, levitate, misdirection, owl's wisdom, protection from arrows, resist energy, restore eidolon (lesser)**, spider climb, summon eidolon*, summon monster II, summon swarm, wind wall, web shelter**
3rd Level Spells:
agonize**, aqueous orb*, charm monster, control summoned creature**, devolution*, dispel magic, displacement, evolution surge*, fly, haste, heroism, mad monkeys**, magic circle against chaos/evil/good/law, magic fang (greater), marionette possession**, nondetection, phantom steed, protection from energy, rage, rain of frogs**, rejuvenate eidolon*, see invisibility, seek thoughts*, slow, spiked pit*, summon monster III, tongues, water breathing
4th Level Spells:
acid pit*, black tentacles, daze (mass)**, dimension door, dimensional anchor, dismissal, enlarge person (mass), evolution surge (greater)*, fire shield, hold monster, invisibility (greater), locate creature, minor creation, purified calling*, reduce person (mass), restore eidolon**, sending, stoneskin, summon monster IV, transmogrify*, vitriolic mist**, wall of fire, wall of ice
5th Level Spells:
baleful polymorph, conjure black pudding**, contact other plane, create demiplane (lesser)**, dispel magic (greater), heroism (greater), hungry pit*, ice crystal teleport**, insect plague, mage's faithful hound, magic jar, major creation, overland flight, planar adaptation*, planar binding (lesser), plane shift, rejuvenate eidolon (greater)*, summon monster V, teleport, true seeing, wall of stone
6th Level Spells:
banishment, bear's endurance (mass), bull's strength (mass), cat's grace (mass), charm monster (mass), create demiplane**, eagle aerie**, eagle's splendor (mass), fox's cunning (mass), owl's wisdom (mass), planar adaptation (mass)*, planar binding, repulsion, restore eidolon (greater), summon monster VI, wall of iron
Restore Eidolon, Greater:
School conjuration (healing); Level summoner 6
Casting Time 1 minute
Components V, S, M (diamond dust worth 5,000 gp)
Target eidolon touched
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions as greater restoration, except it only affects an eidolon.
EDIT: Spells marked with * are found in the APG. Spells marked with ** are found in UM.
Lamia Matriarch (PRD) wrote:
Wisdom Drain (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. The save DC is Charisma-based.
My hunch is that the Will save is for the drain that comes through the melee weapon attack, and that the Wisdom drain from the melee touch attack is not savable. Is this correct?
This is a Tier 1-5 scenario.
Please see the signup info located at the Fantasy Grounds Pathfinder Society forum.
I have an ultimate license, so it is free for anyone to play. If you've always wanted to try out the Fantasy Grounds software, but were afraid to try, now is the perfect opportunity!
When using the Trip combat maneuver with the Greater Trip feat, does the Attack of Opportunity occur before the prone condition is applied to the target or after?
While correlated to this FAQ request, it is a wholly separate and unique question. It is derived from discussions from this thread, and this thread, as well as every other "Trip" thread that has occurred over the past month.
Can you use the Trip combat maneuver against prone opponents in order to gain additional effects that require the use of the Trip combat maneuver (such as an AoO from Greater Trip, or a drag from a Meteor Hammer)?
Derived from the various other trip threads that have been posted, though I felt that none have asked the question in a clear and thorough manner. I believe that this question is the core of what this thread, and this thread are trying to ask.
This month being the 40th Anniversary of D&D, I've been feeling a bit nostalgic. I don't have any access to the older books, so I've been reading through a number of the retro-clones. One thing that struck a chord with me was that the early editions (I didn't come in until the tail end of 2E) gained XP primarily based on how many gold coins the group recovered.
I started a thread a few years ago regarding how to control the flow of treasure in a sandbox campaign in order to maintain some semblance of balance. Reading these retro-clones got me thinking as to whether or not gold-for-xp could be a way to keep things in check. So this is generally what I'm thinking:
1) Do away with any XP being awarded from creatures, traps, encounters, etc.
This style will certainly lead to a slower rate of advancement, especially when paired with the Slow XP Advancement rate, which for a sandbox game would be good, I think. As mentioned in the thread I linked above, this would be for a campaign that is player driven, gritty, and has the expectation that there would be a moderate amount of character (not player) turn over.
Just curious as to what others thought, and to see if there are elements or glaring holes that anyone else might see that I'm overlooking.
As noted in the other thread, the effects from being enlarged are, normally, temporary. Thus, the Strength bonus results in a +1 to stuff that uses Strength, and the Dexterity penalty results in a -1 to stuff that uses Dexterity.
If, on the other hand, enlarge person is made permanent, the Strength bonus actually increases the Strength ability score (STR 14 becomes STR 16, for example). What about the Dexterity penalty?
Astute readers will no doubt quote the sections from the CRB Glossary dealing with "Ability Score Bonuses" and "Ability Score Damage, Penalty, and Drain" and point out that only the "Ability Score Bonuses" section mentions that "bonuses with a duration of greater than 1 day actually increase the relevant ability score" while noting that this is for "bonuses" only, not "penalties". At the same time, people might quote the "[s]ome spells and abilities cause you to take an ability penalty..." paragraph as evidence that Dexterity penalty remains as though it were Dexterity damage, thus it doesn't actually decrease the Dexterity ability score, all the while overlooking the remaining part of that first sentence that says "...for a limited amount of time".
There are an extremely few number of circumstances in which an Ability penalty is a desired effect. The "Ability Score Damange, Penalty, and Drain" section is written to address the 99.9% of situations in which the negative effect is not desired and will be remedied as soon as the character is out of combat, or shortly thereafter (or perhaps a few days if you have no magic to heal ability damage). This section is written with the express understanding that the effects, regardless of how they originated, would be short-term effects, not permanent.
Because the Dexterity penalty from a permanent enlarge person is a corner-case that is outside the rules that deal with Ability Penalties, we have to move beyond rote reading of the rules. Rather, we have to look at the rules as a whole, understand what we are reading, and correlate what we read to these strange cases that aren't specifically stated. One can't quote the rules and claim "RAW!" because the rules only address ability penalties "for a limited amount of time". There is no "RAW!" for permanent ability penalties.
It doesn't make logical sense that a permanent effect would increase an ability score, while at the same time not decreasing a different ability score; that it merely only grants a negative modifier to stuff that use that particular ability. What is the most logical, and proper way, to adjudicate this situation?
Personally, I would have the Dexterity penalty decrease the actual Dexterity ability score in as much as I would have the Strength bonus increase the actual Strength ability score (STR 13 to STR 15; DEX 15 to DEX 13). This would mean that any feats that an effected character would have that depend on a particular Dexterity score might become inaccessible until that character found a way to boost his Dexterity back to the requisite level.
How would others adjudicate this situation?
What is Paizo's official position?
EDIT: tl;dr. Temporary ability bonuses, when made permanent, actually increase the relevant ability score. Temporary ability penalties, when made permanent, do what?
Looking at the B3 for the Elk animal companion (page 312), it states that the attacks are "Gore or 2 Hooves". Conversely, looking at the entry for Herd Animal (Elk) (page 147) the attacks are listed as "Gore, 2 Hooves".
In comparison, looking at the Spinosaurus animal companion entry (page 312), the attacks are listed as "Bite, 2 Claws".
Is the Elk animal companion able to make all three attacks during a full-attack, or must it choose to either make a gore or make the two hoof attacks during a full attack?
It's an elementary question, I realize, but I'm having a moment of self-doubt.
I don't know if this is a glitch, or if it is a change in how things are done.
Prior to yesterday, I only had two sessions as a GM. The first credit was applied to a character of the Andoran faction, the second was applied to a character of the Qadira faction. Yesterday, I ran a third session and applied it to the character of the Qadira faction, but when looking at the session summary, all prestige credit was being applied to the Andoran faction.
When editing the session to change the faction to Qadira, it changed all of the faction credit to Qadira for all sessions, and when editing the "Andoran" session back to Andoran, it changed all sessions to Andoran.
I've only have three sessions as GM, so it's probable that its always been like this and I just wasn't paying attention. I'm just wondering if there has been a change or if I'm only going crazy.
I've never used an animal companion, and I've got some questions about them.
1) does the AC roll it's own initiative or does it go on the player's initiative?
2) does the player have to make a handle animal check for every opponent to be attacked, or is there just one check for the battle?
I'm sure ill come up with more. I would like to get a better handle. Thanks!
My question is about diseases.
My players have the opportunity to contract a disease at different times, each time has a different Fortitude save, though the damage is the same. (The first has a DC 15, the second has a DC 20).
Does this work like poisons in that the character needs to track these as two separate aflictions? If they contract both diseases (and assuming they fail the saves for both of them), do they take damage from each disease, or do they only take damage once?
The Sohei Monk (Ultimate Combat archetype) has a class feature which grants the character weapons training in specific categories and which works like the fighter's weapons training. Additionally, the Sohei Monk may also flurry or ki strike with a weapon that is in one of those categories.
If a Sohei Monk takes levels in a class that allow weapons training in categories other than those in the Sohei Monk description, may the Sohei Monk flurry or ki strike with weapons in those other categories?
Personally, I believe the flurry and ki strike only apply to those categories listed in the Sohei description, but others disagree.
For the purposes of being sundered (hardness, hitpoints, etc.), is a Bastard Sword (or Dwarven Waraxe, Katana, or Great Terbutje) a one-handed weapon or a two-handed weapon.
This question derives from the Bastard Swords, Dwarven Waraxes, and handiness thread.
Essentially, 3.5 treated the bastard sword as a two-handed weapon, though it was listed as a one-handed exotic weapon. Paizo also lists the bastard sword as a one-handed exotic weapon. The description of the weapon between the two rules is, for all practical purposes, identical.
Based on the Amiri iconic character, we know that Paizo is treating the bastard sword differently than it was treated in 3.5, but what is the change?
Is the Amiri build treating the bastard sword as a one-handed weapon?
Or, is the Amiri build treating the bastard sword as a two-handed weapon, but giving credit for the Exotic Weapon Proficiency?
(In 3.5, Amiri wouldn't have been able to use a large bastard sword because the EWP wasn't considered. The bastard sword was strictly a two-handed weapon).
If we knew how Paizo thinks the bastard sword should act when it is sundered, we would have a better idea (though, an answer to this question won't necessarily answer the question in the other thread).
EDIT: While there will certainly be some overlap in discussion between the two threads, and while this question is most definitely intertwined with the question in the other thread, I do think it is distinct enough to warrant it's own FAQ thread.
My players are not intending to actively participate in PFS, but I would like to get them credit in case they change their minds. They're all ok with being signed up, they just don't have the time to attend, at the moment. (Finding time to meet just for our home games is trouble enough).
They don't have any PFS characters created yet. I do have pre-generated PFS numbers for them. When reporting the session, I assume I'll put in their PFS number as xxxxx-1, but do I have to have a character name or faction, or can I go back and add that in once they do create a character?
I want to report in a timely fashion, so I can get the table credit, but I'm sure I won't have the info any time soon.
I GMed a session last night and the party faced off against a revenant, and I want to make sure I was playing it correctly:
Player A was carrying an object of obsession for the revenant. The revenant passed its save. At that point the revenant focused its attacks solely on Player A and gained the benefits of the "reason to hate" ability (haste plus bonuses to hit and damage).
So, the revenant would get three claw attacks per round (against Player A), and each successful claw attack would allow for a free grapple check with constrict damage if it succeeds.
At least, this was how I played it. Was I correct?
(Coincidentally, while I remembered an extra attack allowed by the haste, I forgot about the extra bonuses to attack and damage...which was probably a good thing).
I am in the process of painting a "Large" sized creature, but I didn't like the square base that came with it. My friend found these Easy Carve Printing Stamps at Hobby Lobby for about $4.50.
The disc is 1 3/4" in diameter, so it works perfectly for those "large" creatures that just don't look quite big enough of a full 2" diameter base. The disc does have some flex, so I glued it to a piece of matte board to make it a little more firm.
I glued some more matte board strips on top to make wooden planking, but the disc is designed to be carved to make your own stamps, so you could certainly carve your own base designs directly, if you were so inclined.
My players captured Tsuto, Orik, and Lyrie. Tsuto was taken at the Glassworks and was handed over to the guard. The others were taken at Thistletop and, upon the realization that Orik was nothing more than a sell-sword and showed concern for Lyrie, they were released with their gear under the promise that they would never show their faces in Sandpoint again. Tsuto, on the other hand, was bound with rope when captured, and he rolled really high to escape, and figured he would get away on his trip to Magnamar for trial.
I am debating whether or not to have these NPCs interact with the players again at some point or just have them leave the current story line and head off on their own.
I imagine that Orik knows that he was bested and will do his best to stay away, as promised, just to save his skin. Though, he is smitten with Lyrie and would hope this alone time would build a bond.
Lyrie, on the other hand, would probably be vengeful, and become annoyed with Orik rather quickly, especially considering she's obsessed with Tsuto. I imagine she would slit Orik's throat in the middle of the night, and leave him to rot in a ditch.
I imagine Tsuto being a bit of a lost soul. He knows he's not welcome in Sandpoint, and by the time he starts heading for Magnimar, he's heard of Nualia's death. He's certainly an opportunist, but I wonder if everything crumbling down at once would leave him catatonic. So I don't know what to do with him.
I don't see Orik retreating to Riddleport, and I don't see Lyrie retreating to Magnamar, so I imagine they ran to the east, at least until Lyrie has had enough of him. I guess I could see Tsuto resigning himself to his fate and walking to the gallows as an empty shell of a man. At some point Lyrie would have discovered that Tsuto had been captured and sent to Magnimar, but would arrive to find him swinging from the walls as a message to other criminals. She then becomes even more enraged and blames the PCs for every wrong and works to bring them down, possibly hiring the Red Mantises, or something like that.
Huh, I think I worked through it and figured it out. Thanks everyone! :)
I'm planning on running CotCT at some point in the future once Game Space is up and running. I figured I would take the time to rebuild the AP into Hero Lab to help me become better acquainted with the story. Most of it is going to be fairly straight forward, but there are some builds that are kind of wonky and I wanted to bring those to the forum to let the group critique them to see if I'm on the right track.
Lesser Necrophidius CR 2
N Medium Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 25 (1d10+20)
Fort +0, Ref +2, Will +0
DR 5/bludgeoning; Immune construct traits (+20 hp), ability damage, ability drain, bleeds, death and necromancy effects, disease, energy drain, exhaustion, fatigue, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
Speed 30 ft.
Melee Bite (Necrophidius, Lesser) +3 (1d6/x2)
Special Attacks dance of death, lesser (dc 11), paralysis (1d4 rounds) (dc 11)
Str 10, Dex 15, Con —, Int —, Wis 11, Cha 12
Base Atk +1; CMB +1; CMD 13 (can't be Tripped)
Feats Weapon Finesse
Skills Stealth +10
Other Gear You have no money!
Construct Traits (+20 HP) Constructs have many immunities, no Constitution, and a bonus to HP based on size.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Dance of Death, Lesser (DC 11) (Ex) A lesser necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 11 Will save or be dazed for 2d4 rounds. Thi
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paralysis (1d4 rounds) (DC 11) (Su) A living creature bitten by a lesser necrophidus must succeed on a DC 11 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Vreeg CR 6
Derro Wizard 5
CE Small Humanoid
Init +4; Senses Perception +2
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 size, +2 natural, +1 deflection, +1 dodge)
hp 62 (3d8+5d6+32)
Fort +6, Ref +6, Will +11
Weakness vulnerability to sunlight
Speed 20 ft.
Melee Masterwork Dagger +7 (1d3+1/19-20/x2)
Special Attacks sneak attack +1d6
Spell-Like Abilities Darkness (At will), Daze (1/day), Ghost Sound (At will), Sound Burst (1/day)
Wizard Spells Prepared (CL 5):
3 (1/day) Vampiric Touch, Fly
2 (3/day) Spectral Hand, Blindness/Deafness (DC 15), Scorching Ray, Shield, Extend
1 (4/day) Magic Missile, Cause Fear (DC 14), Sleep (DC 13), Chill Touch (DC 14), Ray of Enfeeblement (DC 14)
0 (at will) Ray of Frost, Touch of Fatigue (DC 13), Mage Hand, Detect Magic
Str 13, Dex 19, Con 18, Int 15, Wis 3, Cha 18
Base Atk +4; CMB +4; CMD 20
Feats Combat Casting, Craft Wand, Dodge, Extend Spell, Scribe Scroll, Spell Focus (Necromancy), Turn Undead (5/day) (DC 16)
Skills Acrobatics +4 (+0 jump), Bluff +10, Fly +17, Knowledge (arcana) +10, Perception +2, Spellcraft +11, Stealth +14
Languages Common, Terran, Undercommon
SQ arcane bonds (object [ring of protection +1] [1/day]), grave touch (5/day), madness, opposition schools (conjuration, illusion), poison use, specialized schools (necromancy)
Combat Gear Robe of bones, Wand of Ghoul Touch, Blue whinnis (5); Other Gear Masterwork Dagger, Ring of protection +1, Spellbook (Calculating), 57 pages, 1 Book(s) (Wiza, You have no money!
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Grave Touch (5/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Resistance (14) You have Spell Resistance.
Spellbook (Calculating), 57 pages, 1 Book(s) (Wizard) A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
This gear item calculates the number of pages and books required to store your spells. It then increments the weight based on the number of books you must carry to store your spells. It will also provide a total gp value of the spellbook(s) for future sale.
NOTE: This item will not "purchase" additional spellbooks beyond the first. To reflect this, purchase an appropriate number of "normal" spellbooks and then delete them. This will deduct from your wealth but maintain the correct encumberance.
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I must admit that I'm a bit embarrassed at just noticing this, since I placed it on my bookshelf when I first got it (how ever long ago that was) and didn't crack open the book until today.
Page 82 (the Comozant Wyrd bestiary entry) has been double printed, leaving everything blurry. Page 87 (ship in a bottle bestiary description) has a similar issue, except that the page was possibly jammed in the printer: the top half is double printed, then there is a crease in the page, and the bottom half is printed normally.
Although it has been a number of months since I received it, is there any possibility that I could send this copy back to you and get a replacement?
Thank you for your time!
Ferocious Strike (Su) wrote:
Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Can I wait to declare my melee attack as a ferocious strike once I know I hit the target, or do I have to declare the attack as a ferocious strike (thus, expending one of my available uses regardless of outcome) prior to making my attack roll?
I am asking because an adventure I will be GMing tomorrow indicates that I can declare a ferocious strike on a successful hit, though after reading the actual description, I don't know if this is true.
I'll finally be continuing the adventure this Saturday (holidays and moving sure do wreck game-time). They'll be delving into the Thistletop Dungeons, and I wanted to get a feel of the tactics the defenders will use depending on how my players infiltrate. This is less of a question and more of me thinking by writing and looking for feedback, but I do have a question at the end.
We left off with the group having just finished clearing the goblin fortress and they had indicated that they were going to proceed down without first resting. If that holds true, I am going to assume that those in the dungeons are unaware of the fact that the PCs have defeated the goblins upstairs.
If the group goes down the back stairs (stairway #1 on the map), they'll run into Lyrie first. I think, even if she hears them coming, Lyrie would still be caught by suprise due to her thinking the PCs are an annoying group of goblins rather than attackers. The secret door to level 2 would still be open.
Lyrie would fight just enough to take damage and then run down the stairs to join Nualia (which, I'm hoping she fumbles jumping over the trap because that would just be hilarious). Bruthazmus wouldn't be aware because he's busy. I imagine the Yeth Hounds in the chapel area would hear the fight, but probably wouldn't pay it any heed as they only listen to Nualia and are used to the sounds of goblin-fighting anyways.
Assuming the PCs pursue, they either watch Lyrie getting eviscerated (fun) or have to discover the trap themselves (not as fun, but still fun) and deal with Nualia, Lyrie (assuming Lyrie isn't cowering in fear), and the Yeth Hound. When the Yeth Hound bays, I figure the two in the Chapel would respond and come downstairs to help. If the PCs do not pursue downstairs, then I would think that Nualia, Lyrie, and the Yeth Hound would then come upstairs to attack the PCs at some point.
Now, if the group goes down the front stairs (stairway #2), they'll likely run into Bruthazmus' porn extravaganza first, and that battle will probably do little to alert Lyrie or concern the Yeth Hounds in the chapel. Orik would probably respond.
Once the group gets to the chapel and the Yeth Hounds bay, would Nualia respond and come up to confront the group, or would she likely stay downstairs and set up her defenses down there?
Just reading through to brush up for my group's game next Saturday. In the event that Orik is captured instead of killed, it mentions that he has no knowledge of the second level of Thistletop. On page 60 of the Anniversary Edition in area E3, it says that Nualia and her remaining allies have explored the chambers and further explains that Tsuto was hunting for traps.
Would it be safe to say that while Orik may not know the exact layout of the lower level (to the point of drawing a map), he would be aware of the trap in area E3 and could warn the PCs?
When a Good caster summons a monster with a summon monster spell, some of them gain the Celestial template. The creatures have the same alignment of the caster, and the spell type becomes good.
Does the celestial template allow the creature's attacks to overcome damage reduction from good aligned weapons?
My players, having captured Tsuto and read his journal, was curious as to what a "quasit" was. I granted the one asking the question an appropriate knowledge check. I set the DC at 17 (15 for rare creature, +2 for base quasit CR), and she rolled a 19. I told her that a quasit was a type of demon and they are often found serving wizards.
Honestly, this was the first time that a player has used knowledge to determine creature abilities, so I don't have a base line as to whether I gave her enough info. I was debating whether or not to actually set the DC at 12, but figured that the players wouldn't necessarily know, nor were they in an area that had quasits flying around on a regular basis.
What would you set the DC at? What type of info would you give your player based on that player rolling a 19 at whatever your DC is?
I GM'd my group's first RotRL session today. One of my players maintained a journal, and she allowed me to post it.
Cast of Characters:
Elsbeth Veneficus, spoiled female half-elf sorcerer and long time Sandpoint resident (and journal keeper).
RotRL Session #1:
The four of us met in Sandpoint, but we’re merely acquaintances at the moment. “Mudder” Focker Goblinkicker, a dwarf ranger, was a guardian and guide for Tordag Skullhammer, a dwarven cleric of Abadar who needed to get to Sandpoint to be the representative of goodwill from Janderhoff for the blessing of the new temple. Melda, an elf, is a mysterious wanderer. She is in town for unknown reasons. I have lived in Sandpoint most of my life. My parents have sent me on my own to learn humility, a worthless and entirely human trait.
It is the 23rd of Rova, 4707. We have gathered in the town square for the Swallowtail Festival for games, food, and the consecration of the new cathedral.
We tooled around Sandpoint for most of the morning. I introduced Melda to several prominent members of the community and Tordag and Mudder hung out with members of the clergy. Mudder tried to drink the hagfish water, and of course, he was sick. I told him so.
In the afternoon, the town was suddenly besieged by goblins. It was my first ever battle, and I was pleased to discover the glowing orbs I’ve been using to startle the gardeners are actually quite effective as weapons. In our battle, we slew mediocre underling goblins and a war chanter, who appeared to be somehow inspiring the goblins by her song.
Shortly afterward, we heard calls for help from the northern edge of town. We approached and found some garish fop named Aldern Foxglove cowering behind some crates and a beautiful hunting dog while a group of goblins threatened him. We dispatched the goblins (I’m afraid I wasn’t terribly helpful. I expended my glowing orbs spells earlier. Humph) and the Dandy offered to host us at the Rusty Dragon. I wasn’t terribly impressed with him, but the ‘RD’ does have some of the best food in town…
When we came back in to town, Ameiko Kaijitsu, the proprietress of the ‘RD’ and a local glassmaker’s daughter, offered us a free week of board at the ‘RD’ and a chance to share stories with her. Naturally, I was pleased to take her up on this offer so that I didn’t have to return home to my parents.
Afterward, we saw Belor Hemlock, our sheriff, with a goblin in tow. Tordag speaks goblin (what a guttural, terrible language), so he interrogated the prisoner. He found out that some “stupid longshanks” wanted to do something at the graveyard. We decided the goblin attack must have been a diversion from the happenings at the cemetery.
Sure enough, when we arrived, Mudder found several sets of footprints: six sets of goblin sized and one set of humanoid prints. We saw the prints led to the crypt of Father Tobyn. Inside, two skeletons were rustling about. The two dwarves quickly disposed of the skeletons, and inside the crypt we found a used Robe of Bones (probably where the skeletons came from) and the remains of Father Tobyn were gone.
After begging our discretion, the sheriff sent us back to the Rusty Dragon to rest for the evening. When we arrived, we were hailed as heroes by the townsfolk. I could get used to this.
Unfortunately, the garish, cowardly fop was there in addition to the townsfolk. If he’s not gay, I suppose he would be acceptable marriage material – after all, he did give the party 50 gold. He also has attendants. I know just what to do with attendants. Unfortunately, he is such a driveling bore in conversation I may have to kill myself before he has a chance to appropriately woo me with fine clothing and jewels. And liquor. A lot more liquor.
Mr. Foxglove invited our party to go on a hunting expedition tomorrow. Both dwarves are thrilled to go, naturally. They really are an uncivilized race. The elf, however, also appears to want to go on this expedition. She seems to like the idea of “adventure”. Ugh. I suppose I should go as well. At least I’ll get a chance to see how Foxglove uses his attendants.
On an additional note, I’ve learned that both the elf and one of the dwarves can also cast spells. Interesting. The elf can actually bring creatures to fight for her. She may be a powerful ally while I am out trying to learn about “humility”.
If I continue on with these dwarves, and the pitiful Mr. Foxglove, I am afraid all I may learn is humiliation.
24 Rova 4707
We awoke early this morning to go on the boar hunt.
After an hour’s worth of conversation with Foxglove, I’m pretty sure I found the bore.
It turns out that Mudder has some remarkable tracking skills. He managed to track down a boar shortly after our trek into the Tickwoods.
Foxglove, as is to be expected, was useless on the hunt. He kept making ridiculous proclamations about how each weak shot was in my honor. After Tordag, Mudder, and Melda did some substantial damage to the poor animal, I finally stepped in and killed the beast with my spear.
I did not declare my shot in his honor. Unbelievably, the simpering fool didn’t appear to be emasculated at all by the experience. In fact, it seems to have further endeared me to him. Perhaps I can get him to buy me a nice fur cloak as proof of his affections.
When we arrived back at the tavern, Amiko began preparations on the boar, and our party did its best to get Foxglove stinking drunk. Tordag was especially effective in these efforts. Every time he congratulated Foxglove on his ability to “sink his spear deeply”, he gave Foxglove a drink.
I think there may have been some innuendo at play here since Mr. Foxglove was more of a distraction than a threat to the boar.
Before we celebrated the hunt with an amazing dinner, Ameiko’s father, Lonjiku Kaijitsu, came storming in and chewed us out. He said it was our fault that there was trouble in the town, and we should have let the town guard do its job. Emboldened by drink, I suggested to him the town guard was at fault because they were not doing their jobs, to which he replied I should shut my poor mouth.
Just as I was about to shoot him with a glowing orb, Ameiko came out of the kitchen and she confronted her father. At the end of their argument, Ameiko banished her father from her tavern, and he disowned her.
The rest of the evening was spent in celebration, and thankfully, Foxglove remained passed out on the table for the remainder of the evening.
It’s probably for the best. All of the gold in the world can’t make that man interesting.
25 Rova 4707
Upon leaving my room, I discovered a bouquet of flowers from Foxglove. He had to depart early. He must have had a splitting headache. :-)
Somehow during the day, Mudder got himself into trouble with Vin Vendor. What ever happened, it affects all of our abilities to shop anywhere in town. Humph. Stupid “Shameless”. Anybody who is anybody knows she’s been whoring around while her sister is gallivanting around with some other man. Unfortunately, none of those people are vendors.
Same townswoman, I remember having seen her before, but I don’t remember her name, approached us about her baby having been attacked. Apparently, she and her husband found bite marks on the baby, and they found a goblin in his bedroom. She left the house with the kids, but we went to go check out the situation with the goblin. When we got there, we found the goblin in the closet and the husband and dog dead. We killed the goblin, cleaned up the best we could, and took the body to the temple. Father Zantus agreed to house the widow and her children at the temple.
We went back to bed, exhausted.
26 Rova 4707
This morning, Shalelu Andosana arrived in town. She’s back earlier than normal – she’s often out for a couple of months and comes back in to catch up and do some shopping. This time, she went directly to see Sheriff Hemlock.
Shortly afterward, the sheriff arrived to ask us to come meet with him at the town hall. We found out from Shalelu that the goblin attack is not isolated to Sandpoint; they’ve been attacking all up and down the coast.
She tells us that all five of the area goblin tribes seem to be working together; this is not good. Big plans mean big bosses.
The sheriff will travel to Magnamar to ask for reinforcements to the town guard. In his absence, he’s asked us to take care of protecting the town. We agreed, and I quietly question everyone’s reasons for doing so. Tordag seems like the do-good type; he would jump to the rescue whenever he had the opportunity. I’m unsure about Mudder. Perhaps he sees Tordag as some sort of leader? He was, after all, merely a guide to Tordag on his way here. I am completely mystified by Melda’s compliance in this arrangement. I can’t figure out her angle. She bears watching. As for me, this seems like a perfect way to show my parents that I really don’t need their support.
Humility. Bah. Notoriety seems to be the best medicine for me!
Later that evening, we met for dinner with Shalelu at the ‘RD’. She told us about the five major goblin tribes, their leaders and some interesting tidbits of information about them. Goblins hate horses and dogs, they love to sing, they find inappropriate places to hide (like ovens) because they’re sneaky, they’re raiding, they have voracious appetites, and they live fire. They’re not very intelligent; hence, they can be very dangerous. They also believe writing steals their soul. Morons.
The five tribes live all around Sandpoint. The Birdcrunchers live southeast of Sandpoint and seem to be the least aggressive of the tribes. The Lick-Toads live in a marsh south of town and are very good swimmers. The Seven Tooth Tribe call the Shankwoods their home and they raid Sandpoint’s garbage dump. The Mosswood tribe is the largest; they are located to the east. Thistletop is the name of the group that owns the most coveted piece of property, their very own island that is hailed by all goblins as the best place to live.
After our dinner with Shalelu, we went to go check out the landfill, but it was much too dark for me to see. We decided to go back to the inn for the night.
26 Rova 4707
We awakened to no breakfast. This is very unusual. The sous chef told us Amiko has gone missing. When she went to Ameiko’s room, she found Ameiko’s bed still made. Bethana, the sous chef, found a note written in Mankai. Bethana translated it into common. It was a letter from Ameiko’s brother, a half-elf (scandal!). Clearly, Lonjiku wasn’t his father. Gossip tells us that Ameiko’s mother never revealed whom was the father. Tsuto was disowned from the family. When Ameiko found out about him, she struck up a relationship with him. They got along well for a while but had a falling out. Tsuto believed Lonjiku pushed their mother off of a cliff.
When Bethana translated the note, she discovered that Tsuto believed that Lonjiku may have had something to do with the goblin attacks. He asked Amiko to meet him at the glassworks. Apparently, she did, and she hasn’t returned.
We left immediately for the glassworks. The doors were locked and the window shades drawn – unusual for this business. Normally at least the showroom is open. Inside, we heard goblins at work. When we broke through the door, the sounds stopped. They knew we had arrived.
We made our way room by room through the glassworks searching for Ameiko. What we found in the first room was appalling. Lonjiku’s body had been covered in molten glass. His flesh under the glass casing was badly burned. From what we can tell, he was still alive when the class was poured on him. This seems like a calculated move; perhaps it was Tsuto.
In addition to Lonjiku’s body, the eight employees have been killed and are on display here as well, though not as artfully. The goblins appear to have been trying to imitate the murder of Lonjiku, unsuccessfully. Also inside this room we found eight goblins. We made quick work of them and were investigating the surrounding rooms when we heard from the first room where we entered, we had set up a noise trap by which we could hear if someone entered the entryway. It worked.
Tsuto had sneaked in behind us. He, like me, was a half elf, but with a decidedly Asian appearance. Hot. Unfortunately, he is also a bad guy. Too bad Mr. Foxglove-the-Dandy hadn’t been built like Mr. Has-Daddy-Issues. We followed him downstairs and fought him until he yielded.
We successfully tied him up, and upon further exploration, we found Ameiko tied and gagged but thankfully still alive. We treated her wounds and discovered that she did not yet know about her father’s murder. Tordag sat her down to tell her about it.
In my compatriot’s search of the premises, they discovered several items they considered to be of use. I can’t imagine the need to pilfer through someone’s belongings. Grody. They did, however, find some very nice earrings that I agreed to hold on to for the time being.
They look nice.
We also found Tsuto’s journal. It’s a good thing he doesn’t believe writing steals your soul. Of course, he may not have had one to steal. He has been in on the plot for the various attacks on towns on the coast. We plan to cart his nefarious ass down to the jail and get some particularly trustworthy guardsmen to watch him.
We also need to ask some guardsmen to watch this tunnel we’ve discovered under the glassworks building. We plan to come back later to check out where this leads.
Tsuto’s journal mentioned a “Nualia”. I was sure she died in the fire with her father.
Think of the Elsbeth character as a spoiled, know-it-all teenager. So, when she saw Foxglove the first time, she was initially interested. But, from the tone of her writing, you can tell how she feels about him now. GENIUS!
Since Elsbeth's player was writing the journal from a mostly first-person perspective, she omitted most of what happened to Mudder when he encountered Shayliss Vinder. He got suckered into the "there's a goblin in my basement" and was trying to stealth around to see things, only to see her charging him! The other players got a kick out of this whole scenario, especially when dad came walking down the stairs. Needless to say, Vin became very verbal with Tordag yelling the things you would expect a father to yell if he walked in such a situation. Tordag's response was something like "well, you raised your daughter..." and just left it at that (ironically, when he rolled the Diplomacy check: EPIC FAIL. It was awesome!). He also rolled poorly to smooth things over with Shayliss, so I'll need to think of a way to have her interact with the group at a later time.
Melda's player was playing her character in a way that she didn't want the world to know that she had an Eidolon, so she never had an opportunity to call it. Though, she was extremely effective with her Summon Monster SLA. She would place them in choke points or flanking positions and was invaluable in preventing much damage from being inflicted upon the party. On the one hand, it might seem that the players "breezed" through each of the encounters. They did take damage, but I don't think they were ever in serious danger of going negative. (Although, I do have to say that the boar, with that ferocity trait, was laying down the ban-hammer. But they pulled through.) I think Melda dropping her SLA was HUGE in protecting the rest of the party.
The fight at the glassworks went well for the party. Once again, the summoner SLA dropped right in the perfect spot. That furnace room is long, but narrow so having that summoned monster dropped right in the middle bottle-necked all the goblins up. One goblin managed to trip Tordag, and then grappled him (a second attempted to grapple but failed) with the intent of dragging him to the fires, but they never made it past the next round. Ultimately, they killed all the goblins. The last goblin, with his dying breath, was able to scream out "THE LONGSHANKS ARE COMING! THE LONGSHANKS ARE COMING!" I had been making periodic Perception rolls for Tsuto throughout the fight, and he FINALLY heard this last round of combat.
Just to back up real quick: the PCs entered the Glassworks through the doors at Area #16. They immediately found the steps leading down, but decided to clear the upper level first. Regarding the door that lead downstairs, I determined that it was a swinging door that opened into the hall with the stairs and that there was no latch. I figured that the workers, carrying stuff in their arms, could just lean against the door and walk through if they needed to take stuff downstairs. This led to a few minutes of RT debate to figure out how to secure that door so they could make sure their rear was covered. Well, I figured that the other side of the door would have a door handle so the workers could open it to come back through. So, the players took a rope, tied it to the door handle and used the rope to pull the door shut and tied it off on the door handle to the exit. They then laid the wheel barrow against the door with the safe on top. The intent, not to hurt or stop someone from coming through, but instead to make noise so they knew someone was coming. When Tsuto heard the warning cry and battle, I figured he wouldn't know that all of his goblin allies had already been killed and he would come up to support. So anyways, the PCs swept through the furnace room and then started moving out the doors opposite from the ones they entered (started investigating Area #1). Tordag and Elsbeth were in the hallway in front of Area #1 and Mudder and Melda were still in Area #17, but getting ready to follow during their next move when they all heard a crashing noise coming from Area #16. So Tordag and Elsbeth moved down the hallway towards #16 while Mudder and Melda moved through Area #17...split party...oh yeah. I was going to mess some stuff up. I figured when Tsuto made the noise, he would hold his ground in #16 to see what came at him - he still had his escape route down the stairs. So Mudder reaches Area #16 first, epicly fails his perception check and doesn't spot Tsuto by a mile and moves right by him. I'm thinking I've got the perfect set-up: split party, they don't see the bad guy, and he's getting an AoO, and I'm going to stun him and cause some serious issues to the group dynamics. I roll a NATURAL 1! *FACEPALM* Well, after a couple of rounds of fighting, they do whittle Tsuto down to 12 HP or so and because it's still above his "run away" threshold, I just have him retreat back down the stairs to be able to quaff a healing potion. Needless to say, he does get cornered and smacked down to 4 hp and surrenders.
While the whole session was awesome, the very moment the group discovered that Nualia could potentially still be alive was a truely a priceless moment for me. Especially considering that they weren't roleplaying their reactions, they had an honest, natural reaction to the news. Tordag's player was reading the journal, and I don't think he really recognized Nualia's name as he was reading it. It was Elsbeth's player who recognized the name. She had this look of shock, her eyes got wide and mouth practically hit the floor and said something like "Oh My God she's still alive?" Awesome.
Unfortunately, due to the players not living conveniently close to one another (my brother and his wife live three hours away) and my inconvenient work schedule, we can only get together once a month, and that is assuming that things work in our favor and something else doesn't pop up to prevent us from getting together. Our next game is tentatively scheduled for November 3rd. Expect the next update shortly after that!
EDIT: spoiler end the GM notes.
In another thread a civil disagreement arose over whether you gain the shield bonus from the Two-Weapon Defense feat by just holding two weapons in each hand (or a double weapon), or if you must make TWF attacks (primary AND off-hand attacks) to gain the benefit.
Mainly posting for the FAQ.
Not looking to start a debate, just asking the question to get FAQ hits:
The description for Unarmed Strike in the Monk class (page 58, CRB) states that the Monk may make unarmed strikes even when his hands are full. Does this line imply that only Monks are capable of making unarmed strikes with their hands full, or are non-monks also able to make unarmed strikes even if their hands are full?
Do not discuss, please hit the FAQ.
It is with great regret that I will be unable to purchase the following items:
Pathfinder AP #10
I WILL be purchasing the remaining items in my side cart.
I sent an email yesterday, but the boards looked a bit more active, so this is essentially a repost of my email.
Pg. 225: The Headless Lord. His "Create Spawn" special ability states that he creates fast zombies, but the four hill giant zombies on the next page appear to be normal zombies. Are they intended to be fast?
A couple of general questions about stat blocks: with spell casters and their "before combat" descriptions, do their stat blocks include those spell effects in their stats, or should we assume that the spells are not included unless specifically told that they ARE included?
For those creatures that fight with two weapons (The Headless Lord, Lucretia, etc), do the stats include the penalties for two-weapon fighting, or is that something we'll need to add if the situation warrants it?