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Divine Crusader

Joana's page

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Subscriber. Pathfinder Society Member. 7,299 posts (17,728 including aliases). 1 review. 1 list. 1 wishlist. 1 Pathfinder Society character. 80 aliases.


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Alexander Kilcoyne wrote:
I have a character built and ready to play you would love.

Oh, now you're just trying to make me curious, you tease. :P


Is anyone else worried about Raogru? First, he apparently casts haste at 1 round per level and his castees have time to scatter and get in position to ambush us from either side of the road before it expires, and now he can cast a 60-foot-radius globe of darkness? :P

Looks like it's all on the half-orcs now.


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Add a Swarm template. Then you don't have to worry about rolling to hit; the PCs are just taking damage until they can disperse or outrun the swarm.


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2d6 + 6 ⇒ (4, 6) + 6 = 162d6 + 6 ⇒ (6, 1) + 6 = 132d6 + 6 ⇒ (1, 4) + 6 = 112d6 + 6 ⇒ (2, 4) + 6 = 122d6 + 6 ⇒ (2, 3) + 6 = 112d6 + 6 ⇒ (2, 4) + 6 = 12

Background:
"My name is Halla. They call me Halla Ingendóttir, daughter of nobody. My mother was a thrall and had no husband. When her belly swelled, no man stepped forward to claim me. I suppose he was a traveler, a guest at my master's stead or a wandering ruffian, who had his pleasure and was gone long before he could have known he had left a seed behind. My mother never told me. She never told me anything."

"They say I was born dead, came out with the cord wrapped around my neck like a noose around a hanged man's throat. Many of the women said it was as well, being the daughter of no one as I was and the dark hair on my head marking me as of impure provenance; the fates meant ill for me, and they might as well claim me sooner than later. But one old midwife untangled me, took me outside and plunged me into the snow, rubbing off the blood and afterbirth with handfuls of ice. The cold of the land was stronger than the cold of the grave, and I cried out. Then she took me inside and wrapped me in cloth and gave me to my mother. It wasn't until after I was washed in snow and had taken my first breath that they saw the purple mark on my shoulder...."

Only a few generations ago, Ulfen longboats regularly plundered the Southern lands, taking treasure, supplies -- and slaves. Today, except for the raiders of Broken Bay, the Linnorm Kingdoms present a more civilized face to their southern neighbors, but the populace is still laced with those whose coloring and features betray the ancestry of other peoples and tribes.

Among these is Halla Ingendóttir: although born in the north, her dark hair and pale olive tint to her skin mark her as a child of thralls and not a pure-blooded Ulfen, but her difference is far more than physical. Since before she formed conscious memories, she has been haunted by dreams, of laughter and dances, swirling scarves of bright colors, and voices speaking a language she's never heard but understands just the same. She has come to known one voice above all others over the years of her life: a woman named Maeve. She was an ever-present playmate and guardian, expecially after her mother fell through thin ice one late spring and was drowned in the pond. Maeve taught her songs and steps of dances she could barely perform in her heavy cloth boots. The other thralls thought she was fey-touched or bewitched and kept their children away, but as long as she had Maeve for company she didn't care.

By the time she had lived through fifteen winters, she was judged strong enough to work in the fields during the short growing season, and her time for songs and dances was over. The master of the farmstead pushed the thralls to plant as soon as the frozen ground would not break the plow and to harvest through every hour of daylight before the frost returned and robbed him of his investment. When she sleeps, she is too tired to dream.

Mechanics:
Halla is a Possessed Oracle with the Ancestor mystery. Her possession dates from her revival by the midwife; the spirit of her ancestor, a Varisian woman abducted into thralldom by Ulfen raiders, took the opportunity to return to the world of the living at that moment between death and life. As such, I chose Varisian as her Tongues curse language in place of the standard list.

Her high roll will go to Charisma, of course; the rest are so alike it hardly matters where they end up. Skill ranks are still very much in flux. Oracles aren't terribly skillsy, especially ones with 11 Int, so I'd likely just see about filling in anything missing in the party in the way of Knowledge or face skills. Knowledge skills I will fluff as Maeve informing her of things Halla herself has never been taught and has no way to know.

Physical Description:
Halla is somewhat slight for an Ulfen, although she would be considered rather tall among most other peoples of the Inner Sea. The past few years of field labor have lent her strength and left her hands calloused. In her native land, her most striking feature is her black hair that earned her the nickname Lilleravn ("Little Raven"), which she dislikes intensely. It also means that she stands little chance of blending into a crowd, so her natural comportment is not to cringe but to stride with her head high and her eyes challenging, as if daring someone to question whether she belongs. Her habitual expression is one of distance and wariness; no telltale creases around her mouth or eyes suggest that smiling or laughing is a common occurrence with her. When Maeve is in charge, her face and expressions grow more animated, and her eyes flash with energy. A birthmark on her left shoulder is a purple mark in the shape of a butterfly; it manifested when she was revived as an infant and the spirit of her ancestor Maeve, a Varisian follower of Desna, was reborn in her. She is unaware of the religious significance of the mark.

Personality:
Halla has two separate personalities. The Ulfen Halla Ingedatter is cool and stoic, like the land itself. She accepts pain and hardship as simply part of the landscape, something to be accepted and inadmissible of memory, like the late frost that kills the crop. Maeve, the spirit of her Varisian ancestor, is fiery and passionate, quick to both laughter and anger. Both personalities share a deep resilience and sense of self, a refusal to be cowed that is the core of their connection.

Enjoying, as she has, the constant company of Maeve, Halla has never formed a true friendship with a living being. While she has considerable force of personality, she hasn't learned how to channel that into a mode that pleases others. She is blunt in speech and distant in manner, in a way that makes it difficult for her to relate to others in a comradely manner. Maeve always knows what Halla is feeling without being told so she has no experience in communicating emotionally with words.

Halla is stoic, and Maeve is stubborn. Both see revealing vulnerability or asking for help as a weakness. She is slow to trust and slower to accept the charity of others.

That same stubbornness, however, gives her resilience and determination. She will not give up on a goal, no matter how many obstacles interpose themselves; she will pick herself up, find another way around, and keep going.

In Maeve's spirit burns a passion for the underdog. While Halla might be inclined to keep walking past an injustice and avoid getting involved, Maeve will not let her rest about it. As such, she is likely to act compassionately, albeit somewhat coldly and reluctantly. When Maeve is more in control, as in combat, she is more likely to take risks to help others.


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Game System License.


Alexander Kilcoyne wrote:
I would love a chance to become a player for once, pester Joana and torment her with endless high dice rolls see how our resident play-by-post Maestro operates on the other side of the GM screen.

When I'm DMing, I'm rooting for the players: Roll high all you want. It's only when your rolls go against me that they get frustrating; when Sajan was rerolling failed saves for us, it was awesome. ;)

I had another lurker offer to play by PM, after Javell had already spoken to Raith. I'll tell you what I told him: At the moment, I've got too many NPCs and former PCs rattling around the Gold Goblin. Give me some time to sort some of them out and get them out of the way, and then we'll think about maybe adding extra players. At the moment, we've collected so many strays we don't have any available rooms.


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Sometimes they're like historical monuments: a place where a miracle occurred or a battle whose tide was turned by the interventions of a cleric. The spot is considered sacred, people start to show up to see where it all happened, and you need a place to keep off the rain and install a gift shop.

Sometimes a village just wants a nice place to hold weddings and funerals.

Sometimes a ruler sets up a church to try to enforce the worship of X or Y deity among his or her subjects and assigns minions to take attendance just to be sure.

Sometimes people just want a reliable place to find the local cleric in case of emergency ... and the local cleric's family is sick of them turning up at dinner time or bath time or while the children are sick.

Sometimes a rich guy is getting old and wants to ensure he goes somewhere nice after he dies so he needs somewhere to donate a stained glass window.

There's all kinds of reasons for various places of worship to exist.


The other game died at this point, so other than the general Runelords spoilers one picks up around the boards, I don't know any specifics of what's coming.

I have no clue what motivates Nuri. I built her to contribute to combat in a way Sophy never managed to, but I don't know what to do with her out of combat. I've just been playing her with a Default Adventurer 1 script to keep things going, but it's pretty boring.


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Soon™.

As of April 18th. ;P


I'm here.

Nuri still has no personality, and the transition between books 1 and 2 of Runelords appears to be abysmal. I was briefly a replacement player in another thread from Thistletop to the beginning of Skinsaw Murders, and we flailed similarly: "People you never knew existed were murdered, and you're all out in the countryside to get jumped by ghouls: GO!"


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As Odraude says, pantheism is the belief in a single non-personal, non-anthropomorphic deity, often identified with nature. Polytheism is the belief in multiple deities. Despite the linguistic similarity between 'pantheon' (all the gods in a polytheistic belief system) and 'pantheism,' the concepts are not related.

James Sutter has stated that the misuse of the term in Faiths and Philosophies was an error arising from insufficient research.


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Vic Wertz on why APs have 6 volumes and start at level 1


Javell, I forgot to respond to your Perception check yesterday, but I assumed a Take 20 when the room was searched after the combat. Snake doesn't find anything further of value or interest.


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And another


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1d100 ⇒ 601d100 ⇒ 87


Nah, those issues are entirely mine. She's yet another Paizo NPC who's written to be Practically Perfect in Every Way, which makes me hate her on principle. I had to fish for a reason for Eudocia to dislike her.


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With Baldur's Gate/Icewind Dale, at least I had the advantage of already knowing the 2e rules. ;)

Thanks to everyone for the info, particularly Rathender, and for the links to guides.


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HarbinNick wrote:
-99%of humanity would worship a level 18th magic user as a god. He has power over life and death, and can make food out of thin air...

19th level, actually. ;)


Congratulations! Mine is next Saturday. :)


Flattered to know you've been lurking, therealthom. I got PMs from a couple of other lurkers as well.

With Raith to make a fourth, we're hopefully going to forge ahead. I have too many shoes ready to drop not to try to get the plot points resolved. I still cling to the forlorn hope that the loreweaver may someday return; I got a PM from him last month saying he was still being overwhelmed by RL issues but hadn't given up on us yet.

For the sake of moving forward, let's let Chrysanthemum go, in accordance with Snake's first inclination, and stop worrying about who killed whom. No one gets out of Riddleport with clean hands and a pure heart, or so Malkith's cards would seem to predict....


Grand Custodian Utilinus wrote:
Your group may have noticed you're also considered very influential....

Hm, so that means we can lobby for the creative torture intense interrogation option? ;)


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Looking at your work so far on Goldenese CrockTail, you want to use b and /b not bold and /bold in your tags, and you're missing the / in front of your ending bigger tag in a couple of places.


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Goldenese wrote:
I have been filling out my character sheet in "My Account" using the formatting codes. How do you actually see how the text will look to others?

You can use the "Preview" button at the bottom of the page, or simply "Save Changes" to look at your progress so far and go back in to "Edit My Profile" to finish up. A word to the wise: If you're doing a lot of typing, copy your text before Saving or Previewing! Sometimes the page will time out if you're editing for a while, and you'll lose your changes.

Goldenese wrote:
Also how are you able to link your character sheet to a game?

You mean to have it show up in the Characters tab? The first time you post in a gameplay thread in the Play-by-Post forum, select your character name from the drop-down list in the "Post As" box before submitting, and your character will automatically be listed as an active character in the game.

Goldenese wrote:
On this site can you upload maps and things to the post?

No, Paizo doesn't support images in posts. What most people do is host maps at another site like Photobucket or ImageShack or a Google site and post a link in the gameplay thread for people to click on to see the map.

Goldenese wrote:
Is it possible to actually look through an active game so I can get tips on how to do it?

Yes! Just look at any of the threads in the Play-by-Post forum to see how different groups manage their games.

Goldenese wrote:
On other sites you can get the actual code of how a post was made. Is that possible on this site?

Mmmm... you can click "Reply" to a post and see the various tags used for formatting the quoted text. Just be sure not to cancel and not submit!

Goldenese wrote:
Is there a page to learn all the formatting codes?

All the formatting codes available can be seem by clicking "Show" next to "How to format your text" under the text box at the end to any thread. There aren't a whole lot of them: quote, bold, italics, strikethrough, links, bigger, smaller, ooc, spoilers, and dice.


Oh, sorry, I was getting confused because you posted out of order. I knew Tebati channeled before your init but forgot you actually posted before me so couldn't include the healing yet. Carry on!

EDIT: Remarkably consistent, and mediocre, channels. The Lawfulness of the place must be getting to her. It's like Measured Response for channeling. :P


Ansha, Tebati channeled for 6 hp last turn; should put you up to 9/22.

Akirra, I think you were in range as well, unless AK rules the burst didn't make it through the doorway.


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Devilkiller wrote:

As far as I know the soft cover from having an ally between you and the enemy shouldn't result in total cover though.

Total cover in the sense of a straight 5-foot-wide dungeon corridor with a door set in the side wall. The only PC who didn't have stone walls between him and the enemy was the guy who opened the door.

We kept telling the melee guy to 5-foot-step back and draw him out into the corridor, or better still back into the nearest decent-sized room, where the other players could contribute, but he was convinced that 'good tactics' required him to 'control the chokepoint' to keep the monster in the room and handle the encounter all by himself.


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Devilkiller wrote:
@Joana - Regardless of tactics or lack thereof, many times it just isn’t possible for everybody to get up front and make melee attacks on the enemy, especially in larger groups. If that results in PCs skipping turns that sounds like pretty poor planning in terms of having options to deal with different situations (like what if the monsters can fly?)

It's not about everyone wanting to be in melee; it's about the enemy having total cover from the rest of the party because the guy up front who opened the door insists on standing in the doorway and 'controlling the chokepoint' rather than 5-foot-stepping and drawing the enemy out where the ranged specialists and casters have line of effect, or even line of sight.

I've been in too many low-level dungeons with 5-foot-corridors and sharp corners that resulted in the people stuck in back of the party not even seeing the battle.


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You have to use the text box to enter the specifics on your character, like this. Alternatively, some people host their character sheets on other sites, such as Myth Weavers.

If you're new to Play-by-Posts on the Paizo site, you should definitely check out this guide to the common conventions.


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We just downloaded this game, having heard good things about it, but I don't know anything about the setting. Can anyone give me a rundown of the character classes and how they relate to D&D/PF classes? I get that Wayfinder looks like a druid, and Fighter, Cleric, Ranger and Rogue ought to be self-explanatory. But then they have Wizard, Witch, and Enchanter, and I'm not sure the differences between them.


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Quote:

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Quote:
Uncanny Dodge: Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff) against him. If the internal alchemist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (as a rogue) instead. This ability replaces swift poisoning.
Quote:

Uncanny Dodge (Ex): At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If the character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge (see below).

Quote:

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Quote:

Uncanny Dodge (Ex): At 2nd level, an assassin cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If an assassin already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Quote:

Uncanny Dodge (Ex): At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. An shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Quote:
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Quote:
Uncanny Dodge (Ex): At 2nd level, a wild stalker gains uncanny dodge as the barbarian's class feature. This ability replaces the ranger's 2nd-level combat style feat.
Quote:

Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a ninja already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

While the lack of uniform wording is regrettable, every version of Uncanny Dodge says the character can't be caught flat-footed. When you look up flat-footed to see what that implies, you find the statement that "Characters with uncanny dodge" {from any source} "retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat." It doesn't specify rogues with Uncanny Dodge from barbarians with Uncanny Dodge from assassins with Uncanny Dodge. However you acquire the ability, you are granted the stated benefit.

Combat Reflexes give you one benefit of the Uncanny Dodge ability along with the additional benefit of extra AoOs. It's two ways to the same thing, like the Toothy alternate race trait and the Tusked race trait. Just because one feat, trait, ability or class feature gives you a benefit doesn't mean that another feat, trait, ability or class feature can't grant that same benefit.

The OP asked the question because the information is not where it should be, in the Uncanny Dodge ability description, but when the CRB explicitly says "characters with uncanny dodge ... can make attacks of opportunity before they have acted in the first round of combat," I see no way to interpret that to mean that characters with uncanny dodge cannot make attacks of opportunity before they have acted in the first round of combat.


I suppose Pherenike should take the second silversheen. I don't think she's too much for jewelry; too practical.

Shouldn't Kheled want the fancy holy symbol, being a Pharasmite? Maybe he'll channel more than 2 with it. ;)

I'll get all old school and suggest we could use the hand mirror for peeking around corners.


I think, due to the no-diagonal-move-around-a-corner thing, she couldn't get to G46 in a single move. Still should have been able to target the snake in G44, though, I believe.


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Ross Byers wrote:
Since we're ragging on agile, I'll also point out its the kind of thing that makes a huge difference between characters that are played at first level and those that are created at a higher level.

This. What has that guy with 7 Str been doing until he can afford an agile weapon?


Myron Drumbarrel wrote:
Well, unless the trap we just triggered automatically resets....

The first one did, as I recall. :P


Alexander Kilcoyne wrote:
I actually just presume that Paizo are really not especially fussed by errata and FAQ's, unless they are hitting a non full caster class with a nerfstick it tends to sit on the backburner for many years.

Removing a way for PCs without spells to make some small contribution to an encounter doesn't count as nerfing non-full-casters to you? ;P


Which is sound tactics.

Worth noting that without the strain/injury rules, we'd definitely be retreating after three hours. Which is another reason I'm not fond of dungeons at low levels: too many encounters right on top of another. It's hard to feel heroic when you spend two hours doing your job and the next twenty-two licking your wounds. You undoubtedly use up the same amount of resources in an overland adventure, but it takes up more in-game time so you feel like you've gotten somewhere before you have to stop and refill your cleric.


Yup. Because otherwise, a trap that doesn't kill you outright has no real effect, unless you set it off while fighting monsters. Because the damage goes away right after you sustain it: a byproduct of strain/injury rules.

If an enemy summons a swarm, it does strain damage, but if a trap summons a swarm, it does injury damage. :P

EDIT: Put it this way: if the swarm did strain damage, you guys stand there and get gnawed on for 2 rounds, the swarm vanishes, you heal up like trolls, and we all have a hearty laugh: "Ha, ha! Well, that was freaky. Wonder what the next one does."

PF traps mostly serve as resource drains, since very few have the potential to kill a PC. If they don't drain resources, there's literally no point to their inclusion.


Kheled Hadri wrote:
Is there any reason to rush through this?

My meta-understanding is that we are on something of a timer. In-game, when a group has finished one tomb, they can be assigned another one, so the longer we take, the more tombs the other groups raid while we're still on this one, I guess. (IRL, the other groups ought to be dealing with their own healing problems, but the way Paizo handles rival groups, they're undoubtedly set up to be one step ahead of us the whole way to provide the required 'tension.')

The real problem is that Aerathiel hasn't cast a single one of his spells yet and is still fully loaded for adventuring. And thanks to the strain rules, the combat PCs, who might otherwise be walking wounded by this time, are similarly at full hp. Makes it hard for Pherenike to be in favor of retreat after a mere four hours to sit around the inn for the next twenty.

If I might suggest, learn stabilize tomorrow. It's the cleric's emergency option when she's out of spells and channels: If someone goes down, she can at least prevent them from dying until her resources are renewed.

I'm iffy on the strain/injury variant at this point. It lowers the stakes of combat, imo, and makes traps deadlier than monsters. And it hasn't done what ought to have been its job of lengthening the 15-minute adventuring day by stretching healing resources.


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Choke points are fun when you're the PC holding the choke point. They're less fun to the PCs who are standing in the back delaying every round until they're allowed to participate again.

In the real world, with real lives on the line, everyone would use tactics and not complain that they don't get to be on the front lines. In a game, where the point is less "to win" than "to have fun," they can, in certain groups and certain situations, run counter to the point of playing.


Adventuring Gear wrote:

torch

Price 1 cp; Weight 1 lb.

A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Fear the Alpaca wrote:

Kinda spells out that it does, but only 1 point of fire damage and 1d2/1d3 bludgeoning.

Swarms are immune to weapon damage if the are tiny or diminutive creatures, but that 1 point of fire damage isn't weapon damage (b/s/p) also effects like Flaming, Acid, etc should work as they aren't weapon damage (b/s/p) either just my 2cp.

Yes, a torch can be used as an improvised weapon that does 1 point of fire damage per successful attack. The trick is that swarms whose component creatures are smaller than Small are immune to weapon damage, so you can't successfully hit so you can't do the 1 point of fire damage. Similarly a flaming sword does 1d6 fire damage on a successful hit. That means you have to use it as a weapon before the energy damage engages, and swarms are immune to weapon damage, so....

It's definitely a gray area, which is why 3e explicitly included the special vulnerabilities, exempting torches and energy weapons from the "things swarms are immune to" list. Paizo purposefully removed that section from its swarm wording. It was reported as "Did you leave this out by accident?" in 2009, and they have neglected to errata it in the last 5 years. Therefore, we must presume that swarms are no longer vulnerable to energy damage from torches and weapons.

It's really a terribly written mechanic. As written, you don't even do full damage with alchemist's fire, as swarms can't be a "target" so all they take is 150% of the splash damage, which rounds down to 1. It's not that swarms are a bad thing; it's that they're so badly written in Pathfinder that either you houserule how they work or they're unbeatable without multiple area of effect spells.


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UndeadMitch wrote:
I really like the sheets from here.

Are they allowed to use Paizo art like that?


You can't step diagonally around a hard corner, if that counts as one. He'd have to use Acrobatics to move through an enemy's space. Technically, as he's not attacking the snake, it can't AoO him, as that one's already failed its save vs. sanctuary.


Qhude wrote:
Clearly saved the 'good' roll to fight off Jakob's bless spell...

Nuveril's bane was always haste. She'd roll an 18 to save vs. haste, and then her attack rolls would be single digits. :P


Tebati wrote:
Free action to speak and ask him to delay until after Tebati's turn

Actually, I guess it doesn't matter when he acts as both he and Tebati get a turn before it gets back to the snakes, unless he provokes an AoO somehow. But it feels more urgent when he's standing between two angry constrictors. ;)

So, is Tebati prone? squeezing? what? I was going to move into that square so as not to block Akirra before I read back to realize they were bunkbeds -- and triple bunks, at that. Not a lot of room between bunks, as I recall from my summer camp days.


That has to be the first time I've seen a gambit succeed that relied on AK rolling low on three d20s in a row. Caster high-five! ;)


Deleted a post in the game thread. For some reason, I thought Mus'ad was one of the characters in the swarm. Although I guess if he was, he might have made the roll to find the trap. :P


But they're summoned, not natural. They're required to attack; part of summon swarm reads...

Quote:
If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can.

It would be pretty chintzy if the DM ruled that because a PC's summoned creature was unintelligent, it wouldn't pursue a fleeing enemy but just mill about.

EDIT: I guess there's wiggle room there if Myron is "the nearest creature." By a strict reading of RAW, they'd be required to keep making Fort saves to attempt to attack him rather than going after a further-away creature.


How does Myron plan to 'hold them off?' They have to make a Fort check to enter his square, but they can just go around him to a less repellent target. And the stairs are ten feet wide, so he can't block them.


Navior wrote:
Its slow speech means it's not going to be able to say anything more in the six seconds of a single round.

Just trying to interest it enough that it might put off ripping her throat out for a while. Its init comes up before hers so we'll see if she gets a chance to elaborate. :)


Rant aside, in this case, a swarm is at least thematically appropriate, in a faux-Egyptian tomb. Loses points for being summoned, though. What's the point of summoning creatures into their natural habitat? It'd be cooler if they just spilled out of the walls when the door was forced open, like Indiana Jones.

Although, being summoned, there should be a duration to expire. Perhaps that's the 'out' for unprepared parties. If they run away long enough, the swarm pops back out of existence.

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