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How will make-up help them survive the dungeon? :P
Bob^3 covered your poison question well, so I'll just answer the treasure one.
You are correct on all your numbers (CR3 at medium advancement = 800 gp, incidental halves it and makes it 400).
The gp value you're left with is the total gold for the whole party, not per person. Just remember to throw the occasional high treasure encounter at the party to compensate for the low treasure fights.
Let the players divvy up the cash as they see fit. If they're like most groups I've seen, they'll give everyone an equal share of the cash and hand magic swag to whoever needs it most.
I think Daneel was just bringing up Staggered since the GM used the fact that Staggered specifically says you can still take Swift/Free actions while being restricted to a single Move or Standard meant that Nauseated does not allow Swift/Free actions, since it similarly restricts your actions but doesn't include the language allowing Swift/Free actions.
As the others have said, by RAW, Move actions are it. No Swifts, Frees, or whatever else.
Secret Wizard wrote:
Remember, it says nothing about REDUCING the time needed to take a 20, which takes two minutes for Knowledge checks.
Not necessarily. Making a Knowledge is listed as not taking an action, meaning it takes no time. So, wouldn't taking 20 on something that requires no action take no time (since 20 * 0 is still 0)?
We let players take 10 on Spellcraft checks to ID items. It means the caster can just tell the GM "I get everything CL X and below" and we get on with the game. Experimentation to ID items could occasionally be fun but too often devolved into a checklist of common silly things to check. I'm not sad to see it go just like describing exactly how you search the room.
This isn't even something players need to be "let" to do. They can just do it. :)
In my game, I usually just assume that the highest spellcraft character takes 10, everybody else who can aids, then I tell them everything they identify with that spellcraft number, which is most things. The players then decide for the following days how they're going to try and identify the items.
Telling them "you identify all the swag except this one thing" usually gets them a little more interested in that one thing and learning what it is.
The ways I've seen it done (other than just taking average or average+2, that still involve rolling):
Player rolls and the GM secretly rolls. The player decides between what they know they got and whatever the GM may have got.
Roll normally. If you roll under average, roll again. Keep whichever of the two is higher.
I prefer the average or average+number methods, personally.
Except that this literal reading of explosive runes doesn't work (the dispel magic thing). There's nothing in that sentence that says Greater Dispel Magic doesn't work, it's only explaining what happens if you screw up a dispel.
Also, yes, Greater Spell Immunity makes you immune to Dispel Magic, but not Greater, because it specifically says you are immune to the one chosen spell. There is nothing in Explosive Runes that says Greater Dispel doesn't work. Saying "you can do X" doesn't mean you can't do Y, when Y is something you could normally do anyway.
I can erase my sentence with the eraser on my pencil, but I could also use white-out if I wanted to.
To stop explosive runes abuse, just use a literal reading of the spell. It specifically states that only dispel magic and erase can magically trigger it. It does not mention greater dispel magic. That means you can only dispel 1 set of runes at a time. The precedent is like spell immunity which makes you immune to 1 specific spell, but not variants of the same spell.
Greater Dispel Magic says it functions like Dispel Magic. You're really grasping at straws here. Also, that line isn't there to explain you can disable Explosive Runes with Dispel Magic, since you could anyway. It's to explain what happens if you fail.
I keep coming back to this. You ask for rules cites and then never give one yourself. So, tell me where exactly the action required to read something is described? I don't care about your explanation for your assumption. Give a page number.
1) Mirror Image lasts minutes/level. Having it up before a fight is perfectly reasonable most of the time.
2) I wouldn't call a 33% chance to hit significant either.
3) Stop bringing up toddlers. You're the only one bringing them up, and only in an effort to make Anzyr's position look ridiculous. It's damn near the definition of a strawman. There's a huge difference between a 2 year old human reading common and a 30 year old Air Elemental reading Auran.
4) Care to do the same for your assumption that reading the letter "A" on a sheet of paper takes a Standard?
5) I'll leave Anzyr to explain that one, because I don't know either. :P
6) It's 21 damage that is getting through basically all damage mitigators (DR, Energy Resistance, etc.), with a 100% chance to hit. Regarding handing out the Runes, read Anzyr's post again. He's making no such assumptions and is summoning them the round the explosion happens. He's using Acadamae Graduate to summon as a Standard, then handing the Runes as a Move, so the Elemental can Move up and read as a Free.
Just as a side note, the adventure being construct and undead heavy shouldn't be making the rogue want to quit. Both constructs and undead can be hit with sneak attack in Pathfinder.
Ragnarok Aeon wrote:
This isn't actually a fumble house rule. When you fail your disarm check by more than 10 you drop your weapon, and Joey's wondering if checking a 1 would automatically count as failing by more than 10 (since 1s are auto-fails).
I'd say that you still add your bonus to see if you drop your weapon.
We usually just play with dice for our minis like you do, and tend to set the number facing up on the die equal to how high off the ground they are.
When it comes to facing, that only ever matters for movement, and only ever matters during your turn, so I don't worry about keeping detailed track of it. Whichever way you start moving on your turn is the way you're facing at the start of that turn. My players are usually able to remember which way they come from, so it works well enough. :P
4 copies? Wow. Until drivethrurpg got it to be print on demand, I couldn't even find one for less than, like, $300.
Do you still have any extras? :3
Edited to actually talk about the topic:
Do effects like Fire Storm that let you create multiple areas with the spell, can you overlap them and have the spell hit the same area multiple times?
Similarly, would something like the
Rapustin Must Die:work the same way (whether the answer is yes or no that they can overlap), or would it be different? If it is different, why?
troops' Fusillade ability, that lets them create four lines that each require a save and do 6d10+6 damage
My players are going to be starting on Kingmaker soon, and I was hoping to run Way of the Wicked as a sort of sequel to it, where we jump forward in time and have their new PCs tearing down the kingdom they spent so much time building. There's a few big issues I'm having on figuring out how to change Way of the Wicked to have Talingarde be the PCs future kingdom.
The first, and biggest, is the geography. From what I can tell, the Kingmaker kingdom is pretty landlocked, while Talingarde is a huge island. Any advice on either A) Converting the Way of the Wicked story to work in a land-locked environment or B) Coming up with a good explanation for why the kingdom got moved out to sea?
Other things, like location names and history, should be fairly easy to rejigger, but, from what I've gathered, Talingarde being an island is fairly important to the plot of the AP.
A friend of mine is playing a Titan Mauler and saw the "Titanic Rage" feature they get at level 14.
At 14th level, a titan mauler may choose to gain the benefits of enlarge person when she enters a rage.
And he was thinking that meant that he only got the benefits of Enlarge Person, not the penalties. I feel that when the ability says "gain the benefits of enlarge person" that basically means "enlarge person is auto-cast on you," but he says it means "I get the +2 to strength and reach, but not the -2 to dexterity or the -1 to AC and attack."
I can kinda see his side, as it says "gain the benefits of enlarge person" rather than "be affected as if by enlarge person" or something similar.
Which is correct?
I think there's two main reasons for it:
1. If you're Spring Attacking, you aren't Full Attacking, which is chopping your damage output considerably.
2. It's the third feat in a feat chain, and the two feats needed to get it (Dodge and Mobility) are meh at best.
For me, it's the second reason that's the biggest one. If it was a single feat, or the Prerequisites were good too, I'd consider picking it up now and again.
Unless I'm wrong, people have been complaining about CE being used as a prerequisite for so many things since the done of 3rd Edition, or at least the dawn of Pathfinder. If their minds were gonna be changed on this, they would've been changed a long time ago.
The Haste and Blessing of Fervor would definitely grant the Shadow an extra attack, but it seems to me that a touch attack like that a Shadow has does not get any extra attacks from a high BAB, as I think it is a natural attack. I'm basing this on the fact that a Greater Shadow has a +6 BAB but still just the one touch attack.
There's three main ones that, while I haven't had everyone yell "NO!" at me, I just haven't had the chance to run them:
Deadlands Set in the Weird West, which is basically the wild west but with magic and mad scientists and demons and stuff like that.
Fallout Or, really, a post-apocalyptic game in general. Part of my problem with this one is finding a good system for it.
Ptolus Because I love the idea of a campaign set entirely inside one city. And I mean *entirely*.
Alternately means: "I've decided not to troll my Paladins anymore and just let them play the game." :P
GM says: "The bar maid seems incredibly taken with you."
Yeah, they do. In Pathfinder, if your plan during a fight is to hit people with sticks or shoot them with arrows, you *need* those extra attacks in order to not be completely useless.
EDIT: Ninja'd by a Ninja
And, funny enough, that feat actually makes your spells *easier* to identify if you cast them Stilled compared to if you had just cast them normally (since the opponent takes a penalty when your spell has somatic components, but they make the check as normal if you use Still Spell on it).
Well, technically, two wolves is only CR3, which would be a Hard fight according to the CR, not Epic. But that's beside the point. :P
The important thing is that, if you don't know, the CR and APL system is, basically, stacked in the player's favor. A CR = APL fight is supposed to be fairly easy, and you don't get to an actual fight that's "fair" and could go either way until about CR = APL+4. Yeah, this means that fights can feel fairly easy, but that's the intention. Feel free to consider your party as a higher APL if both you *and* your friends want a harder game.
As to your last question: Is it too much? No. Should you do it? If it's their and your first game, I don't think so. If it's your first campaign, take your time. That way, you and your players can get yourselves used to what you're capable of each level. They have time to absorb and learn their new abilities, and you have time to get used to their capabilities before you level up and throw your expectations out of whack again.