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Kirth Gersen's page

25,507 posts (26,419 including aliases). 8 reviews. No lists. 1 wishlist. 14 aliases.


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M Goblin Beer Snob 1/Freethinker 3

The monster, having been injured (albeit only slightly) by Jaegr, attacks him with three of its claws; the other two claws, on the other side of its body, attack Wyvurn.

1d20 + 17 ⇒ (3) + 17 = 201d6 + 7 ⇒ (2) + 7 = 91d20 + 17 ⇒ (14) + 17 = 311d6 + 7 ⇒ (6) + 7 = 131d20 + 17 ⇒ (6) + 17 = 231d6 + 7 ⇒ (5) + 7 = 12
1d20 + 17 ⇒ (9) + 17 = 261d6 + 7 ⇒ (1) + 7 = 81d20 + 17 ⇒ (2) + 17 = 191d6 + 7 ⇒ (1) + 7 = 8

Jaegr would have been injured, but his amulet glows briefly, and the claw is deflected from him. +2 AC, saves vs. evil outsiders due to protection from evil. Wyvurn takes 8 damage.

M Goblin Beer Snob 1/Freethinker 3

The hobgoblin's second blow connects. Wyvurn has gotten accustomed to his ki overcoming all manner of damage reduction, so it's a shock when his blow, striking with full force, fails to have any effect on the fiend.

M Goblin Beer Snob 1/Freethinker 3

Jaegr's pick smashes into the creature. Its unnaturally thick hide prevents the crit from being confirmed, and it seems somehow resistant to weapons -- the immense force of his blow has some effect, but very little overall, on the daemon.

Kaisoku wrote:
** spoiler omitted **...

Your condition tracks lump too much. For example, [fear] effects follow a progression: shaken -> frightened -> panicked -> cowering.

More importantly, "fascinated" is massively more debilitating than "shaken."

FWIW, a lot of the condition track stuff you're spitballing has been done already: Click on "Introduction" and then go to Combat\Conditions. for a somewhat out-of-date draft.

M Goblin Beer Snob 1/Freethinker 3
Caspian Barefoot wrote:
DM's call, I was going to get some pieces to feed the thing...

Caspian's loss of Intelligence (he's currently down to 7) must be showing itself! If you want to spend your next couple of turns chopping up undead bodies and hauling the pieces here, you can.

Dale McCoy Jr wrote:
Hamilton, NJ (the one near Trenton)

That's a fairly nice part of 'Jersey! Spent a bunch of time in Hamilton a couple years back, working with another office on some technical stuff.

M Goblin Beer Snob 1/Freethinker 3

It's locked -- Uro may have to, uh, "open" it with a Strength check.

That could be totally awesome, or it could be... really bad. Have to wait and see. Thanks for the heads-up!

M Goblin Beer Snob 1/Freethinker 3

Assuming Wyvurn is holding his actions to see what happens, if he wins initiative.

The chittering intensifies into a blasphemous sound that you feel may have some monstrous meaning behind it -- something that would blast your sanity if you understood. You quickly become concerned that permanent brain damage may result:

2d4 ⇒ (1, 4) = 5 Int drain; DC 18 Will half, to everyone in the 20 ft. of corridor nearest the creature.

Giant's stance and/or powerful build are both options.
If you want your Medium character to wield Colossal greatswords... well, let's see... lead blades + powerful build + Giant's Stance = damage as Gargantuan; chalk up the difference as cosmetic (if the DM is like me, he/she can picture your sword as slightly larger; whereas you can imagine it being the size of a Buick for some reason, and everyone's happy).

EDIT: Even simpler -- since bonus damage while raging is now tied to Vital Strike, at BAB +6, your 2d6 greatsword is doing +2d6 (almost as if Huge), +4d6 at BAB +11 (almost as if Gargantuan), and +6d6 at BAB +16 (almost as if Colossal). Pretend it's actually that much bigger while you're raging. The mechanics are the same (so unfortunately the extra damage doesn't multiply on a crit), but otherwise you get to imagine a sword the size of a building, if that's your thing.

M Goblin Beer Snob 1/Freethinker 3


M Goblin Beer Snob 1/Freethinker 3

Corlan, still hungry but too polite to mention it, looks for the servant. "Coffee isn't going to do it in this place... just checking on the brandy situation?"

M Goblin Beer Snob 1/Freethinker 3

Wow, cool! But... I failed the save...

Gheymeh stew over rice.

Played some more with the barbarian this weekend, cleaning up rage powers and so on. Also replaced tireless rage (which, as FW44 correctly pointed out, was obsolete) with an additional totem ability at 11th -- this in turn led to a serious revision of those (and re-balancing, insofar as some of the totem abilities were feats, and really should have just been entries in the bonus feat list).

More details to come when I get it all worked out.

Any suggestions for 11th level totem abilities (and/or lower-level, for ones where the 7th level ability is more appropriate for 11th level) are welcome.

M Goblin Beer Snob 1/Freethinker 3

Corlan makes a show of smelling the soup in appreciation while looking at the ghosts' lips as they talk.

Is it Sense Motive to read lips? Or Perception?
1d20 + 7 ⇒ (18) + 7 = 25 (The result is 1 lower if Perception.)

I speak Common and Elven, so I'd look to elves speaking preferably.

1 person marked this as a favorite.
Firewarrior44 wrote:
but I digress

You've helped me find some (and I've altered the current draft docs at home accordingly) -- thank you! If there are more, I'd welcome the discussion over on the appropriate thread.

4 people marked this as a favorite.
Bwang wrote:
I cheat and give it to my most rules abusing player to test drive.

Destructive playtesting is absolutely the kind that's most valuable.

3 people marked this as a favorite.

That's actually something I'm already doing with my house rules, albeit with a much smaller sample size and less statistical rigor. One of my long-term goals is to collapse the number of feats by paring and/or combining unused ones.

1 person marked this as a favorite.

Wish List:

1. More animals and vermin
2. More monsters without inflated CR/HD
3. More basic monsters that I can advance/customize using templates, added HD, and/or class levels -- based on current needs -- rather than all that being pre-done.

Knocked off "Flow My Tears" and "The Variable Man" last night and started "A Scanner Darkly."

Firewarrior44 wrote:
Barbarian wrote:
Starting at 15th level, you are no longer fatigued at the end of your rage, nor do you take damage for your rage ending.
Isn't this part redundant as the barbarian is immune to fatigue causing effects at 6 ranks in endurance (Which a barbarian gets for free) and fatigue and exhaustion at 11?

Ooh -- good catch. Will need to replace that ability.

M Goblin Beer Snob 1/Freethinker 3

The room is pretty much dry

M Goblin Beer Snob 1/Freethinker 3
Jaegr "Knock Knock" wrote:

(Not sure I can breather this)

Yes, but you might not want to -- see below.

The doorway opens into a small chamber containing a ladder leading upwards. Standing in the chamber is a weird monstrosity, vaguely insectoid, with a squat, barrel-like body and 5 clawed arms symmetrically around its torso. Its head rotates to look at the fallen door, and the darkness of the Pit lies in its faceted eyes. It begins to make a chittering sound with its mandibles.

Knowledge: the Planes.

Initiative: 1d20 + 5 ⇒ (9) + 5 = 14

M Goblin Beer Snob 1/Freethinker 3

Nothing happens, except that you reach the door. In the background, echoing through some pipes, you get the impression that a lot of people are yelling and running around.

M Goblin Beer Snob 1/Freethinker 3

The door flies open, amidst an explosion of negative energy.
6d6 ⇒ (5, 3, 5, 1, 1, 5) = 20 DC 17 Reflex half

1 person marked this as a favorite.

Blew through PKD's Do Androids Dream of Electric Sheep and loved it. Started Flow My Tears, The Policeman Said this morning.

1 person marked this as a favorite.


HD: d12; BAB: Full
1st Endure elements, furious counterstroke, power attack, rage (+1), totem, vital strike
2nd Damage reduction 1/–, lesser rage power
3rd Totem ability
4th Totem feat, lesser rage power
5th Improved rage (+2)
6th Damage reduction 2/–, improved rage power
7th Totem ability
8th Totem feat, improved rage power
9th Greater rage (+3)
10th Damage reduction 3/–, greater rage power
11th Indomitable will
12th Totem feat, greater rage power
13th Mighty rage (+4)
14th Damage reduction 4/–, mighty rage power
15th Tireless rage
16th Totem feat, mighty rage power
17th Primal rage (+5)
18th Damage reduction 5/–, primal rage power
19th Perpetual rage
20th Totem feat, primal rage power

Saves: Barbarians gain a +2 class bonus to Fortitude and Intuition saves.

Bonus Skills: All barbarians automatically receive one free rank per class level in Athletics, Endurance, and Perception. These are otherwise treated as class skills, but do not count against your total number of skill points.

Class Skills: Acrobatics, Bluff, Craft (any), Handle Animal, Knowledge (linguistics, lore, warfare), Planar Sense, Profession (sailing), Stealth, Survival.
Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency:

A barbarian has Martial proficiency with all weapons and shields, and is proficient with light armor and medium armor. At your option, you can make one or more of the following exchanges:
  • Agile Dodge (Ex): You may choose to give up light and medium armor proficiencies in exchange for the Dodge feat. When unarmored, you also gain a morale bonus to saving throws against fear equal to your dodge bonus. You can gain these benefits and still use a shield.
  • Canny Defense (Ex): You can trade proficiency with shields for the Canny Defense feat.
  • Brawler (Ex): You may choose to downgrade your weapon proficiencies to Simple rather than Martial. If you do so, you gain Exotic proficiency with unarmed attacks and Two-Weapon Fighting (unarmed only) as bonus feats. At 6th level you gain Improved Two-Weapon Fighting (unarmed) as a bonus feat.
  • Endure Elements (Ex):

    Whether they hail from the frozen north, the steaming jungles, or the blazing deserts, barbarians are inured to harsh climates. A barbarian can survive in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves or Endurance checks. This ability provides no protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    Furious Counterstroke (Ex):

    At 1st level, you gain Diehard as a bonus feat. In addition, when near death you are spurred to a murderous fury. Whenever you have less than 1 hit point remaining but are still functioning (due to the Diehard feat), you gain a +1 circumstance bonus to attack rolls and +2 to damage in melee or with hurled weapons (other than splash weapons or grenade-like missiles). These bonuses increase depending on the type of rage of which you are capable, according to the following table.

    Rage Attack/Damage Bonus
    Lesser +1/+2
    Improved +2/+4
    Greater +3/+6
    Mighty +4/+8
    Primal +5/+10

    Power Attack: All barbarians gain Power Attack as a bonus feat at 1st level.

    Rage (Ex):

    As a free action, a barbarian can call upon inner reserves of strength and ferocity, granting additional combat prowess. Starting at 1st level, you can rage for a number of rounds per day equal to 4 + your Constitution modifier. At each level after 1st, you can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from spells like bear's endurance, do not increase the total number of rounds that you can rage per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
    While in a rage, you gain the following:
  • +1 morale bonus to all d20 rolls (attacks, combat maneuver checks, initiative, saving throws, skill and attribute checks, etc.) and to all static d20 target values (AC, CMD, special ability DCs, etc.). This bonus overlaps (does not stack with) morale bonuses from other sources (spells, a bard’s inspire courage ability, etc.). However, during any round in which both effects are active, you choose which of the bonuses to accept, and that round does not count against your daily rounds’ worth of rage.
  • Temporary hit points equal to your rage bonus x your total number of hit dice. When your rage ends, any temporary hit points not already lost disappear.
  • Temporarily immunity to the effects of minor conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends.
  • While in a rage, you cannot cast spells, use any Intelligence-based skills, or use any other ability that requires patience or care on your part; your effective Intelligence score for other purposes is reduced by an amount equal to your twice rage bonus (to a minimum effective score of 2). The use of spell-like abilities in a rage is generally permitted, however.

    When your rage ends, you take 1 point of damage per round spent raging (not reduced by damage reduction) and are fatigued for a number of rounds equal to twice the number of rounds spent in the rage. If you are already fatigued, you become exhausted instead (if already exhausted, you become unconscious). You cannot enter a new rage while fatigued or exhausted unless you succeed at an Endurance check (Chapter 4) to ignore that condition. If you fall unconscious for any reason while raging, your rage ends, and you are at risk of death when you take the damage from your rage ending.

  • Totem (Ex):

    You may select one totem from the list provided in Appendix A, to reflect the guardian spirit associated with your tribe, or else a personal spirit guide. Each totem grants a favored terrain and a special bonus as listed in Appendix A. Your totem bonus is equal to your rage bonus (q.v.), although it applies even when you are not raging. Unless otherwise noted specifically in the description, this bonus is considered a sacred bonus.

    Vital Strike (Ex):

    At 1st level, you gain Vital Strike (Chapter 5) as a bonus feat. When in a rage, all successful attacks you make deal Vital Strike damage, even if the normal activating conditions are not met, and this additional damage stacks with sneak attack damage (if any).

    Damage Reduction (Ex):

    At 2nd level, a barbarian gains damage reduction. Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Every four barbarian levels thereafter (6th, 10th, 14th, and 18th level), this damage reduction increases by 1 point. While you are raging, add your rage bonus to this damage reduction (e.g., an 11th level barbarian in a greater rage has damage reduction 6/—, rather than DR 3/—).

    Rage Powers:

    As you gain levels, you learn to use your rage in new ways. You gain the benefits of rage powers only while raging, and some of these powers require you to take an action first. Unless otherwise noted, you cannot select an individual power more than once. Rage powers come in 5 “levels”—lesser, improved, greater, mighty, and primal—based on the level of rage (q.v.) of which you are capable. When eligible for a new rage power, you can choose to select a lower-level power in place of a higher-level one, if desired. Tables listing examples of rage powers are provided in Appendix B, with rules descriptions following.

    Totem Ability (Ex):

    Your totem provides a special ability at 3rd level, as described for the totem chosen at 1st level. You gain an additional totem ability at 7th level. You may also choose to have no totem, gaining more generic barbarian class features instead (see Totems, below).

    Totem Feat:

    At 4th level, and every 4 class levels thereafter, your totem provides you with a bonus feat, drawn from the list given for your totem (barbarians without totems still gain bonus feats, taken from a separate list). You must meet all prerequisites to select any given listed feat.

    Improved Rage (Ex):

    Starting at 5th level, during your rage, your rage bonus improves to +2, and you are temporarily immune to the effects of minor and moderate conditions (Chapter 7). These conditions are not removed; they are merely suspended until your rage ends. Likewise, any magical [death] effects you would otherwise succumb to (such as a wail of the banshee spell), as well as death from massive damage, are delayed until your rage ends. You can ignore up to 1 negative level while raging, and attempt a save to remove that negative level when your rage ends.
    As the name implies, improved rage is an improvement to your normal rage, not a separate ability to be kept track of separately. Likewise, the greater rage ability (q.v.) is an improvement to your improved rage, and so on.

    Greater Rage (Ex):

    Starting at 9th level, your rage bonus improves to +3, and you are temporarily immune to the effects of minor, moderate, and severe conditions. These conditions are not removed; they are merely suspended until your rage ends. If ignoring an energy drained condition, you can attempt a save to remove the negative levels when your rage ends.

    Indomitable Will (Ex):

    Starting at 11th level, once per rage, you may attempt a second saving throw against any condition temporarily suppressed by your rage; if successful, that condition ends.
    If you are affected by an enchantment spell or effect while not in a rage, you can choose to activate your rage as an immediate action so as to delay the onset of the effects (assuming you have rounds of rage remaining for that day).

    Mighty Rage (Ex):

    Starting at 13th level, your rage bonus improves to +4, and you are temporarily immune to minor, moderate, severe, and critical conditions. These conditions are not removed; they are merely suspended until your rage ends.

    Tireless Rage (Ex):

    Starting at 15th level, you are no longer fatigued at the end of your rage, nor do you take damage for your rage ending.

    Primal Rage (Ex):

    Starting at 17th level, your rage bonus improves to +5. During a rage you are temporarily immune to the effects of all status conditions and effects—including death—that would impede your fighting. These conditions are not removed; they are merely suspended until your rage ends.

    Perpetual Rage (Ex):

    At 19th level, as an immediate action you can initiate any rage power you know even when you are not raging. This lasts as long as desired, but only one such power can be in effect at a time. You can switch out the power manifested as an immediate action.

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    Yes, the rules I described supersede the PF rules for held and readied actions. You can read more HERE, in the Introduction. The classes, skills, feats, etc. might be of interest as well, but there's 600 pages of material there.

    When do we find out if this is a go, and if so, who's in and how char-gen will work?

    M Goblin Beer Snob 1/Freethinker 3

    The door opens without complaint; evidently security here is lax. Beyond is a long hallway, with cell doors along the right-hand (west) wall; there are torches on the left-hand wall. Another iron door is at the far end of the hall, about 60 feet to the south.

    The cells appear to be unoccupied.

    2 people marked this as a favorite.

    I keep mentally pronouncing the X as an "Sh." Pretty sure that's not what you were going for, though!

    C'mon, the title is "Ask Kirth Anything." Don't let a few movie references scare you away!

    1 person marked this as a favorite.
    Kolokotroni wrote:
    You know baring a specific exception a character taking a full round action can still take a 5ft step right?

    Actually, no, I didn't. That's freaking asinine.

    BTW, does any caster in PF ever need to cast defensively, unless the opponent has like a 30-ft. reach? Oh, wait, I just looked through all the Bestiaries and noticed most monsters get reach way out of proportion to their size. It's only martial characters who are unable to disrupt spellcasting.

    1 person marked this as a favorite.
    Buri Reborn wrote:
    Reason being, essentially, the gradual stacking effects of those more small bonuses makes a certain outcome much more achievable than loud, flashy effects which might fail or have usage caps.

    Compare small, stacking Climb and Swim bonuses with overland flight and get back to me, when we need to cross a monster-infested river at the bottom of a ravine and then climb up the other side.

    I'd potentially be interested! My 2e thief didn't last very long in this adventure in 1990, and I'd love to play the rest of it. One bard, one oracle, and one brawler so far... how about a slayer? Human, of course.

    Corlan stared blandly over his cards at the dwarf across the table. After six hours at the table, even his characteristic swagger was starting to falter. The stumpy creep across from him had won the last six hands, blowing obnoxious cigar smoke the whole time, and Corlan's purse was insufficient to cover his latest raise.

    But there was something Corlan knew that the dwarf didn't.

    Leaning back, Corlan drew his short sword, then laid it carefully on the table, the blade pointing directly at the dwarf's cigar.

    "This ought to cover the difference," he said, then added, "By the way, Bruggan of the Kron Hills, you killed Pol O'Davery in Veluna last year. I tracked you all the way to Hardby before you made it on the riverboat there. It's almost fitting that I finally caught up with you here in Greyhawk, where I was born."

    The dwarf wasted no time protesting; he reached for the short sword instead. But Corlan was already on his feet, longsword drawn. "Game's over, fellas," he said to the other players. "I have a feeling I'm going to clean up on this hand."

    1 person marked this as a favorite.
    rainzax wrote:
    Can Fred use his held movement/actions to interrupt the barbarians on their actions?

    Yes, subject to his limited allotment of movement/attacks and the immediate actions needed to trigger them.

    rainzax wrote:
    To what extent does this slow down your combats?

    So far, not at all. Granted, a lot of the playtesting has been in the BAB +6 range vs. the BAB +16 range, but even when we had martials with multiple immediate actions, it was a lot more common for them to use all their attacks immediately, and maybe spend the immediate actions to Aid Another (which we rolled "flanking" into) or attacks of opportunity. Most of them chose other ally-defending options that didn't eat into their action economy (e.g., KELGAN).

    rainzax wrote:
    What about with newer players?

    They generally need help with almost every aspect of a system this complex. My main worry is that they'll later on end up in a straight PF game, realize they can't do stuff that seems obvious, and be upset.

    2 people marked this as a favorite.

    The problem is that any point system for feats any person derived would be almost completely different from one that any other person made up. Paizo, for example, still feels that "uses per day" balances an "I win" button, and that a minor situational bonus that you can otherwise use at will (on the off-chance that situation comes up) is incredibly valuable.

    Talonhawke wrote:
    I assume the bonus goes up by 1 each time it normally went up by 2

    Exactly right -- lesser rage = +1, improved rage = +2, greater rage = +3, mighty rage = +4, primal rage = +5.

    For damage, instead of a static bonus, you get Vital Strike as a bonus feat (+1d6 at BAB +1) and apply that damage to all attacks made while raging.
    I'll post a full table and revised text when I get a chance.

    1 person marked this as a favorite.

    Shoot, people still order General Tso's chicken at "Chinese" restaurants, despite the fact that it was invented in America.

    1 person marked this as a favorite.
    Envall wrote:
    Figure out some kind of a point system for feats so you can get buttload of crap ones instead of one good one.

    That was exactly the (unfortunate) idea behind feat chains.

    1 person marked this as a favorite.
    rainzax wrote:
    Kirth Gersen wrote:
    The real key to this is that you HAVE to give martial characters in the party the ability to interrupt people attacking the casters, by getting in the way as an immediate action.
    Can you clarify this?

    (1) You can move and still make iterative attacks.

    (2) I give a number of immediate actions per round equal to the combatant's number of iterative attacks, based on BAB.
    (3) On your turn, you can choose to not make some of your movement and/or attacks.
    (4) You can then spend immediate actions to do those things before your next turn.

    For example: Fred the fighter and Wally the wizard are 7th level, and are fighting a couple of evil 7th level barbarians. Wally wants to get off his confusion spell pronto, but with two berserks at BAB +7, he needs to make a DC 10 + 7 + 2x4 + 2 = 27 Concentration check to do it -- the odds of it succeeding are pretty bad.

    Fred has the highest initiative, takes one swing at one of the barbarians, and then waits. Wally goes next, and starts to cast -- normally the barbarians would interfere at this point, but Fred now spends an immediate action to step in between the barbarians and Wally, preventing them from getting at him to disrupt his casting, and then uses his other immediate action to make his second attack that round. Wally's spell goes off unhindered, and the barbarians learn that 1 fighter + 1 wizard >> 2 fighters or 2 wizards.

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    (1) I'd advise not trying to bring in too much RL experience into a discussion of game mechanics. For example, I'm agile as hell, but I can't shoot worth a damn, and am not very good at the hatchet toss. Does that mean Pathfinder is WRONG for using Dex mod for ranged attacks? No. (Using Str for thrown weapons and Wis for projectiles, as I'm doing at home, is a fun experiment but has no bearing on how the game "should" work.) "Simple" and "well-balanced" should pretty much always trump "realistic" in the hierarchy of design goals for a published RPG.

    (2) Always beware of your own subconscious fanboyism. I love TWF, which makes me want to err on the side of making it LESS good, not more so. There have been too many threads demanding a 2d6/15-20/x4 finesse katana for me to discount the role this plays, and why it's not good for game design.

    M Goblin Beer Snob 1/Freethinker 3

    In the mucky tunnel, you can use swamps or underground, whichever is better.

    M Goblin Beer Snob 1/Freethinker 3

    N.B., Perception doesn't work for traps without setting them off -- use Disable Device (mechanical traps) and/or Spellcraft (magical traps).

    M Goblin Beer Snob 1/Freethinker 3

    Having removed the guy's armor, the DC 20 spoiler above now becomes DC 5.

    M Goblin Beer Snob 1/Freethinker 3
    Jym Withawye wrote:
    [ooc]Ok, I remember that there was only one way out of this room, and it led back to the water-filling room, correct?

    Luckily, your recollection is faulty with to respect to the other two ways out of the room:

    Kirth Gersen wrote:
    Yes, there's an iron door in the south wall, and a regular wooden door in the east wall, next to the "secret" door you just came through.

    M Goblin Beer Snob 1/Freethinker 3

    They guy has nothing else of interest on him. The armor/rags is more than just clever manufacture; the appearance of rags is totally at odds with the tactile sense of what he's wearing.

    M Goblin Beer Snob 1/Freethinker 3

    After a few minutes to rest and check your surroundings, the fog begins to disperse and, more importantly, your blinded companions' vision clears. The tunnel you're in slopes upwards, and dead-ends in a stout door. It seems likely that the room beyond is dry.

    DC 28 Perception or Spellcraft:

    The door has a faint, nearly-invisible, weird-looking symbol on it.
    Knowledge: Linguistics or Spellcraft to identify.

    M Goblin Beer Snob 1/Freethinker 3
    Jym Withawye wrote:
    Does being underground still count as being in the city for Jym's favored terrain? If so, he can view the DC 10 spoiler.

    This is a veritable underground section of the city, with proper walls and floors and doors and rooms and stuff, so, yes, it should count. Favored terrain (underground), on the other hand, more often assumes caves and stuff, doubtless dark and dank and full of bats and bugs and maybe even flesh-eating zombies -- the types of places Jym is probably now anxious to avoid.

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