Lonicera

Malena Imoroa's page

29 posts. Alias of Brian Baird 35.




As a number of oozes have the split ability how does everyone view it when it splits if the first ooze was hit with a witches hex, or a rangers hunt prey.
I myself can see it working in a few different ways
1 the now two oozes are completely new and anything that hit or targeted them before is ignored. In this case a witch could hit both of them with a hex, a rangers hunt prey has to be put back up on one of them, and Persistent Damage goes away.
2 only one of the oozes is new and the other is the original, so a witch could hit the new one with a hex but not the original one if it had already hit it with a hex, the ranger still has the original hunted but not the new one, and Persistent Damage stays on the original.
3 they are both considered the original, and witch cant hit them with a hex they used when it was only one ooze, ranger is now hunting both of them(dumb and not likely at all) and Persistent Damage now is on both of the oozes.

Over all I think 1 is most likely to be the case, but I can see 2 being used at the table so no class is put at a disadvantage, and 3 I put in just to be more complete.


Quote:
Your earth elemental ancestor's influence manifests in you as dust and dirt, like the soil of a field or the hot desert sands. You can sustain yourself on dirt and ash instead of normal food and water.

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So for the fun of it I have to ask. With the dustsoul not needing to eat or drink normally, would that mean they cannot have tears? Or even any liquid be able to normally leave the body. I am not talking about anything involving rules like bleed effects just flavor things. Does the dirt and ash come out the other side at all? or as a brick? Could they mine forever and just eat to make a tunnel?
What are some other silly things that come to mind with the dustsoul for all of you?


So I ran into an odd problem, How does the use of Aligned Oil (holy) work for the once per day ability the holy rune grants. Key part would be if more then one Aligned Oil (holy) were put on a weapon in the same day. I can see it playing out in two different ways at least.

1 The holy once per day ability will only trigger once no matter how many times you add oil to the given weapon.

2 Each new use of the Aligned Oil is treated as a different Holy rune for the day. And you are spending money to make it happen so why would you get less then what the Holy rune says it gives you.

I am thinking it is 2 over all. But I felt unsure and would like some feedback.


So this came up in my groups game. the set up, the paladin has two hands on his lance and he wanted to mount up on his horse. One person pointed out that how can he do that without using at least one hand to grab the saddle. Another person thought that they could mount up without using arms in just a few tries in real life. In the end the gm let the paladin do so to move the game along.

My question is what are your thoughts. Should you be able to mount up with no hands, or require one hand or even both hands? All of this also assumes that a character is at the same level as the mount, no step mounting block or something like it.


So this came up in my group recently. How on a lance do Jousting and Deadly work together. In the end three ideas came from it. The problem being that with jousting if you move at least 10 feet before an attack you get bonus damage equal to the number of damage dice for that weapon. So a 2d8 striking lance would give +2 damage. then deadly comes in on a critical and adds one weapon damage dice.

1,The extra damage from jousting and deadly do not mix at all. ie 2d8 striking lance +4 for jousting, then deadly die added and nothing else.

2 the extra damage from jousting and deadly do mix and jousting damage is doubled working with the deadly die. ie 2d8 striking lance +4 for jousting, then deadly die added in and +2 for jousting from deadly die.

3 The extra damage from jousting and deadly do mix and jousting damage is not doubled working with the deadly die. ie 2d8 striking lance +4 for jousting, then deadly die added in and +1 for jousting from deadly die.

Source Core Rulebook pg. 283 wrote:

Jousting

The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.

Source Core Rulebook pg. 282 wrote:

Deadly

On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.

I know this only matters for lance at the moment but I think other groups might have the same problem mine did and we could not find anyone talking about it.


As Lesshy seedpod is an unarmed attack is it possible to use while wielding a weapon in two hands. I think it should be able to be used but just covering my bases by making sure here.


Everstand Stance with Grasping Reach is a build for a leshy champion i am looking into. I feel it is not completely clear and would like to make sure it works together before I as the GM to make a ruling.

Everstand Stance makes the shield two handed or at least you are using it two handed and the die size goes up by 1, so shield bash goes from 1d4 to 1d6, boss and spikes go from 1d6 to 1d8.

Grasping Reach

Quote:
You can extend a tangle of vines or tendrils to support your arms and extend your reach. When you wield a melee weapon that requires two hands, doesn’t have reach, and deals at least 1d6 damage, you can change between a typical two-handed grip and an extended two-handed grasp using an Interact action. Weapons wielded in your extended grasp gain reach of 10 feet. This grasp is less stable and powerful than a typical grip, reducing the weapon’s damage die by 1 step.

As shields do not require two hands but everstand stance lets you use shields with two hands do they work together. I guess same could be said for any weapon that lets you use two hands for higher damage dice.

So if it all does work together then total result is 1 action activate Everstand Stance, 1 action gain reach, last action free to do what ever for turn 1. getting a +2 hardness on shield, same damage die as normal, 10 foot reach.


What would be torrent snare's duration. It does not state how long the difficult terrain it creates lasts. Until the end of the turn of who ever triggered it. One full round, or something else?


So as both forager and coyote cloak both say on a critical success they feed twice as many people. Do they combined feed 4 times as many people or is it a stacking thing where it feeds 3 times as many people.


I had a silly thought with the playtest witch and swashbuckler. The thought was a swashbuckler taking witch multiclass and then taking living hair and fighting that way. You could also reverse this and have the Witch take swashbuckler multiclass and grab dizzying parry to make the hair get +1 more ac when using it to parry.

I know the multiclass feats for these classes dont exist in the playtest. But just following the pattern of level 4 you pick one class feat, and level 6 pick one class feat equal to half your level.


I would like to hear peoples thoughts on what some good Illusory Creature uses would be for creatures that would be large size and larger still. Something that would not clearly give a save because too little damage was done. like in the example a large dragon only doing 5 damage the gm might give a free action perception to save vs Illusory Creature.

- horse
- giant frog

Those are the ones i can see doing the right amount of damage and being large. Feel free to suggest monsters from pathfinder first ed as those monsters are still around even if they don't have stats right now. In the end I would like this used as a reference for anyone wanting to use this spell but they don't know or have the time to select a creature that would do the same amount of damage that Illusory Creature would do for its level.


I put together what I could for a Fall of Plaguestone collection for 3d printing. It is missing some things and others might find better models. But it is a good first step.

https://www.thingiverse.com/pavaan/collections/plaguestone


So I am making a level 1 character for a new game and would like to hear what you all think is too much mundane gear on one person.
The character has strength of 14 so light load is 0-58 medium is 59–116 and heavy is 117–175
It is all the 10 lbs items that should not fit in a backpack are why I am bringing this up. And any advice on how to bring all of this stuff along you might have. The adventer starts in a city and is old dungeon crawling inside the city.
here is the gear layout

60 gold to start
10 for leather armor 15 lbs
2 for spear 6 lbs
whetstone 2 cp 1 lbs
spear thrower 1 gp 1 lbs
sledge 1 gp 10 lbs
shovel 2 gp
saw 4 cp 2 lbs
ear trumpet 5 gp 2 lbs
crowbar 2 gp 5 lbs
collapsible plank 4 sp 10 lbs,
bear trap 2 gp 10 lbs
Vermin repellent 5 gp
2 chalk 2 cp
2 tourch 2 cp 2 lbs
backpack 2 gp 2 lbs
rope 50 feet 1 gp 10 lbs
sack 1 sp 1/2 lbs 4 cubic feet
folding pole 2 sp 10 lbs
water skin 1 gp 4 lbs
block and tackle 5 gp 5 lbs
3 piton 3 sp 1.5 lbs
104.02 lbs used

inn stay 2 nights good 4 gp
three days common meals 9 sp
meels 10 gold 30 lbs at inn
55 gp used


I would like to get the thoughts on dwarf ancients blood. I understand that getting +2 to saves vs magic is very good, but is the cost of -2 Resonance Points worth it. It would make a dwarf that has put nothing into charisma get the first resonance point at level 4. The other side is does that even matter, will magic items not have much effect before level 4.


just to start my notes.


the game thread, post here with an alias you named for one of the gobins that you picked to play.


closed recruitment. making it for some friends to try play by post. when you three are ready make a post on this thread and we can go from there.


This is for those that have made silly mistakes playing any set of the card game.

Playing deck 1 of wrath, and for the first 2 senereos we got down to only 4 turns left or so. we thought it looked a little low, When setting up for the third one we counted the blessing deck and found that we only had 20 cards in the blessing deck.

I could not find another thread with this idea, just wanted to make one.


For the barrier storm when does a player roll any dice for it. My view is you only roll if you are at the same location as the storm when you start your turn there. My friends view is if you are not at the location roll to see if it moves. Is one of us right is there another solution?


11 people marked this as FAQ candidate.

I would like to know if this was correct or not for the Techslinger archetype of the gunslinger in the technology guide.

techslinger archetype page wrote:


Techslingers still start play with the black powder blunderbuss, pistol, or rifle granted by the gunsmith class ability
what i call into question is the Rifle, the normal gunslinger starts out with
d20pfsrd wrote:
blunderbuss, musket, or pistol

So does the Techslinger start out with the option to take a gun that is that much better or was that a misprint.

Goblin Squad Member

I am a little overwhelmed by the number of company and settlements that i have seen. I don't know who to ask to join. I would like a company or settlement that i could play with. the time that i can play is 11 am -4 pm pacific time. I am thinking of playing a fighter tank and i have fun gathering i have found.

only post like this i will make and i will not bump it.


So what would be the interaction be between mythic longevity and the spell Threefold Aspect. would the mythic ability make it so you take no penalty's, or would they both work only in the way that is worded, with mythic longevity only applying to real age, and Threefold Aspect does the bounes and penalty regardless of what other ability you might have.


So I have an idea for a campaign, where like in the movie groundhog day time goes backward after a set amount of time has passed, in the movie it was just one day, I was thinking of having the time be one month, where the players start the game and then after a month has passed they go back in time, keeping only there knowledge and level but not the gear,

I know there will be problems with this idea for one reason or another, i would like to get any thoughts that all of you have on this idea, and any problems or solutions you might have for it. thank you for your time.


Just a way to keep my notes for my game,

notes 1:

give players money= to what i owe them for there level

i owe them 6000 each or so.

party
bag of holding type 3 7400 35 lbs
wand of magic missle cl 5 40 charges
2 mule back cords 2000
1st lvl peral of power 2 of them 2000
kyle
Braclet of silver smite lesser, treat palidn levels as 2 higher for smite evil. 8000 as an idea
nick
Bracers of archer lesser 5000
Hat of disguise 1800

jr
rod extend lesser 3000
peral of power 2, 4000
fro
Blessed book lesser 6000, 500 pages in it
reach lesser 3000

12000 in gold gems and metals,

tell them of agile wepon property +1 to do dex mod in damage rather then str, only with things that can be finessed.

find out how much xp i gave out last game.
cr 6 all 4 fought it 600
cr 10 all 4 fought it 2400
cr 6 3 fought it. 800
quest reward cr 8 all 4 1200

5000 xp for players

if that gets them to 51000 then they level.

idea to trade
manor for ship with full crew for a year payed crew.
manor for greater demi plane 8 castings ending up being 27200 cubic feet or about 2 cubic miles
rent is 2000 a month.

house rule, magic armor can only go up or down one size from its origanal. when melted down for mats it gives mats as if it was its normal size.


My gaming group for the most part only does 3.5, i am trying to get them into pathfinder a bit. my dm let me play the alchemist as a sort of test run for the pathfinder classes. i am the first alchemist in the world as the class, so i am experimenting finding out if i can learn spells that re not on the alchemist spell list, and if i can learn spells and make them into oils like magic weapon. this is all being done by role playing so it is not me just trying to min max, also we are level 2 right now in the game.

now for the question. how do you think it would effect the game if an alchemist with the infusion discovery was able to use his spells as oils, or learn spells that are not on his list such as from cleric or druid list, but still ones that makes sense ie no aoe fire ball in a bottle. so what do you guys think.


All of you find yourself s in Ketapesh the nation of trade. in the city of solku

ketapesh map:

solku as a city
city:

corruption 1, crime 0, econ 3, law 3, lore 2, society 1.
base value is 1,400 gold, limit is 7,500 gold. danger 5.

each number is a modifier for different skills, while in or around the city. they will be used for other city's as well.

-corruption=modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground)

-crime=Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

-economy= modifier on all Craft, Perform, and Profession checks
made to generate income.

-law= modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials.

-lore= Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.

-society=Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

base value=magic items of this value or lower are available 75% of the time, if not another check is made to see if it will be ready in a week.
limit=most money a single shop can spend on a buying a item from the party. If item is worth more party will have accept lower price, find someone with deeper pockets, or go to a larger city.
danger=add as a modifier on city random encounter table.

As each of you approach the city you see tall thick walls as high as 90 feet tall made of stone. Over the walls are taller buildings still, one that has a stone carving of a woman with wings holding her hands out for all to come to her. when you enter the gate to the city you see the guards each have a tabard of the same woman on there uniform.

dc 15 knowledge religion, history, or local:
they all wear the holy symbol of Sarenrae, the goddess of healing, sun, honesty and redemption. this city is guarded by her worshipers.
as the guards look you over and let you pass a man approaches you with a smile, half glass of ale, and a coupon.
"here you go, drink up it must have been a tiring trip you had. here is a coupon for a free breakfast at the breakstide inn. the best inn that is in Solku, you can find it on the west side of the market." after that he leaves and says and does the same to the next person to come in. leaving you at the entrance to start exploring the city.
now go have fun guys.


notes for me to use for my campaign, if you are not a player please do not post here thank you.

base info 2 players each 2 chars for themselves
point buy 25 points, books available for players making chars are core, advanced players guide and ultimate magic, latter on ultimate combat when it is out

starting nation is ketapesh and starting city is solku.

game will have ability to have adult content in it.

it will be a sandbox style game with a over arching plot, plot subject to change depending on players actions.

getting party together a call out for adventures to help kill off a two headed gnoll. chanar cynore leading it. white canyon

temp is hot as default at 85-110 10-20 cooler at night. core book page 438 for more info, heat danger when active with no cooling make save in hot fort save of dc 15+1 per hour or take 1d4 nonlethal damage and fatigue every hour, in sever heat 110-140 check every 10 mins same dc and damage.

land is savage for most part types of land are savanna, dessert, rocky hills, mountains, and small swamps.

key gods for this
abadar-trade
sarenrae-healing, sun
lamashtu-mother of monsters
rovagug- destruction and wrath.

extra info can be gotten from legacy of fire path. as well as the katapesh book

non magical goods and serves and crime not list or remembered offhand don't have a price over 100 gold

can be member of many guilds but must pay dues each month of 1 gold at minimum.

use lots of gnolls, and there slaves what ever they may be.
use random encounter table at back of beastary.

my take on city block for katapesh and solku

katapesh

katapesh:
-ruler counsel +4 society -2 law and lore
-academic +1 lore +1 spell lvl
-notorious +1 crime -1 law +30% base +50% limit +10 danger
-prosperous +1 econ +30%base +50 limit
-strategic location +1 econ +10% base
-tourist attraction +1 econ +20% base
-magically attuned +20 base +20 limit +2 spell casting limit.
-alignment N +2 lore

result corruption 4, crime 5, econ 7, law 1, lore 5, society 8 spell casting 9th with few 11th/epic hidden. danger 20, for fun base is 37,600 gold, limit is 240,000 gold, assets 1 billion gold.

solku

city:
-ruler lord no mods
-insular +1 law -1 crime
-prosperous +1 econ +30% base value +50% purchase limit
-race intolerant gnolls
-strategic location +1 econ +10% base value
-lawful neutral +1 law +1 lore

result is corruption 1, crime 0, econ 3, law 3, lore 2, society 1.
base value is 1,400 gold, limit is 7,500 gold. danger 5.

places of reference game mastery guide page 213 and around there,

pathfinder treasure generation

pathfinder ogc


adamantium bullets would they break when they miss the target. it is understandable for arrows or bolts, but as ammo for guns and slings too by extension would they break, sorry if this has been brought up before.

other special materials as bullets as well what are your thoughts.


how were meta magic feats meant to work with word casting. are the meta words meant to be the equivalent to meta magic feats. and if they are doesn't that change the power in what ever way between normal casters and word casters. being as one has to take a feat for empower for example and the other would just use a spell slot or spell known.


i do not know if this has been addressed elsewhere but what is the scale of the map for iobaria in kingmaker three. there is no key for how many miles any part of it is. would like to know because i think my players are going to jump off the adventure path soon and go after iobaria to rule it.


a spot to have players and dm's put what they would want or are thinking about doing after the last adventure in the kingmaker adventure path. examples

my players want to take control of the river kingdoms, so I have put together some army's and events for each of the small kingdom's based on what they players do. if they attack dagger mark then there will be many assassins after them for some time.

also if you find your game falling off the adventure path for some reason or another this is an area to get ideas from, i hope.


3 people marked this as a favorite.

this is a spot for people to post how they have changed there own kingmaker game with there own house rules, be it what some buildings do, new buildings, extra rules ect.

to get the ball rolling i will put in what i have done for my own game.
buildings

mageatoruom 60 bp, 3 major items, +4 econ +2 loyalty. half's cost of war mage collage.(balanced or fair more then likely not, came up with it on the fly in game)

war mage collage. 30 bp +2 stability +4 defense, allows the training of casters for your army, to work in a military unit.

dragon roost 24 bp. +2 econ +2 stability, allows the raising and training of dragons from eggs to mounted combatants, *note must ether have a dragon willing to let you have and raise its eggs or buy them*

flying invisible castle 160 bp. standard castle stats +4 loyalty. players wanted it so let them build it. it also has invisible purge inside of it. does not so much fly as levitate up and down.

i added in research for buildings, much like how casters can research how to make or cast new spells, i had the players research how to make new buildings. for my game i had some buildings give research points each month that would go to the total amount of research needed to learn how to make a building, buildings are and how many research points they give are ; library 1, casters tower 3, academy 5, and magetoruom 8. i also let the research go faster by putting in bp on a one for one basis for research. example a building the players want to research would cost 15 bp they have buildings that would give them 10 research but don't want to wait till next turn to finish it off, so they put in 5 bp and finish off the research.

allow the recruitment of non standard races for leadership positions, ie monsters, gives a +4 unrest, might be higher or lower for what kind of monster you are putting in power. ie orc would give less unrest then a evil dragon would. but still following having to make them friendly first.

Spoiler:
my players bribed the hill giant into being there warden by having a brewery just for him

adding in small buildings that are meant for the farm hex's like a school house, a Doctor, druid hut, ect limit being 1 of such buildings per hex being built each turn. you pick out what sounds right for your group for bounes but each one should not be that big.

talking to the players about what there nations rules will be, who would be allowed to live in the kingdom or city, would monsters like kobolds be let in. what are the holy places dedicated to is it on god many just all of them ect. just stuff to make the kingdom feel more real then numbers for you as dm and for the players.

an odd one, but giving a hex to druids and not touching it and have them return the favor some how, i gave the players each farm gave them a total of 3 reduction to consumption*for plant growth*, or a -2 bp cost for buildings*from stone shape*. the druid hexs will go up in size as the size of the kingdom goes up.

cost of army of spell casters going up 1 bp for each spell level they can cast. made a few test army's and none can stand up to the mage army so it will have a higher cost because mages are not cheap.

using the game master guides city making guideline and its rules, but if the highest level casting a city can do is 9th level or higher just have that be a ritual where lower level caster join together to cast such spells, taking lots of time and the one in the lead of the ritual has to have a npc feat for it.

the building limit be for district rather then for the kingdom per turn.

that is all i can remember for now, well that can apply to other peoples games at least.

The Exchange

a odd question for the more physics minded people out there. the interaction with a mid sized creature in a closed portable hole with a bottle of air. yes the bottle of air ups the amount of time that you could live in the hole for. the base being 10 mins. how long would it take for the bottle of air to make too much air for the portable hole to become so pressurized that it kills what ever is in there. and if a creature was in the hole for a time and there was presher build up and got out before the presher was enough to kill it would the creature have the bends.

i ask because my group has been putting party members in the hole, with bottle of air in it, and having the monk run for a day with the potable hole for faster travel. and i just saw this flaw with it. if it even is a flaw.