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Serpent God Statue

Matthew Downie's page

3,306 posts. No reviews. No lists. No wishlists.


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MendedWall12 wrote:
Never mind the fact the the rapier, historically speaking, was a sword designed both for slashing and piercing, and was an elegant weapon used by gentleman. While the estoc was basically designed as a giant punching dagger, good for going through plate armor.

In history, but not in Pathfinder, where a rapier is a weapon never used for slashing and is exactly as capable of sundering a breastplate as a battleaxe or warhammer. If Pathfinder doesn't give you the flavor of a rapier in its mechanics, why not just take an estoc or whatever, and then draw a picture of your character holding a rapier?

If you had a choice between a glaive-guisarme that did 1d8 damage, and a guisarme-glaive that was exactly the same except it only did 1d6 damage, could you see yourself ever choosing the latter?

Remco Sommeling wrote:
Matthew Downie wrote:
I'd transfer the potion from the bottle to my mouth before jumping, and try to swallow just before landing.
That might work, GM willing. Though it would cheat the standard action economy a little, it wouldn't be too far fetched for a GM to rule it will only keep it's magic for a few rounds out off the container.

It would still take a Standard Action to swallow, for game balance reasons. It just removes the manual dexterity aspect.

Personally I only ever ride on a gorilla riding an elephant riding a magic carpet.

House rules for what game?

I'd transfer the potion from the bottle to my mouth before jumping, and try to swallow just before landing.

Cunning Caster

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What if you believe in both justice and freedom and you're in favor of altruism but you're too selfish to make any real sacrifices for it? Doesn't that average out at Neutral?

A regular white dragon can already attack 5 times in a round. Are you increasing this to 10?

Nobody knows what Freedom of Movement does.

Is Icy Prison "magic that usually impedes movement, such as paralysis, solid fog, slow, and web"?

Technically it is, but so is a wall of stone that blocks you into a room, and few GMs would allow you to walk through a wall of stone with FoM.

Val'Ross the explorer wrote:

I always lose A of O to the 5' step. With a 10' reach I have 1 square between me and the opponent. With the 5' step, they safely enter the empty square and attack me. Is my GM and my understanding wrong?. I was looking things up in the rules and can't find the range examples.

If you are moving to ten feet away on your turn to attack them on your turn, then you get the first attack, but they get to 5' step on their turn and full attack you without an AoO. However, there are other circumstances when the AoO comes into play.

For example, ready an action to attack them and let them come to you. You get a readied attack as they move into your threat range, you get an AoO as they move adjacent to you, and then they get only one attack because they moved.

If you can trip them on the AoO, they won't even make it adjacent to you.

Or use a Ride-By-Attack and move out of their step-reach.

Or use Lunge and attack them at 15' range.

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Cavall wrote:
Or...just ride on a magic carpet yourself.

No! If you want to get double damage with your lance you have to sit on the horse and have the horse control the magic carpet. It doesn't work without the horse.

If you're willing to spend 60,000gp, you don't need a custom item - just stick the horse on a magic carpet.

Let's try to come up with some possible rules...

(1) When a character is moved away while grappling, the grapple is automatically broken.
(Might be too easy to break grapples in some cases. For example, bull-rush your friend - who can choose not to resist you - to get him out of harm's way.)

(2) When a character is forcibly moved away while grappling (whether they are in control of the grapple or not), the other party can choose to either break off the grapple or go with them, space permitting, unless the grapple involves extra-dimensional travel.
(Means that an ability that could move one character can move two with no greater effort.)

(3) When a character is forcibly moved away while in a grapple (and extra-dimensional travel is not involved), the creature in control of the grapple can make a new grapple attempt as a free action. If the grapple attempt fails, the grapple ends. If it succeeds, both the creatures are moved, but only half as far. If this would reduce the movement below five feet, there is no movement.

The rules for lava, in case anyone still thinks they're relevant:
"Lava or magma deals 2d6 points of damage per round of exposure...

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact..."

So it's based on how long you're in the lava for. I'd interpret it that if you end one turn in lava, and leave immediately on the start of your next turn, that would count as one round of exposure, and if you passed through it on your turn, we'd round up to one round.

There are some notable changes from 3.5 to Pathfinder listed here - not sure if that's useful to someone with 3.0 experience.

It's amazing they burn for so long. It's almost as if a bunch of people were stuffing more straw into them...

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The rogue skillset seems barely necessary most of the time. It's either stuff lots of classes can do (spotting traps, stealth), or boring 'roll to disarm the trap' stuff that gets added to the campaign to make the rogue feel useful (and, again, is something that lots of characters could do in various ways).

Either house-rule that they can't use that ability against anything but moderate-sized enemies making melee attacks, or house-rule it as a dodge that doesn't require the weapon.

The latter is probably better from a game-balance perspective.

Sylla Kei wrote:
3. Is it possible for a group of entire newbies (including the gm) to start participating in pathfinder society scenarios? I know that the pathfinder society is more strict on how the game is played than casual house rules are so if we were to take out a more complicated aspect of the game like attacks of opportunity (like the beginner box rules do) , would that invalidate the session's chronicle sheets?

Yes, PFS is supposed to be run according to a standard set of rules, so you can join a stranger's game and know what to expect.

Rhazgul wrote:

So, suppose that I have a warrior class, lvl 2 (+2 Base Attack) and Str. Mod +4 (due to 18 Str.) and a Feat that gives him +1 to Base Attack with axes (a 1d12 axe).

How much is the Base Attack and damage, for meelee, in this case?

Base Attack is still 2, but when you're attacking:

+7 to hit (All those bonuses added together.)
Damage of 1d12 + 6 (Strength modifier of 4, multiplied by one and a half because you are, I assume, using the axe two-handed.)

GMs usually hate it when you try to buy a bison at low levels, since they're ridiculously powerful for the price...

Zenogu wrote:
The only skill that has a "natural 1 fumble" is use Magic Device for activation.

To be precise, you suffer a penalty (you can't try to activate that item again for 24 hours) for UMD on a 1 only if you also fail the skill check - there's no auto-fail.

In an all-3d6 stats game, unless there's cheating going on, most of the rest of the group will probably be pretty weak. A martial with 18 Strength will be a valuable contributor to that party - a reach weapon and heavy armor being a good option with those stats.

Depending on item availability, one possibility is to go for a fighter (or slayer, or whatever) with a single level dip into wizard or magus; then get wands and cast defensive spells (Shield, Mirror Image) to improve your survival chances.

Or start as a Wizard who stays back and uses spells at first, then charges into battle when his allies start to take damage. At level 1 there's not much difference between a Fighter and Wizard with the same stats in terms of damage output.

Ravingdork wrote:

Game designers have made it abundantly clear that a weapon's hardness and hit points are based on the WEAKEST part of the weapon. If you have an axe with an adamantine head, it still has a base hardness 5 and 5 hit points--because someone trying to sunder it would naturally be targeting the handle, not the axehead.

You absolutely CAN sunder a bow by targeting the bow string (and it would not have the statistics of wood).

They give you the hardness of a bow. It is 5. That is presumed to be the hardness of the weakest part, since you always sunder the weakest part. So if we accept the claim that hardness is based on the weakest part (and not the largest part), either the bowstring has a hardness of 5 (and a whipwood bow wouldn't be harder than a regular bow), or the bowstring isn't the weakest part.

joep wrote:

That's the aspect of the role playing within the campaign. The interaction within the world.

Lots of potential.

You find an old sage, he's willing to help you truly identify the item but you must perform a task for him.

In a game where you're often finding magic items by the sack-load, getting an item identified isn't the most interesting motivation for a quest. ("You have slain the Jabberwock! As a reward, I will tell you what you wanted to know: it's an Amulet of Natural Armor +1.")

I'd rather make something up where the role-playing interaction is built in from the start. "The court spymaster will put in a word for you to be granted lands, if you'll help him out by infiltrating the assassin's guild."

joep wrote:

Wizard rolls a 20, with +13, My total is 33. Tell me everything.

Do you read him this?
A necklace of strangulation appears to be a wondrous piece of magical jewelry. When placed on the neck, the necklace immediately tightens, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim's throat even after his death. Only when he has decayed to a dry skeleton (after approximately 1 month) does the necklace loosen, ready for another victim.


He passed the skill check, so he get to avoid the trap.

I have some nostalgia for games with no 'Perception' or 'Find Trap' skill, where you identify dangers by poking everything with 10 foot poles, but Pathfinder is a game where passing skill checks gets things done.

joep wrote:
What happened to bringing the item to large city, finding someone in town to help identity these wonderous items?

Boring. And what's the guy in town going to do that the Wizard can't?

"Fire brought within 5 feet of brown mold causes the mold to instantly double in size."
How often can it do this? If I summon a huge fire elemental next to it, does it double in size once a round until the elemental dies, or what?

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Running an adventure path, I did my prep-work and looked up the details of the rules of the abilities of every NPC and monster in the campaign so I'd know exactly how they worked.

This turned out to be way more time-consuming than I could have imagined before I was a GM. Players can't really appreciate the effort required to GM properly or how easy it is to make all kinds of mistake.

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It doesn't seem like much of a curse in standard play. The average Wizards loses all power without his spellbook, component pouch, and bonded object - that's three objects to keep track of. Generally those things don't happen unless a GM is going out of his way to mess with you.

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I'd have assumed Aid Another on Knowledge checks for knowing something wasn't normally allowed, outside of things like library research.
"I don't know what monster this is that's attacking us."
"It looks red - that might be a clue."
"I've noticed that it's breathing fire at us."
"Are those big wings growing out of it's back?"
"Thanks for the assist, guys! It must be a red dragon!"

I've occasionally done that as GM - thrown in a bunch of low-level minions to help the boss hit the PC with the high AC.

_Ozy_ wrote:
So, a wand of dispel magic is a awesome counterspelling machine?

Not that awesome, since you have to make an opposed caster level roll, which in the case of a wand it likely to be CL5.

The nearest we have to an official definition is developer commentary.

Lemmy wrote:
I've never seen a support character so incredibly weak that they had no chance to hit the opponent and couldn't do anything better than spending their standard action to grant a +2 to/against a single attack roll.

I've seen them - like the Bard who's spread his stats around evenly and can only plink away with a shortbow, or cast spells with very low DCs against a limited selection of opponents.

It happens more in games where there are around 7 PCs and the GM tries to make up for it with high CR opponents and only specialists can hurt them directly.

It's an awful option for well-built characters that have useful direct actions available to them in the vast majority of combat situations. It's a useful option for badly-built characters.

A player should take responsibility for learning how their own character works. This includes complicated things like Wild Shape.

Blakmane wrote:
I'm also doubly as confused because a great deal (almost all) of monsters listed by you have multiple natural attacks and most definitely do suffer from losing their full attack.... so.... huh?

If a winged opponent is using natural attacks, you have no need to pick up a bow or drink a Fly potion - it should be close enough to the ground that you can just hit it with your sword.

A flying wizard zapping you with ranged spells, or a dragon blasting you with acid from a distance, is the type of thing we're talking about.

(If you can fly up and charge the enemy, and it moves away each round to blast you, that's probably an AoO. So even if you can't full-attack you're able to melee attack twice per round.)

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Guide to light and darkness

DM_Blake wrote:
I have core rulebook stats for hardness and HP of rope (Hardness 0, HP 1 per half inch of thickness).

Seems unrealistic. Find a rope, tie it round a light fitting or similar so it dangles in the middle of the room. Now hit it as hard as you can with the sharpest blade you own. I'm betting it flexes but doesn't break.

Pathfinder Design Team: protecting us from overpowered crossbow specialists since 2008.

You would have Aspect of the Falcon, minus the critical threat / multiplier effects of AotF, plus the Keen. I think.

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There are already rules for being poorly strapped into armor - "The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal". They do not depend on proficiency.

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Is there a CMB modifier for targeting a specific component of an object as opposed to the object as a whole? Can I destroy the hilt of a greatsword? The straps of a shield?

Does the bowstring of a magical bow get increased hit points?

It's not a terrible idea to allow called shots on objects, but it's not very RAI.

I've never seen a martial wearing armor they don't have the proficiency for anyway.

DM_Blake wrote:
The last time I had a player try to use his bow while threatened (he had the Point Blank Master feat), he found out that bowstrings are hardness 0 with 1 HP and anybody can sunder a bowstring with any slashing weapon even with minimum damage.

This is a house rule, yes? There aren't specific rules for spare bowstrings and so forth?

I don't like that rule. (A DC 10 Wisdom check is required to get the timing right.) Firstly, a Reflex save would be a better measure of how good you are at precise timing. Secondly, what happens if you fail the roll? Presumably if you err on the side of caution and drink the potion 75 feet from the ground you're basically fine, but if you drink it too late you take full damage.

Summon Monster:
"Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil"

Summon Nature's Ally:
Does not say the above, and none of the creatures are marked with a "*".


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