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Serpent God Statue

Matthew Downie's page

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Rhedyn wrote:
A mere offer cannot be construed as threatening or harm and you guys effectively killed her for it.

If you go up to someone and offer to buy their soul or whatever, they might very well take offence.

It's difficult to handle this type of situation, either in character ("I'm just doing what my character would do!" "Well, I'm just what doing what my character would do - killing you because I'm a Paladin and you're obviously evil.") or out of character ("We've decided to cut you out of our gaming lives, please leave.")

They probably didn't handle it the ideal way - whatever that was - from the start, but there's no need to insult the entire group over it. It sounds like they tried to work around the problem and eventually lost patience. That's what most people would do.


Nope.

Quote:

Giant Subtype

A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision, and treat Intimidate and Perception as class skills.

Enlarge Person doesn't give the target low-light vision, etc.


And at higher level, archers can fire lots of arrows per round, so blocking one of them isn't that effective.


No dice roll required. As long as you meet the requirements (one hand free, not already done it this round) it works.


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We were in a situation before where the vast majority of players thought it worked the other way. You could bring a character with a magic bow to a PFS game and take it for granted that whoever was GM would let you penetrate DR. Even members of the PDT thought it worked the other way:

Mark Seifter wrote:
Personally, I'd like there to be some reason to buy +5 arrows, but that bias aside, I think the text leans more toward making the arrows bypass.

This sounds to me like a "This is how we think it ought to work," FAQ response, rather than a "This is what we think the rules currently say," response. Which I don't really have a problem with in general - it just puts it in the same category as nerfing Divine Protection via FAQ. But annoying if you're playing an archer and you find out you've been doing it 'wrong'.


Gray Warden wrote:
Just cast Endure Elements.
Endure Elements wrote:
It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves.

Jade Regent:
The weather might get colder than -50, at which point Endure Elements does nothing.

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The relevant general rule is: "The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies." If the higher enhancement bonus from the bow applies, most people would think that included all the usual benefits of an enhancement bonus.

Meanwhile, the 'specific' rule looked like a redundant copy-paste from 3.5.


Tels wrote:
Ammunition has a specific rule for how it is handled. That rule states that non-magical ammunition fired from a magical bow only benefits by being treated as magical, unless that bow is aligned.

The rule didn't use the word 'only', meaning that you could apply both that rule and the general rule without them coming into conflict. Which is why pretty much everyone played it 'wrong'.


The rule in question is:

Quote:
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

If we were applying a +3 enhancement bonus to the attack (from the ranged weapon), that means the enhancement bonus of the attack is +3, which implies overcoming multiple types of DR. Mark Seifter agreed earlier in this thread that this is what the rule appeared to say, but also suggested that he'd prefer it to work the other way.


Claxon wrote:
Durable arrows are cheap enough that an archer can stock a few batches of cold iron and silver in your efficient quiver.

I'd never heard of Durable arrows before - they're not in any of the usual books. What's the difficulty with having lots of regular cold iron and silver arrows? They're pretty cheap, and if they're too heavy you can stick the spare ones in saddlebags, handy haversacks, etc.


My take on the old Potion Glutton FAQ was "Things that are specified to work only with potions do not work with extracts unless they say they do."

I guess other people took something else away, like "Nothing works with extracts unless they say they do."

And I don't see any reason to think this working isn't RAI. If a high level Fighter who makes the investment can use this to give himself multiple buffs in a round (using a very specific +1 Light Hammer magic item as an off-hand weapon) by sacrificing attacks (and potions) then I see no problem with that. I don't see any real problem with Alchemists doing the same thing. It's not as game-breaking as Teleport or Simulacrum. It's useful, but any character who buffs in advance gets the same benefit without making the same sacrifices.


Same as if you have a character with a one level caster dip who gets two negative levels: negative caster level.

Do you have a problem with that?


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For PFS, it's whatever PFS decides.

If I'm running a home game, it's whatever version comes up first when I Google it.


I can imagine a careless/overconfident Wizard losing to a Tetori in a closed arena battle where neither side knows the other's class.
"Disintegrate!"
"Made my save."
"Yeah? How long can you keep that up? I have Greater Invisibility!"
"I have an item that gives me True Seeing. I grapple you."
"Ha! I have Freedom of Movement up!"
"That doesn't work against me."
"Then I just teleport away! See you, loser!"
"Nope. Dimensional lock."
"Uh oh..."


KingOfAnything wrote:
Gwaihir Scout wrote:
Tels wrote:
Melkiador wrote:
Is the +2 from bane considered to be on the bow or applied to the arrows?
The table for ranged weapon properties in the magic items chapter gives Bane a superscript, and if you check the superscript it says, "3 Projectile weapons with this ability bestow this power upon their ammunition." So you have nothing to worry about with Bane. If you shoot +1 arrows of a +2 bane how, you will be able to bypass cold iron and silver and the actual name property with increase the enhancement of the arrows to +3.
But they're not actually +1 arrows, right? Just magic for damage purposes? So Bane should make them just +2.
You know that you can buy magic arrows, right?

Buying +1 arrows for a Bane bow to penetrate DR is a lot more expensive than buying silver or cold iron arrows, and doesn't rely on you having the right type of Bane.


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Scamperbaby wrote:

At this point, it seems that the only time they even have a chance to miss is their last attack in a full round attack. Certainly aren't missing on their first attack.

Average AC to somewhere around ~25-30 depending on the creature

attack bonuses are (raging Barb: 27/22/17), (Swash: 20/15), (Slayer: 21/16/11)

Against AC of 30, the Swashbuckler should be hitting around 55% of the time on the first attack, and 30% on the second. The slayer gets 60%, 35%, 10%.

That seems a long way short of a guaranteed hit every time. Are they generally buffed on top of those numbers?


There are practical advantages to the civilized way of doing things.

By killing a priest you (a) might make yourself a target for local law enforcement - are you going to kill the city watch as well, people whose help you might need later on? (b) set a bad example ("Hey, paladins kill people whenever they feel like it, so why shouldn't I?") and (c) lose the chance to get information from him about possible associates, quest hooks, etc.

If you try to apply Dracovar's logic to real life, it would sound pretty... extreme:

"I think the police officer did the right thing, shooting the suspect after he threw down his gun and surrendered. If every single criminal knew they could just raise their hands and go..."oooo, I surrender" to dodge their just desserts, they would. Police can and should be allowed to execute the role of judge, jury and executioner whenever they feel like the situation warrants it. Sending the bad guys off to God for judgement should not be cause for losing their jobs."

Of course, in a gameworld where bad guys are Evil with a capital E and the law is weak/corrupt, that type of reasoning makes a lot of sense.


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Was handing the priest over to the authorities for a fair trial a realistic option?


Snowlilly wrote:
]Anything that specifies a set time period is, by definition, not open ended.

"Serve and obey for the next thousand years," has a time period attached but I don't think it would be a fair geas. It's not open ended in duration, but it is open ended in terms of what's expected of you.


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Aberzombie wrote:
One other thought, on seeing Ivanov controlling multiple artificial bodies.....

Ivanov refers to his new LMD form as something "designed only for killing", suggesting he's a version of M.O.D.O.K. (Mental / Mobile / Mechanized Organism Designed Only for Killing).


FrodoOf9Fingers wrote:
Is this an invalid act of honor, the attack automatically fails, and I plummet to my death as the planet becomes doomed to darkness?

Asking a question like that... are you a Paladin, by any chance? I hear they fall a lot.


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CRB, pg. 220 wrote:


Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. When preparing spells for the day, a divine spellcaster can leave some of her spell slots open. Later during that day, she can repeat the preparation process as often as she likes. During these extra sessions of preparation, she can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if she prepares more than one-quarter of her spells.


"From beneath the stairs" wrote:
Perhaps some rooms where the Derro were seeking mysteries/secrets/knowledge of 'Why' good creatures are 'good' or even vice a versa, why some bad creatures are 'bad'?

A room with two cages, each containing a prisoner / corpse. Each contains a lever and an electrical torture device. When one prisoner pushes their lever, it switches off their torture device, and switches on the other prisoner's torture device. They have been conducting psychological experiments - eg, what happens if you put a parent and child in the two cages?


nicholas storm wrote:
The rules say you can't have an item worth more than half WBL, so unless you can craft it, you can't start with it.

More precisely the rules say (unless there's another one I missed):

Quote:
As a general rule, PCs should not own any magic item worth more than half their total character wealth, so make sure to check before awarding expensive magic items.

So it's referred to as a rule, but phrased in such a way as to make it sound more like a guideline for adventure creation ('should not' instead of 'must not').

It's pretty much 'ask your GM' territory.


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lemeres wrote:
maybe the big pile of gold simply serves as a traditional method to store liquid assets before they are put to use.

Have you any idea how much more dangerous the average Dragon would be with its wealth invested in a Belt, Headband, Cloak and AC booster? If they're planning to spend it, they should get on with it.


Going by the rules, though, Level 9 spell scrolls of every sort are pretty commonly available. That suggests there are a number of level 17 Clerics and Wizards who are scribing a new one daily. And while a few hundred gold profit a day isn't nothing, it seems like you could make more money at that level by a variety of methods.

There's definitely a conflict between the gameplay convenience of magic shops, the crafting rules ("Regardless of the time needed for construction, a caster can create no more than one magic item per day.") and the apparent scarcity of high-level casters. (A conflict which is probably best ignored since it's hard to fix without breaking some other aspect of the game or game world.)


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It's not an unreasonable expectation, but it may not be the most effective solution. Perhaps they should be making their characters in HeroLab, or you could assign each low-system-mastery player a high-system-mastery buddy (if group numbers are right) to keep their character sheet updated.


"A task that the recipient cannot complete through his own actions" - in theory anyone could level up and retrain until they're a level 20 Wizard, and virtually no task is completely impossible in a world like that or "would result in certain death".

But forcing someone to do that seems beyond the scope of a level 6 spell with no saving roll. I'd interpret it as meaning tasks you are not currently capable of completing are open ended.


"Never eat the meat of a dog" seems open ended - it can't be completed, so is not suitable for a Geas. (In Pathfinder, at least, if not in Celtic myth.)

"Slay a Pit Fiend" - I'd say that's open ended too because the spell only affects characters with 7 HD or less, in which case they're not going to have the power to complete the task through their own actions. (Technically, they could gain XP until it becomes possible - but trying to do so is a completely open-ended activity.)


Water is free if you can make a DC10 Survival check. But this discussion is about seven steps away from being relevant to anything.

More interesting question: Is whatever we were talking about actually overpowered or is it just part of a fairly niche alchemist build?


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Lanathar wrote:

I have seen mention in parts of 1 gp being similar to $100

However I feel like this falls down when you consider a level 1 character with 1 rank in profession and no attribute bonus can take a 10 and earn that in a day.
Now sadly even in the modern world that cannot be said for the majority of people, let alone a medieval style setting.

Someone who earned $100 a day and who worked 365 days a year would make $36,500 a year.

Someone who worked 250 days a year would make $25,000 a year.

This doesn't seem high for a professional in our own society.

In terms of "what can you earn from a day of work?", 1gp / $100 is a reasonable metric to judge things by. The 'unskilled labor rate' of 1sp / $10 a day represents the buying power of the poor, who are in a similar position to cheap outsourced workers on Earth.

But in those terms, certain things are shown to cost an unrealistic amount. I chalk it up to those being the inflated prices adventurers have to pay.


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I thought adventurers risked their lives for loot in order to get better magic gear in order to be able to kill more powerful monsters and get more loot and even better magic gear?

Which is, of course, far more sensible than snoozing on a big heap of gold.


Lazaryus wrote:
Lawful characters tend to be logically driven, while chaotic characters tend to be emotionally driven.

I'm going to disagree with most people here and say this is basically fine. Lawful characters try to control their emotions. Chaotic characters follow their feelings. It's not consistent with every portrayal of Lawful characters ever, but no simple statement about the Law/Chaos axis is, so it's fine.


Yeah, I house rule it that you're flanked if you have reason to believe there's someone flanking you. So an illusion can flank you, and an invisible guy can flank you by giving away his position. And I house rule it that a tiny character gets 5 foot reach with a reach weapon, and that whips have different reach for different sizes of character. This whole thread seems to be listing of rules I don't enforce.


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Davia D wrote:
I will comment I'm not a fan of dragons having *absurdly* huge hordes- stuff like the Hobbit movies where Smaug has gold *everywhere* and it'd crash gold prices across continents where it to get out.

It was estimated that movie-Smaug had about six times as much gold as is owned by all the humans on earth.


From the FAQ.

Quote:

Temporary Ability Score Increases vs. Permanent Ability Score Increases: Why do temporary bonuses only apply to some things?

Temporary ability bonuses should apply to anything relating to that ability score, just as permanent ability score bonuses do. The section in the glossary was very tight on space and it was not possible to list every single ability score-related game effect that an ability score bones would affect.


Talonhawke wrote:
Honestly sizing in general needs to be redone from top to bottom. The world is built around medium making it so that as you point out range doesn't change for being larger or smaller, spells don't scale making AoEs for tiny and smaller WMDs and for huge and larger more like dodgeball.

Those all sound like good things. I don't think it would be a better game if halfling ranged attackers could only attack half as far or if gnome sorcerers fired tiny fireballs.


Gosslarr wrote:
for a low level group, this is basically a save or die creature.

Not really. Firstly, unless it's a Giant Giant Frog (I've done this - a fun template to add), it can only swallow Small characters. Secondly, anyone with a dagger can cut their way out pretty easily in a single hit. Even if you can't, your allies will probably kill it before the 1d4 a round damage kills you.


Giant Frog wrote:

Melee: bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)

Special Attacks: pull (tongue, 5 feet)
Pull wrote:
A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer.

It looks to me like the OP is right: if the frog hits with tongue, it get one CMB check to Grab (which by RAW would move the victim adjacent immediately), and another to Pull if the Grab fails.


Catfolk species traits:

Quote:
Natural explorers
Quote:
curious by nature
Quote:
no shame attached to minor peculiarities, eccentricities, or foolhardiness
Quote:
enjoy being the center of attention
Quote:
generous and loyal

I would have guessed they would have personalities similar to regular cats but 'loyal' suggests otherwise.


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Any front-line cleric. Str, Con and Dex for fighting. Wis for casting. Cha for channelling. Int because you have hardly any skill points but people expect you to have Knowledge: Religion, Perception, Diplomacy, etc.


Ravingdork wrote:
As an aside, how do exotic materials (such as alchemical silver, cold iron, mithral, or adamantine) effect such prices?

Isn't that basically this long-unanswered VFAQ?


My guess is that

Quote:
Worms that walk are immune to any physical spell or effect that targets a specific number of creatures

was just supposed to be a rephrasing of the previous rule

Quote:
He is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate)... Mind-affecting effects that target single creatures also function normally against him since his individual components share one hivemind in common.

They thought it would save words to replace that whole "no spells/effects affect him, but mind-affecting effects do" passage with a "no physical spells/effects affect him", "physical" in this case meaning "not mind-affecting".


You can't just take one hand off the weapon as a free action and then cast your spell? I guess if you're wanting to take advantage of the Spell Critical ability that might not be allowed.

A rapier is about forty inches, so a tiny one would be ten inches. Might work as a hatpin, but I think you'd have to throw it to the ground before transforming to avoid it melding into your body.


If you got hold of a Huge rapier and cast Shrink Item on it, it would turn into a tiny rapier for several days. Unfortunately there are no rules for buying Huge weapons either.

If you bought a Large rapier (which there are rules for) and cast Shrink Item on it, it would turn into a Diminutive Rapier. So if you ever need one of those...


Quote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body... If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

A Xiao is a magical beast so in this case the equipment would meld rather than resize.


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As far as I can tell, there are no rules for the price of tiny weapons. Most GMs would probably allow them to cost the same as small or medium weapons.

If not, could you buy a small rapier and use it two handed? Or do you need to keep a hand free while attacking?


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Voss wrote:
You might be misunderstanding them. Yes, each individual roll is 1 in 20. But the odds of rolling 3 or 5 (or whatever) 20s in a row (multiple 20s consecutively) is not 1 in 20. You're calculating different things.

I'd guess he's understanding them right and they're people who don't understand probability. It's pretty common.

If you roll a d20 three times and you need three twenties to succeed, your chances of success are one in 8000. But if you've rolled the first two dice and they were both twenties, the chances of success are now one in twenty.

People tend to confuse the two situations. "I just rolled two twenties in a row. The chances of me getting a third one now must be astronomically low." It's one of the classic gambler fallacies. It causes people to go to roulette tables and wait until there have been six blacks in a row, then bet on red, on the grounds that seven blacks in a row sounds unlikely. (This system has been widely tested. It doesn't work.)


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CR for class levels is more of an art than a science, I'm afraid.

Converting attributes shouldn't be too hard.
A Quasit has
Str 8, Dex 14, Con 11, Int 11,Wis 12, Cha 11
A Vrock has
Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
So to convert a modified Quasit to a similarly modified Vrock take the current stats and add:
Str +13, Dex +1, Con +14, Int +3, Wis +4, Cha +5


Adamantine wrote:


Ammunition +60 gp per missile
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp
Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.

A shield isn't ammo or armor, so it can only be considered as an adamantine weapon. So 3000gp plus the cost of the base shield.

(Note: I put too high a price for adamantine gauntlets earlier.)

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