Paladin of Iomedae

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Pathfinder Rulebook Subscriber. Organized Play Member. 32 posts. No reviews. 1 list. No wishlists. 1 alias.




Pathfinder Rulebook Subscriber

While playing this last weekend, I ran into some questions about running hazards. Namely, how to handle alternative ways of disabling or avoiding the hazard by using different skills/abilities than those listed in the hazard's stat block. Should these require rolls? Or is simply noticing the trap in some circumstances enough to avoid the hazard?

The first scenario the players came across an Treacherous Scree, which was the only entrance into a cave, so they had to cross it. Two party members attempted the trained survival check several times to disable the trap, but bad rolls had them all fail. so the party wanted to find an alternative solution to resolve/disable the hazard. They determined that they wanted to use grappling hooks and climb checks to attempt to climb the scree. I allowed this, rolling for the hook, and asking each party member to make the athletics check and they all passed. I set the DC for the climb check at 18, as per the DC by level table. I reasoned that by setting up the hook & rope (with the chance to critically fail and potentially trigger the trap) along with all characters needing to make the athletics check (along with the chance to fall and trigger the hazard again) balanced out the higher DC of the survival check to disable the hazard. This also did not disable the hazard, just avoided it, and they had the potential to deal with it again when they returned out of the cave. Does this logic make sense, and was it applied correctly?

The second scenario was inside of the cave, where kobolds had set up a scythe blades trap in a corridor. Again, this was the only route forward to proceed (because kobolds are bastards like that). The players noticed the tripwire, and instead of attempting to using Thievery to disable the trap, they wanted to just jump over the trip wire. One player suggested that it should not have to be a skill check, as often times (in previous editions) just noticing the trap was the "defeat" of the trap, so to speak. I wanted a little more action, so asked for flat athletics checks of DC 10 just jump over the wire, or was open to other suggestions to avoid the trap. Of course, the monk managed to roll a total of a 9 and triggered the hazard. While I don't feel wrong for asking for a roll when there was a skill and a risk involved and probably wouldn't ask for such a thing all the time, I am wondering what other people's takes are, and if simply noticing the trap should have been enough to allow them to defeat and avoid the hazard.


Pathfinder Rulebook Subscriber

I've recently gotten the urge to create a YouTube series of a group of gamers playing Pathfinder via Virtual Table Top. However, I wasn't sure about what would be acceptable under the current licencing arrangements. I saw the clause on the Community Use page about "referencing dialogue, plots.... in campaign journals and play-by-post games". This would obviously be in the same vein, but it's still an area that I have questions on. I haven't taken enough ranks in Linguistics to be able to speak Legal, so I have some questions.

1) Can I record and upload video of my group playing a published module/Adventure?
2) Can I use the maps associated with the adventure, or maps from other products?
3) Can I use images from the Pawn collections as tokens? If so, do I have to represent them as they are, or can I crop/manipulate them?

I don't plan on making money off of this, I simply want to share our stories with the world. I understand the important of controlling your IP, so I wanted to check before I even began planning anything.


Pathfinder Rulebook Subscriber

My group is interested in adding some Concealed Weapon Ports to their vessel. However, we are confused on this wording:

S&S Players Guide wrote:
Each concealed port reduces a ship’s cargo capacity by 5 tons, in addition to the space required by the weapon itself.

Does this mean that a Siege Weapon takes up cargo space? If so, how much?

Finally, if they wish to have a new ship made for them, how long would it take? I'm assuming that the Craft skill is a guideline, but I'm not sure how exactly to represent a work crew creating a ship. Would it be a bunch of aid anothers to the master craftsman? Or is this over thinking the problem, and the answer would be something more like two months?


Pathfinder Rulebook Subscriber

I've got a couple of players that both want to romance Sandara, and one who wants to befriend Rosey. I'm not entirely sure how to go about it. I know that there is a relationship mechanic in Jade Regent, but not having played it, I'm not familiar with it. What suggestions do you have?


M Half-orc Champion 5

Toilday, First of Sarenith

The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of the Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin's Ferry lies a few miles ahead of you. It's a settlement hard on the borders of the Witchwood.

Your reasons for heading to Drellin's Ferry are your own. Whether you plan to stop there, or if it is simply another resting point on your journey is up to you. However, you have joined in with some other travelers along the way. You've struck up simple conversation during the dull travels, so you know something about the two others with you.

Please introduce your character, giving a bit of a physical and social description.


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M Half-orc Champion 5

Hey guys, glad you could make it! We'll get this kicked off here quick.
It's pretty cool, we can set up aliases for characters, allowing us to post as them for a little more immersion. If you need help with formatting or alias creation, let me know.

How would you like to do stats? Should we rolls? Point buy? Let me randomly assign numbers?
Any ideas on classes?
Anything you need to know?

Once we get some stuff stated, I'll throw up some rules for generation and we can get going