Neolandis Kalepopolis

Mr. Greene's page

21 posts. Alias of LUKE SIMON.


RSS


All initiative is a way to randomly decide who acts in a situation when going first matters. It may be listed in the core book combat chapter, but even other Paizo products (Chase rules in the Game Mastery Guide) use it out side of combat. If instead of rolling for it you just start on your left and ask the first player "Ok so what is your character doing?" and then work your way around the table that way it is still Initiative order. It is only a tool to keep order and make sure everyone has a chance to participate. Optional like every other rule in the book in a home game.


1 person marked this as a favorite.
Chaotic Fighter wrote:
Mr. Greene wrote:
Laithoron wrote:
Mr. Greene wrote:
Well what is combat?
Let me Google that for you...

Verb

Take action to reduce, destroy, or prevent (something undesirable).

Thanks that helped a lot! It does not only say kill!

A destroyed human is pretty dead.

True, but using the verb combat, its not the only option. A reduced human may be disarmed or grappled. While as preventing something may not need physical confrontation at all, but still combat.

Maybe I am not being clear enough.


Laithoron wrote:
Mr. Greene wrote:
Well what is combat?
Let me Google that for you...

Verb

Take action to reduce, destroy, or prevent (something undesirable).

Thanks that helped a lot! It does not only say kill!


Combat is only sticking the Axe in the dragon? Or is it over coming an obstacle with what ever you have available, Intimidate, bluff, diplomacy, spell, exc.


Zhayne wrote:
Artanthos wrote:
Zhayne wrote:
Artanthos wrote:
Cap. Darling wrote:
As far as i undestand the initiative rules you dont Roll until combat has startet, if you dont get to act in the surprise round you dont Roll until next round.

Initiative rules may be located in the combat section, but there is nothing in the rules limiting initiative to combat only actions.

Quote:
Doing the initiative before combat starts greatly reduces the value of having a High initiative. IMOP

How so. The characters with a high initiative have the first chance to interact with the NPC's.

If the only form of interaction those characters are interested in is KILL, KILL, KILL, perhaps you should either more closely scrutinize their alignment choices or consider medication.

The initiative rules say what they do, and they do nothing else. This is the same thing as saying "Fireball doesn't SAY I can't use it to transform a giant into a frog, so I'll do that!" Spurious logic at best.

Using your logic:

Initiative says what order characters act in.
It does not say all actions must be attacks.

It also says 'IN COMBAT'.

Well what is combat?


1 person marked this as a favorite.

I rolled initiative, so I have a license to kill?
So you wander in to a restricted area in the forest, say near a prison or something, a group of guards on patrol comes across your group in a hostile manner(That's what good patrol guards would do). You win init and kill a guard before any questions are asked. Without any information, no knowledge check, no fore warning? If you don't take the time to assess the situation you reap what you sow. Jail? Fines? Execution?
Blame could easily go both ways.
-Nervous and inexperienced GM, (How does a gm get experience anyways, I got better by running some terrible games and yes messing up some times. My vote is to work with the GM, build them up.)
-Blood thirsty players who think they are playing World of Warcraft and when combat starts they have to attack what ever is in front of them. Your not playing a video game, when combat breaks out you have other options besides killing what ever you just encountered and taking there stuff.
It all depends on the situation. So roll initiative, just don't think you can kill anything just because it is there.


Deal.


@ terek
Try here.

Not as shiny as the pictured one but a led tealight would work. A Michaels or a Hobby Lobby would have them as well. One that sweet looking however.... good hunting and let me know if you find some.


The stench clouds on Sunday can be BRUTAL. To lessen the smell issues go earlier in the week if your only hitting it up for the day.
My two cents on GenCon:

Find the Rock Bottom bar for good craft brew downtown. You don't have to wait of the Ram or Alcatraz and the food is great.
Make the time on Saturday for the costume contest. Amazing! Take your camera. Shoot until your battery dies.

This will be my first missed GenCon since 2007. I plan on making up for it next year with a VIG badge.


My group does not incorporate any of the 4th ed rules in our pathfinder games. However, the next time I run Saga Edition Star Wars i will use the Minion rules. I mean what kind of a Storm Trooper can take 3 hits and keep firing back. It just should not happen!


The problem with the Dervish Dancer bard is his inspire courage exc can only affect himself. Any other bard the inspire courage on the group can be huge.
Depending on the concept of the character a dervish dancer / Rogue can be very interesting. Vanish with a rogue is just fun. Using your Preform dance for you Acrobatics check...fun. I got one stated and in my pocket for the Skull and Shackles AP when it come out.
In my opinion if you want to build a maximized character choose a different class, if you want to have FUN play a bard (or any other class) with a interesting back story.


3.5 mod the Red Hand of Doom was fun although you would have to quicken it becasue it runs about 20+ sessions.... What target level are you looking for.


Uthak wrote:

I have a player in my jade regent game that is playing a Green Faith Druid. He has said that he is true neutral and that is the alignment on his sheet. however he has attacked animals that only seem to be watching the party & seems to not be playing the Green Faith the way it reads in the factions guide and the faiths of balance book.

I can understand defending himself...but not attacking something that has not yet provoked hostilities.

What is the best way to handle this.

any help would be great.

I would talk to the player alone before the next session about what his and my understandings are when it comes to the Green Faith. Let him read the faction guide and highlight the sections that I felt he is not following. Make sure he gets a chance to voice his interpretations of the faith and come to an understanding before it goes any further. Avoiding statements like "Your RPing your faith wrong." or similar negative statements. Give a little get a little. Stay positive.

A side note, does he have access to those guides? The small write up in the Inner Sea World Guide could lead to a "mixed" interpretation of the faith.


Petty Alchemy wrote:
Mr. Greene wrote:
Petty Alchemy wrote:

Too bad returning comes back just before the next turn, so you can't full attack with a single returning thrown weapon. It's really tough for the thrown weapon users out there, at least, the ones that want to make it their main combat style.

Whipsire, I'm thinking something much simpler. Something like:

Magic Throwing Gloves +1 (2k gp)
When you throw something while wearing these gloves, that weapon gets a +1 enhancement bonus.

And you can customize them the same way you customize any magic ranged weapon.

Why can't I shake the thought of peppering a ghost with +1 ghost touch rotten tomatoes?
Not even death can free you from the reach of jerks.

It was just an image that popped into my head. Ghost stand up comedian on stage getting killed as it were. The wording that "you though something" instead of "you throw a ranged weapon" leaving it open in my mind for fruits, vegetables exc. My brain went off on a interesting tangent and the image made me laugh so I though I would share it.

I am sorry if it came off jerkish, that was not the intent.


Petty Alchemy wrote:

Too bad returning comes back just before the next turn, so you can't full attack with a single returning thrown weapon. It's really tough for the thrown weapon users out there, at least, the ones that want to make it their main combat style.

Whipsire, I'm thinking something much simpler. Something like:

Magic Throwing Gloves +1 (2k gp)
When you throw something while wearing these gloves, that weapon gets a +1 enhancement bonus.

And you can customize them the same way you customize any magic ranged weapon.

Why can't I shake the thought of peppering a ghost with +1 ghost touch rotten tomatoes?


My charger does not care about the weapon returning to him anyways (that's why i got ten)...

GOKAKU CR 5
Male Human (Shoanti) Fighter (Polearm Master) 6
CN Medium Humanoid (Human)
Init +4; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 62 (6d10+18)
Fort +8, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Adamantine Longspear +12/+7 (1d8+9/20/x3) and
Club +11/+6 (1d6+5/20/x2) and
Javelin +8/+3 (1d6+6/20/x2) and
Longspear +12/+7 (1d8+8/20/x3) and
Sickle +11/+6 (1d6+5/20/x2) and
Unarmed Strike +11/+6 (1d3+5/20/x2)
Special Attacks Pole Fighting -3, Steadfast Pike +1
--------------------
STATISTICS
--------------------
Str 18/20, Dex 14, Con 16, Int 12, Wis 10, Cha 7
Base Atk +6; CMB +11; CMD 23
Feats Charging Hurler, Deadly Aim -2/+4, Far Shot, Improved Charging Hurler, Opening Volley, Point Blank Shot, Quick Draw, Two-Handed Thrower
Traits Nomadic (Bas'o): Knowledge (Geography), Reactionary
Skills Acrobatics +1, Climb +11, Escape Artist +1, Fly +1, Handle Animal +2, Intimidate +2, Knowledge (Dungeoneering) +8, Knowledge (Geography) +9, Profession (Gardener) +4, Ride +7, Stealth +1, Survival +10, Swim +9
Languages Common, Orc, Shoanti
Combat Gear +1 Adamantine Longspear, Club, Javelin (10), Longspear, Masterwork Buckler, Rhino Hide, Sickle; Other Gear Backpack (12 @ 33.5 lbs), Bedroll, Belt of Giant Strength, +2, Blanket, winter, Flint and steel, Grappling hook, Pouch, belt (1 @ 0 lbs), Rations, trail (per day) (6), Rope, hempen (50 ft.), Shaving Kit, Soap (per lb), Spade or shovel, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Charging Hurler May use charge rules to make thrown weapon attack
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Far Shot Halve the range increment penalty for extended range.
Improved Charging Hurler Every muscle in your body adds its force to your thrown weapons.

Prerequisites: Charging Hurler, Point-Blank Shot.

Benefit: When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your t
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Pole Fighting -3 (Ex) Use a spear or polearm against adjacent targets with a -3 penalty.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Two-Handed Thrower Gain Str bonus when using two hands to throw a one or two-handed weapon

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
..................................................................
I mean the Javelins serve a purpose but the Rhino Hide armor and the other feats just allow me to ping damage better then most while i close the gap and benefit from opening volley.


I fell in love with this feat when i read it:

Charging Hurler (Combat)

You know how to use your momentum to enhance your thrown weapon attacks.

Prerequisite: Point-Blank Shot.

Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a –2 penalty to your AC until the start of your next turn.

It does not reduce the penalties technically but the plus 2 takes care of the first range increment.


Why would the item want or need a saving throw in this instance. The spell does not Damage the object in anyway. You must target the object, can't weigh more then 15 pounds. If you just want change the spell to take out the argument, make it a ray ranged touch attack targeting the object. Its harmless so no save for the object and allow the reflex save for the person as the spell reads.


Adamantine giant bane +1 dwarven waraxe.
Are your guys fighting a lot of giants? Saving up for a Adamantine +1 (flaming) or (corrosive) or (Vicious) or (Wounding) exc. Or just drop the dwarf alone in a giant camp and let him go to town. Bane is only good if you know that you are going to be fighting allot of the same monster type. (Like bane human in PFS). Not fighting giants the axe might as well be a good ole +1 axe.


Prawn wrote:


So the extra HD only help as an additional buffer against things like Unholy Word and the like?

"for determining the effect of spells that are Hit Dice dependent" could mean that you are two level higher for defense, OR that you are two level higher for spells you could cast. So a cleric would do +2 points of healing for a cure spell, for example. "The spells" could refer to spells that are cast upon you, or spells that you yourself cast. Is there an official ruling about which one it is?

For example if a bugbear a (2hd creature)takes a level of Cleric, he is a 3hd (creature 2 from the race and one from the class) but only a first level of Cleric. So a cure spell from him would be 1d8+1. No bonus spell casting from his racial hd.

The extra Hit die gives you extra temp hit points equal to 2d10 plus twice your con modifier +2 to hit and +1 to fort. Think of it as inspirational steroids for your fighter not mental boost for your wizard.


Is it wrong of me to want a his and hers Goblin wedding cake topper? And how can I convince my fiance its a good idea?