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I just made a summoner for PFS today and wanted some clarification. The Bestiary discusses Grab and Constrict, making it pretty clear that a successful bite grab deals immediate constrict damage as well. A maintained hold on subsequent rounds continues to deal both the bite and constrict damage. The eidolon Grab and Constrict abilities seem more limited: Eidolon Grab just lets you grab on a successful attack.
Is the intent to have an eidolon with bite + grab + constrict only deal the bite damage on a successful maintained hold? Thanks for any insight.
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I have a hard time combining a couple of abilities and realizing their implications until someone else tells me about it. While at GenCon, I was told there was a vague area about how the Magus can or cannot combine Spell Combat and Spellstrike. Spell Combat allows the Magus to treat a casted spell as an offhand attack, which in essence lets them cast a spell at -2 to attack where applicable, and also swing with their blade at -2. Spellstrike allows you to deliver a touch attack using your blade, which gives the spell the advantage of using the crit range of your weapon (cough, keen!). And in Core RAW, you can cast a touch spell, then step or walk over and perform the touch. So, to take this combo to the max... - Can a magus cast shocking grasp, step 5', and use Spell Combat + Spellstrike to swing once with the blade to deliver the shocking grasp at -2 to hit, and swing yet again with the blade at -2 for the second attack, also delivering the shocking grasp if the first attack misses? (bear in mind I assume the blade attacks are actual swings, not simply touch attacks, so I'm trying to hit the full AC of the target here and cause blade damage + the shocking grasp, as long as it isn't already discharged). What of this combo can I NOT do? Also, just to be really cheesy... - If the victim has metal on them, does the blade attack get +3, as in the shocking grasp spell description? (Just a curiosity, I'm thinking no). Thanks for any help. Also being called Heroscape set D3. There are large figures in this set, including a red dragon. But the large figures are no longer on the two-hex bases - they now use the larger single space base found on figures like the Deathwalker from Rise of the Valkyrie. I presume WotC is now changing the large bases to a single space to further support multiple RPG systems as they did with the base change for small and medium figures in D2 (those bases changed from slightly larger than 1" to less than 1"). However, I also assume that reprinted larger figures of older Heroscape sets (if that ever happens again) will continue to use the double space bases. Starting on 10/10/10 from 7pm EST to 11-12 or so, I plan to begin my Serpent's Skull campaign, run on TTopRPG, my own personal online virtual tabletop. Currently, as players: Yasha - playing an Indiana Jones bard
This game is more of a hop in style, so in the event one of the regulars can't make it, anyone else can hop in with a leveled up iconic and play for a session. I won't be going heavy on backgrounds at all. Currently, I have all the players I need. The best way to see about availability is to pay a visit to the Paizo Chat Room, or just stop in to say hi anyway! Chances are most of the time the players will be chat room regulars. This thread is a placeholder to record our intrepid explorers' exploits.
[Wizards of the Coast] HeroScape—Dungeons & Dragons: Champions of the Forgotten Realms Expansion Set Assortment
Plenty of interesting new mechanics in this one. The hydra can attack 4 times from a distance (not the same as a range attack - the hydra can only attack a certain number of hexes away, up or down). It loses an attack for every life it loses. The Wyvern can snag an opponent and drop them adjacent to where the Wyvern stops. The drow chain fighter can yank enemies to him. The air elemental's vortex ability can prevent movement within a certain distance. This set probably has more new mechanics than any other I've seen. Be warned - latest reports are that the cards that come with the packs are messed up (some are missing, some duplicate, etc.) For those who enjoyed The Deed of Paksennarion, a new book from the same author is due to arrive on shelves next month. The Oath of Fealty takes place soon after Deed, unlike the prequels also penned by Elizabeth Moon. Paksennarion returns, but only as a supporting character. For those who haven't read Deed, I highly recommend it. I noticed my cart no longer subtracts the Pathfinder Advantage discount. Is this because there is no Pathfinder AP volume shipping this month? "To qualify for the Pathfinder Advantage, the most recent volume of the Pathfinder Adventure Path must have been shipped to you (or, if you have multiple subscriptions with combined shipments, the most recent volume must be waiting to ship with your other subscription products)." I just want to be sure about the rules, since I'm planning to subscribe to Chronicles and RPG as well as buy up an older Chronicle that I missed. I'll just wait until next month if the system won't subtract the discount. Most of the RPG is looking consistent and very well done. I've found very few holes that I'd have a problem with. One thing did stick out however: In the Glossary, there is a discussion about Invisibility. The discussion talks about both noticing that an invisible creature is there and pinpointing their location. The table's progression of modifiers doesn't seem to make a lot of sense, and I'm not sure if it is meant to notice that an invisible creature is there, or to pinpoint their location (I'm tending towards pinpoint, since talking would make it very easy to notice someone...). In any case, the modifiers become more and more negative as a creature is moving faster, then become REALLY negative the moment the creature stops. Then there is a Steath Check +20 for using Stealth, etc. Trying to make heads or tails of this table, I don't feel that it makes its purpose clear. The heading is "Perception" - is this a modifier to the DC, or the penalty to the check? Do any of these circumstances stack? Are some numbers negative when they should be positive, etc. Any amount of clarification would be appreciated, along with some examples. Thanks! (I don't know if there was already a thread like this - initial searches came up empty) I thought of a very demeaning way for someone to die in 3.5 due to its qwirks, so I figured I'd start a thread. How many deaths like these can you think of? * The party is in a sewer. The water is 2 feet deep. A party member is knocked unconscious and falls into the water. By RAW, that PC is dead next round from suffocation rules. * A 16th level PC is down to 2 hp and suffers 1 Con damage. -14hp. Dead. * A gargantuan dragon uses a crush attack (4d6) against a fighter, then takes flight again. The wizard blasts the dragon, kills it, and it falls on the fighter, flattening him because it's now an object (20d6). Greetings. I have been learning PHP/MySQL over the past week and have hammered together a basic forum (TTopForums). It supports the virtual tabletop I wrote (TTopRPG). I've asked a few people to join and try it out to look for problems, attempt to break it, get past profanity filters, etc. If you feel like doing any tinkering, I'd appreciate anything you'd like to attempt. Even if you're curious about TTop and want to ask questions there, I'd be happy to answer them. Thanks! Just a friendly welcome for David Eitelbach and Hank Woon from the Paizo Chat Room! Stop by anytime! And welcome to the Paizo team! This is a limited re-release of an expansion that was released a couple years ago. This expansion has some of the best figures in the game. Every pack in Wave 2 has at least one very competitive army in it (Knights of Weston, 4th Massachusetts Line, Minions of Utgar, Krug and Me-Burq-Sa all rank highly). Gets yours before they disappear, possibly forever! ...without the movie announcer guy :( http://movies.msn.com/movies/article.aspx/?news=328895>1=28101
This was a shocker. This thread will detail the misadventures of our heroic quintet as they face the challenge laid before them in LB1: Tower of the Last Baron. I'm posting the house rules for this campaign as a link to my own site for now, which will allow me to make changes as necessary (blast you 1.5 hour edit timer!): LB1 House Rules This campaign will possibly begin in two weeks, maybe three. The campaign will use the Pathfinder RPG Beta rules. I will be posting any resulting feedback for the ruleset in a separate thread in the Beta forum. Those of you planning to play in my campaign, BACK! Back I say! ... The town information for Piren's Bluff states a population of 210 (pg. 4). According to the Barracks description (p. 18), there are 90 primary guards and enough militia and conscripts to bring the total defense population to 200. This would leave 10 adults in the normal population, and whatever non-adults also live there?? Am I misinterpreting these numbers? If not, I don't plan to take them literally. I was just hoping for some clarification on how these numbers were reached, especially since I want to allow the PCs full exploration freedom of the town, and I want to express the ratios realistically. Thanks for any feedback or help! Greetings all. In the same vein of online tabletop RPG emulators like GlitterComm and MapTools, I've been developing an emulator of my own that suits my purposes. I expect it to run on Windows XP and Vista. A few people have run it successfully, and I'm even using it to take one of them through Red Hand of Doom. Here's how it looks (don't mind the blurry background, it's just a reprocessed jpg): TTopRPG 2.0 screenshot But I've run into a problem. On some machines (20-30%?), for an unknown reason, the app just crashes. It doesn't run. Unfortunately I am currently unable to replicate the trouble on my own machines, and I can't seem to get the app to provide any meaningful debug information that tells me exactly which part of the application is having trouble. Basically, what is happening is the main form is first created, then deactivated, then all the controls are being placed on it, then finally, when the form is activated, the app crashes. So I'm assuming that one of those controls is causing a problem on some machines, but there is no immediate way to determine which one is causing the trouble. What I want to do is ask anyone who is willing to download the app and try to run it. If it runs, great: go ahead and use it if you like. So far it serves my purposes just fine. However, if it crashes the moment you run it, then you are who I need. Once I have a few people who it crashes for, I will change the app, removing controls here and there until it successfully runs for you. When it successfully runs, then at least I'll know more of which controls are causing the trouble. With continued effort, I will hopefully be able to nail it down. I'd appreciate any assistance in the matter. It will involve some updating of your OS before you can run it, however (it uses .NET 3.5 and requires some runtimes for Visual Studio 2008 C++ Express, which I provide the links for on that page). The updating could be as fast as 5 minutes or as long as 30 minutes, depending on how much updating is necessary. You can get the application here: TTopRPG 2.0. If you manage to get a meaningful log.txt when the app crashes (showing line numbers, etc.) you can email to cyack@gamemodel.com. I'll be happy to answer any questions you have. I'll continue posting my progress here and let you know when I have a new version up for testing. Thank you all for your assistance! Current version: v 0.94, dated 6/29 3pm. If it crashes for you on startup, please post in this thread! For those that have yet to get the print issues for AoW, this thread is for showing you where you can get the "unavailable" ones. With a bit of luck I was able to get 125, 126, 131 and 132 through a few different sources: First, the sources I can't recommend: 131 - This one I acquired from a fellow at a local FLGS that had a few issues saved for himself to purchase, but he was willing to part with it. 125 - I acquired this from a FLGS a little out of town - I even got it for half price since it was pre-2007. I should have checked there first, but I had ordered the others online already. Now, some places where you might be able to get them: First, the obvious one: eBay - Try searching on phrases like "Dungeon #126", "Dungeon magazine lot", etc. You might locate one of them. Another method is to watch on eBay for the "stores" that sell the magazines and try to access their site and see if they have a shop. One such place: Hieroglyphs Books - In their shopping section, I managed to procure #132. Alas, they're out of stock on it now, but perhaps they may get more? Another: Atlantis Games and Comics - I found these guys on a lucky Yahoo search ("dungeon magazine #126 buy"). Last time I checked, this place still has #125 and #126, but not many (5 or less). Be warned, though - I ordered #126 from there a week ago, but had to call them to coax it into the shipping phase (or at least, they said they shipped it already, but the tracking number they finally provided me suggested it shipped the day after I called them). The magazine hasn't arrived yet, so I can't 100% recommend them yet. If anyone else has any suggestions for those looking for the hard to get AoW issues, please share! In yet another of my "just for kicks" mode of thinking, I figured I'd attempt playtesting with some PC's I made. I used treasure found only in the STAP path (which surprisingly follows the wealth by level table VERY well until you get to Scuttlecove, where it goes way overboard), and I will put them up against Khali at the end of City of Broken Idols. The reason I'm doing this is I really don't think they will be able to face him very effectively. But, we'll see. They did real well playtesting the attack on Farshore, but this fight will test their mettle to the limits, I think. This thread is mostly an experiment, so I might abandon it at any time (but not without saying so). I'm assuming they managed to kill all other kopru and that troublesome Onailati, so they only have to deal with Khali, his 6 pets, and the wastrilith. These builds are core only, and come from PC builds I would like to use as my next party someday. I'm using Monte Cook's Damage Reduction Redux to ease up on DR requirements. I also allow re-rolling of low dice numbers for hp, so their averages are a little higher. Finally, I replaced the pearl of power (4th level) in the bat god's cave with a special headband of intellect +4 with +2 resistance to saves, since the ST path has very little Int love. Their ability scores are 28 point buy. The players: Borigard LG male medium humanoid (human)
Sarah NG female medium humanoid (half-elf)
Fipple Firestorm CG male small humanoid (gnome)
Deylah CG female medium humanoid (elf)
What, you never gave all the crap to your rogue? Those look lovely! On to the testing. This may take a while. As I continue my meandering through the various Savage Tide adventures, I noticed something in the final installment, Prince of Demons (Dungeon 150). On page 92, in the table that lists the effects of the negative levels on Demogorgon's stats, between NL 6 and 8, his DC1's drop from 34 to 26 (a difference of 8). All the other entries reduce the DC1's by 4 at a time. His AC changes significantly as well between those two values, but that's because he loses mage armor. Is this an error, or is it a reward for PC's able to force 8 NL's on him, or is there something else I missed? If it's an error, what are the correct DC1 values for the table? Thanks. In my continued interest to someday run the Savage Tide, I was preparing some documents that would assist in the Crimson Fleet attack on Farshore. As I prepared the stat sheet for the Jade Ravens from the Farshore backdrop in #143, I noticed a few problems: A little creative license: * Tolin, being a ranger, doesn't have a favored enemy listed. I figured since he has been working for Livinia that his favored enemy might be human to help facilitate dealing with individuals that Livinia might need to send them up against.
A few mechanic errors: * Tolin's longbow attack should be +10/+5
I wasn't planning on making them stars in the Farshore fight, but I at least wanted to prepare some blurbs for when(if) the PC's look over to see what the Ravens are doing. I figured I'd have the druid's croc waiting in the water for the pirates to land then drag one under while the druid hinders the pirates with spike stones and call lightning. The sorceror could tag a pirate with a spiritual weapon and drop others with Tasha's laughter. The rogue could jump up from behind some barrels and sneak attack a pirate from behind with his shortbow and quaff his invisibility potion to escape being surrounded. Tolin is pretty much just a meleer, so he would be gladly fighting alongside Livinia until the PC's are about to finish off the Vrocks for Vanthus' big entrance. And that enlarged fireball wand has a range of 1200 feet - cripes! Anyway, if any adjustments I made seem off, comments are welcome. As I read the higher level adventures for Savage Tide, sometimes my eyes go dry from being opened so wide and I have to blink. For instance, freeing Shami. A torrent of Styx 40 feet wide dumps into her prison pit (assuming she is still there in the few rounds after she regains herself), which just happens to be... 40 feet wide. On the second round, anyone in the area of effect is automatically hit by the water. Teleport and planar travel are blocked. And, PCs are supposed to avoid this... how? That's just one example of encounters that can be severely nasty in the 16+ level portions of this campaign. Granted, I've never run a campaign past 14th level, so I don't know what high level play in 3.x can really be like. But holy cripes, I can see where PCs that just passively allow situations to happen and deal with them will suffer a TPK from complications if they don't have the foresight to prepare beforehand, and prepare correctly at that! Is this common in high level play? How have the higher level portions gone? Has anyone beat it yet? On page 63 of issue 146, there is a tangled mass of ship hulls making up the primary outpost of the Crimson leaders. I managed to conceptualize how the different sections are positioned in relation to each other, but a couple parts have me confused. 1. On the deck of the Baeldictum (100 feet), off its north edge is a ladder that leads to area H1. However, another ladder from I4 also leads to H1. It seems to me the northern ladder doesn't belong, and it doesn't really lead anywhere and should be removed. Does this seem correct? (EDIT: After sketching a 3D representation of the whole thing, I see the northern ladder can descend vertically from Baeldictum to the deck of H1, so I guess that's not an issue anymore) 2. There is also a trap door in the floor of H1 that I can't seem to determine where it leads. There are no other sections that have a trap door C next to the large tree trunk (except the one between F1 and F3). I'm presuming to remove that one as well. (EDIT: Ah ha, it leads to the lower deck in H2. Got it) Whew, this is a nasty map :) Thanks anyway, problems solved! The artwork of Demogorgon on issue #150 was enough to make me want to collect the Dungeon issues for the Savage Tide adventure path :) I've ordered 145-150 and purchased the 139 PDF, so I have yet to get issues 140-144. My question is: Can we expect PDFs to become available for those issues as well, and will you be providing supplements for issues 145-150 (the maps with secrets and room IDs removed are wonderful!!!)? The reason I ask is, since you've clearly moved on from being the publisher for Dragon and Dungeon, does that affect the support and availability you'll provide for the remaining issues? Finally, what affects when you decide to offer the Dungeon PDF for an issue? Thanks for your time! |
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