But we do know that most people in the world won't kill a dog for jumping on the couch, or run away screaming, just because a lot of dogs are used as attack dogs. But some GMs seem to think that most people will react to magic that way.
I'm going to go ahead and call this encounter. Everyone's out of the quicksand, and there's 4 turns left for you to get into the barrow before the tornado hits. Moving on.
This long-emptied barrow seems strangely devoid of the Abyssal taint that was so potent beyond the cave’s entrance. A dim lamp illuminates a small chamber at the end of the narrow tunnel, exposing a meager bedroll, scraps of devoured carrion, and a bucket of fetid water.
A malnourished and injured woman in battered and tarnished gold and blue armor leans against a wall inside.
"Who goes there?"
Map on the second page of the campaign.
A) Currently, casting [Evil] spells is not an evil act. The only thing stopping you is how you role-play your character. If you commit otherwise evil acts, such as senseless murder, the GM can shift your character's alignment, and if that would make it evil, the character is removed from play (unless you pay for an atonement). However the GM should A) warn you if he thinks your action is evil and B) mark it on the chronicle sheet/check previous chronicle sheets to determine if it's a pattern of evil acts. A single evil act shouldn't shift your alignment unless it's absolutely heinous. You can read the free Guide to Organized Play for the details about this.
B) You can contact your local Venture-Captain/Lieutenant (the list is in the Guide to Organized Play), or do a search for Events.
Combat chapter, Combat Maneuvers wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
Most Pathfinder characters are already walking around with readied arsenals on their backs, usually without repercussions.
Of course, if some rural villager's only exposure to magic is the local druid casting cure light wounds on injured farmers, or a priest casting detect poison to double-check that basket of mushrooms, they're likely to view magic as relatively benign. But for an urbanite, who hears about invisible cutpurses lurking in alleyways, or evil necromanctic cults attacking the opera, or has ever visited the Blakros Museum, they might view magic as more inherently dangerous.
How does the rogue know he did well/poorly?
The Disguise and Linguistics (for making forgeries) skills specify that the rolls are made secretly, to reflect the fact that the user doesn't know how well they did. Sleight-of-Hand does not require a secret roll, so that implies you do know how well or poorly you did with a given roll.
Assuming a character heavily invested in Sleight-of-Hand will have a roughly equal bonus with another heavily invested in Perception, that gives a ~25% chance of the observer succeeding with a roll against the target taking 20 (or less for a dagger, or with baggy clothing). That seems pretty reasonable to me.
I don't see any reason in the rules to keep him from taking 20 on the Sleight-of-Hand check; it's not a secret roll, it doesn't carry penalties for failure, and he has all the time he wants when getting dressed in the morning.
But remember that your PCs get an automatic +4 to their Perception when searching him, and they could probably make Aid Another checks to boost it even further.
But I disagree with this:
As GM you don't need to justify PCs finding or not finding something. They simply do or don't. That is the power of rule 0.
If I've invested heavily in Perception, because I've decided I want my character to be good at finding things, but I fail because the GM simply declared that I can't win because he says so, then I'd feel cheated.
The bit about two-handed weapons is competely separate from the part about "a primary natural weapon that adds 1 1/2 times your Strength modifier. It's just listing the three situations where you would get to add 1 1/2 times your Strength, and saying that you get 1 1/2 times the Power Attack bonus as well. Two-handing an Elven Curved Blade would qualify for the extra damage, even with the Agile enchantment.
Robert A Matthews wrote:
"Disrupt spell" is different than "Counterspell."
You can see that the quicksand reaches almost to the first barrow on your left; anyone could get by hugging the edge. Map updated to show the edge of the quicksand. Once you point it out, the others will be able to see the difference. Also, that Strength check is good enough to pull you up and out of the quicksand.
Of course, the rulebooks are primarily written for adventurers. I'm sure there are plenty of spells out there for helping crops grow, doing spreadsheet calculations, parlor games, etc. Not to mention the incredible utility of spells like prestidigitation, spark, light, mending, purify food and drink, illusion and evocation spells for entertaining children, and so on.
Yeah, I'm glad we were able to talk the new guy out of playing Reiko in that one. Dying in the first encounter definitely isn't fun for anyone.
You can take the Splash Weapon Mastery feat, which lets you nudge your misses by one square (in addition to extending the splash radius to a square of your choice, and halving any range penalties).
I don't think anyone would object if you threatened to do splash damage to them on a miss; you probably won't miss very often anyway. But if you don't have Precise Bombs (or are using some other splash weapon), I'd probably let anyone caught in the splash veto it.
In someways, I view casting spells as modernday firearms on Earth. Some people wear them openly and no one bats an eye (police, military, etc.), while if you draw a weapon while waiting in line at Star Bucks or at a recpetion with VIPs, then the reaction may be a wee bit different.
I think it would more like drawing a knife, because guns don't really have a practical purpose besides shooting. But if you pull out a knife, you could be about to stab someone, but you're probably just snipping a loose thread on your shirt or opening a box. I think most people would rely on context and body language to determine whether it was a threat or not.
N N 959 wrote:
This conversation, plus watching lots of episodes of "Leverage" on Netflix lately, makes me want SO BAD to have a free-form heist scenario. Have the VC lay out the known defenses of some target (such as traps, guards, divination magic, locks, etc.), and let the PCs puzzle out how to bypass it all. It could be like Bonekeep for puzzles.
Mason Whitlark wrote:
The lady that is bonekeep is something of a special one. She provides a certain challenge to players who have been asking for it while providing a solid reward for the hard work you may have done. There will be those people who say "Eh shes too tall" or "I'm not a fan of blondes" but there will be others that find her just perfect. For an abstract question you must expect a variety of answers.
Some people just want a scenario they can cuddle up with by the fire, and take home to meet their parents. Bonekeep shows up to the door with nothing but a trenchcoat and a duffel bag full of chains. It's just a matter of taste, but you'd better know what you're getting into.
You could try the Lore Warden archetype. They get Combat Expertise for free, not to mention extra skill points and class skills, but only get proficiency in light armor.
Also, there's a Swashbuckler in the Advanced Class Guide playtest that you might want to look at.
With decent Int, you could eventually go into the Duelist PrC, and pick up Canny Defense for extra dodge bonuses based on Int and level. (I'd personally go for a Kensai Magus to pick that up from level 1, but I guess that's right out for you.)
Still haven't heard from Arae, so I'm moving on. She can catch up later.
1d6 ⇒ 5
1d4 ⇒ 2
1d3 ⇒ 1
The geyser farthest to your right explodes in a shower of ice crystals and fog, as cold air briefly washes over you and collides with the hot ash swirling in the sky. Ahead, you hear the churning sound of the tornado growing closer.
Everyone takes 1 point of non-lethal damage and 1 point of fire damage from the ash storm.
The Beard wrote:
Kind of unfortunate to see warpriests possibly losing channel, but it will at least fix their MAD problem. Overall I like what I've seen for all the classes, here in this blog post.
I support dropping channel for Warpriests. It's meager enough on a full Cleric; the reduced version on Warpriests is barely worth even considering. Dropping it helps make Warpriests less MAD, and frees up room for other abilities that better contribute to their more martial role.
I'm running a PbP of the PFS scenario "The Sarkorian Prophecy," with 6 level 10 characters:
The gameplay thread is here, if you want to follow along.
The terrain within the Worldwound shifts both subtly and drastically from moment to moment, resulting in strange, fleeting sights in one’s peripheral vision. What remains of an overland road passes through a circle of long-standing burial mounds. Most sport collapsed entrances, though the northernmost barrow remains intact, its door looming ominously. Air vents billow forth putrid steam in all directions, and the ground is soggy with filthy water.
Secret GM Rolls:
Chara Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Kuwabara Perception: 1d20 + 22 ⇒ (12) + 22 = 34
Alcibie Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Lorkov Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Barlo Perception: 1d20 + 1d6 + 9 ⇒ (20) + (4) + 9 = 33
Arae Perception: 1d20 + 20 ⇒ (11) + 20 = 31
Kuwabara Kn(planes): 1d20 + 8 ⇒ (8) + 8 = 16
2d6 ⇒ (6, 1) = 7
The party notices that the tops of several of the ancient barrows have been blown off, as though they exploded from the inside. Barlo recognizes that these may be the result of abyssal geysers, through which raw chaotic energy explodes from pent up reserves beneath the earth.
As you reach the barrows, not only does the sand on the ground whip up into a dust storm, but the clouds ahead begin to churn, picking up rubble and even trees and it coalesces into a tornado. A tornado that begins to come your way.
You can take your turns out of order for now if you like. There is currently a duststorm brewing (coming into effect at the end of the first round), with windstorm-magnitude winds (DC 10 Strength check or DC 20 Fly check, at a -8 penalty, to move). You will begin to choke (using drowning rules), unless you cover your face with a cloth or something similar, which will buy you 10+Con rounds.
While adjacent to an ally who has this feat, you can perform an Aid Another action to give that ally a bonus to a ranged attack roll. If successful, this bonus is applied to the damage as well as the attack roll.
Requires: Clustered Shots
If an ally who has this feat dealt damage to an enemy in the last round using a ranged weapon, you may subtract his damage dealt from that enemy's DR when you hit it with your own ranged weapon
This weekend, our party knocked out a druid who was water-walking over a river, while Wild Shaped into a water elemental. That presented a real problem over how to take her captive. My alchemist ended up using foaming powder to turn her into something solid so we could take her on board our ship. It got kind of messy.
Here's my build for an Elf Investigator
Elf Fighter 1/Investigator 2
NG Medium Humanoid (elf)
Init +5; Senses Perception +9(10 vs. traps)
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 25 (1d10+2d8+5)
Fort +3(5 vs. poison), Ref +6, Will +4(6 vs. enchantment)
Speed 30 ft.
Melee +1 Elven Curved Blade +6 (1d10+7/18-20)
Ranged Javelin +5 (1d6+2)
Str 14, Dex 17, Con 12, Int 16, Wis 12, Cha 07
Base Atk +2; CMB +4; CMD 17
Feats Weapon Finesse, Power Attack, Furious Focus
Traits Clever Wordplay, Reactionary
Skills Diplomacy** +8, Disable Device*** +11, Knowledge (arcana)** +8, Knowledge (engineering)* +7, Knowledge (history)* +7, Knowledge (local)*** +9, Linguistics** +8, Perception*** +9(10 vs. traps), Sense Motive*** +7, Sleight of Hand*** +8
Languages Common, Elven, Jistka, Hallit, Varisian, Thassilonian, Ancient Osiriani
Combat Gear Chain shirt, Javelin (5), +1 Elven Curved Blade, Alchemist's Lab, Alchemist's Kit, Masterwork Thieves' Tools, Javelin x5, Alchemist's Fire x3, Formula Book (prepared extracts plus Disguise Self, Identify, Expeditious Retreat), 185gp
1st - True Strike, Comprehend Languages, Detect Secret Doors