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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 17,673 posts (18,336 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 8 aliases.


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Pretty sure the rules assume the GM will prevent such things. Ultimate Campaign even has an example of players building too many graveyards I think.


The inner voice within your ear

I have uploaded the new map, which displays typical and massive trees as well as light and heavy undergrowth Here are the rules for each terrain feature.

Small brown circles represent typical trees.
Large brown circles represent massive trees.
Dark green squares with no patterns represent no undergrowth.
Dark green squares with double hatch patterns represent light undergrowth.
Dark green squares with long hatch patterns represent heavy undergrowth.
Light green squares with shrubbery patterns represent open ground.


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LazarX wrote:
claudekennilol wrote:
Say I put on two magical necklaces, which one functions (if any)? Does the first one remain on because it was on first? Does the second one come on because it overrides the first one? Or do neither of them work because they cancel each other out?
Neither are functional until you take at least one off.

I'm pretty sure that is completely false.

Magic Items chapter, under Magic Items on the Body: ...a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.

Additional items have no effect. The initial ones continue functioning.


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Now if that homunculus happens to have the mauler archetype from Familiar Folio... :P

As for the mauler's size changing: the only rules that govern that are in the monster creation/advancement rules. There's a table you're supposed to use any time a creature changes sizes (unless more specific rules override the general table). The developers say to use the polymorph size change rules table instead, but they're wrong. Not only does that not make any sense, but going that route is not only unsupported by RAW, but also opens up a huge can of rules eating worms.


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I like the KISS method of doing things. It's a move action. It might take a little more or less time depending on the slot, but I imagine the times it would take for various slots would average out to a move action, so that's what we'll use (abstraction for the win!).


The inner voice within your ear

I guess I was expecting you to simplify it and say they were all trees and/or light brush or something.

I am SO templating this forest clearing for future use now though. :P


The inner voice within your ear

It's a "medium" forest? Okay, so that tells us that 70% of the squares have typical trees in them (providing partial cover) and an additional 10% have massive trees (which take up whole squares); also that 70% of the squares have light undergrowth (cutting movement in half) and 20% have heavy undergrowth (cutting movement to a quarter).

It tells us nothing about which squares are which, though I'm assuming it will only apply to the dark green squares on the map (since the interior is a clearing).

If it's that much of a concern to you I suppose I'll start rolling for each square once I get home tonight and adding it to the map.


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I did find it odd that they would use a large chunk of their resources just trying to get inside a single building. Must have been freaking Fort Knox! I'm guessing it more likely that they used much of their resources getting through the surrounding community unnoticed as well.

Not having a plan seems par for the course to me just because adventures tend to be very spontaneous. Much of the time you have no idea what the GM is going to throw at you, and if you do, you often don't have much time to prepare. This doesn't seem to be the case in this particular scenario though, so it is surprising there wasn't a bit more forethought put into their assault (especially if they've died twice already this campaign*).

Moving forward without first clearing the rooms behind with no indication of there being another way out was quite foolhardy. No ifs, and, or buts.

*:
Or perhaps they no longer fear death, and have developed an expectation that they will just come back again and again if need be.


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Maybe I'm missing something, but where exactly is the stupidity coming in? Based on what I read in the OP, they are acting like every single adventuring party I've ever seen.


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LazarX wrote:
There is no way that you can argue that dismounting isn't a form of movement. You get off a horse, you move down. You remove yourself from a mount... that's movement.

Quite right. However, I could argue that, in this context, when the game refers to "movement" it is referring to "a move action made to move," not movement as we understand it in the English language. At its heart, it's just another game terminology versus modern English debate, where we argue about where we draw the line between the two.

I've been here long enough and have seen enough of these kinds of threads to understand that implicitly.

EDIT: It looks like bbangerter sorta' ninja'd me on this one.


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That's the interpretation I would certainly use, Dr Styx.


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It's definitely a grey areas I admit.


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After giving it some though, I think I disagree with LazarX. I do not think dismounting prohibits you from taking a 5-foot step in the same round, not do I think it counts as movement in the same sense that taking a move action to move does.


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Not off the top of my head, Nardoz. You really do need to drop it and then pick it up again, or else have something like a polymorphic pouch to put it in.

I do not believe you can use your carpet while it's melded with you. Magical flight takes as much concentration as walking, which means it takes an action (even if it is the same action as walking) to activate.


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I'm of the opinion that "all your gear" means all your gear. If it is considered attended for the purposes of targeting and what not at the time of polymorphing, than it is part of your gear and gets melded.

Nardoz Zardoz wrote:
Skylancer4 wrote:

It is an item you unroll and stand/sit on, it isn't something you are wearing which is what polymorph effects are worries about. It might not be "riding a mount" "riding" but it isn't a hoverpack of magical flying you wear.

You could unroll it, shape change and then go on it with your new form and use it. Its activation might not be the standard "standard action to use", but it is still something that you need to "use" and doesn't give its benefit if it were rolled up and tied to your back. Those are the items that polymorph allows you to gain the effects of. Worn, non activated continuous use items. Flying carpet requires some set up, and specific conditions to use, so wouldn't fall under that umbrella.

Well, I don't want to derail this thread with discussions of flying carpets, but I don't think you're correctly characterizing how the flying carpet works. Check out this post sumarazing a conversation between RavingDork and James Jacobs

http://paizo.com/threads/rzs2ouin?Carpet-of-Flying-Pounce#5

A flying carpet gives you a fly speed, like you had cast Fly or Overland Flight on yourself. It is not a mount, it is not a vehicle. It is a constant bonus, it doesn't need any activation. If it were to merge when polymorphed (which I'm not sure it should) you would maintain your ability to fly.

Man! Totally ninja'd to my own post!


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mdt wrote:
Didn't even realize this was in dispute.

Wasn't really in dispute so much as it was unclear.


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Interesting.


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I thought so, Cpt_kirstov. A single swarm being able to shape itself to almost always exactly cover every PC would be too powerful in my opinion.


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Zaister wrote:
A swarm is always composed of 4 squares. These need not be in a 2 by 2 square formation, the swarm is shapeable and can assume a new shape with each move. The only restriction is that its squares remain contiguous. So basically, at any one time the swarm can form any one "Tetris-shape".

Where's the rule for this? The closest thing I recall is that they can fit through any space that their component creatures can fit through. Aside from that, I thought they were always represented as 2x2 square swarms on the battle grid. Any variations in shape would come from multiple contiguous 2x2 swarms, not from a single swarm changing its shape.

Am I wrong?


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You really should describe WHAT Chekhov's Gun actually IS in the opening post, for those not in the know. It would allow for more people to participate in the discussion.


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I think your friend is correct. The worst thing I can see happening is a mounted character who shares his space AND his Escape Route feat with his mount to basically become immune to movement related attacks of opportunity. If anything I think that's fine considering the feat investment, and the fact that anyone else could do the same thing more efficiently for a mere 2,000gp.


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chbgraphicarts wrote:
If your DM lets you "hold" Feat slots, then that'd be a houserule, but that brings with it its own balance issues.

Absolutely right. Since you can retrain feats to meet higher prerequisite later on, you would be really shooting yourself in the foot by not taking feats as early as you can.


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If you want to take the group into consideration, we also have a dual-cursed battle orcale, invulnerable rager barbarian, and a maestro-bloodline sorcerer.


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I'm pretty certain that my arcanist, Riva Sarjenka, will be leveling up to level six just as soon as my PbP group finishes this encounter with six bloody skeleton trolls.

I'm trying to decide what 3rd-level spells I should take. I need to pick two. I already have all the core spells of 2nd-level and lower.

What might you recommend?


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ANIMATE DEAD
"You were dead before,
and are undead now.
So shall you bow,
before me ever more!"

GUST OF WIND
"Dust and detritus all around, I bid thee flee.
'Disperse' I say! 'Disperse' I decree!"


The inner voice within your ear
Mallichatti Cervagio wrote:
not quite updated yet.

Yeah, pictures and large files take time to upload to the server fully. It'll show up. I generally overwrite the previous files, so just keep refreshing the link until you see it.

EDIT: Looks ready now.


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Here's the full quote and context for those who may not remember:

wraithstrike wrote:
mplindustries wrote:
wraithstrike wrote:

True seeing keeps using the word "seeing". There is nothing that says it ignores illusions that are not based on actual sight. I even uses the word "vision".

Even if you argue that, which is fine, the victim of a Phantasmal Killer undeniably sees it--it's even described as an image.
No they don't. A mental image is not really seeing, not in the sense that the spell is describing. It is like when people "see" hallucinations. They really did not see anything. They only imagined it, because it was all mental.


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Geico commercial format:

wraithstrike wrote:
[Did you know that] a mental image is not really seeing...

Oh yeah? Well, did you know that you can't see some colors if your brain doesn't know to look for them?


The inner voice within your ear

I will attempt to update the battle map each round of combat, or once each day, whichever is less, so please keep track of events as they occur during the current round (since that map will cease being accurate the moment someone moves or changes something until the next round).


The inner voice within your ear

Is this any better?


The inner voice within your ear

I was wondering how he was so quick, DM. Is this an in-game concern to worry about, or did we just flub the time tables in the narrative?

How does this work for map arrangement?


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Isn't that kind of splitting hairs though, Stabbity?


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I think it's an entirely appropriate and justified FAQ/rules change.

Go ahead and ignore it and I will show up to your table with a fighter proficient in 3 weapons and 50 extra feats.

Class proficiencies were never supposed to be feats. Some editor just flubbed early in the book's making. The developers corrected this error. And thank goodness for it too!


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A GM has the right to veto any character concept not appropriate for his game before/during its creation. That's it. That's all.

The player can make a different character concept, not play in that particular game, or work with the GM to make their existing character fit the framework of the campaign.

A GM does not ever have the right to fiat control your character* or to change your concept without your permission. It is your intellectual property.

* Fiat control, or "just because," rather than via a legitimate rule that may allow for it, such as dominate person.


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Glad you liked it.


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ElterAgo wrote:
If you get the army there instantly and quickly take over, you don't need the baggage train!

Thank God. I feared no one was going to say it.


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New Troll Bloody Skeleton stats added to the NPC gallery.

It's like a troll, but undead. ;P


The inner voice within your ear

Yeah, I'm worried there may be additional creatures in the hut. Six bloody skeleton trolls are going to be quite tough on their own.

That's kind of why I'm hoping to turn some of them to our side.

We can use the brush and trees to keep them off of us.

Forest Terrain Rules:

Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn't otherwise affect a creature's fighting space, because it's assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren't mutually exclusive; it's common for a 5-foot square to have both a tree and undergrowth.

Forest Canopy: It's common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees' branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.

Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams average 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests have occasional game trails.

Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.

Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.

The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.

If nothing else, they will have to deal with difficult terrain and/or partial cover should they move past the tree line. GM has final say.

If you want your token in a specific position, let me know.


The inner voice within your ear

Map's ready except for Tark's suggestions on positioning.


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LoneKnave wrote:
kestral287 wrote:
LoneKnave wrote:
Ravingdork wrote:
LoneKnave wrote:
Familiars and ACs always act on the player's initiative as far as I know (same as summoned monsters).
That's a house rule.
So how does a cavalier control his horse then? Does the other delay his initiative till it's both of their turns?

Mounts are explicitly noted to share initiative.

Familiars and animal companions (when not being ridden) are not.

Oh well, easy to solve then. Just have the familiar riding on your shoulder.

*snirk*


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LoneKnave wrote:
Familiars and ACs always act on the player's initiative as far as I know (same as summoned monsters).

That's a house rule.


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chbgraphicarts wrote:
Dude solo'd the Tomb of Horrors and beat Acererak by LITERALLY beating him.

Is that really written somewhere? I didn't think they went into that much detail.


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Sniggevert wrote:

PDT did speak to this when they put out the FAQ.

PDT quote

Well, I guess it has been addressed already. Ho hum.


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Others have already shown how it can be powerful. Allow me to show you how it can be fun.

I personally have found it to be very archetype friendly, as you can see with my own character, Hu, above.


2 people marked this as FAQ candidate.
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The Ultimate Combat FAQ has this to say:

Weapons: There are melee weapons in Ultimate Combat (pages 131 to 132) with a weight of "—". If these weapons are primarily metal (like the kerambit), how do you calculate the cost of creating mithral versions of these weapons?

Treat these weapons as 1/2 lb weapons for the purpose of creating a mithral version of the weapon.

Was it the intent of this ruling to allow people to actually save money on masterwork weapons?
Why would anyone ever get a masterwork kerambit (or any other light weight weapon), when they could get a mithral one for 50gp less that is also considered masterwork? Is every goblin, gnome and halfling expected to wield mithral daggers over masterwork ones now?

Shouldn't objects be treated as a minimum of 1 pound to avoid this incongruity? Please FAQ if you think this should be addressed.


The inner voice within your ear

Player: I attack M20.
GM: Miss. I attack H2.
Player: Hit. I attack G8.
GM: Awe. You dropped my battle troll!

;P

EDIT: Noticed the alignment of the numbers is off. I will have to fix that later this evening when I add the secondary door.


The inner voice within your ear

Here's the troll bloody skeleton stats you requested, GM.


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DeathMetal4tw wrote:

A link to the Strix entry from the Pathfinder SRD:

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/strix

This NOT a link. THAT is a URL address.

THIS is a link: http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/strix


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I would let PCs "fly" underwater IF they had a freedom of movement effect up (since that explicitly states you can move normally under such conditions), otherwise, there is just too much resistance and you have to swim. In my games if you're using magic to fly/swim, it would just be swimming without having to move your arms and legs.

I think there is a FAQ or something covering this somewhere.


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Hazrond wrote:
I already have several potions of Shield ready to quaff...

There's not such thing as potions of shield, as shield is a personal-range spell and personal-range spells cannot be made into potions. Potions of mage armor are totally fine though.

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