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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 16,862 posts (17,283 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 7 aliases.


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The inner voice within your ear

HOW TO FORMAT YOUR GAME POSTS

"Use bold and quotations when talking aloud in-game."

Use italics for in-game thoughts. This is a good way to convey meta information to fellow players, such as your character's true intent during an act of duplicity.

Use OOC text for talking out of game as a player. If you have a LOT of OOC stuff to say, or if it isn't at all related to what is happening, consider posting in the Discussion thread instead.

Standard text with no formatting should be describing your character, their actions, or something similar, just as if you were reading a book aloud, or narrating a story.


The inner voice within your ear
Maermana wrote:
Wow, how does Riva have +17 to diplomacy already? Puts the Cha-based characters to shame.

Technically, she doesn't. It's a skill substitution. She possesses the Orator feat from the Advanced Class Guide. Combined with her high intelligence and Skill Focus (lingquistics) feat, it allows her to have a pretty high modifier. However, it doesn't cover all aspects of Diplomacy, allowing other "face characters" to continue to shine quite well.

04 Linguistics ranks
03 Class skill
03 Skill Focus
07 Intelligence modifier
=
17 Total skill modifier

Could have been a little higher with traits, but I didn't want to push it.


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I'm not hoping for a scenario. I'm hoping for a clear answer.


The inner voice within your ear

I am hosting a game for my offline friends today starting around noon (Eastern time) and I will be working out with them tomorrow, so my posting may be sporadic over the weekend (if I can manage it at all).


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None of it? Or just the attack bonus?


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Neelon Zelbag has been upgraded from the playtest slayer to the modern slayer.


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If my slayer sneak attacks an enemy and spends an immediate action to make him a studied target, which bonuses if any, do I get on that initial attack?

Do I get to apply the studied target attack roll bonus to the attack, or do I have to deal sneak attack damage first (meaning I don't benefit from the attack bonus until my next attack)? The wording appears unclear to me.


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Bob Bob Bob wrote:
I have absolutely seen players ruin carefully laid plans with unexpected solutions. Things that the writers just didn't think of. Sometimes they're super obvious (speak with dead stopping a poorly thought out murder-mystery), sometimes you have to stretch a bit (Legend Lore covers a lot of stuff, especially if there's no time limit), sometimes it's suicidal with a low chance of success (weaponizing sealed evil-in-a-can).

I have seen the writers themselves ruin their own laid plans. Take Skull and Shackles, for example: There is an important scene that is supposed to occur because the PCs are forced to go out and find fresh water to renew their ship's water stores--even though the module places an NPC cleric capable of casting create water on their ship as an especially helpful member of the crew.

As written, that key scene should never happen as they would never need to make landfall for water in the first place!


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So if I am playing an oracle/paladin character with the Sidestep Secret and Smite Evil class abilities (see below) does the Dexterity/Charisma replacement to AC and the Charisma/Deflection bonus to AC no longer stack? They appear to have different bonus types, but come from the same "primary" source.

Sidestep Secret:
Sidestep Secret (Su) Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class, CMD, and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Smite Evil:
Smite Evil (Su) Once per day, as a swift action, you can choose one target within sight to smite. If this target is evil, you add your Charisma bonus to your attack rolls and add your paladin level to all damage rolls made against the target of your smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per paladin level you possess. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a deflection bonus equal to your Charisma modifier to your AC against attacks made by the target of the smite. If you target a creature that is not evil, your smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

I suspect that, at least in the short term, this FAQ is going to cause a lot more confusion than it clears up.


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wraithstrike wrote:
For those who are new around here RD sometimes ask hypothetical questions when RAW does not agree with RAI, but he does not often(almost never) tell you that this is a thought experiment. So if you ever find yourself thinking, "This answer is common sense", then it is likely one of his thought experiments.

That...is probably a good rule of thumb.


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Gevaudan wrote:
Ravingdork wrote:
How about a build that lets you deal over 311 damage in a single attack with no excessive rolling and no mathematical damage calculations. All you gotta do is make the attack roll and hit.
Huh. That's sweet!

There's plenty more where that came from over in my Crazy Character Gallery thread. Be sure to check out the "Master Link" (all other links risk being defunct/outdated) and click "favorite" before leaving.


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Bave wrote:
It looks like a huge number of people play with really bad DMs and players that are real dbags. I have never seen a player intentionally ruin an AP by circumventing something via teleport, etc.

I've seen a few people attempt to do this unintentionally. When the GM said they shouldn't, the common response was "why not?"


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Bane Wraith wrote:
In this particular case, No, since the dimensional slide "counts as 5 feet of movement". You're better off going for Dimension Door, a standard action fourth level spell, if you want to move without movement.

Wouldn't dimension door require an obscene Concentration check though?

Bane Wraith wrote:
Thinking with portals; Unable-to-move thing don't go in, Unable-to-move thing don't go out.

That was my thought as well.


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Greylurker wrote:

To quote a recent movie

"what if I see something I want and somebody else has it"
"That would be stealing"
"...but what if I want it more than he does"
"still stealing"
"you don't understand sir....I want it MORE than he does."

Which movie is that?

I feel I've seen the scene, but I can't seem to place the scene it seems. (Try and say that 10 times fast.)


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Did ya' think that overland flight was only meant for flyin'? It's meant ta' allow my ornaments to feel the 'tinglies in tha' breeze!


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Unless one of them is mentioned only in flavor text. :P


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But isn't it teleportation and not actual movement?


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Tarantula wrote:
It is obvious that this is referring to the specific "move action" and not any move equivalent action.

Perhaps.

Tarantula wrote:
There is the "move action" which moves you up to your speed in distance, and then there are move equivalent actions, which use your move action for the round and do things which are not movement.

To my knowledge, there is no term such as "move-equivalent action" anywhere in the rules (I didn't do an exhaustive search, but I did check under "Move Action" in the Core Rulebook's combat chapter). There are simply move actions made to move, and move actions made to do something else.


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How about a build that lets you deal over 311 damage in a single attack with no excessive rolling and no mathematical damage calculations. All you gotta do is make the attack roll and hit.


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Tarantula wrote:
Ravingdork wrote:
I'm waiting for someone to come into the thread and declare that the "...create a dimensional crack that she can step through..." text is just flavor text and thus doesn't apply in this situation. :P

That part is just flavor text.

The important part is, "This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see."

If you can't take a move or withdraw action, you can't use the ability.

Except you are allowed to take a move action in a grapple. You could pull out a weapon, for example.


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I'm waiting for someone to come into the thread and declare that the "...create a dimensional crack that she can step through..." text is just flavor text and thus doesn't apply in this situation. :P


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Nothing really game breaking that I know of. Still, it's pretty funny to think of an arcanist bumping the DCs or caster level of ALL his spells with Potent Magic while also extending the duration to all of them with Spell Tinkerer, or just teleporting all over the damned place with Dimensional Slide.


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Hulking Hurler wrote:
I am also fabricating a mini from a doll house kool-aid picture and some dismembered limbs and will post it when complete.

I am SO looking forward to seeing this.


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Arcane Reservoir class ability:
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

No where does the Arcane Reservoir class ability say that the maximum points you can have is a "per day maximum." Was this intended?

Insofar as I can tell, if you were willing to expend the spell slots (or magical items, or whatever), you could continuously fill your pool over and over again as needed, you just couldn't ever have more than 3 + 1/2 your arcanist level at one time.

For Example
I am a 10th-level arcanist, so I get 8 points for free each day, with a maximum of 13. I end up going through a particularly rough adventuring day and end up spending those first 8 points early on. However, the day isn't over yet, so I spend a few spell slots and gain another 5 points, which are quickly used as well. So I do it again, expending my spell slots and a few scrolls the party would never realistically use in order to gain another 13 points.

Has this example broken any rules? Is it really the intent for the arcanist to have no limit on how often they can replenish their pool?


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Core Rulebook Magic Chapter:
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

Knowledge Skill DCs table:
Knowledge: Arcana; Identify a spell that just targeted you; DC 25 + spell level

Erh, which is it? Can you deduce the exact nature of a spell that just targeted you, or can't you? The two above rules appear completely contradictory. Looking for clarification on the matter.


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Can an arcanist use the dimensional slide class feature to escape a grapple? Why or why not?


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The only time I've ever seen a player want to play a drow noble is when they wanted to min/max it, particularly it's spell-like abilities. In EVERY case of that happening, said players showed me this line of the Drow Noble entry: In some cases, a drow noble's spell-like abilities might vary, although the level of a particular spell-like ability does not.

...before asking to switch those out for things like at-will fireballs and magic missiles.

Yeah...no. Too damned powerful, particularly at low levels. And that's not even getting into the social stigma aspects of the race.


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Also, none of the enemies are likely to be within that minimal 20-foot range most of the time.


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Chess Pwn wrote:
In the wondrous item crafting it says "Creating an item requires 8 hours of work per 1,000 gp in the item's base price" is that the base price to buy or the base price to make?

"Price" almost always refers to the total Market Price. "Cost" almost always refers to the cost to make the item.


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This is my favorite necromancer build.

(Here's the mythic variant.)


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Had an interesting game in which the characters' hometown was attacked by a number of minor fiends.

After repelling the attack, the PCs (not having the proper knowledge skills to have any idea what the attacking creatures were) went on a red herring side quest into the "Goblin Wood" nearby. Knowing that goblins made regular raids on their town, they got to thinking that maybe they had begun to step up their game with some kind of transformative magic.

The small forest, being infested with goblins, it wasn't long before they came upon a patrol of six of the green-skinned miscreants. Knowing that they couldn't hope to sneak up on them with the dwarven paladin in full plate, the party split up. The sorcerer and fighter flanked the goblins while the paladin moved straight in as a distraction/bait.

In mere moments the dwarf had become surrounded by the little goblins, who were all pulling their loaded bow strings (except for one who seemed to have forgotten his arrows at home--though he still pulled his bowstring back very threateningly).

The goblins began to discuss whether or not they should eat him and in what manner. The thing was, the dwarf could not speak goblin, but the flanking characters could. It went something like this:

G1: Should we eat him?
G2: Yes. Look at me. I'm just wasting away.
G3 (no arrows): Maybe we should take him back to the chieftain?
G4: *shoots G3 dead* Nope. We're going to eat him. I'm hungry!
G5: But I don't like dwarf! They're too tough and get stuck in my teeth.
G6: Should we boil him in a pot?
G1: No. Let's roast him on a spic!
G2: How about we...

At that point the two flankers moved in cutting down two of the goblins while the dwarf cut down another. G6 responds by dropping his bow, quickdrawing his shortsword, hamstringing G5 and bolting into the trees to hide.

The party sorcerer blasted G6 dead with a magic missile as it tried to hide behind a tree far too narrow to conceal it. Then the dwarf smashed the ham-stringed goblin with the broadside of his axe, knocking it out with nonlethal damage.

The party tied it up and healed it back to consciousness. Due to his battered face, they opted to name it "Squishy."

The poor goblin came to, saw that he was surrounded and simply began screaming...and screaming...and screaming until the sorcerer jammed a dirt clod into its mouth causing it to choke. Squishy spit out the dirt and in rapid-goblin-speak begged, "Please don't eat me! I'm small! And all skin and bone! Possums are much better eating! I can show you where a family of them live so long as you promise not to eat me!

Fighter: (in goblin) Shut up. We're not going to eat you.
Squishy: *begins to cry* Please don't hurt me! I didn't want to eat you! I didn't want to eat anybody!
Fighter: We just want to ask you a few questions.
Squishy: Quest-ons? (clearly not understanding the meaning of the word)
Fighter: *sighs* We want to talk to you.
Squishy: *begins to perk up* Oh? Talk? Yes. Yes. I can do that! I'm good at talk! Did you know there is a family of yum-yum possum over the...
Sorcerer: Shut up. Do you know of any red, horned creatures with wings and barbed tails? (describing the fiends that attacked the town)
Squishy: Oh yes. Yes I do.
Fighter: Where are they?
Squishy: There's one right there *points past the PCs*

*Party spins around drawing weapons ready for another fight, only to see a harmless bird up on a tree branch*

Squishy: Yep-yep. That one's got wings. There's also rams with horns by the big rocks, porcupines in the burrows with barbs, and...
Fighter: Shut up. *sighs* That's not what we meant. Can you at least tell us where your tribe is at? Maybe your chieftain can tell us something?
Squishy: Yes.
Fighter: How far away is your tribe?
Squishy: *thinks hard, which seems painful* That way! *points*
Fighter: But how far? If we walked that way how many times would the sun pass overhead before we reached him?
Squishy: five-four-seven-two-eleventy-one...?
Sorcerer: He clearly can't count.
Fighter: Don't know what I was thinking with that one.
Sorcerer: If you take us to your tribe, I will give you wings like that bird.
Squishy: *beaming with joy and hopping excitedly despite being tied down* Really!? Really really!? I've always wanted to be a bird! They're so yummy!
Sorcerer: Yes. I shall grant you wings so you can be a bird. Lead the way.

*The party unties Squishy and puts him in a Gollum-like rope harness.*

[Squishy and the party survive a few random encounters]

A few hours later, the party of four come across a tribe of goblins, which ambush them from the ground and from the treetops with their deadly arrows.

Before many can respond the sorcerer blasted a third of the goblin archers out of the trees with a well-placed fireball.

Two goblin dogs rushed out of the brush and flanked the dwarf while the fighter returned fire taking out many of the treetop snipers.

Many of the enemy goblins attempted to shoot Squishy (shouting "traitor!" and "I never liked him anyways!"), all of whom missed due to poor rolls. Squishy shouted back "Not this again guys! Don't ya know you can't hit me?" --obviously oblivious to the fact that his tribesmen were trying to kill him (again).

Many of the goblins on the ground swarmed the dwarf paladin, but none could get through his full plate or past his shield--so one of them through feces into his visor, blinding him long enough for them to get a few good shots in. A few goblins grabbed burning branches that had caught from the fireball and threw them back at the sorcerer, taunting all the while. Another goblin attacked the fighter by pushing his comrade out of a tree and onto the fighter's head below.

A minute later, all of the goblins were dead (except for Squishy) and the PCs searched the bodies for clues as to how they might have brought about minor fiends (such as spell components). By the time they had finished (finding nothing) Squishy had come out from behind a tree with his rope harness having been modified to fit a tree branch and several goblin bones that now stuck out of either side of it. From this wide frame hung several palm fronds, making it look like an extremely crude set of wings.

"I took you to friends so now I can fly now! Yes?" Squishy screamed excitedly.

"Yes, yes you can fly now." *sorcerer casts the fly spell on Squishy and lets him go*

Squishy takes off soaring through the air with loud "wheeeees" and "whooooohoooooos" and "hahahahahah! I'm a bird!"

When the spells duration was near its end, the PCs began to encourage squishy to fly higher and higher, until he was but a tiny dot in the sky. Then the spell ended.

Squishy was so high up, the soft fall effect ended long before he made it to the ground. He fell straight through the forest canopy (screaming in joy the entire way), broke his neck on a tree branch, and got caught in several vines, becoming suspended forever more like some kind of ugly bird flying through the trees (with a broken wing).

The party gave up on their red herring and moved on.

The side quest made quite an impression on my players, so I wanted to share it with you. Squishy the bird goblin and the s+@+-faced dwarf, in particular, will be remembered for a LONG time to come in our group me thinks.


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Claxon wrote:

The few exceptions of the same bonus types stacking that I can think of are dodge bonuses and circumstance bonuses.

For completeness' sake: Circumstantial bonuses (from different circumstances), Dodge bonuses, Racial bonuses, and untyped bonuses all stack with themselves as well as with other bonuses. All other named bonuses do not stack with themselves, even if they are from different sources.


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Getting rid of PvP is as simple as saying "There will be absolutely no PvP in this campaign; you're supposed to work together as a group" and then bringing down the hammer on anyone who breaks the ban.

The rest of it is a little trickier though.


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I'm Batman!

Or perhaps Santa Claus or the Marshmallow Man!


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The tiers are essentially a measure of how many toes a given class steps on. Classes that have many of their abilities poached by other classes, such as rogues, have a very low tier (higher number) since they can't really do anything unique. A wizard, on the other hand, can potentially do most anything any other class can thanks to his versatile spell list and class abilities; so it is considered by most to be a tier 1 class.


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GM ShadowLord wrote:
I understand I guess but it seems unreasonable that the creature is holding another creature with it's body in the other square and yet the creature being held cannot attack what's restraining it.

And this is the heart of why I hate the Strike Back feat. It's something anybody should be able to do already.


The inner voice within your ear
Toran Silvercloak wrote:


I'll throw his favored class bonuses into HP, giving him 34.

35 HP, not 34.

15 sum of static HP @ 2-4th level
08 Constitution bonus
08 max HP @ 1st level
04 favored class bonus
=
35 total HP

Toran Silvercloak wrote:
Thank you for checking this, I probably never would have caught those mistakes.

No problem. It gives me something to do when things slow down. (I'm also something of a perfectionist, which is why I edit my posts so much; can't abide typos and grammatical errors in my posts any more than I can mathematical or formatting mistakes in characters.)


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I'll take that as my cue to bow out of this discussion.


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How about the Penguin in that new show, Goatham? He strikes me as a shrewd calculating villain who prefers to do horrible things on a whim. Also, his former mistress at the night club.


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Why not? They get a lot more than other monsters? Powerful abilities, long unlife, a host of immunities, darkvision, etc.

Their relative immortality is actually one of the weakest things they obtain.


The inner voice within your ear

What favored class bonuses did you choose? Also, how did you get Perception +10?

.
.
.
.
4 ranks
3 class skill
1 trait bonus
0 Wisdom modifier
=
8 Total

Where's that extra +2 coming from?

EDIT: Can I get the ranks and FCBs of everyone else too, please?


The inner voice within your ear

Your archetype gives you Oracle's Burden as a bonus spell. Your class also gets all the cure spells as bonus spells. If anything, that means you need to add an extra 1st-level spell. :D

Also, what are your skill ranks? I'd like to add them to the character sheet file.


The inner voice within your ear

Toran, your character sheet is ready. Let me know if anything looks off.


The inner voice within your ear

I have updated the GM Cheat Sheet and all the character sheets I currently have access to. I suggest you all update your character notes to match (and feel free to check my math).

Powergaming DM wrote:
It should apply to everything.

But most characters/monsters we encounter still use the average hit points listed in their entries, right?


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Avoron wrote:
First thing to figure out is what penalties your GM will take away because you can get accustomed to some drawbacks.

And there was much inarticulate screaming and ripping of hair.


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What do you do when your player's skills are so high that they auto-succeed against your DCs? Don't have them roll. Just tell them they succeed. It saves time and rewards their mastery of that skill.

However, if this is making the game less fun for you as a GM, then spice it up. There are always circumstance bonuses/penalties you can use. For example, set it up so they aren't just jumping a chasm. They could do that ages ago. Now, they are jumping a chasm off of loose sand, which is sliding under their feat, pulling them towards the chasm because the chasm just split open due to the eruptions of the erupting volcano in the background. Also, they are blind from smoke and ash and fiery rocks are raining down all around. That's a harder can't-take-10 DC for a higher level PC, and it still rewards them for their skill mastery since no one else with less mastery would ever have enough luck making a jump like that.

You should NEVER arbitrarily scale DCs. That not only goes against the game's basic design principles, it will piss off your players to no end. What you should do is present epic PCs with epic encounters, and not all the time. Use them sparingly, or else they become less special. Said PC with skill mastery should be making those checks most of the time, but every once in a while, reward him with a real challenge that only he can do. Makes him feel special, allows you to feel like you are fulfilling your purpose, and makes the game better all around for everyone evolved (except for those players who can't possibly make the jump--be mindful of that too).


The inner voice within your ear

DM, does that HP scheme apply to companion creatures, such as Toran's eidolon, as well? Do they also get max HP at 1st hit dice? I'm adjusting the cheat sheet and my version of the character sheets to follow the rule.

So far it looks like everyone has the following HP:

Maermana: 27
Mallichatti: 41
Riva: 22
Toran: 31
Valek: 31


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Wow. Two interventions side by side? What the heck is going on?


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Tarantula wrote:
If you feel that they are unaware of the attack and don't get trap sense, that only effects them for a whopping 1 level until they get uncanny dodge. Which should restore the trapsense bonus to them even if unaware of the trap.

Good point, I had forgotten about Uncanny Dodge. My question still stands, however, as there is still a one level gap. Also, there are archetypes out there that give Trap Sense but not Uncanny Dodge.


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LazarX wrote:
Again that rule refers to attacks which occur in standard surprise and combat rounds.

A great many traps make attacks too.

LazarX wrote:
By your logic, the very existence of Trap Sense would make... no sense.

My logic? That doesn't enter into it. I'm going off of the RAW, which does seem to make Trap Sense...far less useful.

But that's obviously not the intent, which is why I am seeking clarification on the matter. This is not the first time it has come up on these boards.

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