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Just picked up S&S this weekend and other than lamenting I waited this long to try PACG I have a few questions.
1. We also picked up the Ranger Class deck, Does this provide enough extra cards to increase the players past 4 or do I need to get the char-addon pack. (will be doing so anyways but may have a group of 6 by this weekend.)
2. One of my buddies loves caltrops but we weren't sure if he could re-add to his deck at the end of scenarios if all caltrops got banished and there were still enough items to rebuild his deck.
3. WE cant seem to understand moving the ship and encountering new ships if anyone could explain it easily.
Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".
Archetypes and Gaining Powers: If an archetype like wildblooded sorcerer grants new class features like bloodline powers, domain powers, or the like, if I don’t have that archetype, can I use feats like Eldritch Heritage or Believer’s Boon and choose the powers granted by the archetype.
No. These powers only exist for the archetypes that grant them. This is particularly important because in some cases, the archetype might trade out non-parallel features to gain those powers. For example, a fey sorcerer with the wildblooded archetype trades out both her bloodline arcana and her 1st-level power to gain a new 1st-level power, but a non-sorcerer using a feat to gain a 1st-level power never had the bloodline arcana to begin with.
Ultimate magic FAQ
After 3 1/2 years on these forums I would be positively afraid of RavingDork playing a Warrior. I promise he can and will find something to bring the fear into your heart.
Unless something changed I don't think builds get grandfathered in past rules changes I would head over to the PFS forums and address this concerns with the experts on their end.
Orfamay Quest wrote:
To second here on a 300' cliff assuming that only one person needs to climb that's 40 rolls if a whole 4 man party needs up there that's 160 rolls. If we assume low level (1-3) and a dc 15 cliff we have a characters with (assuming no one dumped str) rolls of 0-14 (14 being max ranks skill focus and 20 str.) the guy with Zero has to roll a 15 or better to go up and the guy on the top end doesn't even have to roll. So if we assume someone on each end of the spectrum then we can assume that no roll guy will drop a knotted rope or something to drop the dc some for everyone else lets say to a dc 10. our low end guy still cant move up 50% of the time and each time he doesn't move up there is a 50% chance of him falling possibly to his death if he is near the top.
Well first off what kind of cliff, what level are we, whats the time frame to get it? Important questions.
Because the BBEG probably can't be dealt with any other way. Can I walk around him to the Mcguffin? Can we just levitate over his head. No we have to fight him and unless that 300' cliff is 100% impassable without just climb checks we won't waste hours trying to climb it.
Also most BBEG do look for ways to safely and easily end them at low levels we color spray or sleep at high levels we greater bestow curse and finger of death. It's usually never an attack roll slug fest to the last hp.
From SKR back in 2011. Hope it helps The purpose of Take 10 is to allow you to avoid the swinginess of the d20 roll in completing a task that should be easy for you. A practiced climber (5 ranks in Climb) should never, ever fall when climbing a practice rock-climbing wall at a gym (DC 15) as long as he doesn't rush and isn't distracted by combat, trying to juggle, and so on. Take 10 means he doesn't have to worry about the randomness of rolling 1, 2, 3, or 4.
The rule is there to prevent weirdness from the fact that you can roll 1 on tasks you shouldn't fail at under normal circumstances.
I'm not an athlete, but I can easily to a standing broad jump of 5-6 feet, over and over again without fail. It doesn't matter if I'm jumping over a piece of tape on the floor or a deep pit... I can make that jump. With a running start, it's even easier. If I were an adventurer, a 5-foot-diameter pit would be a trivial obstacle. Why waste game time making everyone roll to jump over the pit? Why not let them Take 10 and get on to something relevant to the adventure that's actually a threat, like a trap, monster, or shady NPC?
Let your players Take 10 unless they're in combat or they're distracted by something other than the task at hand. It's just there to make the game proceed faster so you don't have big damn heroes failing to accomplish inconsequential things.
Hi we are gonna be starting carrion crown this weekend and I'm honestly not big on experience points for just killing so i was going to run it according to story points i found a thread for suggestions on doing this with book one but haven't yet for the others could someone point me in the right direction for a good suggestion on leveling the players without needing to track xp.
The Egg of Coot wrote:
I am assuming this would change how the Aesthetic Druid functions since right now it still gains sutras each even numbered level.
Jeff Erwin wrote:
I may have misunderstood then I thought I was seeing that same sex couples would be allowed to claim Spousal Privilege in court even if they weren't married due to their state not having yet enacted same sex marriage laws.