Earthfather

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Sovereign Court

here we go

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when is the pdf going on sale ? i cant see nothing on the website

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avoid troubles. the adventure awaits in osirion
but will do some fun here and there

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Hi there
i have pc going from ustalav to Osirion
they have embarked at Calpihas and will visit some ports before disembarking at Kerse, in Druma.
after that point i think the route should be via river either
1) to highhelm (and the 5 kings mountains) then on the sellen river to cassomir then ship to Absalom then ship to sothis)
or
2) river to macridi, then land route to hills at the borders with isger then river again to falcon's hollow.. river to almas then via ship to absalom and again ship to sothis

while the last 2 legs (cassomir > absalom > sothis or almas > absalom > sothis) are pretty clear to imagine, the travel from kerse to cassomir or kerse to almas are quite hard for me to gauge in terms of peril and duration

any suggestion ?
thanks in advance

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Hi there
i have pc going from ustalav to Osirion
they have embarked at Calpihas and will visit some ports before disembarking at Kerse, in Druma.
after that point i think the route should be via river either
1) to highhelm (and the 5 kings mountains) then on the sellen river to cassomir then ship to Absalom then ship to sothis)
or
2) river to macridi, then land route to hills at the borders with isger then river again to falcon's hollow.. river to almas then via ship to absalom and again ship to sothis

while the last 2 legs (cassomir > absalom > sothis or almas > absalom > sothis) are pretty clear to imagine, the travel from kerse to cassomir or kerse to almas are quite hard for me to gauge in terms of peril and duration

any suggestion ?
thanks in advance

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found them ! thanks anyway

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can you point out to me the errata ? i didnt found them in the download section of this website

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yep i agree, but. Take a look at ALL the others spirit powers of all spirits. Where needed there is ALWAYS the spelling of the action. Some are swift actions for example. In this power the wording is incomplete. So we act by raw, but you cannot deny is weird (the lack of the proper wording...)

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yep and not all are standard, there are some that are swift actions aswell (bane weapons, the same battle spirit, lvl 8 greater spirit power)

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so in any case or circumstance, the first round for the shaman herself, the power is wasted (not for his allies toh)

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i am not saying the ability is wasted, i am saying the ability is wasted for the shaman in the round he casts it. But, if we build on this, i can say it goes on until the next round so it's effects in the round after the casting are actually the first round of duration completion for the ability itself.

example: the shaman is the last one acting in the initiative count
the shaman uses his standard action to activate this ability
the "active" round starts at the beginning of the next round and lasts until the end of the shaman round.
or the round 1 is totally wasted since the shaman is the last one to act ?

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if it's so, basically the starting round in wich the Ability is used is a wasted round for the shaman to use it's effect, since it can't attack anymore, right ?

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i was thinking about extra channeling

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here goes the text:

A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability: Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

does this power grants the shaman the necessary requisite to take channeling feats ? or not ?

thanks

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It doesnt says wich action can prompt this.
Since the real short duration of this, i say move or swift or free
not standard... i hope

Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman herself) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and again at 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

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thanks cevah !

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let's say i have the monster A hit by a bestow curse, he fails the spell and the caster decide for the
50/50 chance to act
effect.

in his turn the monster rolls and it comes out that he can't do anything
in the players round someone triggers an opportunity attack in his range.
can he do the attack or since he is "doing nothing" this effect lasts until the start of his next round ?
so basically the effect is in effect for his round or for ALL the rounds until the cycle arrives back to him ?

thanks

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can you please tell me the names of those abilities cevah ?
thanks

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ok, you agree with my reading (and i agree with your opinion, it's laughable to use the wording as it stands, that means 2 st for sure in a single round for the same effect)

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end of my turns AFTER the turn in wich i cast it, obviously.

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so not the SAME turn when i cast, in that first turn they have to do just 1 ST, free (and eventually move in their next action, whenever it happens if not AFTER caster following round) or entangled.
not twice.
that is not a great wording toh...

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hi there
the wording i need to clarify is this
"This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately."

so lets say i am the druid and my opponents are 4 orcs
initiative starts, i am aware of the orcs (i set up an ambush) they fail the perception check so are surprised
i can act (1 standard action) and cast the spell
they all roll ST. since they cant move (are surprised) at the end of my turn they need to save again ?

let's say they arent surprised, i am first anyway, cast the spell and it goes off
they need to save the first time as per spell descriptor, and then a second time in the same round again, since they cannot possibly move out of it before i end my turn ?

the mechanics after the first turn is clear enough. who is in the effect radius at the end of my turn rolls the ST (as anyone that enters).
but the first turn disconcert me

thanks for the input

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thanks naz for the specification about bombs.
and yes weirdo, i am going toward the point where the gunslinger will not really need to think about basic ammos (no more than an archer does) and just take care (and a really lower level than the one suggested on the UCB) of the "special ammos"
i play a lot at low levels (for lows i mean 1-5) then a bit more 6-10 and i have an ustalav campaign (the carrion crown) where the pg are 13 (and i have an alchemist with 20 bombs/day, fire, acid, curse, dispel and such, really a nasty fellas, even if not min maxed or powerplayed).

in a campaign i am starting as player, i tried the gunslinger and i found out the real difficulty of playing in a "low gun level" as per UCB.. that is insane costs, (1.1g x single shot if you craft yourself the bullets and the powder).
From this my nastyness against the "i-dont-care-about-my-equipment" alchemist in my ustalav group... and wanted to give him a hard day in renchurch..
but retribution isnt really useful.
i will ask my DM to sensibly lower the ammo costs so i can play a gunslinger in his campaign, and i will lower it for sure in all my 3 campaigns
thanks all for the contributes

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weables, i am not talking about a 20lvl uperpumped and mechanically built archetipe (and i have read all these posts, and all of them i laugh, they are basically saying that the only way to play a gunslinger is go to with 2 pistols reducing a class to a single archetipe with all the feats already wrote in stone... boring as a s!%#...)

i mean the average joe with a gun

think about a lvl 3 alchemist and a lvl 3 gunslinger
and we can do the math any time you want, including the fact that into a dungeon, with a prolonged days raid, the slinger will be over with ammo after 1-2 days, the alchemist will never run out of nothing since he cant be "nerfed" on the same basis...

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well, you are right rub-eta, at any level.
but i am looking to find the way to equalize the alchemist with the gunslinger

by no mean the slinger need to take in account of his bullets, paying exhorbitants sums to be just a bad fighter when the alchemist can survive without bothering at all on 20 bombs /day plus spells and such

the only way as GM is to give free way to the slinger, reduce the costs of the ammo to a real minimum (say negligible amount) so he can be on par with the alchemist, or i can give more hard life to the alchemist.
the difference between the 2 classes is HUGE, really, in terms of viability of the core of the class.

one goes around for ages without even bothering where he take his components, the other need to beg for money just to fire 1 shot..

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thanks Mathmuse, very interesting suggestions :)

so if an enemy wants to "sunder" the alchemist kit, wich kind of hardness/hp you will give to it ?
the weight is 5 lbs, so it can be light metal, leather or wood
i will say 2-6 points hardness and max 5-8 hp

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but if he has prepared his stuff and you take out his kit, where is he storing the prepared stuff ?

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what happens to an alchemist if the "opponents" take away from him his alchemist kit ?
he cant do anything ?
bombs ?
extracts ?
mutagens ?

imho is basically powerless

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what happens to an alchemist if the "opponents" take away from him his alchemist kit ?
he cant do anything ?

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sphynx you mean so that if i am say, lvl 12, i have 19.200
so if i take 3 they are lined up at 6.400, so they are line 9
if i take 4 they are 4.800 so they are lined at 8
and if i take 6, they are 3.200 and lined up at 7 ?

so 3 x line 9, or 4 x line 8 and finally 6 x line 7 ?
and mixing those number eventually ?

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yeah definitely like you say DM_blake
but at start, say level 3, you have 1xline 2 and 1xline 1 "mates", it can help. going upward, is basically more and more useless to spread over more than 2 animals, if not for a strongly tematic game.

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if i am a pack lord druid, level 2
i can have 2 animals, both of which are an animal using the table on the base rulebook page and each benefits from the animal companion table for the line "level 1" right ?

so for example, i take 2 wolves, both get:
2 hd, + 1 bab, same st (3/3/0), 2 skills, 1 feat, no other bonuses and link and share spell both

when i get to third level, i can raise one of them to the line 2 of the table (so he gets 3hd, +2 bab etcetera (The other stays as the line 1), or i can get another line 1 (2hd) animal that has the same characteristics of the first 2.

at fourth i can raise one up to line 3 and the second stays to 1, or both to 2 or get another at level 1, so i have effectively 4 at line 1 etcetc

each beast use the line 1 at start then adds the relevan animal abilities and then grows on it, minding that i can have a total number of LINE level equal to my druid level. (line level doesnt equate with HD levels of the animal)

i am right ?
thanks

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i am resurrecting the thread to ask a question
if i am a pack lord druid, level 2
i can have 2 animals, both of which are an animal using the table on the base rulebook page and each benefits from the animal companion table for the line "level 1" right ?

so for example, i take 2 wolves, both get:
2 hd, + 1 bab, same st (3/3/0), 2 skills, 1 feat, no other bonuses and link and share spell both

when i get to third level, i can raise one of them to the line 2 of the table (so he gets 3hd, +2 bab etcetera (The other stays as the line 1), or i can get another line 1 (2hd) animal that has the same characteristics of the first 2.

at fourth i can raise one up to line 3 and the second stays to 1, or both to 2 or get another at level 1, so i have effectively 4 at line 1 etcetc

each beast use the line 1 at start then adds the relevan animal abilities and then grows on it, minding that i can have a total number of LINE level equal to my druid level. (line level doesnt equate with HD levels of the animal)

i am right ?

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thank you Java man !

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hi there
if my 1st level bird (owl) gets weapon finesse as starting feat, it can use on both his attacks ? (bite and talons) or i need to take 2 times the feat one for the beak/bite and one for the talons ?
thanks

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thanks dragon, i was just asking because i have a player that is a druid and yesterday night we had him wild shaping into a duck :)
and we were wondering about the ruling
we did it by the rule (so, he was slow) but the most important thing at all was the situation on the book
thanks all

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european or african ?
you josh the troll :P

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the problem is a duck in migration flight can go as far as 60 miles/hour of overland speed on her migration route.
that is far far far more than the "raw" speed for a bird

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so you can calculate in the usual way a flying speed using the land movement parameters

base > standard move action
x2 > full round action
x3 (why do this) or x4 (usually the only one that can be useful for a bird not encumbered) and fatigue after the usual con rounds (in tac combat)

in overland speed 1 hour > base speed in miles /10, hustle speed (1 hour no penalties) is the base speed in miles/10 x2

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Hi there
it's correct to presume that the flying speed of native flying creatures like birds (and only birds, not dragons or other flying creatures) can be varied as the base land speed for the regular humanoid ?

standard move > base flying speed
full round move action > base flying speed x2, 3 or 4 (but depending on what ? at wich rate the birds fatigue ?)

thanks for any suggestion/clarification or pointing me to the rule about flying speed

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It doesnt work

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wich spells beside the "rays" can be used with precise shot ?
scorching ray can use it since is a "ray" ?

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thanks again !

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also, a warpriest can use only his/her allowable bonus right ?

let's assume he has a +2 magic weapon and is 4th level (+ 1 enh bonus from sacred weapon)

he cannot cast a holy quality on his weapon, since he is using his +1 and a +1 derived from the weapon to do so, right ?

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kestral, thanks for the help
but the masterwork definition is

"A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls"

hence for me that weapon has already a +1 enh bonus for warpriest purposes

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also, the "defending" quality (cost 1).
"A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others."
that bonus can be ALL the bonus ?
say a + 1 enh magic weapon and a 8th lvl warpriest with a +2 sacred bonus (total +3 enh bonus weapon) can use a + 1 defense quality and move up to +3 to his AC (all the enh bonus) or is needed to keep at least a +1 attached to the weapon so his defense max can be + 2 ?

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Hi fellas
i have a question
in the sacred weapon description / war priest, there is this passage

"The weapon must have at least a +1 enhancement bonus before any other special abilities can be added."

it is intended that the warpriest can exchange an amount of +x of a specific power only after he uses a +1 of his enhancement allotment to the +1 bonus or that +1 can derive from other sources ?

for example if i have a longsword magic + 1 (that is an enhamcement bonus) or just a longsword + 1 masterwork (another enhancement bonus) can i use immediately from level 4 a quality (like flaming, cost 1) ?

what is true ?
thanks

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for me it says error 502 bad gateway
where i can find the maps ?
thanks

mm, after a second check i think it's a firewall problem of my work pc.
will try later from home
thanks anyway

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the problem isnt attacking one square with someone in or not
is attacking a square (space)
if you are interacting with yourself alone (kata) you arent actually fighting nothing
if there is an opponent, it's a complete different thing
this is why in martial arts you have both kind of competitions
kata's and kumite.

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thanks !