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Nethys

Ulmaxes's page

Pathfinder Society Member. 204 posts (217 including aliases). 3 reviews. 2 lists. No wishlists. 3 Pathfinder Society characters. 5 aliases.



Osirion

When a spellcaster identifies an enemy's spell as it is being cast (whether out of interest or with the motive to counterspell) can he tell if there are any metamagic effects attached to it? Does Empowered Intensified Widened Fireball look/sound the same as regular Fireball while being cast?

Osirion

Inner Sea Magic's Spell Absorption:
If you successfully counterspell a 3rd-level or lower level spell (through either dispel magic or normal means) while spell absorption is in effect, you absorb the countered spell and use it to regain spells you have already cast. If you’re a wizard, you regain the use of any single spell that you have cast since the last time you prepared spells. If you’re a sorcerer, you regain a single spell slot. The spell recovered or spell slot regained must be of an equal level or lower than the spell you counterspelled.

This has specific rules for Wizards and Sorcerers. Does this the Arcanist does not get to play at all? Or will they act as one or the other for the purposes of the spell?

Osirion

This has been touched on here and there in the General thread, but I wanted to make a dedicated thread because I believe it's a topic worth specific attention.

Many of the warpriest's class abilities are specifically focused on his deity's favored weapon. There are two main issues I see here.

A. What if your deity's favored weapon isn't very good? As much as I love the dagger in some cases, Warpriest is just not a class that will build off it very well. You could go TWF, or dagger/shield if you really wanted to, but it's simply odd to see a character referred to as a WARPRIEST who's just running around with his little dagger, and has no other choice without giving up a couple of his key abilities. Magus limits you to a weapon that fits in one hand, and having nothing in the other, but that's primarily so you can dual-wield spells. This class gets all those limitations and none of the benefits.

B. Throwing Weapons. What if you're focused on throwing weapons? This is a minor point compared to A, but it should be noted that it still nullifies EVEN MORE weapon variety and usefulness when an important class ability is lost the moment you use the weapon as a projectile.

Osirion

So let me get something straight: a character, once warded by the Protection From Evil spell, is completely immune to any spell/effect with the compulsion/mind affecting subtype?

So a 20th-level/Archmage 10 Enchanter couldn't touch a commoner on the street, if a first-level wizard slaps Protection From Evil on him beforehand? At all?

Just wanting to make sure I got this right.

Osirion

Is there any reason (beyond the very recent events) behind the relative power of each wing? Would the PCs be able to discern this?
I know that the party is supposed to wander around and just hit the wings in a random order, but I am curious as to whether the PCs could actually deduce each wing's relative state after the mini-war and decide which they should hit first.
Some wings are (from a GM's standpoint) obviously doing ok (Wrath) whereas others are utterly decimated (Envy). Envy is a natural first choice because of its proximity, but other than that the PCs are wandering blind into each wing.

I am looking to somewhat let the PCs in on the recent war that is responsible for gutting Runeforge. Which of the existing NPCs would be most likely to fill them in? It seems Jordimandus is supposed to be captain back-story if the PCs let him surrender, but he hasn't had a clue what's been going on outside his wing for centuries.
It feels, from the lore, like each country was keenly aware of how powerful the other was at any given time, and that this mindset translated over to Runeforge post-collapse.

Would it make sense to find an unconscious/weakened Warrior of Wrath trapped in the Abjurant Halls? If so, how much should they know? I'm looking for something along the lines of, just enough to get an idea of which wings are stronger/weaker as of current knowledge. My group still hasn't reached 14th, so despite my sadism with challenging encounters, I don't want to see them waltz straight into the Halls of Wrath and get slaughtered. Now if they knew that something was extremely dangerous and went ahead anyway, that's one thing; it's another to utterly decimate them just because they hit things in the "wrong" order.

Osirion

Hello! Looking for a little advice/input. I have a group of 6 PCs who I absolutely must present multiple targets for. They slaughter any single opponent, hands down, no discussion. So I find myself needing to present them with multiple enemies ( at LEAST 2) per encounter.

They've already completed Part One, and are taking some downtime before setting off for Runeforge.

I'm looking to make a running list of creatures/npcs I can add to existing encounters in the name of action economics.

Freezemaw I plan to throw in some younger white dragons, no big issue there.

Some of the named NPCs in Runeforge however, I need input for:

--------------------------------------------------

Ordikin (mithral mage in Vault of Greed) - ??

Zuvuveg (Nalfeshnee demon in same area) - ??

Jordinmandus (Conjurer in Festering Maze) - ??
--------------------------------------------------

Not looking for someone to build followers from the ground up, just wanting input on how to improve these encounters without just slapping HP and templates everywhere.

Osirion

I note that in Ultimate Campaign, there are rules for re-training ability score increases, but not the scores themselves.
Is this meant to send a message about the design of PF? Would re-training ability scores be seen as bad juju?

I have a player in my campaign's Barbarian who would like to shift some of his Dexterity into his Strength (first time building, gave him a little too much Dex and not enough Str). I was surprised to find that there was no option for this in UC.

Thoughts from the peanut gallery?

Osirion

Hi! Rez'ing a few old threads that I found floating about the forums.

I have a (simple?) question: can one, through any combination of feats or items, get reloading an advanced firearm down to a free action for good?

My research thus far has brought me to this:

1. Rapid Reload, RAW, does not benefit advanced firearms. Advanced firearms are all a Move Action to reload; RR implies it drops it a step, but is carefully worded to make it more a matter of categories than a universal reduction.

Quote:
The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
2. Alchemical Cartridges don't count either; they are the the precursors to metal cartridges, the default ammo for advanced firearms.
Quote:
Metal Cartridges: These sturdier versions of alchemical cartridges serve as the ammunition for advanced firearms. They can hold either bullets or pellets.

3. The Gunslinger's Lightning Reload ability only works for one barrel /rnd. A full-BAB character w/ 4 attacks will still need to reload every other round.

Now, many advanced firearms are seemingly capable of mitigating this; revolvers have six chambers, but a high-level full-BAB character will still end up reloading roughly every other round. The rest of the 2-handed weapons are even worse off; a full-BAB character, RAW, will never get to make all his attacks with the weapon in a single round.
The Heavy Crossbow runs into the same problem, but has the Crossbow Mastery feat to fix. Feat-pricey, but it's there at least.

Taking a step back, it becomes even crazier when this is compared back to early firearms. A character with Rapid Reload using a Pistol that has alchemical cartridges can reload as a free action (Standard-->Move[RR]-->Free[AlcCart]), surpassing the Revolver! The Musket Master can pull the same trick by 3rd level, unless I'm misinterpreting the 3rd-level Deed. But that's another tangent.

Does the system simply assume that one will never be able to load any advanced firearm faster than a skilled character can reload a heavy crossbow or more archaic pistol?

Osirion

I'm at a bit of a impasse. No matter what I try, I can't seem to come up with a good reason for someone to do use the default Gunslinger over one of the (IMO) better archetypes. And I mean that in every way- both power and flavor wise, each the archetypes actually feel like they're locking in something interesting and unique about being a gunslinger; the default one...well, I know that's part of the point (being more generalized, both technique and flavor wise), but it still leaves me feeling...lacking.

I see no reason why someone would bother being a standard Gunslinger; Pistolero and Musket Master specifically seem to just do it better, period. Neither would gain any benefit whatsoever of using their opposite number, while the generic Gunslinger seems to fail to have any advantage. He's stuck taking feats the others don't bother with or get for free, and gets very little benefit to being more "Flexible."

At the end of the day, the Generalist of any class should be just as capable in their own way as the counterparts. The Fighter does this fairly well, I believe; I wouldn't bat an eye at playing a standard Fighter over using an archetype if that's what the person wants to do. I can't say I feel the same about Gunslinger.

These are just my initial feelings and attitude. I'd love some input from the community on whether this is a consistent trend, or I'm missing something.

Osirion

Hi! I've tried to search around for the answer to this one, but haven't seen anyone give a very definitive ruling beyond speculation and silent approval.

The Pistolero Gunslinger gets the Pistol Training ability:

"Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm."

This does NOT say anything, Errata or otherwise, about replacing Gun Training...

"Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well."

Do these indeed stack? Does my Pistolero get to add his Dex modifier twice on each hit?
(on Hero Lab they aren't stacking...which could simply be an oversight, but it's the one thing that makes me want to double-check it before I indeed write it off as just a fault in the program).

Osirion

Hi. I am looking over the final baddies for Retaking Rannick. I usually try to rebuild them in Hero Lab just to get a better feel (sometimes not really changing anything) and pick up on little things I may have missed.

Well, Jaagrath has me confused. It lists him as a CR 10 (makes sense, CR 3 ogre+ 7 Barb), but Hero Labe claims that only makes him a CR 9.

Also, he is listed as having DR 2/-, but Barbarians only get DR 1/- at that level. So that's odd.

Can anyone explain these? The former could be HL being dumb with creatures/class levels, but the DR 2 has me baffled.

Osirion

Hi. Been having a lot of discussion and forum-hopping today, figuring out spellbooks. Specifically, how to handle them when you're building at higher levels.

We came to the understanding that when building the spellbook, you count the cost of each spell as just the writing cost, then add the spellbook(s)' cost(s), and boom.

Anyways, I am conflicted about the Blessed Book and its use when building a character.

Could a player simply say "oh, I grab one of these and use it to negate the material cost of all the spells I get"? Thus making the spellbook basically non-existent as a Wealth factor?

Osirion

Hi. Just wondering what people think: can you use a Locked Gauntlet, attached to an Arcane Bond weapon, and cast spells?

Locked Gauntlets' rule on spellcasting: "While the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)"

Arcane Bond notes that the weapon... "must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell."

I mean, flavor and logic would say you are casting the spell with the Bonded object itself. So would the Gauntlet therefore render the Bond useless? Would you be forced to use the other hand to cast spells? The weapon is still equipped, so RAR you could still cast even if that hand was limp and stapled to the weapon, so long as you have the free hand.

Thoughts, corrections, concerns?

Osirion

Hi all. Short and simple, I'm curious if there are any online tools or useful tricks when trying to "build" a character's spellbook.

Very quickly, adding spells to a Wizard's spellbook can become a chore. I love part of it, but at the same time it can be incredibly tedious and time-consuming. It can also be a small project just making sure you're keeping up with the cost.

I normally use Hero Lab, but I've found it especially lacking in that department- there's just the add-spell option, no way to track money spent. My fastest way to to make a big list on an Excel sheet, keep track of level/price, then add it all up and take it off in a Journal Entry.

I'm not primarily here to whine/ask for help on HL though, that was just to give some context.

So, if nothing else, I'm curious: how do YOU keep up with it? Just the good-old fashioned way of adding/summing the cost from scratch every time? Or do you have a potentially better system?

Osirion

Title is lenghty but says it all. I am trying to bump him up for a group of four lvl 3 adventureres, and am having trouble figuring out how he was actually made.
I plug him into Hero Lab and instantly have no idea where a couple of things came from. He doesn't have Great Fortitude like a normal Trog, ok, I can handle that (HL can't, but that's not my main issue). I'm most interested in where his Ability Scores came from. They don't match up to The normal or Heroic NPC arrays and clearly aren't a normal Trog's ability scores. Where did these numbers come from?
If it's completely custom I can respect that, but if his stats were derived from the Pathfinder standards for creature building I'm lost.

Here he is for convenience:

Spoiler:

XP 800
Male troglodyte druid 3 (Pathfinder RPG Bestiary 267)

NE Medium humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +8
Aura stench (30 ft., DC 13, 10 rounds)

Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 32 (5d8+10)
Fort +9, Ref +3, Will +6

Offense
Speed 30 ft.
Melee mwk scimitar +6 (1d6+2/18–20), claw +0 (1d4), bite +0
(1d6) or
flame blade +6 touch (1d8+1 fire), claw +0 (1d4), bite +0 (1d6) or
2 claws +5 (1d4+1), bite +5 (1d6+1)
Ranged dart +4 (1d4+1)

Spells Prepared (CL 3rd; concentration +5)
2nd—flame blade, summon swarm
1st—magic fang, obscuring mist, produce flame
0 (at will)—flare (DC 12), guidance, resistance, virtue

Tactics
Before Combat: If alerted to the presence of intruders, Tasskar
casts magic fang on his crocodile before combat.
During Combat: Tasskar summons a swarm of spiders with
summon swarm and then casts produce flame to throw flames
at opponents. He spontaneously casts summon nature’s ally to
summon a giant centipede if he feels he needs more allies in
combat. If pressed into melee, Tasskar casts flame blade.
Morale Tasskar is a fanatic and fights to the death.

Statistics
Str 14, Dex 13, Con 14, Int 10, Wis 15, Cha 9
Base Atk +3; CMB +5; CMD 16
Feats Combat Casting, Combat Reflexes, Improved Initiative
Skills Climb +6, Handle Animal +7, Knowledge (nature) +6,
Perception +8, Spellcraft +6, Stealth +8 (+12 in rocky areas),
Survival +10
Languages Draconic

SQ nature bond (crocodile animal companion named Snapjaw),
nature sense, trackless step, wild empathy +2, woodland stride
Gear darts (4), masterwork scimitar, cloak of resistance +1

Osirion

So, I've run into an issue multiple times GMing. Here's the setup, as pictured in my head:

The PCs race up the tower, being pelted by attacks from screaming ghosts and a young dragon. At the top of the tower is a group of dangerous casters and archers raining pain down on the group. The Party desperately scrambles up the tower, only taking maybe the occasional standard action to fire off a spell or pot shot at their attackers; desperate to get off the narrow sloping stairs, they move as a group so as to not leave anyone open or behind.

What happens in-game:

The round of combat starts out looking good, until the first PC to go springs forward. She's running, right? That's exactly what's happening? Well, on the game board, she just lept out in front of everyone by ~30 feet, and now the entire team of archers at the top can take pot shots at the exposed hero. Then eventually the group, ONE BY ONE, catch up with the blasted hero, and begin to cycle the process all over again.

This severly breaks the suspension of disbelief for me and many of my players, as the turn-based system completely betrays a scenario where staying together is key.
Taking a readied action to immediately run with someone else would be an utter waste of everyone's standard actions (as well as waste the Move action for everyone but one person.)

Has anyone developed a system for a sort of "Group Move Action"? A way for all the PCs to run alongside/behind each other at once instead of awkwardly exposing random party members who are at the beginning/end of initiative?

I propose that if the group can agree on a certain action/timing, they can do it at once without having to bend the Initiative/Hold Action/Turn.
I'm just curious if anyoen has come up with any more creative solutions to this problem.

Osirion

So, ol' Hal went and go himself Vampired-up.

Book accounts for if the PCs want to get him Atoned, and I have no doubt he'd be up for that once he's broken of the Witch's thrall.
However, one tiny problem remains: he's still a vampire.
It says that if not monitored and simply let free, he eventually descends and stays at Lawful Evil for good.
If Atoned, he begins "seeking out a righteous death of his own choosing in
the light of the sun."
Well I hope that he finds a good death within 2 rounds, otherwise he goes POOF.

Is Atonement supposed to cure the Vampirism? Is there a cure somewhere that I don't know of, or is supposed to be discovered?

I can see him getting in control of his Vampire urges and going full Pali again, but he'll have to do it at night unless something exceptional happens.

Osirion

So I see that in Part 5, the party descends below the Tern Rocks to a depth of 400 feet.
They then have 100 feet to cross to get to the Tunnels, taking 4d6 points of damage a minute from the pressure.
This is drawn from a system of 1d6/100ft.

Concerning water pressure. I have very little knowledge of how pressure scales underwater, but it does concern me a little how mundane the damage seems. 4d6 means ~14 damage per minute, something even a squishy lvl 10 wizard could handle for much longer than they can hold their breath.
Is this supposed to be chalked up to "the PCs are Heroes and therefore awesome", or am I overestimating the pressure of water at 400 feet?

Osirion

1 person marked this as a favorite.

So here's the set up.
Wake of the Watcher, Undiomede House.

Large Block of Text:

Party just took down the marsh giant, and the Oracle has his summoned Earth Elemental use tremorsense and locate any other moving beings in the house. It senses the Vicar and cultist in the next room, so the party rushes (still in initiative, at their request) around and through the outside door of the Cultist's room.
They have the baby inside, note.

Barbarian rushes through the door, Vicar has a readied Greater Command that she fails against, and gets ready to run.
Wizard, who can only see slightly into the room (he's by the kitchen, so he can only see a few squares in), declares he's about to throw a fireball in there.
A feeling of dread immediately fills me, because I know that there's more than cultists in the room.

Now, here's where I need to explain the out-of-game context; we (I) were rushed to get done and leave. I had promised my wife I'd be done and home half an hour ago, and one of the players was practically falling out of his chair with another clearly zoning in and out.
I would have ended sooner, but the action kept flowing so quickly we all got caught up in the moment.

I asked the Wizard more than once whether he wants to throw a fireball into a room that he hasn't even looked at, that he has no idea who or what is in there, and he declares yes.
I let him do it.

Fast-forward, they defeat the Cultists with general ease. Before they leave to rush into the next room (looking for more baddies while their buffs lasted), I let their characters notice something in the corner.
Here's where I really messed up- I put the baby in the top-right corner of the room, right where Wizard had dropped the Fireball, a place directly in his line of sight. Now, IRL, one probably wouldn't notice a small wrapped up baby on a bench from 50 feet awhile while aiming around a frightened barbarian in combat.
It would have been in the bottom-right corner where the cultists had grouped. So I retconned that.
Not the big point of all this, but it did help make things worse.

One of our players in particular did NOT take the situation well, to say the least. I held my ground and made the case that this is how it would have logically played out without direct DM or divine intervention, but the player was not exactly happy with my answers.
We had to call it quit after that, as half the group needed to sleep asap and I was overdue to get home.

I feel like I gave justice to basic reason (as well as the overarching theme which is HORROR), but most of the players (and myself) agree that I could have handled the narrative better.
I was honestly thrown off by the Wizard's tactic, and letting myself get caught up in the rush of the evening (both figuratively and literally), didn't take time to think about how I should approach this. Had I known that they'd react so drastically, I would have worked in multiple fail-safes to keep this situation from occurring.

So with that said, I would love the input from experienced players/devs. Did I make the wrong call letting this happen at all?
Should I ret-con it? I'm concerned that this is something that will be a permanent mark on our gaming group for the worse.

Basically I'm torn between whether I should stand by my decision and let the players deal with it, or whether my decisions and actions were bad enough to warrant a ret-con.

Any advice would be great, thanks.

Osirion

So, since Into the Darklands, we haven't really heard much from the mysterious world under the world. It's got a place in the Inner Sea World Guide, but that's the last I've really seen of it.

Are there are other modules/paths/companion books that have touched on it more? It's a place I fell in love with back when I first was introduced into Pathfinder (Into the Darklands was the first PF book I had purchased), but have been disappointed by how little it's been touched.
Paizo has taken us to some fantastic places in Golarion, don't get me wrong. I recently bought Distant Worlds and couldn't put it down until I'd read it cover to cover.

So this is more or less an open discussion/request: will we see more about the Darklands in the near future?

Osirion

Ok, simple question (I think), but my search-fu is weak this morning.

If a creature is slain by a necromancy[death] spell, is that always a death effect and therefore negates Raise Dead?

Osirion

1 person marked this as a favorite.

Not exactly sure where this fits, but if it needs to be moved that's fine.

I was curious if anyone had any good ideas for what an Iomedae cleric's prayer would look like. I've always enjoyed things of the sort (Mass Effect 2/ Mass Effect 3's Thane was my favorite character, partially for how they handled his religious side.)

In our campaign, my cleric's brother (the party ranger) just died valiantly fighting a Whispering Way cultist (Auron Vrood to be specific), so I'm looking for something particularly cool to have Otheos (me) say over his fallen brother.

Bonus points if it works in something about the fight not being over, as he plans to travel to the capital city and try to find a means of resurrection for him. He'd rather leave his brother's spirit in peace, but he also knows they will desperately need him in the fights to come (He's a Ranger who was specifically trained to hunt cultists.)

In the meantime he'll still want to say some sort of prayer over him.

Any ideas for what that would sound like?

Osirion

Got in a silly mood and decided to play around with Monster Creation.
I'm currently looking into doing a lvl 20+ campaign, somewhat focused around the beings who created (or ARE) the Tarrasque(s).
Thought about making some Spawn to serve as lower-level encounters while the gang is warming up.
My main suspection is that this is too powerful for CR 15 with the abilities, but I bring it to you as-is for your scrutiny and criticism.

So without further ado...I give you the Tarrasque Spawn.

Tarrasque Spawn :

This hulking reptilian beast thrashes about wildly, destroying everything in its wake and giving no ground.

CR 15
N Huge magical beast
Init: 5; Senses: low-light vision, scent; Perception +28
Aura: frightful presence 80 ft (DC 30)

DEFENSE
AC: 32 (+5 Dex, +19 natural, -2 Size)
HP: 390 (20d10+180); regeneration 5
Fort +24, Ref +17, Will +6
DR: 10/adamantine; Immune: bleed, mind affecting effects, permanent wounds; Resist: acid 20, fire 20 ; SR 26

OFFENSE
Speed: 35ft
Melee: Bite +30 (2d8+10 plus grab), 2 claws +30 (1d8+10), 1 gore +30 (2d6+10), tail slap +30 (2d6+10)
Ranged: 3 Spines +25 (1d10+5/x3)
Space: 15ft; Reach: 15ft (30 with tail slap)
Special Attacks: burst, spines, swallow whole

STATISTICS
Str 30, Dex 20, Con 28, Int 3, Wis 11, Cha 10
Base Atk: +20 ; CMB: +32; CMD: 47
Feats: Blind-Fight, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Natural Attack (Bite), Power Attack, Run
Skills: Acrobatics +9 (+28 when jumping), Perception +28
Racial Modifiers: +5 Perception, +18 Acrobatics (Jump)
Languages: Aklo (can’t speak)
SQ: fledgling carapace, strong leaper, tarrasque heritage

SPECIAL ABILITIES

Fledging Carapace (Su): A Tarrasque Spawn’s scales have a 50% chance to deflect cones, lines, rays, and magic missile spells, rendering the creature partially immune to such effects. If the effect deflected is a line or ray, there is a 10% chance that the effect is reflected in full back at the caster. If the effect was a magic missile, the chance of the effect being reflected back on the caster is increased to 30%.
Strong Leaper (Ex) A Tarrasque Spawn uses its Strength to modify Acrobatics checks made to jump, and has a +12 racial bonus on Acrobatics checks made to jump.

Regeneration (Ex:): Few forms of attack can suppress a Tarrasque Spawn’s regeneration. If the spawn fails a save against an effect that would kill it instantly that does not involve destroying its body, it rises from death and completely reforms 3d4 rounds later with 1 hit point if no further damage is inflicted upon its remains. A Tarrasque Spawn’s regeneration can only be stopped by utterly destroying every last bit of its remains; It can regenerate even from the dust left by disintegration. If a wish or miracle spell is cast by an epic-level caster, the creature remains dead permanently.
Finally, any ability damage or energy drain dealt to a Tarrasque Spawn begins healing 1d8 rounds after being dealt, and any successful petrifaction or polymorph effects are reversed after 1d4 rounds.

Rush (Ex): Once per minute for 1 round, a Tarrasque Spawn can move at a speed of 80ft. This increases its Acrobatics bonus on check made to Jump appropriately.

Spines (Ex): The Spawn can loose a volley of six spear-like spines form its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine- all targets must be within 15 feet of each other. The spines have a range increment of 60 feet.

Tarrasque Heritage (Ex): A Tarrasque Spawn’s specific origin is unknown, but their inherit link to the Tarrasque is undeniable. Although thankfully not as powerful as its superior, it still boasts considerable defenses alongside its legendary Regeneration ability. The Tarrasque Spawn gains a +8 racial bonus on saves against ability damage, energy drain, petrifaction, and polymorph.
--------
Although not the indestructible engine of obliteration that the Tarrasque is, this Spawn continues its horrifying tradition of disaster.
Just as elusive as the Tarrasque, a Spawn has the mysterious ability to find the most isolated and undiscoverable place in a given region and hide there for centuries.
Few foes have ever had the misfortune of crossing the creature, and fewer still can claim to have bested it. Many intriped adventureres and kingdoms have sought the end of these creatures, only to find themselves fighting an endless battle that almost always ends in the Spawn's favor.
Unlike the true Tarrasque however, these creatures are not without their losses. A few key warriors have found ways to permanently stop the beasts, though the tools are hopelessly beyond most mortals.
Although no wiser than the Tarrasaque, a Spawn's innate senses keep it focused on the greatest present danger and constantly aware of the best escape route/hiding place, if the situation should call for it.

I suspect the wordy-ness of the Special Abilities will be one of the first to feel the axe, but the Tarrasque's has a decent block of text too.

Osirion

Where does it explicitly state that one much make each end of a double weapon Masterwork/Magical?
I know the "rule" (You have to improve and enhance each end of the weapon separately), but I can't actually find it in the Core or SRD.

Can someone point me in that direction?

Osirion

I know there have been threads about this before, but I haven't really found what I'm looking for.
I see a lot of talk about trying to fit CHill somewhere it's more level appropriate, but I was planning on just putting it where Wake Of the Watcher suggests (right before WotW.)
I know this'll take some adjustments on CR, and that's fine with me.

What I'm looking for is two things:
1. Placement: Is Carrion Hill close enough that they could make a detour, or is it going to have to re-located?
2. Atmosphere: Will doing Carrion Hill ruin the cool-factor for the rest of WotW? I'm fairly good at keeping things interesting and not letting things just turn into "oh, another X, guess I'll bash it now, blah blah."
However, I don't want to put myself through an unnecessary amount of work to do that, either.
Has anyone had experience with this? Would Mr. Pett or Mr. Vaughan have any input on this (I haven't found them anywhere talking about it yet...)

We're just getting into Broken Moon, but that won't take our group too long; so if it's doable, I need to start the conversions and think-tanking now.

Thanks!

Osirion

Trying to work out TWF WereLeopard Rogue's attacks in Hybrid Form.

Ok. So assuming Mrs. WereLeopard has, let's say, 6 levels of Rogue (BAB 4), making her base modifiers for attacking 2/2. Adjusted for STR/DEX/whatever later on.

Now, due to her unique state of being, she also has a Bite attack as well as two Claw attacks in Hybrid form (Animal form too, but that's not important right now)
If I understand correctly, she would only be able to make a full action including her two daggers (consuming the Claw attacks) and her Bite.
-Now, what happens to that Bite attack's modifier? Is it -5?
Does it get affected by the TWF penalty as well, making it -7?
What form of Str modifier does the Bite attack get to use? half? full?

Build: 20pt buy, assuming total Level/CR is 7 (per Bestiary suggestion)
STR +1, Dex +2, Con +2, Int +4, Wis +1, Cha -1 (Human form)
Str +4, Dex +4, Con +3, Int +4, Wis +1, Cha -1 (Hybrid/Animal Form)
TWF taken.

So, whilst in Hybrid Form, Her full attack action might look like this:
+6/+6 1d4+4 (daggers) + +3 1d6+2 (Bite)
-This is assuming Bite gets the -5 from full BAB, and STR damage is halved.

Also:
Will this change at all as she begins racking up the BAB and TWF attacks?
Can Sneak Attack be added to the Bite as well? If she chose to Pounce and Rake (putting away/dropping her daggers), and flanked her opponent when doing so, would she get the Sneak Attack damage on all three natural attacks?

Thanks.

Osirion

So, painfully noobish question, but is my profile on the site supposed to be my current/favorite Society character, or just whatever I want it to be?

Osirion

In a monster's listed ability scores, does it automatically take in to account the size modifiers?

I'm building different lycanthropes on a custom spreadsheet, and am trying to account for everything that's going into my ability scores. The sheet dynamically changes depending upon the character's form (cell filled in with "hybrid", "tiger, etc.)

I went to put the standard +2 to Str in for Size while building a Weretiger, then suddenly realized it was probably already worked in to the Tiger's "base" ability scores, which were already being factored in to the character's total strength.

Should I just list the Tiger's scores as-is and just leave the Size bonus slot blank? Or in the name of accuracy decrease the tiger's Str (23) down to 21?


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