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Vaahama's page

Pathfinder Society Member. 208 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.

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Sczarni

Russ Taylor wrote:
Check the tactics - they may be using greater magic weapon to enhance their gear. So the treasure has a lesser bonus than what they use in combat.

Sounds like you are right!

Thank you

Sczarni

To begin with i did not go through all the posts but is Paizo aware of all the typos in the npc codex?

I looked for some npc codex errata but found nothing

Most of those i came across are related to gear where the melee weapon does not match the description in the gear section.

For exmple Master of undead on p.56: in its melee profile it says +3 Scythe BUT in its gear section it is a +1 only?

Am i missing something?

other exemples i found are:
Shadow cleric P.59
priest of oblivion p.60
infernal champion p.95
axe lord p.124
....

and the list goes on and on!

Sczarni

To be honest i did not look at all the posts but what about quick channel to "channel" as a move action?

Sczarni

I'm about to launch the Carrion Crown AP and i was wondering how the players can go on their personnal business while being a pivotal part of an AP.

I mean how do you allow the rogue enough time to "get in touch" with some less than noble caracter in order to found his own crime guild?
How the priest can have enough time to search for remote areas to "convert" to his faith.
How long do you gives the players to built a headquarter or base of opperation.
What if if the wizard wants to craft the rod of yati-yata?

I'm asking this meanly because and adventure path like CC is pretty much a race against time!
If the players decides to stay 6 months in Ravengrow for whatever reason we might very well have Adivion Adrissant releasing the whispering tyrant totally unopposed!

The only solution i see would be to modify the course of the AP reacting only to whatever the players are doin.

What you guys are doin in your AP in order to leave enough room for the pc to go on their personnal business?

Sczarni

I am building a vampire monk villain but before i just want to make sure my understanding of energy drain is correct.

If i'm right the drain happens automatically on a hit with no save? If so the listed SAVE DC is given only if 24 hours* have passed in order to know if the negative level go away or become permanant.

*of course magic could get rid of it sooner i know.

Bottom line is no save on the hit, once per turn only no matter how many attack the monk have.

Am i correct?

Sczarni

Simply put, i'm working on a one week-end event for very old friends who have'nt played for years, some since last days of D&D 2nd. ed!
Basicaly a rare reunion around a PnP game.

Since most of them are rusted i (the DM) have already built their caracters whom they will randomly pick.
Since i don't need to worry about long term balance each of these level 10 caracters are maxed out with stats, feat, gear, magical item and so forth!

The more i go into the design process the more i realise that such a party will simply blow the adventure away!
Of course i don't want a party wipe, especialy for that rare occasion, but i would like them to have a decent challenge!

what kind of advance would you have for me beside maxing the monster's HP?

Sczarni

During last weekend game i was hit right in the face by how wrong i was reading dispel magic.

From what i understand "now" the way it really work is 1D20 + my caster level (9 in this case) VS DC 11 + caster level.

So if i target a level 12 wizard all his active buff will have a DC23 unless he was targeted by someone else's buff.

Am i correct?

If that said wizard buffed himself with armor (DC23), sheild (DC23), blurr (DC23), haste (DC23) and Stoneskin (DC23).
How do i work dispel magic since they all are of the same caster level?

Sczarni

Sounds like its either the most stupid question ever so nobody bother OR nobody knows. In this case as a DM i'll unclude reading as well!

see you next post.

Sczarni

1 person marked this as FAQ candidate.

Might sound stupid but when the description of the tongue spell says "speak and understand any language" are we including reading?

Sczarni

1 person marked this as a favorite.

I'm about to launch the CC adventure path soon.

While looking for more resource to had to the experience i found about the Carrion hill module. From what i read it seems it is in perfect line with the CC path but need some fine tuning!

I have some questions here:

Does the adventure path REALLY benefit from carrion hill module, i mean beside the flavor those extra XP are they really needed?

Is the amount of time needed to adjust Carrion hill to fit in (level/ challengewise) really worth it?

For those who did include it in their CC campaing what is your thought on it, what have you done wrong/right.
What could have been done otherwise or not?

Sczarni

Thebethia wrote:


...The barbarians DR comes after the damage is halved. This is consistent with the way other half damage effects work....

I admit this is the way i "instinctively" saw the problem but do you have more precise bits of rules or anything else that show that this is "consistent" like you said because i found nothing.

Sczarni

SlimGauge wrote:

Here's how I think it works.

Any damage reduction that the target of the Shield Other spell has applies. It applies first, before the damage is split, because only the damage that gets through counts.

Ork hits Barb for 8. Barb's DR reduces damage by 4, leaving 4 to get through. That 4 is split due to Shield Other, 2 to the Barb and 2 to the Cleric. The cleric's DR does not apply, because a) DR is only applied once and has aready been applied and b) this damage is coming from an effect due to a spell, Shield Other, and spells ignore DR.

Ok so if i got you right once the barb got hit...

A)Barb DR comes first.
B)Damage taken by the barb is then halve, in this case 2.
C)Since my cleric take 2 damage because of a spell or the "sheild other" effect in this case, his own DR does not apply.

Right?

Sczarni

1 person marked this as FAQ candidate.

Is DR taken into acount towards the dmg delt under the spell sheild other?

For exemple, my cleric have DR5/evil (righteous might) while "sheilding" a barbarian with a DR4/-.

let say the barb is hit for 8 damage by a typical orc. Both of us would be hit for 4 but both our DR would stop it right?

Yet again the same cituation arise but this time the orc have the "evil" subtype. The barb would get 0 but my cleric would get the full 4 damage... again am i right?

Sczarni

let say i have a sorcerer 5/Dragon disciple 1.

If i'm right he is a level 5 Sorcerer for spell known and spell cast per day prupose BUT he is a level 6 Sorcerer for bloodline power purpose.. right?

let say that after some adventuring he is now a level 5 Sorcerer/10 Dragon disciple, being now considered a 12th. sorc for spell casting purpose BUT 15th. for bloodline power purpose.

On my 16th. level i decide for some reason to go back and get a 6th. level of Sorcerer.

What will happend with, let say, the bloodline power previously earn?

Are we adjusting "retroactively"?

Sczarni

Just a quick question about how BaB from 2 or more class add togheter.

let say i have a level 5 wizard (BaB +2)/rogue 6 (BaB +4)

Sine the total BaB equal +6 does it give an effective BaB of +6/+1 for that character?
In other words is that character able to make 2 attack during a full round action?

Sczarni

So if i follow you Grick our level 11 fighter would have 6 attack per full round, 3 with each hand?

If that's the case then i still don't get the math you came up with.

Maybe i should approach the problem from a different angle and let's take our level 11 fighter with a light off hand weapon:

Base attack bonus with 1 weapon: +11/+6/+1 with "main hand"

1 extra "off-hand" attack with 2WF (all at -2): +9/+4/-1 "main hand" + 1 "off-hand" attack at +9

1 second extra "off-hand" attack with I2WF (base off hand -5): +9/+4/-1 with "main hand" + 2 "off-hand" attack at +9/+4

Finally 1 last extra "off-hand" attack with G2WF (base off hand -10): +9/+4/-1 with "main hand" + 3 "off-hand" attack at +9/+4/-1

Am i correct?

Sczarni

I am confused about how two weapon fighting (2WF) style adds up with a high BaB (I.E. one that already gives you extra attack.)

So basicaly 2WF feat give you an extra attack at -2/-2 using your full BaB?
IMP. 2WF gives you an extra off hand at -5?
Greater 2WF hives you a final extra off hand attack at -10?
The only thing that confuse me is with how to "add it up" to a high BaB (more than one base attack).
If you only had a BaB of +10 that would give +8/+8/+5/+0 with Greater 2WF right?

For simple exemple lets take a fighter with no bonus at all but only with his BaB fighting with two weapons. Of course off hand is light!

If i'm correct it should go like this:

Fighter level 5 with 2WF feat (BaB +5) = +3/+3
Fighter level 6 with 2WF feat (BaB +6/+1) = +4/+4/-1
Fighter level 7 with IMP. 2WF feat (BaB +7/+2) = +5/+5/+0/-5
Fighter level 11 with Greater 2WF feat (BaB +11/+6/+1) = +9/+9/+4/-1/-6

Am i correct?

P.S. I know it might be a confusing post but thats the whole point!.. i am confused ;()

Sczarni

Cheapy wrote:
I was wondering the same thing last time. James did a lot of the work on the PF Bard, and the link is his opinion on that first line.

Thanx a lot for the link, that says it all as far as i'm concern!

Case close, raging bard can't cast but can still use inspire X*

* insert courage, greatness, heroics as you see fit!

Sczarni

Eben TheQuiet wrote:

Inspire Courage (and a handful of other performance types) don't require any Perform checks at all. So from the rules I'm reading (the Rage rules), they're kosher because they don't require any patience nor do they require any of the specifically-mentioned skill types.

You might be right but there's still one point bugging me.

On page 35: bardic performance is worded like that: "A bard is trained to use the Perform skill to create magical effects....."

That is where the whole debate reside i think, in the piece of sentence "use the perform skill"

Your opinion?

Sczarni

Ok, lets put that post back on track. At least more with what i had in mind first.

I'll go more in detail:

#1 Can i cast a spell while raging?
Rage says that i can't do anything that use concentration.. ok probably not since you need concentration to cast a spell. The reason why we need to succeed a concentration check caused by AoO in the first place.

#2 Rage says that i can't use, among other things, charisma base skill so it rule out the whole "perform skills" since they are charisma skill!

#3 Even with the use of lingering performance my bardic perform would last 2 round only!

For exemple i spend x amount of time to "prime" my comrade to whats coming ahead and then...
combat round #1: I rage, inspire courage goes out, linguering perform pops in for 2 rounds.
combat round #2: linguering performance last round
Combat round #3: bard useless!

#4 What "moment of clarity" really add to this?

i spend x amount of time to "prime" my comrade to whats coming ahead and then...
combat round #1: I rage, inspire courage goes out, linguering perform pops in for 2 rounds.
combat round #2: linguering performance last round
Combat round #3: moment of clarity (free action?), inspire courage again (or even cast a spell)
Comabt round #4: rage come back, inspire goes out, linguering pop back again for 2 rounds.
Comabt round #5: linguering performance last round
Combat round #6: bard useless!

I don't want to ear about how my DM would interpret it, i just want to know what i can do with RAW! I'll see with my DM after.

The more i look into it the more i realise that despite the awsome fluff behind it, the idea of a "warchanter" is realy a bad choice.

Sczarni

Marthian wrote:


I, for one, find the idea of a bard singing happy songs while beating up foes would be hilarious.

You have the right to see it the way you want.

I for myself had more in mind shouting out loud how i will bring you down you, your king, your organisation and your kingdome... that to me is far from behing hilarious and it is quite what i imagine as an inspiring view for my comrades!

Sczarni

Few things about a possible warchanter (half-orc barbarian/bard)!

From my understanding a bard can't maintain a performe while raging , like all the inspires, because these are charisma-base skills BUT i could cast any spell?

Even moment of clarity would be useless for that specific case right?

Am i missing something?

Sczarni

For almost 4 years now me and my gaming group have followed pretty much the same ritual!

We play once a month on a saturday from 1P.M. up to wayyyy late!

#1 At 12:00 we all gather at the nearby Mc donalds for some unhealthy junk food while chatting about the latest thing we crafted/looted at DDO (dungeons & dragon online), the new model we just finished at warhammer 40K and we eventually start talking about the last month game and how we intend to proceed for the upcoming one.

#2 We finally made it home (me being the DM) around 1 P.M.
People are reveiwing their notes, i give them a couple minutes to review the "not so foten used rule" and hop we go!

#3 Around 5-5:30 P.M. we put the game to a pause and hit the local St-Hubert B.B.Q. (THE house of chicken roasting for those not living in Québec province).
Now we are spending super talking about what happend, whats coming and if need be discussing rules interpretation (but after 4 years that does not come out anymore but very rarely).

#4 We get back home about an hour later and keep on playing until we can't keep our eyes open anymore!

One month later rinse and repeat!

Sczarni

Well thanx!

The last place i have'nt look for answer, and i should!, is in undead/ construct general trait!

my bad.

Sczarni

As i'm reading the definition of wounding it says that creature immune to critical are immune to bleeding... so far fine with me.

But then what about zombie, lich, adamantine golem... these things can realy bleed? Because after all they are not immune to critical right?
It makes even less sense when under vorpal it says that golems and "other than vampire" undead are immune!

Since i can't make no sens of it all, does a wounding weapon works against undead and construct even if it makes no sense?

Sczarni

Well thats true!
If i'm refering to the "spontaneous casting" it is pretty clear so that would be in line for the healer's blessing ability.

sounds like RAW was enough for that case

Sczarni

I looked through the FAQ but found nothing as an official ruling?

Yet again does Healer's blessing affect only spells with the word cure in it's title or all spells of the conjuration (healing) type with the word cure in its description?

It could make a difference, for exemple breath of life would be affected but pillar of life would not!

As far as i understand, as a DM, i could very weel go in one way or another.

Is there anything close as an official ruling for this or it's to the DM's decision. From what i understand it seems like the community tip for the "cure in the title" approach.

Sczarni

Green Left Eye wrote:
Also, while I'm on the topic of Face Cards, will you be releasing sets for your back catalogue of APs, as well? Rise of the Runelords is already out, but I would love to get my hands on the sets for Curse of the Crimson Throne and Carrion Crown, specifically.

you just read my mind!

Any chances for CC card face?

Sczarni

centerpunch wrote:

... The party knocks off 6 goblins and they get each get the equivalent of a CR 2 encounter?...

-CP

Since my english is not 100% perfect i might miss something here BUT... if the right way to give XP is to give each member the full value of the said CR then it means i have screwed up my party for the last 4 years!

If a group of 4 PC defeats a CR4 each get 1/4 of a CR4 value, in other words 300 xp each!

Sczarni

That answer it all, thanx!

Sczarni

Two questions about scrolls and caster level

#1 Let say i have a level 4 wizard with 13+ intel, if i'm correct i could use a level 5 fireball scroll needing only to succed on a caster level check DC 6?
If the same scroll was level 10 (max for fireball) the said DC would be 11?
This is somewhat ridiculous because i would succed on a 2+ for first scroll or 7+ for the second one.

I'm clearly missing something here!

#2 Can i create scrolls with lower level then normaly possible in order sell to "rather poor" customers?
For exemple can i scribe a level 1 fireball scroll (1D6 only)?

Sczarni

I'm doin an old Ravenloft classic for next halloween... Touch of death!

Pretty much everything is set but one few thing.
What would be the appropriate CR for desert zombie?

Basically they are normal zombie in all respect but with 2 unique twist.

#1 Attack from beneath:
From what i understand the zombie come from under the sand and trie to start a grab against the victime without provocking AoO.
Each round the victime goes deeper into the sand.
After the 3 round (if the vicitme did not succed in breaking the hold yet) the victime is fully under the sand.
At the end of his 2nd round under the sand the victime die right there!

#2 Sandswim:
The zombie basicaly swim under the sand at 30' per sound and leave no trace unless very close to the surface.

Your verdict please

Sczarni

1 person marked this as a favorite.

i'm playin in a group where the DM rule that whatever the roll is for 20 always succed and 1 always fail!

That's a fact for "to hit" and "save" roll but what about skill check, spell resistance (SR) roll?
I have seen nothing about these so far so am i wrong or the DM is clearly house ruling the whole thing?

Sczarni

Whirlwind special attack says (page 306, bestiary 1):

... might take damage equal to the creature slam attack....

My question is is the druid in huge air ele allowed to add his power attack to this slam attack or is it the "base" slam damage only that is applyed?

Sczarni

Are wrote:

The Ice Elemental (from Bestiary 2) has an ice glide ability.

It also has the icewalking ability, which is shared by White Dragons.

Ok unless i'm missing the point we are talking about earthglide here!

Sczarni

Just a quick check before upcoming game this week end.

It's gonna take place in a frost giant king's stronghold, LOOOOOTS of icy surface and rooms where walls are actualy made of pure ice.

As i understand the rules about earthglide ice is not some form of natural earth/dirt and such.
So i would rule that it is not permitted to "glide" through ice.

Am i correct?

Sczarni

Is it legal to add more then one template to a single "target"?

Like a giant advanced fiendish winter wolf!

Sczarni

Let's say i have a rage power usable once per rage, surprise accuracy for exemple, and my barbarian got 20 rounds of rage per day.

In theory if i rage 20 times (yes 20 separate rounds of rage plus all the fatigue rounds and all) during a single day i could use surprise accuracy 20 times right?

I'm not looking for cheese or anything else, i'm just trying to make sure i got it right!

Sczarni

Let say i'm using a detect magic item (or casting the spell) and come face to face with a patron escorted by his two invisible bodyguard!

Do i "sense" 2 different auras of illusion near the patron?
Do i actually see the "shape like" aura of 2 bully behind the patron?
Do i see nothing at all?

P.S. this as probably been adressed in the passed but i'm in a hurry for tonight game and i'm not at home!

Thanx all

Sczarni

I just want to clarify this before making a false ruling at my game!

On page 562 under weapon enhancement bonus equivalent are some numbers that bypas DR.

Do these number includes "addons" or we are talking only about the "+" value?

For exemple adamantine can be bypassed by a +4 or better. Does it means that only a +4 of something or better will work or a +2 flaming burst (+4 equivalent) would work?

Thanx in advance!

Sczarni

Like the title says how exactly detect magic works with magical trap?

Do the sorcerer sense an aura of evocation around the archway or he knows that there is a maximise/empower fireball that gonna blow up if he step on that plate around the corner?

I did'nt found anything that adress that question neither in detect magic spell description nor in the trap section.

Thanx

Sczarni

When they say "cohort level" in table 5-2, do they realy mean level or overall HD or CR?

To make my question clearer i want to create a level 8 cohort wich will be half-celestial.

The half-celestial template says that between 6-10 HD the base creature get a +2 CR

So what is the real level 8 cohort in these 2 exemple?:

#1 half-celestial cleric level 8 = CR 10

#2 half-celestial cleric level 6 = CR 8

Sczarni

I read all the answers so far and i found some very usefull advices and made some choices based on these as well as my own idea.

Here's what i'll do:

#1) I'll still use miniatures.. defenitly!

#2) I'll use some very thin wire/rope to calculate movement and spell/ability area. No more diagonal "extra" move.
I will keep the ratio 1" for 5', for exemple 30' of movement equal 6" of rope ;)

#3) I will set a time limit per player (i still hesitate between 30 seconds or one full minute)

#4) AoO will still be valid. So if your movement made you pass anywhere within 1" (or 2" if reach is involved) you just provoke something!

This is pretty much where i want to go so what you guys think about it and do you see any major issue/problem lurking at the horison that i did'nt?

P.S. with this i'm pretty confidant that my players will be more into the action and less into "over analysation"

Sczarni

Ross Byers wrote:

One suggestion I have seen is to use one of those little 3-minute hourglasses for a player's turn. In that amount of time they have to decide what they want to do and begin to resolve it, or they 'delay' instead.

This works for over-analyzing spell lists, attack routines, or other options too, not just hyper-examining the battle map.

Thats pretty close to what i had in mind.

The first step before goin "gridless" would be to use my old and dusty "1 minute hourglass".

But more precisely here is what i had in mind:

#1 The player, on his turn, would have exactly 1 minute to make his mind and act otherwise he just lost his turn due to plain hesitation or confusion.

#2 Forbidding the player to take any measure before moving/shooting, à la warhammer 40K if you want. So if the player make it or the spell got enough range the better otherwise you loose!

Of course these mesures would apply to me, the DM, of course.

What you think?

Sczarni

Miniatures in themselves are not the problem...to the opposite they just help the players to get into the action!

MY true ennemy is the battle grid!

When not handled properly it takes all the focus from everyone at the table! Things start to slow down, even to a halt, when players are "calculating" their way to point B without provoking AoO or on wich grid Xsection to aim that fireball in order to hit those 2 guys but not the other one!!

This way they are not fighting a vampire lord close to dawn on the edge of a 100' cliff but instead they see that there is 2 square between that ugly looking mini and the line drawned on the battlemap!
At this point atmosphere goes down the drain!

If i really want to put the main light on dramatic scene and fantastic fight that my players will remember for years i have to find a way to get rid of the battlegrid without making the rules unplayable

In MY Ravenloft adapted Carrion crown AP there will be NO battlegrid! Just minis to help visualise and get in the mood!

Anyone around here might have some usefull input?

P.S. Back in 1st or 2nd ed. there was a lot of grey area i know... but we still remember these epic movie-like fight and not a stupid grid!

Sczarni

Grick wrote:


Only if he drops him between each attack.

Tentacle 1: Hit, free action start grapple, success, apply constrict damage, free action drop grapple
Tentacle 2: same as above
Etc.

I thought that since the creature has 4 distinct tentacles each of them has his own "built-in" grab + constrict combo!

I see this has the creature grappling 4 different body parts like both arms and legs and doing constrict damage to each.

Sczarni

Let say i have a creature (tentacled horror for exemple) with 4 tentacle "slap" and this creature also has grab and constrict!

Does this mean that technicaly (if the DM succed on all rolls!) we could end up with 4 creature grabbed and each of them got constrict damage.. all this in one round?

I'm i correct?

P.S. If the said creature hit the same victim more then once can we have more then one constrict damage on the same victim too?

Sczarni

Under sinful bite (bestiary 2 P.246) they say the victim is filled with sinful thoughts and the like but nowhere it is clearly stated that it is a mind affecting (charm/compulsion) effect.

So is pro. evil protecting the victim or not?

My first reflex would be to say no under RAW but i'm not sure.

Sczarni

Unless i'm wrong i could use permanency on a ring to make it permanently invisible (invisibility followed by permanency that is!) right?

If yes then what happend if i attack the palace guard?
Do i stay invisible then goin around the mechanics of invibility spell?
Or do i become visible making the spell permanency totaly useless?

Sczarni

Demiurge 1138 wrote:


Since Lunge can be turned on and off, it's not included in the stat block. Gugs have big long arms that they can partially dislocate in pursuit of prey, so their regular reach is 15 ft. and their lunging reach is 20 ft.

Thanx a lot!

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