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Vedic Boreal's page

233 posts. Alias of Doomed Hero.

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8 people marked this as FAQ candidate.

Assume the creature being moved is controlling the grapple. Then they get moved into another square.

Bull Rush, Reposition, Drag, Hydraulic Push, Force Punch, Awesome Blow, Create Pit, Reverse Gravity, and a lot of other abilities can move creatures around against their will. How do those abilities interact with Grappling?

Possible options-

1) The Grapple ends. No CMD/CMB check necessary. The grappler can't hold on so the grappled creature loses the grappled condition.
Precedent: If you are out of range of a grapple, you can't grapple. Simple as that. The movement takes precedence.

2) The Grapple does not end. No appropriate check to breaqk the grapple has been made, so the grapple continues and the creature being grappled goes along for the ride.
Precedent: The grapple rules state that creatures grappled at range are dragged to the grappler's closest available square. We can use this rule as a point of reference to understand how a grappled creature could be dragged around by a grappler.

3) Circumstantial. Because the rules are unclear this is entirely GM arbitration territory.
Precedent: None. That's the point.

15 people marked this as FAQ candidate. 2 people marked this as a favorite.

Can someone killed by attribute damage be brought back to life by Breath of Life?

Breath of Life seems to presuppose that the target was killed by hit point damage, but it only actually makes an exception for Death Effects.

The Dreamweaver's Dreamspinner ability is all about affecting sleeping characters with mind effecting spells. The DC's go up, and even if the target succeeds at a save, they still don't remember the save or wake up.

That seems awesome, except for this-

Targeting a Spell wrote:

"... Unconscious creatures are automatically considered willing."

So that means this whole section-

Dream Spinner wrote:
At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell.

-is completely irrelevant.

It doesn't matter what the DC is because the target can't resist. It doesn't matter if the target won't remember being effected if it makes it's save, because it can't make a save in the first place.

The only part of the ability that is left is this-

If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).

-which is kinda neat, but not really anything more than fluff.

So am I missing something, or is this whole ability essentially a typo?

What is it supposed to do?

In order to enchant something the base item has to be masterwork. Generally speaking it also has to have something to do with the skill being boosted. (Boots of Elvenkind giving stealth bonuses by helping the wearer move quietly, for example)

A specially crafted item designed to facilitate a certain task sounds an awful lot like a Masterwork Tool to me.

So, would/could the item being enchanted also be a masterwork tool?

Since masterwork tools grant Circumstance bonuses and enchantments grant Competence bonuses, they stack, which means pretty much all listed skill-boosting items could grant a bonus two higher than listed for an extra 50 gold tacked onto the cost.

Am I missing anything here?

PFSRD wrote:

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

If a familiar had the ability to cast a spells, could they use Share Spells to cast a spell with a target of 'You' on their Master?

2 people marked this as FAQ candidate.

I can't seem to find an answer to this on the boards. I can't believe it hasn't come up yet considering the Titan Mauler exists.

If a Medium creature is wielding a longspear for a Large creature, what is the medium creature's effective reach?

Possible Options:

A) Large Longspears are 20' long. The reach of the creature is 20 feet.

B) Large longspears double a large creature's natural reach (10 feet), which means the weapon itself is 10 feet long. Add that to the medium creature's natural reach, and we conclude that the creature's reach is 15 feet.

C) Something else.

Say you've netted someone. The rope is 20 feet long.

You move towards them.

What kind of action is it to re-grab the rope (or slide it through your hand) to make the lead shorter?

Just came across These Photographs which show the gear english military personnel have carried over the years.

Looks like a lot to drag about, don't it?

It got me thinking about the gear adventurers carry around. Think about it all laid out like that, and how an adventurer might pack for maximum efficiency.

Makes you appreciate Handy Haversacks and Bags of Holding doesn't it?

This thread is for discussing what adventurers carry, how they carry it, what living out of a backpack is really like, and ways of making lugging all that junk around easier.

Read the rules carefully, and you might be confused.

Aid Another wrote:

In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

It turns out, according to the rules the best way of protecting someone isn't by being next to them. It's by being next to the person attacking them.

I could almost buy that, except that the following feats use Aid Another as a core mechanic-


In Harms Way

So now we have a problem.

A guy with a shield is a bad bodyguard. What you want is a guy with a polearm! You don't want your bodyguard next to you. You want them in the middle of as many enemies as possible! Their ability to protect you is contingent on how many people they Threaten with their weapon, not on weather they are between you and someone trying to stab you! Someone should probably tell the Secret Service they're doing it all wrong.

Bodyguards are also completely helpless against ranged weapons. There is no such thing as "taking a bullet" for someone. It can't happen. It doesn't even matter if the bodyguard is threatening the shooter. All they can do is take a normal AoO and hope that shot they couldn't stop wasn't an Arrow of Slaying.

Basically, Bodyguard and In Harms Way are counter-intuitive and bad.

This recruitment is closed.

This came up in a game i'm in. I'm pretty sure I understand it, but I wanted to be sure. Please let me know if any of these statements seem incorrect-

Spells like Alter Self and Disguise Self do not allow you to assume the form of a specific creature. They also grant a bonus to the Disguise skill.

The Disguise skill can be used to pretend to be a specific creature.

When using the Disguise skill to pretend to be a specific creature you still get the bonus from the spell. It is the skill that allows it. The magic is making it easier by more closely matching your shape to that of the creature being copied.

Is that correct?

The idea of a Werewolf Antipaladin is super cool and kind of an obvious fit, but there's this potential wrench in the gears-

Plague Bringer wrote:

the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Plague Bringer makes note of damage and penalties but leaves out any potential benefits a disease might bestow.

The question is, can antipaladins even become lycanthropes.

Lycanthropy is listed as a Curse, but the description of it (and the cure) specifically call it out as a disease. It seems to be both.

So, by my reading there's a few possibilities-

1) Lycanthropy is a Curse, does not count as a Disease and effects the Antipaladin normally (I call this the boring option).

2) Antipaladins can only be carriers of lycanthropy, sort of like a werewolf Typhoid Mary, passing anger and hair growth everywhere they go. The trail of spawned manbeasts would be almost impossible to track back to the anti paladin (great option for a mystery-oriented game plot)

3) Antipaladins can become lycanthropes, but are actually immune to the drawbacks of the disease. They don't go crazy under the full moon, they don't have any of the usual signs, they might not even have a weakness to silver. (Antipaladins make the best lycanthropes. This seems powerful, but rather appropriate.)


What about Vampirism?

Mummy Rot?

Are Aid Another checks subject to Concealment?

Does Miss Chance effect the Attack Roll needed to Aid someone?

Meet Kreig:

Kreig is a 9th level Paladin of the Holy Light, Tier 3 Guardian.

He has a Strength of 25, Mythic Power Attack and Mythic Vital Strike.

He wields a +2 Large sized Bastard Sword (he has the Exotic weapon proficiency and wields it in two hands).

At 9th level he took the Legendary Weapon mythic power twice (using both his Path ability and his Mythic feat) to turn his favorite weapon into a Minor Artifact and added the Foe Biting quality to it.

Foe Biting wrote:
Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled. This ability can be applied only to weapons. An item must be a minor or major artifact to have this ability.

So now the math that Kreig hits with is pretty ridiculous. It seems like it might not work the way we think it does.

Here's Kreig's math. Can any of you smart rules people break this down and tell us if we're doing anything wrong?

4d8+4 Base weapon damage while Vital Striking (+2 Large bastard sword)

+10 Strength Damage (str mod +7, two handing)

+13 damage, Mythic Power Attack (base +9, and two handing)

Mythic Vital Strike doubles both the strength damage (+20) and the power attack damage (+26), bringing the total so far to:


+18 damage is added from Smite (level 9 Paladin, doubled by Mythic Vital Strike)

+2 damage from Aura of Light (+1 base, doubled by Mythic Vital Strike)

Total so far:


Let's assume Kreig hits with this pile of math. Then, he spends a Mythic point to use Foe Biter. Damage is now:


Then, Kreig spends another Mythic point to take an additional Standard action (from Amazing Initiative, tier 2 ability). He uses it to Vital Strike again.

Kreig's new damage total (assuming he hits with both attacks), for the cost of 3 Mythic points and 1 use of Smite, is now:


Is this math correct? Are we doing something wrong?

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

This will be the campaign thread for the second group of Royal Archeologists.

This recruitment is closed.

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

Base camp wasn't much. A few good sized tents. Some wind-breaks tied between scraggly trees. A good sized fire where the cook was bubbling up some kind of stew for the evening meal. A half-dozen bored guards sitting on top of crates of various supplies playing dice games. A few energetic academics arguing over a map.

They'd been here for two days getting set up and settled in.

They'd been waiting for the professionals who's job it was to delve into these sorts of dilapidated ruins. The royal explorer's society was fairly new. They wanted to bring back treasures and lost knowledge and tales of success.

Mostly what they'd found so far was collapsing caverns filled with dangerous things that had moved in when the original builders had left.

It was hard to find people crazy enough to go into these sorts of places. It was harder to find people skilled enough to come back.

Everyone was anxious to see what kinds of characters were on the wagon that was rolling up the trail...

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

This thread will be for Out Of Character discussion for Doomed Hero's Tales of the Royal Explorer's Society campaign.

All expeditions fully supported and funded. Wages based on potential danger, as determined by pre-survey Divinations. Professionals and qualified experts only. Apply within.

The Game

This game will be a series of classic dungeon crawls. Your characters will be professional dungeon-delvers hired to survey and clear various ancient ruins.

The dungeons will be randomly created by This Program, and then edited by me to create an interesting archeological concept for what the ruin is and why it was built.

The general feel and culture of the setting is loosely based on a fantasy version of early renaissance england. There are ruins built on ruins and much of history has been lost or is poorly understood. The crown has managed to unify the land under one rule and and the Royal Archeological Society has been founded to uncover and document the many mysteries of the past.

The story is set in a "generic" low-magic fantasy world. All the standard fantasy tropes are included, but there are no "magic marts" or fully stocked "adventurer walmarts."

Instead, loot will be based on what is randomly generated by the dungeon.

In addition, between dungeons, I will randomly roll for what items have been recovered from other ruin sites that are available for player purchase.

In spite of the randomized nature of the game, I plan on attempting to narratively connect the dungeons based on the character's actions. Recurring themes and villains are definitely going to be included, though none have been determined yet.

It is my hope to create a narrative organically as the party discovers more and more about the ancient history of the setting.

Recruitment will be open for as long as it needs to be to create a solid four person group.

The Characters

20 Point Buy


Core Races Only (going for a more classic feel)

Any Class

3rd level

2nd Level starting wealth

Divine Characters: This game is not set in Golarion, so we will not use the Golarion gods. Instead, being that the setting is loosely based on Britain, we will use Norse, Celtic, Roman and early Christian mythology as the foundation of our cosmology. Instead of picking a god, simply pick domains appropriate to your character' concept, and we'll fill in the appropriate god at a later point.

Being an explorer/ruin delver/treasure hunter/archeologist/bodyguard/historean or something of that nature is a must. Your character is a professional. They have to want to be there. This game will not be creating motivations for you. The story hook is that this is your job.

Please do not create ties to other characters until after selections have been made. Character ties will be discussed in the discussion thread.

House Rules

No Item Creation feats.

Anyone with a BaB of +1 or higher may attempt Combat Maneuvers without provoking Attacks of Opportunity.

Reposition: The caveat about not being able to move people into danger with this maneuver is removed. (seriously, why else would you want to do it?)

Power Attack and Combat Expertise are granted as bonus feats at +1 BaB. (These are things that everyone familiar with weapons knows how to do.)

Dervish Dance is weapon-specific (like weapon focus) may be used with any Finesse-able weapon. This feat may be taken more than once, but applies to a different weapon each time. (dex-martials deserve some love)

Anyone proficient in Martial Weapons may use a spear of any kind in one hand.

Reach Weapons use the 3.5 Exception (letting them threaten on diagonals) and do not use the ranged weapon soft cover rules.

Magical Mishaps: Spells don't "fizzle." Anyone that fails a concentration check doesn't simply lose the spell. Instead, the Scroll Mishaps rules will be consulted to see what happens to the magical energy when it is interrupted.

The Plan

I've been thinking about a game based around short scenarios with a "rotating cast" for some time. This would allow people who cannot commit to years of gameplay to try their hand at PBP games, and would allow new players to get some experience. It would also create a "guild" atmosphere where characters would come and go from the overall narrative.

This is going to be my attempt at creating that game.

In the event of character death, I will be returning to the Recruitment thread and Private Messaging a suitable replacement. Players who's characters die are encouraged to make new explorers, but may need to wait for a slot to open.

I'd like to do one small dungeon over the course of 3 to 6 months. Then I will re-open recruitment for a new team for a new mission. Characters from successful missions will be able to re-apply, but are not guaranteed a position in the next mission.


This game will be written in 3rd person narrative. I'd also like players to keep out of character commentary in the Discussion thread. OOC text is reserved for clarification of actions and information directly related to gameplay. I'd like the posts to flow from one to the next as much as possible. If we do it right, it will feel like a novel, which makes things very fun. I believe that immersion in a play by post game is mostly dependent on quality writing. I will absolutely give special consideration to people who's writing engages me. Posting in text-speak is grounds for a sudden, localized cave-in.

I post daily during the week and when I can during the weekend. I'd like players to be able to keep up with me. I am not a tyrant, but if you go more than a day or two without posting or notice as to why you are missing, I reserve the right to NPC your character. If it happens more than once, there is a good chance your character will suffer a tragic accident and have to be replaced.

If this game runs as smoothly as I hope, I may open a second game that will run concurrent with the first, and may even be taking place in another area of the same dungeon (a different team in the same general area). Character cross-over and interaction is likely.

Does Mythic Improved Channel effect Command Undead? (or rebuke?)

The wording specifies damage, so I'm guessing not, but since the non-mythic version does, I'm hoping there is an errata or something.

What are the rules regarding created creatures/sentient objects using magic items?

Could an intelligent staff wield a Ring of the Ram?

Could a Golem wear a Cloak of Resistance?

Could an Animated Desk activate a Feather Token?

The nuances and differences between the examples escape me. Any discussion or rules citation would be fantastic.

I have a Dwarf who uses a Dorn-Durger.

He just picked up Dorn-Durger Master to be able to use it in one hand.

Dorn Durger Master has a prerequisite of Two-Weapon Fighting, which I can't really see this character ever using.

If I were to retrain two-weapon fighting to another feat, would I lose the ability to use Dorn-Durger Master?

A fantastic group just lost it's GM.

We haven't gone far into the Adventure Path. (We are currently exploring the castle just after facing off with the Crow Demon and his minions.)

The remaining players in this group have proven themselves to be extremely dedicated, and very skilled writers. We have enured long delays in gameplay and unpredictable posting schedules from the GM who finally was forced to shut down the game, but we simply don't want to let go. We are hoping for someone to step up and save this great game.

The party consists of-

Mai Seori: Human Sword-Saint Samurai, the heir to the throne (replacing Amiko for the purposes of the story)

Mamoru Onitora: Half-Ogre Daimyo Samurai, Mai's oathbound oni bodyguard.

Tengokuno Uta: Aasamar Geisha Sound Striker Song Healer Bard, the "adviser to the throne" (and a masterclass in the intricacies of character building)

Taliv: Sylph Ninja, recently returned to us from the spirit world. He is a mystery, but sworn to see the princess upon her throne.

Here is the current Gameplay thread.

If you are interested in running Jade Regent with a phenomenal group please jump into the discussion thread and introduce yourself.

My character is Enlarged, Raging, and has Muleback Cords. Raw strength 20. Lifting strength 28.

He is standing on a dock. Out in the water, but within my character's reach, is a 20x30 barge with enemies on it.

One enemy with a reach weapon is Threatening me.

I want to tip the barge to try to dump the enemies into the water.

The GM's ruling on how it would work:

Muleback cords do not apply because I am in combat.

I take an AoO.

I make a Grapple check against the barge to grab it.

Next round, I take another AoO and attempt to Pin the barge. If I successfully Pin it, and if I am able to lift it's weight (without the benefit of Muleback Cords) then I can tip it over.

How I think it should work:

I take an AoO for picking something up while being threatened.

I make a Touch Attack against the barge to get a hand on it.

I check the weight of the barge against my encumbrance values. If I can lift the barge, I can tip it. Lifting weight is a static value, so no further roll is necessary.

The two issues are:

A) Does lifting an object require a Grapple check (and/or a roll to Pin)

B) Do Muleback Cords apply their bonus to lifting objects while in combat.

A civil, but frustrating argument has ensued. I'd appreciate any feedback, one way or the other.

It seems so obvious, and yet the rules for it don't work at all.

Obviously a Centaur can't take itself as it's own bonded animal, and it's definitely not going to ride a horse, or anything else.

How would you work this?

1 person marked this as a favorite.

So this just happened in a PBP game I'm in. I have no idea how it should be resolved-

An ogre Bull Rushed a horse into an adjacent horse (10 foot bull rush). Both horses are mounted by knights with a Ride score of about +8

The horse that got Bull Rushed had just been hit with a Tanglefoot Bag (made it's save so its entangled, but not stuck to the ground)

The whole area is Difficult Terrain.

So here's some questions:

1) Does a rider automatically move with their mount if the mount moves involuntarily? Do they risk falling out of the saddle?

2) If you bull rush a creature into another creature, does the second creature move as well, or are the creatures forced to share the same space? (there is another horse and rider in line after the second one, so the domino effect could continue even further)

3) Can two large creatures and two medium creatures share the same 10' square?

4) What are the Ride check DCs to deal with this mess?

The Unnatural Presence trait allows Vermin to be Intimidated.

Would it allow you to intimidate a Swarm since they count as one creature?

I am looking for 2-4 players to join an existing game.

The current characters are an Oracle of Life and a Wizard. Every other niche is open.

The game is Arabian/Egyptian in theme and will involve a lot of ruin-delving.

The Setting:

Basic information can be found here

The gameplay thread so far is pretty short. Feel free to read it to get a better idea of what the setting is like.

The Style:

This will be primarily a dungeon crawl/exploration game but there will be occasional urban adventures involving street chases, roof-climbing, gathering information and that sort of thing.

I prefer to run combat loosely and quickly in a cinematic style. Maps will be used, but only as a frame of reference. Tactical battlemat rules are de-emphisized in favor of speed of play.

Character Creation Guidelines:

20 Point Buy

All races are "skinned" as various kinds of human and "fluffed" as exotic cultures. A halfling might just be a human midget. An Elf might just be a willowy person from a culture that focuses on education and martial training from a young age. (I'm asking everyone to avoid particularly exotic races, please)

Two traits. Each trait must come from a different category. I will allow custom traits, as well as slight alterations or "refluffing" of existing ones to better fit your backstory.

Average starting gold for your class

No guns


The setting primarily uses the Egyptian pantheon. Most worshipers are polytheists who pay homage to all the gods, though some choose to devote themselves to one in particular over the others. Characters with Domains are allowed to pick whatever domain they want as long as they can explain how the domain ties into the god they follow.

Your characters will begin as accused criminals who have been offered the choice of prison or debt. You chose debt, and now are essentially indentured servants to the state who are working off your crime-debt by doing things no one else can/wants to. Please come up with the crime you were accused of and the circumstances under which you were caught. Based on your crime I will be granting you a bonus trait.

Posting Guidelines:

Since I took the time to write this I figure I should probably use it too.

I want the story to feel as much like a novel as possible, so strong writing skills are a must.

I post often. I want players who can keep up and help keep the game moving. Nothing kills PBP games like lack of momentum. Don't apply if you can't post once a day, minimum. (That being said, I understand real life sometimes happens. Just let us know.)

I don't want recruitment to turn into a "tavern" of roleplaying where everyone tries to get their character established and noticed. For the sake of my sanity, please keep things business oriented here.

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

"Three Hundred Crowns." the Vizier's muffled voice sounds dispassionately from behind their mask.

You were one of many judged today. The Vizir heard your case, looked at your file, offered you prison or fine and you made your choice. having no money to pay, you chose Service to work off your debt.

The Vizir named your debt-price, the guard hauled you away, locked a collar around your neck and pushed you out into the bright sun.

After two days in jail, freedom was bliss.

Standing at the Fortress Gate, other Visirs looked over the crowd of the Collared, glancing at their work sheets and beckoning to those they thought fit their work profiles.

One points at you and a few others, and motions you to him.

"Trade skills." the Visir says from behind the faceless mask that was the mark of their order.

You wonder if it's true about what they say about lying to a Vizir...

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

This is the discussion thread for DM Doomed Hero's Black Sands game.

House Rules will be added to the Campaign Info tab shortly.

Character Creation Guidelines-:

20 Point Buy

All races are "skinned" as various kinds of human and "fluffed" as exotic cultures. A halfling might just be a human midget. An Elf might just be a willowy person from a culture that focuses on education and martial training from a young age. (I'm asking everyone to avoid particularly exotic races, please)

Two traits. Each trait must come from a different category. I will allow custom traits, as well as slight alterations or "refluffing" of existing ones to better fit your backstory.

Average starting gold for your class

No guns

Your characters will begin as accused criminals who have been offered the choice of prison or debt. You chose debt, and now are essentially indentured servants to the state who are working off your crime-debt by doing things no one else can/wants to. Please come up with the crime you were accused of and the circumstances under which you were caught. Based on your crime I will be granting you a bonus trait.

This will be primarily a dungeon crawl/exploration game but there will be occasional urban adventures involving street chases, roof-climbing, gathering information and that sort of thing.

You will need a tracker, and you will need someone who can disable traps.

Please read the Campaign Info and go ahead and start discussing concepts.

When a GM has to stop running a game, but does not move the game to Inactive, the game just sits in the Campaign tab.

Is there a way to make games automatically go to inactive after a certain amount of time without any activity?

Lets say you have a 20' movement.

You move forward, then diagonal then forward.

You've moved 15'

Does that mean you are not able to move diagonal with your last square of movement?

Can a creature with Burrow bore through walls?

How about wooden doors?

How about the hull of a ship?

1 person marked this as a favorite.

Butterfly Sting

Seize the Moment

Lets say Big Guy and Little Guy are threatening Bad Guy.

Big guy has a Naginata (x4 crit, Reach), Improved Critical, Seize the Moment and Combat Reflexes.

Little Guy has a Fauchard (18-20 crit, Reach), Improved Critical, Butterfly Sting, Seize the Moment and Combat Reflexes.

If I read this right, when Little Guy confirms a crit, he does normal damage and immediately grants Big Guy an AoO, which Auto-Crits if it hits. Because Big Guy just confirmed a crit (automatically), Little Guy then also gets an AoO (and another chance to crit).

Do I have this right?

If so, ouch...

Some related reading

A little more.

There seems to be a bit of confusion about how and when fear effects stack, especially with concern to the Intimidate skill.

So here's my problem-

Let's say I have an Antipaladin with Cornugon Smash and the Shaken Cruelty and they hit with a Conductive weapon (adding the Cruelty to their attack).

1. So first they make an Intimidate check when they hit with the attack. Does Aura of Cowardice effect the Intimidate DC?

2. (Assuming the Intimidate check succeeds and the target is Shaken per Demoralize), when the Cruelty effect takes place, is the target now Frightened?

The Cover rules on the SRD (page 195 of the Core Rulebook) state that while making attacks at reach the ranged combat rules for cover apply.

Normally, if you are trying to attack with a ranged weapon, and something is between you and your target, your target gains Soft Cover.

Does that mean that if you have a spear and are standing behind your sword-and-board buddy, that you take a -4 to hit the guy in front of your pal? (or a -8, if Soft Cover and Firing Into Melee penalties stack)

What if your buddy is a halfling (and you're a human)?

How does this work for something with Natural Reach, like Hill Giant?

Do you need Precise Shot to build a good polearm fighter now?

Long story short, I've now been accepted into two Kingmaker games. After the first died I submitted this character to another game and was accepted. It died too.

Raxus was built in September of 2011. In that time I've been playing him pretty much continuously over the span of two games, discovered that I really love playing the big lug, and gotten literally nowhere in the plot of the Adventure Path. I've never read it, have no idea where the story goes, and it's driving me crazy!

Is there a GM out there willing to take pity on a poor Half-Ogre?

Lets say you're doused in oil, and then hit with Alchemist Fire.

You take 1d6 fire damage and then roll to see if you Catch Fire from the Alchemist Fire hitting the oil.

Lets say you succeed and are not Caught On Fire.

At this point you are still on fire (alchemist's fire lasts two rounds) but are not Caught On Fire, and you are still covered in oil (you have not taken any measures to remove it).

The next round, when the alchemists fire deals damage again, do you need to make another save against Catching Fire?

275 people marked this as a favorite.

So you like gaming, but don't have much time. You've heard of Play By Post (PBP) gaming, but you find the whole idea a little daunting. Wouldn't it be nice if there was someone who could teach you the ropes like your friends did back when you were fist learning tabletop gaming?

Well you're in luck. This guide aims to do just that.

This guide is written from the perspective of a PBP on this board. If you just want tips on how to become a better PBP gamer, you'll probably want to skip this section.

Also, this guide will attempt to teach players the formats for PBP games that provide the highest level of organization and aesthetic appeal. There are as many different format styles as there are games, and many of them do not use the formats I will advocate here. That doesn't mean they are "doing it wrong". This is just my suggestions to getting the most out of your Play By Post game.

How It Works


In the reply box you type in to post to the forum, you may have noticed a grey box next to the words "How To Format Your Text". That box is called a Spoiler. Click it, and it will reveal additional text.

Those are the instructions for how to alter your text. In a PBP game, those various formats become storytelling tools.

The most important formatting trick is Blue Text. This is your Out Of Game stuff, that's why it's coded as [ ooc ]. With Blue Text you can organize your post into a novel-like description (in standard black text) and a Out Of Game mechanical summary (in blue). This is important so that is doesn't seem like your character is actually saying Take 36 damage! to the bad guys.

"Bold with quotes?" Said Minmaximus. Bold text draws attention to itself. Making character speech stand out with bold helps to differentiate what you are doing from what you are saying. In a novel, parenthesis do the trick, but in a PBP game there's so much information to convey that a simple change like bold speech can make a post much easier to read.

Breaking things up. The enter key is your friend. Walls of text are not. Think of them like paragraph breaks. Use liberally. Your fellow players will thank you.

And finally, dice. Because dice are *never* in game things, they are normally mixed liberally with blue text. Something like-
Acrobatics to avoid AoO 1d20 + 0 ⇒ (2) + 0 = 2

With those tools you can start playing. Some advanced formatting tricks and tips will come later.

Writing Style:

Avoid first person narrative. When the “person telling the story” changes every six sentences a story can get really annoying to read.

The most aesthetically appealing narrative structure seems to be Third Person Limited. When everyone writes in that style, the story flows like a novel and gives everyone reading a firm grasp of all the characters thoughts and motives.

You might think “aesthetics aren’t important”, but they are. Think of it like a novel. You’re devoting a lot of time and energy into this story. It deserves to have the best you can give it. Compare the following-

1) @ Minmaximus: “Can I see your sword?”

2) To Minmaximus “Can I see your sword?”

3) Psioney asks Minmaximus if he can borrow his sword.

4) Psioney walks over to where Minmaximus eating and asks “Can I borrow your sword?”
Which one of these would you rather read? Which would you rather be known for writing?

A PBP game is all about description. Be creative. Refine your writing skills. Use spell check.

Joining A Game

Your Character:

Play By Posts are slower than Tabletop games. Because of that, characters get more spotlight time. Through the ability to show internal monologue, describe expressions or mannerisms in detail, and generally convey more about a character than you can normally, a PBP is an opportunity to really delve deep into roleplay. That means you should be ready to do that.

More importantly, you should be ready to do that from the very beginning. Use internal monologue to show your fellow players what your character is about. Don’t worry about revealing things prematurely or before they ask. Think of it like a novel. It’s ok for the reader to know things that the characters don’t.

Note: Mysterious Strangers are annoying. That thing I said early about not worrying about revealing things before people ask? Yeah. Take that to heart. No one cares what your dark secret is. No one will ask (at least not any time soon). That’s not why they’re playing. If you’re secretly the long lost Prince Poppycock, that’s fine. Just don’t expect it to ever matter unless the GM decides to make it part of the plot. Most things about your character will only come up if you bring them up. If your character starts the game believing they’re a sandwich, and you expect other players to roleplay them out of their delusion, your character will probably be a sandwich for a long time.

Your Character Sheet:

Your character sheet is your ambassador to the game. The GM will look at it when deciding to pick you, other characters will look at it throughout the game. Think of it like a resume. It’s nice if it looks good. It’s better if it’s clearly and concisely organized.

Use spoilers to break up sections. Use bold to highlight important numbers. Site your source for everything. Use links to the SRD to cross-reference spells and abilities.

Look around at what other players do with their character sheets. Steal things you like.

Getting Picked:

PBP recruiting on the Paizo boards is a bit of a clusterf**& free-for-all that leaves many people with a bitter taste in their mouth. Even after the party is picked, most do not look back on the process fondly. For those that don’t get picked, it’s easy to get frusterated.

Many forum-goers have a handful of different versions of the same character concept in their Alias list, because they didn’t get picked, or because they did and the game died, and they have this one character that they just want to play.

Don’t do that.

GMs will look at your aliases when choosing. If they see 10 different versions of Lord Sothbane the Stoic-est, they will assume you are unoriginal and pick someone else. They will also look at your posting numbers. If you have been in a dozen games, but have never gotten beyond 50 posts in any of them, they will pick someone else. It doesn’t matter if it’s not your fault that the game died. All they see is the pattern.

Instead, make a mechanical framework and basic personality idea of a character that you really want to play (or a couple if you’re so inclined), and submit them to every recruitment thread you are interested in. Tailor the character to the game as best as possible, and if you aren’t picked, take them back to basics and do it again. Don’t make a new Alias for what is essentially a slightly different version of the same concept. If a game dies and you still want to play that character, submit that same character to a new game. The previous game gets worked into the character’s back story and you get to keep playing them.

Character Builds:

Not all PBP games use maps. Because of that, builds which rely heavily on tactical movement or precision placement of AoE effects can be very frustrating to play.

On the other hand, multi-attack builds won’t bore your fellow players to death as you go into your third minute of dice rolling to figure out your attacks and damage.

Basically, characters that require a lot of bookkeeping are a perfect fit for PBP games, and characters that practically require minis and a battlemat are going to be a pain in the neck.

Special Note-

“Zookeeper” builds (Necromancers, Summoners, etc.) are even more perfect for PBP games because of the ability to make Aliases. Go ahead and post 8 times in a row as Necrofester’s Zombie Minion to make the attacks of your skeletal horde. You aren’t wasting anyone’s time and it lets you really describe the shambling horde at your beck and call.

Character Interactions:

To give is to get. Don’t expect anyone to give a damn about your character until you give a damn about theirs. Strike up conversation. Ask other characters about themselves. Discuss the party goals in character. PBP games tend to have quite a bit of “down time”. That can mean that everyone sits around waiting for the GM to update, or it can mean time to chat with other party members. Sometimes the best parts of a PBP game are the dialogues people get into. In a Tabletop game it might be normal to bypass a lot of mundane things to get to the plot, but in a PBP game, you can take the two weeks that the GM is on vacation and turn it into “party talk around the fire”. It can be really fun, but it takes being a proactive gamer rather than a reactive gamer.


The Posting Commandments:

Thou Shall Avoid Walls Of Text

Thou Shall Not Hog The Spotlight

Thou Shall Not Assume The Actions Of Others

Thou Shall Not Assume Outcomes Of Actions

Thou Shall Not Derail Gameplay

Thou Shall Use The Discussion Thread

That’s it.

Basically, the trick to a good post is to be descriptive without being verbose, and to leave the outcome of any stated actions open-ended. Wait for the GM to give you the results. Then you can post again describing the results if you want.

It’s not good to say-

Minmaximus fires his bow, driving his arrow deep into the beast’s face.

-because, Minmaximus might actually miss, or the beast might have DR you didn’t know about, or deflect arrows, or any number of other things that might change the results of the action.

Instead, break it into two posts. One for intention (which also includes any necessary roles), and one for describing the results (the GM might do this for you, but you can still describe your character’s response to those results if you like)

Doing this tends to keep your posts shorter, which is nice, and gives you the chance to post more often, which is also nice.

When in doubt, take it to Discussion.

Lets say you and your squad of tough guys are in formation, making your way slowly down a tunnel, ready and expecting to be attacked. You hear skittering things. The high perception folks see them moving in the distance. They're coming right at you. Warnings are shouted, people hunker down and brace for the tide.

You roll initiative.

The baddies roll well. Your squad does not.

They rush you, moving a good 50 feet from the time you noticed them and hunkered down to when they're on top of you.

You are Flat Footed? According to the rules you are.

You noticed them, weren't surprised (no surprise round), and had weapons and shields drawn.

How in the world do they catch you off guard?

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

The games were over. Darian Kale, headmaster of the Academy of Arch, had retained his champion status. The fight had raged for nearly a half an hour. His opponent, the Inevitable Duelist called End Game had made his way up the ranks quickly, finally challenging the Headmaster to single combat. Why an Inevitable, one of the mechanical guardians of reality itself had done this was anyone's guess, though fans of the Tales of Kale speculated it might have had something to do with the potion of Immortality the headmaster had given to his horse, once upon a time...

The grounds keepers were cleaning blood and bent flywheels of the sands. The Psion architects were dismissing the structures they'd Manifested for the match. The crowd had gone home.

The season was over.

It was into this empty, echoing bowl that the newcomers came. They came from all over the multiverse and their reasons were their own, but they all had one thing in common.

They dreamed of glory in the arena.

Persistant Conditions: No ambient light, Uneven Floor (group 2 only) Current Map Loot Sheet

This is the discussion thread for We Who Are About To Die.

All out OOC chatter and mechanics questions go here, in this game blah blah blah...

Nevermind. You know how this works, and if you don't here's the place to ask.

Ok folks, here's the pitch-

In the Interdimensional city of Arch, there is the Crossroads Arena. The city uses it to entertain it's people, train it's warriors, punish it's criminals and as a way for immigrants to earn citizenship.

Combatants from all over the cosmos find their way to the Crossroads. It is renowned far and wide as the most exotic and exciting bloodsport anywhere. You never know what will happen next at the Crossroads.

The Basic Premise


This game is open recruitment. If you can post consistently, you're in.

That guy you built for that game you didn't get into? Play him here.

That build you've been wanting to try but haven't had the chance? Go ahead.

Want to play evil and no one will let you? The arena needs Heels.

The Crossroads is renowned for it's strange and unexpected arena challenges. It is rarely ever just about fighting. Sometimes it's about fighting while climbing, jumping, solving puzzles, racing, gathering objects, avoiding traps, and any number of other obstacles you can think of.

This game is about the roar of the crowd and the love of combat. The flashier the spells and the shinier the armor, the better.

This is professional wresting, fantasy-style. It's not enough just to win. You need to win with style.

Character creation guidelines

You are making a character who is a member of a Gladiator's Stable. Who they are inside the arena may not be who they are outside it. Your characters will live and train together, fight and die together. (Death is rare though, so don't worry too much. More on that later.)


Paizo material only. Anything goes.
20 pt buy
1st level. Minimum starting gold.

For free you will receive two normal-quality weapons (one of which may be a shield, limited ammo will be provided for ranged weapons) and a suit of armor up to Medium. If you are a caster you will receive the tools necessary for your trade (holy symbol, spellbook, etc)

Additional equipment must be earned in game.

Please lay out your character sheets cleanly and concisely, and make sure to clearly mark where all your numbers and abilities come from. Use links to the Pathfinder SRD for any ability who's rules aren't included on your sheet. I expect a lot of players and I want to be able to look up values quickly if I need to, so I need your help. Use spoilers and bold to help organize your sheet.

Posting Guidelines

This game is what I use to fill time at work. As such it will update 4 to 5 times a week. If you can't keep up that schedule, don't join.

You can find the rest of what I need in your posts by clicking my Avatar.

The Gladiator Stables are accepting new recruits until Saturday the 21st.

After that, any newbies will have to wait until the next match to join the fun.

If a PC with an intelligent magic item is being dominated (or otherwise controlled by another creature) and begins acting in a way that conflicts with the item's goals and alignment (as per the intelligent item rules) can the item attempt to counter-mind control the character?

Things I'd like to see:

More grit abilities, specifically ones that add various "flavors" to the class. The three standard Gunslinger models in fantasy are the musketeer, the pirate and the cowboy. Having Grit abilities that add those flavors would be nice.

Pirates could have luck or trickery grit abilities, musketeers could have the ability to mix ranged and melee attacks while two weapon fighting, cowboys could have ride or rope-use based grit abilities.

Assuming you're planning on offering APG style class options to the new classes at some point, it would be nice to see optional ability replacements to further expand on these flavors. (Trading something so your cowboy could have Bonded Mount, for example)

I'm curious what people have come up with regarding the Trap Making rules.

I'm not looking for a bunch of Grimtooth's overly expensive and elaborate silliness. I'm looking for neat and cost effective ideas that GMs or players have actually used in games.

I've recently made a Trap obsessed wizard and I want some inspiration.

So, basically, for 1 Ki point a ninja can gain any of the other tricks listed for a handful of rounds. This Excludes rogue talents and master tricks, but does not exclude Combat Trick.

That means that for one Ki point a ninja can access any basic combat feat in the game. (they still have to meet the prerequisites)

Potentially worse, this seems to stack with itself. Really need Sunder? It's two rounds away. Disarm? Yeah, two rounds. Same for Improved Steal.

Got polymorphed by the party mage? Rending Claws is a combat feat.

Basically, this ability makes the Ninja the most adaptable combatants in the game. They're essentially two rounds away from being able to tailor themselves to any encounter. By 6 or 7th level the ability will last about as long as most combats.

On one hand, I really, really like this level of versatility, but on the other I'm not sure that's the way it's intended to work. Honestly, if any class should have a feature like this, it should be the Fighter.

My 2 cp.

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