Gold Dragon

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Goblin Squad Member. RPG Superstar 6 Season Star Voter, 7 Season Star Voter. Organized Play Member. 62 posts (85 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




I'm utterly confused about the divisions 'explained' in ultimate war. Did someone actually used the book for the mass combat rules?

  • Equipment: Can i say "My unit has 3 divisions of infantry and 2 of cavalry" or not? Under the "Creating a Unit" rules, there is no step for equipment.
  • (I hope I can quote) "Allowing separate allocation of damage to individual sub-units [...] gives you a different level of tactical flexibility in resolving combat, depending on who gets to allocate the damage from a Battle Phase, the attacker of the defender." However, thereafter, there is only a little reference in the Ranged Phase about the allocation of damage. What about the melee phase?
  • Since "a division has similar combat statistics to a unit two size smaller", does this mean that divisions can fight independently from one another?


Hi there.
I have an experiment in mind. Here it comes.

A Worldbuilding Project

I need seven players. If more are willing to play, I can start a thread every seven players. The more the merrier.
The seven players will be the first humans of a new world. But I do not have a specific story in mind. You will be the ones to create it. I, as GM, -and as a God in game- will supply you the basic background.

Rules.

  • Seven players. This is not a random number, and you will understand.
  • Whatever your gender is, in-game I want at least 3 males and 3 females.
  • No evil alignment. At least, not now.
  • At the beginning you haven't any skill. You are boys and girls of 18 years, but you haven't any experience whatsoever. You know how to talk, walk, reason, but that's all. You must have a nice appearance. If you want a character sheet, you can do it with a 25 point-buy, 1 level in the commoner npc class and no skill ranks and feats, but it shouldn't be needed for a while.

That's all for now. Submit any question you might have!

Spoiler:
And since my first language is not English, please let me know of any mistake I make. I need to improve.


2 people marked this as a favorite.

I was wondering if you plan on creating blank cards for the pathfinder card game. I think they would be a great add-on to the game.. at least I would use them to create custom adventures! A 110-card expansion deck of blank cards would be an istant buy for me.


I owe you my gamer life.


It was good fun browsing the various crunch options to come up with something that works well for characters. Personally I see Jeggare and Radovan not too high-leveled, with Jeggare having a 2-level lead on Radovan as I see him as Jeggare's cohort (Leadership feat) in my head. As such Jeggare levels of 8-to-10 and Radovan levels of 6-to-8 make most sense for me in terms of the relative importance and prominence of Jeggare in Golarion. Given the amount of fame and recognition these characters have from strangers, that feels about right for me.

...sooo Mr Gross... care to reveal your next (hopefully Pathfinder) project?


Here I am. I'm quite a newbie about Pathfinder Society. Well, I read the guide, I have the books. Now I should start organizing an event here in my hometown, Forlì, Italy. Next week (this one I'm quit busy) I'll contact a local store where I think I can locate the event. I'm worried about the players. I play pf with some of my friends, but they're not interested in pfs (they can't play twice a week). I don't know how to recruit players other than leaving a poster or something like that at the store.
Any tips?


Hi there. I need a bit of advice on how can be handled a theft of a cornucopia in Absalom.

Briefing: I'm just roling, so I need roleplaying ideas. My character is a half-elf rogue (burglar) lv 11. In short: born in Absalom from a female elf cleric of Calistria and an unknown father, Favola has been raised in her childhood as an acolyte of Calistria, but at the age of 16 she run away from the temple and Absalom itself, landing in Almas. There, she has become a quite famous thief, known as "The Fox" (while out "at work", she wears a fox mask imported from Tian-Xia), and she has lived there for ten years. Working only on commission, a mysterious man hired her for a dangerous quest: to steal a cornucopia from a specific member of the Grand Council of Absalom and to bring it back to Almas. She initially refused, but after the incredible offer of 50000 gp she accepted the job. Now, she is back in Absalom, trying to find a way to steal the cornucopia without giving away her own life in the attempt.

Now, the questions.. is stealing a cornucopia possible for a single person of her level? Is a cornucopia so heavily guarded? And if it is possible, how would the Grand Council react to the theft and handle the situation?

(Sorry for my english, and I hope this is the right section to post this thread..)


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Profane Gift (Su)

Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

My question: the humanoid must be willing to obtain the bonus from the succubus.. but the succubus can lie about her "help" to the hero, or a "willing humanoid" means that the humanoid must be aware of the profane nature of the gift?


Hi all. My character is going to take levels in Dragon Disciple, exactly Blue Dragon Disciple. I need some good ideas about physical changes the character may have during the advancement in the class.
Actually my character is a 24 years old albino human. Her abilities are STR 7 DEX 12 CON 12 INT 16 WIS 13 CHA 16. She's a lv 6 bard, a detective, but she also wants to become a dragon scholar. I'm going to take levels in that prestige class for roleplaying reasons. Thanks for your help.


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Disguise (Cha)

You are skilled at changing your appearance.
Check

Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.

You get only one Disguise check per use of the skill, even if several people are making Perception checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.

The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.
Disguise Disguise Check Modifier
Minor details only +5
Disguised as different gender –2
Disguised as different race –2
Disguised as different age category –2
Disguised as different size -10

My question is: disguising not as different gender, race, age category or size, is always about minor details? For example, a female human adult disguising as another female human adult.


Just curiosity. I was trying to build a sort of prophet or seer as a very high-level npc. Oracle with the lore mystery, actually. Level 20.
So, knowledge check.. let's say 15 ranks. 3 class skill. 2 feat breath of knowledge. 10 intelligence. Revelation, Focused trance, +20. He can take 20 on the check for the Final Revelation. It's 70. Even 70 isn't enough? Revelation Think on it +10, so 80.

So.. what can he really know in your opinion? A DC 30 is for really tough questions, but 80? My mind would be overkilled by such knowledge.


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Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
Quote:
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Hmm.. Question, can I get the +20 bonus on a knowledge check with focused trance even if it's no more intelligence based but charisma based?


Quote:

Weapon Snatcher (Ex): A rogue with this talent can make a

Sleight of Hand check in place of a combat maneuver check
when attempting to disarm an opponent.

Just a question... Bonuses from Improved Disarm and Greater Disarm can be applied to the Sleight of Hand check?


1 person marked this as FAQ candidate.
Quote:
A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.
Quote:
A staff magus can restore 1 charge to a staff by expending a number of points from his arcane pool equal to the level of the highest-level spell cast in the staff, as long as at least one spell in the staff is on the magus spell list. The magus cannot restore charges to more than one staff per day.

So, here the question. Can a staff magus restore more than 1 charge per day to a staff? IMHO no, but one of my friends doesn't think so.


I have a doubt about potions.

Quote:
Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has Armor Class 13, 1 hit point, hardness 1, and a break DC of 12.
Quote:
Drinking a potion or using an oil is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

So, my doubt is... an attack of opportunity against the potion container, is against the character's AC or the potion container's AC?

Let's say that Bob the fighter and Jack the Rogue are fighting. Jack uses a standard action to drink a potion. Bob doesn't want him to drink the potion and make the attack against the potion container. Jack's AC is 20, potion container's AC is 13. Which one? It's a big difference.


I was thinking about how to rule chess games in pathfinder. I made these things, and I'd like to hear your critics, opinions and advices.
Sorry for any grammatical error, english is not my first language.

Basic Rule

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Basically, the outcome of a game is a simple opposed check (1d20 + modifiers) between the two players. If their result is equal or differ by one, the game ends in a draw. Otherwise, one wins and the other loses. There are several modifiers to measure more precisely the skill of a character.

Modifiers

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Experience

A character gains 1 experience point whenever he takes part in a game of chess. Each level has its prerequisites. If one does not meet the prerequisites, he cannot increase the experience in chess. A creature with an intelligence score of 7 or less just cannot play chess because it can not understand the rules.

0, prerequisite int 7. Rank: None. The character has never played chess. Being so new to the game, he receives a penalty of -4 to the game check, and he can apply no ability bonus to the check. If, however, he has a penalty to intelligence, this penalty applies. A character who has never played does not apply the modifier frequency, explained later.

1-20, prerequisite int 10 and wis 10. Rank: Chess Newbie. The character knows how to play chess in a rather rudimentary and intuitive manner. He receives no penalty or bonus. He may apply any wisdom positive modifier on the check.

21-200, prerequisite int 10 and wis 10. Chess Player. The character knows how to play chess and now has a more or less knowledge of the topic. He receives a +4 experience bonus to the check, and he can decide whether to apply his wisdom modifier or his intelligence modifier to the check, whichever is higher.

201-2000, prerequisite int 13 and wis13. Chess Expert. The character knows how to play chess and has a thorough knowledge of the topic. He receives a +8 experience bonus to the game check, and he can decide whether to apply his wisdom modifier or his intelligence modifier to the check, whichever is higher. In addition, a number of times per day equal to his wisdom modifier or his intelligence modifier, whichever is higher, he can take 10 to the check.

2001+, prerequisite int 15 or wis 15. Chess Master. The character knows how to play chess and has a very thorough knowledge of the topic. He receives a +12 experience bonusto the game check, and he can decide whether to apply his wisdom modifier or his intelligence modifier to the check, whichever is higher. A Master can play many games at the same time as his intelligence or wisdom score, which is higher. In addition, a number of times per day equal to his wisdom modifier or his intelligence modifier, whichever is higher, he can take 10 to the check. Finally, once a day can take 20 to the check.

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Frequency of play

Low, the character rarely plays chess, no more than twelve times a year. He receives a penalty of -1 to the check.

Media, the character plays chess several times a month. He receives no bonus or penalty or to the check.

High, the character plays chess several times a week. He receives a +1 bonus to the check.

“Skill Trick”

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At a cost of 1 skill rank, the character can study the patterns of opening, middlegame and endgame. The bonus from the experience increases of 50%.

Skill

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During the game, each character can try to take advantage by following certain tactics and trying to surprise the opponent. This test is measured in a bluff check opposed against the opponent's sense motive. Experience bonuses apply to these checks. Each player during a game may decide to give it a try. If the check exceeds the sense motive of the opponent, the character receives a +1 bonus to the game check. For every 5 by which his check result exceeds the DC, the bonus increases by +1. If the test fails, the opponent can see through the tactic of the character and he receive a penalty of -1. For every 5 by which the check is failed, the penalty increases by -1. The game is considered a fight, and unless a person can take 10 for other abilities to these checks in combat, you cannot take 10.

If a character has lost or the game ended in a draw, he can make a retrospective bluff check to cheat during the game and take advantage. This test is very risky. The character can do a bluff check opposed against the opponent's sense motive The opponent can benefit from experience bonuses, who bluffs no. Each present observer legal or indifferent or friendly toward the opponent is considered to aid him, giving him a +2. Each observer thas is not legal and friendly towards the bluffer is considered to aid him, giving him a +2. If the bluff succedes, he can reroll the die to determine the outcome of the game. He must accept the result of the second die. If the check fails, he automatically loses the game.

Feats

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Childhood Chess Training

During childhood, someone trained the character so that he becomes a true master in chess and beat all his opponents.

Prerequisites: Lv1, Int 16, Wis 14

Effect: The character receives a +8 experience bonus in game checks . He is considered as having studied the the patterns of opening, middlegame and endgame without having to use the skill point. Finally, it is considered to have already played more than 2000 games.

Adulthood Chess Training

The character has trained hard to become a master in the game of chess.

Prerequisites: Int 15 or 15 Wis.
Special: A character can not have both the Adulthood Chess Training and the Childhood Chess Training.

Effect: The character receives a +4 experience bonus in game checks . He is considered as having studied the the patterns of opening, middlegame and endgame without having to use the skill point. Finally, it is considered to have already played more than 2000 games.

Grandmaster

A Grandmaster is as rare as a great dragon. Very fews are able to reach this level.

Prerequisites: Int 18, Wis 15, Childhood or Adulthood Chess Training Chess Training

Effect: You use both the wisdom and intelligence modifiers on game checks. Any cheating against the character automatically fails. During every game a Grandmaster can make up to two bluff checks to take advantage and add both results. Thrice a day he can take 20 to the game check.

I'm writing a spell too, but I'll post it tomorrow.


5 people marked this as FAQ candidate.

Just a question on this class feature..

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Arcane Insight (Ex)

At 2nd level, a detective can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as misdirection, and nondetection).

This ability replaces well-versed.

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Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

So, does a detective gain the bonuses on perception and disable device written in the trapfinding ability..?

And one other thing. Disable device isn't a class skill even for a detective, right?


Hi =P

It's my first time writing something here in the forum, and English is not my first language, so sorry for any grammatical error.
I made my search in the messageboards but found nothing, so here my question..

Death attack from Assassin:
"[...]The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked).[...]"

Foresight:"[...]Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. [...]"

So, I was wondering if an Assassin could make a death attack upon a target with Foresight... and I'd like to hear your opinion ^^