The Expansionist

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Rogue: "I check for traps in the wole corridor, for 20 rounds every square"
DM: "OK, you notice some kind of blur in the air. It's like a faint red light that forms a moving repetitive pattern, once you look at it for some seconds".
Rogue: "What the . is that? Can the wizard see it?"
Wizard: "And I want to detect magic on it. And can I check for spellcraft? "
DM: "You almost couldn't see it, but with the detect magic spell you can see the patterns clearly. The spellcraft check tells you that it's not properly a spell, but a subtle method of detection that is created by a magic device. Please roll for Knowledge Arcana." ... "You remember to have seen this pattern before. It was used by the wizard xyz to sign in some of their writings. He had a
great knowledge of the human mind. Rogue, you are sure this is the trigger of some kind of magical trap".
Rogue: "Well, then i try to disable it"
DM: "Have you got any idea of how to do that?"
Rogue: "No, just want to use Disable device, my character should know".
DM: "Sad, it could have granted you a bonus to the check. As you begin to use some little pieces of mirrors from your thieves tools to do some kind of interruption in the light, you begin to notice a strange fear and to exhude a cold sweat. The patterns are whirling around you. If someone attracted enough time the attention of those patterns (passing a will check against fear), you could disable them easier (this is it would lower the trap DC, but if you fail that person would be subject to the trap effect too). "
Fighter: "I will help him, I've got a good will bonus to fear".
Cleric: "I'll bless the fighter".


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DM Fflash wrote:
Shards of Sin mentions the characters should be level 4 by the end yet Curse states they're 5 at the start. While minor, where was(were) the intended level up(s)?

My PDF of Shards of Sin reads (in advancement track)

The PCs should reach 4th level during their exploration of the Ancient Laboratories.
The PCs should be well into 5th level by the end of this adventure.


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JDNYC wrote:

If you have a +1 to hit added to your die roll after all calculations are done, it's a 5% increase. It doesn't matter how you look at it or try to add other known or unknown variables (like your lottery example.)

Everyone has to roll a d20 to hit. A d20 has 20 sides. That means every time you roll a d20 you have an equal chance of getting one of those sides, regardless of the amount of times you roll it. Adding a +1 to that roll increases the number of sides that is counting as a successful hit by 1. That's an increase of 5%. 100% (total value of whole)/20 sides = 5% per side.

Let's see if this example is better:

You have a chicken and eat it.
I give you another chicken. You eat it too.
You say "I only ate one chicken more".
I say "You have eaten today double the food you had".
Are you right? Yes. Am I right? Yes.
Now let's say I don't know how many chickens you have eaten. If I give you one chicken, you can still say "I only ate one chicken more". But what determines the utility of a new chicken is how many chickens you ate before. If you didn't ate anything before, that chicken is really meaningful to calm your hunger; if you ate 20 chickens (well let's say 19 to avoid corner cases of critical chickens), the new one is not very useful to you.

So... if you have a 20-sided die, and you only hit with a natural 20, and then I buff you for a +1 to hit, you have 5% more chances of hitting than before, but you ALSO have doubled the die sides that mean a success hit.


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Average damage per hit (DPH): sum your max and min damage and divide by 2.
Probability of Hitting (PH) for an attack roll: (21-AC+Attack Bonus)*5%
Note: Never less than 5%.
CR = Critical Range (CR), in % (ie 19-20 is 10%)
CM = Critical Multiplier (CM), subtracting 1 (ie x2 means CM equals 1)
Probability of Critting for an attack roll (PC): CR * PH
Note: Assuming you always hit if you roll within your critical range.
Average damage per attack roll: (PH * DPH) + (PC * CM * DPH) =
= (PH * DPH) + (CR * PH * CM * DPH) =
= DPH * PH * (1 + CR * CM)
So if you increase your PH by 5%, your average damage increase by:
DPH * (PH + 5%) * (1 + CR * CM) - DPH * PH * (1 + CR * CM) =
= DPH * (1+CR*CM) * (PH + 5% -PH) =
= DPH * (1+CR*CM) * 5%
Assuming CR = 10% (19-20) and CM = 1 (x2):
Damage increase = 5% * DPH * (1 + 10% * 1) = 5% * DPH * 1,1 =
5,5% * DPH
Damage increase (%) = ((DPH * (PH+5%) * (1+CR*CM)) / (DPH * PH * (1+CR*CM))) -1 =
((PH + 5%) / PH) -1 = 5% / PH

So... a 7% or a 10% more damage does not make sense unless you define what is "damage", because:
The average damage per attack roll increases by 5,5% of your average damage per hit if you increase your probability to hit by 5%.
The average damage per attack roll increases by a percentage equal to 5% divided by your original probability to hit if you increase your probability to hit by 5%.
I think that maths are ok, but will be glad to read corrections on them

EDIT: Some wrong maths :P


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I dont know if this is the same font it is distributed by other posters, but I did found one here:
Thassilonian Font


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Thassilonian Laboratories


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I came up with this method after reading one thread in which one of the players (new to the game) complained about having to sum the attack modifier all the time. I don't now if it has been developed before (maybe it's very old because it's really simple), but as I haven't seen it I will take credit for it.

In this method, when you roll 1d20, you don't add the modifier to the roll. You are succesful if you roll equal or higher the DC (the AC for an attack) or if you roll lower or equal your bonus in that skill or attack. What we are doing here is transforming the roll directly into the modified roll.
Example: if your bonus is +5, you could roll for 6-25. So we transform the unmodified 1 into 21, 2 into 22, etc. up to 5. If we roll an unmodified 6, it's like if we were normally rolling a 1 and adding the +5 bonus.

For DCs higher than 20, you should roll lower/equal than your bonus and higher/equal than the DC-20. Example: If the DC is 22 and your bonus is +5, you should roll 2-5.

Critical hits: you rolled your bonus number (which would be a 20).

I think this method could be useful for some people:
- Introducing kids to the game.
- Speeding up play. Especially the DM time, when he has to roll that save for 8 orcs.
- Reducing arithmetic errors
- Rolemaster players! 74+58???? No!!! If you roll below your bonus, just add 100. I wish I would have this method when I played it...

please share thoughts comments and possible developments


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Maybe some people want to post their created stuff here. Myself I will run hopefully this AP after my CotCT campaign (so maybe a year or two from now). Anyways, I will share the maps I will make for my VTT application, as I have done with the CotCT maps. I suppose they could be good for printing too (100 pixels = 5').

For now I have finished Natalya's Hideout:
Natalya's Hideout - Ground Floor (With Tunnels)
Natalya's Hideout - Ground Floor (Without Tunnels)
Natalya's Hideout - Attic
I thoguht I was a good idea to have two maps for the ground floor: the extra one could be useul when the pcs are outside the building (and perhaps they walk around it) and you don't want them to see the tunnels nor the fog of war covering them.
Please share any thoughts or issues you have with the maps, especially errors I have made.


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Uploaded my own version of the Abadar Temple, and Artist's Lair
Edge of Anarchy
Fishery 1
Fishery 2
All the World's Meat
Eel's End 1
Eel's End 2
Eel's End 3
Dead Warrens

Seven Days to the Grave
Goitorris Toys
Lavender and Vendra Apartment
Guardpost
Carowyn Manor 1
Carowyn Manor 2
Wererat Sewer
Grey District Graveyard
Hospice of the Blessed Maiden 1
Hospice of the Blessed Maiden 2
Urgathoa Temple (Inner Sanctum)
Abadar Temple - Key Map
Abadar Temple - Second Floor
Abadar Temple - Ground Floor
Abadar Temple - Dungeon

Escape from Old Korvosa
Artist's Lair
Pilts's Palace
Arkona Dungeon 1 - Upper Caverns
Arkona Dungeon 2 - Lower Caverns
Vivified Labyrinth 1st Floor Map Key
Vivified Labyrinth 1st Floor Original
Vivified Labyrinth 1st Floor First Rotation
Vivified Labyrinth 1st Floor Second Rotation
Vivified Labyrinth 1st Floor Third Rotation
Vivified Labyrinth 2nd Floor

A History of Ashes
Cinderlands Generic Encounter (Road)
Cinderlands Generic Encounter (Dry River)
Cinderlands Generic Encounter (Cliff)
Cinderlands Generic Encounter (Cinder Cone)
Cinderlands Generic Encounter (Thassilonian Ruins)
Cinderlands Generic Encounter (Plains and Great Tree)
Acropolis of the Thrallkeepers 1
Acropolis of the Thrallkeepers 2
Moon Ruins 1
Moon Ruins 2
Shoanti Camp

Skeletons of Scarwall
Barbican Gate 1
Barbican Gate 2
Barbican Gate 3
Scarwall First Floor (Key Map)
Scarwall First Floor - Main Gate ("A" key)


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Ultradan wrote:
We're still in book one, and are heading into the Dead Warrens under the graveyard... :)

Great, I have a lot of time to finish the map, then :)

Do you (or anyone) need the tokens? I have a lot of them, too. Yargin is just a sample, and I have them with or without names.

I have added the third floor of the Scarwall barbican


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Added Scarwall Barbican Gate 2nd Floor.
I would like to know if anyone is using these maps. I am going to keep making them anyway as I need them for my campaign and I have a lot of fun drawing them, but it is always great to see other people make some use of your work.
Edge of Anarchy
Fishery 1
Fishery 2
All the World's Meat
Eel's End 1
Eel's End 2
Eel's End 3
Dead Warrens
Seven Days to the Grave
Goitorris Toys
Lavender and Vendra Apartment
Carowyn Manor 1
Carowyn Manor 2
Urgathoa Temple (Inner Sanctum)
Escape from Old Korvosa
Pilts's Palace
A History of Ashes
Acropolis of the Thrallkeepers 1
Acropolis of the Thrallkeepers 2
Skeletons of Scarwall
Barbican Gate 1
Barbican Gate 2
Scarwall First Floor (Key)


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I searched for similar thread and just found this one :(
Anyway, I want to share the maps I am making for my CotCT campaign. I'm using photoshop for them and "stealing" a lot of art from the Dundjinni community (they are soooo great). The campaign is being played with the help of Fantasy Grounds, and the maps are suited to what this program can deal with (100 ppp, and 100 px equal 5 feet), at least in my PC!
The maps are being hosted in rpgmapshare.com

The Old Fishery
http://rpgmapshare.com/index.php?q=gallery&g2_itemId=50309

All the World's Meat
http://rpgmapshare.com/index.php?q=gallery&g2_itemId=50305

Goitorris Toys
http://rpgmapshare.com/index.php?q=gallery&g2_itemId=50285

Ill be updating this thread with those new maps I make.


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Father Dale wrote:
On the original question, if the area of light created by a torch or everburning torch or a light spell were to overlap with the area of darkness from the darkness spell, the darkness spell would overpower the source of light, rendering it ineffective. The end result would be that the prevailing light condition would be the original light condition lessened one step by the darkness...

I don't get it.

Everburning torch = torch with a Continual Flame.
Continual Flame is a 3rd level spell in the Cleric list (2nd level in the Wizard list).
Darkness is a 2nd level spell that: "causes the illumination level in the area to drop one step" and "Magical light sources only increase the light level in an area if they are of a higher spell level than darkness"
Daylight is a 3rd level spell "Daylight brought into an area of magical darkness (or vice versa)is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect."
Problems:
- If the Continual Flame (3rd lvl) area overlaps with a darkness area, what happens? Dim light for 20' (Normal from CF minus one step from Darkness)?
- Which are the otherwise prevailing light conditions? For ex.: I have a torch in a dungeon corridor, and then a Darkness spell and a Daylight spell are cast in the area. Are the "otherwise prevailing light conditions" the light of my torch?
- What about if I cast Darkness + Daylight, then Darkness again?
- What about if I cast Light Light + Darkness + Fire Shield?
- Does Darkness stack with deeper darkness?
- Is direct sun light a "non magical source of light"?


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Full-Attack
PRD: "Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks."
The text does not explain which action is the first attack if you chose to take the move action.
If it is still part of a full-attack, you could use Manyshot, as the feat does not require to take all your attacks.
If it is an Attack Action, you could apply Vital Strike. Notice that you could decide, if you fail your first attack, to continue with the rest of your attacks; and if you hit, to apply Vital Strike.


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Andrew Phillips wrote:

Ride by Attack

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Does Ride by Attack grant the special ability to ride through the target of the charge? "you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge)" which would by definition be through the target?

My take on it using RAW:

- Your mount takes a charge attack action and instead of attacking, makes an overrun maneuver as part of the charge if the movement goes through your enemy's square (sometimes it is not needed).
- You make your own attack as a normal charge.
- The Ride by Attack feat provides that you and your mount doesn't provoke AoO for the entire movement or the overrun (which would provoke an AoO because you would be leaving a threatened square to enter your enemy's square)
- You find if you can keep moving resolving the overrun maneuver, using your mount's CMB.
Anyway the feat is very unclear, but that is common in every rule of mounted combat. Some of my own questions here: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/archives/questionAboutMounts&page=1#4