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Lord of Blades

bodrin's page

115 posts. No reviews. No lists. No wishlists.


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Vod Canockers wrote:

What I don't want to see in Bestiary 5:

Anything based upon a SYFY Channel movie or show.

Awe no Pirahnaconda??

Grumble, Grumble!!!

:P


This depends on one party member being present or not, with my gaming group.

If a particular member isn't around for the allocation session then the items / treasure is utilised where it serves the party best. Any sundry items are put into party treasure for sale.

However if the particular member is present then a whole session is dedicated to bookkeeping and accountancy. Equal share GP cost for everyone!!!

The most enjoyable method is the first one mentioned.
I don't want a game of Accounts & Lawyers© RPG.


Kaiju?

Yes, About time.:)


Dear James Jacobs this may be an obvious question but would like to clarify regarding gestalt archon:-

Pathfinder Roleplaying Game Reference Document

Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Does that include the Air, Elemental and Extraplanar subtypes too?

The text seems to infer using a Large air elemental from the bestiary as base stats but add the archon abilities to it as a template style addition.

Is this interpretation correct to the "Paizo" way?


May be an obvious question but would like to clarify:-

Quote:

Pathfinder Roleplaying Game Reference Document said

Gestalt (Su)

Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.

Does that include the Air, Elemental and Extraplanar subtypes too?

The text seems to infer using a Large air elemental from the bestiary as base stats but add the archon abilities to it as a template style addition.


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Usually not bothered about this kind of thing but.....
Isn't it about having fun?
Bumblebees aren't aerodynamically sound but they can still fly! :|
Dammit bumblebees stop being able to fly, the science proves it.
Nature release an errata on bumblebees please otherwise banish them with the forest that needs to shape up.

Some Roleplaying game rules don't make sense :/
Cats and dogs living together mass hysteria!!!

We're all doomed.

"Framework of rules" and "Have fun" I seem to recall that line of text from somewhere in the annals of time.


Anything with an automatic +20 bonus attached to it is way overpowered IMHO. I'd rule the ability isn't acceptable from the onset.
After suffering at the hands of 3.5 splat book options, multiple extra actions and other such additions to the d20 system I'm hesitant to allow power creep of such magnitude.

+10 bonus initiative is more than reasonable.


I've been onboard with hero lab since its first incarnation. Initially with a D20 license then purchasing the Pathfinder license along with each successive official dataset.

I have to say the options that are available are staggering and well worth the investment. Coupled with the PFSRD web site its a pleasure to be able to reference every option whilst using a character creation software officially supported by a publisher.

The decision to use all the official hero lab datafiles for the RA conversion is a wise one which I applaud.

And to be honest as stated in the prior post nobody has to use the files, they are only provided for convenience. If you don't own hero lab, the module can still be run old school pen and paper method.

Kudos


Sniggevert wrote:
bodrin wrote:

Snip out lots of stuff but include the final bit that's pertinent...

Cash flow being a manageable problem I'd like to get both but I support my FLGS and purchase the dead tree version, sadly the PDF isn't offered with the sale at brick and mortar establishments.:(

Maybe Paizo could offer the free PDF scheme for the hardcopy purchases of customers from FLGS!
Hint:)

They don't even do that with straight up purchases from their own website. You have to subscribe to get the bonus.

I know :( that's why I said manageable cash flow and "Hint" at the end!;)


deinol wrote:
F. Wesley Schneider wrote:
bodrin wrote:

Will the NPC art be on a seperate page to the stats, or maybe as a full page illustration? So the players will only see the art but not the stats associated with the NPC!

As a DM aid and a player aid I'd like to have the art and stats seperate, my crafty players would look at the stats before the artwork even registered.

Dude, you can screw with them so bad! You're getting hundreds of statblocks and hundreds of pieces of art. Show them a page with cool picture A and hardcore stats A, but then use the stats for a similar character on page X. "Hold on, there wasn't anything about baleful polymorph in his sta-... oops." :P
Although if you buy the PDF you can extract the pictures and print them separately as portraits. I've done that for important NPCs before.

Cash flow being a manageable problem I'd like to get both but I support my FLGS and purchase the dead tree version, sadly the PDF isn't offered with the sale at brick and mortar establishments.:(

Maybe Paizo could offer the free PDF scheme for the hardcopy purchases of customers from FLGS!
Hint:)


Will the NPC art be on a seperate page to the stats, or maybe as a full page illustration? So the players will only see the art but not the stats associated with the NPC!

As a DM aid and a player aid I'd like to have the art and stats seperate, my crafty players would look at the stats before the artwork even registered.


Chernobyl wrote:

7 months to complete an AP? that's got to be a record. How often and how long did your group play?

6 years to finish Age of Worms AP! Which was a huge slog!


Or you could use the new Pathfinder Advanced Race Guide version instead. Located on page 110 under the Fetchling entry.


Just a minor typo error!

Under the B3 bestiary Universal Monster Rules entry, the link for "Attach" appears as "Attahc"

Edit: NM it's not on the PRD site, it's a typo within the iPhone Ufisk app.


Matrixryu wrote:
Not sure if we really need to build weaknesses against mythic monsters. At least, even if they have weaknesses, these weaknesses shouldn't make them easier to kill than their non-mythic counterparts.

Bolded for emphasis, Agree with this sentiment!

Think clash of the titans, original version not the remake, Perseus required Medusa's head to defeat the Kraken.

What was Medusa's weakness? Her own petrification gaze! A mirror! Vanity?

Just because it's a weakness doesn't mean it's an easily overcome weakness!


Richard Leonhart wrote:

giving even low-ish lvl monsters some epic ability.

Awesome.

I love it, it feels more like the monsters out of myths, where some greenhorn has to slay a monster that has godlike powers except for that one weakness.
This last part would be a good addition in my opinion. Build-in weaknesses to certain attacks, for example vorpal weapons could cut off a minotaurs head on a 19-20. As it's low lvl, noone cares, but once you see that lvl 20 wizard minotaur throwing meteors in your face, you might want remember this.

I also like the built in weakness mechanism, however I think the MR value should add a bonus to the weakness to signify the tougher aspects of the Mythic creature.

For example for every MR tier the (weakness) lessens or gains a +1 to one base defensive ability.

Using the Minotaur example above the MR 2 would add +2 either to the DR 5 / epic or the SR 17.

Building in progressive weaknesses, to my thinking at least, just fits right!


Dragon78 wrote:
Interesting and all but it would be nice to see some previews for products that are coming out this month or next month.

I disagree.

The interest in mythic rules has to be addressed at some point.
If there is something to mull over at the very early stages of development the more refined the final product will become, the boards here will provide enough constructive / obstructive criticism for Paizo developers to analyse design choices!

The products due to be released this month or next month will probably be showcased anyway as usual, I presume.


Has to be AD&D 2nd edition Bodrin Barlow male human fighter reached 6th level in total.
Died and resurrected 9 times wih a final Constitution score of 9 from 18.
Modules played Egg of the Phoenix, Assasins knot, Rod of Serillion, Skarda's mirror and Temple of elemental evil.

Bodrin had a phobia of fire and lightning after suffering at the hands of a trigger happy wizard that had the spatial awareness of a blind, deaf, mute 3 toed sloth!

The holy avenger Chrysomer also played a part in Bodrin's demise exacting lawful good vengeance upon his chaotic tendencies, when he tried to use the sword in the midst of combat when the paladin owner was knocked unconscious!

A failed resurrection attempt on percentile dice finally retired this character. :D


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Thank you for supporting the extra suplemental non core options in your published products, and not just publishing fluff just for the hell of it!

Thank you for not deviating from the OGL ruleset too much. ;)

Thank you for re-inventing some of the more confusing / time consuming D20 rules

Thank you for re-invigorating the D20 RPG scene.

Thank you for releasing quality products that I want to purchase.


Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check—it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Strength modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the creature's HD + the creature's Strength modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Emphasis mine, deal trample damage to as many creatures that you pass over during your movement, only once per target per round.

30' of movement, 4 targets, 4 x trample attacks. 1 per target!!


Still have my original DMG and PHB didn't get MM though:(

Have to say I'm curious and mildly tempted to buy these new editions.
Ahh nostalgia.


I didn't get the first adventure paths at all!
I bought Carrion Crown as my first AP. I will purchase other APs once I've run carrion Crown.

I've looked through the first Paizo Golarion 3.5 products but can't say I'm particularly interested in buying them. I prefer the new updated ruleset. I have all the Dungeons and Dragons d20 products so I'm not speaking from lack of knowledge.

I will be buying the anniversary edition of RotRL though as I've invested heavily in the newer Paizo products.

Now a collected book of the other original adventure paths updated to the PFRPG rules I am interested in. I personally disagree with the opinion that collected editions of Adventure Paths will create hesitant customers or reduce sales.

Once every five years for a collected edition doesn't seem like a ridiculous idea!


Porphyrogenitus wrote:
Quote:
"What happens if player characters get into Baba Yaga's hut?"
Been there, done that;- quite harrowing - but can't wait to see the Paizo version. Good times.

Ditto

This

No survivors!!! Still let's see what surprises await in the new product!!


I'd also like a copy of this if possible please!


Email request sent to. I've just begun this module so I'm hoping to flesh it out well.
Thanks


Thalin wrote:
Just have an attractive Lich that sparkles in the sunlight. Problem solved.

[sarcasm ] +1 This is a really awesome suggestion! :D[/sarcasm]

It really shouldn't matter, your hybrid creature actually sounds feasible. Heck go with it, I'd certainly be impressed with the concept regardless of the RAW.


I'd just like all the missing / new bestiary entries from the Adventure Paths incorporating into the bestiary 4 product!


Most definitely!


1 person marked this as a favorite.

Okay Paizonians, I'm asking this here because I'm unsure if it needs to be in the general discussion area or elsewhere.

Here goes, as Hero Lab has been licensed as the official Character creator for the Pathfinder RPG would it be a future possibility for the Golarion IP to be licensed to the new Realmworks campaign manager software? Link below to screenshots currently in closed Beta though.

Lone Wolf Development Realmworks

I for one would love to have a fully supported and licensed campaign manager. Just a thought:)


Ad&d 2nd edition rules.
Bodrin a 9th lvl human fighter. Con 18
Numerous fireballs and lightning bolts from an erstwhile / non tactical party member (player) had resulted in a blanket phobia of fire and electricity, resulting in a paranoid twitchy personality.

Bodrin had died and been raised multiple times over the course of, Temple of Tharizdun, Skarda's mirror, The Egg of the Phoenix and Black Courser.

However in a judges guild adventure, the name eludes me ATM, Bodrin had volunteered to alter his alignment to wield a specific item. During the course of the module his actions to revert back to the Chaotic good alignment were questionable. In a particularly nasty battle with Grimlocks Bodrin was attacked and surrounded by hostile forces. Falling to the floor attempting to play dead his sword skittered away from his hands. The nearest weapon, Chrysomer an Intelligent holy avenger normally used by the party paladin lay close by.
Bodrin grabs the sword, swings at the nearest foe and dies in a blast of electricity as the Lawful Good sword exacts retribution on the now Chaotic wielder.

Hilarity ensued.
After multiple adventures :- Final Constitution score 9. Last Resurrection save failed.
The dice gods had spoken.


Male, 41 years. Married with Children. No military but Full Metal Jacket is favourite military film.;)

Playing since 1981. Started with Runequest still got the game box plus original citadel miniatures box sets Heroes in one Creatures in the other.
Fighting Fantasy solo game books #1 "The Warlock of Firetop mountain" to #15 "The Rings of Kether"
D&D Basic, Expert, Companion never got the master set though.
AD&D 1st and 2nd Editions
Dungeons and Dragons D20 V3.0 core books
Dungeons and Dragons D20 V3.5 core plus all the extra hardcovers released. So much investment **Face Palm**
Definitely no 4th!

Present day

Pathfinder CRB, Bestiaries 1/2/3, Ultimate Books, Inner Sea World guide plus Carrion Crown AP including map folio.
Hero Lab!

Heavily invested again!!! ** Face Palm **


Firstly I would have loved to have participated in this game. The dungeon crawl sounded awesome, so much that I'd like to request a PDF scan of it to run as a stand alone game for my regular group. If you would be so kind and generous Ravingdork!

Onto the primary question though, I don't believe you railroaded the characters at all.Why wouldn't the crafty goblins have their lair trapped for interlopers? It reads as a great dungeon bash, worthy of any infamous dungeon modules from yesteryear!

As for the cavalier, at some point I'd have thought the action ought have been played out above ground, maybe allowing the dungeon party to control groups of goblins and stage an attack on the above ground forces. This would then enable everyone to continue to be involved in the action without alienating anyone. And have given you the DM a break from the below ground action.


Any possibility of bringing Paizocon over the pond and visiting the shores of the U.K?

We're in dire need of a gaming convention as Gencon no longer visits!:(


Okay, here's a few of my thoughts!

I never played WoW, don't have the time. I have played FPS only rarely, Neverwinter nights Solo and Multiplayer occasionally. But I do play DDO when I want an easy online experience based upon the D20 ruleset.

My main draw to a MMO Pathfinder game would be the potential integration with other compatible products that can be used around a tabletop and vice versa.

I often tried to replicate the characters from the D&D digital games onto paper form which invariably led to slight differences. I'd consider it an excellent feature of the online game to import and export characters into a format that could be read by character generators with total compatability of the PFRpg ruleset. I'm specifically referring to Hero Lab but others are available.

Now I'm wary of the whole MMO scene anyway because of the time needed to play, real life often gets in the way but I'm really excited about this announcement, if it was tailored to the multiple styles of players. I prefer solo missions that can be played over a period of time in chunks, but others spend days continuously with the intention of levelling quickly.

Just my opinion!


armnaxis wrote:
TheWhiteknife wrote:
I guess you and I are in a race to see which group finishes first! Time to completely pimp my Kyuss!

Above all: Congrats; I will cherish this encounter as a hallmark of my DM career, and so will probably you :)

Woha! 17 rounds... that must have taken ages...

Here's what happened in my Dragotha encounter. 11/12/2011

8 characters 1 NPC a Solar ranger / 5 from dragon magazine!

Dragotha had 3 minions, an undead Spriggan, An undead Cleric of Vecna missing the left hand and an undead Kenku assassin! Whom they had met and slain before, this is a change to the printed module.

Also I adjusted the spell list.

The minions. We're dealt with in three rounds the solar fought 3 nightcrawlers in the tunnel leading to the lair.

On the fourth round one character hit Dragotha with a +1 Mace with Disruption and slew the dracolich outright!

Disappointing? Hell yeah!


So far, my Age of Worms campaign is 6 years long. That breaks down into 1 friday session per week of 5 hours (20.00hrs - 01.00hrs). 9 Players 1 Dm. Subtracting vacations and unexpected cancellations approx 24 sessions Total time = 1440 hours or 288 sessions!

My group really enjoys not belonging to a cohesive tactical party and contains a majority of the "I'm not very clever, but I can lift really heavy things!!" mentality. What can't be solved with one hammer needs a marginally better hammer.

The consequences are numerous and usually revolve around lots of pain / hurried withdrawal and regroup then listen to the more observant and thoughtful players to formulate a better plan of egress.

We're just about to confront Dragotha in the penultimate book. Which should provide some big smackdowns for all involved.
Initial publication of AP Dungeon Issue 124 (July 2005), illustrated by Wayne Reynolds, which featured the first chapter of Age of Worms.


All the village merchants are accused of price fixing regardless of goods sold. Turns out they are but at the behest of the lower court justice system which is providing the goods / services at a vastly reduced rate to the surrounding villages. Which in turn are re selling the goods back to the merchants for distribution with a higher cost due to import tax imposed by The high court justices which are aware of this practise as they set the tax rate for the treasury and skim the extra revenue generated.
The pcs have a political minefield with the corrupt justice system, corrupt merchants and angry populace!


Are wrote:

The Dust is pretty dangerous; 3d6 CON damage with a save (in 3.5, there was at least only 2d6 immediately, and then 1d6 more if you failed another save later) and disabled for 5d4 rounds even if you do save is pretty much TPK-city.

I stand corrected, there is a save! Apologies!


Ravingdork wrote:
Sorry, Bodrin, it doesn't. Per RAW, bleed damage applies at the start of a creature's turn. That means the timing of fast healing/regeneration can have a huge effect on combat where such things are involved.

Fine, I offer my opinion and you already have an answer from RAW!

I used your own example to explain my opinion, however if you want RAW as you state bleed happens on the creatures turn. Apply bleed damage then Regeneration / Fast Healing which then counteracts the bleed damage.
As any healing stops the bleed damage (RAW) you don't need to apply bleed after the initial round that it is applied. You can't argue that Fast Healing or Regeneration isn't healing as it restores hit points, this effectively negates the bleed condition!

Edit: Ninja'd


I rule at the most logical moment.
Regeneration / Fast Healing on the creatures turn whether it's at the beginning or end is irrelevant.

Then apply any other damage on the initiative round of the Player / Cause of that damage.

So bleed would apply on the rogues initiative even if there is a delay action, because a round signifies a 6 second period that all actions happen in. The individual initiative scores represent a portion of the 6 seconds that each individual starts to act within that period!

Hope that helps.


For maximum effect employ Dust of Sneezing and choking. No save, 12 rounds of inaction on the part of the victim. Loot as much stuff as you want.

I performed this move against my players, the fallout was intense, but it achieved the desired effects without TPKing. My villain required 2 pieces of equipment that the characters had acquired and I played his evil intellect to the letter. No deaths, took the items and left everyone breathing.

Dick move?

Probably, but using nasty stuff against a foe goes both ways, and if the GM wants to create a particularly memorable villain or encounter within the narrative then it's a necessary requirement. All the more reason for the PC's to pursue and exact revenge, this time it's personal.


jonnythm wrote:
Evil Midnight Lurker wrote:
Trinam wrote:
Evil Midnight Lurker wrote:

Please say there'll be some kind of "four-armed" option.

We likes us some Tharks, Thri-Kreen, and Djangs!

Four arms will make it only a matter of time before some crazy player starts tryin' to TWF with two-bladed swords. Not that it stops them now, but... just sayin'.

EXACTLY MY POINT. Although I prefer quad-wielding broadswords. :D

...but seriously, if a player is willing to invest in feat trees and prestige classes and so forth to achieve this end, why the heck not.

I have no idea how one would ever accomplish that without making there be a world of unbalance. But it's always fun to try no?

Back in the Dark Sun 2nd edition days I had two thri kreen gladiators specialised in TWF which used darts, as AD&D allowed 4 darts per hand that was a total of 32 darts flung at an enemy! One world of pain and one unbalanced game! But still enjoyable none the less!


Yes you do!

Depending on the situation, continuing damage, being grappled, falling has to be distracting unless you can fly and so forth.
Don't forget that somebody with a readied action can also disrupt your spell forcing that concentration check!


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Pedantic wrote:
Kthulhu wrote:
Black Knight wrote:

IMO the whole idea of BAB differences between classes is pretty terrible.

Having the different BAB progressions introduces severe imbalances in the system. A monster who is easy to hit for a fighter with full BAB can be very difficult to hit for a rogue. When you get to level 20 you have a 5 point difference in BAB between a fighter and rogue, which is a pretty huge spread.

Er, that's kinda the point. Fighters are supposed to be better at fighting stuff than rogueus are. That's why they're called rogues. It's also why rogues are better at being sneaky in general.

Maybe using your logic we should give a fighter the sorcerer spell progression, because by the time you get to 20th level there's a massive difference between the spellcasting ability of a wizard and a fighter. :P

The problem is, rogues still need to hit monsters to do their sneaky backstab damage. Reflecting "better at fighting" with an 80% chance to hit vs. a 55% chance is problematic. Worse, fighters get more chances than rogues to hit, making their odds of hurting the monster way higher than the rogue's. The rogue has to struggle hard to stay relevant at all in combat. Perhaps he should be less impressive than the fighter unless he's got the drop or better positioning on his opponent, but he shouldn't be hard pressed to fight at all.

Evey rogue I've had in my campaigns always offset the BAB discrepancy by utilising delay, tumble, spring attack, magic weapons and flanking. Possibly benefiting from a bulls strength effect or weapon finesse.

Fighters just hit things. Sneaky types ought to be nimble and sneaky!


Lockgo wrote:

Ran into a bit of a problem today. The party of 7 level 6 ran into a Black pudding. When I read the monster ability split, it doesn't sound like to changes size modifier. However, the whole table suggested that it didn't make sense that the ooze would not get smaller.

The ability doesn't say anything about size changing though, but I thought it made more sense that if you split it in half, it would have to become smaller.

Does the pudding get smaller when you slice into it, or would you need a spoon.

No it remains the same size, it just gets thinner. It's a Ooze / slime / amorphous blob after all which can alter it's physical dimensions.

IIRC James Jacobs posted upon the Age of Worms forum about Black Puddings splitting.


"Vehemently"

Yes it's a strong word, I've had a player "Vehemently" disagree with a decision I wanted to implement to balance out a, IMHO, game unbalancing item/power. I'm looking at you D20 Spell Compendium Wand of Orb of Force!

So much that it degenerated into a violent table thumping/yelling incident on the part of the player. I conceded at the time, let the player keep his <gollum> "precious"</gollum> as is, then vehemently reversed a newly swapped out ability which allowed sneak attack damage versus undead, citing his argument back to him regarding changing the RAW. Undead types aren't subject to sneak D20 v3.5 keep your trapfinding ability and your Orbs of Force.

So retrieve a stored item = Move Action RAW
Vehement arguing = Future disappointment House Ruled


Ravingdork wrote:

In a game Saturday night, I lost a very important combat round because I had to stop and pull a weapon out of my backpack.

The GM spontaneously ruled that it was a standard action for me to do so since, according to him, I had an overstuffed backpack (I carry 245 lbs., much of which is armor).

I disagreed vehemently, citing that drawing a weapon was a move action (the weapon is not "hidden," merely stowed away) and that my backpack was only overstuffed if I described it as such. After all, it was a masterwork backpack and came with hooks and harnesses and a myriad of other little things to make carrying lots of gear easier.

Eventually he won out, I accepted his ruling under protest and the game moved on.

What I want to know is this: Is there a rule ANYWHERE that says pulling out ANYTHING from ANY container is a standard action?

My GM cited the bag of holding and handy haversack as examples of it taking longer to pull items out, though I don't think those are valid since for them to be "overstuffed" they have to hold more objects than a mundane backpack (even a masterwork one) could possibly hold (in other words, it takes longer due to their magical nature, not due to a general rule of some kind).

What do you think? Was the GM in the wrong for suddenly implementing a random and needless house rule out of nowhere? Or am I just not accepting of a GM's realistic rulings?

Checking the Pathfinder SRD at d20pfsrd.com shows that retrieving an item is still a move action in Pathfinder.

The same in the D20 SRD!

Move Action Attack of Opportunity
Move Yes
Control a frightened mount Yes
Direct or redirect an active spell No
Draw a weapon No
Load a hand crossbow or light crossbow Yes
Open or close a door No
Mount/dismount a steed No
Move a heavy object Yes
Pick up an item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Ready or drop a shield No
Retrieve a stored item

Forgive the formatting I've copied and pasted the table directly but it serves the purpose. Core Rulebook Actions in Combat.

I think the DM in this instance was being obtuse for the sake of it.


Enaris wrote:
Ambrus wrote:
Still wondering whether it's somehow possible to snipe during a full attack.
No. That would require a full-round action, which is not possible with these stealth rules. "as a standard action, you can make one ranged attack " or the old ones "you can make one ranged attack and then immediately use Stealth again." This is CLEARLY stated, therefore I do not believe it is subject to house rules.

To interject here and not to derail the play test, everything is subject to house rules if the group agrees! Just because it say in the "Framework" rules you can't perform a full round action doesn't mean that you can't house rule it!

As I said house rule it yes if it makes the game more fun for you all! It's a game after all. Not a law book or tenets of scripture to be obeyed without question! Try to have fun

Snipe, stealth -20, opposed perception, succeed or fail? Only the GM knows the outcome of the perception check!
Unleash pain upon the stealthy character for!


Ambrus wrote:
Still wondering whether it's somehow possible to snipe during a full attack.

House rule it, Yes!

If you think it's feasible, and it would add to your groups fun. Just remember that you can use any rule for and against the characters participating!

Your question seems to have been lost in the noise created by Verbal components though! ;)


Enaris wrote:

Can anyone help clarify how the "must begin your action with cover or concealment" yet being able to traverse unconcealed areas undetected interacts with, say, shot on the run?

A player of mine wanted to dash from behind a tree to behind a tree, shooting a drow guard on the way using the rules for snipe. For game purposes, and epicness, I decided this was valid with these playtest rules. Is it?

I'd have to agree with the epicness of the Dash from cover to cover using Shot on the Run. It lends itself to heroic actions, the core rules are in place, sniping +20 to the stealth Dc or even the +40 for particularly hectic circumstances.. As long as you don't miscalculate the distance and run out of movement.

Maybe this situation can be covered with an exception rule to the full round action prohibiting using stealth.

Perhaps appending a sentence at the end stating only a specific set of full round actions can be performed utilising stealth to maintain the hidden condition.
Shot on the Run, Flyby attack etc.
You must start your full round action with the hidden condition and move from cover to cover, not soft cover. The DC to remain hidden is the perception check of any enemies, with a cumulative +2 to the DC per enemy. You also take the +20 sniping penalty as you move from cover to cover. You must move at least 10 feet to perform the stealth check and for each 10 feet past the first that you are not in cover then a further +2 is applied to the DC check to remain hidden!

So to total up an example, I'm hidden behind a tree, I want to run to the next bit of cover which is 30 feet away, +4 to the DC, using shot on the run, sniping +20, there are 6 enemies to avoid, +12 to the DC. Final modifier to remain hidden at the end of my go +36!

I think it's do able and awesome!

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