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That would make sense as baboons are monkeys (quite literally).


DA has a pretty clear list of what it prohibits, and neither banishment nor dismissal is on the list...


wraithstrike wrote:

I say we just post both of these opposing entries to the errata thread, and let them sort it out.

For now I will just use the 3.5 version to keep things simple.

yeah, sounds like a good plan.


Belerlas wrote:

The PRD also says this

PRD wrote:
Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

Huh... the PRD also says

PRD wrote:
Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled and counterspelled as normal.

The contradiction is in the PRD as well as the book.


actually it IS a contradiction, but I am inclined to think that the second one is correct as it is an obvious departure from 3.5 that could not have made it in unless deliberate, where as the first one smacks of 3.5 cut and paste job.


Wraithstrike wrote:

How so? You could dispel almost any ongoing magic(spells and SLA) affect in 3.5 without needing to identify it.

you are not dispelling the effect after the fact, you are using dispel magic as a counter spell... which you can always do if you do not have the correct other spell memorized to counter spell with.


since in some of the earliest incarnations of the game the gnoll is said to be a magical cross between a gnome and a troll... I combine the two words for my pronunciation.


Against a spell-like ability (or a stilled and silent spell for that matter) I would probably impose some sort of penalty to the spellcraft check due to "poor conditions". But otherwise, that appears to be exactly how it works in pathfinder PoC.


knightofstyx wrote:

Our group runs the following order:

Resistances/Spells then Save.

So in your example, (30-12)/2=9 damage.

you should really do it the other (correct) way, because resistances are meant to reduce the amount of damage taken form a given attack, and you do not know how much damage the character takes until after the saving throw.


The DRs do not stack, but they overlap, and you get the best DR for what ever situation you find your self in... so if attacked by a normal weapon the barbarian lycanthrope would have DR 5, if attacked by a silver weapon he would have DR 3


The Sanctuary of Elwyn the Ardent conversion (From BECMI D&D to the Pathfinder RPG)

Because of the CRs of the encounters in this adventure upon conversion to the pathfinder rules, an average party level of third or even fourth is suggested for this adventure. Only the bits relevant to conversion have been converted here, so you will actually need to have the original on hand to run it. Some of the treasure has been changed slightly to better reflect the Pathfinder role playing game, and encounter treasure value norms (so as to not demolish the recommended wealth by level assumptions built into the game).

I would suggest treating all walls in the sanctuary itself as superior masonry (core rule book 411). The secret doors are all stone doors (core rule book 413) they are unlocked and can be opened easily if found unless otherwise noted. The entrance door is a strong wooden door (ibid), it is also unlocked and opens easily.

Outside the Fortress (CR 4):

A DC 15 perception check will avoid being surprised by the troglodytes. Following the troglodytes tracks back to their lair is easy, they came across very soft muddy ground and were making no attempt to hide their trail, DC 4 Survival check to follow the tracks.

Troglodytes (4) (HP 13 each, Bestiary 267)

Treasure: 4 sacks of 500 sp each, 2 sacks of 500 gp each, treasure map #1, and 2 potions of cure light wounds (caster level 1).

1. Entrance:

The secret door near the normal entrance is almost impossible to find from the outside (perception DC 40), from inside the secret passage the door is easily discovered, however (DC 10).

Once inside somebody searching the ceiling near where the bars fall might be able to notice that there is a trap there (perception DC 30, this drops to 20 if the character can actually get up to the ceiling and examine it closely, either by climbing the walls, flying, being lifted on the shoulders of other characters, or other act of ingenuity) even if found there is no way to disable the portcullis from this area.

Picking the lock in the keyhole should be a feat beyond the skills of characters of the suggested levels (Disable device DC 35 or so would be about right) and any character with the disable device skill that examines it closely will be able to tell that it is too complicated for him or her. Similarly it is magically warded against knock spells (detect magic reveals moderate abjuration on the keyhole), and the ward will have to be dispelled (via dispel magic or the like) before a knock spell can be used to unlock it (treat the ward as having a caster level of 6th). The portcullis is a locked iron portcullis (Core Rule Book 413), note I did not count the Portcullis as a “trap” with a CR because it essentially can’t be overcome, nor does it actually damage the characters in any way.

2. Dais:

The block of mahogany weighs about 400 lbs (A block of 12 cubic feet of Honduran mahogany would actually weigh 408 pounds, if it was Spanish mahogany it would top the scales at a whopping 636 pounds, we are assuming that it is the less dense Honduran mahogany here). It is worth about 200 gp (5 sp per pound). The bell is cast iron and is worth 1 gp.
The secret door between areas 2 and 3 requires a DC 25 perception check to find.

3. Altar (CR 4):

The acolytes wear breast plates, and wield heavy maces and shields in combat, they have no other wealth on them, and nothing in the room is valuable.

Acolytes (6 first level clerics) (HP 10 each, see below; the spells listed in the general stat block are just suggestions, the GM should feel free to swap out bane and or cause fear for other first level spells on some of the acolytes as appropriate).

4. Dais:

This is the same as 2 above (including the mahogany block), save the bell is made of copper and worth 5 gp.

5. Treasure of the Troglodytes (CR 1):

The covered pit trap can be discovered with a perception check (DC 30) but it can’t be disarmed from out here.

Room Covered Pit Trap CR1
Type: Mechanical; Perception DC 30, Disable Device DC –
Effects
Trigger Manual (Elwyn triggers the trap from her secret hall way) Reset automatic reset
Effect 20 foot deep pit (2d6 falling damage); DC 20 reflex save avoids if within 5 feet of the entrance of the room or of the ‘safe path’ Multiple Targets all in room

The X from the troglodytes map is in the “safe area”, and marks the location of a hidden storage niche (Perception DC 20 to find, if the characters know where to look because of the map this drops to DC 10), the treasure consists of a divine scroll with 3 cure light wounds spells (caster level 1), a adamantine war hammer (like all adamantine weapons this one is masterwork), a potion of enlarge person, and a wand of beast shape II (with only 1 charge remaining).

5a. Trap Room

The pit trap is not silent, and if the characters have not proceeded down the corridor within 2 minutes (20 rounds) the orcs from 5b will come to investigate.

5b. Orcs (CR 3)

The normal orcs here normal orc warriors, while the orc leader is a 1st level barbarian.

Orc Warrior (HP 6 each, Bestiary 222)

Orc Leader (HP 14, See below)

Each orc has a falchion, studded leather armor, and 4 javelins; The leader has chain mail, a +1 bastard sword (which he uses two handed, both for the extra damage and to avoid the non-proficiency penalty), and a belt pouch with 7 gems (one worth 100 gp, one worth 50 gp, five worth 10 gp). Five sacks containing 200 sp each are also in the room.

7. Dais:

This room is just like area 2 above (including the mahogany block), save that the bell is made of brass and worth 10 gp.

8. Golem chamber (CR 5)

This chamber has a weak wood golem in it (a wood golem with the young creature simple template applied to it just applying the quick rules and not a full rebuild)

weak wood golem (HP 48, bestiary 164, and 295 for the template).

9. Treasure Room

The treasure is hidden in a secret niche in the wall (Perception DC 25 to find, drops to 15 if the character know where to look because they have treasure map #2), the treasure consists of a wand of hold person (with 3 charges remaining), a +1 short sword, a divine scroll[i] holding a [i]cure light wounds and a silence spell (both caster level 3), and an arcane scroll holding two magic missile spells, a web spell, and a scorching ray spell (all at caster level 3).

Note that both the troglodytes treasure (room 5) and this treasure make more sense if you assume that they were not placed there by Elwyn, but were present before she took over this place, and she has not found them to this point because she has not thought to look for hidden treasures here.

10 Dais:

This room is just like area 2 above (including the mahogany block), save that the bell is made of silver and worth 50 gp.

11. Statue (CR 3):

The Statue is a medium animated object (HP 36, Bestiary page 14) with the stone and extra attack special abilities purchased with its two construction points.

12 Empty Room (CR 1):

This room has a standard pit trap save that it is 10 by 20 feet rather than ten by ten.

Covered Pit Trap CR1
Type: Mechanical; Perception DC 20, Disable Device DC 20
Effects
Trigger location Reset manual
Effect] 20 foot deep pit (2d6 falling damage); DC 20 reflex save avoids Multiple Targets all in 10 by 20 foot area

13. Statue (CR 2):

Shocking Grasp trap CR2
Type: Magical; Perception DC 26, Disable Device DC 26
Effects
Trigger touch (including with a metal weapon) Reset automatic (1 round)
Effect 2d6 electricity damage

14. Dais:

This room is just like area 2 above (including the mahogany block), save that the bell is made of gold and worth 500 gp.

15. cell:

The portcullis that drops is a locked wooden portcullis (core rule book page 314).

16. Black Dragon (CR4)

A very young black dragon recently captured by Elwyn is in this room. Because the dragon is chained, and cannot move more than 30’ from its corner, the CR has been arbitrarily lowered by one. Characters who try to negotiate with the dragon, rather than attacking at once might be able to convince it to leave the dungeon in peace if they free it from its chain (The chain has been magically treated to make it immune to acid damage, but is otherwise normal), to do so they must raise its attitude to indifferent (a DC 20 diplomacy check) if they can raise it to friendly or better (A DC 25 or 30 Diplomacy check) the dragon will offer them some information before leaving, telling them that Elwyn is a woman (if they hadn’t already figured that out), and warning them about the gargoyles in the innermost sanctum.

Very Young Black Dragon (HP 51, see below).

16a. Elwyn the Ardent (CR5)

Note that this encounter will not normally happen until after the characters penetrate the innermost sanctum and recover the sacred bell. The secret door here is almost impossible to find from the outside (Perception DC 35), but is easily found from within the secret passage (DC 10). If the characters have the sacred bell with them, they will find Elwyn standing in the hall here along with 2 fiendish fire beetles (summoned via her summon monster II spell, with 5 rounds of duration remaining when the encounter starts), ready for a final showdown.

There is a locked treasure chest just inside the secret door in the secret passage, Elwyn has the key. During the initial rounds of combat Elwyn will prefer to try to stay back from combat casting spells while the beetles fight (starting with her hold person spell on a strong melee type, and then her bestow curse on a caster if possible) but if a character moves up to her she will lash out with her mace using her channel smite feat to try to take the character down as quickly as possible

Elwyn the Ardent (HP 43, See Below)

Fiendish Fire Beetles (2) (HP 4 each, Bestiary 33)

Treasure: aside from Elwyn’s equipment, the characters can find the following (located in the locked chest), 11 gems (each worth 100 gp), two matched sets of finely worked silver and moonstone bracelets (one set worth 1000 gp and the second set worth 1,100 gp), and a wand of cure moderate wounds (with 25 charges remaining).

21. Altar (CR 6)

The mahogany block is the same as from area 2 above, the bell is the sacred relic that the party is searching for. When it is picked up 2 gargoyles will come out of the one-way secret doors (one from each) that lead to the secret passage (they can be found, DC 25, from the sanctum side, but they can’t be opened from that side, from the secret passage they are found more easily, DC 10, and can be opened with little effort). (Note I removed the shadows because with them this encounter was like CR 8).

Gargoyles (2) (HP 42 each, bestiary 137)

Non-standard Monsters and NPCs

Acolyte, Human Cleric 1 CR 1/2
XP 200

CE Medium humanoid (Human)
Init +0; senses; Perception +3

DEFENSE

AC 18, Touch 10, Flat-Footed 18 (+6 armor, +2 shield)
HP 10 (1d8+2)
Fort +4, Reflex +2, Will +4

OFFENSE

Speed 20 ft. (30 ft. base)
Melee heavy mace +1 (1d8+1)
Special Attacks Channel Energy (negative, DC 11, 1d6), Channel Smite, Touch of Chaos (5/day), Touch of Evil (5/day)
Spells Prepared (CL 1st)
1st—bane, cause fear; Domain: protection from good
0th—bleed, detect magic, resistance

STATISTICS

Str 12, Dex 10, Con 14, Int 10, Wis 15, Cha 13
Base Atk +0; CMB +1; CMD 11
Feats Channel Smite, Lightning Reflexes
Skills Knowledge (religion) +4, Perception +3, Sense Motive +6, Spellcraft +4
Languages Common
Gear Breastplate, large steel shield, heavy mace, (un)holy symbol
SQ Domains (Chaos and Evil), Orisons, spontaneous casting (inflict).

Orc Leader, Orc Barbarian 1 CR 1/2
XP 200

CE Medium humanoid (Orc)
Init +1; senses darkvision 60 ft., low-light vision; Perception +4

DEFENSE

AC 17, Touch 11, Flat-Footed 16 (+6 armor, +1 Dex)
HP 14 (1d12+2)
Fort +4, Reflex +2, Will +4

OFFENSE

Speed 20 ft. (30 ft. base)
Melee +1 bastard sword +5 (1d10+10)
Ranged javelin +2 (1d6+4)
Special Attacks Power attack (included in melee above)

STATISTICS

Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Climb +8, Intimidate +2, Perception +4, Survival +4
Languages Common, Orc
Gear Chainmail, +1 bastard sword, 4 javelins, 7 gems (see room description)
SQ Rage.

Very Young Black Dragon CR 5
XP 1600

CE Small Dragon (Water)
Init +6; senses dragon senses; Perception +10

DEFENSE

AC 18, Touch 13, Flat-Footed 16 (+2 Dex, +5 Natural, +1 Size)
HP 51(6d12+12)
Fort +7, Reflex +7, Will +6
Immune acid, paralysis, sleep

OFFENSE

Speed 60 ft., Swim 60 ft., fly 150 ft. (average)
Melee Bite +10 (1d6+3), 2 claws +9 (1d4+2)
Special Attacks Breath Weapon (40 ft. line, DC 15, 4d6 acid)

STATISTICS

Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 10
Base Atk +6; CMB +7; CMD 19
Feats Acrobatic, Improved Initiative, Weapon Focus (bite)
Skills Acrobatics +4, Appraise +9, Fly +15, Intimidate +9, Perception +10, Stealth +11, Swim +21
Languages Draconic
SQ swamp stride, water breathing.

Elwyn the Ardent, Human Cleric 6 CR 5
XP 1600

CE Medium humanoid (Human)
Init +0; senses; Perception +9

DEFENSE

AC 20, Touch 10, Flat-Footed 20 (+8 armor, +2 shield)
HP 43 (6d8+12)
Fort +7, Reflex +2, Will +8

OFFENSE

Speed 20 ft. (30 ft. base)
Melee +1 heavy mace +6 (1d8+2)
Special Attacks Channel Energy (negative, DC 16, 3d6), Channel Smite, Touch of Chaos (6/day), Touch of Evil (6/day)
Spells Prepared (CL 1st)
3rd—bestow curse, cure serious wounds, invisibility purge; Domain: magic circle against law
2nd—darkness (used), hold person, shatter, summon monster II (used); Domain: align weapon (chaos)
1st—bane, cause fear, cure light wounds, doom; Domain: protection from good
0th—bleed, detect magic, read magic, resistance

STATISTICS

Str 12, Dex 10, Con 14, Int 10, Wis 16, Cha 13
Base Atk +4; CMB +5; CMD 15
Feats Armor Proficiency (Heavy), Channel Smite, Command Undead, Improved initiative
Skills Knowledge (religion) +9, Perception +9, Sense Motive +11, Spellcraft +9
Languages Common
Gear Masterwork half-plate, +1 light steel shield, +1 heavy mace, (un)holy symbol, 20 gp, key to her chest
SQ Domains (Chaos and Evil), Orisons, spontaneous casting (inflict).


Basic Adventure Module B9 Castle Caldwell and Beyond was designed for the Mentzer edition of the Dungeons and Dragons game (AKA BECMI for Basic, Expert, companion, Masters and immortal, the names of the boxed sets that comprised it). Like all of the B series modules it was designed for characters level 1-3, yet unlike the other modules in the series, B9 was comprised not of a single adventure but of 4 shorter adventures. These adventures were The Clearing of Castle Caldwell (and the associated Dungeons of Terror underneath of it), The Abduction of Princess Sylvia, The Great Escape, and the Sanctuary of Elwyn the Ardent. These adventures (with the exception of The Abduction of princess Sylvia) would later be reprinted in the 'mega-module' B1-9 In Search of Adventure.

B9 has long been one of my favorite of the B series modules, and after seeing the thread on here about converting B2, I decided to go ahead and convert B9 to the pathfinder game. Eventually I plan on converting all of the adventures, but to this point I have only finished my favorite from the module, The Sanctuary of Elwyn the Ardent. I will post that conversion now, and post the other adventure conversions on this thread as I finish them. Feed back would be nice.

Hope somebody gets some use out of this,

C. Wesley Clough


Also note that some creature deliberately break these guidelines (Glabrezu with your primary pincers I am looking at you).


Now Hold on there... I never said that I would not allow a player to work out a way to trade up for an improved familiar (although I probably would not make it quite as easy as just the character saying "I don't like you any more Mr. toad, hit the bricks!", honestly I would probably just make the character go through two separate 8 hour rituals that cost 200 gp each, one to sever the connection to the old familiar, and one to establish the connection to the new one... and I would inform the player of this when and if I was told that he or she was thinking of taking the improved familiar feat)... reread my posts... I say stuff like "...I could see allowing a specific exception for a character taking the improved familiar feat..." and responding to one of Wraithstrike's suggestions with "that seems like a good compromise."


Zaister wrote:
cwslyclgh wrote:
Zaister wrote:
Forcing this rule on a player will only result in the wizard simply killing the old familiar.
at which point I would seriously consider having a god of magic curse the character with a permanent negative level until he or she somehow atoned for this atrocity.
... which would be an arbitrary punishment for a player that is just playing by the rules as they are stated in the book.

No it would be deliberately punishing a player who was trying to game the system, and if the player continued to try and do so he or she could find a different gaming group to play in.


wraithstrike wrote:
cwslyclgh wrote:

I am 100% positive that such round robin familiar exchanges are not what was intended...

Note also that if you can simply send your old familiar away, then the line in the improved familiar feat about "only when you can acquire a new familiar" isn't really much of a limitation.

On the other hand a player taking a feat, but not being able to use it was not intended either. It may be an issue for the DM to decide how it happens. Maybe a ritual transfers the old familiar's powers, and personality to a new body, kind of like reincarnate, but without the familiar actually dying.

that seems like a good compromise.


Zaister wrote:
Forcing this rule on a player will only result in the wizard simply killing the old familiar.

at which point I would seriously consider having a god of magic curse the character with a permanent negative level until he or she somehow atoned for this atrocity.


wraithstrike wrote:
Anything with a con score is alive. Elementals have con scores. The only requirement to be affected by the healing option is to be alive.

I tend to agree with this. The elemental channeling feat would then only really be useful if you wanted to hurt an elemental with your channeling (or if you were evil and wanted to heal it with your channeling).


It could be read either way in English, normally if it were part of a larger text you could tell what was meant by the surrounding context, but unfortunately in this case it is harder to tell. Don't feel bad.


Nothing in the outsider type or the elemental subtype says anything that could be construed as suggesting that elementals are not living creatures and/or are not subject to the normal use of Channel Energy. The elemental channeling feat could certainly be read as indicating that, though, I would be interested to find out the answer to this as well...


maybe the new familiar shows up and eats the old one... or you wait until your old familiar dies before you get the new improved one... simply sending the familiar you originally chose away to get one that you like better at a later time is seems too meta-gamey to me and it sets a precedent where in a character might decide he needs a bonus to fort saves on the upcoming adventure so he sends away his rave and gets a rat, then the next adventure is in his opinion going to require a lot of slinking around in the shadows and darkness, so he sends the rat away and picks up a cat or an owl... I am 100% positive that such round robin familiar exchanges are not what was intended... and while I could see allowing a specific exception for a character taking the improved familiar feat, I think it opens the door for further abuses.

Note also that if you can simply send your old familiar away, then the line in the improved familiar feat about "only when you can acquire a new familiar" isn't really much of a limitation.


I think he is thinking about taking the improved familiar feat at higher level, so he wants to get rid of his toad or what ever he currently has to get something from the IF list... I am not sure I would allow a player to simply 'dismiss' a familiar though in my game.


If cast on your self no weight limitation applies (and I would be inclined to read it as the weight limitation applies to objects only, and not creatures anyway).


I would say yes, assuming that it is even possible to "send a familiar away".


According to the bestiary, creatures with PC class levels get their first class level HD maxed, while those with just racial HD or NPC class levels do not.


that is my understanding as well (as the rogue found out in my last gaming session, when she pried open a sealed ceramic pot the party had found on a corpse, much to her dismay).


I too miss treasure types and random rolls sometimes... but the game has 'evolved' since then (not in always for the better in every instance IMO, but you have to admit that the game has gotten more "balanced" as it has gone on). I see no reason to be straight jacket by playing 1 game though, so So I find myself playing BECMI and AD&D as well as Pathfinder and 3.5 (and Call of Cthulhu and MSH) as often as possible.


kenmckinney wrote:

I am completely with the OP. The party's level shouldn't even be a consideration when determining how much treasure a given creature would have. Why should parties that manage to punch above their weight get penalized?

Ken

Have you even read the section that I pointed out? a party that defeats a higher then APL CR encounter isn't penalized, if your encounter is "challenging" you add one to the APL to determine treasure, if it is "hard" it add two to it, and for an "Epic" encounter add three to it.

So a party of 7th level characters defeating a CR 7 encounter (APL +0. so "average") using medium progression can expect to find 2,600 gp worth of treasure (assuming the monsters involved have standard treasure).

The same party of 7th level characters defeating a CR 10 encounter (APL +3. so "Epic") using medium progression can expect to find 5,450 gp worth of treasure.... the exact same amount as a group of 10th level characters taking down the same encounter could expect to find.

one problem it the text has is that it doesn't actually give guidelines as to how much treasure an encounter more then a single CR below the APL should possess... in that case I would advise simply treating its CR as the APL on the chart... in fact if you simply change the APL row on table 12-5 to read monsters CR then it will not actually change the treasure values awarded for easy to epic encounters, and will give you good guidelines for encounters you might want to place that fall outside of those ranges.


I'd say that if the character is surprised by the trap, he or she would be considered flat-footed... note that that is not always the case though, there are times when you might know a trap is there and spring it anyway, in which case I would say the character is not flat-footed against its effects.


table 12-5 is per encounter, not per creature

for a party of 4th level characters a single barghest is an "average encounter" and thus is worth 1150 gp of treasure. the same barghest against a party of 8th level characters is not even an "easy Encounter" (APL-1) and thus should not award anything like the treasure level of an average encounter.

against the 8th level party you might give him 3 more barghests, making it a CR 8 encounter, which then again becomes an average encounter for the APL, so the 4 barghests would have a combined treasure for the encounter worth 5450 gp.

it helps to read the "Placing Treasure" text on pages 399-400 closely, it becomes much more usable... although it still doesn't account for how to determine treasure for a single encounter with mixed groups of monsters where some may have average treasure, some may have double treasure, and others might have incidental or no treasure.


your character would count as 6th level as for what creatures he could choose from on the improved familiar list, but he would only count as 3rd level for what benefits his familiar received by level.

as far as I can tell yes the exdpensive and time consuming ritual seems to be a thing of the past... some ritual probably still needs to be done but I am guessing that it is inexpensive and assumed to just be hand waved.


James Martin wrote:
I think the real question is: How the heck does one sharpen a baby?

You mean you don't have a baby sharpener? :::sorrowfully shakes head at James Martin:::


Kirth Gersen wrote:

And that's really the bottom line: Table 1-1 works for parties that have no spellcasters. For standard parties containing one or two full casters, the table is much less of a help, because it's based solely on AC and melee attack and damage capabilities.

are you simply ignoring the second half of the table which has such things as good and poor save values?


Tanis wrote:
Torinath wrote:
So if I cast Entangle a 40' radius spread, would it by default (through the burst rules) be a 40' radius hemisphere meaning it would catch a creature flying 35' in the air above the point of origin?

Ordinarily, yes, see Fireball.

But unless the grass, vines etc., that you're casting entangle on are 35' high...no, sorry.

agreed, unless cast in a jungle like setting with lots of hanging vines and such, entangle is going to be pretty much limited to creatures with in 5 to maybe 10 feet of the ground, even though the magic extends upwards the plants do not.


a fire ball will go upwards half of its diameter (creating a hemisphere shape) if it is centered on the ground.


fly by attack doesn't prevent AoO's though, so doing so (moving 5 feet, attacking, and continuing to move) provokes an AoO from your opponent.


I thought going into this round that I would end up voting for Watcher, because I have always like him, or McGee because I think his body of work up to this point has been the best... I also assumed that all of the adventure proposals would be roughly on par with each other... I was wrong...

I had to vote for Matt Goodall, for writing a very kick ass adventure proposal, head and shoulder above the others.


lastknightleft wrote:


I don't see why the paladin needs to drop his weapon at all to "lay on hands" when I played a paladin and when I run a game with paladins in it they can just touch their fist to their body like a salute with the weapon in it and get the lay on hands effect. It doesn't say Lay on Empty open palms"

Head-butt o' healing


makes sense


Why not just make Lord Xeno a magistrate (as well as a noble) and completely replace Justice Ironbriar with Xeno for all purposes.


Scipion del Ferro wrote:


Unless you where charging something different it's not a big deal though because being grappled moves you into their square doesn't it?

not in Pathfinder, no (it did in 3.5).


RD isn't talking about casting overland flight on the golem, he is talking about using the golems spell storing ability (as a shield guardian) to have it cast overland flight on itself.

Or are you claiming that you can't put personal spells into items such as a ring of spell storing?


Abraham spalding wrote:

Ok, like a paladin turning off his immunity to fear, or disease.

Or a diviner turning off his Forewarned ability.

better examples :)


Abraham spalding wrote:
Unfortunately that doesn't work either since it's (ex) and would be akin to saying that the paladin could lower his Divine grace if he wanted (if it was (su)... which it's not).

divine grace might not be the best example, it gives the paladin a bonus on saving throws... a paladin might not be able to chose not to gain the bonus on his saving throw, but he can always choose to fore-go making a saving throw all together by willing accepting the effect.


The RAW answer is NO despite any back and forth that might have occurred in the other thread.... move along....


Ravingdork wrote:
The monster advancement rules on CR only confused me (as they refer to a target CR, rather than determining CR once you've already made the creature).

that is because they assume you know how tough of a creature you want to create before you start creating it.


Note that in my game if the charger has the Strike Back feat, I might be pursuaded allow him to "finish the charge" even when grappled--whacking the appendage grabbing him (though I know that strike back normally takes a readied action... sometimes the rule of cool should apply IMO).


w0nkothesane wrote:
Gilfalas wrote:

Exotic weapons for the most part take an existing weapon and add one 'thing' to it.

Bastard Swords are longswords who damage die has been bumped one for example.
Great bows are longbows who damage die has been bumped up one and range slightly increase.

If you wanted a 'Dwarven WarGreataxe' Just take the Greataxe and boost the threat range to 19-20.

So 1d12 damage, 19-20/x3. Exotic Weapon. Simple. You have boosted the threat range one 'thing'.

See if your ref will go for it.

Bumping longswords to bastard swords takes it from martial to exotic, requiring a feat. Bumping an already exotic weapon to make it better adds power to the item with no extra drawback.

Apply the same reasoning to a normal Battleaxe and I think you'll find it's a lot more balanced.

Oh wait, that's just a Dwarven Waraxe. I think we may have just stumbled upon the best solution: wield a Dwarven Waraxe with both hands and call it a day.

he is not bumping the dwarven war axe (an exotic weapon) though, he is bumping the great axe, a martial weapon and making it exotic... which seems to fall right in line with how it should be done, if you are into doing such a thing.


azhrei_fje wrote:
cwslyclgh wrote:
I commonly get only 6 or so

There are recent studies on sleep disorders that indicate only a small percentage of the population can keep this up without permanent brain damage (like less than 5% of the population).

One of my players was a technician at a sleep disorder center. She had all kinds of input on such things. ;)

if that were the case then American universities would be turning out vast hordes of brain damaged individuals... because studies show that undergrads are some of the most sleep deprived people in the nation.


varianor wrote:
They don't need to say 'current'. It's implied. The Setting Search was a once-only deal.

I am not sure how you get 'current' as implied when the last two words of the quote are in history.

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