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Abba's page
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Jeffrey 'Zerzix' Swank wrote: (on a side note: I am almost finished converting Queen of Spiders (G-D-Q) into an adventure path style document) Hi
would it be possible to get those materials in some way?
I'm very interested.
Hoping to hear from you soon
GLuca
RPace wrote: Back in the Preamble thread a few mentioned an interest in my one-session intro to Diamond Lake. Here it is without maps and with truncated stats:
Richard, its possible to obtain these maps and complete info?
GLuca :-)

Hi all,
I'm currently GMastering "Fortress of the Stone Giants, AE".
My party entered into Jorgenfist caves through the lesser caves and went deep into the Library after routing (by gaseous form potion) Galenmir, killing the giant smiths and freeing the prisoners (actually hiding in the lesser caves), bluffing the trolls guards by using Enlarge-disguise combination to bluff pretending Galenmir to escort prisoners to the "Boss".
Then they open their way until the Forgefiend lair fighting ad a rugby closed scrum pack (lowered head and go on..) all enemies on their way... to find themselves quite completly without resources to end the mission.
Their idea has been to teleport three of them (on a total of six) to Magnimar to quickly sell the accumulated loot, buy additional resources (potions, scrolls, weapons, etc) as well as new scroll of Teleport to return under Jorgenfist before their commando action was detected.
Ok, they did. Obviously they didin't know that Mokmurian is aware of them (by Headless lord head) as well as of the Galenmir action to retreive them.
Ok, what happens now in your idea?
According to many, a long repose under Jorgenfist is impossible: I totally agree. But my party waited only few hours.
I allowed them to run away to noises due to Mokmurian movements in the Library (where he is followed by Lucrecia, survived fleeing to the Hook Mountains events), supposing that M. will search them in the rooms of the Cauldron and in the home of the Headless lord before supposing they fled by teleport.
They are now in the Forgefiend lair (C5), reunited after four hours.
What should have done M. in the meaning?
I supposed he questioned the trolls, understood the party never returned to the caves and bring the corpses of the two dead smithes to the Runecauldron, to resurrect them as Giant runeslaves, he ordered to patrol again area C3 and bring Galenmir, as well as his group of eights stones giants, to the Library to patrol the area. I think to have four giants fixed into the area C2, to avoid infiltration from the above, and Galenmir and four more patrolling C6, while Lucrecia stay with the boss in area C9.
A deep and hard defense, but it seem good according to the tactics provided in the AE. Any comments?
Moreover:
According to the AE Morkmurian tactics "Mokmurian fights until reduced to 40 hit points or fewer, at which point he uses dimension doors to retreat to area B13, hoping to get healing from his lamia minions.
If they're dead, he flees up to the surface and gathers a group of a dozen stone giants and any of the named giants who still live to mount an attack on the library to finish off the PCs."
Should he flee on the surface ONLY if the lamias have been killed? Why? What should he do in other cases? Being healed should he return alone in the Library, just to escape again if reduced to 40 hp or less? It makes non sense to me, is has only ONE dimension door speel, so he can flee only once.
Also: which named giants on the surface? May be the five generals? It also doesn't make sense. I guessed the designers meant Conna, Galenmir as well as Lokansir (the named giant in the caves, NOT on the campment on the surface of the frost giants ambassadors). It makes sense also thinking that Conna is in he caves, but she is named in the same period of the tactics (not reported above).
I guess M. should flee to the lamias to be healed and, in each case, returning to attack the party in the Library with Galnmir, Conna as well as Lokansir and 12 stone giants to attack the party, maybe just to have fun observing the troop slaying the party without having part in the fight, unless attacked personally, AND that Conna should make her gambit also if che has NOT assured an alliance with the party before so nvolving M. in the general fight (in every other case the fight will simply be a assured TPK).
What do you think about he M. tactics reported in the AE? They seem strange to me...
TBA wrote: I'm currently running ST through Pathfinder rules in the Greyhawk setting.
I've got notes up on Google Drive for the first 4 adventures, currently converting as I go (on Tides of Dread at present)
Send me a message with your details and I'll share.
TBA
I'd like to see your conversion. Please add me: abbati@treemme(dot)org
Jeffrey 'Zerzix' Swank wrote: I actually have almost completed a conversion of G-D-Q series into Pathfinder and Golarion world. Again, I don't think we can post those type of files on the boards though. Really Interesting.
Of Course your work can't be poste dhere, but, if you like, you can share by other ways.
Would it be possibile to get a copy of your conversions?
GLuca
GustavoMalek wrote: For those groups who love to decipher codes, here are some of the runes inscribed on the walls of the library entrance, area C6 of the module 4. Fortress of the Stone Giants:
Handout: Area C6. Library Entrance: Runes on the walls
There is someone here who can read Thassilonian? =)
Hi Gustavo
is it possible to have a translation into Common of the runes as well as of the scroll of the "Peacock Spirit ritual" you create?
It would be possible, although not probable, that the party of my running ROTL adventure path could translate them.
I installed the font you posted in the forum, but I can't translate an image.
SPENDING THE NIGHT
The adventure says:
Any character foolish enough to sleep in Foxglove Manor exposes himself to Vorel's presence even more. Such PCs experience disturbing dreams... In either case, a sleeping character must make a DC 15 Will save upon waking to avoid taking 1d4 points of Wisdom damage from the horrific dreams. A character who take sWisdom damage also wakens fatigued.
Ok, apart the Will save and, possibly, the Wis damage and fatigue status, would it be possible for a caster to recover spells? In my opinion this should be allowed only to divine or spontaneous casters.
Do you agree?
1 person marked this as a favorite.
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About eh Carrionstorms (Area B1)
As soon as anyone comes within 30 feet, the ravens take to the air and swoop to attack, only then revealing their true natures..... The carrionstorms can sense Vorel's influence in the area, and although the evil spirit cannot control them directly, the birds do their best to kill anyone attempting to escape the manor.
They pursue foes as far as the Lost Coast Road, but do not follow those who flee back into the manor-their goal, after all, is to return the intruders to Vorel's cradle for him to deal with personally.
Since it is unlikely that the party exorcize the manor during this adventure, it seem that they will be attacked and pursued until they reach the Road (more than 1 mile..)when they exit after the Skinsaw man defeat.
This encounter can be deadly!
Did I misunderstood something?
Everuthing is correct. Converting the adventures written as 3.5AP is not so difficult however. Of course you need to change some monster or villain class.. but it isn't difficult. It can be a litle bit long.

Remco Sommeling wrote: 1) The ability to overcome DR is part of the smite evil ability, unless otherwise noted you should get all the abilities associated with it,while this was not the case for the celestial creature template (and this could have been clearer) it does mentions the features of the abilities you DO get.
This is your opinion, not mine. same name, different thing? Strange.
Remco Sommeling wrote:
2)It says it uses the same bonuses as the paladin, these are the bonuses transfered to his allies, why would it say 'as a paladin', the reason it is mentioned in the half-celestial description is because there is no basis for the bonuses there. In the paladin description they do not say as a paladin because they use the exact same bonuses as 'the' paladin in question, at the same level as that paladin, with the same number values, that seems very clear.
What are you talking about?
Im' NOT talking about aura of justice. I'm talking about the SMITE attack itself.
The CELESTIAL description refer to a SMITE, but is doesn't add any DR bypassing ability and doesn't say that the creature smite like a paladin do.
The half-celestial refer to a SMITE but CLEARLY state that THAT smite work "as a paladin".
In the celestial template description there is nothing that allow the creature to smite "as a paladin"... so in my opinion must be different.
Quandary wrote: right, the Paladin's ability is named Smite Evil,
sure, it's confusing that the Celestial Template has an ability with the same name that works differently,
but if a Paladin class ability references Smite Evil it only makes sense to assume they are talking about the Paladin's Smite Evil, if they meant otherwise they would need to specify the source - Players don't even normally have access to the Bestiary. Claiming that the Smite Evil reference should be understood to refer to the Bestiary ability without that being stated (why exactly should the Bestiary have priority in the first place?) when the ability is otherwise connecting the Smite to the Paladin's Smite (with their bonuses) just isn't supportable by RAW.
Quandary, honestly.... I don't agree with you. But this a free world and since I'm not sure.... A will keep my doubt.

Dabbler wrote:
There's nothing to interpret. The rules are very clear.
This is YOUR opinion, not mine. You play as you like, I'll do the same. maybe you can think to have the true in your pocket: I don't.
Be happy: simply I don't think you are right.
Dabbler wrote:
I'm sorry, but we are not talking about the celestial's smite ability, we are talking about the paladin's. That the celestial does things differently is of no consequence, smite evil is defined under the paladin ability as adding bonuses to hit and to AC, as well as damage, and to bypass DR.
Again, YOU think so.
And moreover.. diffrent things with the same name... sound strange.
However: i don't agree with you. Not so difficult to understand.
May be an oficila clarification would help.
Dabbler wrote:
If it intended the clestial version it would most DEFINITELY say that, especially as it appears in a whole different book. It doesn't. Instead, it gives the details of smite evil, and then details of Aura of Justice right next to one another in the same section. Coincidence? I think not.
Again this is simply your opinion. I find it objectable. Asd you think about my thought.
Dabbler wrote:
It took that long? Seriously?
A well optimised fighter at level 20 could probably do it in two. Bypass DR? any +5 weapon will do that anyway. 500hp? A level 20 fighter will be doing at last 50 per hit and 150 on a critical (about 1/3 hits) and only the lowest attack each round will miss. That's around 250 DPR there and then.
You are remembering the errata that paladins only double their smite bonus damage vs certain creatures for the first hit, then it's back to normal, aren't you?
Again. I dont' know the way you play.
My idea of role play is quite different: you like power play.. ok, it's your play. Don't pretend I like it too.
However, I repeat: You think to be right. Ok. I think you are wrong. Simple. When Paizo wil clarify.. i will take notice.

Dabbler wrote: I'll say again: I don't think this ability is overpowered. It's effectively a super-buff, and there are plenty of those around. I see no need to nerf it. I dont' agree with you, but this isn't the point.
The REAL thing is about the intepretation of the smite attack.
1. The smnite evil attack ALONE doesn't bypass any DR. It is stated in the "celestial" template (from Bestiary).
It allows only to to make a smite attack (+1/HD to damage and charisma get through it.
The Paladin smite attack enhance her AC. It is in ADDITION.
So the smite ability granted by a Paladin aura allow only to add the paladin bonuses to her friends attacks on evil foes. Give them the Paladin BONUSES on the smite attack, not the additional enhancements.
2. If those attack were like the Paladin smite-ability, the smite description would say "as a paladin", similar to how creatures with the evasion ability might say "see rogue", etc.
For a direct example, the Half-Celestial template (fron Bestiary too), has a different text:
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.
It bypass DR and allow to any AC deflection bonuses (as a Paladin do).
Moreover, the Paladine Smite is overpowered in any case: I saw a demon lord with 500hp, DR 20 destroyed just in three rounds... absurd.
Dabbler wrote:
Exactly - it says they get smite evil like the paladin does. The paladin's smite evil bypasses DR and grants an AC deflection bonus. What's hard to understand?
NO. It says that the party get the same BONUSES. It is totally different.
Please read the previous posts of this discussion.
However, I wasn't asking anything about the aura of justice. I was wondering about the smite evil ability to bypass any DR.

Dabbler wrote: 1. The paladin Aura of justice grant the smite evil ability ONLY to the paladin allies, NOT also to the paladin himself. He need to use an additional smite evil to gain the bonuses
Correct.
No Dabbler, this is wrong.
I have already found the source. See my previous posts.
Abba wrote: 2. The smite evil granted to the allies doesn't modify the allies AC, but only their attack bonuses
No, they gain the whole shebang, including AC bonus. Note that this is a deflection bonus, so it will not stack with a ring of protection which is pretty standard issue by 11th level, though.
No, this too is wrong.
Abba wrote: 3. The smite evil ability granted to the allies allow them to bypass all the DR the the enemy may have.
Correct.
No. Wrong.
Abba wrote: However, it seem to me that this ability is absolutely unbalanced.... It's a powerful ability, but not unbalanced. In real, I'm playing a high level group.. it is TIOTALLY unbalanced.... or better, it was until I found the celestial and half-celestial template description....
Thanks Quandary
unluckly I hate to use many house rules... :-(
In the case I'd prefer to alter the DR by-pass from the Smite attack.
If your reading (that was also mine..until I realized that this attack became a total game-wrecker) is correct PF game has a problem: a party with a Paladin is practically unbeatable by a group of evil foes of equal level.... Or, worse, by a huge demon lord.
From the Core Rulebook:
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
When fighting defensively is it possible to make ONLY ONE attack?
In this assumption the phrase: "you take a –4 penalty on all attacks in a round" would apply only to opportunity attacks.
Am I wrong?
G. Luca
Dear All,
After some months of play an additional question on the smite-evil subject:
1. The smite evil attack consist of a +1/HD to damage and charisma bonus to hit
2. The core rulebook say that:
Smite Evil (Su)
.... Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
A big question (maybe I mastered wrongly in the last two years): does ONLY the bonus damage (+1hp/level) bypass the DR? It would make sense... the smite attack now is a real tactical nuclear weapon....
After all the smite is a BONUS.
3. Does the Smite attack by-pass also epic DR? In this case it make sense that the bonuses ONLY bypass the DR. Otherwise a high level paladin could hit and kill a demon lord with epic DR easly.
Hi all,
I'm in doubt about the Spellstaff druidic spell.
The Core rulebook say:
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.
Am I right saying that to store a spell in the staff is needed to cast in succession, BOTH Spellstaff and the spell to be stored?
Or is Spellstaff casting ALONE sufficent to store aspell inside the wood?
Moreover: the spell to be stored could be of every spell level the caster is allowed to use (so a 6th level spell could allow to duplicate a 9th level spell)?
G. Luca
Hi all.
I'm currently running STAP using PFRPG game sistem.
The party is playing "Enemies of my enemy" and is currently preparing the Arena confrontation with the crawling head and the death giants.
I was really surprised, reading the adventure,when I noted that Orcus will forge the alliance with the party ONLY if their champions win the confrontation... not really an easy task.
What would happen in the case the party champion is killed?
Again, in the case the party reach Arborea is stated that the moon dogs will attack a party comprising evil PCs when Sir Andros arrive.... but th adventyre say also that Sir will ask the evil character to leave.. attacking only if he refuse.
So... What would happen? Moon dogs attack on sight with Sir Andros o would they wait until Sir Andros ask the evil to leave?
What happen if the party defeat Sir Andros?
Suggestions are welcome.
Marshall Jansen wrote: cfalcon wrote:
I'd love to see this character easily converted to Pathfinder:
Gellor Rinknor, Fighter 11/Assassin 13
** spoiler omitted **... First you should convert it to D&D3.5 using the conversion guide from WoC , THEN from D&D3.5 to PFRPF using the conversiona guide available on this site...
Hi all,
according to the GameMastery Giude, characters adventuring on Outer planes (in example Abyss) experiment adverse effect.
In the cited case, the plane is Strongly Chaos and Evil-aligned, so
"a –2 comulative circumstance penalty applies on all Intelligence-,
Wisdom-, and Charisma-based checks made by all creatures" both on the base of evil and lawful alignment.
But what "checks" mean?
Only Skill checks?
Or may be every dice roll based on Wisdom, Charisma or Intelligence?
In this case also alla the save rolls of Paladins, Will saves of other characters would be involved.
Also, what about the DC of the characters spells? Are reduced by the cited effect?
What do you think about it?
Gian Luca
daemonslye wrote: Shem wrote: Is this list all those you have done so far? Always interested in any others folks can think of.
~D Wonderful work.
My votes about future conversion are
1. A Paladin in Hell
2. Complete A Series
3. Steading of the Hill Giant Chief
William Ronald wrote: It is late here, but I will get copies out to people this weekend. I hope that your groups will enjoy it.
Hi William
maybe you miss my request to receive a copy of your B2 adventure conversion to PF.
Would it be possible for you to send me one in next days?
In the case, please send it to the following address
Thanks in advance,
Gian Luca
daemonslye wrote:
Unfortunately, it is! I'm still working on them. Should have things finished by July-ish (2011). Thanks for the comments and encouragement.
Hi Daemonslye,
First, thanks a lot for your amazing job in adventure conversion to PF game system.
Then... did you complete the "Paladin in Hell" chapter 11?
I saw you started to work on "Castle Amber (X2)" conversion, so I was thinking about the PiH finishing.
Is it done? In the case? Where would it be possible to download it?
Excuse me for my questions and thanks in advance.
Gian Luca

Hi all,
I'm wondering about the Reincarnate spell effect when cast on outer planes.
I'm mastering an adventure on the 87th layer of the Abyss and a pc died. A druid cast Reincarnate on him. In your opinion:
1. Should the spell work also when cast on outer planes?
By RAW interpretation of the spell, I think yes, BUT.....
2. If the spell work, should the druid use the same reicarnation table as written on Core Rulebook?
I mean, the nature influence is absent in the Abyss, and the possibility to receive a human body should be lesser than that to get (in example) a tiefling one. You are in the Abyss after all.... chaos and evil rule there.
In the case the CR table shouldn't work, does anybody has a table usable in the Abyss?
This thoughts make me to focus myself also to the possible alteration to different class abilities in the Abyss.
3.Wild shape druidic abilit: is it alloweb to a Druid to wild shape into something in the Abyss? After all, Nature power is absent there.
4. Paladin auras & divine bond: does them work in Abyss? By RAW it seem yes, but this sound senseless to me.
How can a bond with a good God be useful in plnae where evil rules and shape everything to the point to counter the casting od good spells? The same with the Aura abilities of the paladin: if the Abyss is a place where evil and choas are overwhelming, how is it possibile that a single paladin spread auras of good powers?
Your opinion are welcone.
Kirth Gersen wrote: OK, file sent to everyone who provided their email.
Bear in mind it's a pretty straightforward conversion, so a lot of it is insanely goofy, and like all earlier edition modules, it's incredibly encounter-heavy.
Nice Kirth,
please send it to me
abbati @ treemme dot com
Hi all,
does anyone translated SCAP into Pathfinder RPG?
In the case, would it be possible to share such translation?
Gian Luca

Abba wrote: 1. The paladin Aura of justice grant the smite evil ability ONLY to the paladin allies, NOT also to the paladin himself. He need to use an additional smite evil to gain the bonuses;
2. The smite evil granted to the allies doesn't modify the allies AC, but only their attack bonuses;
3. The smite evil ability granted to the allies allow them to bypass all the DR the the enemy may have.
Dear All,
Your posting here and some search allow me to make the following additional consideration on the smite-evil subject:
1. The smnite evil attack alone doesn't bypass any DR. It is stated in the "celestial" template (from Bestiary).
It allows only to to make a smite attack (+1/HD to damage and charisma get through it.
So the smite ability granted by a Paladin aura allow only to add the paladin bonuses to her friends attacks on evil foes.
2. If those attack were like the Paladin smite-ability, the smite description would say "as a paladin", similar to how creatures with the evasion ability might say "see rogue", etc.
For a direct example, the Half-Celestial template (fron Bestiary too), has a different text:
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.
It bypass DR and allow to any AC deflection bonuses (as a Paladin do).
It seem this make some sense and makes the Aura of faith a still powerful, but at least in some way playble power.
In my opinion, the evil foes should flee as soon as possible, just to present later....
Anyone disagree?

FallingIcicle wrote:
So then I get the idea to summon a Celestial Dire Tiger. Looking at the celestial template, i notice it has the Smite Evil ability. Cool, I thought, maybe that would allow it to get through the devil's DR and deal some decent damage before dying. Well, then we look at the Smite Evil rules and ... wow. The Dire Tiger adds +28 damage (twice its HD) to EVERY attack because the creature is a devil AND completely ignores its DR.
Apart form the errata about the double damage during the first attack only, I think there is another aspect to consider: the celestial template doesn't gove the ability to smite like a Paladin do.
It allows only to to make a smite attack (+1/HD to damage and charisma get through it.
If it were the Paladin ability, the smite description would say "as a paladin", similar to how creatures with the evasion ability might say "see rogue", etc.
For a direct example, the Half-Celestial template, has a different text:
Smite Evil (Su): Once per day as a swift action the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until the target is dead of the half-celestial rests.
So for the Celestial template (such as with a Summoned monster), it only grants a damage bonus equal to HD, no double damage ever (for outsiders, dragons or undead).
It doesn't bypass DR though (unless the natural weapons being treated as good is sufficient, no cold iron or silver though), and it's only 1/day for that summoned creature, so it can't lay into a group of devils like this.
Still a really good use of a summon monster spell. If you don't have an align weapon spell on hand, it's the next best thing (possibly better depending on the situation).
It is the same situation created bu the "Aura of faith" of a Paladin. Only herself can bypass the DR, the others players get ONLY the bonuses....
Anyone disagree?

Charlie Bell wrote: When I finish my STAP conversions, I'll post a Google docs link in here. I started converting with Serpents of Scuttlecove, so I don't have a lot of the earlier material. I'm currently playing STAP in PFRPG and I used PcGen 5.16.2 to convert a lot of monsters and NPC (where possible).
Does anyone used PcGen too?
Moreover, I'm finding that the SU paladine abilities "Aura of Justice" and "Aura of fatith" are real game-breakers.
Quite all the monsters encountered in the last 4 adventures have an awful DR "good", but it is easily overcomed by attacks from a well organized party staying near a 14th level Paladin.
Moreover, the group-smite ability allow to destroy quite everyone big villain in few rounds.
If the grour attack and then retreat, it has a quite infinite penetration capacity: in example Cold Captain Wyther (Serpent of Scuttlecove) was destroyed in just three round by the smite attacks of all the group and Gourghos DR was overcomed with irritant facility.
It seem to me that the paladin class in real unbalance the game.
Does anyone has the same experience? Some countermeasure to suggest?
Gian Luca

According to the rules:
Death Attack (Ex)
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. 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). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies..... If the victim's saving throw succeeds, the attack is just a normal sneak attack.
Ok. It seem fine, so assassins which can study their enemies and then make a sneak could try to kill them at once, but:
Uncanny Dodge (Ex)
At 2nd level, an assassin (or a barbarian or a 4th level rogue) cannot be caught flat-footed , even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Nice. So the assassin can still try a sneak to kill such enemies but only if he is flanking them (so at least two enemies are needed). But:
Improved Uncanny Dodge (Ex)
A rogue of 8th level or higher (or a barbarian or assasssin of 5th level) can no longer be flanked .
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
If I'm right, as a consequence a 2nd level barian cannot be targeted by a death attack by, in example, a 10th level assassin unless the assassin is flanking him.
Or a 8th level rogue cannot be targeted by death attack of a 15th level assassin (if he could exist) in every case (flat footed or flanking), since the assassin has not at least 14 rogue levels.
I think there is something wrong here. Am I right?
2 people marked this as FAQ candidate.
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Dear fellows,
could a paladin using a greatsword use the "lay-your-hands" ability on himself without any kind of penality during a full-attack action?
"Touching" himself is a swift action, so it doesn't interrupt the full-attack routine, but is this true also if the paladin is using a big two-handed weapon as a greatsword?
Someone could suggest that the paladin will simply lower the greatsword point to the ground holding it with one hand and raise it again to attack in the full-attack routine after healing himself, but from an other point of view, the action to lower the greatsword point to the ground could be seen as a free drop-item action (the greatsword is long and heavy), so raising it again would became a picking-up item move action, preventing the paladin to take the full-attack round and provoking attack of opportunity.
What do you think about it?
1 person marked this as FAQ candidate.
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DanMonster wrote:
2; Why wouldn't it also hit the allies AC?
The rules say that the AC bonus is IN ADDITION.
So I read that it is an additional bonus granted to the PALADIN while smiting, not a part of the smite itself.
Is there any possibility to have an OFFICIAL answer by Paizo staff?

1 person marked this as FAQ candidate.
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Forgottenprince wrote:
Our issue is whether the "10 ft." requirement lasts the entire duration of smite evil or only when the allies are within 10 ft. of the paladin. Are the allies shackled or free to roam?
........
I ruled that in the future Fighter will lose Smite Evil and not get it back, but I've been told by a WoW player that I "obviously misunderstood the whole purpose of 'aura powers'."
How would you rule?
In my opinion rules doesn't ask to the players to stay within 10' of the Paladin during their Smite evil attacks.
Aura of Justice isn't a spread, just an aura (I would regard it as a burst).
Moreover, I don't understand why someone doesn't allow to use the smite evil is missile attacks.
Unfortunately the rules doesn't put any limitation to the type of attack that can be used with the smite evil ability.
Not only, it is awful that the ability LAST in time (24 hours or until another smite is thrown)for the paladin: if the target run away and return, i.e after thrre hour, it is still under the smite influence.
Really, I think that both AoJ and SE are overpowered.
An errata by Paizo would be welcome.
Kaiyanwang wrote: One note: you count as one of your allies unless otherwise noted.
So Aura of Justice grants the smite to the Paladin himself.
Is there in the Core Rulebook any reference to substain your words?
I'm asking because "allies" is different from "creature". If the rules would state "creatures" I would agree wuth you without doubt, but... you can't be an ally of yourself.....
What kind of bonuses are those enlisted under the Paladin smite evil attack and Ranger favored enemy?
Morale, insight, enhancement, whatever else?
In other words, dose this bonuses stack each other enf or stack with other attack bonuses?

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According to the rules:
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses....
This is clear, but, regarding smite evil:
If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite...... Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite...
I understand that:
1. The paladin Aura of justice grant the smite evil ability ONLY to the paladin allies, NOT also to the paladin himself. He need to use an additional smite evil to gain the bonuses;
2. The smite evil granted to the allies doesn't modify the allies AC, but only their attack bonuses;
3. The smite evil ability granted to the allies allow them to bypass all the DR the the enemy may have.
Am I wrong?
However, it seem to me that this ability is absolutely unbalanced....
According to the adventure text (page 83, Dungeon magazine April 2007:
Khala uses his wastrilith pact at this point to swap places with Xerkamat as soon as any attack that would otherwise slay him is
about to strike home once he is below 40 hit points.
If Xerkamat is dead, Khala instead teleports to a distant location. Once his fast healing has cured his damage, he teleports back here to attempt to finish the PCs.
He repeats these tactics until he or the party is dead.
So, every time Khala is below 40 hp, he teleports away.
In this way, if the party isn't able to kill him in one round when Khala is below the 40 hp limit, the encounter can go on infinitely (if the party stay in the temple, of course).
Do you agree with me?
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