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Archmage Mescalin's page

30 posts. Alias of Ben Ferguson.


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James Jacobs wrote:
Archmage Mescalin wrote:
James Jacobs wrote:
Cool! Also, for full clarity, all the rules the players need to use Deviant Abilities in this adventure path will be reprinted in the free Gatewalkers Player's Guide.

Cheers James.

Am looking forward to that.

I see you are bringing out tiles for lairs. Awesome! Hope maybe you can bring out some tiles / flip mat packs for weird planar locations for Gatewalkers & another pack for inspirational sandboxing! All of these things - the maps & pawns - really help immersion.

Loved your APs from 1e, my favourites being what my lot called Carrion Up The Crown (being Brits), as well as Kingmaker. But now your support has cranked up another gear

Thanks for the kind words! But just to manage expectations...

As a general rule, we don't do flip mats or tiles to tie into Adventure Paths, for a lot of reasons—the central one being that the Adventure Path is a complex creature enough without us overcomplicating things by extending ties in to other product lines beyond what already exists.

We're also no longer doing pawns, alas.

Still, I hope you have a lot of fun with Gatewalkers!

Aha! Thanks for the heads up. Shame on pawns. They are very useful! And very understandable on the flip mats.

Nevertheless, loving how you are slowly expanding the breadth of materials from Golarion to its planar limits - with the Elemental realms coming up next year! Woot!


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James Jacobs wrote:
Cool! Also, for full clarity, all the rules the players need to use Deviant Abilities in this adventure path will be reprinted in the free Gatewalkers Player's Guide.

Cheers James.

Am looking forward to that.

I see you are bringing out tiles for lairs. Awesome! Hope maybe you can bring out some tiles / flip mat packs for weird planar locations for Gatewalkers & another pack for inspirational sandboxing! All of these things - the maps & pawns - really help immersion.

Loved your APs from 1e, my favourites being what my lot called Carrion Up The Crown (being Brits), as well as Kingmaker. But now your support has cranked up another gear


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Thanks. I have finally got my gang to play the Beginners Box adventure (to learn the rule differences from 5e & PF1e) before running the Abomination Vaults!

This Adventure Path looks awesome. Very different to others. Something refreshingly new.

Will pick up a copy of the Dark Archive, although the AV will take a while! (Our first ever dungeon crawl in 19 years gaming together as a group! )

Loving PF2E. Very pleased after 2 years of prodding them, we are there. And what a fantastic range of books & stuff!

Keep up the great work!


Hi
Correct me if I am wrong, but does this AP lean into the Dark Archive classes & Lore?


madmanchris wrote:
michal_hartlinski wrote:

Hey guys, Michal from Archon here!

Yes, sets are using 2x4 floors and 2x2 floors. More info here
https://www.dungeonsandlasers.com/

Thanks for the clarification.

I just purchased this and am looking forward to getting it on my table. Do you have a painting tutorial that you could point me toward?

Hi, found this tutorial very useful https://youtu.be/-V4HEr9flM8

Basically black spray undercoat then dry coat layers of darker grey to lighter, keeping black paint in the cracks.

Loving the look of these floor tiles & walls.

Please Paizo cab we have
- round rooms
- strange shape rooms
- caverns
- 3D style tiles, with the capacity for a higher level.
- some larger floor tile & wall pieces (which may make larger rooms cheaper to manufacture & reduce costs?

It is a labour of love but worth it


James Jacobs wrote:
A product does not have to sell out to be considered a success.

Dear James Jacobs

I am afraid my eyes are too knackered for pocket book editions....

Really pleased Paizo are bringing out an Abomination Vaults hardback and a Kobold King one....an old classic! Getting both.

It would be fab if CotCT could be done in 2e in hardback. Or something equivalent for Absalom now you have a splat book for it?

In hope

Ben


keftiu wrote:
I wouldn’t expect any major updates to the book, I don’t think there’s precedent for that in any Paizo release, let alone one that was this late.

Yeah. Sadly you're probably right! Shame though.

Maps with no keys is a strange call.
A city guide with no index is another weird decision.


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Greetings to anyone in the Paizo subforum for Lost Omens products! It's a niche community!

Exploring the idea of Ptolus v Absalom for running an urban crawl.

Want to run PF2E & dump 5e. Want to run PF2E in Golarion.

Maybe there are some extra pages out there ....since there are some concerns with Absalom as a book (owning Ptolus has sharpened my expectations)

1. No index.... is that coming? The contents page is very spartan. Where are various buildings? There seems to be no way of finding them quickly.... (Ptolus does this via Index & each page has mini indexes of core NPCs/institutions/ factions/ monsters etc.

2. Map key. No map key!

Both are solvable by Paizo bringing out these as pdfs (please!!)

Has anyone done this?

Without these 2, it makes the book far harder to use quickly :(


Lord Snow wrote:
I will point out that "Crypt of the Everflame" is an EXCELLENT teaching adventure, both for GMs and for players. A similar adventure for mid levels and for high levels could be a great idea!

Indeed - by creating such an adventure for mid levels and high levels, it may help your designers reflect on the demands and problems by a GM in running PF at these levels. & help us too!!!

Like Magnuskn, my group are a bunch of 'veterans'. We have all been playing RPGs since our teens.... and 3/5 of us are in our 40s. The guys have played a lot of games systems (currently WFRP2 - the new Enemy Within, with our Winter 'StuCon 2013' likely to feature a whole slew of other games such as Nights Black Agents and Deadlands Noir as one-shots). One of our group is, like Gygax was, an actuary - a maths wiz - which is helpful. Whilst I am the only one who is prepared to run the - let's face it - mathematical density that is PF, especially at higher levels, I can only do so with their help. Plus now with the help of HeroLab.

Getting decent advice for how to handle 8-13th level play, and 14+ would be great.

I had never run any AD&D games beyond level 9 before running Kingmaker. Seemingly its designer hadn't either!! My group had tamed the Giant Roc in Book 3 (?) and also gone on a side-quest (sandboxing) and got hold of some pegasi companions. Thus Books 4 & 5 were nerfed for a variety of reasons: The party scried and fried Irovetti in his boudoir (book 5?), they flew over Book 4 (thus the wilderness the players are meant to walk/ travel through - bypassed!) Thus the designers for Levels 8+ must start thinking different - and designing different games.
- pc travel modes change
- npcs will know pcs can scry and fry- so powerful ones will
a) try and avoid this - have this in the book
b) have spy networks to identify threats to them (pcs) and take them out (develop this too)
etc etc

to be honest - I really think there could be a great book here in compiling advice from Grognards, with their solutions - to this - speed bumps at different levels - from Level 9+ for example.

And just as there is a dearth of decent advice, let alone encounter design/ story design for high level play (the consensus in my group is that there is a sweet spot for D&D about levels 5-9 - after which the wheels start to come off!!).... Mythic Play will throw more curved balls - particularly at higher level play....thus more advice on how to handle this also appreciated!! & cope with the extra options and maths.

I will probably still run some Mythic at some point.... not sure if I can run another AP as is...the gamers - and me - want to play sandbox style play...thus at best the APs are probably going to be sources of ideas/ encounters/ villains to loot as needs be. intend to run Razor Coast next - since I am hoping its design will help me reflect more about how to design a sandbox style campaign which is manageable.


James Jacobs wrote:
And that's exactly what I meant. A "teaching adventure" would provide advice not to the GM on how to run the game for the players (that'd be a teaching adventure for players, not the GM), but advice on how to adjust and adapt the adventure for his/her own group.

Gotcha!

James Jacobs wrote:
In any event, in the lack of such an adventure... that's kind of the whole point of our messageboards here. They provide a great place for GMs to share their tricks and advice.

Indeed. Which is why running a Paizo game is so much easier since loads of other folks chip in to bring it alive/ make it happen. Sadly when I am running a game, it is such an effort to get the energy to run it, I fail to give feedback on how it is going... it is only in the downtimes between running games that I have a chance.... am very much interested in this AP - so far it seems the most coherent storyline to date - its design I think reflects how much you guys have been learning from previous ones (eg creating some npcs pcs interact with in the first 2 books at least - and that there are consequences for how they interact).... all good.

I am keen to avoid the last debacles that I had with running Kingmaker and Carrion Crown. Too many design faults and too many encounters that will never work with a party of players who understand Pathfinder. Unless you guys can help me run Pathfinder for clued up guys with their heads screwed on, then it becomes less and less tenable for me run your APs - they involved too much change.....

I hope this can happen - since I really like PF and I am the only one who can face running it!


James Jacobs wrote:
A "teaching" adventure aimed at teaching the GM how to adapt the adventure for his table is an excellent idea though, but not something that I'd want to try on the Adventure Paths, which already have a VERY successful formula that I do not want to tinker with in this particular way.

I didn't mean that - but yes - I am sure that would be useful for new GMs.

I am more interested, from a selfish viewpoint, in having encounter designs created as I mentioned above, and in regards to more differentiation, to having side-bars with advice - there could be different types - one for newbs, and one for GMs of 'moderate experience' and another for grognards... or ??

At the moment quite a few of us are finding the AP encounters to be far too easy (as usual!!)

Again - this advice would be welcome in any format - in the printed book, in the pdf, as web-support.


Am with you James on not wanting you to alienate your audience. Some folks are going to be new to gaming, others not so good at pc design /maths involved in the game. Some GMs will allow 20/25 point buys and create their own problems since these paths are designed for 15 point buys. Some groups have 5+ players....

On a previous message thread, I believe for WotR 1, there was a discussion about this there...and there have been others.

Folks like Sc8rpi8n and myself run 15 point buy groups yet as GMs constantly find ourselves having to massively boost combats/ combatants. It has gotten so bad that using the advanced templates has simply not been enough.

I do genuinely believe there is a real need to offer some alternative stats for the grognards like us out there. Not TPK fights for experienced players/GMs but challenging encounters for such folk.

As I mentioned on a previous post, this could be done via web support. I certainly feel your designers could take a leaf out of the 4e encounter philosophy: i.e. to make sure big encounters have a mix of combat roles. To use Terrain and traps more dynamically. Etc.

Because encounters are so badly designed/ npcs can be, I have now bought myself herolab to retool npcs faster. I have a really busy day job thus am time poor. My gang were simply not getting a proper challenge. Ever. Yeah they are graduates, but.... we need supporting too!!

It would be great if there could be a corporate shift in encounter zone design philosophy. Thus all major encounter sites become more organic and less static. That designers thus design them, eg towers, ruins, etc with the fact that
A. Npcs are going to be on guard
B. Npcs may already be aware pcs exist. They may try and scry n fry. They will have designed traps. They will have guards.
C. When attacked, they will have some kind of response team.
D. That encounter zones need missile specialists, skirmishes, brutes, etc from 4e. There should be PF templates for such roles to change critters.
E. Thus fewer encounters but those which exist should be more epic. Reward pcs for recon, research, tactics and punish those to stumble about clueless.

At least to offer some of this.

Why not trial this....trial a new AP in which you bring out an 8-10 book AP with a slower levelling but with each book richer in design and advice. In teaching we call this differentiated. Material for newbs. Material for experienced hands. One shoe size fits all just does not work.

Will happily help in this regard!!


Sc8rpi8n_mjd wrote:

I know about their relationship. They can do a fine job at the frontlines. See the Kenabres organizations background at The Worldwound Incursion to see an example of this. It doesn't mean they have to do actual battle with the enemy. They can disrupt the crusaders tactics from their support role.

Also it doesn't help that I dislike the way they are built.

Anyway, I appreciate the suggestions.

I think this goes back to what has been said before: encounters by Paizo writers seem to be designed to let pcs win with ease....they are not punishing enough/ testing enough.

The failure of the toughness of the encounters aside (a topic regularly flagged up on these boards but it never seems to filter through to designers...)... what is a shame that villains seem to also wait for pcs to kick in their door, rather than pro-actively go after them.... in a clinical fashion..... it is mentioned that maybe, if pcs dawdle, then assassins may come after them... but better to have this built into the AP as an assumption... more scry and fry by the baddies...

PLUS - coming back to the Ivory Sanctum - such a shame the encounter setting is so 'meh' - not mythic/ epic.... why not use the environment more.... and have more interesting zones - in combination with critters..

Thus several things are needed (to 4e/ pimp it up):

Bigger encounter zones with a variety of combatants

More interesting hazards/ physical issues for pcs to deal with in the encounter zone

The use of traps by npcs within such zones (on occasion)

Use of Mooks - as in 4e - few HPs and few xps - but good bonuses to hit so they need to be taken down....

etc... stuff I have said before.

I am liking the fluff... but still think more could be done.....

I really think Paizo would do better to slow down the levelling per book, have longer APs, have more sandboxing per level, enable more development of relationships, exploration, and also richer combat zone which make you go: AWESOME!

This AP ties well together... much better than Carrion Crown. But I look forward to more material from Legendary Games to help spice this setting up.... I just wish Paizo could work out how to write good encounters which are challenging, varied, etc...

Sigh.....

Oh well

Will post suggestions when I have some more time!!


magnuskn wrote:
You know, I feel I should start a proper thread about my general AP complaints... ack, I actually did that a few months ago. ^^ Seems like my feelings haven't changed much since then.

Let's do that then!!

Which forum should it go in?

Sorry - been rushing around at work - mad here until tomorrow (bring on the weekend!)


captain yesterday wrote:
just a thought archmage mescaline, shoot it down if you want. what about using the corpulent ghouls from Carrion Crown, i think they're CR6 and would cut down your own prep time:)

cheers - I did think of them - then I thought - we just fought them in CC - plus..... I am keen to try and stick to the Abyss theme of vermin....plus - they are not very mobile! But thanks for the thought!


Krinn wrote:

If encounters feel too easy, just add more mooks and/or maximize their hp.

I have 6 PCs with rolled stats, averaging at around 25 point buy... I double listed monsters, or in case of named bosses I add minions to increase the CR by +2. Then I maximize everyone's hp.

With this setup, I don't have any issues with battles so far and everyone in the party can pick different targets.

#

Thing is Krinn - the APs are designed for 4 pcs with a 15 point buy - thus by having 6 pcs - this is obviously going to necessitate changes - and then allowing a 25 point buy (in effect) this makes retooling encounters even more burdensome.

Because Pathfinder is so mathematical (unlike say Call of Cthulhu or WRFP 2e), it is nice if Paizo can do the dirty work.

I now have HeroLab since it means retooling a 13th level cleric into 15th level is so much easier! (or any other class)...in Carrion crown, so many levelled npc enemies were under-levelled and badly designed, I really had to work very hard to rekit them/ rework them so they could offer a challenge to the pcs..... time I don't have. My wife is very glad I am having a break from the hot seat GMing wise....and I am using my downtime to slowly work through this AP and beef it up NOW so when/ if I eventually run it, it will be doable.....but better still - if you are paying for an AP, better that the designers have done their homework and thus cater for you (as in 4 pcs (sometimes only 3 in our group), 15 point buy)....and stop the APs being a cakewalk as they stand.....

Yes - I max out HPs. Heck - with the Bosses, I give them 2x max HPs (boss them up like in 4e) - as well as put advanced templates on other critters/ change them....make most encounters AP+2 to +3 and forget the rest- focus on story and the occasional fight. I didn't like 4e - but I liked its encounter design philosophy -and Dungeon Delve illustrated that really well.

:S


magnuskn wrote:
Yeah, tons of underpowered mook encounters which just eat game-time with setting up the encounter and then watching as they get killed in an anti-climactic curbstomp is one of the main complaints I've been making about AP's for years. That's one feedback which sadly has not taken root with the writers. :(

I wonder why?

Maybe perhaps they are afraid of pc death? Personally I would rather there was some....and likewise - not the total randomness that characterises some old school dungeons (eg Rappan Athuk) but at least having some encounters that are so tough, which reward the clever party (being prepared, planning etc) and punish those who are lazy.... or at least have a design which offers 2 options: the easy 'encounter' and here is how my group played it (tough version) - maybe borrowing from the 'voice' style of 13th Age on that one...

This could be assisted if Paizo went down the path of 1 book/ month for the AP - covering less level progression - and then allowing for more time to be spent on encounter design... or even in pdf support...having some extra pdf material you get as an add-on if you subscribe to the AP.... (thus no need to print it - but to have it as a down-loadable extra - same for art books ;)

My guys are experienced gamers. They use 15 point buy - tooled up for carrion crown as undead killers - they walked through the undead parts - construct part was a bit more tricky - ditto in Kingmaker.... ditto Rise of the Runelords - I remember my lot saying after the module Burnt Offerings (great fun) as to how anyone fell for the rope bridge trap.....(I told them after of the death toll on the boards from that) It would be good to have some more material aimed at adults who are experienced gamers who want a challenge and are not afraid of a body count.

If so, it would make running the APs far far easier....at least having a side bar: "How to pimp up your dungeon" or some such.... or as I said - a free/ cheap to buy pdf of how to run x for tough hombres. (and by tough I mean experienced gamers whose pcs are 15 point buy as the APs are designed for!) Plus if possible some great dungeon floor plans for some epic fights. :)

Pretty please James Jacobs? :)


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Sc8rpi8n_mjd wrote:

Well for me having to go through a lot of easy encounters (no only those inside the citadel) is a waste of time. I prefer to have less encounters, but more challenging.

Agreed. In spades. I have been having a problem with the encounters for most of Paizo's written material (recently completed Carrion Crown, and before that ran Kingmaker).... and the adventures en route to the city are waaay under-powered.

In previous APs I have axed many encounters and where possible I have added them together into a more fluid encounter environment = borrowing from 4e encounter design philosophy. I don't understand why folks at Paizo are not doing this either....

Take the Lost Chapel en route to Drezen.... instead of having lots of small encounters, which as noted for a 6th level mythic party are ridiculously underpowered (CR4, CR4, CR1, and then a big bad leader CR 7 (oooooo) before a more challenging CR9 creature turns up (who seems to have no development - unlike the CR7 dude)....instead of small encounters of no consequence after another....why don't Paizo staff create more dynamic encounters? This could have been a real fun side-trek.

I am going to look into reskinning this encounter into 2 or 3 parts:
1) the stairs up to the gates/ gateway/ courtyard/walls
2) the final courtyard and rooms

any advice from anyone appreciated. Will post again when I have had a go....

But I do see this as a lost opportunity.... the Lost Chapel - it could have had some bleak art (need to find some)....make it a zone which is unhallowed as well...(eg with cause fear as an effect CL10)...

Musings
1) the gargoyles need beefing up - as do the ghouls and ghoul clerics.
You could give the ghouls fighter levels (Level 3)...or Ghast Ftr 2? - add them to the clerics having L5 (ghast Cleric 4?), and the gargoyles' number increased to 4.....

gargoyles weigh in first (skirmisher role) - alerting the ghouls....who pick their moment..

2) Nulkineth - make sure he has some minions more worthy than just plain old ghouls... (eg make them 4 in number, and at level 3 fighter/ ghasts Ftr 2) otherwise he is toast within 2 rounds with a party at 15 point buy optimised for killing demons - and then have Maugla turn up to kick their butt during that fight - near Nilkineth's demise...

The pcs may have to flee the demon if they have to - but their paladin army can save their skin if need be.

Just musings for now....

& yes - I guess space constraints hold folks back from really making encounter zones more interesting....and on this note, to be honest, I would rather have the AP broken down into more books (same price) with more space given over to fluid encounter zones, tied into floorplans you can buy as pdfs which print off nicely onto A4 paper - as well as having some haunting art booklets - as in C1 (Lost Shrine of Tamoachan) - to easily show pcs an npc, a building, landscape - like art of the route/ geography of the setting would be nice! Yes - I would pay more!!

But otherwise - I am liking so much about the AP:
NPC development
Stories tie in better so far - it does not feel like an adventure designed by a committee - and the npc angle helps in this regard.
Intrigue
Epic feel

Looking forward to next instalment....


am with Capt Marsh and Lastgrasp here

have just completed it.... have run lots of horror in my time as a ref.....and played....

my gang thought that this AP was rather like an AP designed by a Committee - it did not fit well together....the big bad was not well developed - until the last book..... and yes - you have it Last Grasp - the arc could have ended at the end of Book 3....

we bypassed book 5 almost completely it was so, so pointless... and yes -book 4 (lovecraftian) whilst interesting - again - was irrelevant.....and the cult went ahead with the Carrion Crown/ lichdom process even though the pcs had stuff like the Raven's Head mace.... that was not clearly explained either.... it was a mess.... even Book 2 - great atmos, great fun, Frank - as well called The Beast - got the pcs hooked in - but it was a massive side-trek - as most of the books were.

So - we have played Kingmaker - a game which started off as a sandbox and then became a railroad. Now a narrative that was a mish mash of side treks without any clear path between them. Oh well.

What have a I learned?

Read an AP several times, liaise with folks on boards about such things if they happen....maybe not run the APs but steal things for a sandbox/ mini-adventures..... Certainly work out how to create better encounters - a lot of the staff at Paizo create under-powered fights which my lot would walk over in 2 rounds.....

Am about to take my turn as a player in The Enemy Within and then in Eternal Lies (for CoC) so I have plenty of downtime to chew all this over!


Finished Carrion Crown on Friday - very anticlimactic....pcs magic jarred Adivion from a distance. It succeeded, urgh!

In retrospect - I should have redesigned him to resist that spell better...... the party were too tough at 15th level - despite having 3 Nightwings, loads of Gallowspire undead.... the magic jarring from a distance was the icing on the cake.

At least I can have a rest from the hot seat for a bit.....

PF breaks down after level 13 - and is coming off the rails from level 11 as far as running such dungeon bashes is concerned....

I also don't know why Paizo keep on churning out such underpowered combats..... to keep my lot happier, I have been throwing 3 encounters into one bigger and more interesting one - ala 4e encounter design - and trying to give spellcasters more meat shields, silent casting feats, and other things to nerf the pcs....

Oh well. The madness is over - for a bit!


Looks really kewl guys - just discovered this kickstarter. Love HP Lovecraft and RE Howard and classic S&S feel gaming. Looking forward to 7th ed CoC as well...

PF really needs a non-generic setting. Golarion is too much like other settings, whilst your vision looks fresh and exciting.

Interested in how you will keep the magic in the setting LOW - like in Iron Heroes..... and thus the fear factor and mystery high. In PF vanilla, it is simply at higher level: scry and fry....

Have backed it - hope others can spread the word!

How can others get to know this is happening in time? 9 days left to get funding.....!!


Sorted then!! Thanks!!


Snorter wrote:

PF's 'Cleaving Finish' is effectively how the D&D 3E version of 'Cleave' used to work (a free attack, after downing a foe).

Cleave was reworked in PF Core (a double-swinging combat style you committed yourself to before attacking), to be of more use to higher-level meleeists who were facing less and less enemies who were one-shot kills, and to help with the problem of losing attacks when moving over 5 feet.

As such, the interpretation by your player is how D&D 3E 'Cleaves' used to be triggered from successful AoO. And as such, is a valid use of PF 'Cleaving Finish'.

Certainly - I agree on reflection- it is fun, empowers the pc to use their feat, keeps combat flowing.

I am still uncertain if the AoO rules allow a non-AoO provoking combatant to then be attacked in this action - but - what the hell. This game is far too legalistic for me - and on reflection I should have put FUN before nit-picking over what can / can't be done in an AoO.

Thanks for the background on the origins of CF. 'preciated. :)


Castarr4 wrote:
I agree with Pupsocket and your player. There is no reason that the additional attack would be an opportunity attack that I can see.

Thanks for your input - but I still am doubtful since the Cleaving Finish action is taking place within an Attack of Opportunity action in effect - on someone who has not threatened/ provoked an AoO.....

If it was a cleaving finish on someone else who was threatening/ provoking the AoO this would be fine/ clear.... surely?


This evening, our game ground to a halt over the precise understanding of how cleaving finish can be used - and whether or not, when a player killed an opponent who moved through their threatened space, with an attack of opportunity strike, whether he was also then allowed to attack another opponent, who had not moved/ done anything, but who was within range of his reach weapon, with 'Cleaving Finish'.

Which rule has primacy? My view was that the text of the AoO rules has supremacy over the Cleaving Finish - but I could well be wrong.

AoO state:
"An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you"
and later - as regards Combat reflexes -
"Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat, you can add your Dexterity bonus to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity".....

Thus you cannot make more than one attack per opportunity - and can only take an AoO on an opponent who is taking certain actions in your threatened square

BUT Cleaving Finish states:
"If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat."

Thus......

Can Cleaving Finish be used as an AoO against a foe within your threatened squares but who has not done anything to provoke an AoO?

My view is no.... but the player in my gang was adamant that I am wrong!!

Has there been an official ruling on this or is this a house rule situation?


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I think I may have found the answer - from the Paizo boards - apologies

http://paizo.com/threads/rzs2nexs?Is-a-Paladin-immune-to-Lycantrophy#6

The Classic horrors adds extra stuff with

Magic provides the best cure for lycanthropy. A remove disease or heal spell from a powerful cleric has the best chance of success, but such remedies must be sought within 3 days of infection. Remove curse and break enchantment magics can also be used, but they are only effective during the time of the full moon, when the werewolf is at its strongest. A dose of wolfsbane (Pathfinder RPG Core Rulebook 560), also known as monkshood, can also cure the affliction, giving the target another saving throw against the affliction. Fresh wolfsbane works best, but the plant is poisonous and has a chance of killing the recipient rather than curing him. Of course, natural werewolves cannot be cured of their condition.

No time limit for wolfsbane is put in there..... oh well


I have a question....to which there seems to be no agreement....

are Paladins immune to lycanthropy once they have Divine Health....

because the curse Mummy Rot is also a disease to which Paladins are immune to....

and lycanthropy is cured by Remove Disease/ Heal spell by a 12th level cleric.....which is a high level indeed!

thus??

Obviously this takes the edge off the paladin worrying about such a problem!

In 3.5 ed D&D I believe Paladins were immune too....


I am late to the party – but am very grateful for these posts..... will start digesting them...I am also digesting the new rules and what's behind them

Looking ahead to Thistletop, there are some other critters who aren't in the 4e MM: Shadows, as well as Barghest! Urg!

I'm also aware that, with the extra powers pcs have, and healing surges, that encounter levels are a little different to the past....

When I have read more I'll post some encounter concepts up on this forum.

TTFN

Mescalin!


Out of all the 3rd edition rulesets out there, I really like the Iron Heroes one by Mike Mearls.

As anyone actually run/ considered running RotRL with Iron Heroes? Is this an insane idea?

I am curious since I can't face running 3.5 D&D - it is too complex... which may sound strange since I like IH.... but with IH there is little magic (I don't allow pcs to play arcanists) - and this speeds up my book-keeping as a ref. I love the way combat can happen in IH... For me, IH is what swords and sorcery should be.

Cheers for any positive feedback from you guys,

Archmage Mescalin


Beastman wrote:
Tamago wrote:

One houserule I would love to see in the Pathfinder RPG would be a scaling DC for Acrobatics checks involving moving through threatened spaces. As it stands now, after a few levels, tumbling is pretty much a given.

Something simple like 10 + CMB to move through threatened areas and 20 + CMB to move through an opponent's space would do the trick nicely, I think.

Thoughts?

Good idea. In my game i use Opposed Tumble against REF-save. REF-Save +10 if tumbling through an opponents space). And it rather works out quite nice. Never understood why they used a static DC for tumbling through threatened squares/occupied enemy-space

How about using the idea from Iron Heroes - to move through an opponents' space you make an opposed roll - acrobatics versus their attack roll. If you fail, they get an AoO....?