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Can someone clarify if buffing right before a save against the onset of a disease, or temporary negative level can be done? I recently heard the argument that you'd need to have those sort of effects in place for the duration of time leading up to the save for it to count, so a Bear's Endurance would need to last 24 hours to work for a save against a disease for a 1 day onset. Is this correct?
So Bubonic Plague has the condition of:
If the Swashbuckler is using charmed life against the first save and fails resulting in CON and CHA damage, I'm assuming he cannot use it again against the save that induces fatigue since that would be 2 immediate actions. Or should the charmed life bonus carry into this secondary effect?
Is there any clarification on when/how light levels apply to mass combat or is it all GM discretion? For example: Normal Army camped at night with a reasonable amount of campfires vs attacking Darkvision Army - Is this now considered a dim light battle? or is it not enough light and still counts as dark?
I've seen a number of posts now on the difference between "average" encounter difficulty vs the "average" player group and I got to thinking how much in combat discussion contributes to players not actually playing average. Do your players halt combat to work out a chain of delays to create an initiative order to unleash an optimized combo of actions? Or do they just roll with it? I've seen both ends and I think it dramatically affects the "average" expectation. My current group doesn't min max their characters but definitely min max each round and it more than makes up the difference.
My players are about to be grilled by a war council in a "Who are you and why shouldn't we think you're enemy spies?" type situation. One of them wants to use Divination as form of Diplomacy - "Pharasma says I'm cool." As far as I can tell though it doesn't actually create audible sounds or images for others to hear so I feel like it's not really effective. Thoughts?
20 Point Buy
Starting
Level 13
Character is focusing on bluff capitalizing on power strike/wave strike for Iaijutsu flavor since the actual Iaijutsu Strike from sword saint is difficult to pull off at low levels.
If this campaign extends to 15 Dimensional Savant and Dreadful Carnage would be added for double the intimidate effect. Equipment: WIP
(1)Power Attack
(15) Dimensional Savant, Dreadful Carnage I know this is rather unoptimized as I'm striving for the flavor of a teleporting Iaijutsu Stike but I'm open to anything that'll make the concept more effective.
My players are in a big city and will be splitting up to do their shopping, training, whatever. I want them to each be followed home by a "fragment" of said creature and when they reach home thinking they're going to be fighting 4 separate guys the fragments meld together to form a larger threat. I'm sure this can be done with simulacrum and other spells but is there a creature that can do it naturally? Oh CR doesn't really matter, I just want it to happen at some point even if its going to be way later.
Let's say 5 goblins are going dog pile an ogre and work together to grapple or trip him. Flavor wise I see goblin A grabbing an arm, goblin B grabbing a leg etc. Until goblin E runs up at the end to topple him Rules wise can this happen with each goblin running up and declaring aid another? or do they need to declare to ready an aid another and wait for goblin E to actually do his action?
Recently 4/5 of my players failed a single color spray check and fell unconscious and the remaining player asked if there's ways to wake them up. At the time I couldn't find anything so I told him that he could spend a standard action to try to wake them up allowing the downed character to do the will save again. After the fact I looked up smelling salts and realized I basically bypassed the item. Is there a correct way they can go about waking unconscious characters?
Based on this thread especially the part that references the Witchwar Legacy...cold resistance would negate most of the hazards of cold weather in this AP. I'd like a 2nd opinion cause I don't want the environmental dangers to be trivialized if I end up with a party of Fetchlings and Sulis.
I'm going to run Reign of Winter soon and I'm wondering much info random townsfolk should be able to give the PCs about that. While I'm sure the sudden change of the Queen and ruling class every 100 years is something to be noted for heads of other nations that may deal with them based on what I've read Irrisen doesn't really promote travel within its borders. So would the average Ulfen be like "oh hey it's that time again for Baba Yaga to return and possibly kill us all".?
I'd like to create a Tengu that starts off gliding and eventually gaining the wings and raven form. Based on my understanding of the Fly skill at level 1 I can put ranks in it but it's not a class skill, however at level 5 after gaining the wings it becomes a class skill due to gaining a flight speed? Is that correct? Edit: Forgot to mention that the Tengu will be a Lore Warden so its not a class that already would have it.
New DM here, with mostly new players. I'm planning to have a couple Globsters wash up on a shore and ambush the PCs as per the behavior described in Bestiary 3. I know ooze fall under dungeoneering knowledge but aside from that how else might they realistically "trigger" the ooze besides walking up and getting glomped? Throw a rock at the seemingly lifeless pile of fish guts?
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