Claxon wrote: Meanwhile, if you don't allow then they have to wait until turn 3. When combats often only last 4 to 5 rounds, not reaching peak damage until turn 3 isn't inconsequential. It was enough that I recall as an Inquisitor I would rarely use Bane unless the enemy was really tough. Your combats are running till turn 5? Also more examples are the spells that are swift action offensive, an inquisitor can cast Forceful strike, a magus can quicken a spell the same turn as casting another offensive spell and turning on +Int to hit/AC, etc.
Mysterious Stranger wrote:
Fairly sure this is just letting you take an overrun maneuver in place of your normal attack, given that "charge through" exists. Charge Through wrote:
Joynt Jezebel wrote:
What do you mean hasn't happened? It is literally ripped from an AP, even as an optional encounter.
Bellona wrote:
All sounds really good, if you want a sort of "future proofing" or knowledge about how future events can tie easily into what you and your party have done, read on: Only small hitch is that eventually Cressida gets pushed out of Citadel Volshyenek as she becomes outed as an active rebel. Technically it was supposed to happen before the party returns in book 4, but if you do plan to have her eventually be forced to retreat into the Dead Warrens (those catacombs from book 1), you could of course have the prisoners moved there or converted so they don't have to be held there, or even have them be recaptured by Ileosa. At least knowing about the idea of forlorn elves to deal with Tisharu should be a DC 15 Kn (local) check at most; if Trinia is around, she might be able to nudge them to that fact. Letting some Grey Maidens go free from Korvosa can be a custom group of rogue Grey Maidens. Normally in the canon, after Ileosa is dealt with, the Grey Maidens break up into several factions which mostly leave Korvosa and go in various places, still bonded by their sisterhood, but in some cases rebelling against the evil that Ileosa represented, and in another doubling down on it and joining up with Cheliax and the rule of Queen Abrogail. And lastly Kordaitra's dealings with devils is from being a former Asmodean cleric; don't ask how she retrained to be a pure cavalier 10+ and Ileosa's dealings with devils are mentioned in book 6 in a contract she has with a devil.
More so that they built their characters to self synergize and get ahead of expected level statistics by far too much that they weren't challenged by encounters that were meant to be difficult, even if they didn't have their cohorts. Like AC was at 50 by level 15 because dex kensai/fighter while not a single enemy in the Scarwall book had a +30 or better to hit even after buffing enemies as would otherwise be appropriate for the advanced level progression.
Diego Rossi wrote:
So washed he forgot the 3D threatened squares.
I believe that is in fact exactly what "Charging is a special full-round action that allows you to move up to twice your speed and attack during the action." is supposed to mean. I also hardly doubt someone with as powerful an ability as pounce missing out on a haste bonus attack would not be any dearly missed loss in power. edit: Just checked, there's specifically an FAQ for how haste interacts with pounce. Basically since it's a replacement effect of the full attack with simply it plus an extra attack, pounce+haste works regardless of other things like even the ability to make a full attack in the first place. FAQ wrote: Yes [You can gain a haste attack from pounce].This is a revised ruling about how haste interacts with effects that are essentially a full attack, even though the creature isn’t specifically using the full attack action (as required by haste). The earlier ruling implied that pounce did not allow the extra attack from haste because pounce wasn’t using the full attack action.
Tom Sampson wrote: More oddly, Whirlwind Attack being a full attack action means that if you have pounce you could whirlwind attack out of a charge and obtain any bonuses from charging. Not exactly, Whirlwind says "use the full attack action" not "when you make a full attack". Ergo, as charge is its own separate full action, it wouldn't be included in the replacement effect of pounce turning a single attack into a full attack.
Drakes and Chokers are the big monster types that have extra moves in the turn. They came out in the core release with those rules and monsters in mind. Drakes actually came from Tome of Horrors but given several PF designers involvement in that work, the constant referencing of it even as early as the first APs, and later recreation of PF versions of Tome of Horrors monsters, it can basically be considered to be as equally relevant as the Choker who was in the core bestiary. One could argue that the rule about not being able to make a full action while taking a move action would preclude full actions even with a spare move action, leaving you with just a standard and two move equivalent actions or 3 equivalent actions instead of a standard. However, that rule is also clearly meant for players under normal circumstances as a general rule, and there was no way for a player to ever gain an extra move action until Mythic rules were created, another very obvious exception to the norm. So its safe to assume gaining an extra move action is a specific>general instance that lets you ignore the limiter on full round actions after move actioning.
DeathlessOne wrote: Without a shred of a doubt, yes. Any effect that allows for a Reflex save can be avoided by Evasion, provided no exceptions exist in the effects specifically disallowing it. Technically, you only evade reflex (half) effects, if it's a partial effect that isn't halving damage, you don't ignore the partial effect unless the save says you would.
Azothath wrote:
They had truesight glasses, so half those wouldnt work, nevermind they had enough attacks that a 20% miss chance wouldnt matter and they'd chew through mirrors anyway, stone shield would explode from a single attack by the time they are level 15 for battlemind link, blink wouldn't stop the crits, just halve the number of times they happen. Believe me, I tried finding solutions.
Azothath wrote:
Meanwhile, me traumatized by a rogue and kensai magus with 15-20 crit range, battlemind link, paired opportunist, outflank, rogue opportunist, teleport shenanigans, and a <10% chance for any attack to not cascade into another crit because each attach gets 2 rolls to hit taking the better natural dice value, meaning if one crits, they both get 2 attacks, which becomes four dice rolls, meaning even on average, they will never run out of attacks.
You cannot make AoO's because you are fully defending, nothing stops the AoO triggers tho from still procking. So if you're fully defending, and a flanked enemy tried to grapple you without Improved Grapple, thus provoking to only you, you can't take the AoO but your ally sharing Paired Opportunist still can take the AoO. Same vice a versa if they try to grab your friend, they take the AoO, it's shared to you, but you can't actually take the attack.
Book of Juderonomy wrote:
Glad it was helpful!
Honestly, given how much of the AP is random encounters, you can probably mix it up by just suggesting they try a different mode of entry than last time. Instead of going over the drawbridge, fly in and start from the towers down. Or start in the ball room by swimming (lol) or water walking to the secret entrance.
The distinction was more important in 3e where also there was large creatures like horses that weren't 2x2 spaces (they were 1x2) and also could be 1 or more squares tall in 3d space. Note that many of these creatures that shouldn't have to worry about vertical space also usually have the compression ability to manage said "snake in pipe" scenarios. If a creature doesn't have that, and your gm really think it should be fine in a certain terrain spacing, then just borrow from that rule.
So I actually ran a 2 player game as well of this and it was great, so glad to see you had a similar experience. Out of curiosity, how did you handle the "and now we're suddenly in Belkzen" deal of getting the sword? Was the party just high enough level that you could handwave a teleport or was it more a "yada yada" through the traveling?
Reminds me of the time the party got hit by a symbol of insanity, and the bloodrager who dumped int failed his willsave, and was accidentally targeted by another confused party member, and to keep them from killing the whole party, the witch put the bloodrager in a maze. Problem was, he was still insane, so the entire 10 minutes was enough time for him to kill himself with d8+Str, so only his mauled face and corpse came back when the maze ran out.
Amurana wrote:
Took some digging but the only one we know of exactly are House Arkona (which is the big palace/gated manor on the northern most island), and House Larounge which is only a small distance from the University of Korvosa. Even that second one is not super specific, but your gm can source a map of the university's location in the Guide to Korvosa page 16. Beyond that, just make sure each house is in the correct district and make it up as you wish. Jeggare in East Shore, Ornelos in the Heights (specifically the Academae), and Zenderholm in Midland.
The ultra-rich either live in the heights which is a large hill that leads up to the Academae, or they live in the southern parts of the heights nearby the elven quarter, opera house, and/or castle. Generally, there are other places as well, such as each of the great houses having a manor in their own districts (e.g. the Arkonas in Old Korvosa), and more minor nobility dotted throughout, but the majority of the well-to-do's are in the heights.
The better and more common example that demonstrates that "yes this is generally what happens" is fighting with regular invisibility. You aren't aware of the invisible attacker for their first iterative, but afterwards they suddenly appear and you are no longer flatfooted because they are invisible, so their second attack starts targeting your normal AC.
Sysryke wrote:
My response was to the newest thread necromancy, whose complaints were more around not having what would be ultimately unnecessary at best if not power-creep baiting rules. Your point on the other hand is not something I was contesting. Even at a basic level, being able to quantify the cost of living in a game/setting is massively important to grounding that setting. Look at DnD 5e where gold is literally meaningless because you don't know the cost of a loaf of bread, let alone if its stale, fresh, or some other higher level of quality. Is magic so rare/expensive that a peasant on the street could never afford a single use from a wand of cure light wounds if he's injured or is magic so cheap and plentiful that many mundanities of medieval life are nonexistant as if there was modern technology but "magik"?
You can have a "retroactive" secretive effort put into building up the gray maidens before she even killed her husband, thus giving her the small army of already loyal women who just need smaller and less indoctrinated women who will just follow orders to be the lower level and more recent inclusions that the party disrupts in the Deathshead Vault. But if you don't want that, the Pakalchi Sahkil is in of itself a highly indoctrinating force, Kordatra Destaid is a former Asmodean who can very easily trick people into deals where they have no choice but to serve the Queen, and Zenobia is literally a vampire variant (admittedly without mind control powers but still) with plenty of manipulative prowess herself even from the sheer fact that she used to be seen as the highest pillar of justice. Some potential sexism:
There is another matter to consider at least for the original context of the AP back from 2007, which is dated now but can still be leaned into or not but is worth understanding: Ileosa was a big "women can take power" story, yes she is also super corrupt, which is strangely even *more progressive for 2007* but I digress. Other NPCs in the campaign specifically were given moral quandary around her being Queen instead of King, both because holy hell Cheliax has a Queen and look what it's like over there and because waman. Other female NPCs also were said to be rallying around her specifically because she was an inspiration to them, e.g. Sabina Merrin. As I mentioned, this is a very dated view by now, but having Zenobia as previously being considered not just the most fair and kind Justicar in Korvosa, not even most fair and kind female Justicar, would be pretty massive of a first impression for anyone brought in for indoctrination, let alone other considerations around serving a Queen. As for where this leaves us, the majority of the Grey Maidens as stated in the book are LN, not evil, and not good. Certainly they aren't all neutral because one stat block said so, but they certainly mostly are neutral with some inconsequential variance among the rank and file who don't know more. This means or heavily implies that the majority of the Grey Maidens are just misguided and with Ileosa defeated and exposed they likely could be guided back a cure with a little targeted therapy. But if we decide that we are going to do some sort of extended mind control, well, break enchantment defeats dominate person (with a good enough roll). Now in order to keep your players from accidentally or purposefully discovering and exploiting this weakness in Vavana (enchanter 9) or other's magic, it could be a more complex curse, held in power by the contract Ileosa has with Sermiganto. Once Sermignato and the castle is defeated, and the party finds Ileosa's contract, it becomes a matter of undoing the contract and then finally breaking the spell. This would allow you basically let them realize the problem, push them further to defeating Ileosa, potentially even peacefully (read without outright killing her), and then as a "post campaign credits roll" thing for one or more of your PCs, have them working on undoing this contract and curing the Maidens.
Kinda surprised this isn't a question that has been asked for even clarification (that I kind find at least) but does the paladin just get an increased channel dice over their lay on hands at odd levels 5+? It seems weird that they do but I can't see anything saying that the previous sentence isn't the RAW.
Bjørn Røyrvik wrote: I allow custom magic items, including a Staff of Wishes. Technically it's an artifact, in spite of the name. Ah yes, the arcane sorcerer spending 640,300 gp of party wealth (160,075 gp per player in a party of 4) to get a wish for 6 1st level spell slots, using those wishes to pay for 3,000,000 gp of inherent bonuses for the entire party, and still winning with ~6 extra wishes per day just from the inherent charisma without even using your previously existing spell slots or those 5 possible wishes in the staff battery itself. Balanced, as all things should be. [/s]
Pizza Lord wrote: Just because it doesn't say you can't have it appear inside a creature, now that means you can cast a flaming sphere inside a Huge creature or inside a gelatinous cube. I wouldn't allow it, even though there's a ruling for one school of spells and not another. Diego Rossi wrote: So, you can't make it appear inside a creature or in a location you don't see. Creatures don't block line of effect and you can see through a gelatinous cube by its own mechanics, so doesn't that mean you *could* put a flaming sphere inside a gelatinous cube (if all of its squares weren't boarder squares as a large creature anyway)?
The problem I foresee with this is that Laori is very not useful to the party, except in what spell utility she can offer as a potential first if not second cleric to the party. Trading cleric levels for pain taster directly strips that for no great mechanical advantage (welcome to the age when PRC's were almost universally bad). Plus, giving her levels in this makes it harder to justify any redemption your players may wish to attempt on her as a result of the events in Scarwall. If she's just a full ex-cleric, at least she can be guided to or find another god, but if she has this entire other class taking up half of her levels that she refuses to further engage in, well... it requires even more hand-wavium to make sense.
Kaouse wrote:
Lots of ways to steal fighter weapon training without actually being a fighter, let alone that if your gm is fine with letting the warrior spirit in, they probably won't object to the many other things that bring fighter (almost) up to power with a swashbuckler (though with none of the extra fun).
Occultist usually isn't walking into melee with a weapon every combat, so its far more niche of a case. The bigger cheese comes from fighter essentially stealing brawler's main mechanic of "swapping feats per encounter" by the even later publishing of the Intrigue books (didn't even realize that was the source, wow another reason for me to hate the Ultimate Intrigue rules) and Training weapon special ability. That's not to say that there aren't tons of more broken things you can do with the ability, but almost all of them come from other things that were published without people stopping to realize "oh wait, fighters can just have all the upsides of this without any of the opportunity cost downsides now".
Something to be careful with here is that you can't exceed a total +10 effective enhancement bonus on a weapon, meaning early levels they might stack perfectly fine, but by late level or even as early as 10 (with a high base enchanted weapon) you could be capped out and wasting the ability of part of either or an entire feature.
You aint gunna find many people sympathetic to 5e here, for better or worse. You can ask for suggestions on certain things, but this is a forum for people who play an remade edition of dnd that were very reticent to move onto a simplified dnd system. I would be surprised if you found another person here who enjoyed 5e let alone thought about converting an AP to it instead of just playing pf1e here. Just my honest 2cp. You could try a 5e reddit group likely with much better success though.
Panther Style (Panther Claw specifically) doesn't work off your attacks of Opportunity per round, which is the only relevant thing Mythic Combat Reflexes modifies. So you will still cap at 7 preemptive retaliatory strikes moving on your turn, and only your response strikes from can technically go infinite.
Another problem I will note is that as you progress in the game, all the monsters inherently stop becoming "common" except maybe relative to one another at similar CR, so the whole 5/10/15+CR difference really just gets thrown up into the air for GMs to basically just decide whatever. Personally, I just lock it at 10+CR, because lower CR monsters are inherently common, and vice a versa for high CR monsters. |