Sajan

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Organized Play Member. 20 posts. No reviews. 5 lists. 1 wishlist. 3 Organized Play characters.


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Spoiler:
One of my players is attempting to ghost step through a wall in the Pinnicle of Avarice. In the ROTLAE book on page 346 it states
Quote:
Any attempt to physically bypass a wall or door by an effect like passwall or transmute rock to mud that doesn't deal hit point damage is prone to failure - unless a spellcaster attempting suck an effect can succeed at a caster Level check (DC = 30 + twice the spell's level), such spell effects automatically fail when cast.

So being that she is not a caster and is trying to bypass a wall without doing physical damage, the effect fails and she can not pass through the wall. At least that's the direction I'm leaning. Is there something I'm missing?


I was just looking into this because I had the same question and for anyone else looking for the answer this is what I found.

Based on the wording it is one negative level per day rather then all of them in one save. "A creature with temporary negative levels [plural] receives a new saving throw to remove the negative level [singular] each day"

At least that's my interpretation.


I ended up running the module Seven Swords of Sin when our group was around that book in ROTRL. It will help fill in some xp gap at 7th level and it takes place in Kaer Maga which is in Varisia. Without any spoilers the story has to due with a relic from Thassilonian times which thematically fits in perfectly.

There are two things to keep in mind if you are going to run Seven Swords of Sin, one of which may be a big reason your group in particular may want to forgo this one.

1) It is written for 3.5 so you will have to convert it over to the Pathfinder rules.

2) It is extremely dangerous and while no PCs died when I ran it there were many close calls. Your PCs would only be in worst shape if they died here.

and finally

3) There is a very powerful reward at the end that may imbalance your game.

If you play with it and make it your own in terms of danger and balancing, story wise it would fit right in.


Thanks guys. I should have kept reading. I'm in a bit of a rush because the game's starting soon.


I'm planning to use Broken Souls from Bestiary 4 and their touch attack does Dex damage and Convulsions. I can't find where Convulsions are defined. Can someone help guide me to where the rules for this ability is?


Lifat wrote:
My party dealt with it by not being outside in the mountains for long enough for the altitude sickness to really affect them. I mean they aren't going to fail the first couple of saves and when it became a problem they simply popped Magnificent Mansion and rested. This means the DC on the Altitude sickness resets for the next day. At one point they switched tactics and turned themselves into air elementals.

Correct me if I'm wrong but, doesn't altitude sickness effect people at high altitude even indoors? I think it has something to do with smaller amounts of oxygen to air ratio and a difference in air pressure... which wouldn't change much indoors unless you have a pressure chamber and oxygen tank on hand.

*EDIT* Just read the spell, and saw the mansion is extra-dimensional. I guess that would work.


Some good stuff here. You'v all definitely answered my question. Now that I have a couple of ways to keep them on their toes, casting silence wont be a knee jerk reaction for them every time they see a caster. Thanks again. :)


Thx for the responses guys. So far they have been good suggestions but not for a single wizard... I was thinking though, do wands require verbal commands to activate? If not then I guess I could give them wands of spells I want to make sure they can use... a wand of dispel or dimension door.


Hey guys. So I have a group of players that like to cast silence on a piece of their armor or a willing party member and then rush my casters. Sometimes I have my caster guarded by monsters or NPCs of some sort so I can maneuver my caster outside of the silence range, but there are times where the room is too small to maneuver or the enemy caster can't leave the area. It's a great strategy on their part but it's one that's easily exploitable unless I find a counter to it to keep them on their toes.

The question is what are some ways that a single caster can negate the silence spell assuming he can't leave it's effect?

Dispel magic won't work because it has a verbal component. But a Silent Metamagic Dispel Magic would. Any other thoughts?


If I'm reading Transformative right no.

Transformative: "This special ability can only be placed on melee weapons. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness..."

I wouldn't say Clubs are the same general shape as gauntlets.


I too am having trouble understanding the question so I'll try to answer it in two ways.

If person A disarmed person B and the weapon is on the ground.

Person B could attempt to pick it up but it would provoke an AoO.

Person A could attempt to pick it up on their next turn if person B did not pick it up on their turn and person A would not receive an AoO from person B unless person B had Improved Unarmed strike or another melee weapon in his hand.

Edit: Also you can not use an AoO to do anything other then an attack action. So person A could not use his AoO to pick up the weapon when person B goes to pick it up.


I believe that there should be things adventures should fear. However there should be a way around every situation or an alternate way to approach it.

It does sound like you got a bad wrap in the sense the way you described it, it doesn't sound like the incorporeal creatures should have been able to sense where you were to launch their ambush.


James Jacobs wrote:
BackedUp20 wrote:
** spoiler omitted **
The monsters are indeed also affected by the fog; they can take advantage of it as surely as the PCs, though.

Thank you James. I didn't expect an answer from the lead developer but it was a nice surprise. :)


Spoiler:
In Lamashtu's Shrine where the Guards and Wards spell is in effect, are the monsters and enemies here also effected by the Fogs miss chance when they strike at players or are they immune to the effects somehow?


Scrynor wrote:

From the description of stunning fist.

"These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration."

That clause made me assume that sicken + sicken == nauseated, but not if both sickens come from stunning fist.

Does it not?

I can't say I know for sure. But the rule states for stunning fist that "A creature sickened by Stunning Fist CANNOT become nauseated if hit by Stunning Fist again" but I can't find anywhere else that it says that the Sickened condition DOES normally stack to equal nauseated. That doesn't mean that rule is not there just I didn't find it with the few minutes I spent looking for it.

If you can find somewhere it say's that sickened + sickened = nauseated rather then just inferring it does, then I would allow it at my table.


If your going by RAW stacking is explained on page 13 of the core rule book.

Core Rule Book wrote:
Stacking: Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa.

So I would rule that no, unless otherwise stated those bonus would not stack and the player would only receive the higher of the two choices. In this case +2.


Name of PC: Frost (First PC death of the campaign)
Class/Level: Male Inquisitor, 7th level
Adventure: The Skinsaw Murders (Anniversary Edition)
Catalyst: Scarecrow (Construct)

Plot spoiler:
The Party discovered the Shadow Clock Tower in Magnimar and just began their search of the first floor. Undisputed group leader, a no nonsense human inquisitor named Frost is searching a cart in the middle of the room and out of the corner of his eye sees the Scarecrow Construct throw off his cloak and swing his large scythe at him.

He isn't taken by surprise but he isn't quick enough to act. First swing from the Scarecrow cuts him pretty good but its the second that gashes him horribly on the chest (doing a whopping 53 points of damage). Frost survives the massive damage and even though that strike would have brought a normal man down, Frost has a knack for holding on to consciousness.

Before the construct can swing again, Trig, the group's aloof gnome wizard casts a spray of grease to cover the constructs weapon which immediately slips from his hands.

Frost knows the groups in trouble and he is faced with two choices run or fight. He picks the third choice and attempts to run... with the constructs deadly scythe in hand to help the party out. Unfortunately with the grease still covering the weapon he too is not able to get a grasp on the weapon from the floor.

Good plan, but unfortunately for frost the scarecrow still has its meaty fists and proceeds to beat Frost as his attempt to pick up the slick weapon failed. It was the Scarecrow's final backhand that put Frosts lights out for good.

At least until the Party finds a way to bring their leader back.


mjb235 wrote:

Have an adorable child meet them at the gates, grab the cloak of one of your players and say in the sweetest voice:

"... But m-m-m-m-mister... Who's gonna save us if you are g-g-g-gone?"

Hahaha, that's evil.

@OP

I would go with what NobodysHome said. Just keep in mind the reason a lot of people like to play game's like Pathfinder is because of the freedom it offers. If you try to railroad the players down a very specific path and they can tell that's what your doing, they may loose some of their interest. But let the consequences be real, meaning the story goes on with or without the PC's. They will feel like they are missing out and head to where the story is taking place.


Ok thanks. What's confusing to me is I've never had a GM say all items are 25% off in this city. But thanks for the reassurance.


Hello. I'm new to posting and I'm GMing my first AP sometime in the near future. I'm prepping RoTRL AE and while I'm reading the Appendix 2 detailing Sandpoint, I find this on page 382 regarding the market in section 35

Rise of the Runelorlds Anniversary Edition Adventure Path wrote:
It’s very rare to see any item worth more than a 500 gp base value go on sale at this market, but prices are generally 75% of the regular asking price.

Can I get a clarification on what exactly this means mechanically for the game?

The way I interpret it (probably incorrectly) is that there are no items above 500 go and everything is 75% of what they should cost. That just doesn't seem right to me though.