As for the question: "If they have to roll each time, why can't they just roll again if the first was a failure". That question makes no sense.
Sorry, I was working a night shift at the time and had night time brain...
What I meant to write was... If you have to roll for each +1 cloak, what is the point if you can keep trying again. There is no time limit or resource being tracked, what stops, hinders, or even confounds this roll... What is the point of the role if you can try again without consequence or penalty?
I know I'm going to be the GM for Mummy's Mask and want to understand the purchasing rules... I'm very much involved with a group that just sell the looted items and buy the functional main stat boost items etc... I'm not going to force items as that is a douche bag move, they are a great group, we just always use the main items and rarely adventure outside of the main core rulebook...
I'm looking at the settlement rules and I'm confused to the purchase of multiple magic items of the same type...
If a group wishes to purchase cloak of resistance +1 they are required to roll a 75% availability chance...
If the item is available can they purchase multiple +1 cloaks? Or do they have to roll for each cloak? If they have to roll each time, why can't they just roll again if the first was a failure?
Should the Undine Adept archetype also have the access to the Aquatic terrain domain?
If yes can it be changed, If no, why? Is this an oversight? with the many options available, is this a conscious decision not to include this domain, did the author not know of its existence? I didn't until recently... I’ve included some quotes that highlight why I believe this is an oversight…
Undine Adept Archetype - Advanced Race Guide
An undine adept dedicates herself to preserving the knowledge of the first undines and ensuring her people's ancient connections to the natural world remain undisturbed. They serve as the keepers of the roots of the undine people and as their protectors.
Quote:
Domains - An undine adept who chooses a domain must choose the Community or Water domain, or any subdomain of those domains.
I understand that the Aquatic domain is not a subdomain of Water but maybe it is more of a substitute domain for the Water domain.
Aquatic Terrain Domain - Ultimate Magic
Quote:
Presented below are rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains.
When it mentions elemental domains it I assume means earth, air, fire, water? Just better focus.
Quote:
Druids are devotees of nature, protecting the bleakest deserts and most verdant forests. Through their kinship with animals and the elements, they learn the most potent secrets the natural world has to offer, and can call upon great power in the form of both magical abilities like wild shape and a wide array of thematic spells. Whether tapping the fundamental magic of the elements or relying on the teeth and claws of wild creatures to accomplish their goals, druids are forces to be reckoned with, and those whose actions threaten the wild places these nature folk hold dear had best be prepared to suffer the consequences.
Quote:
Presented below are rules for animal and terrain domains—domains for druids whose focus is more specific than the Animal, Plant, Weather, or elemental domains. A druid with the nature’s bond ability can choose an animal domain or terrain domain listed here instead of one of the standard domains. Just like cleric domains, animal and terrain domains have granted powers and domain spells, and a druid who selects an animal or terrain domain gains a domain spell slot at each level. A druid who worships a deity (as opposed to nature in general) cannot select an animal or terrain domain that contradicts or is outside of the portfolio of her deity.
The power of the Aquatic domain means that certain undines can be healed or commanded... They can be effected by the domain but are unable to access this with their racial archetype for Druid...
Just food for thought... Maybe an FAQ clarification would be great...
breeze-kissed trip or bull rush attack is a standard action... could be used as a readied action, if you wanted to try to prevent an attack like this, though.
Cover... lol.. That's why I was close... I understand too close for an archer... The -4 for lack of Precise Shot and a further -4 for cover was why I wasn't attacking the Ettin to begin with... Either way those crits would kill any of us... I also moved in closer for when the combat was happening on top of the rocky outcroping... I was using the range finder on the d20pfsrd to calculate the distances and LoS... I needed to move closer for that...
At least Bear'f saw this coming :-p
The only thing Bear'f has up his sleeve is his breeze kissed ability... It's a swift to activate (which it was) but then doesn't state the action type after to change this effect to a Trip or Bull Rush attempt to a creature within 30ft...
”Albern, Nicely done… Are you sure you’re not an elf I’ve too much in the way for Jebline… I’m clearing a path!?” Bear’f studies the lone Goblin dog and then fires an arrow and moves swiftly…
Move Action: Studied Target (Goblin Dog) (+1 To Hit, Dmg and know checks) Standard action: firing an arrow at Goblin Dog 1d20 + 6 ⇒ (7) + 6 = 131d8 + 4 ⇒ (8) + 4 = 12 Free action: 5’ step South
”Mr. Reeves, Watch out!” Bear’f moves swiftly, studies his target and then fires an arrow…
Free action: 5’ step east Move Action: Studied Target (Jebline) (+1 To Hit, Dmg and know checks) Standard action: firing Thistle arrow. at Jebline's 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 181d8 + 4 ⇒ (8) + 4 = 121d6 ⇒ 6 rounds of Bleed
No precise shot. The -4 to Dex for being Entangled, are we including this in our to hit or are you adjudicating this?
Cool... It's one of those small changes... That get's overlooked... I only looked at the condition due to the dog being on the battle map, as I thought the same as you...
A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
www.d20pfsrd.com wrote:
Disabled
A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.
Continuing to move further from the undergrowth… Bear’f moves closer towards the Goblin and their master… Then letting loose an arrow towards the remaining Goblin…
Move action: moving 20’ north-west…
Standard action: firing an arrow at pink goblin 1d20 + 5 ⇒ (13) + 5 = 181d8 + 3 ⇒ (3) + 3 = 6
Emerging from the undergrowth… Bear’f moves towards the area of enchanted vegetation… ”Anybody needing the restorative powers of Tanagaar? Then letting loose an arrow towards the entangled Goblin…
Move action: moving 15’ north-west towards the edge of the Entangle
Standard action: firing arrow 1d20 + 5 ⇒ (1) + 5 = 61d8 + 3 ⇒ (7) + 3 = 10
Hollering toward Rafaelis with some playful jest in his voice, “Well done… not bad for a city type!”… Bear’f Flippantly Loads his bow and takes aim and studies the Goblin outrider… “Albern My First World friend, Duck” then letting loose an arrow…
Almost feeling that he is under the effects of Haste, Bear’f feels the fluidity of his fellow’s actions… Studying Albern’s Entangled foe… letting loose an arrow…
Hiding among the natural surrounding Bear’f slips from view with grace… He looks anxiously towards the ambush sight, wielding his trusty bow with an arrow nocked ready…
I understand the meaning of the thread, though instead of being the beginning I believe it actually propels the game into the GM choosing what is and isn't allowed and thus enriches the game further.
For instance, the Hybrid classes are clever and cover many ranges that means you do not have to have 9th level spells at 20th level to be effective... GM's do not need to fear Miracle and Wish as they can restrict by allowing classes that have no 9th level spell progression...
The beginning of the end will happen only when people lose or do not control their games. Bloat happens when you engorge yourself unhealthy with the options available.
Studying the tracks and listening to the banter of tactics, Bear’f wonders could this all be a trap? "We could follow them but maybe they’re expecting that…"
Take 10 on K:N = 15 Take 10 on K:L = 10 Take 10 on Survival = 19
“I agree we have little choice though…" looking deep into the forest…
Looking towards the halflings, Bear'f nods... "fella's it a little odd that you would converse without wanting us to understand... Is there any thing else we should know?"
Bear’f listening intently to the hubbub of the group, gets lost in thought until Albern addresses him directly “Oh the were rats and bats issue… I understand that humans can be a little muddled at times and this recent outburst of transmogrify surely must have taken its toll on them this evening…”
“Thank you Brethon… On the note of compensation for the arrows and alchemist’s fire, reimbursement through the sharing of wealth would be greatly be appreciated though… ”
Bear’f looks towards the weapons locker and thinks shame there was no nice arrows in the there… He sits back at the campfire looking as though he is going to settle in for the night… waiting for the forest to send more challenges their way…
Bear'f looks at the flaming bat... Her ability to sap our very essence from us and their duplicitous nature allows my conscious to be clear that we leave them to die. However we should honour their beliefs... Does any one know anymore about this river rat?
Pulling out another flask from his belt, Bear’f preparing to launch it at Hanull…”Nothing can be gained from your death, listen to us and surrender and we can help you find a way of ridding this taint from yourself and Adula…”
Readied action to throw the flask at Hanull should he continue to ignore the offer of surrender. Any fleeing or attacking will trigger this action.
If the ready is triggered:
1d20 + 5 ⇒ (16) + 5 = 211d6 + 1 ⇒ (2) + 1 = 3 and hopefully a fly check is needed for taking damage while flying DC10
I'm posting a little early as I'm about to go to work.