I'm getting started with 2e and my first homebrew. After conferencing with my players, we are in a new, created world and we would like to have our own deities/pantheon. I haven't seen any specific rules for creating deities in 2e. Have you? Also (or possibly instead), what rules should I read again to help guide me in creating a deity? Thank you.
Hey. It came up last week and I was wondering: If the target of the spell makes his Reflex save, where does the flaming sphere end up? Does it share a space with the creature? This doesn't seem right as the sphere has mass of some sort. Does the creature choose a new square to move to as a result of the Reflex save? This doesn't seem right as it specifically says it can't make unwilling creatures move. Does the sphere bounce back or move to a new "free square" in response to the save? Seems most likely but Reflex seems like a move out of the way response instead of a deflect to a new location thing. What do you do with this? Thanks.
Bearded Ben wrote:
Thanks so much.
Jiggy wrote: Uh, retrieving a stowed item is a move action, not a standard. Oh wow. My whole gaming group has been playing that it is a standard action thus making the possession of a haversack of high importance. I know several people who are going to be happy to learn that. So would pulling the extracts and mutagens be a move action for the alchemist?
We have never had an Alchemist in our game and tomorrow night I am starting the Jade Regent AP with a player who has chosen to play one. I have read through the class description several times and I find myself confused on how extracts, mutagens, and possibly bombs work. Especially in regards to where they are stored and the time it takes to pull them out. Reading the bomb description, I get the impression that the catalyst is basically a spell component created for the creation of bombs and thus pulling out a catalyst vial is part of the standard action that is creating and throwing a bomb. Extracts and Mutagens feel like really specialized potions however and thus it takes a standard action to pull out and another standard to use. (Making a Handy Haversack very useful for alchemists) Are these correct impressions of the rules as they were intended? If not, I am open to having my mind changed.
Pg 32 The Lonely Barrow
Pg 34-35 Rigg's Stat Block
Small errors I noticed in Grigori's stat block during my read-through of the Kingmaker 2. Pg. 11: Grigori is listed as having 8 rounds of bardic performance: this should be 18 rounds [4 + 4 (Cha mod) +10 (+2 for each level after 1st)]; Perform (Oratory) skill should be at +16 because of the Skill Focus feat.
To be specific to the case, it was the result of a crit card. The language said something like "pushed them back, knocking them prone". That said maybe they can't actually fall to the ground as a result but it seems that there should be some sort of consequence to that amount of force being applied unexpectedly to a flying, especially a naturally flying, creature. I can see where tripping wouldn't work on them, their legs aren't what is holding them up. However if the trip attack (or a grapple) fouled the wings, seems that they would be subject to falling prone, emphasis on the falling.
This question came up in last night's game and we couldn't find any rules that cover this situation. In this particular case it was something with natural flight (ie wings) that was knocked prone (result of a crit card) and we weren't sure what to do. Eventually we ruled the flyer fell but had the Fly check to avoid the falling damage as described under the Fly skill. Anyone know what happens or where this situation is covered in the rules?
Seems to me that is just another way to get around the rules. Non-proficiency with weapons is already covered and I think that that is what should be enforced. However that is just my opinion. On a related note, I have a player who wants to build an improvised weapon master and use arrows (like daggers which is stated in the rules) but when I bring up arrow breakage he gets all rules-lawyery and says "Arrows only break when fired from a bow." I can and will overrule him (probably give a 50% chance of breakage with a hit)but I am wondering if any rules cover this situation that I missed.
Did I miss something? Is there some guideline for which level of point buy to use for Adventure Paths in general or Kingmaker in particular? I have time to fix it before my first game on Saturday but I was unaware of a guideline for character stat generation and just went with the Epic as that is always our fallback. I have 7 PCs though and I hate it when the adventure is a cakewalk and I don't have a lot of time to rewrite which is why I chose Kingmaker.
I think I know what I will do now. Thanks for all your suggestions and clarifications. While we are on the subject, on Page 63 of the core rulebook it describes how the paladin can summon the mount to her side. It never mentions that it can be dismissed in anyway. As a holdover we had just been dismissing the mount, *poof*, in tradition of older rules sets. However when I looked closer at this section I realized that that isn't correct as written. Now if she summons her mount into an area it can't get out by itself it is *stuck* there and subject to any dangers at that location until she can summon it to another location. Do you guys think this is an accurate interpretation of the rules?
KenderKin wrote:
Are you saying you suggest just making it a 10th level animal companion Pegasus? I ask because the restriction from the cohort (2 levels below the paladin) seems to help balance the flight and intelligence of the Pegasus that a normal mount wouldn't have.
I have a 10th level Paladin in my game who wants a Pegasus as her mount. She has the leadership feat to have a cohort. My question involves what level the Pegasus comes in as and its max level in relation to her and how this relates to the "animal companion" progression. Cohorts have to stay 2 levels below the Leader so does that mean the pegasus counts as an 8th level companion? or since it is a paladin's mount it is a 10th level companion? Thanks for any help. This particular juxtaposition of rules are very confusing to me.
Another question I have is the ability increase. In Alpha it mentioned +1 to two stats at the indicated levels. In beta there was no mention as to what the ability increase is (just +1 to one stat or two or what). And now with the final product that is also not included that I have seen. Anyone have any thoughts on this or maybe found the rule where I didn't?
Our group finally has finished book #3 of the Rise of the Runelords Adventure Path and will be heading into Book #4 in a month (after all vacation is over) with the new pathfinder rulebook in hand and characters rebuilt, etc. I was reading ahead and was stuck by something mentioned in the Taiga Giant's stat block on page 84. After summoning spirits a Taiga Giant is immune to illusion spells. Invisibility is an illusion spell so why would they need to "See Invisible" on top of that? Thanks for your time.
I wasn't sure if I should put this question here or in the adventure path section but decided as it was a question of applying the new rules to an old module it should go here. ;o) I am running the RoTRL AP and will soon be starting the skinsaw murders. We are also playtesting the alpha rules for pathfinder rpg. Anyone have any suggestions on how to run the mechanics of the haunts since Turn checks aren't in this edition of the rules?
Jank Falcon wrote:
The level requirement got overlooked in the excitement of figuring out if the staff was masterwork. We got hung up on that and left it for next session wherein I hope to have an answer for him.
One of my players has a bonded staff that he chose at first level. During game last night everyone made 2nd level and had some extra coin to spend. He was looking into enchanting the staff. We ran into the problem that his staff isn't masterwork as he couldn't afford one at 1st level. My question is this: as the rules are written, is it intended that he should have to rebond with a new masterwork staff in order to enchant it? OR is there a way to spend gp (300 gp) to make the staff masterwork in this specific instance? OR is the staff made masterwork in the process of becoming his Arcane bonded object?
Further question concerning the DC formula. In the SRD the formula for Supernatural Abilities is: 10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma). Yet in the Alpha 1 release the formula is: 10 + the spell's level + the caster's charisma modifier. My question is why isn't the cleric's or druid's level calculated in the DCs instead of the spell's level? My thoughts on this are that a supernatural ability from a 10th level cleric should be harder to resist than that from a 1st level cleric.
If you are using a trip weapon, like a spiked chain, does the player get the benefit of weapon focus when performing the Trip combat maneuver? If you are using a trip weapon to perform a Trip combat maneuver does the player get to do weapon damage as well as the trip results? If the player has flank with an ally against the enemy, does the player get the +2 flank bonus to their combat manuever roll? All these questions came up in game last night. Our group couldn't find the answers one way or the other on any of these.
I like the skill power mechanics as written. However I agree that further options would make things more interesting. I am the player in the games I participate in that play things a little differently than the others (may have something to do with being the only female in a group of boys..;o)) Suggestion: Maybe have a choice of 2 to 3 school powers at each of the levels they are acquired. Example:
and so on. With more choices within each school each wizard specialist would have their own flavor.
Our games have used the skill Use Rope frequently; for tying up prisoners for questioning later, tying party members together for navigating difficult terrain (narrow ledges etc), and grapple and rope for setting a line for climbing up, to list the most commong usages. With the Use Rope skill included in the Table 5-3, it implies that it still exists in some form, but the dash next to it leaves me confused. Reading through all the skills left me with no idea of where this mechanic went. A simple Dex check could replace the skill but that leaves me unsatisfied. I agree with the previous posters suggestions of skill checks for using ropes in specific situations. But if we are going to go that route an arguement could be made for Craft (basketweaving) as a possible skill that will use rope. Basketweavers use many kinds of knots and further many kinds of materials to make them in. I suggest that the use rope mechanic needs to be specifically addressed in the skill descriptions or elsewhere (a possible subset of the grapple rules?). |