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Candice1203's page
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Surprised no one's noticed this...
Found a problem on page 52 with Zareen's spells known. Restore Eidolon is listed as a 4th level spell in her block, but it's a 3rd level spell, which puts her 1 over on 3rd and 1 under on 4th.
Lamontius wrote: Candice1203 wrote: Lamontius wrote: Candice1203 wrote: My group is currently in room D6 of Riptide Cove. The rogue detected the trap there, but I can't find anything on how it works. There's a disable DC, so something can be done to stop it from triggering, but with how it's set up, I can't see a simple trip wire working. Anyone have any ideas? do you mean, like how to visualize the trap or describe how it works? How it would work mostly, specifically how it would be triggered. Location makes me think a pressure pad, but grindylows don't seem proficient enough to be able to pull off a trap like that, and since it would be under water, it'd be easy enough to just not trigger it if that were the case. Keep in mind the description of the room:
"Seaweed fronds sway gently in the current in this broad cave."
In terms of a trigger effect, a trip wire or hook-catch hidden amidst the seaweed would most likely trigger the grille above to fall, pinning any beneath it to the floor who are encompassed in the squares the trap covers Thanks, that'll work.
Lamontius wrote: Candice1203 wrote: My group is currently in room D6 of Riptide Cove. The rogue detected the trap there, but I can't find anything on how it works. There's a disable DC, so something can be done to stop it from triggering, but with how it's set up, I can't see a simple trip wire working. Anyone have any ideas? do you mean, like how to visualize the trap or describe how it works? How it would work mostly, specifically how it would be triggered. Location makes me think a pressure pad, but grindylows don't seem proficient enough to be able to pull off a trap like that, and since it would be under water, it'd be easy enough to just not trigger it if that were the case.
My group is currently in room D6 of Riptide Cove. The rogue detected the trap there, but I can't find anything on how it works. There's a disable DC, so something can be done to stop it from triggering, but with how it's set up, I can't see a simple trip wire working. Anyone have any ideas?
Totally don't know how I missed that section. I've seen the sidebar a number of times, but always missed the actual countdown. Thanks!
I'm nearing the start of book 6 (players will be facing the Herald and Baphomet in book 5 next week), and I keep seeing a reference to a tight time table to complete book 6, but I'm not finding it. By the book, how long do the PCs have?
Have to represent an absent race!
Sylvanas, Human Gunslinger, Stolen Fury
Jaina, Human Paladin of Iomedae, child of the crusades
Aveline, Human battle Oracle of Desna, touched by divinity
Raeyn (and Stohrm, her eidolon), Kitsune Summoner, Riftwarden Orphan
Name: Nowa
Race: Half-Elf
Classes/levels: Sorcerer (Sorceress) 2
Adventure: Shards of Sin
Location: The Crow, 4th floor
Catalyst: Very low acrobatics
The Gory Details: Trying to cross to the platform over the pit of water, the group's Witch, Rogue, Cavalier, and Bard all make it fine, Nowa fails the check to swing over and falls to her death (9 current HP, 14 CON, 38 lethal damage).
noblejohn wrote:
D3: So is the wheel in the middle of the room and on the slab? If it is, then setting off the icewall trap seems unavoidable as stepping off of the slap is the trigger - I don't get why the trap would be unavoidable.
D6: The plat form will tilt when you first step on won't it? Does this set off the trap?
Thanks for the comments.
Spoilers for Blood for Blood within
D3: The columns emerge from the sheet of iron on the floor, and the wheel is in the middle of the room. It's a test of endurance, so from the sounds of it, the objective is for the players to set off the trap and survive the cold for the duration of the effect... though there are ways to avoid it, such as levitation or other magic that would let the party turn the wheel without stepping on the iron sheet.
D6: Yes. However, just setting off this trap doesn't automatically mean they fall off the platform, they get the DC20 acrobatics check first, and then the DC15 reflex save.
noblejohn wrote: Can you help with D3 - Test of Endurance. I can't figure out where the wheel is in the room in relation to the metal slab. From what I read, the wheel is in the middle of the slab and the trap will be triggered as soon as the go to the wheel to turn it?
Also, I don't understand how D6 tilting floor would work. How could the PCs keep the floor balanced? Are the just walking across very carefully and if they pass the acrobatic check they are all ok?
Thanks for the help and any other ideas or notes about Armag's Tomb.
D3: The map seems to have the answer to that. The wheel is in the middle of the room, and looking at the map for D3, the entire middle of the room has the sheet, so I would say the wheel is in the middle of the sheet (the 20' by 20' gray in the middle of the room)
D6: Possible spoiler warning for a movie---If you've ever seen National Treasure: Book of Secrets, near the end Ben and company end up on a tilting floor trap. In order to keep the platform balanced, they each move to a corner to keep the platform level. The PCs would keep the floor level by doing that or gathering in the middle of the room. From the description, the "floor" of the platform is sitting on a single pillar in the middle of the room, so whichever side is heaviest would tilt down.
Hope that helps.
I think we need to wait for an official response from Paizo to answer the proficiency question. As for Reach, and this surprises me... Ultimate Combat's Exotic Weapons table has a range on Scorpion Whip as "--", which in all other cases, would mean 5 foot range (Page 145 if anyone wants to confirm this).
There's nothing in RAW to prove it either way, just conjecture on both sides. On one hand, the description does say "If you are proficient with whips, you can use a scorpion whip as a whip." But on the other hand, it also doesn't confirm there is no "Exotic Weapon Proficiency: Scorpion Whip".
As for another source (again, not RAW, but as close as I can find), there is... this: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/whip- scorpion.
On the topic of whip proficiencies, and using Hero Lab, I can't even find a proficiency for "Scorpion Whip" (or Whip, Scorpion as it would put it) specifically. It has "Whip", "Whip, Nine-Section", and "Whip, Training". This also seems to match with what Creative Director James is quoted as saying in Grick's post.
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