Rakshasa

Chinasaur's page

Goblin Squad Member. Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 4 Organized Play characters. 1 alias.



Dark Archive

This feat is not limited to core fighters only, correct? In other words, a fighter subtype like a paladin, undead scourge, barbarian, whatever, can take this feat, true?

I am having problems with my electronic sheet and want to make sure I am not getting the basic rule wrong.

Thanks.

Dark Archive

So, what happens to the occupants of the extradimensional space if the spell is dispelled? Are they returned to the plane where the entered? Are they trapped in the manse? Is a rift created?

This is about to happen in a game I am running and I would appreciate some suggestions for outcomes.

Thanks!

Dark Archive

So, I have a group of brave adventurers who tried to just waltz into the top floor of the Pinnacle to apparently have it out with Karzoug. I think they were surprised by the strength and array of the forces that responded to the alarm.

As a side note, I created a document that details the order in which various forces respond to the incursion, including how many rounds after the general alarm they arrive, full state blocks for each of them (this is not provided in either the original or anniversary edition), their tactics upon arrival and a good deal of supplemental information about the NPC’s, including details about Khalib’s spells. If this would be of any use to anyone else, I would be happy to post it, I just don’t know where. It took me a couple of hours to put together.

Anyway, after being beaten back, the PC’s have retreated to a Mage’s Magnificent Mansion about 50 yards down the stone ramp from the entrance hallway. At this point, they were fleeing the two Rune Giants and Khalib. We ended the session at that point as it had taken us 4 hours to get through 12 rounds of action.

I imagine the PC’s plan is to either buff and heal for a few rounds and then pop out or to wait longer and fully rest to recharge their much diminished spell reserves. I have a couple of ideas for either instance but I thought it would be fun to get some input for other suggested surprised that I could set up once the PC’s emerge from the manse.

Thanks!

Dark Archive

Are you kidding me? Let me get this straight - Let's assume that a caster is able to overcome a pretty high SR, which is pretty easy to do at high levels. If the powerful opponent makes the save, it becomes immobilized for one round, again, after making the save? That is silly, especially for a 3rd level spell. They are better off failing and taking the nominal damage and then being able to act on their initiative.

Consider one of the bad badies in the Pathfinder pantheon - Karzoug the Claimer. His SR is 24. His will save is so high, that saving against something like Terrible Remorse will happen lest he rolls a 1. So, if a PC with a brace of these spells won initiative, they could endlessly immobilize Karzoug, based on his making the save, allowing the other party members to pound away at will simply through the repeated use of a 3rd level bard spell???

That is simply nonsensical.

Dark Archive

What I had thought was a one-time case of sniffles in God's Market Gamble has apparently broken out into a full on contagion - Chase Rules! Simply put, they are awful.

If you want a sure way to grind a free flowing game to a halt, insert an encounter using these contrived and artificial rules.

I just came back from GenCon and played the Runecarved Key special and Rise of the Goblin Guild. Both have chase scenes. Both chase encounters ruined the game.

The GM's don’t like it and the player hate it.

Look, I get how these things come about. In a vacuum, I am sure it sounded like a good idea. However, when actually playing, it is stultifying and lame. This is already a rule heavy game. There simply is no reason to create a separate set of rules for every conceivable situation.

You have good GM’s and a great set of rules. Let these things get sorted out via role playing – the very point of the game!

In games I run, I will not run the chase system. I will instead use words (imagine that!) to create a realistic chase wherein the PC’s can use whatever skills and abilities to their best to run down their quarry.

Kill the chase rules before they kill season 4!

Dark Archive

I am about to launch a high level scenario. Our group's SOP when it comes to challenging encounters recently has been to summon a bunch of stuff, toss it in there and then go in to mop up the rest. Well, I am trying to get this practice under control. I will resort to arbitrary rulings if I have to, but would like to have some rule support first.

Am I correct in my read that a summoner can only have one summoning active at a time? I have other casters in this group that have their own summon spells. Can anyone suggest any limitations, rule based, creative or otherwise?

Thanks.

Dark Archive

I have a player presenting with an Eidolon with a crazy AC. To cut to the chase, do rings of protection and amulets of natural armor stack with natural armor evolutions? Can Eidolons wear these things? I know they cannot wear armor.

Thanks!

Dark Archive

If a PC fails a save and is poisoned and if they take some ability damage, what happens to that ability damage if a save is later made? I assume it remains until it is healed in some fashion.

Thanks!

Dark Archive

Any help? I can't seem to put my hands on it.

TIA!

Dark Archive

Two questions about this spell:

1) Does this spell require a concentration check after the spell is cast if the caster is attacked or otherwise disturbed; and

2) After the spell is cast, can the caster take other actions in subsequent rounds other than directing the sword?

TIA