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Cpt. Caboodle's page
403 posts (404 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Master Han Del of the Web wrote: Opuk0 wrote: I'm suddenly interested in running a campaign where the players are either part of a large city guard, either working for it or pressed into service for one reason or another.
Does anyone have any good info on what to take into consideration in terms of how a city guard would operate? I was thinking of just reading up a lot on police chain-of-command and process and all that sort of thing, but I figured I should also look into the differences they would've had with a city guard in a medieval city. My biggest suggestion is to read Terry Pratchett's Discworld books. Guards! Guards!, Men at Arms, Feet of Clay, Jingo, The Fifth Elephant, Night Watch, Thud! and Snuff all have to do with the troubles of policing a fantasy city and nation. It has been an idea I've kicked around in the past too, and they have helped me get in the right mindset. While hilarious, they are also pretty insightful examinations of the civilization. ...and you will have good examples for high level characters in the night watch, with royal heirs, dragons, time travel, etc.
Berselius wrote: Wait, isn't this 5th Edition? How the hell can Volothamp Geddarm still be alive in Faerun? Hasn't it been at least a century since the Spellplague? It's... magic!
Shadowkire wrote: Earth Blast:
attack +15 (+7 BAB, +4 Dex, +3 Elemental Overflow, +1 Weapon Focus)
damage 5d6+19 (5d6+5 base, +8 Con, +6 Elemental Overflow)
I really like the flavor of the Kineticist. The only thing that bothers me is that, at this point, you enter combat with (at least) 30 hp of burn damage.
Fly is a 3rd level wizard spell, which allows you to fly. Wings of Air is a 3rd level infusion which allows you to fly, only better.
Jump is a 1st level wizard spell, which allows you to jump. Air's Leap is a 1st level infusion which allows you to jump, only better.
And while we're at it: jump gives a +30 enhancement bonus to the acrobatics skill check at 9th level, so you could easily come to a result of 60. How far can you jump with it?
(I want my kineticist to stand on the edge of a 100-ft-chasm, mumble "I can do this", and jump; roll for a result of 116 ft and land on the other side, not fall down after 30 feet.)
I see... seems logical.
Would be nice if a designer could confirm it.
Samasboy1 wrote: If you jump 30', you used a move action. If you jump 60', you used a double move action. If you jump anything more than 60' but less than 120', you used the Run action. If your skill check get more than 120', you only jump 120' as that is the "maximum" you can move in the round.
Anything that modifies speed will modify these distances. Armor and encumbrance will decrease them. Speed enhancers or the Run feat will increase them.
I like that approach (which makes Air's leap useful), but I don't think that it's supposed to be RAW.
Mark Seifter wrote: For this kind of build, I recommend getting some extra movement speed. So... do I read this correctly, it is 1? The Infusion (and the Feat) are useless, unless you spend money on magic items or invest in more feats or dip into other classes to get longstrider, or run, or whatever? (and even get a +4 bonus I wouldn't need...)
Mark Seifter wrote: ...if you roll high enough to move the maximum distance without doubling the second time, you can save accepting the burn, which is pretty useful. Air's Leap will double the distance if you accept burn. Kinetic leap will give you the +10 bonus all day if you accept burn. I'd say it is pretty useful. Unless you can't use it.
Ok, so at level 10, the maximum high jump distance is 64 feet.
That would be more than twice his normal move distance. (With a Take 10, the high jump would still be 54 feet.)
Even at level 5, a high jump of 30 feet could be accomplished with a Take 1...

While building an Aerokineticist, I came across the various jump-enhancing abilities.
Air's Leap gives always a running start to jump, adds 5 to
Acrobatics, jump twice as far or high as dice roll indicates,
accept 1 burn to double the distance.
So, at level 5, with Skill Focus and Dex 16, he has Acrobatics +14.
When rolling a 20 and accepting 1 burn, he will jump 156 feet. Give him Kinetic Leap, he'll even get as far as 196 feet.
5 Levels later, his maximum jumping distance will be 256 feet... this is quite interesting.
But... then there is this:
Acrobatics wrote: No jump can allow you to exceed your maximum movement for the round. How do I interpret the rules?
1. Jump distance is maximum movement. What is maximum movement? 30 (one move), 60 (two moves) or 120 (one run)? (At level 5, even when rolling a 1 he may jump 120 feet.)
2. Specific trumps General, so can he jump more than the Acrobatics skill allows?
If he jumps distance X, what kind of an action is it? Move, standard, full?
If it's 1. then the infusion and the feat are useless. On the other hand, if it's 2. it's absolutely overpowered.
How do you see this?
Guru-Meditation wrote: he has half a horse sticking out of his butt Thank you for that image.
Counter example:
Giant Maggot.
There are a lot of modifiers that can push your AC below 10. Low Dex, size, being paralyzed, etc.

Mark Hoover wrote: (...) Sure the villains are left up to the GM but the rules and customizing the PC is ALL you!
Please tell me that there's a way for me to be a little old school, a little new at the same time. Do any of you guys play the same way? Help me out here.
My definition of old school is vastly different. When we started back in the eighties, we all took turns as DM. Everybody knew the rules, everybody had copies of all the rulebooks (I mean real copies; you couldn't get your hands on the actual books); in bed in the evenings, I fell asleep with a heavy ringbinder on my chest.
Some of the guys I still play with, and although I love PF, there are so many rules and options, the players will come with a new archetype or option they want to play, and if I haven't read about it, I have to check their characters (one player in particular is very... creative when it comes to rule interpretation).
On the other hand, I introduced PF at my company, and now we have nice little gaming round. But they don't know the rules, and some of them can't be bothered to read them up.
Apart from one of them, they are all beginners, and now I do everything you described as being old school: explaining rules, showing options, giving hints, etc.
So, yeah, old school is we-know-all-the-rules, and new school is we-like-to-be-pampered.
But I don't mind. Both gamings tables are great fun. The new one even more than the old one...
The brakes of my car broke.
No wait, that was yesterday.
I got the bill today. €600.-
Try and look in this thread:
Ravingdork's Crazy Character Emporium.
Ravingdork has a page somewhere in the internet where all his creations (dozens, if not hundreds) gather together and wait to be downloaded.
-Markus- wrote: Wiz lv3: 1.5
Rogue lv3: 2.25
Trickster lv6: 3
Total: Bab +6 no change.
So if I don't round up there is no benefit for this combination.
Well, Wizard Level 3 has technically a BAB of 1.5 (as you pointed out). Do you round that up to 2? No. So why should you round up as soon as you add another class?
BAB Fractions are always rounded down.
Sorcerer Lvl 3 has a BAB of 1.5 (0.5 per level) = 1 rounded down; Druid Lvl 5 has a BAB of 3.75 (0.75 per level) = 3 rounded down.
Normally, when multiclassing, as a SOR3/DRU5 you'd have a BAB of 4; with the fractional BAB, you'd have 5.25, or 5 rounded down.
No need for an errata. This rule isn't new, it has been around at least since 3.5 Unearthed Arcana.
Turin the Mad wrote: - Passwall is waaaaay faster than the fighter chipping away with an adamantine pickaxe. Added bonus: dismissable.
Or adamantine dagger...
Mark of Justice is also a cleric spell.
I see it's quite tempting to view everything one doesn't like as a designer's mistake.
Mark of justice has been around for 15 years now. Don't you think that, in the various incarnations of D&D and Pathfinder, someone would have noticed and said "Oh wait, Mark of Justice makes no sense, lets drop it"? No, because it makes sense, and fills a niche that Bestow Curse doesn't.
kyrt-ryder wrote: I've heard/read in places that one could use the Bestow Curse Spell to bestow a curse which is only triggered under certain circumstances, rather than a constant effect but I'm not seeing anything in the text confirming such a claim.
Am I missing something?
There's a spell for that: Mark of Justice.
If you could do that with a Bestow Curse spell, Mark of Justice were useless.
Tarrasque (i.e. all Spawn of Rovagug) has DR 60/epic in hibernation mode, iirc.
If you want to cure large groups of people - an army, for example - nothing beats the witch. One cure per round, and assuming a 12-hour workday, she can deliver more than 7000 cures per day.
In the morning you can fight your battles, and in the afternoon, the witch repairs your army.
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Of course there are stats. Have fun!
Asmodeus Stats.
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I'm Hiding In Your Closet wrote: Read Terry Pratchett books. +1. Or search for "Cohen the Barbarian" or "Silver Horde".
Can you use an atonement spell to prevent turning into ooze?
Hi Kyle,
Your app works just fine on my tablet, and it has become a valuable tool at our table. Many thanks for it!
I have one problem, however, I wanted to install it on my phone (Archos P50 Platinum) as well, and the android store wouldn't let me.
Since the tablet is inferior to the phone in all aspects but the screen resolution, I suspect it needs a minimum resolution (the phone has 960 x 540). Am I right, or is it a different problem, and one that can be solved, please?
Perchance thou art a vampire... didst thou glytter?
Zhayne wrote: That's why you take 20. Okaaay, idk if you are serious, but in case you are: take 20 will trigger the trap.
Diego Rossi wrote: PRD wrote: Many Lives (Ex): At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function ifthe reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated. He should hope he will never be killed by a death effect or a undead that turn you in an undead, as he can't be resurrected and reincarnate don't work if you died that way.
Yes, but another Druid could reincarnate him via spell.
No, everything's fine. Go back to sleep, thread.

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Matthew Downie wrote: I don't think it would make such a major difference in military terms. Sure, in our world's history, that would be a big deal. But this is Golarion.
Let's imagine an army that has a few clerics. If we're assuming 25HP soldiers, I'll assume 3d6 channel energy.
A 30 foot radius is more than 100 map squares so if you pack your injured together, that's 100 people regaining 10HP per channel. (An ingenious army could do it more efficiently than that, since the radius is 3 dimensional; stack your injured in layers using some kind of scaffolding and heal several times as many.) If each cleric channels 5 times a day, that's 5000 HP healed per cleric, without them resorting to spells or wands, and without spending all day queuing up to use a single magic item. It wouldn't take many clerics to heal up your whole army.
Or you could hire one 5th level witch who cures 2d8+5 hp per touch with the healing hex, that's 14 hp average. In 8 hours, the single witch could (theoretically) cure 67200 hp, or 4800 treated soldiers - no need to stack them, just let them stand close to one another.
11) Daggerwatch Paladins annihilated in Olladra's Kitchen! Local match ends 14:2 - fans totally shocked.
In that case, I think PETA will want to have a word with him.
I don't think that it depends on how the cohort died. It's just the fact that he/she died when the PC tries to find another one.
PC: "So, you wanna join?"
NPC: "Yeah, well, don't know. I heard your last three cohorts died."
PC: "That's true, but it wasn't my fault. I gave them clear orders not to get themselves into a dangerous situation, but somehow they ignored me."
NPC: "Ok... I - I will think about it. I'll call you."
Now how about sundering the alchemist's bomb mid-flight... with an arrow?
Alexandros Satorum wrote: Cpt. Caboodle wrote: Errr... no.
The more I think about it, and the more entries this thread has, the clearer I see that my statement was wrong.
. No, dude, no. You can not just admit you were wrong, it seems tha tnobody understand the internet in these days. I'm sorry, I'm still learning this internet thing. I'll try to be more incompliant the next time...
FLite wrote: I would rule that if the PC had a readied action (or sundered as an AoO) that happens *before* the bomb is charged, and thus the bomb is inert. Naaah... where is the fun in that?
Eridan wrote: Holding a hand in a bucket full of water is not the same as been hit by a bucket full of water. We had that one already. A bucket of water doesn't explode like an alchemist's bomb.
Eridan wrote: This case is not covered by RAW. We have different solutions .. find one that fits best your play style and everything is fine. Right you are. And I'm going to test my solution on my players tomorrow.
Alexandros Satorum wrote: Cpt. Caboodle wrote: Orfamay Quest wrote: Time is not consistent across any single universe, therefore there is no reason to believe it's consistent across multiverses. That's basically special and general relativity in a nutshell. Subjective time is relative. that doesn't mean that the universe (or the multiverses) doesn't have a fixed, consistent time.
Please continue, I am not seeing how yru assertion could be true. Errr... no.
The more I think about it, and the more entries this thread has, the clearer I see that my statement was wrong.
I read something different into the first statement and replied a little too hastily. (If it's any excuse, I'm not a native english speaker.)
But I still think the argument with the different dates on Golarion and Earth is ridiculous...
Oliver Veyrac wrote: D&D = no physics. Yeah, ok, can't argue against that...
But still, I do like a teeny weeny little bit of realism in my game, and my players do so as well. I guess that no-one would protest if the alchemist gets the full damage.
In fact, I will try it tomorrow. We have an alchemist in the party, and his bombs are starting to get on my nerves...
EDIT: sorry, the quick derail turned out to be a u-turn. Back to you, OP.
Hmm...no. an alchemist's bomb is not a soda can. If you hit a soda can, you will be soaked a little.
An alchemist's bomb explodes with an area of effect of 9 squares (or, in the case of extended area, 21 squares) for xd6, and the alchemist stands at ground zero. We could talk about full damage, or reflex save for splash only, but not less.
So the alchemist touches the bomb when it goes off, and the sundering weapon does as well. Both get the full damage from the bomb. The weapon wielder gets splash damage.

Black Moria wrote: Cpt. Caboodle wrote: Black Moria wrote: Now, getting to Golarion, current year is 4714 AR. We know from Rasputin Must Die that current Earth year is 1914. Hence time is different relative to Earth and Golarion. How does the year count in any way prove that time flows differently between Golarion and Earth? Was Jesus born on Golarion 4714 years ago? Time flows the same in our universe.
However, our universe is inflationary. Galaxies are moving at tremendous speed within it. Since moving very fast cause time to slow, all galaxies are at different times relative to their Z value and to each other.
The IIS orbits the earth roughly every 90 minutes. Clocks capable of measuring time in thousands of a second on the ISS move slower than clocks on earth. Meaning, due to the speed of the ISS, time on Earth and on the ISS differ. Stay on the ISS long enough and you would lose seconds, then minutes and then hours assuming the ISS could orbit forever and you lived long enough (thousands of years).
The speed of the ISS is nothing to the speed galaxies are moving. Time will differ as a consequence. And how is that connected to an arbitrary numbering of the years?
Well, the alchemist has it in his hands when it breaks. How close do you have to get for a direct hit?
Black Moria wrote: Now, getting to Golarion, current year is 4714 AR. We know from Rasputin Must Die that current Earth year is 1914. Hence time is different relative to Earth and Golarion. How does the year count in any way prove that time flows differently between Golarion and Earth? Was Jesus born on Golarion 4714 years ago?
Orfamay Quest wrote: Time is not consistent across any single universe, therefore there is no reason to believe it's consistent across multiverses. That's basically special and general relativity in a nutshell. Subjective time is relative. that doesn't mean that the universe (or the multiverses) doesn't have a fixed, consistent time.
Orfamay Quest wrote: That said, there's no reason that another planet somewhere might not be in the age of the dinosaurs, or for that matter, the age of the trilobites. Or the age of the xyzzys, which we never saw on Earth but are the dominant life form on the planet Xyzzy. And this is just different speeds or paths of evolution and has nothing to do with different time frames or flows.
DungeonmasterCal wrote: We very, very seldom have new people join our group, which has been together for over 25 years. Most of the guys are pretty clannish, and outsiders just aren't made to feel welcome. I've tried over the years to bring in a new player or two, but met with very limited success. They usually don't last but a session or three.
Sad, that.
I can relate to that. Our "newbie" player has joined our group more than ten years ago.
There is little fluctuation.
You wouldn't need a readied action. Throwing a bomb provokes an AoO, and sunder is a legitimate option for an AoO.
A quick derail: what if your player had decided to sunder instead to disarm?
If the bottle was destroyed (which is very likely, given that it is supposed to break if it hits a hard surface), would the alchemist get the full damage?
Trex wrote: I found some encounters too easy for the PCs, particularly melee combat and as a DM newbee I didn't find trawling through the Bestiaries all that precise! This is my impression, too. The party is moving through the standard encounters fairly easily. We (or rather, I, the GM) had a lot of fun with the
and generally I think the random encounters are a bigger threat. In the Cloudberry Fields, the random encounter was 3 dracolisks, and they nearly tpk'ed the party.
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Maybe you should read this excellent explanation. This is how it worked in 3.5 and probably does so in PF.
At first I thought: 240 ton carrying capacity? That's ridiculous! A brachiosaurus weighs (per Bestiary) 37 tons - carrying six times its weight would turn it into a brachiosaurus stamp.
But then I saw the items in the stat block, and then I did the math myself... and again. And again... and my result says that the cc is even higher. 460 tons!
str 45 = 12800 lbs
gargantuan quadruped = 12800 x 24
heavyload belt = 12800 x 24 x 3 = 921600 lbs = 460 t
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