komoda wrote: Except both readied actions and AoO's clearly state they happen BEFORE the triggering action. No, the rules clearly state that both of those actions resolve before the triggering action. If the triggering action doesn't happen then the AoO or Readied Action couldn't trigger. Imagine a fight where your opponent tries to disarm you. He strikes at your sword arm, attempting to knock your weapon from your hand but leaves himself vulnerable (no special training to disarm; i.e. no Imp Disarm feat). You quickly strike at him, attempting to kill him before he can knock your weapon away. Whether you succeed or not, he has still extended himself in that way to allow himself to become open to attack. The thought of disarming you is not what left him open, the attempt did. komoda wrote: In a AoO chain where each side gets 3 AoO attacks (6 total provocations) if the first hit kills, does the living person lose their other two AoOs for the round? Must they follow through with whatever they said they were going to do? What if it uses charges, are they lost? In this case, the second and third AoOs would never be triggered in the first place. Say you have Combat Reflexes and your opponent has 3 attacks per round. Your opponent wants to attempt to sunder your shield, disarm your sword and then trip you (again, assuming none of the Improved feats for these maneuvers). He takes his first attack to sunder your shield, triggering an AoO. Your AoO hits and does enough damage to reduce him below 0hp. He immediately falls unconscious and gets no chance to perform his other attacks. If you don't take the opportunity to use your AoO before he attempts to disarm you, then you have lost your chance to use it in response to the sunder.
I'm going to have to argue on the side that says if you trigger an AoO or Readied Action, you are committed to that action.
Quote: An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). Note that the quoted rules text states that the AoO is "resolved" before the action that triggered them. Not that the AoO "happens" before the action that triggered them. The triggering action still occurs, but the AoO might prevent it from being completed. In the case of a Readied Action, I would argue that, depending on the action, you could 5-foot step away from an attack, causing that attack to whiff if you step out of reach. The rules explicitly state that you can take a 5-foot step as part of a Readied Action. So say, for example, you ready the action to cast Grease with the trigger of "if any enemy attacks me in melee." Then an enemy uses a move action to approach you and then a standard action to attack you. The enemy makes his attack roll. Before the attack is confirmed your ready action is triggered allowing you to either cast Grease immediately (most likely provoking an AoO, which could cause your spell to fizzle) or you can take a 5-foot step and then cast Grease. In the second case, you are now out of range of the attack and thus the attack action cannot be completed.Note that if your trigger is "if any enemy approaches to within melee range of me," and the enemy uses his full movement to get there, you could take the 5-foot step and prevent him from using his standard action to attack you at all. Or if he has not used all of his movement, you can 5-foot step back then cast Grease and hopefully make the enemy drop his weapon or slip and fall before he is able to finish closing with you.
The last thing I had them do straight out of the AP was talk to Shalelu, the elven ranger. The day before, we did the boar hunt and the encounter with Lonjiku in the Rusty Dragon so I only had the one encounter left and decided to do it in the morning. The plan was to introduce the halfling maid with the letter from Tsuto the next morning but the PCs figured that since they had a few hours (of in-game time) to kill, rather than "fade to black" and start the next day, they would spend some time roleplaying and exploring the town some more.
Her most important stats are Cha, Dex and Con in that order. Everything else is mostly unimportant. Human, half-orc, half-elf, halfling or gnome are all good choices because you get the +2 to Cha. Summon Monster is a fairly useful battlefield control ability but it doesn't become especially useful until a few levels in when the monsters stay on the battlefield for a few rounds, and you can summon more powerful creatures. If she wants to focus on Summon Monster spells she should take Spell Focus (Conjuration) and Augment Summoning feats, but if that is going to be only a minor part of her battle plan then she might skip them for others. Preparing index cards with the monsters' stats are very useful for preventing the Summon Monster spells from slowing down the game. Some good spells she might consider at level 1:
Grease. Very effective battlefield control for a level 1 spell. Also can be used to disarm a dangerous weapon-wielding opponent. Mage Armor. An important defensive spell for the early levels. Charm Person. A great spell if there is time for roleplay. If your entire focus is to kick in the door and kill the monsters she might skip this one. Sleep. Probably the best battlefield control spell at level 1 or 2. Magic Missile. Useful to know unless she takes a Bloodline that grants a ranged touch attack ability at level 1 like Elemental. Maybe useful later on, especially if you use incorporeal enemies. Pure blasting though. Doesn't sound like she would be interested in this. Color Spray. Another excellent battlefield control spell for the early levels. Silent Image. More powerful the more imaginative your wife is. Enlarge Person. A great buff for any other member of the group. There are other useful spells, but that should give you a good idea of what you have to work with. I also only looked at the Core Rulebook. There isn't a lot to choose from when considering your buffing spells at level 1. Taking Protection from Evil and some debuff, probably Grease, Sleep or Color Spray is probably the most effective way to go.
The dexterity can come down a lot if she switches to a 2H build. If she insists on TWF, she should probably be willing to lower her Cha a bit for extra Str and/or Con.
Mostly they are playing the heroes. They are getting along with most of the people in town and enjoy helping them out.
I already had a guard approach them on their way to the general store but gave only a small indication that he might know what they are up to. Hopefully they will remember this. Sheriff Hemlock is currently on his trip to Magnimar but I think having a few guards show up at Vinder's might be a good idea. I could maybe introduce a deputy or something similar.
My group is still fairly early in Burnt Offerings. They have not gone to the Glassworks yet and have not received the letter from Tsuto to Ameiko but all of the other parts of act 2 are complete (with a few other NPC interactions thrown in for good measure).
Thanks everyone for weighing in on this topic.
Zhayne wrote:
My biggest problem with leveling everyone up at the same time is it somewhat diminishes the reward from leveling that the regular players have earned, whether we're using xp or just leveling at appropriate times. The treasure of course goes to the people who can use it. No one in the group is going to sell that +1 Greatsword if the 2-hand fighter is using a regular Greatsword. The problem mainly arises when only one person can use the item, but that person is not going to be around for every session and that item could have been sold and turned into useful gear for the regular players.
My group is about to start an AP (as soon as everyone is back from vacation). There are four people who will be a part of the core group showing up to all or most of the sessions. There are also a couple people who are either new to the game and aren't sure if they want to play all the time or who have a lot of experience with it and enjoy it a lot but don't have the time to commit every week due to life.
Thanks for the answers everyone.
I asked this question over on the Rise of the Runelords Forum but I thought I might get a quicker response here. I recently picked up the Anniversary Edition and I have noticed something about the two-weapon fighting npcs in the book. They seem to be listed with too many attacks.
This next part isn't a rules question but I may as well ask you folks what you think, how do you pronounce the "ou" in Karzoug? Is it like in "about" or "soup" or "Doug"?
I recently picked up the Anniversary Edition and I have noticed something about the two-weapon fighting npcs in the book. They seem to be listed with too many attacks.
My other question is, how do you pronounce the "ou" in Karzoug? Is it like in "about" or "soup" or "Doug"?
Going to start DMing RotRL AE fairly soon, characters are already rolled. Not sure about names yet but we have: Neutral Good Male Half-Elf Ranger (Skirmisher)
I'm hoping the relative lack of magic users doesn't hurt the party too much.
I am soon going to start DMing a new game and am wondering what the Paizo community feels is the best adventure path for our group. I've never run an AP. I prefer to homebrew my games but I no longer have to time to create them like I used to.
Since you said you are mobile with the "helicopter" apparatus, I would say you should have 1 point of Str and 1 point of Dex, which would be lost if the potato is ever separated from the helicopter.
If a Bard is using an instrument, say a bagpipe with Perform(Wind) or a lute with Perform(Strings), are both of his hands occupied as long as he maintains the song?
I am DMing a new game soon and am having some trouble figuring out the details of the first adventure. The overall story arc will involve an undead plague spreading and the PCs fighting off an undead army and eventually (around level 4 or 5) confronting and defeating the Cleric of Urgathoa who is responsible and curing the plague (or stopping it from spreading further at least).
You could always say it is the result of a Wish or Miracle spell as well. The possible effects of either of those spells are fairly open-ended and up for interpretation. Good thing you are the interpreter.
As the GM, you don't need to pick a particular spell to affect the PCs. There are infinite numbers of potential spells that could have been researched by powerful wizards or whatever other reason you prefer. You can simply create some new epic level spell and define it as specifically or vaguely as the story requires. If you want the PCs to be trapped in a town you just have to tell them "a magical effect prevents you from leaving town and it can only be removed by doing X."
I want to give a high level Orc Barbarian npc a magic item I am calling "Gauntlets of Titan's Grip." Anyone who wears them will gain +4 to climb checks, +4 to CMB to start or maintain a grapple and +4 to CMD to resist being disarmed. In addition, if the wearer has 18 strength or better he can use weapons as if he were 1 size category larger. So he can use a Great Axe intended for an Ogre or can dual-wield normal Great Axes. How much should this item cost?
I have the Advanced Player's Guide but not the Advanced Race Guide.
I am creating a Cleric for PFS play and am trying to optimize the build. I have decided on Dwarf and will probably go with the Good and Travel domains. My goal is to create a primary buffer/debuffer with the ability to participate in melee.
All of the class guides that I have read seem to agree that Obscuring Mist is a great spell. It is recommended very highly over most other spells.
About Calah MaarinCalah Maarin:
Race Undine(native aquatic outsider) Alignment True Neutral Gender Female Age 68 Class Kineticist (Hydro) Init +3; Senses Perception +6, Survival +2 DEFENSE:
AC +16, Touch +13, Flat-footed +10 (+3 Armor, +3 Dex) HP 12 Fort +6, Ref +5, Will +2 OFFENSE:
Speed 30ft. land speed, 30ft. swim speed Melee Unarmed Strike -1 1d3-1[nonlethal(min 1)] 20/x2 Bludgeoning Ranged Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning Special Attacks Pushing Water Blast +4 1d6+6 30ft. 20/x2 Bludgeoning +4CMB STATISTICS:
Str 8(10), Dex 16(14), Con 18, Int 10, Wis 12(10), Cha 8 Base Atk 0; CMB -2; CMD 11 Feats Ranged Tactics Traits Touched by the Sea:You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Slippery Step (Undine):You are always considered to have firm footing when fighting underwater, and you gain a +2 trait bonus on Acrobatics checks and Climb checks on wet surfaces or in wet terrain, including bogs, standing or running water, or a storm-tossed ship. Navigator:You gain a +1 trait bonus on Knowledge (geography) checks, and a +1 trait bonus on Profession (sailor) checks. One of these skills becomes a class skill for you. SKILLS:
Skills Acrobatics +7(9)[1+3+3(+2)], Knowledge(Geography) +5[1+3+1], Perception +6[1+2+3], Profession(Sailor) +7[1+2+3+1], Swim +11[1-2+3+1+8)] Languages Common, Aquan SPECIAL QUALITIES:
Energy Resistance: Cold resistance 5 Darkvision: Undines can see perfectly in the dark up to 60 feet. Amphibious: Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level. CLASS FEATURES:
Burn:At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage. Elemental Focus: At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element. Gather Power: If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points. Infusion: At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents. Pushing Infusion
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can't use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push. Kinetic Blast: At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. Kinetic Blasts: Simple Blasts A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite Blasts Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. Most composite blasts are either physical or energy blasts, like simple blasts. Physical composite blasts deal an amount of damage equal to 2d6+2 + the kineticist's Constitution modifier, increasing by 2d6+2 for every 2 kineticist levels beyond 1st; energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist's Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.
EQUIPMENT AND GOLD:
Load 25.5lb./26lb. Gear Masterwork Studded Leather 25lb. Compass .5lb. 15GP APPEARANCE:
Height 5'1" Weight 130lb. Eye Color Blue Hair Color Dark Sea Green Region of Origin The Shackles Deity Besmara BACKSTORY:
Calah had spent most of her life at sea in one posting or another, but it was always on somebody else's ship. Almost foolhardy in her eagerness, she quickly earned her a reputation for taking chances. She was as good a sailor as any, and was a more than serviceable navigator, but her abilities were overshadowed by her risk-taking. This was reflected in any berth she was offered, and she soon decided that she would have to strike out on her own, and soon. One fine summer day, she took her biggest risk yet. A consortium of minor captains had formed to purchase a sailing ship and a cargo of steel ingots meant to make tools and weapons in Sargava and offered her a partnership. The risks involved were sizable. While transporting their own cargo meant they got to pocket the whole of the profits instead of giving it to some merchant in exchange for a small cut, if anything happened, they would be out the cost of both the cargo and possibly even the ship. Of course, Calah accepted on the spot. She lacked the finances to take part though, so she needed to seek financial backing from elsewhere. She found that backing in the form of Sebastiaan Witting, a man of substantially less than savory reputation rumored to have connections all through the Shackles, including Firegrass Isle. With her new backer fronting her share of the money, Calah signed on as the second mate and navigator of the Flying Cloud, sailing out of Port Peril. Calah charted a course for Eledar and it was smooth sailing from there, with Calah trying to work out how many runs she would have to do before earning enough to repay Witting and then purchase her own ship and crew. Unfortunately, it was not to be. One night shortly before dawn, they were attacked by a ship out of Firegrass Isle. During the fighting, Flying Cloud lost her masts and caught fire, and the last thing Calah remembers of that terrible event was screaming as she was trapped under a section of burning masthead. When she regained consciousness, she was in the ship's boat with a handful of others, and was informed that the Flying Cloud had burned to the waterline. In addition to the horrific burns, the event utterly crushed her confidence and have her a healthy fear of fire. Upon returning to Port Peril she sold her belongings before giving the money earned and her jewelry to Witting as a down payment for what she owed him. After a few months of making minute payments to Witting, Calah went to the Formidably Maid to drown her sorrows, and then went down to the docks to watch the ocean. After the turn her life had taken, she almost welcomed the sharp pain and sudden darkness.
APPEARANCE:
Calah is of average height and weight for her people, with clear blue eyes, dark sea green hair and skin the color of seafoam. Cala has burns on the left side of her head and neck, her left forearm, and the back of her left hand. Though hidden by her clothing, those burns are connected down her side and extend to her back and halfway down her thigh. There are tanlines on her wrists and fingers from where she had long worn bracelets and rings until very recently. Her clothes, while not rich in cut or fabric, were probably very nice when they were new, but are now somewhat shabby, and the fabric is a different color where fancy piping had been removed. |