Darth Smoke wrote: I too have the same crushing problem on Windows XP (CM Version 1.5.6) when i try to edit a Monster or enter Settings. By the way, your application is superb and i feel like donating again and again for your excellent support! I uninstalled 1.5.6, and installed 1.5.5 and the problem disappeared. I hope that helps a bit. In short: XP + 1.5.6 + Edit Monster = CrushXP + 1.5.5 + Edit Monster = No Crush
Having played a very powerful Zen Archer Monk with the seeking property on his bow, remember that the paladin has to know which square to hit when facing an invisible opponent, for his seeking weapon to kick in. So deliver invisible enemies that make a 5-ft step after a full attack or spell, the perception will be very very high to pinpoint them.
From a personal point of view, a re-wind of events hurts verisimilitude in a non-reversible way. I think we cannot deduce the reason why he reduced the city to ash, was it to destroy an ultimate evil once an for all or by accident? I can see a number of options here, considering that in any just world he cannot be allowed to live, if justice prevails in the end:
Dabbler wrote: What characters they take is something that should be up to them, always. If a player wants to be an exiled samurai who fought his way over the top of the world and down into Ustulav to befriend a strange man called Lorrimor, let them play that concept. The game is best when the players are given a free hand, and wacky concepts can sometimes work brilliantly. +1
Being almost at the end of this AP as its DM, i strongly encourage you to implement the Alchemist and the gunslinger, EXACTLY because both the AP and the classes are 1800-style. It would be a huge mistake disallowing them, because an alchemist will feel like home playing Carrion Crown. Heed to the advice given by the more experienced DM's for this amazing Adventure Path and give your players their freedom!
As i am currently DM'ing Wake of the Watcher of the Carrion Crown Adventure Path, having given some thought to this matter i am under the impression that the Gods of Golarion are tied to this world, and have very little power over others. The Outer Gods have no connections as they are universal, and they also have the power to alter reality and even time, so i sincerely believe the two cannot be compared. If an event is triggered in my story and an Outer God is released, all connection to Golarion Deities will cease to exist, and the world will be plunged into chaos.
Hello everyone! I just wanted to share with you a custom way of handling death in the Carrion Crown Campaign i started 5 months ago.
The Background:
You see, prior to this campaign, our group had just played a VERY bloody and ultra-lethal campaign, where every player died 3-4 times. This resulted in a utter destruction of the spirit of the Hero and a general resentment, not versus the DM, but in general. Thus, after a while players just played a X hero, having no will to invest in him The Fix:
So after a lot of thinking a planning i came up with this: I had Petros suspect that he was about to be assassinated, and so he devoted himself to creating a very powerful collection of Talismans that had the power to cheat Death for a while. The professor also knew that these Talisman needed to be fueled by a real death to be activated, so he was prepared when the WW came for him. The players received these talismans as part of Lorrimor's will, and were told that they "delay Death when it is caused by an evil or mindless force". In- game when a player who wears his talisman dies, his talisman glows, and his comrades can give him a chance to recuperate with a successful Heal Check of minimum 15 (No spells help). Each time a talisman is activated, the Dc for the next Death increases by +3, and the PC is at 1 HP and exhausted, all spells depleted. So far we had many instances where the players almost died, and one actually did, at the hands of the Headless Horseman, after some failed Heal Checks. Through this Fix we gave life to a neglected Skill, and gave our group the chance to heavily invest in their characters, while altogether having truly dramatic moments as PC's try to revive their fallen comrades! What do you think of it?
The "automatic hit" part is very shady. What if my fighter buddy has wind wall on him? The automatic hit negates everything, including AC/Magic? So if the creature i am trying to hit is threatened by a 3d-party opponent (AC 60), and i roll a natural 1, do i hit this unhittable (3d-party) opponent with my 25 Attack Roll?
Great effort there, but keep in mind the Dwarf Inquisitor with a guided weapon, steel soul feat and Glory of Old Trait, along with witch-hunter and preacher archetypes. If combined with a 1-level Monk (Crusader's Flurry) and 1-level cleric dips for the one extra domain, you will be an unstoppable WISDOMonster. Massive Saves, Rocket-high AC, great Attack and Damage, truly a Force for the BBEG to be Reckoned with.
Thanks a lot for your input guys, i think i will have it destroyed (0HP), but since they had cleared the name of an old wizard 3 days ago, he will be glad to make it whole once again! Indeed i am lucky to have this player at my table, and through this example i am trying to encourage the rest of my group to roleplay insted of rollplaying.
Hello, one of my players dropped his magic (+1) sword and (+1) shield inside a burning building to save a dying woman. The burning building collapsed just after he exited. In no way am i trying to be a jerk, because i already gave him extra XP and a permanent Achievement: Firefighter (+1 Fire Resistance), but i am wondering what the rules state for magical items inside a tremendous fire. In any case i do not penalize heroic acts and plan to drop more weapons down the line, but at the same time keep the balance for everyone.
It is crystal clear that 80% of the posts here find the paladin's actions justified. The paladin's player thought he was not being served justice and asked for more opinions. Every man has a respected opinion, but when the strong voice of the community does not condemn the paladin, then it is plain arrogant to ignore everyone and claim all-rightfulness. Everything in this game should be viewed under the scope of "fun", when "MY WAY" overrides fun, it is no longer a game, especially when one's way is heavily discredited by the many.
Should a DM ever assume that a paladin has omni-knowledge of every man-eating guard's personal story, it would obviously be a DM trap.
Shadow Conjuration mimics always a conjuration spell, which means that the frying pan you will create will be somewhat real, and therefore the eggs will be cooked.
1) Yes your hand is free because you are not holding anything 2)Crane Wing activates when the opponent HITS you with a melee attack. You just stop the blade in mid air or something to this effect. For all intents and purposes the attack is a HIT. 3) The attack would have hit you, but you turned it into a non-hit. So there are no rider effects or anything else.
Hello once more guys, i was wondering if any of you fellow DM's are using any house rules for healing while resting, because my group has been using the full recovery over 8 hours sleep, and i would like to move away from that is it is completely unrealistic. However, i also do not want to slow the pace of the game so much that my players have to rest for 2 days before going out of town. So, what are your house rules on this matter? The current idea i have is to let players heal: A)If resting in a completely safe environment, HP healed= 2xConMod x Level B) If in unfriendly environment, HP Healed = ConMod x Level Also, a player can have his wounds treated with the heal skill, and thus gain another HP=(Heal Check)
I recently discovered an inconsistency between the FAQ, an official article and an entry in the magic weapons page: From Official Article on Combat maneuvers and weapons: Article:
Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon (natural weapons and unarmed strikes are considered weapons for this purpose) to perform the maneuver, and therefore the weapon’s bonuses (enhancement bonuses, feats such as Weapon Focus, fighter weapon training, and so on) apply to the roll. From Official FAQ FAQ:
Trip Weapons: If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
No. When making a trip combat maneuver, you don't have to use a weapon with the trip special feature--you can use any weapon. For example, you can trip with a longsword or an unarmed strike, even though those weapons don't have the trip special feature.
On a related note, you don't have to use a weapon with the disarm special feature (a.k.a. a "disarm weapon") when making a disarm combat maneuver--you can use any weapon. Note: This is a revision of this FAQ entry based on a Paizo blog about combat maneuvers with weapons. The previous version of this FAQ stated that using a trip weapon was the only way you could apply weapon enhancement bonuses, Weapon Focus bonuses, and other such bonuses to the trip combat maneuver roll. The clarification in that blog means any weapon used to trip applies these bonuses when making a trip combat maneuver, so this FAQ was updated to omit the "only trip weapons let you apply these bonuses" limitation. And out of nowhere came this entry in the weapons page weapons:
If you want to make a trip combat maneuver, do you have to use a weapon with the trip special feature?
No. Note that when making a trip combat maneuver, you don't need to use a weapon at all--for example, you can trip when you're unarmed, even though unarmed strike isn't listed as a trip weapon. There are advantages to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver. One, if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone. Two, you can apply the weapon's enhancement bonus, weapon-specific attack bonuses such as Weapon Focus, and so on to your trip combat maneuver roll. For example, you'd add the enhancement bonus from a +5 whip to your trip combat maneuver roll because a whip is a trip weapon. You wouldn't add the enhancement bonus from a +5 longsword to your trip combat maneuver roll because a longsword is not a trip weapon. In effect, there's no difference between making an unarmed trip attempt and a trip attempt with a +5 longsword because the sword doesn't help you make the trip attempt. Now 1 & 2 agree eye to eye, whereas entry 3 claims to originate from the FAQ, but in reality it is completely opposite to it regarding the attack bonuses without a trip weapon! Anyone else noticed that?
My take on this : 1) No, because the grapple is then maintained with other parts of the body, not the mouth that initiated the grapple. You can attempt to hold the grapple with the mouth, at a -20 penalty. 2) Yes it is an exact duplicate of the grabbing attack. Pretty powerful too. 3) a. Yes
So if the player casts this on any round, the rest of the player's party has to either do nothing or do buff-only spells, while all the enemies play to their fullest? Seems like it's malprinted, cause it is meant to be a combat spell, albeit hampered by the limitations of the fascinated condition. In sum, you can never do this in combat unless you are a solo rogue/assasin cause it will always break?
Hello everyone, i am the DM of a 7th level Inquisitor who chose the 3d lvl spell http://www.d20pfsrd.com/magic/all-spells/l/litany-of-eloquence. I cannot safely deduct the meaning and purpose of this spell. The extremely short duration leads me to think that it is used as an in-combat spell that deactivates a foe for 1 round, but if the the foe is directly attacked by something, then the fascination breaks prematurely.
Quatar wrote:
The common rule is that every two steps the maximum damage is multiplied x2. Thus, the 2d4(max=8) will become 2d8(16) after two size steps. Had it been just one size, it would be multiplied x(3/2)--> 2d6(max=12).
Hello everyone! I was wondering if any of you as DM's or players have pondered on the RAI upon the Dazing Assault feat. By RAW what i understand is that any time you hit anything with a melee attack during the round that you get the -5 penalty, it makes a Fortitude save or become dazed.
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