Zasril

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Hello, regarding the Order #3262701, on the orders page it shows it was shipped on September the 16th, yet as of November the 4th, my package has still not arrived. Can you please check if perhaps the package has not shipped for some reason, or any other useful information?
Thank you for your time.


Hello, i have sent you 3 emails since 12 days ago about the order 3230532, regarding the possibility of the removal of an item that takes too long to ship, compared to the others in the same package. Any update would be welcome.


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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?


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.


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)


1 person marked this as FAQ candidate.

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.
Note that there is an advantage to using a weapon with the trip special feature (a.k.a. a "trip weapon") when making a trip combat maneuver: if your trip attack fails by 10 or more, you can drop the trip weapon instead of being knocked prone.

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?


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.
From my point of view, if there are potential threats around the victim, he does not deserve a new saving throw because the spell allowed none in the first place. On the other side, if the intent was for this spell to be out-of-combat, how can the 1-round duration be justified? Any help is appreciated.


8 people marked this as FAQ candidate.

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.
Is it possible that RAI are different, thus resulting in 1 attack/round OR multiple attacks but only 1 save?


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Hello everyone! As a player i ran into the following situation the other day: The fighter of our party who held a +6 enhancement artifact-weapon fought with an 20 lvl anti-paladin, who also had an artifact (+6). The anti-paladin cast deeper darkness (the battle was taking place in dim light), and the DM ruled that the fighter suffered from 50% miss chance from the total concealment, whereas the anti-paladin had blind-fight.

I read the portion of magic weapons that emit light many times, but i wonder if we played it right. I have a vague idea that the greater the enhancement of a weapon, the stronger it should glow. Especially when it is an artifact of immense power ( two of them actually). Is it unreasonable to have the level of magic light scale with weapon enhancement to overcome darkness spells in, let's say, a 5-ft radius around the wielder?