Anthropomorphized Rabbit

Deleon's page

Organized Play Member. 108 posts (237 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 4 aliases.


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Yes, I feel like the whole Perlivash/Tyg-Titter thing is very difficult to handle in the game.


What happens if the PCs spot the nest?


I'm trying to put together a circle of Pathfinder players who are on Google+, so I'd like to start a thread where we can post our Google+ IDs.
Mine is Paul Vasquez. If you'd like to be added to my Pathfinder circle, just send me a message. };-)~


OK, it's unanimous then. I'm sticking with paladin for at least one more level. =)

(We really do need a +1 option on this board, don't we?)


Wow, lots of options. I'm going to have to really think about this. I like TarkXT's cavalier idea; I can see how that would work well since my paladin has been doing a lot of charging on horse. The ranger idea is nice too though.

I also should have mentioned probably that I'm playing this character in a Carrion Crown campaign, so we're fighting undead almost exclusively.


My feats so far are Two-Weapon Fighting, Improved Shield Bash, and Double Slice, a very Sword and board build. His ability scores are Str 15, Dex 15, Con 13, Int 8, Wis 12, Cha 16.


I'm currently playing a level 4 paladin (Undead Scourge/Warrior of the Holy Light), and I'm considering dipping into fighter or another class. Can anyone recommend any multi-class options that would work well with the paladin build?


BigNorseWolf wrote:
Deleon wrote:
This is off the topic somewhat, but how do you implement the trip rule that wolves receive with their attack? Is that a separate combat maneuver that is rolled separately when a wolf attacks, or is it an automatic trip when a wolf lands an attack?
IF the bite hits and does damage then the wolf makes a seperate combat manuever check against the victims CMD. If that is successful then the person is tripped.

Ah, OK, thank you BigNorseWolf. That makes sense. =)


This is off the topic somewhat, but how do you implement the trip rule that wolves receive with their attack? Is that a separate combat maneuver that is rolled separately when a wolf attacks, or is it an automatic trip when a wolf lands an attack?


Yes, I agree. It is probably odd for them to be attacking players at all without some kind of external impetus. Although there is a halfling in the group. They might be tempted to attack him.

Since there is nothing out of the ordinary egging them on in this encounter, I'll probably let them turn tail around half hps or a little less.


At how many hp's would you have them flee?


Wold wolves fight to the death? Something tells me they would not.


Monsters with PC levels also get a favored class bonus? Also, Do non PC class levels, such as aristocrat, expert, etc., receive maximum HPs on their first level?


Are creatures with levels in PC classes calculated different? I notice that formula works for most of the monsters I see, but if you look at the Lycanthrope, Wererat on p. 197 of the Bestiary it doesn't come out. Also, why does it get +6 for its constitution bonus; it seems like it should be +4?


OK, I was calculating the HP from HD incorrectly. Thank you. =)


OK, the boar for instance on p. 36 of the Bestiary. It has 2d8+9 hps. Where does the +9 come from? It's constitution bonus would only be plus 3x2 since it only has 2 HD. Also, it's total HPs are 18. But if you calculate the average for both HD (5) and then add the +9, they should be 19.


I'm a little confused about how the Bestiary determines monsters' HPs. I thought it was assumed that each HD would be worth its average value, but this doesn't seem to work out mathematically when I look at the various monsters in the Bestiary. Am I missing something?


But what if the characters have dismounted and are in combat? Will the horses not run away from the battle if they are not combat trained?


My part just finished a combat encounter, and one of the players pointed out that non-combat trained horses will flee in battle. Since two of the horses used were not combat-trained, how do the rules handle this? I can't find it in the PRS. Is there a mechanic for dealing with this?


Waiwode wrote:

Every hour? Wow. Considering how long it takes to explore a hex, even on horse-back, that's a lot of rolling! And if you're exploring a region, are you really lost? :)

If my group didn't have any Survival Specialists (Rangers, Druids, or out-door build Rogues) I'd worry about it a lot more. As it is, in the second book now, if they tried to ride West from the Kamelands and find Pitax? I'd make them make some rolls to avoid getting lost and finding it based on hearsay and verbal directions. But when they're just riding back and forth in one region (hex) it seems like a waste of time.

That's what I thought too. Considering that a party on horseback can move through a hex in 3-5 hours, that would mean 3-5 survival checks. Since my party doesn't have any ranger druid types, and they are low level, I think I will have them roll once per hex.


I'm curious how other people have handled survival checks in the Greenbelt. In the CRB on p. 424 it says for travelers to check once per hour with a survival check to determine if they get lost. It seems like this would be difficult to do when the characters are constantly traveling.


RuyanVe wrote:

Greetings, fellow travellers.

There's also a certain dryad with druid levels in KM#2 as reference - just make them both sisters and you're done.

Ruyan.

Doh! I had just bought the second module, but I hadn't read it. Well, so much for that idea. I don't want to make the AP repetitive.


No, it's in the Bestiary on p. 297 under "Adding Class Levels-Step 2."


I created a Dryad with 3 levels of Sorcerer, and I'm wondering about a rule that is in the bestiary where it says to modify the monster's ability scores with +4, +4, +2, +2, +0, -2. This seems like it would generate an extremely overpowered monster since the Dryad already has Str 10, Dex 19, Con 13, Int 14, Wis 15, and Cha 18. Furthermore, I upgraded the character in Hero Labs and the system didn't give me any kind of prompt that indicated I should raise the ability scores.

Am I missing something?


In the bestiary it says to modify the ability scores first, by adding +4, +4, +2, 0, -2, but it doesn't seem like she needs it. What do you think?

Also, I did this in Hero Labs, and it didn't seem to want me to do that.


How does this look?

Dryad Sorcerer L3:

CR 5
Female Dryad Sorcerer 3
CG Medium Fey
Init +4; Senses Low-Light Vision; Perception +11
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 42 (9d6+9)
Fort +6, Ref +10, Will +10
DR 5/cold iron
Weakness Tree Dependent
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +8 (1d4/19-20/x2) and
Unarmed Strike +8 (1d3/20/x2)
Ranged Masterwork Longbow +9 (1d8/20/x3)
Spell-Like Abilities Charm Person (3/day), Deep Slumber (3/day), Entangle (At will), Speak with Plants (Constant), Suggestion (1/day), Tree Shape (At will), Tree Stride (3/day), Wood Shape (1 lb. only) (At will)
Sorcerer Spells Known (CL 3, +8 melee touch, +8 ranged touch):
1 (6/day) Silent Image (DC 15), Sleep (DC 17), Grease (DC 15), Entangle (DC 15)
0 (at will) Open/Close (DC 14), Prestidigitation (DC 14), Dancing Lights, Ghost Sound (DC 14), Mage Hand
--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +4; CMD 18
Feats Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Stealthy, Weapon Finesse
Skills Appraise +6, Bluff +10, Climb +9, Craft (Sculpture) +10, Escape Artist +15, Handle Animal +10, Intimidate +9, Knowledge (Arcana) +8, Knowledge (Nature) +11, Perception +11, Spellcraft +7, Stealth +15, Survival +8, Use Magic Device +10
Languages Common, Elven, Sylvan
SQ Fey, Laughing Touch (7/day) (Su), Tree Meld (Su), Wild Empathy +16 (Ex), Woodcraft (Ex), Woodland Stride (Ex)
Combat Gear Arrows (20), Dagger, Masterwork Longbow;
--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Tree Dependent (Su) A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad's personality and appearanc
Tree Meld (Su) A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.
Wild Empathy +16 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.
Woodland Stride (Ex) Move through undergrowth at normal speed.


For some reason, Hero Labs doesn't want to let me add druid levels to a dryad. I wonder why.


PJ wrote:
Deleon wrote:
Disregard that last post. For some reason, I was thinking nymphs were water spirits.
You can easily give both pc levels -- Sorcerer and Druid--- that would be my suggestion.

Thank you PJ. Where can I find the rules on how to do that?


Disregard that last post. For some reason, I was thinking nymphs were water spirits.


Yes, I did actually. But they are in a forest, so it might be slightly odd.


I'm tempted to substitute a dryad for Tyg and Perlivash in my campaign because I have a more mature group of players, and I think Tyg and Perlivash are more cutsie than what I want prefer to use. However, Dryads don't have any spells. Is there a way to give a dryad the capabilities of the other two fae creatures?


What DC though?


Is there a skill check to determine if an unconscious character is still living or not?


mdt wrote:

Spirited Charge : 3d8 + 1d6 + 15

Critical : 3d8 + 1d6 + 21 (Note, assuming he's not on horseback and using two hands)
Spirited Charge Critical : 5d8 + 1d6 + 25

I'm not certain I understand where you are getting the 15 on the Spirited charge. Is that the +1 enhancement +4 Str multiplied X3? That seems confusing since they indicate that you are supposed to add the extra damage.


Ahh, OK, I see. Thank you. I think they made this rule too confusing.


martinaj wrote:
Actually it would be x4. Each multiplier is essentially how many times you add damage, INCLUDING the damage you are normally entitled to. Thus, x2 means you deal normal damage, plus normal damage a second time. x3 means you deal your base damage, then twice again.

But the lance is already X3 on a critical hit in addition to the double damage from charging on a horse.


OK, thank you. For some reason that confuses me beyond measure.


A player in a game of mine just rolled a critical hit with his lance while charging on a horse. So, would he triple the extra dice from charging with a lance for a total of 6d8 damage?


Spoiler:
What do you do if none of the PCs are trained in knowledge (nature)? Do the pranks just go on indefinitely? Are the PCs unable to befriend the pair without it?


I'm interested in this game. I've wanted to play Kingmaker for some time now. I'll won't be able to roll up a character until Wednesday though.


OK, got it, thank you. :)


When you make a percentage roll, are you trying to roll higher or lower than the given percentage? For example, if your target has concealment, and there is a 20% chance that you will miss him with a successful attack roll, are you trying to roll higher or lower than 20 with the percentage dice?


I was just rereading the rules for combat in the rule book, and I noticed on p. 178 that it says "Combatants who started the battle aware of their opponents each take a standard or move action during the surprise round." I thought, that the combatants who were aware received a full action, but apparently this is not the case.


Shem wrote:

I have played a lot of Ravenloft in the 1st and 2nd edition days and love it.

To answer the OP. I do not see Ustalov as in the same area as Ravenloft because Ravenloft has the added feature of the pocket dimensions and being able to control things in that way. If you just want a gothic feel then Ustalov is fine but if you want more of what Ravenloft brought to the table as another world essentially then you have to go with Ravenloft.

But you just got me thinking about running the Walking Dead kind of Ravenloft module for my Pathfinder group.

Yes, some of the old modules would be fairly easy to import to the Ravenloft setting I think. I'm looking at the Carnival supplement now. With that being said, I think you're right; Ustalav will not be able to supplant Ravenloft. More importantly, Ravenloft provides a vehicle for something neither modern D&D, nor Pathfinder, has put forth an effort to do, and that is create a low-fantasy setting.


legallytired wrote:

I'm currently running a Ravenloft game using the Pathfinder rules. Can't really comment on Ustalav but you do have some highly magical places found in Ravenloft too.

Where in Ravenloft are you envisioning your game?

I'm playing in Dementlieu/Port-à-Lucine and my players are having a blast with the renaissance setting.

By the way, are you using the Ravenloft specific rules, such as Fear/Horror/Madness rolls, Dark Powers Rolls, etc?


Beckett wrote:
Exp to Castle Ravenloft was and is and always will be amazing.

I'm actually surprised to hear you say that Beckett since most of the Ravenloft fans I've encountered didn't care for the Expedition book.


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W E Ray wrote:

Keep in mind that there's the REAL Ravenloft of 1983 and then the faux/ crap "dork-ravenloft" that we started to see here and there in 3E, culminating in the uber-shi+ Expedition to.

The real Ravenloft is OMG low magic, low fantasy.

By "dork-ravenloft," are you including the Sword & Sorcery/Arthaus 3.5 PHB? Most of my exposure to Ravenloft has been from this material although I do have a few of the AD&D books as well.


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legallytired wrote:

I'm currently running a Ravenloft game using the Pathfinder rules. Can't really comment on Ustalav but you do have some highly magical places found in Ravenloft too.

Where in Ravenloft are you envisioning your game?

I'm playing in Dementlieu/Port-à-Lucine and my players are having a blast with the renaissance setting.

I was thinking of a gothic science fiction epic in Lamordia or Mordent.


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Beckett wrote:

I'm not sure I see the Ustalav = high fantasy? I might even say it is lower magic, as it is more superstitious than most other settings (while Ravenloft can literally be anything).

MistFinder PDF

Mistfinder Thread

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Well, I think the entire Golarion setting is high fantasy, something comparable to Eberron or Forgotten Realms; hence, I think Ustalav is by default in a high fantasy setting. For example, in Prince of Wolves, set in Ustalav, we see magic everywhere, from riffle scrolls to tieflings, etc. Whereas in D&D's Ravenloft non-human races were rare (half-orcs were even absent), and they experienced an "outsider rating," which worked as a penalty to social rolls, and magic itself was often performed at a penalty.


So, I want to start a new campaign for some friends of mine, but I'm torn between running a Ravenloft campaign using Pathfinder rules (taken from the Sword & Sorcery/Arthaus ed.s) or just running an Ustalav campaign.

Now, I know that Ustalav is designed to accommodate anything that could be done in Ravenloft, but my only contention is the "high-fantasy" of Ustalav as opposed to the grittier gothic ambiance of classic Ravenloft. For example, I liked the idea of Outsider Rating penalties to classes other than human, and magic penalties and spell levels.

Does anyone have thoughts on this?