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Berti Blackfoot wrote:
Making a real world argument for a magic effect is good evidence, but they always nag at me a bit. :-) A couple of points to consider: First, obscuring mist and fog cloud are different effects. Nothing in either spell references the other; it's just that the text of the spells is similar. For example, heat from fire doesn't burn away fog cloud as it does obscuring mist, which seems very much at odds with how the real world works. I have no problem considering mists and fogs together as similar effects (and I tend to think that's the intent), but the clause about burning away with fire spells is not universal among them. Second, obscuring mist has some real problems with its text in regard to gust of wind. It states that "a moderate wind (12+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round." However, the gust of wind spell says that it "creates a severe blast of air (approximately 50 mph)" and then goes on to list several effects that it has which are consistent with a sever wind. That's a pretty large discrepancy between the RAW of these two spells! If a GM took the text of obscuring mist at face value and didn't bother looking up gust of wind, they should rule that it takes four rounds for the blast of air from gust of wind to disperse obscuring mist. After all, that's how obscuring mist says it works. To me, that seems completely in line with how the real world works. Gust of wind creates a blast of air in a 60-ft. line that lasts 1 round (6 seconds). This gets the air moving which causes the mist covering a 20-ft. radius area to disperse in 4 rounds (24 rounds). Now, now there's the problem that the text of fog cloud says nothing about being connected to obscuring mist in any way. So, does that mean that gust of wind gets to disperse a 20-ft. radius patch of fog cloud in just 6 seconds? Using real world arguments, I have a hard time feeling good about that reading of the RAW text, so I'm inclined to see obscuring mist as a lesser version of fog cloud even though the connective text isn't there. If I accept that the "fog" spells build upon obscuring mist, I think I need to start ruling solid fog and acid fog differently. Solid fog states that "unlike normal fog, only a severe wind (32+ mph) disperses these vapors, and it does so in 1 round". Given that, I would be comfortable with gust of wind not affecting solid fog or higher level "fog" spells at all -- which seems perfectly reasonable since gust of wind is 2nd level and solid fog is 4th level. ![]()
Isabelle Lee wrote:
Nope! Got it! I knew I must have been missing something because of the same issue in the C5 haunt. edit: I feel a bit sheepish for missing such a critical section. :-) ![]()
I'm very much enjoying prepping this scenario. It looks to be very fun! However, I'm struggling to understand the haunt in C2. I'm especially confused about the Cameras and Monitors bit. Clearly, destroying or disabling the cameras and/or monitor can change how the haunt works, but it seems like there's critical information missing. The hardness and hp for the cameras and monitor are given at the start of the room description a couple of pages earlier (insert minor grumbling about the distance between relevant information). So, destroying them isn't a problem, but no Disable Device DC is given. It's clear that there's intended to be a Disable Device DC because the haunt in the high subtier says that the monitor's DC increases to 30, but I've scoured the text and can't find the normal Disable Device DCs for the cameras and monitor. Am I missing something? Also, I suppose there'd be a difference in the Disable Device DC depending on whether the PC has the Technologist feat or not? Of course, the cameras and monitor would almost certainly be considered a complex device, and taking the required 2d4 rounds might not be all that practical. So, maybe smashing is best. :-) ![]()
One point I'd like a bit of clarification on is the Dark Agate Extract that's used in the Trial by Combat. This is a poison with no frequency listed but it does have a secondary effect. In the scenario, the poison is written like so: Dusk Agate Extract
I'm assuming that the intent is that a PC who is hit by one of recruits and fails a DC 13 Fortitude save drops unconscious. Then, on their turn, the unconscious PC makes another DC 13 Fortitude save or take 1 Wisdom damage. After that, no more saves need to be attempted and the PC wakes up after 1 minute. It just looks a bit weird with a secondary effect but no frequency listed. ![]()
I'm not thrilled with the Trial of Knowledge. If no PCs have Knowledge (planes) or Profession (soldier), they're doomed to only be able to attempt the DC 10 Knowledge (planes) check untrained. I guess the only thing that saves the PCs in this encounter is the fact that there's no demerit earned for failure. ![]()
swoosh wrote: I think you missed the most obvious reason in your bullet points: Gust of Wind's area of effect is only a 60 foot line. Sure. That was implied by the paragraph ahead of the bullets. :-) The real confusion comes from the somewhat vague language in the Fog Cloud that I quoted. It's even more confusing if you consider the text in Obscuring Mist, which specifically calls out that "gust of wind" "disperses the fog". And then, it talks about how other spells affect just an area of the fog. Quote: A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
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It's well-understood from the text that winds of certain strengths can disperse the various mist/fog spells. For example, fog cloud states the following: Fog Cloud, CRB, pg. 285 wrote: A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. My question is, does "the fog" refer to the "fog within the area of the wind" or "the entire fog produced by the fog cloud spell"? This came up recently in a game where a single gust of wind was being used to disperse two adjacent acid fogs. Now, gust of wind says that affects a 60-ft. line, but acid fog has a 20-ft. radius. As the GM, I ruled that the gust of wind only affected a 60-ft. line within the acid fog based on the following reasoning: 1. Acid fog is a 6th-level spell. It seems wildly imbalanced (to me at least) for a 2nd-level spell to completely thwart it.
I searched around but did not find any definitive answers. How are others ruling this? ![]()
alexd1976 wrote: Aid Another modifies attack rolls or AC, not combat maneuvers such as trip. That's quite right according to the RAW. Core Rulebook, pg. 197 wrote: In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack. First, the description of Aid Another clearly states that it can be used to assist with a skill check. Second, it states that you can grant your friend a +2 bonus on his next attack roll. Consider the rules for performing a combat maneuver just two pages later. Core Rulebook, pg. 199 wrote: When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. So, Aid Another can grant its bonus to the attack roll made as part of performing a combat maneuver. However, the reason it doesn't work for situation in the original post is because Aid Another grants its bonus to the next attack roll made. Since the wolf makes an attack to get a free trip attempt, the Aid Another bonus is granted on the attack but not on the trip. ![]()
BBT -- thanks for posting your question here to clarify the rules. I had the distinct pleasure of being your GM last night. I had fun and hope you did too! I just wanted to let you know that, yes, it's perfectly fine to play a pregen week-to-week rather than creating a character. There are a couple of caveats though: Pathfinder Society Roleplaying Guild Guide, pg. 31 wrote: All players receive a Chronicle sheet unless, at the GM’s discretion, they are replaying the module or Adventure Path for no credit. If a player uses an existing Pathfinder Society character for the adventure, he must apply the Chronicle sheet to that character immediately. A player who uses a pregenerated character must apply the Chronicle sheet to a 1st-level character or hold the Chronicle sheet until his character reaches the level of the pregenerated character.Essentially, no boons can be used from received chronicle sheets unless they're applied to a non-pregenerated character. I sincerely hope your friend feels better. It seemed like he was having a pretty rough time dealing with the lack of sleep, and I think it may have made it harder for him to have as much fun as he deserved. Let me know if I can do anything to help. ![]()
thistledown wrote: What are thoughts on animal companions and mounts during act 2? Basically I let players decide if they brought it up into the tower and just went with it. But it seems questionable to bring them into the mindscape. I'm thinking an int3 minimum maybe? But at the same time, removing class abilities based on plot is iffy. I ran this last Monday and one of my players brought this issue up because his animal companion has an Int 2. Since it was just this player's animal companion and he seemed inclined to leave him behind, I decided to go with it and leave the animal companion outside the mindscape. Of course, this gave the PCs another difference in the room to notice that their surroundings had changed ("hey! where's my cat, Mr. Fluffkins?!"). Generally, I would allow the animal companion to enter the mindscape with the PC. I'd treat this situation similarly to how I run entering the Hao Jin Tapestry: Even though the animal companion can't speak the command word, their connection to the PC draws them through. In the mindscape, because the manifestation of the PC is a mental image, it makes sense that they would have such a close connection with their animal companion that the animal would be there with them. Otherwise, PCs who base their tactics on their animal companions would be at a distinct disadvantage for half the adventure. ![]()
Hmmm... the rules for enhanced alchemical goods state that they increase the saving throw DCs to resist by 2 and the damage dealt by 50%. However, the Supply Sack lists enhanced antitoxin in the treasure which don't have a saving throw DC nor do they do damage. What exactly is enhanced by these? It seems reasonable that their alchemical bonus would be increased by 50% (from +5 to +7), but it's not clear that is intended. How are others treating the enhanced antitoxin? ![]()
Eruvanna wrote: I can't tell if it means non-monks get Lvl/4 uses and Monk get Lvl uses OR if it's saying Mo4W gets Lvl uses all others get Lvl/4 Reading feats can sometimes be a little confusing because they're not really proper paragraphs with topic sentences and such. I like to think of them as bulleted lists of rules: Advanced Player's Guide, pg. 158 wrote:
With the rules broken down, it's easier to see how they work together and which rules the Special clause supersedes. Essentially, it looks like this: Class other than monk: You can perform an elemental fist once per day for every four levels you have attained. So, an 8th level barbarian can use it twice per day. Monk (any): You're special so you get to attempt Elemental Fist a number of times equal to your monk level. You're a monk 10? Well, you can attempt it 10 times per day. Multi-classed monk (any): You just had to multi-class didn't you? Well, you still get a number of attempts equal to your monk level. However, for your other class you only get one per four levels. So, a monk 10/barbarian 4 gets 11 attempts per day. Monk of the four winds: You're extra special and get the feat at first level without even trying. Of course, you're still a monk. So, like any other monk with this feat you can attempt Elemental Fist a number of times per day equal to your monk level. A MO4W still gets 10 attempts at 10th level. Hope that helps! ![]()
kinevon wrote:
Sure thing! It's just a matter of looking at what the rules say on the subject. First of all, not all attack actions made within a melee are "melee attacks". Yes, it's a bit more complicated than it probably should be. :) A melee attack is a specific type of attack action that is defined like so: Core Rulebook, pg. 182 wrote: Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can't strike adjacent foes (those within 5 feet). Essentially, melee attacks are all about striking an opponent with a weapon. You mentioned "regular weapon attacks" in your reply and that's exactly what the rules clearly state that "melee attacks" are. Note that the rules go on to describe other specific types of attacks like Unarmed Attacks, Ranged Attacks, Natural Attacks, etc. Next, Grapple is described within the Special Attacks section under Combat Maneuvers. The rules to perform a Combat Maneuver make it very clear that not every maneuver can be used as part of attack action: Core Rulebook, pg. 199 wrote: Performing a Combat Maneuver:When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. The important distinction is that while Combat Maneuvers are special attacks, they are not necessarily performed as part of an attack action. Each set of Combat Maneuver rules specifically states what action is needed to perform the maneuver and whether it can be used in place of a melee attack. This is in the very first sentence of each Combat Maneuver's description. Below are the maneuvers that can be performed as part of a melee attack: Core Rulebook, pg. 199 wrote:
Core Rulebook, pg. 199 wrote:
Core Rulebook, pg. 201 wrote:
Core Rulebook, pg. 201 wrote:
The other maneuvers in the CRB lack the text that allows them to be performed as part of a melee attack. Note my added emphasis to the Grapple text below. Core Rulebook, pg. 199 wrote:
Nowhere in the description of Grapple does it say that it can be used in place of a melee attack. For completeness, here is the last Combat Maneuver defined by the CRB: Core Rulebook, pg. 201 wrote:
So, given the descriptions in the rules, I would say that Grapple is certainly an attack. After all, it's in a section called Special Attacks and requires an attack roll. Heck, it necessitates putting your hands on an opponent in an aggressive manner. That said, as I read the rules, they do not support Grapple being a melee attack. So, I would rule that "Dodging Panache" and "Opportune Riposte and Parry" do not work against a Grapple as those class features are written because they specifically reference "melee attacks"... even though I love playing my Swashbuckler! :-) ![]()
In Harm's Way states that you can "intercept a successful attack", but Dodging Panache and Opportune Parry and Riposte reference the more specific "melee attack" action. I think that's the key difference here. While a Grapple may not be a "melee attack" per the RAW, I think it's certainly reasonable to say that a Grapple is an "attack" and allows In Harm's Way to apply, at least for the initial grapple attempt. Having it apply when maintaining the grapple seems a little fishy to me. However, since succeeding on the check to maintain the grapple allows you to do damage I can see that interpretation. Regardless, Grapple is certainly not a "melee attack". The rules are quite clear on that. So I can't see Dodging Panache or Opportune Parry and Riposte applying on a grapple attempt, initial or otherwise. ![]()
Seravix wrote:
I just wanted to point out that not all combat maneuvers can be used in place of a melee attack, just certain maneuvers: bull rush (when charging), disarm, sunder, and trip. In particular, grapple is a standard action per the Core Rulebook, and can't replace a melee attack. Because of that, neither Dodging Panache or Opportune and Riposte can apply in the case as presented. ![]()
A couple of notes on maps: 1. The Gold Street map (area A2) seems pretty unnecessary. No locations are highlighted and the enter section is really just role play.
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I don't think it's far-fetched, but I wouldn't expect it to be a common situation. (After all, turning in Olandil is directly against their mission.) My point is that there's an oddly large amount of information provided to give the PCs an interesting adventure while they lose their primary success condition. :-) ![]()
Ah! I just spotted the text in the Treasure section which makes it clear that the Incutilis does in fact have a zombie at the start (since a bit of treasure is hidden in the zombie's pockets). FWIW, as others have pointed out, this scenario does feel a bit heavy for a 1-5. It's longer than most scenarios (conclusion on page 30!), and most of that length is pure text. Also, it feels a bit strange that such a large amount of the text is given over to a contingency that is extremely unlikely if the PCs are at all trying to accomplish their mission. After all, the VC briefing tells them to get Olandil out. However, there's even an entire section (C4) about interrogating him if the PCs turn him over to the Loyalists rather than doing their mission. Seems a bit over the top to spend so much text on a situation that is clearly off the rails. The end result is muddling of a lot of the text. I do like the scenario but wanted to add my 2 cents. ![]()
I'm prepping this right now and had a question about the Incutilis. Does it enter combat already riding a zombie puppet? The text in the Creatures section seems to indicate that it's on it's own, but it's Morale condition implies that it might already have one (e.g. it wants to gather more bodies to turn into zombie puppets). Also, the map shows it starting on a corpse. I'm planning on starting the combat with a zombie in play, but is that correct? ![]()
It looks like there are a couple of other miscalculations at the low subtier for Ironwhip:
I wonder if he had a +1 Dex modifier in some previous iteration of his stats and these were never corrected when his Dex mod was shifted. ![]()
Anthony Li wrote: If the PC attempting the Disable Device doesn't have the Technologist feat, she take a -5 penalty to their attempt. By the rules, a check that requires the Technologist feat cannot be attempted by someone without it. This encounter is an exception because it would be rather harsh otherwise. FWIW, this rule was changed with the errata to the Technology Guide. The Technologist feat is not required for Disable Device, so it's not really an exception at all. :-) From the PRD: Quote: The Technologist feat is not required to disable a high-tech trap or object, but such traps and objects often have significantly higher DCs to disable than low-tech versions of a similar device would have. On a completely separate note, I noticed that the turrets have a different "trigger" and "reset" between the subtiers. In the high tier, the turrets read, "Trigger touch; Reset none". Based on the scenario text (and your replies to this thread), I'm guessing that both subtiers should read, "Trigger camera (Perception +15); Reset automatic". Is that correct? ![]()
This year was my third Paizocon and I thought it was the absolute best. Below is a mix of praise and constructive feedback in no particular order.
It was a great Paizocon. Looking forward to next year! ![]()
Linda Zayas-Palmer wrote:
I'm prepping this for next week and noticed that, even with the updated stats above (thanks for those!), the border guards are still a little bit wonky. Their Will save is listed at +2 when raging and +0 when not raging, but it should be +3 and +1 since they have a 12 Wis. ![]()
I'm late to the thread, but wanted to leave some positive feedback about the banquet food. I usually spend a chunk of my summer at various technology conferences where the venue's catering has to produce bulk meals for thousands of attendees, with varying results. Often it's dry, bland, and generally unappetizing. Given my experience, I was *very* impressed by the quality of food at the banquet. Granted it was only for a few hundred people, but I thought it was wonderful and ended up going back for another plate! Thanks! |