I have a question regarding a mythic Guardian ability called Absorb Blow.
Quote:
Absorb Blow (Su)
As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Most of the ability is clear to me and i am the GM. The one and only question i have is "stacks the DR and resistance with itself" ?
"..any other DR and resistance.." indicates that it stacks with adamant armor, spells, barbarian abilities etc. but not with itself. Secondly i think it can bw overpowered very early in a mythic game. Tier 2 with Paragon Feat let you absorb 20 damage in exchange for 2 DR and 10 resistance against everything for only 1 mythic point. Repeat that 2 or 3 times and you are invulnerable against elemental damage. I am fine with the DR but the resistance bonus is too high in my opinion.
Can someone help me ? Forum has different answers. Maybe some experiences help if you dont have a solution at all :)
A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature.
The maximum grit depends still on WIS while your daily recovery depends on CHA ? I pretty sure that the intent is that you change WIS to CHA for everything regarding grit but that is not written in the rules.
A few days ago i had a discussion with one of my players. He created a new character with a good background story. As part of the background story his character learned profession shepherd but his character dont have any skill points in this skill. The player told me that he has skills in handle animal and knowledge nature. We discuessed alot and the player convices me that professions are useless (exception RP reasons)
Professions have two main benefits by RAW. You have an income per week and you can answers questions and teach others in your profession. Most professions can be replaced by some other skills that are more usefull at all.
All my characters have a profession or a craft skill because it belongs to my characters and their job is not 'adventurer'. They learned something other in their early years until they start an adventurer life. But...
.. why should a player take a profession when he can use other skills that can simulate professions and have some other usefull benefits ?
One of my players found the 'Bloodhound' spell and uses it very often. With a duration of 1hour per level he has the 'scent' ability the whole adventuring day.
In a dungeon he asks the same question everytime they stand in front of a door, enter a new room, move around a corner or more than 30ft.
'Is there something?'
By RAW this question is totally legal but i have problems to answer this question. To be honest i have a problem with an ability that is some kind of a 360°-automatic-friend-or-foe detection. By RAW there is no roll required, no modifiers etc. and in a dungeon 30ft are enough to detect most enemies.
The RAW defenses for scent are rare and i dont want to change the complete adventure or houserule everything.
At the moment i use scent-based perception checks but the player is not happy with that. I am not happy too but i want to keep the adventure challenging and exciting.
Any suggestions or things i missed in RAW ?
What is the effect of doors on scent? What about other odors that are overwhelming? What is an overwhelming odor? How long last an odor? ..
I have a creature with an ability drain attack. How do you describe the drain effect in a fluffy way ?
The physical ability drains can result in fading muscles, muscular spasms, looking overtired, older, or anaemic. Do you have other examples?
WI, CHA and INT drain are not so easy to describe. CHA drain can result in some deformations but that is only a part of CHA. WI maybe results in 'confussion'. INT drain ... mh i need help :)
An ally with full plate and tower shield is in the area of a grease spell. It is impossible for him to get out of the grease without help (Acrobatics -13 against DC 10). I am standing near him but not in a greased square.
First question: What will happen if i use a combat maneuver (bullrush, reposition, grapple) to move him out of the greased area ?
Second question: Can i use the aid other action to help him with the acrobatics check? (not useful in this case but useful in general)
Third question: I cast fly on him and he fly away. He is moving 5ft. and leaves a greased square. Acrobatics check ? (I know that magical fly and the prone condition are another problem)
I have one question regarding the Grease spell and large(r) creatures:
Grease covers an area of 10x10ft and large creatures have a base of 10x10ft too. When is such a creature affected by the grease spell?
As soon as it enters/covers
A. at least one square of grease
B. at least half of its base (10x5 ft. for a large creature) with grease
C. the whole base (10x10ft. for a large creature) with grease
A. is really silly as soon as we talk about huge or larger creatures
B. is my prefered solution
C. is to extreme
In my group we have a summoner riding on his eidolon. The eidolon has a climb speed and can climb walls etc. very easily. What about the summoner who sits on the eidolon? Is he "climbing" or is he still riding? Can he fall from the eidolon (sure he can as long as they are not clued together) and what rules / skills cover this?
At the moment i use a houserule. The rider has to do a riding skill check with a DC similar to the climbing DC +5.
I have a problem with the 1st level spell Hide from Undead. We are playing an adventure with alot of undead enemies .. some are unintelligent and others are intelligent. The party uses a selfmade wand of Hide from Undead, moves through the dungeon and do everything they want until they meet a monster they want to fight or a intelligent enemy who resists the spell. They can talk, search the area, prepare for a fight etc. because nobody can hear, smell, see etc. them.
Now my questions:
What can i do to counter the spell in the case of unintelligent enemies? Last game they passed a CR7 encounter with a 1rst level spell and that was not the only encounter. The party is lvl5. Is the spell OP compared with Invisibility ? I thought Hife from Undead is something like Invisibility but only for Undead. Now is see that the spell is something completely different.
A rule question reguarding intelligent enemies:
PRD Hide from Undead wrote:
If it fails, the subject can't see any of the warded creatures.
Intelligent enemies cant see warded creatures if they fail the save but they can hear, smell, blindsense etc. them ?
I dont want to offend someone with my question but reality is cruel and the game is cruel too.
We play a modified RotRL AP and the BBEG wants to kill as many as possible commoners to feed the runewell.
Scenario: The mayor of a town is speaking to the townsmen on the market square. The BBEG arrives, interrupts the mayor and speaks to the townsmen. Then without warning as many as possible townsmen (>300) die in a maximum of three combat rounds.
The BBEG is a 9th Sorc with minions (some dominated or charmed people, some mad supporter .. commoner or rogues) one week to prepare this attack and a budget of 100.000 gold.
For this scenario i need some ideas. The attack should be a very dramatic scene including spells and mundane terror like bombs. It will be the introduction to a "mythic variant" of RotRL (see Mythic Playtest for mythic informations). What spells, abilities etc. can or should i use by RAW? I dont want to use "GM power" .. the PCs should have the possibility to save some townsmen by countering parts of the attack.
At the end we will have a happy ending with a divine intervention.
How do the Double Pistol and Vital Strike interact?
With the D.Pistol you can shoot two shots with one attack action and a -4 penalty. Vital Strike doubles your weapons damage if you use the attack action.
1) It is not possible to combine the double shot and vital strike.
2) You apply vital strike to both shots.
3) you apply vital strike to the first shot (who hits?).
4) ..
I want to perform a reposition combat maneuver on a friend to move him out of enemy reach during a surprise round. Can i do that and under what circumstances ? What CMD do we use etc.
The reposition description says :
Quote:
You can attempt to reposition a foe to a different location as a standard action.
My friend isnt a "foe" so i cannot do it?
Yesterday we ruled it as a normal CMB vs. CMD check with AoO (friend dont use the AoE:) ) etc. . In my opinion a friend can lower his defence and i hit him automatically or at least easier. A healing touch attack is an example. I shouted something like "i protect you" so the friend was informed that i will try something that is good for his health..
Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
What does sleight of hand check mean ? What kind of action and what DC do i use ?
Hi there,
what possibilities do i have to demoralize an enemy with indimidate and a move or free action? Feats, traits, special abilities or items, alt. classes.
A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Hello together,
i have a question regarding this supernatural ability, especially the weapon/hardness part.
Acid is an energy attack and only deals half damage to objects before hardness. The damage to weapons is reduced to 1d8/2 and all weapons have hardness of 5 or higher. Due to this fact this ability is complete useless against weapons or do i miss something ?
The natural attack or unarmed strike part is clear and usefull.
Hi everybody.
By RAW i can use a musket as an improvised weapon with a -4 penalty on attack rolls. The damage should be 1d10 like a greatclub and thats it.
Do i miss something? Is there no chance to damage the musket etc.?
Please dont discuss the DPR or effectiveness of this idea/question :)
We play a modified RotRL module (Skinsaw Murders) and my players fight against some of the Skinsaw Men. They captured one enemy and interrogated him. After that they went to the guards, handed over the captured enemy and all informations.
The BBG is the justices of the city, he knows his enemies very well and uses every possibility to hurt them. He uses his influence and power in the city and denounces the PCs, call them murderer and let them hunt by the guards.
The PCs recognized this, they go to the guards and surrender (the paladin believes in the truth). They get jailed and wait for an court hearing etc.
Ok and now?
I want to create a good plot around this situation and in need some ideas.
The BBG knows that he will get problems as soon as detect magic etc comes in play. So he will try to eliminate the PCs as soon as possible to prevent a court hearing.
Hi together,
i have a question regarding military ranks, official ranks etc.
We have a lot of good role play in my group and i allways want to make my Pathfinder world so realistic as possible. At the moment i run a city module/adventure and the PCs are often talking to NPCs, gather informations etc. Most of it we do ingame, talking, not only rolling diplomacy..
Here is my problem:
They are often talking with officals, town guards, etc.
I need a list/flowchart for the hierachy of a City with officals, town guards and maybe soldiers/army.
Hi everybody,
i liked the idea of the grapple flowcharts that can be found in the Pathfinder SRD. Due to many problems that i had with grapple i created my own flowcharts with all informations that i have found on the web.
Take a look a the flowcharts and give me some feedback. I hope you like them :)
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
We are playing on the Forgotten Realms and i have a Helm cleric in my group. The favorite weapon of Helm is a bastard sword and by the Pathfinder rules the cleric gets the proficiency with it.
Question: Does he get the martial or exotic proficiency ?
Hi guys,
again i have a question regarding grapple.
The controller can inflict damage to the defender. He can choose free between his available attacks (light-, one-handed or natural) and dont make an extra attack roll (=automatic hit)?
Is it normale damage with all special effects? Poisons, flaming damage, weapon spec., STR, etc.
I cant use feats like power attack, vital strike etc. Correct?
The controller cant use full round actions. Correct?
What about creatures with more limbs and more attacks like an occtopus (lets say 8 tentacles with grap and a poisonous bite). Can this creature grapple 8 different creatures with his tentacles and bite a ninth ? Is it possible? If yes .. how does it works?
The defender can use full round actions. Correct?
The defender can use a normal combination between standart, full, move, free and swift actions with penalities for the grapple condition. Correct?
Hello,
are i am the only one who has a problem with the skill DCs? Most of the DCs are between 5 and 15. Beating this DCs is very easy without specialization. As a normal 1rst levle charakter you have a class skill of +6 (CS +3,+1 rang, +2 attribute), more if you specializised (special items with bonus (military sattle for riding etc.), class features, skill focus etc). Outside of combat you will beat easily everything with take 20 or take 10. I think it isnt a challange to do something special at 1rst level outside of combat. I know there are some exeptions but i think it is a general problem.
In combat it is more challenging but almost too easy.
Hello friends,
i have several questions regarding summoners riding on their eidolon. Eidolons are smarter than typical riding animals so they can act more freely and independent. Correct?
1) Is the summoner riding the eidolon with all possibilities, advantages and disadvantages or is he only present at his back and both act independent?
2) Are riding actions like "guide with knees" still necessary for the rider?
3) Do the eidolon and summoner act on the same iniative roll?
4) How many actions do the eidolon/summoner have? Due to the fact that the eidolon has INT7 it can act freely? So it can act normal but the summoner is limited to move equivalent/full/standart actions because he want to stay in the sattle and can not move.
5) What about the feat "mounted combat"? When an eidolons acts freely (with a rider on his back) does this feat work normal?
..
I have more questions regarding mounted combat but i will stop for the moment. I really do not understand the rules O_o
Hello everybody,
i have a problem with some spell/ability descriptions. Exactly i have a problem with the level adjustment and the wording. Here are some examples:
Spell Divine Favor wrote:
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).
+1 on lvl1
+2 on lvl3 or on lvl4?
+3 on lvl5 or on lvl6?
Spell Magic Missle wrote:
For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.
The description is here very clear.
Paladin Lay on Hands wrote:
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses.
Round up or down?
1 use (+CH mod) and 1d6 at lvl2
2 use (+CH mod) and 2d6 at lvl3 or on lvl4?
3 use (+CH mod) and 3d6 at lvl5 or on lvl6?
..
Inquisitor Stern Gaze wrote:
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Round up or down?
+1 at lvl1
+2 at lvl3 or lvl4?
+3 at lvl5 or lvl6?
..
I hope everybody understand my problem. Maybe it is only a missunderstanding due to the fact that i am no native english speaker.
Hello everybody,
i found a lot of discussions regarding my questions but no one ends with a clear result.
I have two questions:
Question 1: How often can a duelist parry per round?
Answer A: Only one parry per round unaffected by available attacks.
Answer B: Affected by the number of available attacks.
Answer C: Something other because ...
Question 2: Can a duelist use TWF and his class features together?
Answer A: No TWF.
Answer B: Yes he can use TWF and his class features except precise strike.
Answer C: Something other because ...
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
I have a problem with this ability. With enough time the inquisitor knows the alignment of all NPCs (with 6 or more HD) he will meet. Scenes like a freed prisoner (alignment C/N) shows his real face and attacks the group will we impossible.
I have some D&D 3.5 experiences with the paladin and i think i can handle detect evil. PF changes the detect spells and that is good but i see problems with the inquisitor. He can switch the detect ability and disqualifies possible alignments one by one. And the end he knows the alignment or he knows that the alignment is hidden or true neutral (not really believable if your opposite is a fighter with bloody greatsword).
Three PCs (named A, B and C) fight against an ogre. Character A successful trip the ogre with greater trip. All PCs stand in front of the ogre and have a normal melee weapon without reach etc.