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Ryze Kuja wrote: And FWIW, Death Ward only protects against MAGICAL death effects, so it only affects Spell, Spell-like, and Supernatural effects. Death attacks from Extraordinary abilities are not magical, so Gunslinger's Death Shot and Slayer's Assassinate would not be affected by Death Ward. Except that the death attacks section doesn't mandate that they be magical and does mandate that death ward applies. The gunslinger ability specifically says it's a death attack, not effect, so it should be covered. ![]()
Ryan Freire wrote:
Those are death effects, not death attacks. They're different and separate things in the rules, which is why this question came up in the first place. ![]()
Death Attacks wrote: Source PRPG Core Rulebook pg. 562 Are these rules meant to be applied after the fact to new abilities as they come out, even if those abilities do not identify as death attacks? The question spawned from the Demilich ability, Devour Soul , which appears to check all the boxes for a Death Attack, and was used against a character with Death Ward active. - failed fortitude save leading to instant death
Additionally, I have found only one other ability that self identifies as a Death Attack, the 19th level gunslinger ability Deaths Shot which actually contains the phrase, "this is a death attack." This ability came out well after the CRB which gave us the Death Attacks section. So the question is, are we to be applying this to every spell we think might be a death attack to see if the bonuses from death ward (when cast) can be applied? A search of everything so far seems to indicate that death effects have been pretty clearly defined, but it seems like everyone ignores this one section of the CRB for some reason. ![]()
Aeonesti wrote:
Along these lines, is there anything the PCs can do to identify that a creature is a spirit anchor in the first place? Knowledge Arcana is used to identify spell effects in place with a DC of 20+spell level, but Chained Spirit doesn't have a spell level and isn't a spell. Is there a raw way to identify that a creature is a spirit anchor? ![]()
Does death ward protect against something like the natural attack of a Banshee? Death Ward says:
From the Banshee stat block:
Nowhere does it say that the banshee attack is a negative energy effect, it's the damage type for its natural attack. Would someone with death ward active take damage from this attack? ![]()
A character with the "Snatch and Drop" feat Snatch and Drop wrote: When you succeed at a grapple combat maneuver check as part of a flyby attack, you can move yourself and your target up to half your remaining fly speed. You must drop your target before the end of your turn, or both you and your target crash to the ground immediately and take 2d6 points of falling damage each. A dropped creature takes falling damage as normal. You can’t use this feat on creatures whose weight would exceed the amount you can carry as a heavy load. drops a character with "Air Walk" cast on them Air Walk wrote:
over a deep (100 feet) chasm. Does the character with Air Walk fall, if so, how far, and how much damage would they take? ![]()
Yet another extreme necro, but I was running into the same issue and found the following process to be extremely helpful in Windows 10: 1. Single click the image in the PDF
This should remove all the gross stuff around the image and allow you to copy the resulting image into Paint and end up with a beautiful image you can easily remove the background of in your remover of choice (I've been using burner.bonanza.com). ![]()
That Crazy Alchemist wrote:
He was targeting a creature within the web and wanted to get a side effect of having the web burned away in every square the arrow passed through on the way. ![]()
Gidonamor wrote:
I've tried to find a happy medium in my game, leaving in the phantasms and haunts, getting rid of random encounters, but keeping most of the bad guys. My one exception to this point (my group is about halfway through) has been to fast forward the last couple of Scarwall Guards fights and just give the party a W. They haven't had an issue with them and it'll just waste time. Later on, I may advance a few of them and see if that makes things better, but they just don't seem as interesting as they could be, so I've been focusing on the rest of the bad guys. ![]()
Diego Rossi wrote:
As Crazy Alchemist noted above, typically, the rules DO explain when additional effects are produced. "Produces light like a torch and can set flammable objects on fire with a touch attack," would be useful information to a character (or GM) carrying a flaming weapon. I don't mean to overthink things, but it would be helpful to know if there is an official answer, as even in this thread (as well as several others I've come across), there doesn't seem to be any consensus on what exactly "Flaming" does. ![]()
avr wrote:
He rolled a successful attack against a creature 10' into a Web spell. I gave him the 5' square the creature was in (although I don't know that RAW strictly gives him that even) but not the tunnel. ![]()
That Crazy Alchemist wrote:
I know the devs leave a lot of things to interpretation, but this was my take as well. I'm surprised that there hasn't been an FAQ or Errata on this considering the relatively extensive impact of one ruling vs another. What prompted the initial question was a Flaming arrow shot into a Web spell. The archer wanted the arrow to burn a 5' hole through the Web, while I didn't (and still don't) think that it would do so. I've still been unable to find anything that rules definitively on that, and the issue of what the Flaming quality actually does seems to be at the core of the question. ![]()
baggageboy wrote: As a point of reference hitting something with a torch only does 1 fire damage, significantly less than a flaming weapon can. Seems to be reasonable that a flaming weapon could do anything that a torch could at the very least. Why not include a phrase like "a flaming weapon gives off light like a torch"? Isn't that the usual way that that type of effect is indicated? ![]()
Flaming wrote: "Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given." It says that the weapon is sheathed in fire. Does that fire give light like a torch or heat? Can you use a flaming weapon to start a campfire? I tried searching everywhere and couldn't find a ruling on this. Thanks guys! ![]()
In my game, Rolth escaped from the temple and the PCs lost track of him for a while. I spent that time developing Rolth's hideout/batcave where he began working on a series of abominations as he plotted the demise of the party. One PC (a druid) had fallen in love with Trinia and had decided his character no longer had interest in the main campaign. He moved to Harse with Trinia to settle down. I had Rolth kidnap her while he was out fooling around in an alchemy lab, and leave a finger and a sinister letter behind, stating his intent to kill the rest of the party as well. This led to the druid coming back to the party just in time to face the emperor of Old Korvosa. After that, they followed some leads and found Rolth's lair in Old Korvosa. I had to put him in at that point because the party was getting fanatical in their obsession with him and I was concerned they wouldn't leave the city in book 4 if Rolth was still around. Their final fight against Rolth was a level 9 Rolth, a Spectre, a Manananggal, 2 ghuls, and 2 infested mummys, and an imprisoned Trinia as collateral. It was glorious and ended with Rolth dying them setting off a contingency fireball. I also used it to reintroduce a converted and leveled up Ishani who had gone missing for some time in book 3, then returned at the end of this fight as an 8th level cleric of Shelyn. Now that I've seen all this though, I may have to find someone interested in resurrecting Rolth again... ![]()
My party actually did manage to capture her and they're trying to redeem her now. She's currently living in the Dead Warrens with Bishop D'Bear and Kroft under strict observation. One of the party members is interested in her as a romantic partner, but I haven't decided how much of an effect her lifelong trauma will have yet. As written, her turn should take time, so I'm definitely going slow with it, hoping inspiration will strike sometime in the last book or two. ![]()
Simple question: When using the spell Stone Shape, is there any restriction on the minimum size of any of the 3 sides of the cubic feet? For example, with 20 cubic feet, could someone manipulate 50'x50'x1" of stone? What about less than 1" to expand the other dimensions even further using simple cuts or crude shapes? ![]()
You may notice that many of the random encounters for the Cinderlands are giants. I highly recommend both stone and desert giants as encounters that can be had along the way. Fill out the encounter with a couple of the lower CR creatures on the list and it should spice up the desert travel significantly. ![]()
UPDATE: summary:
I ended up running a graven guardian of Zon Kuthon, the Soulbound Doll, and 2 gray maidens. The party wiped the floor with them. I got a little bit of damage in but nothing significant. I finished the fight with a glimpse of the final big bad blue dragon slithering over the top of castle Korvosa and launching lightning bolts the size of telephone poles at them. Then flash of white and they find themselves in a field with Sheyln who thanked them for their service to Korvosa so far and rewarded them each with a magical item. When they woke up, they each had their magical item and needed a day to recover from exhaustion. Even though it wasn't as tough a fight as I had hoped, I learned a lot about encounter design and, most importantly, they all seemed like they loved it. ![]()
We just finished book 1 in my group and we're going to be running a brief dream sequence encounter in between because one player had to miss consecutive sessions. My plan is :
to have them wake up in a deserted Korvosa and see nothing but a soul bound doll that they have to follow through the city. The river will have been turned to sand and they'll end up in the castle courtyard where they'll fight a CR5 blue dragon (wyrmling) and the doll. At the end of the fight, they'll wake up. The players involved are all level 4. Wizard, paladin, rogue, and house drake Majenko. I'm concerned the fight will be too easy even though it looks like a CR 7 or 8 encounter. Has anyone else done a foreshadowing encounter like this or have any suggestions to make mine better? Thanks! ![]()
Some of my PCs are interested in going to Vencarlo for sword training. What's the best way to handle that in terms of increasing their ability as a result of training. Would it require X number of sessions to gain some sort of stat increase? If so, is there a stat increase/training hours formula? Thanks in advance! ![]()
Corrik wrote: ** spoiler omitted ** I've seen several posts along the "no motivation" theme. I don't know if this is something the AP should have addressed more or not (it seemed pretty clear to me when I was reading up on it but YMMV) but from what I've seen, CotCT is, as written, a game for non evil characters. Again, as written, it's heros saving a CITY from evil. I understand that can be boring for "experienced" players that just want chaos, but that's an issue with not matching the players to the correct game rather than a failing of the AP. ![]()
I started running our game with the old version then bought the new one midway through the first book. It's way better to me. Updated rules already done for you, additional stat blocks for npcs like Grau that you might want to let your players bring along on fights etc. My players helped Grau out and he's become their buddy in the guard and the stat block was very helpful. I love it. ![]()
One other thing that I'll add which was a problem I ran into when we played Runelords is the point buy. These early APs were designed for (IIRC) a 15 point buy for the PCs. If they're too high, they'll destroy everything without getting touched causing you to have to adjust every single encounter. If it's not too late (depending on the maturity of your group) I would suggest reducing it to at least a 20 point buy system. ![]()
I've had similar problems with players before. One guy just HAD to be a necromancer and wouldn't have fun if he couldn't do it. My suggestion (to add to the above suggestion of requiring certain things in the characters) would be to sit down with your group and talk about what type of game they want. Explain that CotCT is a good vs evil game that requires the PCs to be good (my game I allowed neutral but no evil) and have a desire to help. If that's not what they want, you'll just be hanging your head against the wall trying to shoehorn them into a really great story that they don't want to be in. There are other game options if they want to make difficult evil characters, and maybe one of those options would suit your group better. ![]()
: We're halfway through book 1 in my group. My PCs have met Vencarlo and heard rumors about Blackjack but no one has put things together yet or tried to figure it out.
To me it seems like they'll naturally figure it out sometime in the beginning of book 2 when Vencarlo asks them to help out the woman Blackjack saves. If not then, they can wait till book 3 when they'll find the Blackjack outfit in Vencarlos house. If they don't get it early, there's no need to push it. It can be a mystery that goes on for a while as written.
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I showed them the pictures from the books and portrayed him as aristocratic and charming with plenty of street cred due to his being the head of the school. They all liked him and want to go take lessons and see him again. They also heard rumors about the other guy but no one seems to be trying to link the two yet. ![]()
My party comp is: druid (deinonychus animal companion), wizard (now has Majenko), TWF rogue, paladin of Iomedae (working on figuring out Divine Mount rules). I'm a little concerned I'm gonna effectively have 3 characters with animal companions in a few levels. Will letting him have leadership with Majenko create big problems for me or is it designed to accommodate him? ![]()
So I've looked through several long threads and seen a lot of argument on this but haven't seen an official ruling on this. I'll put the question as simply as I can: Is a paladin's animal bond limited to the creatures named in the RAW (horse, pony, boar, camel, dog), the full druid animal companion list, or something in between? The section on this seems slightly open ended ("more exotic mounts are also suitable") but it also seems limited by the word "mount". Is there an official ruling on this? FWIW I'm actually a newish GM running a game of CotCT. There's no argument at the table on this right now but I'd like to get a feel for it before we get there. ![]()
My PCs rescued Majenko last night. We're using the updated book which has a fantastic picture of him next to an expansive stat block. My question is, are there options for leveling/enhancing him somewhere? The wizard in the party is the one who has him and I haven't been able to find anything about leveling house drakes. I remember reading here before about people giving Majenko levels in various classes but I don't know where the rules for that are. Thanks in advance! ![]()
My group of power gamers (it was my first time Gming and I didn't supervise character creation properly) rolled through the entire campaign with hardly a scratch until they hit the hounds in the chapel. After that they felt they needed to rest instead of continuing on. They chose the top level of Thistletop to sleep in. After multiple rounds of combat. Knowing there was a bbeg awaiting them. So I decided that Nualia was given an Urdefhan to make up for the loss of her hounds, and she attacked that night. With the Urdefhan, a hound, and Nualia it made for one of the tenser moments in the game to that point. ![]()
so many spoilers: The only one I've really thought of so far is Anthony Hopkins for Vencarlo. It's a bit on the nose but if it's not right, I don't know what is.
I was actually going to parody the voice of Roz from Geeklys Drunks and Dragons for Ileosa next time they see her. Seems appropriate given they were both not what they seemed at first and the French Canadian accent should be different than anything else that comes up. Plus it will keep them on the innocent queen side longer hopefully.
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