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![]() I’m expecting to encounter a mirror that has trapped an NPC that we need to rescue. I also don’t know where in the dungeon that the mirror might be located, so I might encounter it without intending to. I’m hoping that invisibility might be a layer of protection in such a circumstance, to avoid a dicey saving throw. ![]()
![]() Two relatively easy and quick solutions: Use the automatic bonus progression rules, which obviate the need for constant stat, armor, and weapon bonuses and the like: https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/automati c-bonus-progression/ Get you geared up properly quickly, either via an easy encounter with extra loot or a plot device like a patron ![]()
![]() I won’t repeat what the others have said, which was spot on. Some additional thoughts: Ask yourself whether, separate from Tristan’s death, you want to play in this dark game right now. Between your work situation and the general craziness in the world, can you get the positive experience you seem to be seeking? A dark game doesn’t have to be depressing, but it can be. If the answer is ‘no’, then continue looking for other ways to play with these friends and others in ways that do bring you joy and fulfillment. If the answer is yes: You say Tristan’s story is over. That doesn’t necessarily have to be the case, depending on how you and the DM think about it. There may be no resurrection in your game, but there are several other paths that could lead to a continuation of his story. Maybe your fellow party member only thought you were completely dead and left the job unfinished. Maybe someone came along and found your almost-corpse just in time and saved you for some reason that can be an interesting plot development. Maybe Tristan is dead, but his long-lost blood brother/sister or the missing biological parents learn of his fate and pick up his quest where he left off. Or any of a number of other similar solutions. In any of the above, consider how your choices as a player and PC affected the outcome. Tristan is determined to be naively heroic in this dark world. That isn’t a problem in the abstract, but his inability to listen and learn is. You got feedback in and out of character that his definition of heroic equaling rushing in recklessly most of the time was incompatible with long term survival and the broader party’s goals. At that point, it goes from being heroic to being something else. Here again, I would suggest looking for ways for Tristan or a follow on character to redefine his or her understanding of heroism over time, learning from experience and advice from others. Maybe as a paladin, he has a divine revelation or dream that helps guide him down a better path. Good luck and enjoy having a set of friends willing to communicate and reunite even after such a situation! ![]()
![]() Not necessarily dead. As Mr Charisma noted, there is probably a save. And the poison may not be automatically lethal even on a failed save. Foe example, Here’s the pit fiend’s poison bite description: Poison (Ex) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based. ![]()
![]() Have initiatives posted for all to see, and someone responsible for announcing who is on deck to go next. Have all likely buffs and debuffs preloaded into character sheets if you are using something like Hero Lab, so you can avoid mental math and just turn them on and off with a click. Have a turn clock - if you can’t declare your action within 15 seconds, then you are delaying or passing on your turn. Have the DM announce ACs and health status for foes, to save time asking and confirming hits/misses. There are a few cases where this will help players choose whether to use a particular bonus or ability, but the increase in speed is worth it. tell the players when they seem to have gained the maximum or sufficient information in a social encounter, to avoid wasting time as conversations drag out needlessly. Similarly, have multiple ways for the PCs to learn key bits of plot info, so that progress is not derailed by a single skill failure or missed clue. Even be ready to have an Npc give them what they need, perhaps at a penalty in terms of treasure or other consequences. ![]()
![]() A few other thoughts re things to consider: Stick to the Core Rulebook, to avoid decision paralysis in character building, spell selection, etc. That will also tend to make it harder for those who do have time to optimize to outshine those who don’t have the time. Let folks know ahead of time that you will allow rebuilding of characters at certain points as they level up, so they don’t worry too much about mistakes made out of ignorance early on. This really applies to any RPG, but have a session zero to explain what kind of campaign you plan to run, and talk about the kinds of characters folks want to create that would fit in that campaign. If you are going to heavily focus on combat or intrigue or social interaction, then people won’t unknowingly create characters who don’t contribute easily to the specific style of play. For example, a big dumb fighter with few skills beyond killing things will probably be bored in a game with mostly diplomacy, stealth, and the like. ![]()
![]() TL/DR version: The channel probably didn't affect most or any of the folks in rooms 9 & 10, and if it did, they probably would have a pretty good idea who did it. My reasoning: The cleric might not be chanting, but must present her holy symbol, so there is a visual clue. Also, Mysterious Stranger is correct that Channel Energy is a burst, so she needs line of effect. Looking at the map, that seems incredibly unlikely that all those targets are in line of effect given the geometry of the hall, doors, and rooms. And even if they were, any affected ones would be able to see the cleric presenting her holy symbol as the negative energy washed over them, assuming nobody did anything else to block line of sight without blocking line of effect (e.g. darkness or fog cloud.) And of course, if she had line of sight to affect them, then she could use selective channeling, per the inverse of the OP's original logic. ![]()
![]() PayneMykonos wrote:
I think you may have misunderstood the answer re total HD of undead with command undead. There is no specific limit on the number of undead, but their total (e.g. sum of) HD is limited. So you can have a bunch of skeletons or a smaller number of more powerful undead under your command (or a mix), whose total HD added up do not exceed the limit. ![]()
![]() Yeah, rules seem pretty clear on this one. Most people trying to pull shenanigans with this want to add bonuses for the substituted skill on top of the perform bonus. The DM would be right to shut that down. But the RAW is “When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check. If the skill you're using is a class skill (and you have invested ranks into that skill), you gain a +3 bonus on the check... Skills can be further modified by a wide variety of sources—by your race, by a class ability, by equipment, by spell effects or magic items, and so on." A DM can of course make house rules, but there ought to be a reason, and it shouldn’t be a surprise to a player on a major class ability. ![]()
![]() I think your original inclination is right. The homunculus probably is not living, therefore is not a valid target for the spell. This is not clearly stated in the description, nor in the Construct creature type rules, but is strongly implied in the latter. Constructs share many key traits solely with the only other non-living creature type, undead. No healing, resurrection, CON score, etc. They are destroyed, not killed. That said, if you are playing in a home game, it sounds fun, and isn’t a gateway to some game-breaking power move, why not? ![]()
![]() Thanks, gnoams, I agree that different methods can work better for different cases. Some folks are math challenged, so that auto tool comes in handy for them. Saved a DM buddy of mine last night :) I was doing the math for him when I noticed the auto tool. Both gave good results, although the map I was doing for him was one of those annoying cave maps that didn’t have the grid across the whole map sheet. Thanks for all your advice! ![]()
![]() The above was great, but led me to accidentally find a tool that takes away the need to do math at all: --Drop your map onto the map layer
Voila! ![]()
![]() YouR build is interesting and different from the dorn dergar characters I’ve seen! A couple of additional thoughts: I think Power attack is required for the Cut from Air chain too, unless you have some way to bypass that requirement. What is your stat array like? You’re going to need Str, Dex, Con, and maybe Wis. The last especially if you don’t do the usual Steel Soul. your other magic counters don’t kick in until mid-game. Good luck! ![]()
![]() Senko wrote:
Ah, I see it now. I misread this sentence: "For the purposes of this discussion consider a non-monk specced to fight unarmed (e.g. improved unarmed feat) to be included in the class along with hybrid classes like Brawlers." I didn’t catch that "include in the class" meant "equate to monk". And then glossed over the next sentence too :) I’ll read more carefully next time. ![]()
![]() MrCharisma wrote:
Except those who have Improved Unarmed Strike are considered armed. Doesn’t that mean they would get those AoOs? Paired with combat reflexes, that would be a huge advantage. ![]()
![]() Garzag wrote:
Your second answer is correct. From the text in the description: ’The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level.‘ So it is one single plane (a flat surface) that is vertical with surface area of dimensions up to the limits described. ![]()
![]() Blasphemy has the [sonic] descriptor, which means that it even affects deafened creatures, per the magic section of the PRD. That suggests that plugging your ears with your fingers or earplugs isn’t going to help. The way this is explained in the rules is that sonic spells cover a wide range of frequencies, and so aren’t generally blocked by such measures. ![]()
![]() Potions are inexpensive and you can use them by yourself. Is there any pattern to how you die, that you could counter by using different tactics or by getting magic items to protect against specific kinds of threats that kill you most often? Can you get a henchman or hire an NPC to help protect you while you shoot at the enemy? ![]()
![]() Egeslean05 wrote:
I agree, it’s bonus damage to the strike, similar to applying STR or enchantment bonuses. Add it all up (base damage plus bonuses) and apply the DR once to the total. ![]()
![]() I generally call for initiative once at least one party is aware of the other. Otherwise, how do you know which side opens the door? There ought to be times where the baddies don’t just sit there and wait to be victimized by PC murder hobos. This also allows for things like the readied attacks that you mentioned. If they haven’t yet gone in the initiative turn, then they can’t have readied attacks, after all. ![]()
![]() You have to choose, and the weapon needs at least a +1 enchantment bonus to add any special abilities on top of. So to add Igniting, you’ll need to pay for a +3 equivalent in total. Here’s the relevant text from the prd: Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once. ![]()
![]() If you are already part of the hunt, there are a million ways to slow them down and derail the hunt. Bad mushrooms in the cook pot; you eat them too, to avoid suspicion. Everyone gets sick and either goes home or delays the hunt. Be clumsy and make a racket as you approach the lair. Volunteer to scout ahead, and cruelly warn the dragon. That sort of thing. Not as extreme as killing the nobles, so less likely to result in you being banished or worse. Just don’t get caught... ![]()
![]() Hrothgar Rannúlfr wrote:
You are right re the bonuses to AC stacking, because they are different types. I think that the answer to your second question is yes too, but don't have a rules cite to prove it. Also, just because I'm guessing you are combining these two classes to make a powerful melee guy, remember that per the PRD: "A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks." ![]()
![]() Morag the Gatherer wrote:
For 1800gp you can get a hat of disguise and do the same thing with no roll. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hat-o f-disguise/ ![]()
![]() IfritSlasher wrote:
Per the quoted text above, it depends on when you make the hit that is a critical. If that critical hit occurs during your turn, then the immediate action is on your turn and counts as a swift action. If the critical hit occurred when it wasn't your turn, such as on an attack of opportunity, then it would be an immediate action. Either way, you wouldn't be able to use it again until your next turn. ![]()
![]() Each box of pawns has a logo and numbering system with the critters in alphabetical order. I put them into bags in groups of 10, based on the numbering system, with the numbers marked on each baggie in sharpie. Then you just look them up on the back of the box, find the baggie you need, and pull out the critter. You can store them in the original boxes that way. Not perfect, but simple and cheap. ![]()
![]() Zarius wrote: So, I'm planning to make a weapon out of a high hardness, but low-as-heck HP (20 hardness, 5 hp), and I'm looking for ways to protect it. I know about the Impervious enchantment that can be put on it, and I fully intend to slap that on as soon as I can. But there's gotta be other things I can do that I'm just not finding. Any ideas? Bladeguard is 40gp and protects against some nasty effects. Lasts for 24 hours, so it is easy to apply ahead of time. Saved my magic adamantine dorn dergar at least twice. http://paizo.com/pathfinderRPG/prd/ultimateEquipment/gear/alchemicalRemedie s.html ![]()
![]() VisionTron wrote:
Bonuses of the same kind (in this case enhancement bonuses) do not stack. There are a few exceptions, but this isn't one of the them. From the PRD: Stacking: Stacking refers to the act of adding together bonuses or penalties that apply to one particular check or statistic. Generally speaking, most bonuses of the same type do not stack. Instead, only the highest bonus applies. Most penalties do stack, meaning that their values are added together. Penalties and bonuses generally stack with one another, meaning that the penalties might negate or exceed part or all of the bonuses, and vice versa. ![]()
![]() Talcrion wrote:
Yeah, not everyone is a master storyteller. You're the GM and presumably a pretty good storyteller if you are running this kind of campaign. So when your PC (whose player can't on the fly conjure up the Gettyburg address) says "you can trust us to safeguard it", have your NPC repeat it back to the character in a more engaging way that fits with the storyline you have in mind. "Oh yeah, that way I wouldn't end up like Zargon the Nearly Magnificent, who tried to keep everything of value hidden under his mattress but lost it all to the malign agents of the Nightstalkers Guild." ![]()
![]() jquest716 wrote: So in my campaign my barbarian has gotten a large broadcasted from a recently dead hill giant. Now he wants to use it as his main weapon, he completely understand the negatives he takes but wants to know would he have reach when using the weapon because it is larger then normal. So does he gain reach when using it? I don't think so. There are rules for creature size extending reach and reach weapons extending reach, but I couldn't find anything that suggested that weapon size itself affects reach. So assuming "broadcasted" from your original post was supposed to be "broadsword", then as a non-reach weapon, the outsized broadsword wouldn't extend your reach. It would be worth searching the rules forum and FAQ to see if others have asked similar questions and gotten different answers. ![]()
![]() cub149 wrote: I want to make a character in Pathfinder but I can't afford the beginner box/materials. Anyone know of a guide or something on getting started? I've played a little bit of D&D 3.5, so I'm not totally blind, I just need something to explain how to make a character in Pathfinder. You can get the PDF of the rules for just $10 here (along with free mini-adventures, etc.): http://paizo.com/pathfinderRPG/products/beginnerbox All the basic rules are also available for free online as part of the Pathfinder reference document: http://paizo.com/prd/ And another version can be found here: http://www.d20pfsrd.com/ Enjoy! ![]()
![]() Remy Balster wrote:
RAW for natural armor is this (from the Barkskin spell description): "A creature without natural armor has an effective natural armor bonus of +0." Whereas there is no such text for an effective "flanking bonus on attack rolls" that I am aware of. I suppose you could make a logical case for it, but apparently not a RAW one. ![]()
![]() I know the original rules on favored class say the following: Favored Class
However, this predates the retraining rules. Has anything changed the above to allow you to retrain your favored class and/or the bonus choices you make at each level? Thanks! |