Father Zantus

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Organized Play Member. 10 posts. No reviews. No lists. 1 wishlist. 11 Organized Play characters.


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Hello! I had a player use Temporal Pulse during a fight that resulted in quite a few Slowed conditions and Quickened conditions being handed out. The wording for this gift is a little unclear, and I wanted to confirm what was maybe RAI:

AoN wrote:

Activate [two-actions] (concentrate); Frequency once per day; Effect You make time shudder around you, stealing it from enemies and granting it to allies. Creatures of your choice within 30 feet must attempt a Will save. For each creature you render slowed with this gift, you can render one ally within 30 feet, including you, quickened for 1 round.

Success The creature is unaffected.
Failure The creature is slowed 1.
Critical Failure The creature is slowed 2.

The quickened condition granted to allies is defined as 1 round, but the slowed condition doesn't have a duration listed. As slowed is not like Stunned where it decays when it removes the actions, this is as written to state that the Slowed condition is permanent. Which can't be right!

So what's the duration for the Slowed condition? I think RAI, this is intended to last only 1 round like the quickened condition. Was curious if there was an official determination on this, and customer service pointed me this direction to ask. Thanks in advance!


Puna'chong wrote:
I just take it to mean that a given rogue can have their own debilitating strike in addition to anyone else's on a target, but you can't double up on one. Isn't it the same as two witches using their Evil Eye? So yeah, a party of rogues would be very good at cutting you up. That makes sense to me, gives an interesting flavor boost, and makes ambushes by bandits or thugs in dark alleys a lot scarier. Rogues "gang up," and you "go down."

I feel like this might be the best way to run it, based on the comparison of the Evil eye of two witches. I'll roll with that. Thanks!


chbgraphicarts wrote:
Fumu wrote:
Secret Wizard wrote:
2. It says these penalties don't stack specifically.
The way I read that was that a single rogue could not stack the benefit from his own debilitating strike. I'm not sure if the wording also concerns the possibility of two rogues using debilitating strike.

Two Debilitating Strikes can provide different effects, so -AC plus no 5ft-movement is both legal and hilariously dickish.

They just can't stack penalties, so -AC plus -AC doesn't equal x2(-AC)

I think I understand the fact that the same one would not stack, just extend the duration.

So are we intrepreting it as the debilitating strike would not be combating each other constantly? The wording states that you can only have one debilitating strike effect on a target at a given time (unless using the advanced talent), so if rogue 1 uses bewildering and rogue 2 uses hampering, hampering would not override the bewildering, and both would be in effect?


Secret Wizard wrote:
2. It says these penalties don't stack specifically.

The way I read that was that a single rogue could not stack the benefit from his own debilitating strike. I'm not sure if the wording also concerns the possibility of two rogues using debilitating strike.


1) Since Rogues get to benefit from Dex to damage on a specific weapon, I'm assuming it runs off the same rules where the offhand will only benefit from half of the modifier applying to damage. Any guess on if Double Slice (the feat that allows the full strength mod to off hand attacks) will be revised to include this? Initial thought is yes.

2) I have two rogues in my player group. If they both get a sneak attack off on their target and apply the bewildered debilitating strike, does the target suffer from -4 AC for party attacks? Or just -2, since the source of the decrease was the same ability? Is this the same for the attack roll reducing one?

If there is a better spot to ask these questions, please let me know. Thanks!


Hey folks, just ran into a question that I either can't find an answer for or didn't dig heard enough on.

Since the Balor Lord is a balor plus 5 levels of barbarian, the balor lord gets improved uncanny dodge.

PRD wrote:
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

So, if I'm understanding this correctly, a character who has at minimum 9 levels of rogue could sneak attack the Balor Lord? Simply because of the 5 levels of barbarian? Or does the HD play into that level, and thus it is impossible for a rogue to sneak attack the balor lord if a flank is presented?


I'm a little confused/concerned, and can't seem to find a clear answer in the FAQ. If a product is going out of print, will PDFs of the product be available? I don't want to buy a product until I actually run that adventure path...


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Name of PC: Triggi
Race: Ratfolk
Class/Level: Alchemist 4
Adventure: Rise of the Runelords: Chapter 1
Catalyst: Malfeshnekor
Story: The group attempted to whittle away at this large beast, as Triggi ducked into a closet for attempted cover. Mal, fed up with taking damage from the one person who was actually hurting him via holy flasks (party had a hard time getting past the DR because no-one had magic weapons at this time), used the closet as a no-escape trap against our mutagen-less alchemist, and a full-round attack action of a successful bite and 2 claw attacks instantly killed perhaps one of the most beloved members in the party. One of the other PCs carries around a rabbit in his honor, since Triggi had sworn to release the rabbits found in Thistletop after dealing with the terrors below the ground floor.


I did select the Average speed, figuring that it was my group of friend's first experience with the experience system. I'll start doing a loose write up to see how the fast progression lines up on the 6+ party size, in lines with the AP.


Hello there! (Hopefully I'm in the right forum category for this)

First off, my experience with Pathfinder is recently new. I have been playing in two custom campaigns where a fair amount of the rules are waived, and I am playing in one DnD 4e module where I have understand on the potential of my character or classes. I have more interested in the Pathfinder campaign, since I have been able to read through mechanics online during my free time. I am also DM’ing for the first time, and I wanted to DM an Adventure Path. Wanting to do the adventure paths in order, I started with the Rise of the Runelords, and just bumped it up to the anniversary edition for good measure. I am been DMing for about 3 months now, and I fear with the way things are going, I’m losing control on certain campaign aspects, and would like some insight on how to repair it.

For starters, I have a total of 8 possible players. 5 try to make it every week (but I haven’t been able to get all 5 to the table as of late), the other 3 make it when they can (which is very rarely). It was totally my fault on this, as I have a hard time telling people who are interested in trying the game, “No.” 5 out of the 8 people are new to the system, and the other three have varying experience with other campaigns.

Now onto the thing I want some opinions on:

I really wanted to follow the experience system that is detailed in the gamemastering section in the CRB. Due to the size of the main party being 5, and including some custom made NPCs here and there for character backstory, I generally have 6 or more people technically in the active party regardless of who is actually at the table. Also, to not penalize the player who can and can’t make it, I end up NPCing those who are not able to make it and are in the main party. I originally had plans to end this around level 10, but may bring that cut off level here sooner.

It seems that, because of this, I have jipped my players of experience because they get lower values. Now, I understand the mechanics of increasing the encounters CR rating and adding more mobs or beefing them up. I did this for a bit, however it seemingly leveled the PCs too quickly, so I only did it for important fights like Tsuto, Erylium, Nualia, etc. It was working out well, as some of the beefing up ended up meaning better loot for my players. However, my concern is that I’m now just after the Habe’s Sanatorium section of The Skinsaw Murders and the party is still level 4. According to the book, they were supposed to be level 5 by now, and really soon here to be level 6 shortly after the beginning of the Misgivings.
To me, the answer is partially clear; just do a few custom combat sessions with enemies dealing with the character backstory stuff to catch back up. However, I fear we have quite a few to do to get caught back up to where the party should be, so I’m not sure if this is the appropriate solution. Should I make the players work for the experience? Or just say, “Hey whoops, I messed up. Here’s all of the missing exp you guys should have gotten. Sorry about that.”? Seems to take the hard work out of it, but then again it’s my bad for their current progression.

Thoughts?