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![]() Gambril carefuly maneuvers around again and releases an arrow into the undregrowth...but his shot is so bad he blends right back into the undergrowth. ATK/SNEAK1d20=5+3=8, 1d20=18+7=25 ![]()
![]() Gambril will prepare to fire into the back of the hobgoblin then rehide. Mechanics Spoiler: 1d20+5=10, 1d6+1d6=5, 1d20+7=27
Pretty sure I missed unless he's flatfooted against me again. But I think I made the sniper hide again. ![]()
![]() Gambril unleashes an arrow from the underbrush...then hides back behind the brush. Mechanics: Spoiler: Initiative:1d20+3=9
Attack: 1d20+3=16, 1d6+1d6=8 Bow damage:5, Sneak attack:3 (if I can get a shot within 30 feet.) Rehide:1d20+7=14 ![]()
![]() samerandomhero wrote: Upon entering the forest, all of you hear the distressed whining of an animal and the soft sound of a running creek, both of which are in the same direction off to the right of thetrail. The rest of the forest is In unnatural silence. A chill hangs in the air, imagined perhaps.... Gambril quietly draws his rapier and puts a tree between himself and the noise, "Holur...was that a natural animal? or a trap?" Gambril whispers. ![]()
![]() All in good time Holur, all in good time, for now, let us concentrate on this forest, and finding that cure... Perception: 1d20+4=6, 1d20+4=24, 1d20+4=8 ![]()
![]() I don't have anything except some of my architectural school stuff available atm, I have that "Thorngrim" commisision I've done the linework on, but not completed, since I had a second job fall in my lap. Haven't had loads of time since. Trying to keep up with my games (though some of those are disappearing, so I think I'm going to try to dedicate 30 minutes to art daily again soon. What were you looking to get? Here's an architectural drawing for color reference. Edit: Thorngrim OK I decided to upload the linework for that "ancient" commission, it's still rough, it need to be cleaned up, and the colored. That should work, Deviant Art link ![]()
![]() "Ah, hard working men, I hear they eat sawdust pancakes up here." Gambril jokes. in the game I ran, they did eat sawdust pancakes, the chef used sawdust to stretch the ingredients...and pocket some of the coppers "Where has Holur gone? I'm sure this place is an affront to his natural doctrine." "I'm not sure what scares me more, the consortium or the woods beyond..." ![]()
![]() "I see something in the ca..." Gambril says with a grin before he's interrupted by the newcomer. He looks the woodsman up and down "You don't look like one of the Lumber Baron's men..." Welcome to the new players, hopefully your attention span is longer than the previous parties. "I'll leave the others to deal with the darkwood payment...it was their idea anyway..." Gambril mutters to himslef. "What can we do Laurel? What do you need and where can we find it? I'd be willing to climb Droskar's Crag to help me ma."
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![]() Are there any rules or guides given to a GM in any of the Pathfinder 2e books as to what the GM should inform players of in regards to damage. For example, a player rolls damage and the GM records it. What do the players know about what just happened? Could they tell if the creature was resistant or has a weakness based on dealing the damage. Can the player tell if the creature is uninjured or near death? Or are these just nebulous ideas left the the GM to determine? ![]()
![]() What is the working mechanic behind Shifter's Foil? Why does the feat disrupt shapeshifters. Does the feat only work with spells or does it apply to only attacks either melee or magical? Does it apply to any damaging method? My thought is it applies to anything with an attack roll, but the flavor text could indicate it only applies to spells used by caster. So, in the first case Fireball would not disrupt but in the second case it would. Or do just it universally become a shapeshifter disruptor where any damage caused by you can disrupt a shifter? Shifter Foil: Your command of shapeshifting magic can disrupt similar effects in others.
Prerequisite: Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect. Benefit: A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed. ![]()
![]() Since they're made of air I assume they can pass through things like someone in gaseous form, but there is no mention of that. What I'm wanting to do is create a whirlwind and bang creatures against a force cage by passing through it. It'll just do slam damage and drop them, but I was wondering if that was possible. ![]()
![]() Quote: Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon's wielder never needs to load the weapon with ammunition. Since the ammunition is spontaneously created does the enlarge person spell effect that spell (minor creation) and create a large arrow which reduces when fired? Or does the magic of the bow create a large arrow because the bow is large? Or is the bow locked in to one type of creation at the time of the bows creation, so only medium arrows are created, which would be unaffected by the enlarge person since it didn't exist at the time the spell was cast? My thought is that it creates an arrow appropriate for the size of the bow meaning that it doesn't reduce in size when fired. All the other FAQ and threads about endless ammunition say it's horribly priced and compared to other items of similar effect I would have to agree. Now if the endless ammunition could create blunt arrows, flight arrows, splinter arrows and the like (all made of wood and non-magical) then I could see where the +2 was justified. I'm wondering what the original intent was for this item to justify a +2 enhancement. ![]()
![]() I notice the weapon is a bit pricey. It's a +5 weapon that costs 75000 + 350 for material and masterwork. A +5 weapon is normally 50000. There appears to be either another +1 added making it 72000 and an additional 3000 OR it has a 1.5 multiplier added. I don't see much difference between a normal +3 ki intensifying weapon. Katana is already a monk weapon. I'm guessing either the monk damage is another +1 and the 3000 is to treat as unarmed for purposes of using abilities requiring one hand free. It's going to be that or the unarmed damage costs 1.5 which is very pricey and I can't think of any other mod that adds 1.5 to a weapon. I guess I'm looking for a way to add monk unarmed damage to another weapon. In 3.5 there was the scorpion dagger +1 which costs 6000+ making the unarmed mod cost 4000. I'm looking for insight how they priced this weapon. ![]()
![]() Either things changed since the class was created or it wasn't thought through, imo. Rapid shot and multishot can't be used with flurry but can only be used with full attack. Why the heck were these put on the monk bonus feat list since the zen archer essentially can't use? A much better option would be to add snapshot and improved snapshot since the monk could use those without having to take the feats he can't use. The level 9 ability is essentially snap shot anyway. Also, the ki strike abilities are still left on the unarmed attack. Shouldn't the monk be able to use through bow instead? ![]()
![]() I've always played that ability damage and drain stack. The main difference is that ability damage is temporary and applies a penalty to stat rather than changing it like drain does. Quote:
But this seems to contradict that notion. Quote:
And then bleed seems to confirm it saying they are essentially the same. Quote:
Putting all this info together I think I came up with suitable comparison. Damage vs nonlethal damage. If I bleed for damage and nonlethal, then only the damage will be applied (perhaps some NLD if more than damage?). Would that be the same for ability damage and drain. It says take the worse effect which suggests dropping all the lesser effect even if the effect is more for the lesser. So, if I take 1d4 bleed nonlethal and 1 bleed (lethal), do I ignore the nonlethal bleed or roll it and apply the nonlethal damage that's above the lethal? That seems like the right thing to do. Extra: I was trying to think of the effective difference for damage and drain. Damage applies specific penalties base on stat, but won't affect things like extra spells or qualifying for feats, but drain will. Damage is also applied only every 2 points. So, having a 14 dex and 1 dex damage won't reduce your AC, but drain will. ![]()
![]() Quote: Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn. So, if I have 2 enemies near me, can I chose to only allow one of them an AoO? Or is that just a weird way of saying that when I use the feat all opponents who threaten me get an AoO. If that were the case, it should read ".. you can choose to provoke an attack of opportunity from all opponents who threaten you." Putting the "one or more" sounds like I can chose who I let attack me. Is that correct? ![]()
![]() Can someone verify that this is all correct. I'm trying to write a macro for a VTT game (MapTool) and I want to make sure I have all the mods correct. I'm going to use an overall bonus compared to the original CMB or CMD in my examples. So, if defender has a penalty and attack has a bonus, I add them together as a bonus for attacker just so I know the relative strengths of an action. I'm not going to consider bonuses from feats, BABs or size in my examples; only the relative roll from the initial grab attempt. When successfully grappling a target, both gain the grappled condition which is a -4 DEX. This reduces both of their CMD's by 2. In addition, they both gain a -2 to attacks and combat maneuvers (-2 CMB) except when making a grapple check (attack or escape). For example, the one grappled could potentially trip someone nearby, but the grappler couldn't because he has to maintain with a standard action. Higher levels of grappling allow for the grappler to do other stuff with standard action. So, does this mean the grappled targets first escape attempt is essentially at +2 (because both CMDs went down)? Assuming the escape fails, the grappler then has to maintain hold and attempts to Pin. The target's CMD is 2 lower now and he gets a +5 to continue grapple, essentially making it a +7 compared to first roll. Now the target is pinned and is denied DEX bonus (assume DEX 6 because of -4 unless original DEX was lower than 10?) and takes an additional -4 to AC (circumstance). Lets compare a high dex and no dex targets. The no dex target would be at -6 CMD and on the next grapple check by grappler would put his roll at +11. For a high dex character the check is even better adding the targets normal dex bonus to attackers next grapple check. Now here's the part I'm unclear about: "Pinned is a more severe version of grappled, and their effects do not stack." Which effects? So, don't include the -4 DEX? Instead, just use the FFCMD (no dex or dodge. I know he's not actually FF). So instead of the next grapple check at +11 for no dex, it is at +9 (-4 AC, +5 maintain)? I just want to make sure this is what that line is talking about. (pretty sure this is correct way) The pinned character still has the same escape chance of +2 because being pinned does not reduce his CMB (unless tiny or smaller with positive dex bonus) and grappler is at -4 DEX still. Assuming the no dex target and the -4 DEX does not apply to pinned giving the grappler a +9 from original grapple check, in order to tie the pinned target, he'll be at -8 (+9 -10 to tie up, no bonus to maintain grapple -5, -2 for grappled condition) Going from +9 to maintain, to -8 to tie up is pretty hard, imo. So, is Tie up still considered grappling? If so, we can add back the +5 and remove the -2 penalty making the Tie up roll at -1 from original grapple attempt for a no dex target. Other questions:
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![]() Our group recently encountered this situation. One member was struck down to negative hit point and went helpless. I step on to his square and attacked. I then got one shotted to -1. The opponent moved over our bodies to an adjacent square and a goblin on top of us. The cleric then did a channel and we both became conscious. Laying there I suppose I could attack from prone, but I prefer to get up. Here are my questions: 1 - If I just attack do I get the prone and squeezing penalties or just prone?
We ended up doing #3 where I failed my strength contest with a goblin (humiliating) and moved to an adjacent square with my 5ft. The was a move to get up and a 5ft, so I was able to brain him with a standard freeing up the square for the other party member and taking the AoOs. If guess I do have another question: 4 - was the strength contest even necessary because I have movement left. I suppose if I wanted to force the goblin out of square. ![]()
![]() PRONE Official Rule:
Prone
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. Reworded:
Prone
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 cover bonus to Armor Class against ranged attacks at greater than 5ft, but takes a –4 penalty to AC against melee attacks. Ranged attacks from attackers with a reach able to normally attack the prone character give no cover AC bonus against the ranged attack and attacker does not receive a bonus to hit. Standing up is a move-equivalent action that provokes an attack of opportunity. Examples:
I'm not sure if casting and using scorching ray provokes two AoO. One for casting and one for ranged attack. As I understand it, the range attack is a free action and is a part of spell. So, if cast defensively then there would be no AoO. Defining the prone AC bonus vs range as a cover bonus will allow things like soft cover to not stack. Improved precise shot would also eliminate the AC bonus. The philosophy of being prone vs range and it giving you a bonus to AC is because you are reducing your profile to the attack and using the ground as hard cover. But if the attacker is directly over you, then you don't get that cover. Attackers with Reach weapons or ones that could normally just touch you with their normal reach but are using a ranged weapon also negate the cover bonus since they are able to guide the attack to a 0 range of prone target. I also considered if the prone target is larger and how that would affect a range modifier, but decided there was no easy answer that I liked. Perhaps, huge and larger creature who falls prone do not get AC bonus vs range attacks. They're just too big to gain cover from the ground and reduce their profile, but I'm not sure I agree with that. ![]()
![]() It seems silly to me that I would get a -4 to hit someone prone on the ground next to me. I get the reason why "at range" you get the penalty, because the person on the ground has a lower profile, but if you're standing over them, that is no longer the case. Normally this wouldn't be an issue because most people will be subject to AoO and so they just don't do it. But being a Zen Archer with point blank master I find the reasoning hard to visualize. Is there some rule or feat out there that deals with offsetting the prone at range penalty? Do I at least get a higher ground bonus? |