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MDKaiser wrote:
I can't seem to find the answer to this: Why do the holy protectors of Huntergate not demand the portal key back the second the PCs arrive in the Mwangi Expanse? This has been their sacred mission for thousands of years and now they let a bunch of bumbling fools run around the jungle with the thing that (in their opinion) might very well free the Great Darkness...

In my campaign they absolutely did and brought them to town as "guests" with the tips of their spears. After the PC:s did a spectacular PR and impressed them with their skills they offered the PC:s to become the new Gatekeepers if they help them with the Cult of Cinder (especially as their original keeper failed them.


Soo my group ran into Voz in Guardians way but with the attrition from the fight with the Bloody blades and her undead creations she was able to escape into the Goblinblood caves.
When the characters was able to catch up with her she was able to speak with the characters for the first time and it went something like this:

“You killed my lackeys and destroyed my creations, who are you? And what have I done to deserve this?”

Ehh.. you are under arrest!
“Arrest… For what exactly? Dark magics… Is this a witch hunt?”

No for the City hall arson and killing!
“That was my idiot employee Calmont, what he did and why has nothing to do with me!
He stole… some books ... from me and dabbled in magics beyond his ability. The imbecile burned the City hall and I knew I where to be blamed by mere association.”

What are you doing here?
“Currently exploring… Say are you doing this "heroic stuff" for money?”

Yes
“Excellent, I have big plans, deep pockets and friends in high places. You could do better than working for those fools in Breachill and as luck would have it... I’m currently looking for new employees, would you want the opportunity?”

Sure sounds fine by us…

So now they work for Voz… time to make some adjustments.


Brain wrote:

Hi,

I have just finished reading the list of conditions. There a few oddities here.

Paralyze: It says you're frozen. But you only get the flat footed condition and you can't act. That is only -2 AC. You don't even lose your dexterity modifier to AC. How is it reasonable if you can't move? Not to mention that you also keep your proficiency modifier to the AC, which causes the following weird scenario:

There are two paralyzed frozen characters next to eachother. None of them moves a bit or wear any armor or magic items. But you can easily hit the first one because he is clumsy low level wizard. But the other is untouchable because he is a high level dexteritious thief.

Same goes for the unconscious and asleep conditions. Except the AC penalty is -4 instead of -2.

That doesn't feel right.

I Agree, I will not allow Dex bonus to someone who's paralyzed, asleep or unconscious.

Or perhaps increase the degree of success by one step, it should be a real feat of incompetence to fail to hurt a paralyzed, sleeping or otherwise unconscious target.


Quote:


I would give only the benefits added as part of heightening, since the spell is written originally with Medium or Small casters in mind. So 5 extra feet of reach and +2 damage. Though I could see the damage increase still being +4.

It doesn't already have a +2 status damage bonus for being large, PF2 has gotten rid of these types of internal prebaked bonus calculations for creatures. Instead the creature just has some given stats, and any status, circumstance, item, or other bonuses would stack on top.

It's a bit weird isn't it. What is it's reach? Unless I missed something it's normal reach is 5ft and this will increase it to 10 or 15ft (depending on the ruling)


Greater Barghest a Large Creature have the Enlarge (4th) level Innate Spells and the spell say:

The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.
Heightened (4th) The creature instead grows to size Huge. The status bonus to melee damage is +4 and the creature’s reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Will this increase it's damage by 4 and add 10ft to it's reach as the spell say or does it already have a +2 status bonus as a large creature?

What will it's Reach be after it´s Enlarged?


Franz Lunzer wrote:

The big bonus for a dragon doesn't help it if it has nothing to hide behind.

Hide

Hide [A] wrote:


You huddle behind cover or greater cover or deeper into concealment to become hidden, rather than observed. The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have cover or greater cover against or are concealed from. You gain the circumstance bonus from cover or greater cover to your check.[/b]

True, you need cover to hide and larger creatures need more cover to hide behind. But the largest dragon still more silent than the small ones, and as soon as they have the option to hide far superior at stealth than smaller dragons.


How can a 15 ft. Frost Giant(level 9) have a Stealth of +17 (and +21 in snow).
With a level of 9 and Dex mod of +0 they would have a Legendary (Lvl+8) Stealth if they were bound by the same rules as a PC.
Frost Giant Stealth technology has evolved a lot since Pathfinder 1 (Stealth +2 (+6 in snow))

And why are dragons harder to spot the bigger they are?

A young blue dragon (Large) has Stealth +15 while an Ancient Blue dragon (Huge) has Stealth +28.

Oh look what a Huge Blue rock I found!

How would you modify these ridiculous Stealth modifiers in your game?