Grenage's page

Organized Play Member. 91 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Hi guys,

Hopefully I'm not being too dim; assuming this NPC template and offensive spell:

http://www.d20pfsrd.com/bestiary/npc-s/npc-0/shaman-half-orc-adept-2/
http://www.d20pfsrd.com/magic/all-spells/b/burning-hands/

The NPC text says "Adept Spells Prepared (CL 2nd; concentration +4)"

Does this mean that the NPC is a second level cleric, and that their number of available spells will be 2?

The spell text says "Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4)"

Does this mean that the NPC will be dealing 2d4 damage?


Quick question that I'm struggling to answer; let's take a lizardman for example:

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/lizardfolk/

In a full-round action, would the second natural attack be handicapped, or do I just use the attacks as listed in the stats?


Creating a scenario, I thought I'd use four Drow as a template for the monsters. They look simple enough, are CR1/3 - perfect for four level 1 PCs - until I notice the poison quality:

Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

I've not used poisons before, but after checking, this seems quite brutal:

The Drow attacks, and makes a successful hit with his poisoned sword.
The PC has to save or immediately fall unconscious.
The PC fails and falls unconscious for 1 minute + 2d4 hours.
The PC gets to roll again once a minute (10 rounds) to try and save.

I must be misunderstanding this.


Let's assume I've got a level one party, and I'd like them to encounter a single challenging creature - CR2 sounds good.

I want the creature to be a vampire child, so I find something that sort of fits the bill, and change the flavour:

Let's choose a Dretch.

Now I'd like the abilities/details to be a little more in line with a blood-sucking creature of the night, so I do some direct substitutions:

Outsider Demon --> Humanoid Undead
DR 5/cold iron or good --> DR5/magic or silver.
Immune electricity, poison --> Undead immunity traits.
Resist acid 10, cold 10, fire 10 --> Resist cold 10, electricity 10.
1/day—cause fear (DC 11) --> 1/day—sleep (DC 11) (Dominate Person seems OP at CR2).

Would doing such trivialise, or make the fight much more difficult?


For example, I'm using a Mite - one of the feats is 'Point Blank Shot'; and the mite has a dart. PBS grants a bonus if the attack distance is under 30ft, and the max range of a dart is 20ft.

A) Does this mean that the feat has been included in the Mite's attack and damage rolls.

B) If the monster had a crossbow, would it be assumed that PBS was NOT factored into the attach and damage rolls?


Gallant inspiration looks like a great choice for my Bard, but I'm a little unsure when I would cast.

If Bob fails his attack, and I'm two further on in the initiative list, do I cast the spell for his competence bonus on my turn - or early?

I also assume that it's just one attack, not all of the attacks on Bob's turn.


I was told that this feat allowed you to boost your performance by 1 - so inspire courage might give +2 or 3 at level 5.

Reading the text, it says that it boosts the DC by 1. That isn't the same thing, is it? I would have assumed the DC applied to monsters for offensive songs.


Hi there,

I've been given a +1 adamantine gauntlet by our GM - it can't be removed, and it gives a +2 STR bonus. It works as an unarmed attack, this much I know. I normally just use a longsword with two hands.

I'm unsure on how two-weapon fighting works when you don't have a feat; do I get to make a one-handed longsword attack and an unarmed gauntlet attack, but both with penalties?

Can I forego the gauntlet attack and use my longsword with two hands?

Any help clearing this up would be great.


Hi guys,

I was wondering if someone could clarify the rules on monster attacks; what they can/can't do in a round. Here's a couple of monsters:

Cave Scorpion:
Melee 2 claws +2 (1d4), sting +2 (1d4 plus poison)
Special Attacks rend (2 claws, 2d4)

Troglodyte:
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or 2 claws +2 (1d4+1), bite +2 (1d4+1)

Can the Cave Scorpion make two claw attacks AND a string attack in a single round? Is the rend damage an additional 2d4, assuming both of the claw attacks hit?

Can the Troglodyte make a club attack, a claw attack, AND a bite attack in one round? Can the Troglodyte alternatively make two claw and a bite attack in one round?


Hi guys,

I'm curious how you handle situations where the players could resolve a situation using combat, or perhaps through discussion - but without indicating heavily that diplomacy was an option.

For example, if you are roleplaying a barkeep or vendor, it's pretty obvious that it's a RP situation.

If ten goblins jump out in front of you, and the GM screams "roll for initiative" - it's pretty obvious it's a combat scenario.

Can people try to diffuse the situation after initiative rolls, or do you wait for the players to initiate combat? I get the impression that most players won't attack unless a combat scenario has been declared, but I could be wrong.

In the games I've played in, it was always pretty obvious what you should cut in half - I'm keen for my game to be more ambiguous.


Hi chaps,

I'm a little confused about the attack stats on the monsters I'm looking at - for a CR 1 encounter. Let's say I'm using 4 Sprites (1/3 each), which is a little over CR 1 - this will be the first encounter for my level one team.

Here's the offense text:

Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +0 (1d2-4/19-20)
Ranged shortbow +7 (1d2-4)

So they can fly 12 squares - Speedy!

Ranged damage is I assume a 1d4 roll, halved and rounded down, then minus 4 and plus 7? This will never be other than 8 damage, unless it crits.

Melee is the same - but it will never be more than the minimum damage of 1, unless it crits, becoming 2.

So massive damage on a successful range attack, and very little if they move to melee range. I think I'm truly off with my understanding here.

P.S: Color Spray seems incredibly powerful for a CR 1/3 ability.


Good afternoon,

I'm creating some encounters for the first time, and I'm a little confused as to the effect of a special ability - which is a string.

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save.

So the player takes damage and then rolls for a save at the end of their turn; this continues for another three turns if they don't save.

But what is an effect of 1 dex? Do they lose one dex point for the duration of the encounter? Does that stack? What is Cure 1 save?

I'm sorry that these are pretty basic questions.


Good afternoon!

Quick question, do the stats listed under a mob, such as

http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium

take weapons and armour into account?


Hi guys,

I'm beginning to create a campaign; I'll be using the Pathfinder pantheon, races, religions, etc - but the world will be my own, and monsters will be reskinned

to fit into the story. I've only played RPGs for about a year, and I've never GM'd - but GMing someone else's creation doesn't interest me - interesting times

ahead, hence the question!

I've got a starting city, which will probably only be a base of operations for 2-3 sessions at most - but who knows how it will go. Does this sort of scale seem

practical/realistic for a large town?

Population 6244.
Size: 520x520m (273,000) square metres.

45-60 guards
140 clergy
6 priests
6 healers/herbalists
4 smiths
6 bakers
5 butchers
3 inns
14 taverns

I appreciate that I'm over-thinking this, but I just want to get a rough feel for how towns/villages/cities scale.

Any feedback or advice for town/village composition would be great.


Greetings!

I'm fairly new to RPGs (and hence, Pathfinder), so I'd appreciate a little help on a basic character concept for a Kingmaker campaign we'll be starting next month. I'm not too bothered about min/maxing, and our party is far from optimal in composition; we've got a Cavalier, two Sorcerers, and my Bard - we may gain another player, and we may lose one of the Sorcerers.

My rolled stats are:

11,11,12,16,16,16

I've chosen:

11 wis
11 dex
12 int
16 cha
16 str
16 con

I like the look of the archtype Arcane Duelist, as it fits in well with my character concept; I'm thinking of using a simple longsword two-handed. The feats I was considering are:

Arcane Strike (archtype freebie)
Weapon Focus (Longsword)
Spell Focus (Enchantment)

Is this a viable option as a bard who gets into the melee as required?


Good afternoon,

I've decided upon an Arcane Duelist (lvl 1) for our new Kingmaker campaign, but I'm not exactly sure of the casting mechanics. As I'm carrying a regular longsword, I could have one hand free to meet the somatic requirements of a Bardic performance or spell; can I two-hand the weapon, and simply remove a hand for the purposes of casting?

Also, I'm not sure if the somatic aspect alone is enough, or if it has to be paired with singing/whistling whatever (from a mechanical aspect).

Any light on the matter would be great!

Russell.


Hi guys,

I'm a little confused about levelling up, and spells I can pick. The chart in the book shows that after level one, you only get to use spells one level below your character level. Am I reading that correctly? My level two character gets the same spells and casting allowance as at level one, but an extra 0 level spell?


Good afternoon,

I've got my cleric all sorted for our next Pathfinder game, and I'm a little curious about the mechanics of touch spells. From what I gather in the CRB, you prepare/charge the spell, and then touch the NPC to do some damage; the touching does not promote Attacks of Opportunity, but the preparation/charging does.

So you have to prepare the spell, then move in to cop a feel - thus avoiding the attack of opportunity. Is that about right?

Second question: Spells that list multiple components such as verbal or gesture - is it all of the above, or pick one?


Good afternoon!

I've played a very short game as a fighter, and that's it - for any RPG; The fighter was pretty simple, and I had no problems. For our next longer game we are already heavy on the melee and we have a range and a wizard. I figured I'd go with a Cleric, but there's a hell of a lot more in the core rule book for the Cleric than there was for the Fighter. We're only using the CRB.

I don't really want to sit back and channel positive energy and casting heal, because that sounds awful - but at the same time, I know our GM isn't going to pull his punches. I'm not aiming to make the most powerful Cleric, just something I might enjoy and be adequate in propping people up.

My character is going to be neutral - his outlook on life being to preserve life where survival is probable, and hasten demise where it is otherwise. Channelling seems like it's a really strong attack/heal, and I'm attracted to the notion of negative energy. Is it viable to channel negative energy for an attack, while keeping team-mates alive with heal spells? I was thinking of taking the Death and Healing domains.

If I'm using negative energy over a wide area, I'm going to be covering my four allies in damage, so I'd need selective channelling to save them. A +4 WIS modifier will eat a lot of my 15 points, and I'm worried I'll make myself inadequate elsewhere. To complicate things further, I was quite keen on the idea of a Scythe as a weapon (farming ties), but that would require a bit of strength and the Martial Weapons feat.

I think this is a case of wanting too much from one character, but I'd really appreciate some advice on how I could structure my build. If I have to sacrifice the two handed weapon and some melee to make it viable - that's not the end of the world.