Demon

Hadesblade's page

Organized Play Member. 64 posts. 2 reviews. No lists. No wishlists. 2 Organized Play characters.




For all the talk about the environment protections that armor has, it never mentions if there is any type of lighting attached to the armor. As GM I'm gonna house rule that there is either a helmet light or one on the shoulder. Probably gonna say gives 180 arc and goes out 15-20'. But I was curious if anyone has run across any official ruling?


I have a player who wants to play a Trox fighter using the polearm master arche type. He will be using a large polearm so reach is out to 20'. He plans on building him to take whirlwind attack. I know at 2nd level he can shorten his grip and take a -4 and attack adjacent targets. Will that work as well once he gets whirlwind attack? The party wizard is already talking about casting enlarge person on him as well giving him reach out to 30'. I shudder to think that it is possible to actually pull that off rules wise. The grey area seems to be once they get in close to him. Can he shorten his grip while doing whirlwind attack for anyone within 10' of him.


Friday night I put 3 pdf's in my shopping cart. I then went to checkout and entered my card info and submitted. Every screen loaded very slow and I clicked submit a couple of times. Eventually the screen just closed. The items are still in my cart but my bank account shows the debit for that amount in pending status. Were they purchased successfully or not. I don't want to put a double charge on my account.


Can someone explain why a morningstar damage type is listed as both P/B yet the flail is only listed as bludgeling? Yet in the descriptor both are listed as having a spiked ball except one is attached to a length of chain vs mounted right on the end of the haft. I own a flail and that spiked ball sure would do piercing damage as well.


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Really miss the 80's when game content wasn't about making political statements or "inclusion". Adventures where fun because they where written on good stories and wasn't out to step on people's toes. I was really disappointed with the new adventure path but negativity to the LBGT community is frowned upon here. Sorry but I think the focus should be on good adventures and great stories, not political statements and inclusion. If that puts me in the minority here so be it.


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Please cancel all subscriptions that I have. I was very disappointed with Paizo's latest adventure path and their effort to push the LBGT agenda. When I voiced my dissatisfaction with this my posts where removed and I received numerous attacks for defending my Christian views of traditional marriage and values.
Jessica Price wrote "We heard the feedback of people who don't like our inclusiveness, and we disagreed with it, and have no plans to expunge LGBT characters from this adventure. There's really not much more to say about it in regards to this specific product." Very good I heard you loud and clear. Now hear me take my money elsewhere. I've spent hundreds of dollars on Pathfinder products and only being one customer it's a drop in the bucket. But I will not back something that seeks to force their agenda or alienate me because of my values and beliefs.


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This came up in our last session our Barbarian player was raging and got hit by cause fear and failed the save. I ruled that since it made him frightened it automattically ended his rage. But now I want to clarify if fear effects from spells and such ends their rage? I can see maybe not while being shaken but frightened or terrified I would think would end their rage.


1. For a wizard taking the the Enhancement school can they use the augment ability on themselves?

2. Regarding equiping a eidolon what happens to the equiped items when it returns back to its home plane?


Our group is getting ready to go through the Curse of the Crimson Throne adventure path using the beta rules. Are there any plans once the offical rules are released in August of coming out with errata that updates the current adventure paths to the new Pathfinder rules? A lot of the villians look a little weak when compared to our party of 6 beta rules characters. This would save me the DM from going over the adventure paths and looking at feats, uping class HD and the ton of other logistics stuff involved with bringing the current adventure paths up to speed.


I'm making a paladin of Iomedae her favored weapon is the longsword. One of the enhancements listed under divine bond is disruption. In the text for disruption (pg 347) it says it may only be applied to bludgeoning weapons. So is this waviered for paladins since there are several who's favored weapons are not bludgeoning? All the other abilities listed under the divine bond are useable on any weapon.


I think the monk and paladin need to be someones favored class. Playing either as it stands shorts you 20 skill points or 20 hp over the 20 levels. I house ruled that they applied to all the races as a quick fix to balance things in my game. Clearly the strong choice is the half-orc as far as monks go.


Just kicked off our 1st session a few weeks back using the Beta rules in the Eberron campaign setting. I have 6 players in my group ranging in age from early twenties to mid thirties. We have a human fighter, a dwarf cleric, a half-orc monk, a elf ranger, an elf wizard and a elf rogue. I'm running them through Mad God's Key from issue 114 of Dungeon magazine. We did house rule a few things such as giving all classes (except ftr) with only 2 skill points 4. Changing smite to last 3 rounds or until a successful attack, rather then you have to hit it the next round. For the channel energy effect we thought it was weak so now the cleric gets to add his level to the result as well. We also didn't like the fact that no race had the paladin or monk as a favored class so we added them to all the races across the board as a favored class. We used the point buy system for making characters the 25 point option I like powerful groups so I can throw really bad things at them. The combats have flowed pretty well so far, we did get into grapple last session and the whole CMB thing. Our ftr is going the shield bash route eventually so more CMB uses will be in the future. I've read several threads with people complaining against it saying DC 15 is to high. I disagree as DM I wouldn't want players doing trip attacks every round to begin with. I think the maneuvers are something that should be used to help enhance combat and not something that is done every round. The party has done well and they are about halfway to 2nd level (still using xp chart out of PHB). We haven't encountered any real hang-ups to game play or problems with the rules. I'm really liking the beta rules so far of course we still have a ways to go with only 2 sessions under our belt with the beta rules. We have really liked the new skill system and the way it has played out in the role playing aspect of the game and keeping things simple which is very good for the DM.


Ok as DM I wanted to poll some opionions about how to handle attacking grappled characters. I read the rules and though they where pretty clear to a point as far as one on one goes, what they failed to clarify for me is this. Party member A is grappling badguy and party member B wants to hit badguy with big sword. To me unless he is pinned there should be a chance that he hits his own party member. Same thing if party member c wants to shoot at badguy he has a chance to hit the wrong person. So beta still never answered this question for me and I know it will come up in game play. When they are pinned they are considered helpless but until they are pinned I look at it that they are rolling around jocking for position so trying to hit the right one is not a sure thing. So what are peoples thoughts on this or the official ruling if you know it?