Drakli wrote: Just recently in a game I'm running, the party ranger took a critical hit from a chupacabra. The result from the Critical Hit Deck was "Bone Masher: Normal Damage and 1d3 Str damage (arm.)" Essentially, it broke his arm or sprained it or something like. The part I'm uncertain of is that it says "Limb useless until healed." Is that until the ability damage is healed or until the hit point damage is healed? I rule all damage done to the arm. Ie: if he has 30 damage total, and then takes fifteen to the arm, his arm is useless as squishy bits in a fight till15 is healed.(I apply the first fifteen hitpoints to his arm) Furthering of the question: Do temporary hitpoints fill this catagory?
I don't know of an official one, but I do my own on the fly.
The main problem with doing a rarity system for me is that each world, and each town and city in each world, are all so different. There would need to be multiple tiers for each of those settings. Of course that's just for me specifically, that's why I do mine on the fly.
Mergy wrote:
Yes, I've got a level five Vice. going pretty HAM at my table now. The enlarge person for minutes at a time really gives him a good way to do damage.
I just throw xp at my players for doing good things.
Other than that, I go by the book for Cr ratings of monsters, taking the Cr of the encounter, and subtracting the Cr of the group gives you a closer to true rating of how challenging something is for everyone. It's had me heading in the right directing as far as xp goes for my boys in my first game so far.
So let's say they kill the alchamist before he gelatinous cubes. . . They find an oddly heavy cloudy potion and one of them decides to go ahead and drink it. What happens when he quaffs the gelationous cube?
Nimon wrote:
You could offer up the lawful Unaligned alignment. I've known a lot of players that love that one. It more or less fits in with my own feelings. However, the three major generallities between intellectual socities are, "don't steal, don't lie, and don't kill." I don't know if his character would have a problem with stealing. You can ask, "do you adheare to any sort of personal code." In character, either she'll say, "yes. It is BLAH!" or no. At which point you change her alignment. I usually tell my (more expierenced) players not to write anything in the alignment spot, just to be the character. It sounds like your player likes to take money out of the bank during monopoly. When I catch that happening I tell them to either replace it with an extra 20 percent of their entire pile, or quit playing. It really ruins the game for everyone.
Hey guise, I would really love to be able to have the amazing, weightless PDFs for all these great, I classify the core book as 'large sized', books. My only problem is that I LOVE funneling money into my local store. It makes me feel good, and helps my local economy! So my question is, through buying the book could I get some magicial code that not just anyone could read(ie a bar code) to use to scan to get a link to a pdf? Secondly, as I am all for paying for products, Is there any way Paizo could sell download codes or something towards the PDFs? I'm thinking along the lines of putting all the PDFs into one lump purchase for the stores, and then seperating them out accordingly. By seperating them out I mean make a core set, a monster set, an ultimate set, and a game mastery set. If great books like The Inner Sea World Guide keep coming out we will need one for 'area sets' also. I feel as though this covers the bases of the game, and would give most players the PDFs they would need in the most convienent way possible. Besides, paperless IS the new paper! Thank you for reading my idea.
Isengrim wrote:
You can totally provoke AoO through doing an AoO. For instance, there are three combatants standing in a L shape. One of the combatants on the end drinks a potion. The one in the middle knows he can only win by knocking him prone, and so he uses his AoO as a trip attack. This (if you don't have the trip tier feats) provokes an AoO from both other combatants. Say the first combatant, Mr Potion drinker, decides to attempt a disarm with his AoO. This will possibly provoke an additional AoO from the combatant who is tripping. IF he has combat reflexes. In this above situation being familar with grapple, and multiple characters in grapple, would probably be a good thing.
Ultrace wrote:
The dm in me is saying to give a minus 2 per five feet of heavy chain, and per ten of light chain to hit. And then plus one for awesome roleplay with that.I would make it be a semi twohanded weapon* due to the concentration needed to use it. A rope, to me, slices through anything like a hot knife through a large block of steel. You could totally tie a knot in the end of it and grab the bludgenoning damage type.
Just getting a spike in-fused rope is good enough to gain piercing to me. *semi-twohanded weapon: twf feat gets rid of the penalty for wielding one handed*
In our group, players expect to die. We know things happen to characters, and diving isn't safe. We mainly expect to die because we always seem to be really stong, and a little too smart, characters, and if the combat is "hard" by most standards it's a cake walk for us. DM_aka_Dudemeister wrote: That said I REALLY want to try the "Players roll all dice option" and play another game using playing cards instead of d20. There is a really good system based off of cards and d20 fusion set in the old west I know of. Skills are done by d20, while commbat is card based. It's called Deadlands, it is absolutly fantastic. My group and I didn't really ever use any physical combat area. I don't understand the, "players roll the dice," thing. Functionally I see how it could work. I would get mad though, as rolling is about 10 percent of the fun for me lol.
I'll roll randomm effects(weather, how many people are in town, are there animals around you, etc...) right in front of the player, but won't tell them what I'm doing. Some things, such as a player making a disguise check, which is needed to be rolled in secret by the GM so the player doesn't know how good his or her disguise is, need to be rolled away from the table. I keep an empty chair next to me for that though :)
gossamar4 wrote:
Inventing is awesome, I've seen a whole lot of great inventions around my tables. Sometimes the player inventing goes on a bit of a rant, I had a 40 minute long explanation on a friggin hammock one day, so watch out for that. Some of them can take months in the game world. I'd say this sounds like about a week of working to make a reliable one due to the fine parts required, three days for an unreliable one.
Asphesteros wrote:
Well, you're wrong. RAW: An attack of Opportunity "interrupts" the normal flow of actions in a round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). Core Rule Book pg 180That being said it is totally up to the GM for their own game, and I totally understand your viewpoint. Somethings really do just happen too fast. In this case though a character slashing at what he knows is an off balance enemy as he runs past. In my GM opinion it's an AoO green light. On Readying Actions RAW: "...The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is capable of doing so, he continues his actions once you complete your redied action...." Core Rule Book pg 203 The answer Findel is yes, on both accounts. Timmy triggers his readied action, and Charlie gets an attack of opportunity from this. To resolve this, once Timmy triggers his action (before he performs the attack though), Charlie gets his AoO. Charlie, because he is not making an attack is NOT at a negative 2 for his AC. Obviously, if Charlie is tripped his charge is over. Good news for him though, he can now taste the sweet sweet stone before his face.
So say my players (~level 14) are in a dungon, and one of them started doing this agianst a rat. I would have the roof cave in, if they were going up, or the floor fall through, if they were going down. I'd psudeo roll some percentiles for them, give them an easy reflex save (so they wouldn't die), and block the door with the rubble. I'd steadilly add monsters to the combat as they(the monsters) came wandering through the halls as needed to get the combat above "let's jumb around this rat," quality. The easy way to do this would be, "you stepped on a pressure plate, you all hear a rumbling, and then a part of the celing falls on(or the floor falls out from under) the monster you were fighting!" . . Give them a second.... NOW! "OH! The rest of the floor/celing follows promptly, along with some pretty green slime."
So my personal opinion after reading 11 pages?(yeah, I skipped a few, wanna fight about it?)
I feel as though the flavor of the additions in UM weren't that good over all. I feel the kind of direct the player down an interstate with multiple exits. Rather than ask the player, "where should we build this road to?" With that in mind, however, I look into them (the flavor points of UM) as wonderful steps in the right direction. When I say that I mean we shouldn't, as players, say, "well I'm the lizard druid so I don't like birds...." and instead we should say, "I'm the evil tifling monk who likes to make babies cry because they are unapriciative of the things they have."
Midnight_Angel wrote:
Does Quaterstaff Master say what type of action(move, swift, &c) changing ends is? I know a monk can drop a ki to get an extra swift action.
Phasics wrote:
I know there is a monk build/alternate class that works off of this. I believe UM actually says, "this monk will probably take a lot of grapple feats and use ropes or chains to tie up their enemies." The role play for it seems a little bland though. Personally, i'd just be evil if my GM ran a campagin like this.
I think pobbles has a great idea for that plot line, seems like a total eureka moment. Secondly, the way elementals think. Say you have a fire elemental, from the domain/realm/homeland of 'fire,' or whatever hot name you want it to have. He would come to Golarion and go, "gosh it's cold." And light it all on fire to try and warm it up. Humans would be scared out of their minds, but he'd be super happy.
What snacks are the best for a good days worth of gaming. The major criteria are price, goodness (the level of good-atude), and longevity. Last week I brought the golden flake southern sweet bbq, pickle, and the rippley ones.
They all loved the bbq and original chips, not so much the pickle. All in all I give the gold flake combo a 3.5 out of 5.0
This is one of those situations where bringing the tabletop/paper to three D actually helps. Think about looking at something about 15-20 feet tall, and 15 feet across. If you have a flask of acid, you're going to aim for the center of the creatre's mass you are currently seeing. This would roughly be the stomach, or the chest. Thus, the "splash" would splash away from there.
Chris Mortika wrote:
No. Assuming your combat area is a chessboard: Think of it in extreme circumstances. If a tifling monk is using cloud step and is ten feet in the air in square a4, then uses darkness to make the room pitchblack he could slowfall into a tiny hole in the floor, and disappear forever for all you know.You don't have line of sight, but you are touching them. Your party would have LoS on you, and be able to target you though. Added*
One of the homebrews I allow is that someone can "learn" a feat if they don't meet the prereqs, but not use it yet because they don't have the skills or knowledge to use it proficently. I do it on a case by case basis, and strictly practiced based things, such as great cleve, just will not work that way. Of course it's a dumb thing to do because the plaer doesn't get to do it yet.
About PninMale Catfolk Unchained Rogue 7
5'10''/160lbs ; Black fur, orange eyes ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS & TRAITS== Canny Observer:
When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
From Rogue Talent Level 2 Rapid Shot:
Additional attack -2 penalty per attack.
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. Point Blank Shot:
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot:
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Weapon Focus (Shortbow):
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Deadly Aim:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks. Inspired:
Benefit: Once per day as a free action, roll twice and take the better result on a skill check or ability check. ==ROGUE ABILITIES== Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields. Sneak Attack:
+4d6 damage if enemy caught flat footed
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding:
+3 to Perception for traps, Disable Device can Disable magical traps
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Finesse Training:
Weapon Finesse for Composite Shortbow Dex for attack and damage
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Danger Sense:
+1 Perception to avoid being surprised by enemy, +1 to Reflex & AC against traps
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Rogue Talents:
Level 2 = Canny Observer Level 4 = Combat Trick: Rapid Shot As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue's Edge:
Level 5 = Disable Device 5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action. At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
==SKILLS & LANGUAGES== Skills:
Ranks: 60 (8 Class +2 INT)
Languages:
Common, Catfolk, Draconic ==RACIAL ABILITIES== Cat's Luck:
Once per day, reroll Reflex saving throw take the better result. Must decide to use this ability before the saving throw is attempted. Natural Hunter:
+2 to Perception, Survival, Stealth Sprinter:
+10 feet when charging, running, or withdrawing ==EQUIPMENT== Eyes of the Eagle:
+5 to perception Cloak of Resistance:
+2 to all saves Masterwork Thieve's Tools:
+2 to Disable Device Special Composite Short Bow:
+1 magical enchantment. Combined with Weapon Finesse uses Dex for Damage and attack! Ring of Protection:
+2 to AC Masterwork Mithral Chain Shirt:
+5 AC No Dex Penalty Belt of Incredible Dexterity:
+2 Dex |