Kenku

Hojas's page

Organized Play Member. 543 posts. 1 review. No lists. No wishlists. 1 alias.


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Dark Archive

Does blur/displacement work against spells? Sorry if this is a threadjack, I haven't been able to find anything that says it does or doesn't. It just says a miss chance against "attacks", and I have always wondered if that means melee/ranged only or would blur/displacement work against a fireball? Thanks in advance for any answer :)

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Lloyd Jackson wrote:

My players have only used enlarge person once. Rise of the Runelords, Yeth Hounds, enlarged dwarven fighter overrunning the very squishy elven wizard... Yah, it didn't go so well.

I've just told my players that I try to run spells in a way that makes sense, they agreed, and it's worked out really nicely. Though we can't help but giggle when someone says 'phantasamal killer'. Player ended up killing an Erinyes with it.

Me'You recognize this as an Erinyes. The embodiment of hell's fury.'

A'Crap. I can't hit flying stuff.'
B'Well, only spell that might work is this killer illusion. Will save, Fort save, spell resistance. Probably won't work.'
A'Dying here. Do something!'
B'Ok. I cast Phantasamal Killer.*Rolls and beats SR*'

Me'*rolls two very low numbers* Can you pull up the spell description? Thanks. *Scans the spell* Hmm. So... the living embodiment of hell's fury lets out a scream of terror and... falls to the ground dead.'

B'It worked?'
A'We scared it to death?'
Me'Yes.'

We have always used the description "The horrible demon sees his ex-wife running at him" for phantasmal killer :) Enlarge Person has a lot of little stat changes to keep track of too. I guess I am lucky that the group I am DM'ing for hasn't tried to use that spell yet. I figured after 8+ years and many adventure paths that they would want to try it at least once. *shrug*

Dark Archive

I could see this working with a scroll. I envision the wrist-sheath mechanism to be tube-shaped and the spring just pushes a small, round piece of wood or metal(slightly smaller diameter than the tube) forward to force any forearm sized object into your hand :)

* By RAW it doesn't explain how the spring loaded mechanism is built though, so I guess it's just my opinion.

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Thanks guys! This does make the fungus a nasty threat to the party :)Good times are heading my way!

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My PC's will be facing a violet fungus soon and I have a couple questions about the rot ability. It says it is a poison effect but it doesn't list a frequency. When a tentacle hits and a PC fails the save, does it just do the 1d4 str and con damage once? Also, what if multiple tentacles hit a PC? Does the PC take the str and con damage for each hit/failed save?
Thanks for any help in advance! My group just switched back to pathfinder from 4th and we are having a blast. It's been great to have adventuring be "dangerous" again. These poisons seem deadly and I think that is a great thing :)

We are running savage tide but I am using updated monsters from the beastiary and it has been very challenging for the group so far. Surprisingly, no one has died yet but this fungus might have other plans for the group *evil grin*

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I have been wondering about this for some time as well. If a PC needs to jump across a 10' gap but also needs the height to grab hold of a branch(or anything) 10' above, how would you calculate the dc? I only see rules for distance and height seperately. I guess you could combine them together, but I'm not sure if that's what you are supposed to do by RAW.

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It's funny how many people come out of the woodwork to say they have been running monks this way the whole time. I guess they just didn't feel like mentioning to the rest of us we were doing it "wrong"(including published adventures) in any of the multiple threads involving one-weapon flurries :)
I am so glad a fix is on the way though and from Jason's quote it really seems like he thinks this ruling is creating more problems than it solves. I also think the biggest point he made is that it will be confusing and make the system harder for noobs to keep track of how many magic fangs, different bonuses for different attacks in a flurry etc.. I think we will see a "simple" solution soon!

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Mabven the OP healer wrote:
Hojas wrote:

I know this is PF and not 3.5, but D&D tactics for the PSP lets you pick-up an item in an adjacent square w/o provoking an AoO from a monster threatening the square the item is in. It does provoke if you are adjacent to the monster though.

*it doesn't hold any weight RAW-wise but I thought it was interesting anyway

HA! I thought I was the only one on earth who even knew of the existence of that game. I played that game to death, best tactical D&D game since "Temple of Elemental Evil" (although toee was infamous for impassable glitches)

I wish I could have played TOEE :( Tactics is great and taught me alot about the rules. Especially those pesky move actions to draw/sheathe an item or weapon. The only thing about it that I didn't like is that they don't show the dice rolls! That would have made the game so amazing!

*sorry for the slight thread-jack, I was just surprised to see a fellow tactics fan as well. Back to the debate...

Dark Archive

I know this is PF and not 3.5, but D&D tactics for the PSP lets you pick-up an item in an adjacent square w/o provoking an AoO from a monster threatening the square the item is in. It does provoke if you are adjacent to the monster though.

*it doesn't hold any weight RAW-wise but I thought it was interesting anyway

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Grappling is still confusing after all these years :( Maybe someday I will finally "get" it! Thanks for trying to clarify how it works, I need all the help I can get with it too.

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I just can't hang with all the product anymore. I love what you guys are doing and will buy books when I can!! Please cancel all of my subs. *I really feel bad about it*

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Runeforge would be a great dungeon to expand. Who knows how many hidden areas were built over 10,000 years....

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Tome of Horrors and Rapan Athuk!!

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"The Skeletal Family"

Anyone remember them? Merry Xmas!

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sowhereaminow wrote:

The ONLY problem I have had with channel energy has been while being the DM and using negative channelers. When they negative energy burst, even to control undead, they tend to damage their living allies (yes, I know, selective channeling is an option).

The turn portion hasn't been a problem at my table. So far undead encountered have either made their save or had nowhere to run and were forced to cower (and fight the party). Prior to Beta, I usually treated turned undead as "defeated" and simply gave the party XP, unless the party felt the need to track the undead down. Major villian undead were usually too powerful for a party cleric to turn, so that wasn't a concern either.

However, I could see where this could be a problem at some tables. Maybe the solution is to break the Channel ability into two options, instead of turning it into feats.

For the positive channeler, they can spend a burst to:
1. heal living creatures/harm undead creatures
2. turn undead

For the negative channeler, they can spend a burst to:
1. harm living creatures/heal undead creatures
2. control undead

This would preserve the backward compatibility, as clerics would still have their old turn or control, but would have the new burst option. In the end, isn't that one of our goals here - to add options?

Rambled a bit. Thanks for reading.

This is perfect!

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I think it would be great for the bard to have a mass heal at an earlier level. This would solve a lot of problems :)

*My Halfling Cleric of Urgathoa is loving the negative energy with selective channeling. I really like the idea of it being "free" instead of a feat, but a full-round action to be "selective".

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I like this fix too! (+1 to +3 = any x-bow) (+4 and up = heavy x-bow)

Maybe let slings have a +1 to +4?

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I agree that Halflings should have their own special "zip-zinger".

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Lifer: *peep the golem tattoo on the neck :)

A joke but I'm down just the same...

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All of this talk about Pathfinder not being backwards compatible has me thinking about the RotRL game I'm running with Beta PC's and not converting any of the AP material. CMB's and PER checks are the only thing that I have to keep converting on the fly because I don't have time to do it in advance. These are pretty easy to adjust though and the stat blocks are still very similar to each other. In the case of power attack I have just been using the 3.5 version for mobs and that has been very easy because the adjustment is usually included in the stat block(in the AP's at least).

I have noticed the increase in power for the melee types but I think this is a good thing. I have been keeping the group about one level under the suggested range for the modules and it seems to be working out perfect. We have been using feats from the complete series and other splats and everything has been meshing together better than I thought it would.

It sounds like a lot of the complainers haven't even tried to run a game on the fly with no conversions. Give it a whirl, I think you might be surprised at how compatible pathfinder really is.

If I could change any rule it would be the cleave tree of feats. Great cleave would be better if you could move before and after attacks with it(as someone suggested above). Cleave could just revert back to the original form. I would love to see more feats that give melee types the ability to move between attacks. This would make combat "feel" a lot faster than it really is. I hope some of those feats make it into the final cut.

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Energy sub would be a great class feature. I would also like to see some abilities that let the evoker bypass evasion and SR from time to time. I think the bonus to damage that would scale by level is a good idea as well. Show the evokers some love please!

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I actually like Krenshars because I have fond memories of them from my AoW campaign. Good pets for the grims'. I need to check out that fungus article from KQ.

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My name is Hojas and I approve this song :) My band's rendition of the goblin song will be mixed and mastered soon. I will make sure to post it when it's finished.

edit: A friend of mine wants to spray paint "You never think I write with you bloody head etc..." in a few choice spots around town. Those silly ogres!

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Gailbraithe wrote:

I absolutely cannot stand the staggered casting level of the Sorcerer. It is simply frustrating and annoying, creating endless headaches regarding magic items and scrolls and questions about the caster level of those items.

This is the big problem for me as well. Another vote for unstaggering the progression.

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I would love to see some mechanics for throwing in pathfinder as well, even for throwing party members. The 1/2 orc in my game always wants to throw the halfling up into windows, over opponents etc... I think CoL's idea is a step in the right direction.

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aye! *glug-glug

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As a huge fan of old-school wrestling I think this is the greatest thing ever. I wish I could have used this in RotR!

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We have a cleric of Urgathoa in our RotR campaign and we say bring it on! It would be great to have a shaken effect go along with the negative energy. The evil cleric is giving up all that extra healing after all :)

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Starting RotR at "hook mountain massacre" would be no problem. Might as well jump head first in to one of the goriest adventures in the pathfinder series. Your players will love fighting the ogres!

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The Wraith wrote:

Even if we modify some divine spells, the problem should still be there for Bards and Sorcerers (who cast Arcane spells, but their best score is Charisma).

Either we leave the skill as is (allowing Wizards the "better edge" on defensive casting), or we make an exception in Spellcraft checks made for defensive casting to use the caster's ability score he uses for his spells (Intelligence for Wizards - the default - , Charisma for Sorcerers-Bards-Paladins, and Wisdom for Clerics-Druids-Rangers). A solution similar to the Epic Spellcasting (Epic spells require a Spellcraft check to be casted, but as an optional rule it is possible to use the caster's spellcasting key ability instead of Intelligence).
And don't forget that Combat Casting is always useful for a caster in the middle of the battle...

I really like the idea of casting defensively being based off of the caster's ability score that he uses for his spells. That way every casting class gets a fair shake at pulling it off.

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I will say thanks too! It's always cool to find that pack in the bottom of the box. These cards have helped my RotR game so much. I can't get enough wands/scrolls/potions.

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I think an "ignore" button would be the easiest solution. Power to the people :P

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We switched to this for our RotR game and the barbarian loved it. It was funny to watch him start to erase "points" when he wanted to use a rage power, only to realize that they didn't cost anything. :)

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I like the idea that DD is a class skill for rogues only. I could also see a feat called "trapfinding" having some prq as others have suggested. I think it would be really cool if rogues had the "always-on" chance to find traps. Good idea Robert! I'm not one of the rules lawyer types, but I think that is some great crunch that supports the flavor of the class. If anything it's ideas like this that make me think pfrpg is going to be everything that 4th should have been and then some. I think the racial starting hp's are also a good example of the perfect combo of crunch and flavor. I want to see things keep going in this direction. I am so excited about the feats section now. It's going to be insane :)

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I agree that Trapfinding should be a feat. The rogue will always be the best at it, but at least someone else can try to find and disable the traps when he's not around.

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My group still does it everquest style: Need before greed! :)

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After reading through this again it looks like 2a is the best!

*sorry, didn't really look at the limit on option 2, I'm an idiot.

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Robert Brambley wrote:


I will staunchly support 4 skill points for a fighter. But I dont think they need a larger skill list.

Robert

I think this change as the default rule would make a lot of people happy with fighters.

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We have a Barbarian in our RotR game and I think that option 2 would be the best. I think it keeps things simple while still allowing the barbarian to use all of those great powers. Just mark off one point at the start of each turn and you're good to go :)

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Keep the darkness coming! My players are loving RotR more than any other AP because of the grim versions of goblins/ogres etc... I do understand that people want some variety though. It looks like LoF will deliver on that end :)

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toyrobots wrote:


Plus, helmets could just be fun!

I would love to see helmets for the fighter/paladin/barbarian!

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I really miss killing my players in SoLS and posting here :( The AoW has claimed many lives!!!

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I live in Chandler and would love to get in on any pfs games/events in AZ. aarecording@hotmail.com

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After searching for 19 years I FINALLY found the "beowulf" album that kept alluding me! They were a punk band from venice, CA that I loved as a kid. So happy!! It's even better than I remember it to be *wipes tear It was totally worth the wait!!!

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Yes!!! I have a feeling they will be selling just as fast away from the con as well :)

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weeeeee!!!

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Fix high-level play! I think limiting buffs to 3 at a time will speed things up at my table though :) It was a nightmare to keep track of every single buff at the end of Age of Worms. Especially with dispel magic flying left and right.

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Looks great! One of my players painted the scarecrow as well, but it doesn't look as good. Shhhh....Don't tell her that!! *hides

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I know just the thing to mellow this thread out.... *snoochie boochie noochies!!

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