Water Elemental

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Owen K. C. Stephens wrote:
James Krolak wrote:
Why does Quig not get boldfaced like the others? Man, Ratfolk always get the shaft.

Clearly Quig grabbed the bold typeface for use in a different mechanical device. Also, if YOU were going to shoot at one of those entries, wouldn't you be more likely to fire at a bold one?

It's a feature, not a bug!

Don't judge!

while Keskodai is the bug.


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Imbicatus wrote:

If androids can't rage, then they can't cast emotional spells. Considering androids do not appear as PC races in any hardcover book, It's not unreasonable for it not to be specifically spelled out in OA, or for the emotional component to be left out when it didn't exist at the time androids were written.

This is common sense. If you can't experience emotion, you can't bring that emotion forth when needed to cast a spell.

You will find they Can indeed rage.

It's just sub optimal. They fail to gain the morale bonuses, but get to keep the penalties.

and they still fatigue afterwards

In short: they can rage. they just wouldn't

[also: we have an android barbarian in our group]


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, wrote:
Xabulba wrote:
Kangaroo's can't walk backwards

Nor can Emu's, hence why both appear upon the Australian coat of arms.

Plus, they're a pretty decent cook up at a barby.

But Gamey as all heck.


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To be fair, there probably aren't a lot of wizards.

D&D 3.5 basically states the highest level of wizard in an area is 1d4 + community modifier. A small city of 10,000 people could have 2 10th level wizards, and a further 12 of lower levels. the same is probably true for sorcerers as well

Making at best 1 in 714 people wizards, the same with sorcerers (there are more bards statistically)

Pathfinder says that the highest level of spell casting available in this city would be 6th (so 12th ish level cleric/wizard/sorcerer) obviously representing a the very upper echelons in the spellcasting group.

You wouldn't need a lot of people to police these guys. They probably police themselves.

That said: Law & Order:- A.C.D. Arcane Crimes Division
In the Golarion Justice system, the non spellcasters are represented by two equal and yet equally important groups. The men who hunt Spellcasters, and the clerics who debuff them. These are their stories.

BUM BUM!


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I've often found that the disparity usually comes from optimized characters rather than more broadly defined ones.

I have a high caster party (one magi, 2 sorcerers, one bard and a fighter/ranger/barbarian) and I've found that the sorcerers have to pick up the crossbow in a number of encounters. as a result they are a little more diverse. they haven't dumped their Str and con scores, so their Cha scores are not as high for instance. and their feat selection is a little more martial.

The fighter crossed into barbarian and ranger so he could cover more useful ground, adding skills across the board and class features rather than power trough his favourite feat trees. He wants to add rogue so he can have some of the sneak attack goodness if ever he has to aid one of the casters (obviously, by flanking) and the extra skills are nice.

all in all, if you play the optimized versions, you get what you get. If you diversify, then things change (and tend to throw the CR system out of whack a bit)

Batts


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I had one notable encounter with a fighter as the end-boss. Paired adamantite weapons and some sunder pretty much broke up the party very quickly. Most of his magical gear was in shoring up obvious weaknesses (mostly the will save)

It was a smaller group who, IMHO probably should have been better armed knowing their foe, and probably would have benefited if they had not been weakened by perimeter defences first (one trap, a trio of adepts with burning hands, a zombie Chimera and his loyal defenders)

Incidentally...it was a TPK.

Batts


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So let me get this straight.

Ruinous, the sage (Wizard 2) wakes up one morning at 0600, prepares his spells (Magic missile, Magic missile Colour spray and grease).
Has a heary breakfast in the Shadow wilds with the crew, decamps and continues adventuring by 0700. His 4 spells are ready and are set for the next 24 hours, one day, and can be reset at 0600.

Add some orcs, a goblin riding an octopus and a top heavy ogrekin Dhampir and he's done for the day (with one silly little grease spell remaining). The party camps outside the dangerous Dungeon of deadly danger for the night (oooohh lets say 2200hrs). 8 Hours later he can prepare his 4 spells again becuase:

A) it's a new day
B) he's had 8 hours without casting spells (IE He slept)

Say the fights went really well, and they cleared the DDoDD early and camped at 2000hrs. He wakes up 8 hours later (0400hrs).

It's not a new day. 24 hours have not passed. He basically has one spell left (The grease spell he prepared earlier). Bored, he makes an early breakfast. He'll prepare spells on the road.

Or

Feeling Impish, he casts Grease on His fighter1/Barbarian1 compainion and yells out 'FIRE' and watches the mayhem.

Out of spells now, when 0600 rolls around (and he's recovered a little from the thrashing) he prepares again, but the Grease spell counts against his limit becuase he cast it less than 8 hours ago.

Do these look about right?

Batts


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Establish an upper and lower price for the item. rule of thumb it to +/- 20% (This Vase, value 100GP has a salable value of 80-120 GP)

Have merchant make a profession: merchant roll.

* If the merchant is actively hawking start with a slightly higher initial bid 'Hey Mister! you want Vase? 130 gold!'
- If PC refuses, immeadiately jump to 120

* If PC asks about object, start with initial high price.

In either case, PC makes an counter offer, and then rolls diplomacy. He's aiming for the result of the profession check. If he bids underneath the lower amount, grant a circumstance penalty. If he fails, move the offer down by a few coins (never below base price). if he succeeds, move it down by 10%

Give the PC three attempts before the merchant settles on his 'final price'

I've found that most goods that have to be haggled for carry a vastly inflated price, and merchants are more than willing to eat into the 'profit' margin of an item. They expect it to be haggled downwards a little or a lot. It is a rare occasion for a merchant to be out of pocket though.

Batts


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I have seen a fighter/monk with the trip tree all the way to greater trip. Every time I see him face a weaker foe I get a kick at the rain of attacks he lets loose. 2 actions, now he has itterative attacks on top of flurry. trip flury-aoo-finish flurry- second iterative attack with stunning fist/. He gets it off just often enough that it remains rewarding (his other favorite, for when he's at range, is a trip with stunning fist/scorpion strike as part of a charge. He calls it the flying scorpion suplex and has been known to try it by 'leaping' at his opponent)

That said, He's a semi-optimised tripper, and would not redilly concieve of some of the other combat manoevres unless he believed the risks were worth it (he will disarm ranged combatants for instance, and has even attempted to sunder a crossbow, but is loathe to do it unless the heavilly armoured cleric has already depleted an opponent's AoO already)

Batts


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It's just been pointed out that a cleric does not have to have a deity. He can be aligned to 'strength' for instance, or 'Fire' or just plain 'Good'.

Which is fine, and it's how I've been playing any weird cults that the gang have been comming across.

But apparently you cannot be a cleric of Aroden. I'm just confused now. I can have a cleric of an ideal, but if that Ideal is Aroden it's verboten?

and if that's not the case, why haven't Aroden's clergy retaken some divine power back?

Batts


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Block slide:

A very long and wide set of stairs with low railings on either side. The trap triggers around the halfway mark, with pressur eon one of three consecutive stairs.

When triggered a square, flat block of stone drops onto those rails, and slides down at speed.

Knowledge dungeoneering (knowledge appropriate DC) to notice the obvious flaw ('if I lie down flat between two stairs the block will slide over me'). If so, a reflex save (DC level appropriate) to do so BUT having a huge pack, or being a large creature means you are SOL.

The alternative is to race the stone down. It moves 40 feet on the first round, then moves 60 feet then 80 (so the block triggers around 180 feet up the stairs, about 40-60 feet ahead of the players. The terrain prevents all out movement, so It's double move to get down. An acrobatics check may be needed to stay upright. Damage should be Big, but not game breaking.

Last Note. the triggered trap can be pushed up the stairs again. a Dwarf would appreciate the power of hard work.

Torag's Forge
This room is bisected by a pair of giant hammers swinging out of synch with each other. The way past is to duck past both hammers through a 10x10 opening.
The catch is the 10x10 opening is a pit trap. The trigger is a timer. You can run through the area, but if you pause for more than a second or two, it opens (and your only free points to move to are in the path of one of a pair of giant swinging hammers.)

If someone wants to time the hammers right, and run through one to get to the opening, a knowledge dungeoneering check can be used to judge the approximate reflex save to avoid the hammer. Running through both hammers requires a slightly higher reflex save. If anyone pauses in the 10x10 gap (to take 2 easy saves rather than one larger) then the trap opens, and dumps them down and via a chute to another location. If they make a reflex save for that trap, then the only place to stay is in the path of a giant hammer.

2 10 foot wide hammers on either side of a 10 foot wide alcove means that the subject must move a total of more than 60 feet to avoid the trap in one run.

Torch Run.

This corridoor room is flanked by 2 rows of dwarven statues and ends at a heavy obstacle. Each dwarven statue bears a rune, and each hasan outstretched hand curled into a mostly closed fist. for each statue there is a lit torch, also marked with a dwarven rune. a small water feature lies at the end, possibly incorporated into the obstacle

Putting the torches in the status hands is the obvious solution. If the torches are all lit, then the statues animate and tear down supporting pillars (refer to the section on avalanches and cave ins) If the torches are unlit then they move the obstacle aside (dwarves have little use for lit torches after all) The torches cannot be extinguished normally, but the water feature douses them for 20 minutes. when the statues have doen their work, they return their torches before standing back in position.

as a special feture, you could make the runes on the statues and torches relevant >:)

Hot foot.
the room in question is 35 feet wide. In the dead centre is a steel (or harder) column 7 feet high carved in the shape of a dragon's head. The far door is a big steel one with three locks. The trap is activated by weight in the 5 foot area in front of the door.

When activated, the dragon's mouth triggers a burning hands trap, and a heat metal trap. it fills its 15 foot cone. then once per round it turns 90 degrees clockwise and activates another burning hands trap. continuing every round. The heat metal duration continues until the door is opened.
The locks have nothing to do with the door. they are 'locked' but are not in any way connected to the actual mechanism that opens the door. Worse, unlocking one, locks the others.
The easy way to unlock the door is to open the dragon's mouth DC 18 strength check, up to 2 people can try and reach the hand in and flick the switch inside.
The hard way is the same, but involves touching the metal pole affcted by a heat metal spell. If you feel kind, have the mouth open and shut with each trap. that way, they can try to duck their hand in in the moment between the jaws opening and the trap being set off (reflex save, 15+apl if you want it to be hard.)

Room of faces.

This wide room rises a significant distance upwards and is adorned with giant faces carved into the walls and ceiling, with the exception of the bottom 10 feet. The walls are littered with secret doors leading to shortn arrow and trapped cooridoors that lead nowhere.

In addition, the centre of the floor has a pit trap, that seals fater 2 rounds. The DC for the pit trap's reflex save should be considerebly lower than normal, so that people are very unlikely to actually fall into it.

The way out: The pit trap in the centre is leads to a hidden door. a climb check (DC 10) can be used to climb the 20 feet down to the floor of the trap, where a pathetically easy secret door leads on.

Waterfall way

A ledge runs out over a large pool of water. It's five feet wide, so traversable, but a full 20 feet of it's length is being consistently pounded by awater fall.

Crossing the affected area means being exposed to a bull rush by the waterfall once for each 5 foot space (it should be harsh but level appropriate). Dwarves, of course have their stability bonus to help. anyone bullrushed off the walkway, but not more than 5 feet, can make a reflex save to grab on to the ledge but have to make a merciless climb check to keep hanging on.

Solutions: Big dwarves can tough it out if they want. alternatively a good climber could attempt to climb underneath (say...with spiderclimb) If you need a more helpfull solution, then install metal rings in the walkway. a perception check (DC set as necessary) reveals the rings. a grappling hook with secure rope could be used to secure a person to the walkway as he drags his way through.

Batts

To get out.