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Indeed I did, I just happen to agree with his view. Oh, and one more thing, if earth did not offer any resistance against creature with earthglide, then it could move downwards with same speed as free falling object.

A question to those who say earth glide does NOT "phase" through earth but instead burrows in more traditional sense. If earth elemental glides through solid block of stone, is the path it traveled through still solid or gravel?

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Earth Glide (Ex) When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal AS EASILY AS A FISH SWIMS THROUGH WATER. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

See the part in caps. Even though earthglide creates no ripples, etc. It does not pass through earth without any resistance. Meaning just like fire hose has an effect on fish, stone thrown at creature with earthglide effects it.

Rogar Stonebow wrote:
Byakko wrote:

Ah, I guess I can see why your opinion is a bit different then.

I've always seen earth gliding as the ability to pass through rock without interacting with or disturbing it at all, in the same way neutrinos typically don't interact with and pass through matter. Kind of like an IDCLIP mode (I just dated myself there, didn't I?).

Others creatures, lacking this special make up, naturally would be unable to pass through the solid material and would just be pulled up against it at best.

Does this mean in your opinion that someone with earth glide who is targeted by a giant throwing rocks can just glide through thrown rocks with out even moving?

Are fish unaffected if you spray water at them with fire hose?

hmm, I see. No wonder I had no luck finding anything then... how would my fellow DMs house rule this?

What happens if character with mythic haste is target of non-mythic slow spell? How about in case of lower level spell vs higher like mythic darkness vs day light? I have not been able to find any rules recarding the situation.

Well, that is just sad... It seems so cool, yet as it is it could maybe work on CR 3 monster not on big mythic challenge monster at this point in AP.

So, Woundwyrms... I kind of need bit of help to understand their Maw of the Abyss ability. It sounds cool and all, but in the end it is just a drag combat manuver that deals 1d12 damage in 15ft cone and it takes full round action? I mean is there some rule about what happens if he manages to suck in some pc character in to the vortex? As far as I can see is that nothing at all happens, he has no swallow whole nor does he get free bite attack...

I'm currently writing a backstory for my character and while in the middle of the process I started wondering how wizards work in Golarion setting. I know that sorcerers gain powers from their connections to demons, fey, etc back in the family line, witches make deals with who knows what to gain their magic and that wizards study magic to gain their powers.

Now in some settings to become magic user you need some innate power/talent/something to be able to and if you don't have that something, then it won't matter if you study it all your life, since you will never be able to use it even if you become master in the theory of it. In some settings everyone from farmer to king can learn magic. Ofcourse in case of PC characters one can pick 1 wizard level after 19 levels of fighter, but lorewise in general how does Golarion work?

@Neil Spicer I agree fully with Lochar here. That is way better and smarter than what it is in AP. I don't get why they changed it so much. I'll be running the room the way you wrote it so thanks for sharing how you wanted it to be originally ^^

Alright then. I've been wondering the thing for a while now, glad to see it wasn't me that was derping then, that 1st trap is completely pointless ^^

@Seannoss the trap is not on the doors but on the area indicated by the map, the T on the map is placed over 4 squares as i did on my crude little drawing...

@NobodysHome its not the first or second trap Im talking about, its the 3rd one that I'm talking about

I counted bit wrong, its 30 not 40

First trap, that is on the hallway south of the pit, beyond the doors, if character steps on the square next to the wall, the trap would need to push him 7 squares and through the door in order for him/her to drop or if character steps on the square closer to the pit its only 6 squares.

My horrible little drawing below
P= Pit squares
T= Trap squares
x=empty square

PP 7
xx 6
xx 5
Door between squares
xx 4
xx 3
xx 2
TT 1

Im not sure if Im reading something incorrectly but... when it comes to first telekinesis trap of room G12, does it not need to roll 28 on d20 to bullrush creature with CMD score of 0 to the pit? So is there any point in it exept to warn party of, hey, there might be more traps here?

CrazyElf wrote:
1.a. What kind of name is Rethgif? Eeesh.

Read it backwards ^^

Cap. Darling wrote:

There is no AoO for pulling out a weapon.

There was a FAQ on staggering and this pehaps you can use it. But my link-fu is weak so this May not work.
Edit: the titel of the FAQ is "Limited actions on my turn: If an AOO or other interrupting effect reduces what actions I can take on my turn, does this reduction apply immediately?"

True pulling out weapon does not provoke, my bad, but that does not really change the point so lets replace that with something that does.

I looked through the FAQ and while it does say when stun starts, it makes no mention when it ends.

1. I managed to find confirmation for case number 1 from llder thread. In case of stunning fist the stun really ends at the start of Knoms turn, thus using it as part of AOO is really bad idea as it basicly does nothing.

Im still unable to find any RAW for rest of the cases though and RAW is what Im looking here. (Ill most likely house rule it to something that would seem smart, but I really want to find out RAW first)

So i would like if someone could educate me little with durations of effects such as stun.

Situation: Knom the monk fights against Rethgif the fighter. Knom rolls 20 on initiative while Rethgif only get sadly low roll of 19. Knom charges to Rethgif and punches him, on Rethgifs turn he notices that he is not wielding a weapon and pulls out his mighty weapon of spiritual mass destruction and provokes aoo. Knom punches Rethgif on the nose using his stunning fist and stunning Rethgif for 1 round.
1.Do to wording of stunning fist as far as I understand the stun ends pretty much immediately since Knom is next in line and at the start of his turn stun ends. Correct me if Im wrong here.

2.Instead of Knom lets replace him with Eugor the rogue who happens to have stunning critical and she happens to crit on her aoo. She rolls 1 for duration of stun. When does this stun end? At the start of her turn, start of Rethgifs turn or after Rethgifs turn?

3.Instead of fighting like a man, Rethgif desides to turn and run like a wizard using withdraw. At the end of his movement at the very last square he triggers a trap and +1 anvil of cartoony violance drops on his head stunning him for 1 round. When does this stun end?

So I decided to make a cavalier... 1 gaming session later and now I'm here, looking for help.

1. If your mount takes his move action and walks past enemy, the enemy gets AOO. According to RAW as far as I see, the mount is the one that provokes, thus the enemy can hit the mount, not the rider. I am not sure if this is RAI or if there are some hidden rules that I have not found out?

2. Mounted charge. Usually you get -2 AC penalty after charge, in case of mounted charge, does the penalty go to A)mount B)rider C)both. My guess would be C as both take part in it, but I have not found out any rules to support any of the options.

3. Your mount gets spooked by spell, such as cause fear and fails its will save. Is there anything a rider can do, ride check, handle animal, etc? Once again I have not been able to find any rules.

4. While mounted you get higher ground advantage if for example you are medium creature mounted on large creature attacking medium creature. I've seen this said in quite many places, but I have not found out rule that actually says this.

About traits... did rest of you run with them as they are or did you adjust them? As far as I can see the guardian trait seems insanely good compared to rest of them, they too are above normal traits which is good, but guardian is basically worth 3 x toughness feat + the extras.

So, are Abrikandilu demons small or medium sized? I mean in the book it says they are medium but the pawns for this path has small pawns for them and lists them under small creatures...

Nice set of pawns as usual... but one minor thing. What happened to abrikandilu demons. They are medium size creatures ( according to book, internet and that paizo plastic miniature ) but they some how turned into small pawns in this set?

If you got extra money laying around, you could always go for permanent ability score boosts in form of:

-Manual of bodily health
-Manual of gainful exercise
-Manual of quickness of action
-Tome of clear thought
-Tome of leadership and influence
-Tome of understanding

I don't think it is all that complicated.

Objects that are picked up

If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away). An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible.

Thus if you are set on fire, then you cast invisibility. You, items you carry, your clothes and the flames coming from you, turn invisible.

If you cast invisibility, then you are set on fire, the fire around you is quite visible.

Rynjin wrote:

The fire is invisible, but the light is not, basically.

So the light is increased by however many steps a torch increases it (meaning you can likely tell the epicenter of the light source unless the whole area is well lit).

The person is still invisible, though, with all the benefits that brings.

Why would the fire be invisible? For example throwing bag of flour against invisible enemy does outline him (UE). Why would fire be any different.

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So this ( http://paizo.com/products/btpy8x9g?GameMastery-Critical-Fumble-Deck )official Paizo product for Pathfinder is not part of Pathfinder, but a relic of AD&D?

I know it is not legal in PFS games, but there are many other feats and stuff that are part of Pathfinder, but not legal in PFS games.

Too bad I live in Europe... after taxes + postal fee and customs fees, the free copy would most likely end up costing me as much as the book was when I bought it :S

Decided to post a little question here if anyone else has had problems with their adventure path books. I'm currently player in skulls&shackles, I've ran whole reign of winter path and never had any problems. Now today I ran my first session of Wrath of the Righteous (Worldwound incursion) and some pages (from table of contents to the page with picture of Millorn on it) fell out of the book and couple more are likely to fall off soon. The book itself was normal when I bought it, all pages were good, but now in one session the glue is giving up... I just find it odd since Paizo has always had such good quality in their products.

Just gotta ask about one encounter... how do you go around killing dybbuk? I mean it can as standard action possess party member if they fail will saves and keep fighting with that flesh suit until it dies so it can just possess someone else, further more it can also possess items of large or smaller size if living bodies are scarce. As far as I can tell there are not really anyways of hurting the dybbuk itself when its possessing something.

Remy Balster wrote:

Realistically you should be able to do whatever sorts of action you like while the duration of Time Stop ticks by. But when the time stop ends, everything goes back to normal time, and you resume where you left off.

True, but if you are able to take delay action you can could use your last time spot round in normal time thus being able to use spells and take actions not allowed during the spell. Now I don't see anything rules wise that would deny it, but it does seem wrong to me.

As the topic stands. Can you use delay action (so you move on top of initiative list) or ready action (so you can cast spell as soon as spell ends) during the last round of time stop? I could not find any threads or official info about the matter, though I admit that could be just me being bad at finding things.

Range personal
Target you
Duration 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

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Thanks for the quick reply :)

I´m planning on keeping the fire more chaotic instead of focusing on single target, except if one of them decides to charge hundreds of feet ahead of rest of the party... or if someone turns into something large (like druid turning in to a dinosaur), I mean if I were a soldier and saw 3 normal guys with swords running towards me and 1 t-rex, I'd be focusing on the dino (that is unless I weren't trying to win new world record in sprinting)

I have couple of questions, first one about troops and their fusillade ability. Does single target take damage from multiple lines from one troop if target is large or well, larger, creature or those lines happen to cross on the square of medium target is standing on?

And second... umm... second... I know i had second question, but I can't remember what it was for the life of me. Some one must have cast some kind of minor curse of amnesia on me.

Well Mike, funny thing you mentioned Skulls & Shackles. Though not the same thing but my problem actually rose during my groups latest session with Skulls & Shackles adventure path when my old character got caught between stone floor and huge fist, creating a pretty red rain few feet around him and thus introducing second alchemist to the group.

Ah, yes, sorry... this was accidentally posted in wrong place. Noticed it myself shortly after posting but I'm unable to remove it since people answered it so quickly. Darn these active and helpful members of paizo forums ^^

Would just like some clarification. I know you cannot usually share the items mentioned in topic with party members, but what if you have 2 alchemists of same level in group? Are they capable of sharing stuff between them, for example both alchemists have 10 bombs/day, A1 uses 8 in combat where as A2 uses only 2, can A2 give required "items" to A1 so both would have 5 bombs left for next battle?

Nice pawns, great variety and I like the new art in some of the pawns. I did have one minor problem though

------very minor spoiler----

Why was Akhlut not featured in these pawns? It is even required in one part of reign of winter adventure path + pawn for akhlut was not among pawns for that adventure path either. I understand cutting something out as you clearly need to do that but omitting something that is required in official paizo release is kind of odd to me.

Pretty nice pawn set, there were couple of pawns that were missing that I would have liked to see in there, one of biggest was pawn for Nostafa from book 3 or even basic night hag pawn for her since even bestiary box only had pawn for green hag. Second one being Korred pawns as adventure path requires 6 and there are none here and bestiary box 2 only had 1 in it.

1.No problems with paladin taking money or other rewards after helping someone.
2.Taking reward if he himself did not contribute to the task would be on the other hand wrong. Example: Pete the paladin is hired to kill the evil lich. Pete goes to the tower lich is living in, but alas, the storm yesterday brought the tower crumbling down and lich is already dead.
3.Depends how he spends the money, taking money, even in form of justly earned reward and blowing it all in tavern...

Well... int 24 is pretty nasty, but I'm also running an adventure path where if players decide to continue after where it ends they will have opponent with 48 int. Now that is something to wrap your head around.

Keep in mind that game time and real time are often going at different speeds, where your big bad might have only seconds to rethink his/her plan, you can have much more time than that. Using that wisely can help you cross that cap between you and your characters.

Well me personally I can't see spell as being evil unless in order to use it you need to do an evil act, use materials that come from evil acts or alter some cosmic balance, etc.

Necromancy on the other hand... raising dead might not be evil, but doing so on corpse that you do not know and has given you no permission might be seen as evil act, no matter how you look at it. Things would be different if said necromancer would only raise bodies of those who in life gave him permission to do so. This might actually make an interesting character if he does not believe in after life and offering his "help" to transcend death, now how to do that in most setting where gods are every where and having active part in mortal lives might not be feasible.

I gotta say that I disagree with you on the matter of weapon finesse. With Agile-enchantment you get dex for damage, so with out the feat you are just one enchantment away from having a stat that will give you attack and damage for melee, attack and damage for ranged, armor and better reflex save...

Alright, thanks for all the answers, they have clarified this situation quite a lot for me :)

Ps. I do hope that kensai will get rewritten for next print

I get what you are saying Dark78660 by RAW since kensai ability states that it is identical to duelist skill, yet does not mention that he gains the bonus from his kensai levels, it would as such mean that no matter how many levels as kensai he takes he would never gain any bonuses from his class, right? That is clearly against RAI though.

So lets say it was worded that he gains bonus to his AC from his kensai levels. Now would you say that from my earlier options that option 1, 2 or 3 was right?

I kind of agree with what Zhayne is saying, but I can also see the other side. This is one of those gray area things when rules are bit harder to interpret, which i always hate. Thanks for your input ^^

3 people marked this as FAQ candidate.

So if I made a character who has levels both in kensai magus and duelist, how would those 2 class features work?

Canny Defense (Ex)

When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Lets say my character has int score 16 and he is lvl 2 kensai and lvl 2 duelist. Would I:
1.gain bonus independently, as in +2AC from kensai and +2AC from duelist, making it +4 AC
2.features stack making effective level of canny defense 4, giving max AC bonus of 4 but seeing my modifier is only +3, making it +3 AC
3. they don't stack and only better one applies, making it +2 AC

Here are 2 new maps... well basically they are one and the same with small difference
campsite day:
http://i1300.photobucket.com/albums/ag99/Ironlemons/campsiteday_zpsa8b33ead .jpg

campsite night:
http://i1300.photobucket.com/albums/ag99/Ironlemons/campsitenight_zps295a0f 77.jpg

GentleGiant wrote:

Map 1 linkified

Map 2 linkified

Thanks mate, should have probably done that myself ^^

Here is second battle map I recently made. This one also features city.


Mr.Fishy wrote:

Nice, how printable is it? Very colorful looks expensive... how do dungeons and wilderness map look?

It is quite printable, i printed mine and squares were bit larger than ones in flip-mats made by paizo.

Laurefindel wrote:

Looks pretty indeed.

One question (out of curiosity more than a critique): Do all buildings need to be lined-up so perfectly (because of Dundjinni perhaps)? Any old towns I've been into have anything but straight roads, and town squares that are anything but square.

I actually made it like that, i could have used much more randomness when placing buildings, etc, but i think while it would make map more "pretty" it also would make it more complicated. And in my case i like to keep my battle maps simple to avoid unnecessary time waste during gaming sessions.

I've recently started making maps myself using programs like Dundjinni and photoshop. Now, I started thinking... I can't be only one doing that. I've seen couple persons sharing their maps on forums but nothing major. So i decided to make a thread where GMs could share maps they have made with other GMs. Single thread for all you GMs to look for maps if you need them.

Let me start by sharing a city map I made last week. (24x30 square grid)

I'll be posting more when i make more. Also critique to improve my work is welcome ^^

bwatford wrote:

I'll keep that in mind. It is hard to find the right balance between too dark and too light with the grids. Let me ask, are you printing in color or b&w? On inkjet or laser? I ask because I may hve some tips for you on getting better printing results.

I print mine on everyday glossy photo paper (about $12 for 100 sheets) I set my inkjet printer settings to premium photo paper and the grids come out good except for a few instances where there is a lot of shadow close by.

Im using Inkjet printer and printing in color. Ive been using highest/best result settings but ive been printing on regular glossy paper you might see in everyday offices, not one meant for photos.