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players stay ou, you have been warned:
In the part of the Stolen Lands, the hex with the trap filed glade. How much xp do players recive if they mark all traps? There isnt a precice number of traps, nor an indicaton of xp for it. Also, do players recive xp for steping into traps?

My players steped into 6 traps and then spent a day marking all others. I told them I will ask and then decide. Advice and how did you as a gm cover this?


Well its been a while but we did it.

The group I ran for a year and a half yesterday finished the path with a success! The story and the ending were amazing to me as a GM and simply awesome and full of thrill for my players.

Thank you paizo and the people behind this story for this great AP, we had so much fun playing it, and when I look back not one chapter was bad or uninteresting!

Thank you Joey Virtue for your thread on changes made to the path, it made my life easier and combats better and more challenging for my players.

To each GM that thinks of running this path I can say go for it. Cause its so much fun and the story is great, builds up from the first chapter in a great way, and unveils into an amazing piece that your players will be glad to be a part of in the end.


Question is easy enough.

What counts as a polearm and what doesnt?

Can anyone help?


So the group im leading is just escaping Zyrnakyanin so that leaves us with the gate event, and were off to the next chapter.

They are lvl10 at the moment, just gained it after Ad hoc expirience in talk with Allicavnis.

Should they be higher? The introduction for Memory of Darkness states lvl12 as the begining point. I am using medium progresion for this campain.

Suggestions? Advice? Thanks in advance. Sorry for bad spelling :(


I cant seem to find rules for what happens when you dont sleep. I recon it means fatigued for the next day, I think i remeber something like that from the ol' 3.0.

But where is it in Pathfinder anyone know? Constitution checks not to be fatigued? Does endurance help?

I came up on this cause i had my ranger stay up all night watching a enemy camp for movement and such. :)


*Vital Strike You make a single attack that deals significantly more damage than normal.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals aditional damage*

My question: Is it a standard action to use this feat, or 1 attack per round for example when you make a full attack does the first attack deal aditional damage?


I'm curently in Endless Night with my group. The group has one elf, a druid that is true neutral.
But from when they first entered Zyrn he has been acting more like drow than like an elf. Under explanation of blending in his character has acepted the ways of betrayal, lie, murder and such. The funny thing is, he isnt doing it on purpose. He just figures he wants to blend in.

But we know the truth right :) Elfs can morph into drow if they become too evil. Now I ask you is it possible to morph him into drow later in the campain? How long does the proces last? What are your opinions on the whole thing?


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The problem in question is this. What action does a stealth check use?
The rules are not clear enough on this and its causing a dispute between me and my rogue/shadowdancer player.

Action: Usually none. Normally, you make a Stealth
check as part of movement, so it doesn’t take a separate
action. However, using Stealth immediately after a ranged
attack (see Sniping, above) is a move action.

Now the problem is my player is claiming he can roll a stealth check in every round (shadowdancer, hide in plain sight) and attack away. But I am claiming he must move in order to do a stealth check.

Any official clarification to this? I searched whole day but coudnt find response to this specific question.

Thanks in advance