Banderak

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Goblin Squad Member. **** Venture-Agent, New Zealand—Auckland 15 posts (102 including aliases). No reviews. No lists. No wishlists. 49 Organized Play characters. 1 alias.


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4/5 **** Venture-Agent, New Zealand—Auckland

+1 on wanting grippli, so I can create Crazy Frog the bard.


Just seeking clarification. Undead are immune to ability damage to physical scores. However ray of enfeeblement causes the target to take a penalty to strength for 1 round per caster level. Is that the same thing as strength damage?


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Under 'The Rebels' Joy' on p25 it mentions that the Children of Westcrown have been gathering info about Aberian's Folly and that what they know is detailed below, but as far as I can see the info is not listed. Suggestions?

4/5 **** Venture-Agent, New Zealand—Auckland

Thanks Joshua, will probably get #24 if the module hasn't shown up by Saturday.

4/5 **** Venture-Agent, New Zealand—Auckland

Hi there, not sure if this is the right folder for this.
My Sunday group just finished running through Masks of the Living God yesterday and City of Golden Death is on its way but may not arrive in time for the next session. So I'm looking for suggestions for a PFS module in case I have to run a fill-in next week.

Anything that's suitable for 5 4th level characters, and easily adapted to being set in or around Tamran would be good. If it was already a PFRPG module rather than one of the 3.5 ones that would be a bonus.

Suggestions?


Sorry, to make this a little clearer, two of the PCs in the game I'm running have been petrified after being caught in a gorgon's breath weapon twice and I'm trying to figure out if the Paladin's break enchanment will return them to normal.
The description for BE says that iw will only work on effects that aren't normally dispelled by dispel magic if the spell is level 5 or below. Assuming the gorgon's breath is the same as flesh to stone, that's a level 6 spell which is not dispelled by dispel magic (as FtS is instantaneous). Does this mean that break enchantment has no effect on petrified characters?


Two of the characters in my campaign have been turned to stone and the group only has 1 lot of stone salve.
Will Break Enchantment reverse this, or only Stone to Flesh?


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In a camopaign a while back the gnome ninja had died and been reincarnated as a goblin, but couldn't speak the language until he levelled up.
A goblinoid army was advancing across the land and some hobgoblins had set up a fortress blockading a road which the party had to clear. The new goblin had dressed up in the armour a slain worg rider and was trying to infiltrate the blockade.
He hailed the guard on top of the stockade in Common, who asked him 'Why you no speak Goblin?'
His repsonse was 'I'm from the south, it's a different dialect.'. The player rolled a bluff check and got a total of 21.
I decided this was extremely hard to believe, applying a -20 modifier to the result and giving a grand total of 1. I rolled a sense motive - a natural 1, -1 for the guard's Wisdom of 8, meaning the guard called for the gate to be opened.
We were all somewhat amazed.


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What's the definition of 'defend themselves'?
Does this mean someone affected could fight back against anyone who attacks them except the harpy?


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Hi there, I'm going to be running a fight with some harpies in the next session and having not used them before I had a couple of questions about the Captivating Song ability.
According to the Bestiary, the ability lasts while the harpy sings plus one round.
So does that mean:

Round 1 - Harpy (init 15) starts singing (standard action)
Pc (init 10) fails save, starts walking to harpy

Round 2 - Harpy keeps singing (standard action)
PC keeps walking to harpy

Round 3 - Harpy does something else (so it was singing up until the start of it's Round 3 turn)
PC keeps walking to harpy

Round 4 - Harpy does something else
PC is free to act.

Is that how it would work?
Also, attacks from the harpy's allies don't break the effect, is that right?

Thanks for any advice.


Abraham spalding wrote:
My question would be how did he get out of jail then without magical gear manage to slay all the townsfolk, and still be fresh enough to even think about taking on the PC's without magical gear?

Just to clarify, he didn't destroy the town the PCs are currently in, but a small hamlet about a day's travel away, with full gear and resources including a powerful magic artefact.

The PCs captured him and handed him over to the authorities of the small town they're currently in.


The BBEG, a pseudolich, is overrunning the town with his controlled undead. He's not aware of the bard, but in the confusion the bard manages to escape from his cell and the pseudolich decides to recruit him as it could be useful to have a living lackey. But the BBEG didn't bring any equipment so the bard is limited to masterwork stuff he can find in the town.
That said, if the PCs don't fight him that day, he will have time to maybe get some better equipment, depending on how long until they actually meet him.


In my campaign there's an evil 8th level bard, normally CR8.
He's responsible for destroying an entire hamlet. When the players encountered him they captured him and cut off his right hand so he could never play the fiddle again (he does also have max ranks in Perform (Sing) though). They then handed him over to the authorities.
However he's going to get busted out of jail by the BBEG. The characters might fight him on the same day, in which case he will only have mundane equipment taken fronm dead townsfolk. With only one hand he'll have difficulty changing between spells and a weapon if attacked, but he's going to be mainly casting spells anway.
I'm thinking that should bump him down to CR6. Does that sound right?


The Acrobatics skills states that a creature gets a +4 bonus on acrobatics checks to jump for every 10 feet their base land speed is faster than 30.
As a monk's extra speed is an enhancement bonus, does that mean they are considered to have a base land speed of 30ft for this purpose?
A barbarian's land speed is 10 feet faster than the norm for their race. It's not mentioned as being an enhancement bonus, so a human barbarian would get the Acrobatics bonus, right?
Any insight gratefully appreciated.


The duration of this spell is 1 round.
Does that mean that someone who is on open ground and falls into a fissure has one round to escape? Or is the idea that anyone who fails both saves just dies? Reading the spell it says that people on the ground can't move or attack, but that spells can be cast with a successful concentration check. Does that mean that you can't climb out of a fissure, but if you can cast teleport or something you might get away?