Madjaw

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If this is a Pathfinder 1st Edition question:

I'd say that you do not need a disguise kit specifically to make a disguise, but that if you don't have one there needs to be some explanation of how you're disguising yourself.

Basically, having the kit gives a +2 and means I'll assume you have everything you need. No kit, you're rolling flat and you need to tell me what you're doing. If you don't have the purpose built kit with everything you need, you need to make use of stuff in your area which requires some explanation. I wouldn't demand a super in-depth explanation, just something simple.

Also, flagged for the wrong forum

If this is a Pathfinder Playtest question:

The Impersonate use of the Deception skill specifically states it needs a Disguise Kit, so yeah you need one.


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Alarox wrote:

Precedence from 1E would lean toward yes, you are considered your own ally.

FAQ: You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, “your allies” almost always means the same as “you and your allies.”

I'd be hesitant to use 1e precedence to answer rules questions about the playtest/2e. It's a completely different game, after all.


The Once and Future Kai wrote:
Gorbacz wrote:
Virtually every current mainstream RPG has critical hits/exploding dice. D&D 5e, 4e, Star Wars RPG, all the Warhammer RPGs, WoD, they all have damage spike mechanics. I don't see how did crits ever drop out. There are games which don't feature them, but it's mostly smaller/indie RPGs.
Indeed. Mouseguard is the only published TTRPG I can think of that didn't have sort of critical system. Even Fate Core has Success with Style...which is pretty similar to the Playtest's +10 Critical Success.

Even then, most smaller/indie RPGs I've read may not have something called out as a "Critical Hit" but have something to the effect of "every extra success gives you an extra good thing" or "every two points over the difficulty rolled causes an extra die of damage" or something similar.

Tarik Blackhands wrote:


It's been a while, but did Legend of the Five Rings have exploding dice or a crit system? I'm not sure if it had those in addition to the raise mechanic or just raises.

L5R had exploding dice in addition to the raise mechanic. The raises were basically how they handled crits, making it a wager/gambling mechanic so it goes from "I happened to roll high so I get a bonus effect" to "I'm going to wager that I'm going to roll noticeably over the difficulty to get a bonus effect."


I'm having issues downloading the Playtest update file and the Playtest bundle. Whenever I click the links to download either, be it on the playtest page or on my downloads page, I get taken to an error page. The text of those errors are below:

Updates link wrote:

This XML file does not appear to have any style information associated with it. The document tree is shown below.

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<Message>Access Denied</Message>
<RequestId>CD6557948CCD0FAA</RequestId>
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Bundle link wrote:

This XML file does not appear to have any style information associated with it. The document tree is shown below.

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Voss wrote:
Mark Seifter wrote:
Milo v3 wrote:
The 14th level abilities from this and the fighter blog seem very... restrained. Hope they didn't tone down things too much.
Instant Opening might not seem as cool as it actually is because it might be easy to assume that it requires some kind of check (or a failed save, or a roll of some kind) in order to work. But it actually works automatically. So one action from you equals two rounds of AC debuffs and all your sneak attack-related favorites. And it's not flanking, so all-around vision-type abilities won't help them.

That isn't why it seems underwhelming. It's the 14th level part. The average campaign is long over. Most folks won't ever see it in play.

I'm really not sure about the feat spam. Can't tell yet if they're going to be trivial, traps (some certainly are, like the storm domain power for druids), or just fifty-eleven things to keep track of, but handing them out every 1/2 level or level, they don't seem like they're on a scale where they can be meaningful or defining.

Plus, if they're general skill feats.. just having more of them doesn't make the rogue special. Just hangs the class with the obligation to spread itself thin on mundane abilities.

Emphasis mine. Stop it. You don't know it's a trap. There's not enough material in these blog posts to know the game's math, nor how it plays, well enough to know that.


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Fuzzypaws wrote:
With the same stipulations of course - not while in the pressure of an encounter or where failure has real consequences.

And, of course, the latter of these only being for taking 20. If failure has real consequences, you can still take 10. That's the point of taking 10.


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A buddy of mine back when he was first getting started in AD&D had a DM tell him that there was "a white dwarf standing in the cavern extending his hand outwards", to which he responded "I go up and shake his hand," resulting in a prompt death by level drain. Little did he know that the DM actually said that there's "a wight dwarf standing in the cavern extending his hand outwards."


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Two things:
1) Slashing grace specifically works for one-handed slashing weapons for adding Dex to damage, but provides no clause to allow weapon finesse to apply to such weapons. So, in the case of a longsword with both feats you'd still use Strength for attacks but add Dexterity to damage.

2) Unless your players are legitimately diagnosed (is that the right term?) as autistic, don't use the term so flippantly to describe your players just because they like to follow the rules as closely as possible. If you must call them something, just call them rules lawyers.


I assume that the vast majority of the cost going into making wondrous items isn't the cyclops heads and eagle feathers, but the magical reagents and other bits of unobtanium needed to actually make those heads and feathers magical.


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Star Dragon Caith wrote:
Robert Gooding wrote:

This discussion has ranged in opinion from 1/3 cost to same price for a box of 12

Also you’re the go, you can hand them out like candy if you want

Yeah I don't think handing out too many grenades is going to throw your game balance out of whack. Give them 1-2 per 3-4 encounters and they should be just fine.

And if too many grenades does start mucking with the balance of the game, just A) hand out fewer grenades and B) if you lowered the price to purchase them too low, raise it back up some. You're already in house rule territory anyway with the latter.


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I don't understand the problem with leveled gear, personally. What's the difference between a Level 9 Cool Gun and a Cool Gun that provides the same bonuses but is so expensive that, assuming you follow WBL guidelines, there's no way you can reasonably afford one before level 9-ish? It has the same effect either way, that you don't get the Cool Gun before level 9.


Steven "Troll" O'Neal wrote:
Maezer wrote:
Steven "Troll" O'Neal wrote:
It's in case people ignore the suggested point buy and decide to roll stats. If you start with a rolled 18 and have a racial +2, you can get to 30, or 32 with a +4 racial bonus.
If you use the optional rolling ability scores any theme or racial modifier that pushes would push an ability beyond 18 is lost.
unless you choose to ignore that.

In a discussion of the rules of the game, "you can choose to ignore the rules" doesn't really contribute anything.


Seems pretty straight forward to me. During downtime the wizard keeps a fly spell or two prepared for the fighter to practice flying with. He may or may not have a fly spell just for the fighter mid-adventure, but when he doesn't need every single spell he can get to make sure he survives that day he helps his buddy out.


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If you want to speed up combat, have you considered porting in the Escalation Die from 13th Age? Basically, it's a big d6 that starts at 0 round 1 and increases by 1 each round until it hits 6. PCs and certain big boss types gain a bonus to attacks equal to the Escalation Die. Gets the same idea as your "after 5 rounds, everybody gets a +2 Attack and -2 AC" but in a simpler, more streamlined way and also makes the change more gradual instead of a sudden change.

I highly recommend you make some changes to your Fumble rules. I don't personally like fumble rules (whether you have them or not is up to your group, obviously), but I'd recommend adding some changes to make it so that martial characters don't get more likely to fumble as they level up (more attacks per round = fumble more commonly). A common method of doing this is to make it so that only the first attack each round can prompt a critical failure, so a fighter with BAB +18/+13/+8/+3 can only fumble on the +18.

Also, add something so that spellcasters can get screwed over as well when they cast. It doesn't make sense that the guy who swings a sword can screw up and accidentally cut his own head off but the crazy wizard goofing around with the fundamental fabrics of reality can't screw up just as hard.


Even if it is a complete waste, you've wasted a gold piece. Even at level 1 that's almost nothing.


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One of my friends runs a game at the local middle school as part of an after school program too. They pay to play in it, so I'm assuming he's getting paid for it.

So, based on this and Cal's story, it seems that if you want to get paid to run your games do it as part of an after school program! :D


APL is Average Party Level, right? If the players are all the same level, wouldn't the APL (and therefore ship tier) be the same regardless of whether there's 3 of them or 9 of them?


That's weird. You'd think that they'd include the bases with the first pawn collection for Starfinder, for this exact reason. If it's the first product in the line it shouldn't be assumed that you're going to already own one of the big Pathfinder boxes that comes with the bases or know that you'll need to buy a separate package of bases.


Crexis wrote:

We are on 2 week downtown in our adventure path. One of the fighters just made 2 masterwork wazikashis. He doenst have enough money to spend to make them both magical.

Can he do that later at any time?

So long as they're masterwork, they can be made magical later at any time, assuming you have the money and enough downtime, plus access to someone capable of doing.

Crexis wrote:
And the cost of silvering both of those weapons is 90 gp?

Close. Wakizashi are light weapons and if you take a gander at the Special Materials page Theconiel posted and look for Silver, Alchemical, you'll see that it's 20 gp per weapon to get a silver light weapon.


The Paladin would provoke, yes. If you look in the Magic section, the only casting time that never provokes are spells cast as a Swift action. Move action casts still provoke as normal.


Oh, neat. I'd never noticed it before so I didn't know. Thanks, Rick.


How long is The Warehouse Sale going on for? I see some stuff I'm interested in but I won't have money for a while.


If you're cool with non-Paizo campaigns, there's Rappan Athuk, a campaign sized megadungeon famed for its danger, or The Slumbering Tsar Saga from the same company.


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My rule is gonna be "would I complain if Star Wars did this?" If I'd be cool with Star Wars doing it, it's cool for Starfinder. Which, basically, means a minor hand-wave is good enough for me to buy anything.


Check the Getting Started chapter, specifically the "Abilities and Spellcasters" section. You get bonus spells per day based on how high your Wisdom is, according to that table. So, if you had a 20 Wisdom, the table shows you get an additional 2 1st level spells, 1 2nd level, 1 3rd level, 1 4th level, and 1 5th level spell per day.


Guy Humual wrote:
If you have 3 parties 34% of the votes could win you the seat, with 4 parties 26%, the real problem you have is that the media is the biggest beneficiary of US elections and thus they have no reason to upset that apple cart. Trump was terrible for the country but great for ratings and so that's one of the big reasons you have president Kodos rather then president Kang.

Unfortunately, that's not how it works in America. To become president, the nominee needs 270 electoral votes, full stop. If we have three candidates and none of them reach the required 270 electoral votes the House votes on who wins based on the three candidates that got the most votes.


Texas Snyper wrote:
Johnico wrote:
I believe that Spell-Likes were able to count for prerequisites once thanks to an FAQ, but that was overturned and now they don't anymore. Your player likely heard about the first FAQ allowing it but missed the second FAQ disallowing it.
They are allowed if they are explicitly used as a pre-req. For example, Arcane Trickster requires Mage Hand and if you have an SLA: Mage Hand then you meet that requirement.

Right, I meant how you were able to have things like SLA: Mage Hand count as "Able to cast Arcane Spells" for a while.


I believe that Spell-Likes were able to count for prerequisites once thanks to an FAQ, but that was overturned and now they don't anymore. Your player likely heard about the first FAQ allowing it but missed the second FAQ disallowing it.


Archmage Variel wrote:
Brew Bird wrote:
Drejk wrote:

First nitpick: if Starfinder androids will be the same as in Pathfinder, they won't be computers/robots but synthetic people with biological and artificial components.

If I might nitpick your nitpick, while Androids certainly act organic (reacting to healing magic and the like), they are entirely synthetic. They just emulate organic life so well, even magic has trouble telling the difference. There's some language about Androids that even describes their bodies as "installing" new souls when they rejuvenate at the end of their lifespan.
I would like to nitpick your nitpick of a nitpick... but I completely agree with you, so I've got nothing. That said. Ever thought about the fact that androids have the ability to absorb a soul? If that is the case, was the soul intended for the android in the first place? Is there a newborn that ends up born without a soul due to the soul being taken by the android upon rejuvenation? If it's possible for a machine to act as a receptacle for souls, then can another machine be built to repeatedly trap souls before they can reach a body?

Redemption Engine spoilers:
In Redemption Engine, one of the bad guys has made a magical machine that can trap a multitude of souls as they leave the body and are making their way to Pharasma. I don't see why a machine that catches souls going the other way couldn't be made.

The past couple of games I've ran, almost the entirety of the story I came up with was saved until *after* I knew about the characters the players would be playing. The main story of my Savage Worlds Space Explorers campaign is about discovering what happened to this ancient empire that made extensive use of magi-technology, and that's largely because the players ended up making characters from two competing organizations coming together to fund this expeditionary team, an arcane academy and a tech based military group. I went with the empire I did because of the theme of magic vs technology my party already provided.

My upcoming 13th Age game, I knew going in that I wanted a game that had the feel of a Japanese RPG (think Final Fantasy and the like). Within that context, my group came up with the basic premise for the campaign, the world, and even the main villain. I just filled in the blanks, put the bits together, and figured out the details.

Even before that, with my Warhammer Fantasy game, I went in with a particular story in mind but events in play demanded that I change it. I've since decided that I want the players to have maximum input into the game, because they invariably come up with better stuff than I do. :P


Pan wrote:
Lemartes wrote:
CrystalSeas wrote:
Kobold Cleaver wrote:
most of the activists I've spoken to here are huge wimps who see blocking roads as "too radical".
If they're still saying that after the Muslim ban, you need new activists to talk to. Get in touch with your local Black Lives Matter group and become an activist ally with them

Please don't.

The Danger of the “Black Lives Matter” Movement

SBG#1

SBG#2

Id give it more thought if the argument was more intelligent than the average youtube comment section.

Not that I necessarily disagree with you, but could you provide links to a good counter-argument for those of us who aren't as informed on these things as we should be, want to learn, and have no idea where to start?


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Lorewalker wrote:


The two most optional parts, as they are not covered anywhere else, are the baseline suggestion of how many casts and that an aligned spell cast for an opposing aligned purpose always becomes an aligned action the same as the spell cast.

To clarify this part, do you mean that casting Infernal Healing (an Evil spell) to save somebody's life (a Good act) would make Infernal Healing good or saving somebody's life evil? I don't have the book, so I'm not sure which you're saying it says. :P


From the section on Multiplying Damage in the Combat chapter, you roll the weapon's damage dice plus all modifiers twice (except bonus damage dice such as from the Flaming weapon enhancement or sneak attack, for example, which only get rolled once), and total it up.

Note that this is how critical hits work too, the weapon dice and normal modifiers (Strength, Power Attack, magic weapon bonuses, etc.) are doubled.

Interestingly, certain forms of bonus damage that would not be multiplied on a critical hit but are not represented by bonus dice, like the Swashbuckler's Precise Strike, do get multiplied when using Litany of Righteousness.


Drahliana Moonrunner wrote:
If the cleric has an evil aura, than yes.

I'd rule the same as you, but it could be argued either way. The Cleric's Aura class feature just says the Cleric radiates an aura the same alignment as her god, but the question is whether the Paladin's Smite Evil looks at the actual alignment or if it checks the aura.

EDIT:

Alni wrote:
They do. But smite isn't about the aura is it? I mean you can change a creatures aura... I think there's a spell.

Case in point of how it could be argued the other way.


Page 9 under Movement says "The maximum speed is the fastest rate the ship can travel per round," so it could be argued that the Maximum Speed number is for the entire round, not per action.


Won't help with a halfling heritage Tiefling, but just want to point out that Tengu are automatically proficient in all swords as another way of getting EWP (they also have an alternate racial trait that gives EWP in 3+Int mod weapons).


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As far as I'm aware, the whole don't sleep/meditate thing is a thing in several D&D campaign settings, but is not true in Pathfinder.

Elves sleep just like everybody else in Pathfinder, they're just immune to magical sleep effects.


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For me, the APs. They're pretty much the only reason I'm still running Pathfinder.


You're only automatically a willing target if you're unconscious. If you're helpless you're still unwilling and therefore get a saving throw, as there isn't anything anywhere saying you don't.

This does mean somebody who is hit with a Hold Person then a Create Pit dropped underneath them still gets a save, just as if their Dexterity modifier was a -5 (don't forget to calculate as if Dex was -5, removing the existing Dex mod then subtracting 5 instead of just subtracting 5. I've known a lot of people who forget that and just subtract 5 from their normal Reflex).

Basically, the logic is that while you may not be able to actively dodge things there's still a chance of dumb luck saving you.


Klorox, the Errata for a book can be found on its product page. Here is the product page for the ARG and the Errata is in the product description.

Firelock, the Monster Codex came out before the errata was released that changed the Scarred Witch Doctor from a Constitution caster to an Intelligence caster. I just went and compared the release dates for the Monster Codex and the ARG just to be sure.


Awesome. I wasn't sure if the Arcane Gun stuff would stack with Ranged Spellstrike or not, since they seemed like they may be two distinct actions.


Spellslinger

Eldritch Archer

Say I am a Spellslinger 1/ Eldritch Archer 7 with a +1 gun, and I use Spell Combat and Ranged Spellstrike to cast Gloomblind Bolts at a foe, shoot one of my bolts through my gun, and I roll a natural 20 and confirm the crit.

Does my +1 gun give a +1 to the save DC?

Does the bolt have a x2 crit, like Eldritch Archer says, or x3, like Spellslinger says?


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Ravingdork wrote:
3) PLAY STYLE: Spontaneous action declarations; essentially trying to do something cool and thematic that isn't immediately covered in the rules. Things like "I attempt to flatten the charging group of enemies by flipping the bar table on top of them" or "I take out my grappling hook and attempt to snag the flying peryton's antlers so I can pull it out of the sky." Such declarations are invariably followed by multiple complicated nigh-impossible checks from the GM, inevitably results in failure, and then gets me blasted by the other players with responses like "you can't trip multiple people at once" or "why didn't you just shoot the peryton with your arrows instead of acting like a moron?" Far too many people have the "just kill it" mentality and they miss out on a lot of roleplaying fun as a result. What's more, when faced with unusual requests, many GMs go overboard with their rules (decreasing the odds anyone else will try anything similarly fun or exciting ever again) or just plain shut it down.

The tough part about the players doing wacky stuff (at least for me) is that I want to let them do it because it's awesome, but if it's too effective the really awesome one time thing will become just another standard tactic. You let them knock over a table to flatten a charging bunch of goons and it works amazingly well, they'll want to do that every time there's a table nearby. Or, even worse, they'll start carrying around a table for the express purpose of flipping it at people.


How necessary is Horror Adventures to running this AP?

If it's not necessary, how useful would it be?


The vitalist begins with the Collective Healing ability:

Vitalist wrote:

Whenever a willing member of the vitalist's collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).

In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.

Example: Darius the soulknife is a willing member of Jorus the vitalist's collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus's collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.

A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.

Say that I am missing 4 hit points and get a Cure Light Wounds cast on me that rolls 8 hit points worth of healing. Can I send the extra 4 hit points to another party member?


Spellstrike is not a part of Spell Combat. It modifies the touch spell rules, allowing you to stab someone with Shocking Grasp instead of slapping them with it.

You still need to make Concentration checks to cast in melee, but casting Shocking Grasp as a Standard outside of threatened range, walking up to a foe as a Move, then hitting them with your longsword as a Free in place of the usual touch attack is legit.


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Spell Combat says:

prd wrote:
As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).
Then the section Touch Spells in Combat from the Combat chapter says:
prd wrote:
In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action.
And, finally, Spellstrike says
prd wrote:
Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell.

So, in summary:

Spell Combat lets you cast any standard action spell during a full attack.
When you cast a Touch spell, you get to make a touch attack as a free action.
When you make your free touch attack, Spellstrike allows you to use your weapon instead of a regular touch.

Putting these rules together, this happens:
I use Spell Combat and cast Shocking Grasp. The rules on touch spells let me touch somebody with Shocking Grasp as a free action, since I just cast a touch spell. I then use Spellstrike to whack them with my sword instead of just touching them.

EDIT: And/or read what KingOfAnything posted. :P


The Spiritualist's Devoted Servant Ability for the Dedication Emotional Focus reads thus:

PRD wrote:
Devoted Servant (Su): When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not fully manifested, it automatically fully manifests from the spiritualist's consciousness to protect its master. The phantom stays manifested as long as the spiritualist is unaware and in danger. This ability requires no action from the spiritualist.

The way I'm reading it is that if the Spiritualist is walking around without the Phantom summoned and gets jumped by enemies, the Phantom will manifest itself for the Surprise Round and then dismiss itself as soon as combat proper starts. Or, for another example, that if the Spiritualist gets attacked while asleep the Phantom manifests so long as she's asleep but disappears as soon as she wakes up.

I just wanted to double check with the community before I rule one way or the other on this for my player if I'm reading it correctly.

On a related note, if the effect is that the Phantom dismisses itself as soon as the Spiritualist wakes up or starts getting regular combat turns, would houseruling it so that it doesn't dismiss itself upset some balance with the class I'm unaware of? I haven't yet played with the Spiritualist in a game so I don't know how big of a deal that would be.


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Just played the tutorial adventure, liking it a lot so far. Keep getting disconnected and reconnected to the PlayFab while playing though.

Not sure if it's my internet being awful or something weird with the game.

I've also tried just running off my 4G, because that's way faster, but it has the same issue. :/

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