Kennethray's page

Organized Play Member. 114 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


RSS

1 to 50 of 114 << first < prev | 1 | 2 | 3 | next > last >>

If a character falls 15 feet and they have catcall while trained in acrobatics, do they take no damage? Catfall will let them decrease the fall by 10, and falling states they must fall more then 5 feet before they take damage. I'm assuming these "stack".

K-ray


I dont see the 1 hour thing as an issue. I just see it as an hour prior to finding her, val decides the pc's are a threat to her plans so she sends the one minion currently with her to carry our the plan. I see it as more like the pc's have rushed her robbing her of any opportunity to taunt the village before destroying it. By that idea, it dosen't matter how long the pc's have been there.

K ray


During an encounter on page 27, screened is mentioned. I am assuming that it just means line of sight is blocked but wanted to verify that screened wasn't a condition I'm just not seeing.

K ray


It only works on creatures that already are suffering from bleed damage. Whatever bleed damage they were already taking, they take immediately (reflex save). The Bush then heals for twice that. So no change in the persistent bleed, the Bush is just taking advantage of their current persistent bleed damage.

K ray


I think based on the example for rolling initiatives in the core book that once the player thinks they want to do something aggressive then its initiative. So th I'm thinking I want to shoot someone, then it's time to roll initiatives before any ready actions could be set. The thought of reading an action sets off initiative?


Claxon wrote:

With the new Exploration Mode rules your player simply isn't allowed to do what they did.

Encounter Mode is normal turn based combat time. If you're not doing that, you're most likely to be in Exploration mode. There are specific actions you can take in this time, which can include being on "lookout" for enemies. Mechanically it doesn't have a specific effect, because everyone is assumed to be doing this, but as a GM you might give a +2 circumstance bonus for being focused on it.

Since perception is used for initiative now, it means when combat does break out he has a better chance of detecting the enemy and potentially getting to act before them in the surprise round.

Letting the player somehow spot the enemy and used a readied action to react just isn't how the rules are intended to work. Stealth should keep the enemy hidden until the end of their movement or until after their attack (depending on what they do) unless the PCs beat their stealth rolls with their perception.

Since there are no longer contested rolls with the exception of initiatives, wouldn't he have to beat their stealth DC with a perception roll?


Not sure if it matters, but goblins can get an ancestor feat at 1st level that let's them use goblin dogs and wolves as mounts.


Thanks. That may be all it was. Just saw it in roll20. Never found it in the actual book.


They do want to play a war priest cleric. It will also be in the age of ashes adventure so I'm thinking it's best not to. Maybe there will be an simular option in the gods and magic world guide. We have to finish plaguestone before we start age of ashes.


One of my players asked if they could change the favorite weapon of eriastil from longbow to a scythe. Thematically it seems to fit, but was making sure I wasn't missing a rule of some sort.

K ray


One of my players asked if they could change the favorite weapon of eriastil from longbow to a scythe. Thematically it seems to fit, but was making sure I wasn't missing a rule of some sort.

K ray


I just got the 12 exp to level up in PFS. As a bard I want to take Inspire Competence but I am not clear on exactly how it works. It states:

Inspire Competence (Cantrip 1)
Uncommon, Bard, Cantrip, Composition, Emotion, Enchantment, Mental
Cast [one-action] Verbal
Range 60 feet; Targets 1 ally
Duration 1 round

Your encouragement inspires your ally to succeed at a task. This counts as having taken sufficient preparatory Actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.

So do I cast the cantrip then make a performance check, or does the casting count as an aid plus I get the "you cant make a normal failure" as extra? The duration 1 round, and wording say "when you later use the Aid reaction" do not help.

Thanks for any insight.

K-Ray


The rules for it are on page 57 in the adventure, or under rules and rewards on roll20.


I bought the pdf and the roll20 version of fall of plaguestone. I see that the roll20 version comes with pregens. Is there any place I can get these pregens in printable form?

K-Ray


So after many years of not being able to play society, I am in a place where I can. I have found the 2nd edition society guide and bought the core book. Where do I go to find online games? Thanks for any assistance.

K-Ray


We just finished the first session of this and just got past the gnoll camp by the river. With a cleric, ranger, druid, and barbarian they have no problems. The fights have been very easy for them so far. The barbarian dropped once but the druid (wild shape) pretty much just solos encounters. Hopefully, the manticore will put a little fear into that druid.

K-ray


If a creature is unseen, sensed or concealed and the wizard wants to throw a fireball or burning hands in their general direction, does the Flat DC still apply?

K-Ray


It looks like my party is going to consist of an Elf rogue, Human sorc (angelic), Human Cleric, Goblin bard and Human Fighter. Also got word that a former player will rejoining us, so that is 6 players with a decent group.


Should the price of the silver ring in A2 be in gold or is that supposed to be 5 sp. 5 gold seems like a lot with the new economy?

K-Ray


That would not go well with what it is supposed to be testing.

K-Ray


1 person marked this as a favorite.

According to the twitch video they did, Yes to all that.

K-Ray


I see the class spread, what about the Players experience? My table, all but one has been playing for 5+ years. The one has been playing for a year.

K-Ray


I am also one that came from 5e and hated the healing whack a mole and had to house rule it out. I absolutely love this new system rule for death and dying. I also was giving exhaustion levels for dropping, which causes more issues then the waking up part is now. After first reading this new rule I really said, why didn't I think of this?

K-Ray


I will be starting Doomsday Dawn Thursday, for 5 players. Just prior to the Character backgrounds it mentions Adjusting Encounters per the Pathfinder Playtest Bestiary for non-4 persons groups. Will doing so mess with the feedback? Would it be suggested to adjust the encounters for The Lost Star? I see the adjustments already added for later parts.

K-Ray


Igor Horvat wrote:
Laik wrote:

Some fun math, that is.

I see why devs made some items way less bulky than they should be: bedrolls offer little game effect while taking lots of backpack space in real like, and javelin is essentially a spear. If they make these items realistically big, adventurers just leave them at home.

Either way it looks bad, not sure what solutions to offer here.

How about give exact item weight and determine load capacity depending on character strength in kg/lb?

Please, No.

K-Ray


2 people marked this as a favorite.

I have been GM'ing for years, and though I root for the players, I also enjoy my monsters crits and the tension it causes.

K-Ray


I am a huge fan of this change.

K-Ray


Sorry, Heroes of Undarin, not Sundarin. Though I am sure we were still talking about the same thing, if misspelled. I am not saying it would prevent it, other than how it may end. I would just avoid sending them with gear they acquired from previous chapters. The main characters keep their items from chapter to chapter, just add on to them.

K-Ray


http://paizo.com/threads/rzs2vacc&page=3?Errata-questions#125

Here it is.

K-Ray


I am going to have to go look for it, but I just read a post a few minutes ago where one of the devs said that any spell can be heightened to be cast at a higher level but only the ones that get increased effects are tagged with the heightened trait/thing. As far as the rest, shrug.

K-Ray


1 person marked this as a favorite.

The identified time is the same amount of time it would take to repair armor and weapons, which is something that will happen in the playtest. There are feats that decrease both of these to 10 minutes.

K-Ray


It also says it has a gem in the pommel. Maybe its meant more as a badge or key then a true weapon, seeing how the classes that would use it as a main weapon are not celebrated by the Dwarf community. Or I could be talking out my butt. It's fluff.

K-Ray


And to the 4 undead part, they are under your control for 24 hours if from the command undead feat. So going in with 4 even if 3 can act still increases your numbers. Even if you can command only 3 per turn, which would take all of your actions, the 4th would be there for when one drops. I can see just one being used at a time while you cast the 2 action spells. But my reading is also you give one a verbal command at a time, but that could be a misreading.

K-Ray


I have seen pass without trace used, and for its intended purpose. Had a ranger protecting the party that was trying to flee from a pack of monsters that just killed a dragon and was on their trail. Used it for 4 days as often as they could. The rogue then talked the ranger into going to most of their heist from then on, to cover their tracks. My group would use this skill and have had to make other checks in its place, nice to see it have a specific place now.

K-Ray


1 person marked this as a favorite.
Timothy Harrelson wrote:
I am baffled as to how this keeps making it into core rulebooks in multiple editions. This is one of, if not the first, rule thrown out by DM's across the board. Saying a paladin must be lawful is somewhat reasonable, although I'm not a fan of limiting classes especially core ones by alignment at all, but saying they are good makes no sense given Clerics alignment restrictions (or lack thereof). Why can a paladin not follow an evil or neutral god and match their god's alignment, while Clerics can follow neutral/evil gods?

I would have to disagree with the "DM's across the board." statment. I for one only ever allowed LG paladins or removed them entirely as a playable class. But that's just my world. If there is Paladins there are always the Anti-paladins or Blackguard options in my world.

K-Ray


Well, with Heroes of Sundarin there is the gear part, wanting to test the group with a limited amount of gear.

K-Ray


I really like Dernils Idea.

K-Ray


1 person marked this as a favorite.

I would hate to see 2 systems. There is enough debate around the table about rules in established games, to throw this in would be madness at the table. At least are our table.

K-Ray


Draco18s wrote:
Kennethray wrote:
It also gives the casters something to do while the fighter hammers on his shield for an hour.

You mean 10 minutes. The fighter will almost certainly--for one reason or another--have the Quick Repair feat.

If they missed picking it up as their background feat (hint hint, one of the playtest's background feats gives it) they can get it at 3rd with their first general feat.

The Read Aura cantrip can give an idea of what it is, with upping it to 10 items at heighten 3 and unlimited items at heighten 6.

K-Ray


ptrst wrote:
Is there supposed to be an armor/AC/inventory section that I'm not finding?

It appears just just have places for raw numbers no equipment, except the free form bio section.

K-Ray


I just looked through it. It is missing the free bonus selection.
Hopefully, that will get fixed soonish.

K-Ray


If only NPC's followed PC rules. Then there would be plenty of work out there.

K-Ray


78 is correct, my bad.

K-Ray


1 person marked this as a favorite.

And the mages can take quick identify. So 10 mins of figure out what a thing is while the fighter spends the same amount of time beating on a shield.

K-Ray


As far as the range attacks in melee the only thing is that it can set off an Attack of Opportunity if the creature has that reaction.

Though some ranged weapons have a Volley trait that gives them a -2 if they are closer then the listed volley range. Hand crossbow is not one of those.

K-Ray


What dc did you use for the rogue to get up? I am thinking it should be 11 for the sewer ooze, but I am not sure. It says to use the monsters DC and may include a primary stat. it's a level 1 creature, and the attack stat is +1. So I am curious what you used and if it was easy for the rogue to get up.

K-Ray


All the stats should equal 77 after creating level 1 characters. A quick and dirty way to check. Won't tell you if they double dipped in an area but it can give you a sign that something is off.

K-Ray


3 people marked this as a favorite.

It also gives the casters something to do while the fighter hammers on his shield for an hour.

K-Ray


http://paizo.com/threads/rzs2vadp?Shield-Block-Reaction-damage#3

I asked about the damage in this thread, according to a dev, the hardness is not applied to you, but all extra damage is applied to you and the shield, causing possible dents.

K-Ray


In the concealed rules, or sensed rules before you attack you have to make a flat check (roll d20, add nothing) to see if you are even able to hit them with that attack. I may be off on the timing but that's the jist of it.

K-Ray

1 to 50 of 114 << first < prev | 1 | 2 | 3 | next > last >>