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.
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.
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?
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?
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)
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.
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.
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?
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.
Igor Horvat wrote:
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.
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.
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.
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.
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.
In Golarion, everyone has a 5% chance, every so often, of being fired from their job and being shamed in their community
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.