Tarrasque

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I would treat it as an Improvised Handaxe (1d4 damage, x2 crit). This would incur the standard penalty for wielding improvised weapons unless they negate it somehow (Catch Off Guard feat, etc.).


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My question involves two paragraphs from the Chase rules in the Game Mastery Guide.

First:
Pick two chase obstacles for each card. Not every card
needs obstacles
—there’s no need to place obstacles on the
finish line card, and if you want a faster chase, you can
place obstacles on fewer cards—but if a card has obstacles,
it should have two choices.

Second:
A character who wants to attempt to move three cards
during his turn can do so by taking a full-round action.
That character must overcome both obstacles on the
card he is leaving.
In this case, if a character fails either
obstacle check by 5 or less, he only moves one card forward
and his turn ends. If a character fails either obstacle
check by more than 5, he cannot move at all that turn. A
character unfortunate enough to fail two obstacle checks
in a turn becomes mired in his current square (he might
have fallen from a ledge, gotten a foot stuck amid roots,
or got caught in a crowd, for example). A character who is
mired must spend another full-round action becoming
unmired and effectively loses his next turn in the chase.
In some cases, becoming mired might impart additional
penalties (such as falling damage).

Now the question:
If a character is on a card with no obstacles, can he take a full round action to move three cards without having to make any checks? In this case, does he simply bypass two possibly dangerous obstacles without any penalty?


Ms. Pleiades wrote:
Putting up another FAQ candidate vote. And do you mean "Advanced Class Guide" rather than "Ultimate Class Guide"?

Yes, Advanced Class Guide. My bad. I'm still waking up, lol.


9 people marked this as FAQ candidate.

In the Ultimate Class Guide, a spell is presented called Unliving Rage, which states:

This spell functions as rage, except it affects only undead creatures and bolsters them with necromantic energy rather than emotion.
Each affected creature gains a +2 profane bonus to Strength and Constitution, a +1 profane bonus on Will saves, and a –2 penalty to AC.
The effect is otherwise identical to a barbarian's rage.

Since Undead have no constitution score, how can they gain a bonus to constitution? Am I missing something here?


Outsiders and Half-constructs cannot be raised or resurrected.
The Breath of Life states that the creature affected by it "comes back to life" but never states "raised" or "resurrected". The question is this: Can Breath of Life bring back a recently slain Outsider or Half-construct?


Nerdar
Nearly two Millenia ago, a Dwarven Wizard merged his people with stone, creating the Nerdar. This race of Dwarves are living stone.
Medium(0)
Outsider(Native)(2): Darkvision 60 ft.
Dwarf Subtype
Ties to Elemental Plane of Earth
Slow Speed(-1)
Greater Paragon Modifiers(-1): +4 Con, -2 Dexterity, -2 Charisma
Elemental Resistance(1): Acid 5
Hardy(1)
Natural Armor(2): +1 Natural Armor
Hatred(1): Orcs, Goblins.
Stonecunning(1)
Greed(1)
Weapon Familiarity(1) Battleaxes and Heavy Picks.
Weapon Familiarity(1) Warhammers and Dwarven Weapons.
Standard Lingusit Array(1): Common, Dwarven, High Int may choose from standard dwarf bonus languages.
Total(10)

Gnirix
After two Millenia of tinkering with magic and the wilds, Gnomes have evolved into true Fey.
Small(0)
Fey(1): Low Light Vision
Gnome Subtype
Slow Speed(-1)
Standard Ability Scores(0): +2 Con, +2 Cha, -2 Str
Spell Resistance, Greater(3): SR = 11+level
Gnome Magic(1)
Hatred(1): Reptilian, goblinoid
Skill Bonus(2): Perception +2
Sociable(1)
Weapon Familiarity(1): Gnome
Standard Languages(1): Common, Gnome, High Int may choose from Standard Gnome bonus languages.
Total(10)

Gnoll
Gnolls are both more civilized and more animalistic at the same time. They no longer rely on natural toughness(Racial HD) and train themselves better(Class Levels), though they have evolved a natural bite attack. They tend to get along with humans better than their ancestors did, and often live in cities alongside other races.
Humanoid(0)
Medium (0)
Normal Speed (0)
Flexible Ability Scores(2): +2 Str, +2 Con
Xenophobic Languages(0): Gnoll; High Int may choose from Common, Dwarven, Goblin, and Elven
Natural armor(2): +1 Nat Armor
Sprinter(1): +10 feet to speed when charge, run, or withdraw.
Bite(2): Bite Attack 1d4
Darkvision 60 ft. (2)
Weapon Familiarity(1): Battleaxe, Bows
Total(10)


Eastern Humans
Eastern Humans are originally a group of tribes who merged to build cities and towns. As such, they utilize a highly clan-based society.
Medium (0)
Humanoid (0)
Human Subtype
Human Heritage Modifier(0): +2 to any 1 ability score
Normal Speed(0)
Fearless(1): +2 on saves vs Fear.
Skilled(4)
Sprinter(1): +10 feet to speed when charge, run, or withdraw.
Master Tinker(2): +1 Disable Device and K(Engineering), auto prof in any weapon personally crafted.
Linguist Array(2): Common, Milivaran(Eastern Human). High Int can choose any non-secret.
Total(10)

Western Humans
Western Humans grow up in crowded cities, where pestilence and vermin run rampant. The Monarch of the region has recently been strangely silent.
Medium (0)
Humanoid (0)
Human Subtype
Human Heritage Modifier(0): +2 to any 1 ability score
Normal Speed(0)
Bonus Feat(4)
Plagueborn (2): +2 saves vs disease, ingested poison, nausea and sickening.
Swarming(2): Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Linguist Array(2): Common, Grevian(Western Human). High Int can choose any non-secret.
Total(10)

Augment(Juggernaught)
Humans who have augmented themselves with construct bits to improve their combat abilities.
Medium (0)
Humanoid(0)
Human Subtype
Half Construct(7): +2 saves on disease, mind-affecting effects, poison, and exhaustion and fatigue. Cannot be raised or resurrected. Don't breathe, eat, or sleep unless they want to gain some benificial effect.
Paragon Modifiers(-2): +4 Constitution, -2 Int, -2 Wis, -2 Cha
Slow Speed(-1)
Darkvision 60'(2)
Adaptability(1): Skill Focus as a bonus feat.
Natural Armor(2) +1 Natural armor
Spell Resistance, Lesser(2): SR = 6+HD
Light Blindness (-2)
Standard Language Array(1): Common, Milivaran or Grevian; High int choose from Elven, Milivarian or Grevian, Fharil, Dwarven, Gnome, Orc, and Goblin.
Total(10)

Augment(Brainiac)
Humans who have augmented themselves with construct bits and a synthetic brain upgrades to improve their mental abilities.
Medium (0)
Humanoid(0)
Human Subtype
Half Construct(7): +2 saves on disease, mind-affecting effects, poison, and exhaustion and fatigue. Cannot be raised or resurrected. Don't breathe, eat, or sleep unless they want to gain some benificial effect.
Paragon Modifiers(-2): +4 Int, -2 Str, -2 Dex, -2 Con
Normal Speed(0)
Dual Minded(1): +2 to all Will Saves.
Low-Light Vision(1)
Adaptability(1): Skill Focus as a bonus feat.
Linguist Array(2): Common, Milivaran or Grevian. High Int can choose any non-secret.
Total(10)

Fharil
Small Rodent-like creatures that swarm city slums and sewers.
Small Size (0)
Monstrous Humanoid (2): Darkvision 60 ft.
Normal Speed(0)
Normal Abilities(0): +2 Str Con, +2 Wis, -2 Cha
Bite(2): Natural Bite Attack: 1d3
Climb(1): 20 ft climb speed. +8 bonus to climb checks.
Natural Armor(2): +1 Natural Armor
Camouflage (1): +4 Stealth while in marshes or forested areas.
Weapon Familiarity(1): Punching Dagger, Whip
Standard Language Array(1): Common, Fharil; High int choose from Elven, Milivarian, Grevian, Orc, Goblin, Gnoll, and Dwarven.
Total(10)

Necrite
Humans who were killed, and brought back to life after too long being dead.(Raise Dead Mishap)
Medium Size(0)
Humanoid(0)
Human Subtype
Half-Undead Subtype(5): Darkvision 60ft, +2 saves vs disease and mind-affecting. No penalties from energy draining effects(though still die if negative levels > HD. After 24 hours, negative levels are removed without saves. Healed by Positive, healed by negative.
Normal Speed(0)
Mixed Weakness Ability Modifiers(-2): +2 Dex, +2 Con, -2 Dex, -4 Wisdom
Hardy(1)
Shadow Resistance(2): energy resistance 5 Cold and 5 Electricity
Shadow Blending(1): Attacks made against members of this race while they are in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. This is a supernatural ability.
Climb(1): 20ft climb speed, +8 on Climb checks.
Intigrated(1): +1 Bluff, Disguise, K(Local)
Light Sensitivity(-1)
Stalker(1): Perception and Stealth are always class skills.
Standard Language Array(1): Common, Milivaran or Grevian; High int choose from Elven, Milivarian or Grevian, Fharil, Dwarven, Gnome, Orc, and Goblin.
Total(10)

Elvhen
After millenia spent in the wilds, elves have evolved into plant creatures.
Small Size(0)
Plant(8): Low Light Vision, Immune to Mind affecting effects. Immune to Paralysis, poison, polymorph, sleep effects, and stunning. Eat and Breath, but does not need to sleep unless wants to gain benifit from such.
Elf Subtype
Slow Speed(-1)
Mixed Weakness Ability Modifiers(-2): +2 Dex, +2 Cha, -2 Con, -4 Str
Natural Armor(2): +1 Natural Armor
Elven Magic(2)
Standard Language Array(1): Common, Elven; High int choose from Dwarven, Gnome, Goblin, Orc, Milivarian, Grevian, and Fharil.
Total(10)


The question I have is does point blank shot work with the transmuter wizard's Telekenetic Fist ability? The feat says "You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet."
Does this mean that spells no longer benefit from this feat, or are spells and spell-like abilities with ranged attack rolls counted as ranged weapons?


In the Pathfinder RPG Beta, the Half-Orc got +2 Str, +2 Wis and -2 Int. Now, in the final book they get a measly +2 to any one of players choice... Is this a mistake, or is there a reason for the lesser power? I thought the original stats made sense, but I guess Paizo thought otherwise.