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13 posts. Alias of Krunk CN Barb.


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Souel wrote:

#1 Players do get a perception check, like you did. But they take negatives to perception for being in combat (distracted.) You would get that one flat-footed shot, also known as a surprise round.

#2 Player gets Concealment from the bush, because you can see through it but not clearly. Player can shoot from that square without penalty. HOWEVER if that square would be impassible you could, as a GM, rule he could not occupy that space. In any square that has some difficult/impassible terrain the whole square is treated as difficult/impassable terrain.
Additionally, if player is attempting to hide/conceal his actions he's taking a -20 stealth (without feats) to hide and shoot in the same round. If he's got redundant attacks he would need to take only one attack instead of 2, 3 or 4 to hide in his bush and maintain his stealth.

Respectfully,
Souel

Just for clarification, combat is already started so its not a surprise round, but I think your and the other guys answer concludes this question. Thanks all!


I know stealth is grossly open to interpretation. I wanted to check with people on how we are doing 2 things and make sure they sound right.

#1 Say there is an L shaped hallway with some players down one leg. The players are in combat fighting goblins. If there are an bunch of goblins coming around the corner using stealth, we handled it such that the player made a perception check opposed by their stealth on each turn one of them moved around the corner. If the player failed, the goblin got to shoot at the player using their flat footed ac. Does this seem right? If you have reasonable intent to assume things are coming but they are coming from cover using stealth do they all get that 1 flat footed shot on you assuming you fail the perception check?

#2 A player is standing in a tile that has shrubbery. They get Cover(or should it be partial) but can shoot out of the shrubbery using the corner of their tile without penalty because the corner is not in cover.

Thanks in advance


This thread has been dead for quite a while but hopefully people still lurk :) I have read A LOT on the item slot rules and I am trying to understand what the point of item slots are. Lets put some interpretations and assumptions out there

1) PCs when trying to spend their precious gold are looking for very specific things, belt of strength, keen scimitar of crit crazyness etc

2) Randomly generated items are all over the place in what they might be

3) The rules state that you can only generate items <= the value of the settlement and that any item you want has a 75% chance to be found without even caring about item slots.

4) Buying the items in slots doesn't do anything for your city and clearing the slots is not effective because you can only do it once without risk of consequence and there is no gain to your kingdom for clearing the slot. Thus mass slot clearing is not going to work and your slots will end up full of things you do not want.

Given those things, why would you even care about item slots? Why not just take the 75% chance to find some specific item. Those random slots most likely will not have anything useful in them.

Lastly if items can be found at 75% chance, what is the purpose of the list of items specifically shown for example in the description of restov(which regenerates each month).

The only answer I can come up with for all these questions that makes sense to me is that you should not be able to shop for any items other then ones specifically rolled in slots or in places like Restov. Throw out that 75% rule and shop as if it was a PC RPG where you are just browsing through the store trying to see what they have.

Anyone have any other light to shed on this?


Per the rules there is a 75% chance to find an item that is of a valid value. So you guys prob didn't need to do that. That is somewhat my point, i see a bunch of scrolls showing up and then the player saying well ill never buy that ill just roll my 75% chance and see if I get what I want. Same price either way.


Milo v3 wrote:

It's to represent the small number of items settlements have over that settlements base value, so that the kingdom rules can actually match the existing settlement rules.

Otherwise, it's just a way to possibly purchase an item which "might" be useful for your party or for a settlement, but would otherwise be too expensive.

What I see happening is all the slots get filled up with random things of marginal value and then just sit there full and that is the end of that. Seems like a missed opportunity.


I have started running a Kingmaker AP campaign and have gone over the rules for building towns and want to gather input on the purpose of item slots. From what I can tell there is not much reason for the player to use item slots. They do not get a discount on purchasing, the items are random and therefore likely not what they were looking for, its difficult to cycle new items at a rapid speed, and they could just go buy the items in town regularly instead. Does anyone have any feedback on how this portion of the economy is supposed to work?


The big difference is a buckler deactivates if you spell combat(because it acts like twf and bucklers don't give ac bonus for a round after you use the offhand) where as the ring of force can be turned on after you finish your spellcombat.


2 people marked this as FAQ candidate.

Paired Oppertunist

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Seize The Moment

Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.

I am having a debate with somebody on the interaction of these 2 feats. From my reading RAW of paired Opportunist, a seize the moment crit will not trigger a paired opportunist free attack because the target did not provoke an attack of opportunity. Rather it was granted by your friend's feat. Also the flavor text of the feat indicates its related to the monster's "lax defense" which is not related to a feat chain reaction.

So step by step:

Character 1 gets a crit
Character 2 siezes the moment taking an attack of oppertunity
Character 1 gets to swing again because he has paired oppertunist and his friend took an attack of oppertunity?
Thoughts?


Invis gave them +20 stealth vs xenesha's 2 perception, she failed that role.

She failed her perception check to hear the spell casting as well with the +1 dc for 10 feet rule.


For those curious as to what happened:
Turn 1: magus and paladin move adjacent to her while invisible flying.
Turn 2: Mage from way back outside the tower casts MS4 downgraded to MS3 to get multiples with the feat that gives one extra.
Turn 3: 3 Lantern Archons appear and the alpha strike of magus intensified shocking grasp full attack combined with paladin smite evil hit. The shocking grasp is spell resisted.
Mage starts casting a 2nd MS4

Turn 4: all 3 people had higher imitative. Enter 2 more lantern archons and another full attack from each melee including another shocking grasp. This shocking grasp is not spell resisted.

Xenesha dead before acting on round after suprise round.
Each lantern archon gets 1d6 touch attack x2 bypassing her high AC. That was 16 attacks(3+3+2) * 2
2 physical hits from magus, one of them critted and one sucesfull 5d6 shocking grasp
2 physical smite hits from paladin each power attacked dealing 30 damage or so.

One dead Xenesha before she could mirror image, sancutary, shield etc. I let her start with mage armor since that is so long.

Did I miss any opportunities?


So my party hit the xanesha fight with full difficulty mode(mage armor, shield and haste memorized).

They flew in invis from the top and try as I might I could not find a legitimate RP way to stop this without specifically countering their abilities(which feels kinda lame to me).

They were able to kill her without her getting a single action :(

In response to the mask questions. I was not saying you had to be a caster to use it, I just meant you had to encure the same problems a caster might. The follow up post mentioning that unless stated otherwise, these do not provoke is correct though.


What makes you say he can activate the mask with just verbal. When you use an item to cast a spell, you basically cast it yourself using the item's caster level. This item has full somantic, verbal etc so it would provoke and be a standard action from my understanding of the rules.


We are doing AE. That push petrified guy off wall is interesting... :)
Hiding down the wall to heal up is also interesting.

Create pit causes a lot of problems for NPCs, at least this one can climb very well.

Also they are highly optimized chars somewhere just above 15 point buy.

Also any feedback on the other 2 magnimar encounters? I already added some traps to the townhouse because 2 CR 4s sounded pretty unchallenging.