Larsen's page
14 posts. No reviews. No lists. No wishlists.
|
For mission Four: The Temple of Sarenrae
I find the DC 20 check of the 4 min battle with the minions very low. At level 13, with 20 in their main ability (not too hard with magic items), the PCs can only fail on a 1...
Am I missing something ?
Did some of you played it differently ?
I agree the main problem is motivation to be bandits. I think i would do something like this:
- First, fight for survival : steal food, clothes, shelter...
- Once survival is secure, seek enough money to allow confort or entertainement. Now the group needs to start selling what they steal, do contraband, steal horses or whetever and recel, their goal is more money and of course working doesn't appeal to these people
- Then ambitions migth start to kick in : power (climb hierarchy in thief guild), fame (great heists), ...

1 person marked this as a favorite.
|
Diego Rossi wrote:
AoN wrote: Wall of Fire
...
Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high
That opaque sheet of fire form along a continuous line, right? You can't break it in multiple segments.
At CL 10 it extends for 200', an AM Filed around a medium-sized creature had a diameter of 25'.
What happens a creature with AM Field pass through the Wall of Fire? Only the segment where he passes is suppressed and the Wall of Fire persists outside of that area, or, as it should do based on your logic, the whole Wall would be suppressed as it is not continuous anymore?
Where is the problem ? The effect doesn't require line of effect once created since it is not an emanation and there is no point of origin.
When the AMF pass through the wall of fire, part of the sheet is suppressed, so it appears as two sheets.
If a spell is an emanation, in my interpretation, everything beyond the AMF is shielded.
1 person marked this as a favorite.
|
Theaitetos wrote:
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.
Since you can't affect something in an AMF, I would rule that the line stops at the edge of the AMF.
A line being a coutinuous extent of length, it cannot be part before and part after the AMF, so no targeting on the other side.
Bjørn Røyrvik wrote:
Should Disintegrate or Heat Metal affect only a single ring in suit of chain mail? Or does the suit of armor count as one whole for the purposes of these (and other) spells and effects?
Any given ring is technically a single insignificant piece of the whole isn't it?
If you remove the ring and put it 20ft away then target it ? I would of course rule it only affects the single ring.
I don't see a reason to disallow mending of detached pieces of an otherwise bigger object.
But as long as the object is assembled, it is then a single oject. Yes, it means magic is a strange thing, but that's for simplicity.
Unless you want to mend the armor while fighting, there would be no problem.
As far as i recall, in the AP the swarm has bleed, not suffocation.
the botfly swarm in aonprd comes from a different book
Edit: Had to check: not bleed, but blood drain. They are in fact a variant of mosquito swarm with a disease.
Oh, I was still reasoning with the broken condition in PF1 where you could still use the shield... My bad, then it would indeed be unlikely to destroy the shield
Lightning Raven wrote: Larsen wrote: ... ... I might not have conveyed what I think properly, or have trouble understanding your post, but it seemed aggressive, while I agree with everything in it...
I tried to understand how the state of the game arrived to what it is now. The "shield sacrifice" was in this regard only the first step, not the finished game.
And the only argument I felt was not really convincing is "deciding to save the shield by taking the blow to the face should not happen", because it happens whether the shield can block 0 or 3 blows or more, as long as it can be destroyed! Which doesn't change the fact that I still think (as you do) that shield focused characters should have options (which is why I proposed a change so that they do).
2 people marked this as a favorite.
|
Zapp wrote:
Obviously you don't block if the hit is going to ruin your shield for you.
In fact, that's the whole criticism, that you need to use your face to save your shield.
Even if you could block 3 times before the shield being destroyed, the same problem would come the 4th when you would use your face to save the shield.
So I don't think this argument really support more resilient shields (eventually indestructible shields).
It seems to me that "shield block" was conceived as a "sacrifice shield" last resort option, but then since it was cool, some designers wanted to have some class/feat make more use of it, so they also added the sturdy shield to make it possible, but now it feels frustrating to be limited to the sturdy.
Maybe each "shield block" dependent feat adding something like 10HP / 1 hardness to the shield used would help characters specializing in this unusual use of the shield?
Loren Pechtel wrote: The problem with this is I can't see any way to justify the cost being higher than what multiple uses of extend would cost. A less flexible option shouldn't cost more than a more flexible one. You can't have multiple uses of extend on a same spell :
CRB wrote: Multiple Metamagic Feats on a spell: A spellcaster can apply multiple metamagic feat to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell
As I read it, if you have an archetype that replace an hex gain with something that isn't an hex, you then get nothing.
But at first glance, I don't see any archetype compatible with the Winter witch that also trade the 20th level hex
Edit: oups, didn't see the bit about "With this sword". I don't know how alternate capstone works.
Why should they need to be immune if they are not targeting each others ?
Slow is not an area effect, but target selection within a range.
In the Slow(Su), the range is modified to a 10 ft burst centered on the golem, the maximum number of targets is not defined.
mmM aaa
mmm|baa
mmm|caa
The results of the rules RAWmonger gave is the following:
- The monster always choose the top right corner of the top right square to attack
- adventurers in 'a' positions have no cover (lines from chosen corner can go to all corners of 'a' without hindrance
- adventurers in 'b' positions have light cover (lines from chosen corner can go to 3 corners of 'b' without hindrance, for 1 corner the line passes on a border
-adventurer in 'c' position have cover (lines from chosen corner can go to 2 corners of 'c' without hindrance, for 2 corners the line passes on a border)
ShieldLawrence wrote: Yeah, abilities like Shadow Well and Hide in Plain Sight aren't thwarted at all by true seeing. Ends up being a pure Stealth vs Perception.
True Sight would negate your invisibility bonuses to Stealth.
The thing is that true seeing allows to see through natural and magical darkness.
So, are you hidden with the help of darkness/shadows if the observer can see right through it ?
|