Hellknight

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Grappled condition: wrote:
grappled creatures can take no action that requires two hands to perform.

How does that affect non humanoids? In an example say a crocdile grapples a PC, then the PC manages to reverse that grapple, can the croc thentake a full round action to lay a beat down on the Pc with both tail and bite, possibly getting another free grap to regain control?

I have been reading a lot of threads here but they seem to always deal between two humanoids, and if they don't it is always about the non humanoids controlling the grapple.


Well in preparation of running Curse of the Crimson Throne I have been boning up on my Rakshasa, and this is where I got confused.

I was reading the Rakshasa entry in the Bestiary 3, where it says they do not reproduce the normal way, they can only do so by either reincarnation or with a mortal. So:
* 2 Rakshasas = no baby
* 1 Rakshasa and 1 humanoid = Rakshasa baby
* 2 humanoids = possible Rakshasa baby, if one of the parents does something horrible and there's a Rakshasa spirit hanging around waiting for reincarnation

Now, if the 2nd point is true, how could there be this Rakshasa-spawn even exist? Am I missing something, was there an errata I didn't see?

Like I had said, I'm a little confused.

Thank you for your help!

:D


I had liked the idea of firearms in Gollarion, but generally I am not a PC, and until recently I haven't had a PC who had wanted to be a gunslinger until recently.
I have been running the Skull & Shackles adventure path, and one of my players is a gunslinger and I hate him with the strength of a thousand suns. He seems to do a ton damage, and it is SO difficult to add guns to other NPCs.

So I've been working on a house rule, and I'm ready to get some feedback.

Inaccurate Early firearms are vastly inacurate, any range increment penalties are 50% than any other ranged weapons.
Firearm Proficiency Firearms are considered Simple Weapons, but as simple weapons their range increments are halved and your misfire chance increases by +4. But characters may take the Exoctic Weapon Proficiency(Firearms) feat and it then acts as listed.
All other features of a firearm remains the same as listed in Ultimate Combat.

I think this makes it a lot easier to add firearms to a pre-written campaign such as an adventure path. You can just give any NPC a gun, if you want this NPC a little better with it, change a feat around, and if you want the NPC to be really good, respec him.

So, I know it's a simple change, but what do you think?


I was wondering if there are any guidelines on how to downgrade a NPC, for instance he's sickened, how much lower would the CR go? Is there a list or guide somewhere that I could take a gander?

The specific example I have is this:
I'm running a Rise of the Runelords campaign, last year we had finished the 2nd AP with a TPK (or close enough, I decided the lamia matriarch would just capture the whole lot of them for future ritual sacrifice, thus giving them a chance to escape).
Between then and now there's been a change in the group, a couple members have left, and there's a new guy coming around. So I offer the new guy a choice, start the next AP with his character already in the dungeon OR try a solo rescue mission, as the lamia matriarch has already fought the party, spending spells and hp, I figure it gives him a better chance to get to here if he takes her on as that.
So, think of a level 8 sorcerer/1 rogue at 1/2 hp and 1/2 spells spent, how would you adjust that CR? (I don't have my books here with but I think her base CR was 9 or 10)

Cheers!


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I'm running this campaign and have been using the standard overland speeds for sailing ships (48 miles per day). Now I was reading Island of the Empty Eyes, and it says that the trip from Port Peril to Island is, and I quote "several weeks and is mostly uneventful".

Now using the scale on the map, tells me it's 4 days at the outside, a week if the weather is really horrible.

So, is that speed wrong? Or the map scale? Or are my pirates supposed to sail to Senghor, with stops in Quent and Bloodcove on the way before going back to the Island of Empty Eyes?

Because if either of the first 2 options are true I've been running it all wrong for the first 3 installments.

Cheers,


If you cast water breathing does it allow you to speak underwater?


How would you level up the NPCs? My players are already talking about getting themselves a fleet, and we just finished The Wormwood Mutiny, so I got a feeling we'll be having to put some NPCs in charge of other ships, as it stands we already have I think 3 NPC officers.

Any good ideas how to level these guys up? I was thinking something to the effect of APL -2 for the officers and leave the rest alone until they get promoted...

Just a little confused...


I'm thinking of running Savage Tides in Golarion if possible, but I'm having a real hard time making sense of WHERE to place things (Sasserine, Isle of Dread)...
Any ideas?

Thanks


I had two questions, as a character in my game is looking at this I'd like some ideas, he already has Cleave, and is looking to get Lunge, 1st question is can he use both at the same time, say there's enemy 1 in front of the PC and enemy 2 behind the first one, can he just anounce cleave and lunge, attack the 1st guy, and then lunge and attack the 2nd? If yes, I assume the 2nd would get cover from the first, right?
Another question would be does the AC penalty stack, since each Cleave and Lunge gives a -2 penalty, does that mean he'd have a -4 penalty to AC? Or should these be considered the same and not stack?


The rogue in my game wants a pair of boots of expeditious retreat (with a continuous effect, now the ranger (who's a GM himself) doesn't like that idea very much and the rest of the party doesn't much care.
Now, if I'm costing this right it comes up to only 4,000gp, is that right? It just seems like so little, and that's only my first question.
The second question is how would you other GMs deal with it, would you allow it or not and why?


I'm trying to create 2 skelly champions an ogre and a human barbarian 4 (STR 18, DEX 13, CON 14, INT 8, WIS 10, CHA 12). But I'm just going silly, as I'm not really getting how to apply the template, do I keep all the feats the barbarian/ogre had before they were skellyfied? To work out the CR for the ogre would be CR 3 (3HD racial + 2HD template), and for the barbarian 4 (4HD class + 2HD template)?

Could I get a thumbs up or explanation/stat blocks so I can try to figure it out?

thx


I've a question about advancing a creature, I understand how to use the templates, and adding class levels, but doing it by adding HD seems always harder, and I'm never sure if I did it properly.
Here's a grizzly bear I advanced by adding an HD, is this right, is there some more detailed step-by-step guide on how to do it?

*Grizzly Bear CR 5
XP 1,600
N Large animal
Init +1; Senses low-light vision, scent ; Perception +6
Defense
AC 17, touch 10, flat-footed 16 (+1 Dex , +7 natural, –1 size)
hp 53[47] (6d8+20)
Fort +9, Ref +6, Will +3
Offense
Speed 40 ft.
Melee 2 claws +8 (1d6+5 plus grab), bite +8 (1d6+5)
Space 10 ft.; Reach 5 ft.
Statistics
Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
Feats Endurance, Run, Skill Focus (Survival)
Skills Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim
Ecology
Environment cold forests
Organization solitary or pair
Treasure none

Thank you.


I must be missing something, but I can't find on either the Core Rulebook nor in the PRD how to add the +1, +2, +3, +4, +5 enchantments, like what spell and CL are required?
I found the list for the special abilities but not for the simple +x enchantments...

Pls, help...


How does princing stacks? It seems like a silly question for me, but I can't seem to find an easy answer..so if I have a masterwork weapon, and I want to lay a +1 enhancement on it it would cost 2,000gp, right? Then if later I'd like to lay another +1 enhancement on it how much is that gonna cost me? Another 2,000? Or the total 8,000 listed for a +2 enhacement, or would it be the difference, 6,000gp?

Thank you...


Let me preface by introducing myself as a complete stranger to PFRPG, I have never played nor GM'd it before in my life, but I've been looking to get back to GMing after about 10 years, after reading up (and playing) 4e and 3.5e, I thought PFRPG would be an interesting game. So, we have a GM who haven't GM'd in 10 years, and never actually played the system at all.

Planning to run Kingmaker, I had my players roll for character stas, and they all got HUGE number, I mean they average between 15 and 16 per stat, which actually works more like a couple of 18's some 17's and nothing below a 10.

So the question is, for all you other GM's how would you handle this? Just let it all stand, and adjust the campaign? Or ask for re-rolls? Maybe switch to point-buy (which I never even new existed since the last game I'd played was AD&D 2e, and find it a little weird, but it does give what seems to be a little more rounded, if cookie cutter, character)?

Well any advice would be welcome...