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anybody have an answer for me?


Day 4


anybody?


cool story bro


I am running my own campaign I was researching cannibals and came across the KURU cannibals and references to the temple of the ravenous moon

is there an adventure detailing maps of the temple? or is there an adventure with a kuru cannibal tribe? I like to use paizo made stuff when ever possible.


quibblemuch wrote:
PRD wrote:
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent's mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target).

So not only does your PC have a -5 modifier to his AC, but the monster also gets a +4 bonus to hit him.

So if all he has is scale mail, then his effective AC would be:

10 + 5(armor) - 5(0 Dex) = 10.

Think of the AC bonus from the scale mail armor as being kind of like trying to open shellfish...

well I was much more generous. Thanks that is what I need.


what is the AC of an downed player? We had a player charge get hit hard and drop his HP down to -1. the monster is a hungry and wants to continue to eat him.

he is wearing scale male so should his AC be 15 to hit? or is there some rule I am missing. I figure it should be easy to bite a guy who is lying unconscious in front of me.


Gray Warden wrote:

This is very suboptimal, as you might already know. Anyway, here's a possible build:

Grippli 3 Samurai Sword Saint, Order of the Eclipse.

Take the Toxic Skin alternate racial trait.

Stats: 16-2 14+2 14 10 10+2 10

Traits: Reactionary, Seeker EDIT: Perception is already a class skill thanks to Order of the Eclipse. Go with +1 on Will, or maybe Magical Talent to get the cantrip Penumbra for flavour...

Feats:
1- Power Attack
3- Mounted Combat

Wolf mount. Feats:
1- Toughness
2- Power Attack

Max Perception, Handle Animal, Ride and something else.
Thanks to Order of the Eclipse, both you and your mount have darkvision 60ft and scent.

Equip two katanas, one used for everyday fight, the other always kept sheathed in case of an emergency Iaijutsu Strike.
Your basic routine will be: charge (+2 to hit), both you and the wolf attack (you get +1 for high ground), the wolf trips the target for free; if he's not dead and he's not going to die soon, issue the challenge at the end of the round and go with Iaijutsu Strike on the next turn (with a +4 to hit if he's prone, +1 for high ground), eventually applying your poison as swift action.

Remember that Iaijutsu Strike requires that the katana is wielded one-handed. Also, the Sword Saint archetype has some typos, make sure your GM is aware of them.

Always carry a net with you in case someone tries to flee or something similar. Ask your GM if you can treat it more as a black, heavy drape rather than a common net, so that you can use it to extinguish mundane small flames (torches, small bonfires) at distance for flavour purposes (Order of the Eclipse).

Agile Tongue might be fun to take instead of Mounted Combat, since you can perform combat maneuvers without triggering AoO thanks to reach. However, in addition to the fact that Mounted Combat makes your mount extremely more resilient, you also have very low CMB due to low Str and Small size.

thanks! he is not going to have a mount that is why I went Sword saint. I am the DM so i get to make the rules.


I have to game tonight and need a frog Samurai sword saint.
And i will not have time to roll one up for my game. this is a DMPC.

standard point buy will work and a budget at level 3 character.

could one you do this for me?

I know I am asking a lot from you.

thanks!


Claxon wrote:
Lobolusk wrote:


any way we were fighting an orgekin and it calls for backup immediately. any way 2 more monsters run into the room and he makes an amazing bluff roll talking about how he is a powerful sorc and will curse them with the symptoms of ebola. he rolled really high the total roll was around 35 and even with a -15 for blatant lies he still rolled really high.

anyway I want to give him some leeway because he is the party face. and combat is basically him casting acid splash over and over again.

but how does that play out? I had the orgekin who are stupid run away in fear. basically saving the party from a TPK.

how does it work using the rules? and no dm being nice?

also I have another player who is playing the standard gnome illusionist so he creates ghost sounds and silent image during combat
I have been giving the effected enemies -2 to hit and DMG due to distraction.

how does it actually work during combat?

This is really an intimidate, not a bluff check. I mean it's kind of a bluff, in the sense that he can't yet cast Contagion to curse them with a disease. But those ogres also wouldn't have any idea what Ebola is either.

So yeah. He can make a bluff to convince them that he can cast Contagion to curse them with a disease. Which then leads to an Intimidate check to demoralize, that I would give a bonus to for the good bluff.

As for the illusion magic...it's basically worthless in combat. By the rules it provides no distraction or anything else to the enemy. Usually illusion magic is used to avoid encounters, it's practically worthless once the fight has started.

oh he didnt say "ebola" he described where the bleeding would come from eyes and .....lower...thanks for the input.


Hey team,

I have a player who is a raksha blood line sorc level 2. he has maxed out his talking skills. I will get you the stats breakdown but it looks like he has silver tongue which is +5 and the skill maxed out and an 18 charisma. i think if he rolls well he gets a +16 to the roll.

he is half elf with skill focus bluff +2
he is level 2 with it maxed out +9(+2 rank +3 class skill +4 charisma)
and then silver tongue (+5 3x per day)

any way we were fighting an orgekin and it calls for backup immediately. any way 2 more monsters run into the room and he makes an amazing bluff roll talking about how he is a powerful sorc and will curse them with the symptoms of ebola. he rolled really high the total roll was around 35 and even with a -15 for blatant lies he still rolled really high.

anyway I want to give him some leeway because he is the party face. and combat is basically him casting acid splash over and over again.

but how does that play out? I had the orgekin who are stupid run away in fear. basically saving the party from a TPK.

how does it work using the rules? and no dm being nice?

also I have another player who is playing the standard gnome illusionist so he creates ghost sounds and silent image during combat
I have been giving the effected enemies -2 to hit and DMG due to distraction.

how does it actually work during combat?


it was a DM "he has a goat" moment and during the table the goat became famous.


Protoman wrote:

The moment someone is playing a dire goat / GM is encouraging or wanting such a party member and where it doesn't appear to have a boost to intelligence to suggest it got awakened, I stopped worrying about "balance" and think you should go full on Ludicrous Speed.

Do consider how it gets commands (Handle animal? Speak with animal?) and if handle animal tricks come into play.

every one is level 1.

we are runnng the jade regent AP.

I may drop it down to regular goat.

one of the party members is a skin walker who can speak to animals once a day.

here is the original thread.

http://paizo.com/threads/rzs2u5rn?Help-Equiping-Adventure-Goat#1


I am a little worried this PC is a little over powered as is.


I still need to update the AC. should be 17


http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat /dire-goat-tohc

is the stats I have added one level of fighter to it. Following the rules here:

http://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement

ADVENTURE GOAT LEVEL1 FIGHTER DIRE GOAT CR 3

N Medium animal Fighter 1
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 44 Fort +11; Ref +6; Will +2
OFFENSE
Speed 50 ft.
Melee head butt +9 (1d6+7)
Special Attacks trample (1d6+7, DC 17)
TACTICS
Dire goats are non–aggressive unless threatened or provoked. A dire goat rams opponents with its head, or tries to run them over.
STATISTICS
Str 20, Dex 14, Con 18, Int 2, Wis 14, Cha 6
Base Atk +4; CMB +6; CMD +19 (22 vs. trip)
Feats Alertness, Great Fortitude
Skills Perception +10, Sense Motive +3 Survival +8 Swim +


Long story short but my level 1 party now has a Level 1 dire goat fighter.

What are a few good feats I should consider?

Improved Nat attack

Ability Focus Trample

Weapon Focus (natrual attack)

ect....


would a savage fighter be a good choice? or how does a goat use a sword? is it attached to his armor like a lance?


SlimGauge wrote:
Lobolusk wrote:
how do I do have a goat as a part of the party ?

Are you the GM ? If so, this will be a GMPC (effectively) since the goat isn't anyone's familiar or animal companion or a cohort obtained with the leadership feat. You can still borrow freely from the rules for familiars or animal companions or cohorts if you're the GM.

Lobolusk wrote:
how do I equip the goat with armor.

You'll probably have to have the armor made specially, since goat barding isn't generally common and armor shops won't have a suit "on the shelf".

Find the "Armor for Unusual Creatures" table in the CRB.
A goat is non-humanoid. Most goats are small, but if the Gnome was riding him, he's probably medium. The line for this reads Cost x2 Weight x1. So goat armor will cost twice what human(oid) armor would cost (before material or masterwork mods).

If you don't want the goat to get a non-proficiency penalty, stick with armor with no ACP. If you don't want the goat to be slowed, stick with light armor.

Lobolusk wrote:
I want to know the extend of his participation in the party. the skinwalker can speak to animals but what does that actually mean in terms of goat communication??

See the Speak with Animals spell.

Since animals have int 2, it won't understand anything beyond the simplest concepts. The bestiary entry says "Goats are often ill-tempered and stubborn". I'd expect a lot of repetition.

Lobolusk wrote:

I found this stat

http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat

or a dire goat?

If you're the GM, your call. otherwise ask the GM. If you want the Gnome to ride him without having to have the Undersize Mount feat, he'll have to be the dire

...

thanks!

how do I give him class levels? I want him to be a level 1 goat fighter.


1 person marked this as a favorite.

Last night my party used a goat as bait to lure a monster out of hiding.

the party Gnome ended up riding him and scoring the critical hit that killed the monster.

one of our players is a skin walker and can speak to animals. He convinced the goat to join the party.

so now the party is super pumped about having "adventure goat" in the party. they spent all there money on a military exotic saddle for him and barding.

my rules Question is this.

how do I do have a goat as a part of the party and how do I equip the goat with armor.

I want to know the extend of his participation in the party. the skinwalker can speak to animals but what does that actually mean in terms of goat communication??

I found this stat
http://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/goat

or a dire goat?

I want to make the goat a part of the party he will split XP and gold. but not make him anything more that a goat.


oh man! that's a good idea.


Whats a good rule of thumb to increase the CR for my group? I usually have a group of 5-6 players and the module is meant for a party of 4 do I just clone 2 extra monsters? or maybe add a +2 across the board to all badguys attack ac ext...


Mathmuse wrote:
Lobolusk wrote:

a few Questions:

my party of six players came to the goblin village, they egged on the hiding goblins till they all attacked they managed to win the fight. i did give the goblins short bows instead of fire works.

how do I do the EXP this is a CL7 the apl is 6 correct? so the 535 each?

also the relationship system: do the pcs pick one friend and one enemy? or can they hate all 4 NPCs?

it is really confusing.

An APL of 6 means that the party would be the equivalent of four 6th-level characters. That would be a very unusual party for a module designed for four 1st-level characters. Six 1st-level characters are the usually the equivalent of four 2nd-level characters (the "usually" is because they have unusually low hit points compared to 2nd-level characters), so APL should be 2.

Fortunately, APL matters for designing encounters, not for awarding experience. If you check the Core Rulebook, Gamemastering chapter, under Awarding Experience (page 399), the only interaction between APL and XP is that an encounter whose CR is 10 below the APL is too trival to count, i.e, a single party member could defeat that without using any valuable resources or taking any real risks.

Instead, you add up all the XP earned from the foes and divide that even between the PCs. Table 12-2 simplies this for a single encounter with known CR. A single CR 7 encounter, for example, would give 3,200 XP, which divided among 6 PCs would give 533 1/3 XP each, rounded up to 535 XP each. In reality, I don't think Brinewall Legacy listed the goblin village as a single CR 7 encounter, since fighting such a powerful force all at once would overwhelm the party. But my copy of Brinewall Legacy is in storage, so I cannot look up the details.

You can also give bonus XP for overcoming extra difficulities, such as a village wall. Or award story XP for finishing an important mission, even if all foes and traps were...

thanks!


a few Questions:

my party of six players came to the goblin village, they egged on the hiding goblins till they all attacked they managed to win the fight. i did give the goblins short bows instead of fire works.

how do I do the EXP this is a CL7 the apl is 6 correct? so the 535 each?

also the relationship system: do the pcs pick one friend and one enemy? or can they hate all 4 NPCs?

it is really confusing.


Thanks,

we started book 1 so far so good!


can you get me a link to the erratta?


thanks! i hear bad things about the caravan rules.


sweet


my players just finished the Iron gods book 1 and didnt like it. so they all want to start Jade regent. Is there anything I need to know if the party starts on book 2? we may just start book one.

also what is involved with the caravan combat system can I skip it?

what are a few things to keep in mind? when running this AP either from book one or 2?


thanks!

where does it say you cant grapple multiple creatures at once?


where does it say you cant grapple 2 creatures at once?

i 100 believe you i just need to pass it along.


Thanks!

what about grappling more than one creature at a time? could he grapple a entire village of kobolds? and what are his penalties to ac dex ect when he is the one controlling the grapple? oh and creatures bigger than him? is there a feat to take or can he wrestle a huge robot?


I find the idea of a grapple master pretty feat intensive any suggestions fro a good class? my player is a tetori monk.

i thought fighter or barbarian would be a better option.


thanks I downloaded it. hope it helps.


I have a player who is loving Grappling. I know of a few feats but with the game being out so long and so many books I was wondering if anybody had a list of all the grappling feats in one place?


can he choose to ignore the grapple and Still Attack?before he is pinned?


I am running a AP and last night was a epic battle. MY house rules are this I make the final call as the dm and if after the game you have a different interpretation of the rules feel free to approach me and we can discuss.

so a few things I had to rule on the fly.

1. healing potions? if a character is at -10 HP and has a con of 14.

he is fed a healing potion the roll is 5 I ruled he stabilized and was at now at 0.

what happens when he is fed a potion he does stabilize? and then do we have to subtract from the neg HP so is he now at -5?

grappling:

those flow charts are amazing we have those.

a gargoyle is grappled by the monk.

round 1 th emonk grapples he rolls super high the gargolyle is now grappled.

round 2 the gargoyle ignored the monk and full attacks the PC in front of him. Claw x2 bit x1 and Gore x1. In the heat of the battle I forgot about the monk and wanted to know if he could ignore the puny human and attack?

the next round the gargoyle is put into the pin condition.

now what? he can only try to escape right? can he fly?


The Steel Refrain wrote:

Apart from my concern in learning that you're running a Paladin DMPC*, I think you may find that a flying carpet is actually quite powerful and unbalanced at the party's current level (Level 2, as I understand it).

You're essentially giving the character permanent flight, including the ability to hover without any Fly checks. Consider that he can't even cast the Fly spell for temporary flight (minutes per level) until Level 6, and would have to choose that spell as his only 3rd level spell known at that stage.

I think the other PCs would be rightfully annoyed to have one character receive such a significant boon based solely on GM error and player/character selfishness (especially if, as Gulthor notes, from a plot perspective the owner of the Silver Disk would never let him walk away with the money so easily).

While I understand your reluctance to have to correct your error to the detriment of that particular character, I think a DM's role involves ensuring a level of balance and consistency across the game. Preventing one character from having an OP benefit isn't being mean or unfair -- instead, you're acting in the best interests of the entire group and game to balance things out.

Plus, as many others have said, this is a ripe opportunity to flesh out the story, which it sounds like your sorcerer character will probably enjoy.

*: This is an issue outside the scope of what you've asked about, but DMPCs can pose a lot of problems on their own, and having a DMPC Paladin could be especially problematic because of the alignment and morality factors it imposes (which I think are usually fine when it is another player, but risk becoming antagonistic if it is the DM's pet PC who is raising uncomfortable questions or attempting to steer the group's moral compass).

Thanks for your advice,

I dont play lawful stupid paladins I have him as more of a healbot with an emphasis on lay on hands since we only have a cleric every other week. and he can absorb some damage if needed in a fight.

as for the paladin I play him like my own faith I set an example of how my god commands me to live and act but don't expect other players to even have the same world view or morality as me. I wont allow them to be evil but I also allow them to make there own choices and suffer the consequences. its funny actually one player has played before and he is all super scared of my paladin because he is a human lie detector and he can read your mind!!!(not true but the party believes it ha) and for when i now as a dm the party is going to do something my pally wouldn't approve of he happens to leave the room or not be around.

in the prevoous scenario of the Sorc trying to steal konnor baine my paladin offered his sword in finding his parents and offered him another solution instead of pulling his sword and threatening people.


sweet thanks!


Chris Mortika wrote:

I'm going to go against the flow here and suggest that he keep it, and that you build some campaign elements around this guy.

Some campaigns are character-driven. If one of the players invents (or rolls up) a background for his PC as the legal heir to the kingdom, forced to flee the capital city due to the machinations of an untrustworthy vizier, then the GM can use that hook to build several encounters, or maybe even a thread through the campaign. Even though that background doesn't factor into any of the character's crunchy-numbers bits, the PC isn't "just a rogue."

Likewise, look at the backgrounds for several of the iconic characters. Sajan is looking for his sister. A good GM can build a lot of hooks off that. (What if she's been impressed into the Devil Nuns of Cheliax?)

So, this PC isn't "just a sorcerer", he's a ridiculously rich character to boot, having won a fortune in a gambling casino. Run with that. How does that impact his relationship with other characters? How does he carry his fortune? (There's a guy who's willing to sell these black gems with flickering embers glowing inside them; aside from being soul-bound relics of a daemonic temple, they're a convenient way to carry great wealth.) Can he buy political influence?

There are a lot of ways this can spell adventure for the party -- aside from "robbers show up and kill everybody and loot the corpses".

oh this guy has a back story and his every move is driven by it. his parents were merchants that were killed at the had of a rival merchant/pirate he now searches the known universe looking for power and vengance. in fact it has been remarked many times by the party "not the dead parents thing again"

in fact I had Sanvill trent survive the initial fight and reach out to him a and offer the Technic league help in tracking down his parents killers. He agreed not to kill the party but he spent a night dragging the passed out konnor baine through a sleeping room of the party. While invisible trying desperately not to make a noise it almost worked until he hit a chair and woke up every body he then attempted to explain to the party about his quest for vengeance and he technically wast hurting any body ect ect. then party leader promptly responded "not the dead parents thing again!!" they managed to work it out and not sell out konnor baine. but out of all the characters he plays his guy super well and i nudge him with my NPC paladin in the right direction.


my player wants to be a vanilla Skin walker.

our question is this does he have to pick one physical stat to get a +2 each time he changes? or does he pick at the beginning and it is always +2 to str.

does that make sense? or the next time he changes he picks +2 to con instead?


Update:

I told him that by carrying this amount he is just asking to be robbed. in fact the party is about to fight the

spoiler:
Garmen umen and in order to save his life he may mention it to the party in hopes of causing chaos in the ranks.
.

he is currently looking at the 5x5 flying carpet. That is not game breaking and I can rule out abuse.

this is all on me I didn't read it was gold not silver disks he got. he was the only one in town because he missed a session so i thought a good way to re unite the party was to have him receive

spoiler:
The invite to silver disk hall from Garmen umen.
then he would go get the rest of the party and they could gamble it all away instead he kept it for himself and in some made up dice game where he rolled a 20 and I secretly rolled 2 20's he doubled or nothing and rolled nat 20 and i rolled 2 1's so he won a bunch. I didnt even do the math in my head i had him kicked out immediately. he just forgot to mention it the party. I cant force him to tell them. and after a few more games he mentioned he had 20K I asked him how? he explained. hence this thread was born.

the other thing is he and the total party are all new and i want them to feel out the game have fun and work into a serious atmosphere but I cant force it.

he will get mugged if he survives this encounter. and if he survives that i may allow him to find a flying carpet machine under the mountain that takes 200000 silver disks.


IO am going to allow him to spend it. right now he is looking at the 5x5 flying carpet. ha or a portable hole


Gwaihir Scout wrote:

In the order that I recommended them:

Tell him you made a mistake since you didn't realize how much silverdisks were worth. Silverdisk Hall is a small gambling house and wouldn't allow that large a bet (not without making sure it was rigged).

The Ropefists want their money back and steal it. Investigating leads them to the warehouse a little early, and they get to recover some (and only some) of the stolen wealth.

All magic and tech items for sale are listed in various places in Torch's article, as well as the base value of things that can be found 75% of the time. Encourage him to splurge on the more expensive tech items. Since they're overpriced they won't upset the game too much and they'll be a neat bonus.

funny thing is he just mentioned it to me in passing yesterday. he bought a flare gun and it biffed in combat so he was reluctant to spend any more money so he has just been walking around with this treasure. I had no idea


Fuzzy-Wuzzy wrote:

Convince him that 20,000 isn't enough and he should gamble it again to win 200,000. Repeat until he loses it all or owns Golarion.

More seriously, he's going to have to buy things that he can hide and whose effects are not visible or the party will catch on and demand their shares. Frankly there aren't many useful things like that. A Stone of Good Luck fits the bill perfectly, happens to cost 20,000, and won't break your game.

lets say the party doesn't care about it. and I dont really care to much if he breaks the game.


MageHunter wrote:

You could be ethereal. Spells can do that.

One trick is Halfling Invulnerable Rager Barbarians for ultimate DR.

You could be a Prankster (Bard) Gnome and switch out their knife with a banana.

Some spell can lock weapons in sheathes.

Straight up disarm them with greater disarm.

why halfling?


so I made the mistake of having my party sorcerer get comped some 200 silver disks at the Silver disk hall to introduce the location and proprietor. he was supposed to go get the party and let them know but instead he kept the silver disks to himself and never told the party. Instead of doing a really complicated gambling game we rolled some dice and he bet all of it on one roll and won 2000 Silver disks which I found out are worth 10 GP each so he ow has 20,000 gold to spend in Numeria. so what can he buy what should he by?

if you were him a 2nd level sorc what would you buy?
and has a DM what is the restrictions on what magic items are available for the size of the town it is torch from the iron gods AP


IN Garmen Umens Wharehouse where is the transmitter located? in the book it says it is clearly marked on the map? am I missing something?


Rogar Valertis wrote:
BigNorseWolf wrote:
Quote:
why is the Ranger a better TWF fighter than the fighter? wouldn't you get more feats faster with a fighter? am I missing something?

The ranger doesn't need an absurd amount of dexterity to make their build work: they can stip the dexterity prerequisites and pump strength at dice/pointbuy and only need one stat boost. All dexterity does on melee is up their AC, which is the cheapest thing in the game to up.

To be fair I can build a fighter who is better than a ranger at TWF with 3 lvl dip in un rogue. Requires a bit of system knowledge though.

isnt a TWF character feat heavy and wouldn't the fighter be a better choice?

I know the ranger gets the base feats for free but most folks go for the whole feat tree?

or am I horribly mistaken?


BigNorseWolf wrote:
Wei Ji the Learner wrote:


The 2 skill points per level is also horribly crippling in a skill-based system.
.

If the fighter could.. well.. fight, it would at least be fullfilling its core function.

It really doesn't though. When you go to make your character do what you want your character to do out of all the options out there something else probably does it better or just takes a fighter dip.

One handed fighter? Swashbuckler

Unarmed fighter? Monk/brawler

Sword and board? Sword and board ranger

Two weapon fighting? two weapon fighting ranger

Mounted combat? Cavalier

Archer? Ranger archery style

why is the Ranger a better TWF fighter than the fighter? wouldn't you get more feats faster with a fighter? am I missing something?

Two handed weapon? B b. barbarian.

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