Alurad Sorizan

MarkOfTheDragon's page

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Ryze Kuja wrote:
Might as well let the players and DM’s hash this out.

Yup, I'm also interest in what other players think. If majority think it doesn't make sense as RAW, it could easily be houseruled. Looking for opinions :)


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

I had a question come up in a PF 1 game recently that we couldn't agree on and I was hoping we could get some clarrification on it.

Does the Diehard Feat keep you from going unconcious from Nonlethal Damage?

Quote:

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

NonLethal Damage:
Quote:
Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest......When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.

As in, if I have 20hp total, have taken 16 hp damage and then get struck for 5 nonlethal; does the DieHard feat keep me up, or am I unconcious regardless?


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* The first group of Goblins were very difficult. Far more so than the 'boss' at the end, was.

* Light sources not having a Dim-Light drop-off after their initial radius of Bright Light meant even characters with Low-Light vision were severely hampered during the dungeon crawl.

* Rogue characters seem to be unable to make Sneak Attacks with a ranged weapon once the fighting starts. I would really like to see some kind of Sniping rules, or a modification of Stealth that does not cause you to be reveal the moment you leave cover. Being able to move out of cover and attack without being revealed until AFTER your attack, would fix this nicely.

* I love the new action economy. Three actions to split up however you want is an amazing improvement!

* Shield 'dent' rules seem a little confusion, especially in regards to the wizards "Shield" spell.


♦ Will this be a completely stand-alone version or should players expect to be also use Current Version content (I'm hoping for a fresh start with the former)?

♦ With Paizo continue to produce Adventure Paths for current Version Pathfinder as well as Starfinder?

♦ Will StarFinder modules and Adventure Paths include digital content (maps, tokens, etc) to make Virtual TableTops easier to use? This is a major challenge with existing content, currently.

♦ Will Hacking, communications, decryption, ECM, and similar "modern warfare" concepts be implemented?

♦ How is ranged combat, physical defenses (AC/DR/CMD/etc) and intrinic defenses (reflex/fortitude/will) be handled? Current Pathfinder Ranged Combat requires a deep feat investment and build focus to even be effective; how will that change in Starfinder?

♦ In space and modern/future combat, distances are huge. How are distances handled on battlemaps when effective infantry combat can happen inside 650', and there's effectively no range limit to space projectiles.

♦ On a design level, how much focus is being spent towards "reality" as far as rules that reflect how things actually function in space and zero-G? Are we looking to approximate reality where possible, or going full-on fantasy starjammer?

♦ Are there any plans for current or future content to integrate with Virtual Table Top platforms like Roll20.net and FantasyGrounds? WoTC 5e has done hugely well with the Roll20 pre-packaged marketplace adventures; is Paizo investigating similar options? (please please pretty please?)


I don't suppose this module comes with any digital map assets? Anything to help you run this via Roll20, for example?

That's been a major detractor from GM'ing a lot of the time; the time/effort needed to prep online resources.


No worries, man. Life happens :)
Mid-May, including today, is only like three sessions anyway. No cause for alarm on my end. I have rather enjoyed the sessions since I've joined the calamity, so I plan to stick around.

lastgrasp wrote:
Bad news. I have to put the game on brief hiatus. Work-life is eating into my Wednesday nights. If you guys want to continue it won't be to mid-May that I can start things up again.


hoborider wrote:
Game on tonight?

I will be a little late tonight. Work lays better ambushes than Verrick does apparently.


Intro Retcon:

Remove the chunk about falling victim.

"At some point in his journey, Verrick fell victim to the insidious flaura of the strange area you found him in. Here, he was locked away for months, with his gear stripped save a single magical ring to sustain him. Quickly he found he had become the favorite target of that damnably devilish talking cat. While his rings sustains him, the lack of any real food or water, tight confines, and lack of appreciable company have driven him nearly to the very brink of insanity."

nuh- uh... didn't happen. No sir'ee Bob, no cats or insanity here.


ZOMG! Why won't the jello butterflies stop blowing soap bubbles in my belly button! Someone find Waldo! Quick!


Character Sheet: http://1drv.ms/1gbshbA

Desc: Verrick Vinnar is a young (for them) Half-Elf born and raised in a Caravan Trader's family in the North. Growing up with his larger more burly brothers, Verrick learned quickly that often approaching a problem from another angle... often sneaky, even, allowed him to avoid excessive bruising and loss of pride inherent to having older and bigger brothers.

Several years ago, his fmaily's caravan was attacked by strange creatures made of ice, accompanied by Winter Wolves and Frost Giants. Durring the battle one of his brothers was greviously injured and Verrick pulled him beneath a wagon and hid with him beneath a white blanket in the snow. Once the din of battle and the screams of his family and others of the caravan ceased, he looked about to find that he and his brother were all that survived; the Winter Horde vanishing into a dense blanket of snow from a growing storm.

Knowing he couldn't remain with the ruined waggons and survive through a storm, he gathered what he could of the scattered magical goods and supplies his family traded in, and with his brother pulled behind him on a blanket he set off to seek shelter amoung some distant caves he had spotted earlier that day with his keen vision.

Unfortunately, cursing under his breath at his stupidity for not listening closer to his Gran's teachings of survival in the wilderness, Verrick didn't make it to the caves... and collapsed exhausted in the middle of the snow, numb from the piercing ice and chill of the surrounding storm. He thought his end was at hand and just before a warm sleepiness claimed his consciousness he saw a blurred figure in bright crimson approach...

An unknown time later, he awoke to find himself in a dimly lit cave in front of a warm crackling fire and wrapped in thick furs. A strange long-bearded figure sat staring at him from accross the fire, his brother no where in sight. Apparently this man... this Herald, was following the winter horde of the Ice Queen and stumbled, quite literally, on the near-frozen bodies of him and his brother. His brother and only living family, much to his despair, did not survive his injuries, leaving Verrick alone with no family, trade, or purpose.

Taking Verrick under his wing, the Herald helped Verrick recover and took it upon himself to mentor this young Half-Elf. Teaching him the art of the Spear and Stealth, and other tricks and skills Verrick learned much from the Herald, but never his name. Under his tutelage, Verrick grew and filled out to surpass even his brothers' burliness. Unfortunately, spending so much time with only one person somewhat stunted his social development, making for a very blunt and somewhat unfiltered personality.

Years later, the Herald at last fell in battle in pursuit of his mistress the Witch Queen, Baba Yaga. Determined to revenge himself upon the Ice Queen for stealing yet another person from his life, Verrick took up his mentors Crimson Mantle and vowed to see his quest completed, and to see the Ice Queen deposed.

At some point in his journey, Verrick fell victim to the insidious flaura of the strange area you found him in. Here, he was locked away for months, with his gear stripped save a single magical ring to sustain him. Quickly he found he had become the favorite target of that damnably devilish talking cat. While his rings sustains him, the lack of any real food or water, tight confines, and lack of appreciable company have driven him nearly to the very brink of insanity.


Heya folks,
I'm reading through campaign notes to get a better idea where you are and where you've been before I post a description/intro. I'm loving the novel that your write-ups comprise, btw :)

Tactically, I will be playing a Rogue Scout. They tend to be more charge'y than stealth'y. I don't like getting hit, but I'm not SUPER squishy or anything. (hopefully no giants will be scraping rogue-jam from their toes)