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Misunderstood Monk's page
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If the Guiltspur Depths is under a dimensional lock, how can the Curator go ethereal?
Thanks all. I can see the slashing approach now as well. Good point
OK, so there was a Wall of Fire. There were some baddies on the other side. A PC shoves his weapon through the Wall of Fire to strike at a square that held a baddie in the last round in the hopes he was still in the same square. The PC rolls percentile for his miss chance and hits because the baddie was still there. The PC does enough damage to kill the baddie. The PC goes to attack another baddie within range, using his Cleaving Finish feat. I said no because the Wall of Fire would have prevented the PC from seeing the baddie die and without that knowledge the Cleaving Finish feat is not inspired.
I understand that this is not RAW but our group generally plays RAI which often leads to bending rules on both sides of the screen to better fit the rules into the context and spirit of the game.
What does everyone think of using Telekinesis to take a PCs gun from them and fire it in mid air? Telekinesis rules seem to allow it, but maybe I'm interpreting incorrectly.
Additionally, if I use Telekinesis to throw a creature through a window, would that creature get a reflex save before freefall? What would the DC be for this?
A nice GM would let you take this feat chain earlier if you had a magic item with dimension door charges. Then you'd just have to take some ranks in UMD. Expensive but totally doable. I know from experience though, a min/maxed Monk can seriously frustrate a GM. I played a Monk8/Barbarian2 with several magic items, one of them an intelligent gauntlet. I was extremely hard to hit and I hit almost every time; and hard.
The weapon is not automatically dropped. The attacker gets a strength check to pull it free if it gets stuck. I would rule if you move the attacker gets a strength check at the same DC to hold on and move with you.
I had a player use a pair of immovable rods a couple of very creative and actually pretty ingenious ways but it required him to activate them multiple times. RAW I know it would not be allowed but it was pretty harmless and pretty cool so I let him do it. So I was wondering what sort of handwaving other GMs may provide for other such circumstances.
How do I make a 9th level Gunslinger into a Pale Stranger? Is it as simple as adding a couple feats and AC bumps to the Pale Stranger?
Ok, this may be in here somewhere but...
Does my PC get a bonus to her bluff for looking exactly like Sorshen. I temporarily gave her a +10 but it seems high since it makes it virtually impossible for any NPC to beat it with a Sense Motive.
You may have house-ruled this but RAW is all maneuvers are at -2 when taking 1 additional maneuver, -3 with 2 additional, and -7 with 3 additional.
The entry here is a little different, and includes a great axe.
http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/cyclops
I'm thinking she'll be a Juju Zombie Undead Lord Manuever Master (that's a mouthful). This way she'll have command over a fistful of Juju Zombie Monks who can take advantage of the loads of AoOs she'll create with PCs trying to stand up and pick up their dropped weapons. No applause please.
I like that idea. I was thinking Juju zombie since they retain all of the original creatures stats but the Mohrg has some good numbers and I like the special ability. Pretty evil GM move to potentially kill a player and have it rise to kill their buddies. New enough to GMing and crwating baddies that I'm not sure how to go about meshing that template with a 12th level Monk.
I'm thinking about building this to frustrate my players at 12th level or so. My reasoning behind Undead is mostly because I think it would be awesome if she used her own guts as an improvised whip with all that comes with whips.
She would not be designed so much to do tons of damage but more, like I said, to frustrate. I'd use her in conjunction with another or other baddies to take advantage of AoOs that she set up and to take away weapons; disarm the Gunslinger with reach, trip the Rogue, and sunder the Magus' falchion in the same move; sounds pretty tasty.
I have some ideas on what it would take to do this with an improvised whip but I'm wondering how my thinking jives with the rest of you impish GMs and Wiley players. Again, I'd be building her as 12th or 13th level, so I've got room for a couple feats outside the maneuver feats. Go!
Third Mind wrote: I'm looking for a signal device that alerts a far away person, per your command, using a simple light. Probably on a small object, such as a rock or locket. Or even better, use it like alarm, where it magically lets you know without making a sound.
Example: You need a person that you've given an enchanted locket to, but they are in the next city. You use the enchantment put on the object to signal them by lighting up their locket (or letting them know telepathically like alarm) . They get the message and come to see what's up.
I know that one could just use spells for this instead of a magic item, but I'd rather keep my wizards slots open for other things and I just like the idea.
Is there an item that's already like this?
If not, what would be the best and proper way to go about making something like this since it's supposed to work at fairly large distances?
Bracelet of Friends works pretty well for this
I'm thinking about building this to frustrate my players at 12th level or so. My reasoning behind Undead is mostly because I think it would be awesome if she used her own guts as an improvised whip with all that comes with whips.
She would not be designed so much to do tons of damage but more, like I said, to frustrate. I'd use her in conjunction with another or other baddies to take advantage of AoOs that she set up and to take away weapons; disarm the Gunslinger with reach, trip the Rogue, and sunder the Magus' falchion in the same move; sounds pretty tasty.
I have some ideas on what it would take to do this with an improvised whip but I'm wondering how my thinking jives with the rest of you impish GMs and Wiley players. Again, I'd be building her as 12th or 13th level, so I've got room for a couple feats outside the maneuver feats. Go!

Carter Lockhart wrote: My suggestion, pull something that will make them turn around and flee.
First, there's dealing with the considerable distance. With rope or spells this might be managed easily.
Second, there is tracking her down. Considering her ability to levitate, this should generally be beyond the realm of PCs unless one has pimped out survival. In general, this should lead to them getting lost, and now making survival checks to find their way back. How many rations did they bring with them? Did they bring proper sleeping equipment or are they fatigued for sleeping on rock the next day?
Third, there be monsters here. Depending on your group, have additional encounters with reasonable Darklands enemies and dangers (oozes, cave ins, green slime etc.) until they decide it is too difficult, or something really over CRed that they can either flee from easily, or spot beforehand and decide to retreat, or something that will be satisfied with killing only one PC for food and let the rest escape, depending on your group's temperament, whatever will best make them decide to turn around. If they persist and contine for days, have them come across a Darklands settlement tha would be suicidal to assault (drow, duergars, derro, etc.), and have them assaulted with continually tougher scouting and defense parties.
If the group is deadset on tracking her down, have one of the monster encounters reveal her corpse and the beastie start with some initial damage to show a struggle. Or have them catch up to her and do another battle until she's defeated.
After all, one does not simply walk into the Darklands, and the AP needs to turn them around. Also, don't underestimate simply telling your players OOC, that the tunnels lead off the AP tracks and into dangers they are not ready to face and realistically would come to a TPK. I find most groups that sign on for an AP are willing to stay on the rails when they know they're going off of them and save the GM some work.
I plan on having my players see dozens of cave fishers roosting in the cavern ceiling and an army of Urdefhans on the march below.
Per Bestiary 3, Clockwork subtype, page 304
Winding (Ex) Clockwork constructs must be wound with
special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
So a 2 HD servant has 2 days of function per winding.
At your discretion, of course.
If you don't want the party to have a constant companion, then focus your attacks on it, and kill it. Oh yeah, I could just kill it.
Guess I read that entry too fast. Thanks
Regarding the clockwork servant, the text says "until it winds down" but doesn't say how long that takes and neither does the Bestiary entry. How long does it take. I'm trying to find a way out of my PCs having a semi-permanent clockwork bodyguard. I know my group. They will milk this. It's too cool to delete but I'm not sure how to moderate it.
That's not a very helpful response. The text in the AP says "until it winds down" but doesn't say how long that takes and neither does the Beastiary entry.
Specifically a Clockwork Servant; I'm wondering how long it can go before it winds down. Can't seem to find anything on this in the Beastiary.
If my players decide they don't want to go back to Sheila every time they find a shard to have the proper ioun stone fitted, is there an appropriate skill and DC to figure out the proper stone themselves?

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I started this AP with my group last night. The party consists of a good old fashioned tank Fighter, a Gunslinger,a Cleric, a Rogue, and a Magus.
They easily dispatched the Pugwampis, got the mission details from Sheila and headed to the Arvensoar first. For some reason this was unexpected but why should it be? The Adventure sort of assumes an order of following up leads. My group went out of order and went to the cops first. After the Arvensoar, they went to see Zograthy, where they failed Diplomacy checks to get him to lower his price for information and started brawling with the 12 thugs that came running to Zograthy's shouts. As soon as I planted all 12 of these thugs on the battle board I knew it was too many. The combat became a much longer encounter than was necessary for the early stage of the adventure or even the type of encounter, I think. I almost dropped one or two PCs too. One of my PCs kept attacking Zograthy instead of the thugs. So finally, with Zograthy down to 2 hp and the room still full of thugs who have barely been touched because their AC is too high for my 1st level players to hit, Zograthy falls to his knees, begs for mercy and calls off the thugs. The party next went to see Fenster. I played Fenster as more than a little touched. It was a lot of fun and got a lot more mileage for the group, I think, than had I played up how disgusting he's written. Not that the way he's written is great but my group likes the slow, dim-witted, idiot voice I gave to Fenster. He might become a recurring character. From Fenster, the party head straight for Natalya's hideout. The battle lasted a LONG time. Partly because I decided it'd be fun if the guards in the shack had added a bolt to the inside of the door. The dragged the Cleric inside and started beating her while the Fighter tried unsuccessfully to beat down the door. The Gunslinger finally got the door open by putting enough holes in it that she was able to get part of her hand in enough to use Disable Device but not before the Cleric was unconscious. Meanwhile, the Rogue upstairs who had taken the unlikely and most unexpected route of through the roof to get inside, got dropped to -11 by one of the sewer goblins who rolled a natty 20 and another to confirm. The Magus was then dropped to 0 by Natalya and tied up, unconscious but stable after spending a benny. Natalya charms the Fighter who takes the Gunslingers gun away from her to take to Natalya. Eventually Natalya is defeated by the Gunslinger throwing four powder packs into the air infront of Natalya and the Cleric casting Fire Bolt. Quick, on the fly adjudication of these ingenious moves that I'm pretty sure there are no rules for, had me making a reflex save for half damage the fire bolt and 1d6 for each powder bag.
The party was seriously considering leaving Natalya and taking the shard for themselves. The Cleric convinced them to at least take Natalya to Sheila to get the rest of their pay and not tell her about the shard. Sheila, of course, revives Natalya who spills the beans about the shard and says the PCs probably have it. Some bluffing and some failed bluffing go down and the Rogue finally produces the cursed item. Sheila gives him the ioun stone to insert; he does and the curse is lifted. They get all the info they need to keep going; next stop, The Crow.
Tons of fun. Group had a great time with this. Lots of roleplaying, plenty of combat.
Feinting and Stealthing are entirely different. I think of Uncanny Dodge like Spidey Sense. Spiderman is very hard to sneak up on because he gets that funny feeling and is able to dodge out of the way just in time. Once in combat though, a sly opponent could trick him with a feint to get a punch in. I think the operative word there is "trick".
just read again the part about not throwing, but dropping after a hit. Pretty sure dropping anything is a free action. Assuming you could get four attacks somehow, it's all legal. kick ass
There's an easy way for a GM to overrule this without GM fiat.
"This special ability can only be placed on melee weapons."
While, granted, daggers are melee weapons, I think the spirit of the description implies you need to be holding the weapon when the spell is cast.
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Don't use XP. Just tell your players when to bump at appropriate points.
For simplicity sake, I use the CL of the most recent caster to have worked on the item.
ditto. I'm hoping to insert Castle Amber into the shattered star AP. Can anyone help with a ready-made conversion?
Bewildering Koan could be of use here
I'm gonna have to talk to my GM about getting some gold back
Seems like a semantic argument. If you take it in context (ie: it's a helmet!) it's a piece of armor that can be used as a weapon, just like a shield can be.
Flurry requires a Full Round Action so you can't charge before your Flurry. For that matter, I don't think you'd get your bite attack either.
Technically, no. Although your GM my allow it if you ask nicely. A Headband of Alluring Charisma would work with that feat though.
a hoverboard woul essentially be a small carpet of flying with a lot of flavor. crazy tricks would just require a fly check.
Do they stack? Both seem like concealment bonuses so I would think, NO, but...what say ye?
this sort of thing sets dangerous precedents. your gm would be insane to allow this. once this genie is let out of the bottle it's very hard to get him back in.
"Con based" is the creatures Con modifier. This is stated so you know that if anything effects your creature's Con score then the DC may go up or down.
Bearded Ben wrote: Perhaps they "happen" to find a hermit who is a high enough level cleric to raise him and who offers to do so in exchange for them helping him? yeah...they stumble into Obi-Wan Kenobi.
Tempestorm wrote: Your GM is being an idiot... just describe your character as always having a stogie in his mouth if you wish, or pull out one after "the fat lady sings" at the end of a mission... case closed. ditto. it just doesn't matter
This goes above and beyond over thinking. I hope this question didn't arise in the middle of a session. The thought of such minutia bringing a game to a screeching halt while everyone cracks books and tablets searching for the answer to something that ultimately is of no consequence, makes me shiver.
And a $2.50 cigar is a crappy cigar.
The equalizer wrote: Swap your wisdom and strength scores, drop charisma by 2 and put it in wisdom. Swap out Mobility,Dijinni Style and deflect arrows. Replace it with fiery fists, fists of iron and vexing flanker. Flank whenever possible, even if it means not attacking at all in the first round.
Not flurrying: +16/+11, 2d6+5
When flurrying: +17/+17/+12/+12, 4d6+5
At level 12, take water splitting stone. Increases your unarmed damage by 4 whenever DR would apply.
Where do I find these feats? I'm playing a monk but I've never heard of these.
Unfortunately to be truly effective, IMO, the monk has to be min/maxed. It's been expensive, but with the help of our party crafter and several magic items, my monk has high STR, DEX, and WIS. Dump stats are INT and CHA. Because of that high STR and and an intelligent magic item with multiple enhancements, my Flurry is very effective.
I agree, your build isn't so hot. Beg your GM to rebuild some by trading up feats that don't get used. If built correctly, the monk can be a force to be reckoned with.
Haste doesn't stack with flurry
Oops.
"While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration."
Casting a spell requires concentration. This is what intelligent items are for.
Think of Crushing Blow as a way to help the entire party. Sure, it uses your full attack action, but the benefit is huge if you've all been having trouble hitting the baddie. I'm playing a Monk in a KM campaign right now also. I took Crushing Blow a bit ago and haven't used it a ton but when I have, it was very handy. Not to mention the priceless look on the GM's face when you tell him his baddie's AC just plummets. If you have a sneak attack dealer in your party, it will be a very good idea for them to take Dastardly Finish as soon as they qualify. The two of you will make an unstoppable pair. The key is to get your Wisdom as high as possible to inflate the Stuning Fist DC.
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