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![]() Brf wrote: Your alchemist NCP had a 34 int? 22 Int actually, he'd chugged a Targeted Bomb Admixture to double the Int based damage, but get rid of splash. ![]()
![]() I knew it would be a powerful combo, but I wasn't expecting it to build upon itself in the way it did.
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![]() I built an npc foe for my party to fight using the above combo and it utterly demolished the party tank. My group (and frankly myself) have a feeling that there must be something I've missed bcause it sems way too powerful. I hit the tank twice for 6d6+12 acid twice, the next round they take splash damage from each bomb, 36 total then a round later they take 2d6 extra. Is this right?
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![]() I'm currently running a game that has a certain major artifact as a plot device and one of my players purchased a rod of cancellation, saying that he could use it to effectively destroy it if they can't get it away from the BBEGs safely. Well at first i just said flat out that there's only one given way to destroy an artifact (at least a major one) but my player insists that since the item calls out what happens when it meets a Sphere of Annihilation and that Mage's Disjunction is used in it's construction as proof that it works on artifacts. But that can't be right can it? An 11,000 GP magic item capable of wrecking an artifact seems off to me, particularly because it doesn't carry the risk that the spell does. Can somebody please tell me whether the rod of cancellation is actually capable of taking out a major artifact by repeatedly whacking it until it Nat 1's it's save? ![]()
![]() blahpers wrote:
I did and he gave where he thought he'd read it, but I couldn't find anything so I assumed he'd made a mistake; It wouldn't be the first time we've done this in our group. Samasboy1 wrote:
It never occurred to me that it would get cover like that. Should I feel ashamed at my lack of killer GM instinct?![]()
![]() I was hypothesizing an underground fight between my party and a purple worm and a player started trying to gauge how tall the cavern would need to be to keep away from it using fly.
So in short; can large or larger creatures with a burrow/swim speed be half in one terrain half out? And while I'm on the subject, what happens if a large creature is half on solid ground and half over a pit? ![]()
![]() Claxon wrote:
That's an unfair arguement, I never suggested that it should destroy any weapon on one hit, just that it should do something to mundane gear, being the acidic sweat of a demon and all. And sometimes you put something the players usual tactics don't work on against them, keeps them on their toes. ![]()
![]() blackbloodtroll wrote:
Does your friend spend a lot of time in the Abyss then? ![]()
![]() Troubleshooter wrote: Anyway, I really hate seeing abilities that grant the Broken condition independently of hit point damage. It doesn't make sense to me that a weapon would be at full or near-full hit points and be Broken. What is a Broken weapon without damage? How do you fix it? How do you fix an object affected by rusting grasp, for that matter? Bah. This is just how I'd house rule it, so take it for what it is, but I'd treat it as though it was damaged to half HP for the purposes of rpeair, and possibly only allow repear via magic, after all no amount of hitting with a hammer is going to fix a sword that's rusted through. ![]()
![]() Nawtyit wrote: I'm guessing that the part where is says So just a fairly undewhelming ability overall then, but if the acid damage is supposed to be left unhalved you'd think that would be in the ability description. I like to be consistant with gm ruliings too, and if I was to say that this effect does full damage to weapons, I'd have to deal with it as precident, full acid damage against wood is reasonable, full acid damage always and forver on metal and stone? Not so much. ![]()
![]() A Babau is supposed to damage weapons that strike it with it's protective slime ability, but RAW it simply can't damage anything: Spoiler:
A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage. Okay, as you can see in the above, Protective Slime does 1d8 acid damage to a striking weapon, now let's assume the save was failed and max damage was rolled, so we apply 8 acid damage to the weapon... then we half it because it's energy damage... then apply hardness, assuming even a best case scenareo protective slime simply can't damage weapons, at all. Please tell me that there's been errata on this, because that's just silly. Edit: well okay it could destroy a whip maybe, or a wet towel, but it really looks like something's wrong with the ability. ![]()
![]() Weables wrote:
Thanks for the clarification, is there anything in the rules/errata that spells that out specifically though? I'd like to have something I can point to if it comes up again, the group I'm in can spend more time arguing about the rules than actually playing I'm afraid.![]()
![]() Now maybe I'm just thick but I'm not sure of how area effect spells work with AOO. What I do know is that ranged attacks provoke an AOO, including spells, but do area spells count as ranged spells? Let's assume that these were all cast defensively. Example 1. Burning Hands this is an area of effect spell that starts in the adjacent square to the attacker, does this count as a ranged attack, and thus provoke attack of opportunity?
Example 2. Fireball is an AOE spell that originates from a point chosen by the caster, typically at some distance from their current position, would this count as a ranged attack, and thus provoke AOO?
Example 3. Flaming Sphere places a harmful object within a target area, and I'm aware that repositioning it does not provoke (As far as I know at least), but would putting it on the field to begin with qualify?
So can someone help me out here please? ![]()
![]() Ssalarn wrote: We've used pretty much the standard mounted combat rules, with the added proviso that any time you take 1/4 or more of your hp total in damage in a single hit you risk being unseated and must make a ride check to stay in the saddle. I suggest bumping the DC a bit from the one listed in the skill. That works well enough I guess, though I'm not sure how breaking a lance off of an opponent's shield would work with most jousts not being intended as to he death. ![]()
![]() Jeraa wrote:
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![]() We all know the scene, a dashing underdog Knight charges, lance at the ready against the cruel Black knight to with the hand of fair maiden, it's such a common scene that we automatically equate knights with jousting, naturally I feel that such a tired old cliche simply must be used in at least one of my campains but I've yet to see rules on how to do it. So my question is of course how would you handle a joust using Pathfinder's system? The only way I can think of is to handle it a bit like a dual exhibition fight using the rules for both using ultimate combat, except assume that both combatants are moving at the same time using initiative only to determine who gets the first blow.
Do you have any advice for how to handle jousting? would you use the way I've suggested or go with something completely different? ![]()
![]() Illeist wrote: The more notable problem is that the barbarians are constructs and, as such, can't gain moral bonuses. So raging gives them nothing but -2 AC and an inability to use some skills. I wasn't sure about that so I took a quick look, though I didn't see anything about morale bonuses, though I might just be going blind, I did see that as constructs they have no CON score... what kind of Barbarian doesn't have a CON score? Though it did answer my question about skills and feats, thy don't get any, dunno how I missed that one.So, so far I've gathered that I should use the basic attributes, apart from CON, the basic gear listed above, no feats, nor skills, no rage let alone rage powers and to just go ahead and pump all of the bonus attributes, if they get any for that matter, in to STR, because what else am I putting it in to with no CON score then adding 20 HP for it being a medium construct.
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![]() As far as I can tell by RAW it wouldn't effect them at all.
The Core Rules Book wrote:
Personally I find that a bit daft so I houserule it that anything that would logically use the eyes and ears in it's head to see and hear would go blind and deaf from the effect, as well as lose their scent ability (if any) assuming they used their nose to do it. but what I'd do isn't supported by what's in the book. ![]()
![]() Jeraa wrote: Pathfinder didn't copy that data from 3.5 D&D. (Its not Open Content). They also didn't provide a replacement. Well that's just daft, you'd have though they'd have given us something, even if just as errata, I wasn't aware that most of the description was a holdover from D&D though (outside of Infinity engine games and a D&D classic red box I got at a car boot sale when I was ten I've had little experience with D&D), that still leaves me with the question though, do I just use the example heroic NPC attributes and arm them with the above mentioned gear leaving out feats and rage powers? But then where do I put the +2 for being human, or the extra points for their level for that matter? If I'm having to effectively build them anyway should I go ahead and pick feats and rage powers for them, or would that make the horn more powerful than intended?Thanks for the help though, at least I know I'm not just blind. ![]()
![]() First off I'm still a comparatively new GM so I'm sorry if these are stupid questions or have already been answered, I did look but I couldn't find them. The description for the Horn of Valhalla says that it allows the user to summon a number of human barbarians according to its type and that they start with the basic equipment for a Barbarian. Firstly as these barbarians aren't statted in the core book (as far as I can tell at least) I'd like to know, do they have an official statblock? What kind of equipment are they supposed to actually start with? It's not listed anywhere from what I can see. If they have no official statblock what are they supposed to be built like?
I like the concept of this item and I've been wanting to place it as part of a treasure pile late on in the campaign I'm running, but I have no idea how they work beyond what's written in the Core Rules so any help would be appreciated. ![]()
![]() Yeah that's what I meant, I would have guessed that it would reduce the penalty though, perhaps by half (to a min of -1) or just by one.
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