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I'm almost done running the raid on sandpoint and up till now It didn't go very well. Lots of townfolks dead. Lots of buildings burned to the ground. The main culprit here was distance. We play through maptool and when I built the map, I did scale it using the scale in the book. I didn't put too much thought into it but turns out that the scale can become a real problem for unprepared PCs. From north to south we're talking about probably more than 1000s feet to cover. Add in one PC with a speed of 20 and you've got yourself a lot of endless running (didn't help that the party wizard didn't have a couple of spells prepared cause he used them the previous day..spells like fly and teleport). Since my PCs took longer than expected on the first encounter (the diversion at the gate), they never where able to catch up with the rest. We're now up to round 25 and they barely saw half of the enemies. I'm not complaining about the encounter. In fact, I welcome the change from the more dungeon based encounters. Everybody is having a blast. I just hadn't anticipated distance being such a problem for the PCs. Just wondering how it played out for the rest of you..
Hey guys, My new mint condition Alchemist is leveling up to level 2. This is the first alchemist I've seen in any game (as a player or DM) so i'm not too sure what works and what doesn't. I'm going the base bomber/infusion on the side/mutagen last resort way. My character is an elf with primary stat in INT and secondary in DEX. This is the first time i'm getting a new discovery and wondering what should I take. I'm eyeing the tanglefoot bomb discovery. However, I did notice that the stinking bomb is stupid good. My question is should I start on the stinking path now to get stinking bomb early or is tanglefoot bomb at level 2 just as good of an option? ...or should I take something totally different?
I'm looking at Improved Initiative and wondering how effective it is for a fighting type of character like a fighter, barbarian or monk. Going early in a round is always more fun but the thing with initiative is that you only roll it once per combat. Rolls for attacks, dmg and saves are done almost every round so a bonus to those is felt throughout combat. Once the first round is passed, initiative hardly feels very important...and the fact that you only roll it once per combat makes the result still pretty volatile. Characters with Improved Initiative still often loses initiative to characters without the feat. For casters, the feat is obviously important since a high level caster can often end the fight pretty quickly. However, for fighters it's often just as good to have the enemy move to you and have you be the first to do a full attack. Seems the main reason you'd want to stack up bonus to initative for a fighter or monk is to give you more chance to run after that high level caster.... What are your thoughts on this? Is it worth it for a fighter type to burn a feat on Improved initiative? Thanks
I've been looking at building a monk based off crane style. However, when looking back at the rules for fighting defensively (I don't think I've ever seen a player use it), I noticed some ambiguity. It says you can do it when attacking but what exactly constitutes attacking? Mainly, I'm not sure if a combat maneuver applies in this scenario? I'd be more inclined to say yes for trip, disarm and sunder but for the others I'm really not sure. The other maneuvers are their own standard actions but at the same time the PFSRD does say you make an "Attack" roll to do maneuvers (i.e. ...make an attack roll and add your CMB in place of your normal attack bonus). Any official ruling on this? If not, what's your take on it? Thanks as always ==================
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
Couldn`t find an answer on the boards on this so here goes. I`m a big bad guy with reach. I try a combat maneuver on little medium size you for which i don`t have the feat (e.g Sunder, bull rush, etc..). Technically i provoke an attack from you. However, can you attack me since i`m out of your reach? Common sense says I can`t. I am right rule wise here? Thanks!
Seems the Qinggong Monk's Ki Power levels are a little bit off. Most of them don't line up with the powers they're supposed to replace. At first I thought this was rule as intended but when you get to the mid levels there are definitive weirdness with the design. The best example of this is the list of 8th level Ki powers. The way it's setup, the first time you can take a 8th level ki power is when you reach level 11. However, this is also the first time you can take a 10th level ki power. This somewhat makes the 8th level list obsolete. Since 10th level powers are more powerful, one will probably never take a 8th level power...and why even have a 8th level group then. We could just have combined the two list into the 10th level list. There's no point in having a 8th level list if it becomes available at the same time as the 10th level list. Are the rules in the book as intended or is there some mistake in there... Thanks
Hi folks, Mostly through luck, my PCs just managed to kill off big pappy kreeg (I rolled a 1 on the initiative) fairly easily ...well Vale died in one hook strike but no PC death. They've yet to fight hookmaw and dorella. I don't think they expect that level of firepower busting out of the door. I'm wondering what conversion of Dorella did you guys use. In most cases I don't think about it and use the ones on www.d20pfsrd.com but i'm finding the spell selection is getting a little redundant. I don't want another spellcaster that runs away using dimension door. I've seen one conversion which uses they fey bloodline. Thought that was a neat idea since Sanos forest is so close. It also gives her improved invisibility which i haven't thrown at the PCs yet. My one concern is how the PCs are going to handle an invisible lightning bolt machine. Would giving that spell make things a little too killomatic? Thanks,
Hi folks, In our last session we had a pretty memorable encouter with Lucrecia (the new sneak previewed version from James Jacob). She managed to create complete chaos in party by throwing Kaven under the bus and charming a few of the PCs into sneaking upstairs to free up some of the remaining Black Arrows (i.e. charming/suggestion them to go see Silas Kreeg). Anyway, it all ended by her dimension dooring out of there after the party regrouped and managed to do her a bit a damage. At this point i'm not sure what to do with her and i'm looking to see how any of you did/would handle her. Would she alert Pappy Kreeg? Would she come back with a bigger force? Would she wait for them and if so where? I don't want this to be the old school boring dungeon where one room doesn't interact with the other but at the same time i don't want to simply murder the PCs by having a freaking lamia matriarch assaulting the PCs with a couple of power attacking barbarian ogres... What are you thoughts on this? Thanks as always.
He folks, One of the NPCs currently tagging along with the PCs got his wisdom lamia matriarch'ed down to 1. How should one roleplay someone with a wisdom that low? He'll obviously have the perception of a doorknob but i'm not sure how to have him behave. A low intellect is somewhat straightforward but wisdom i'm not sure... is he non functional? insane? Thanks
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. Let's say ultra evil dude has some non flashy spell-like ability (e.g. divinations, compulsion enchantments, illusions, etc...). Would he be able to use this in a crowd without being detected? If he's talking to awesome hero and stops mid-conversation for about 3 seconds (i.e. half a round), would awesome hero notice anything? When directly interacting with ultra evil dude, i might call for a bluff check. If not, i'd say he'd go unnoticed (what is there really to notice??) ..wondering how people here handle spell-like abilities? Can't find any rules that directly talk about identifying spell-like abilities. Thanks!
Hi folks, Let`s say Bob the sorcerer is having a conversation with Bobbette the bandit. Bob has the silent spell and still spell metamagic feats. Would Bobette notice that bob is casting a spell if he stills & silences one of his spells mid-conversation? The way i see it, Bob would only be pausing for half a round to concentrate...i`ve got many friends who space out longer than this during a conversation :) What do you guys think? Anything official on this? Would bluff check be in order? A sense motive check for the opposed party? On another note, is there any rules dictating stealthy spellcasting without those feats?
Today i realized i had just bought the Beginner`s box through my subscription. I hadn`t been paying attention and thought that the order coming up in my email was for my AP subscription. The bestiary was only out in december. Had i known i would have cancelled my subscription. I don`t see how a beginers`s box set fits in this subscription. I`ve bought every single book in the Pathfinder game subscription. I think i know how to play the game by now. ..again it's my fault and should have paid attention but nonetheless do believe this product has no business being in the pathfinder rpg subscription.
I've done my searching duties and yes this question has been answered many times. However, the answer is never the same so i ask: Is the impaler of thorns (Xanesha's death stick) a spear, a longspear or a large sized spear. My searches found all three as answers to my question. I'm guessing "Large size spear" is out cause Lamia Matriarchs where given the undersized weapon trait. Spear seems to makes more sense than longspear since longspear is a reach weapon and fighting on the shadow clock with a longspear would be quite awkward. Thanks
So here it goes I'm DMing Skinsaw Murders and we're slowly approaching the soul crushing end encounter. From the boards, i've known for a while that Xanesha is the utlimate TPK machine but hadn't really paid too much attention to her stats. This week I was preparing for the last part of the adventure and it hit me like a ton of brick. I hadn't notice that the stats in the book didn't include all of her buffs! I know that this is a sure TPK for my players. We have the perfect classic party (well a barbarian instead of a fighter but the rest is wizard, cleric and rogue) but they're far from optimized. We're from the AD&D 2nd edition and only really started playing d20 in the last year or so. So with all this in mind, I need to tone down Xanesha. We don't mind if PCs die but there's no way they can win this. Impossible encounters are no fun. I've gone through the boards and the two main suggestions were to do the sister swap and make sure their 7th level. I don't like the sister swap cause i think it takes away from the encounter coolness. Xanesha works better as the flying killing machine from the shadow clock and her sister fits better with the whole boat of fun angle. The 7th level thing i don't mind but even then i don't think it would help too too much. My biggest problem is the AC. Even James Jacob commented in one of the anniversary thread that her AC was about a CR18 AC. There's no way that my PCs can win with an AC of 33-34 along with the mirror images. To top it off she has SR so i don't see how my players could even hit her. I thought about switching some of her spells. Maybe taking away shield and/or mage armor. Removing any little bonus from items might be a good idea too. Any other idea on how to make her a real challenge but not a sure death? Keep in mind that I still want to keep the spirit of the encounther. Thanks!
Hi almighty oracles of the boards, I'm currently running Skinsaw Murders using the Pathfinder rules and I'm not too sure how to handle Vorel's Phage. -There's no mention of how many successful saves it take to cure it. All diseases in the core rulebook require at least 2 saves so I was guessing I'd have require a minimum of 2 saves to cure it. What did you guys do? -I'm confused about the save DC. The DC is different for every source you can get the disease (the rats, the haunts, the fungus). To top it off, the description of the disease shows a DC of 20. Is the DC to catch the disease the same to cure the disease or are they different (hence the DC 20 in the description of the disease) Thanks
Wondering if i'm missing anything here but isn't the Qinggong monk making the standard completely obsolete? A qinggong monk CAN select a ki power (see below) for which she qualifies in place of the following monk class abilities: ... .. So if if i chose to never select a Ki Power I get the equivalent of a standard Monk... meaning that the Qinggong is just a superset of the standard Monk. Am I right? I'm not complaining here. I love the Qingong and I find it gives the Monk more options without making him more powerful. I'm just wondering if i'm missing anything because Paizo had said in the past they didn't want to create prestige class that would simply be better than standard classes. This archetype is simply better than the normal Monk. |