Narcolepta's page
Organized Play Member. 8 posts. No reviews. No lists. No wishlists.
|
3 people marked this as a favorite.
|
To be honest, I'm agog that this piece of information was cut for space. This is a detail that the PCs will absolutely obsess over; "who killed Valenar and what is their plot" is something they as players need to find out at some point, even if it is just a random grudge. And as a DM, I needed to know if this dangling plot thread is something I need to hold onto because it would come back in book 3.
I still very much enjoy the campaign, but I hope editors make different value judgements in the future. Prismati or Flyting could have been greatly simplified or cut entirely to make space for this kind of important information.
Still also feels weird to have a canonically level 15 druid get oneshot by a level 8 monster? I fully thought that there HAD to be a bigger plot because of that. Like maybe Valenar had been brainwhammied by Ayrzul or something? I love the idea of this being random pettiness, but the execution was fumbled here.
I've searched around and couldn't find any discussion on this. Is the Blight Hex useless by RAW?
Blight (Su) (Advanced Player's Guide pg. 66): The witch can curse an animal, plant creature, or plot of land, causing it to wither and die. Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. If it's used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10 feet. Blighting a creature is a standard action that requires a melee touch attack. If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex—type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.
So the effect of the curse is it takes 1 con damage per day. Sleeping restores 1 damage to all ability scores. So each day the target will take 1 con damage, heal that damage with sleep, and take that same 1 point of con damage the next morning. The description <The witch can curse an animal, plant creature, or plot of land, causing it to wither and die> clearly spells out that the intention was for the target to continually take damage over the course of days, slowly getting weaker until it dies, but mechanically it's just cursed to have 1 con damage forever until the witch hexes something else.
Am I missing something? Was this just poorly written? Is there an errata somewhere I just haven't found? Would it be possible for the author to clarify RAI?
Hi there, I tried to purchase PDFs of Distant Realms and Planes of Power over the weekend for 31.98 on this account. The Paizo website said y'all declined my card, but my bank says you charged me twice. I'm out more than $60 but still don't have the two PDFs. Can we get this sorted please?
I've already emailed y'all but haven't gotten a response.
Thank you for your time, I hope you have a nice day.
3 people marked this as FAQ candidate.
|
I was reading through Ultimate Intrigue again (great book) and got stuck on the Owl Style feats. On the surface, they seem like the perfect solution for Vigilantes/Rogues/Slayers and whatnot wanting to Batman their way out of the darkness and get a full round of attacks on unsuspecting villains while also conserving skill points (using BAB for ranks in Stealth/Acrobatics/Fly). The problem comes in when you look at the actual rules for Style Feats:
Quote: As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. So that right there completely negates using the style to ambush people, doesn't it? You can't start getting the benefits until initiative is rolled and you have your first combat round? If so, what's the point of the BAB replacing ranks in Stealth/Acrobatics/Fly, but only when you're actively in combat?
Am I misunderstanding the point of this feat, is there some ruling I'm missing, or was the "no stances outside of combat" rule missed when writing? I'm very confused.
Any ideas on a good infiltration spell? They have the other entrances pretty well covered. We're talking iron doors, superb locks (DC 40), pit traps, skeleton archers behind murder holes, and a wandering incorporeal being with lifesense 60. They've actually posted the vast majority of their defenses on the entrances, which is why I was excited to see that the book actually had a plan to bypass them.
Hey everyone, I've been running WotW for about two months and my group LOVES it. But I have an issue that I'd like advice on.
They took the Horn and everything, cleared it out, and they've been rebuilding/restocking/entrenching. During this time, they figured out the trick to the teleporter thrones. They already knew the passwords "Yah" and "Rah," so the cleric sat down in one of them and just started going down the alphabet: "Ah, Bah, Cah, Dah..." until he hit "Vah," which sent him to the lost teleporter *that they shouldn't know exists.*
Long story short, it caused some issues involving the angel-snake-lady and her entourage, and the PC's decided to destroy that chair. So now, the Harkon invasion force (week 12, event 7) is thrown off entirely, as that chair is integral to them getting in and causing problems.
I have two ideas.
One is to say that there's simply another teleporter somewhere with a password similar to "Nen" password that the magic circle on floor 3 uses, and they use that to get in.
The other is that when Harkon finds information about the chairs, he also finds out how to fix them when they are broken, given enough time, money, and the craft wondrous item feat.
I'm leaning a bit toward the latter, because that tidbit of information is actually something they've been trying to figure out.
Then again I could just say that the incursion force is SOL and they need another way in.
What do y'all think?
Ok so last game (Kingmaker Book 2, Pathfinder #32), my PCs were able to find the Lonely Barrow (area F on the main map) where it was rumored that a fierce undead guardian kept a powerful magic weapon. They of course wanted the weapon. So they went in, took care of the dinky monsters, the not-so-dangerous trap, and all of that with no issue whatsoever. My problem comes when I look at the Lonely Warrior, the guardian of the sword.
So it's a Cairn Wight Fighter 2. It's wielding a broken +2 Fey Bane Bastard Sword, which it has the proficiency feat for. The normal entry for a cairn wight says that they have a +6 to hit with a regular, nonmagical longsword. Why the hell then, does this boss cairn wight only have a +1 to hit?
I figure that a regular cairn wight with no class levels (CR4) has a +3 BAB, with a +3 strength mod (16 str) on top of that.
Going by straight stats, this boss creature (CR6 for the added fighter levels) should then have +3 BAB from being a wight, then an extra +2 for fighter levels, then +5 to hit from its 21 strength, leading to a total of a +10 to hit, down to a +8 because it wields a broken weapon.
WHY does the book list it at a +1 to hit instead of a +8? It couldn't do a dang thing to my PCs, and they just sat there doing little relative damage to it because it has AC 26 and a ton of health. What should have been a dangerous combat ended up being boring and trudging. Am I missing something? Are there conditions I'm unaware of that lowered his to-hit by 7?
666bender wrote:
if the game is loaded with mind immune crappies- there are 2 feats to take that allow your spells to function as normal- and witches are not feat hungry.
I have to know, what two feats?
|