Nathan Goodrich's page

FullStarFullStarFullStarFullStar Venture-Agent, Utah—Lehi 85 posts (1,597 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters. 6 aliases.


1 to 50 of 85 << first < prev | 1 | 2 | next > last >>
Grand Lodge

I could add in with one of:

Galyth - level 8 halfling unchained rogue (Liberty's Edge)
Idruzi Zarshai - level 7 human cleric of Cayden Cailean (Silver Crusade)
Torgas Runeaxe - level 5 dwarven mutation warrior fighter (The Exchange)

Grand Lodge

I'm considering submitting a Dragonheir Scion. The archetype has some oddities, though:

* Draconic Strike replaces a level 3 bonus feat that doesn't exist - PFS campaign clarifications make this a level 4 bonus feat replacement instead

* Draconic Presence replaces a level 5 bonus feat that doesn't exist - PFS similarly makes this a level 6 bonus feat replacement

Would you adopt those campaign clarifications in your campaign?

* Arcane Strike granted through Eldritch Strike does not say anything about scaling further with caster level, and Fighters don't have caster levels. Would it scale with Dragonheir Scion level?

Grand Lodge

Is there a plan yet for when we'll be able to run Siege of Gallowspire on these boards? I'm trying to get a Seeker character ready for the carnage, and knowing how much time I have, even roughly, would be useful.

Grand Lodge

I'd like to submit Jakreg, a half-orc Unchained Rogue for consideration.

Half-Orc (Sacred Tattoo) Unchained Rogue 1 – Jakreg
Age 18; Height 6' 4"; Weight 276 lbs
N Medium humanoid (half-orc)
Init +4; Senses Perception +6 (+7 to locate traps); darkvision 60'

AC 17, touch 15, flat-footed 12, CMD 16 (+2 armor, +4 dexterity, +1 dodge)
Hit Points 11 (+8 rogue, +2 constitution, +1 favored class bonus)
Fort +4, Ref +7, Will +3 (+2 vs curses & mummy aura of despair)

Speed 30 ft.
Melee dagger +4 (1d4+1/19-20/x2), light mace +4 (1d6+1/20/x2)
Ranged Dagger +4 (1d4+4/19-20/x2) 10 ft
Special Abilities – Sneak Attack +1d6

Str 12, Dex 18, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats – Dodge, Weapon Finesse
Tax Feats - Combat Expertise (-1 attack, +1 armor class), Deadly Aim (-1 attack, +2 damage), Mobility (+3 above dodge only)
Traits – Mummy Cursed, Life of Toil
Skills (ACP -2, ranks: +8 Rogue +1 Intelligence +2 background) – Acrobatics +8, Appraise +5, Bluff +4, Climb +5, Disable Device +9, Escape Artist +9, Intimidate +6, Knowledge (dungeoneering) +5, Perception +6, Sleight of Hand +8, Stealth +8
Skill Ranks – Acrobatics 1, Bluff 1, Climb 1, Disable Device 1, Escape Artist 1, Intimidate 1, Knowledge (dungeoneering) 1, Perception 1, Stealth 1
Background Skill Ranks – Appraise 1, Sleight of Hand 1
Languages – Orc, Taldane (Common), Osiriani
SQ – Finesse Training, Trapfinding +1

Combat Gear – leather armor (15 lbs), 3 daggers (3 lbs), light mace (4 lbs), alchemist's fire (1 lbs)
Other Gear hot weather outfit (4 lbs), masterwork backpack (4 lbs), chalk, flint & steel, silk rope (5 lbs), thieves' tools (1 lbs), 2 sunrods (2 lbs), 5 days trail rations (5 lbs), waterskin (4 lbs), mess kit (1 lbs), 15 gold, 2 silver, 9 coppers
Carrying Capacity Light: 50, Medium: 100, Heavy: 150 (13 effective strength from mwk backpack)
Total Carried 49 lbs

Jakreg could still remember his life as livestock, more or less. It was a hazy memory from six years ago, when Pharasmin priests had rescued him from the pens of a Gebbite noble. He didn't remember anything from before that. Cattle weren't expected to think much, and for the most part didn't. They'd determined afterward based on his tattoos that he was born somewhere in Varisia or Belkzen, but weren't able to determine more than that.

With no where else to go, Jakreg fell in with Sardoris Meralen, a mercenary from the Pharasmin expedition. Sardoris found work for them with the Aspis Consortium and began teaching Jakreg the dangerous trade of tomb robbing. The young half orc picked up the lessons quickly and was about to move up from a contractor position with the Aspis when Sardoris suddenly died, the victim of a nasty scythe trap.

After Sardoris's death, Jakreg had to deal more closely with the Aspis overseers at the dig site and eventually decided that he found the organization distateful, driven in part by their disrespectful treatment of Sardoris after his death. He left the Aspis operation and bounced around with a few independent outfits for a year.

Jakreg takes pride in his work as a dungeon explorer and is eager to prove his skills to his companions. He attempts to exhibit a high degree of professionalism in his work, one of the few things he saw in the Aspis worth emulating.

Grand Lodge

I had a busy week. I'll finish things up today or tomorrow.

Silver 1 starting money: 1d10 ⇒ 8
Reikland Human Eye Color: 2d10 ⇒ (8, 2) = 10 - pale grey eyes
Reikland Human Hair Color: 2d10 ⇒ (5, 3) = 8 - light brown hair

Grand Lodge

Crowfoot68 is my brother that I mentioned wanting to join.

Grand Lodge

Human Riverfolk/Seaman
WS: 33
Ballistic Skill: 35 (+5 from Marksman) = 40
Strength: 31
Toughness: 33
Initiative: 35
Agility: 34 (+5 XP advances) = 39
Dexterity: 26
Intelligence: 32
Willpower: 27
Fellowship: 26 (+5 from Suave +5 from species advances) = 36
Wounds: 11
Fate: 3
Resilience: 3

Talents: Flee!, Marksman, Noble Blood, Strong Swimmer

Skill Advances:
Charm: +5 species (41 total)
Climb: +5 career (36 total)
Consume Alcohol: +5 career (38 total)
Cool: +3 species (30 total)
Evaluate: +3 species (35 total)
Gamble: +5 career (41 total)
Gossip: +3 species +5 career (44 total)
Leadership: +5 species (41 total)
Melee (Brawling): +5 career (38 total)
Ranged (Bow): +5 species (45 total)
Row: +5 career (36 total)
Sail: +5 career (44 total)
Swim: +5 career (36 total)

Age: 1d10 + 15 ⇒ (6) + 15 = 21
Height: 2d10 + 57 ⇒ (10, 4) + 57 = 71 - 5'11"

Trappings: Cloak, Clothing, Dagger, Pouch, Sling Bag with Flask of Spirits, Bucket, Brush, Mop

I need to take a break from this for now but I'll work on getting him fleshed out soon. Role-wise in the party, I'm seeing this guy coming out as an archer (when he gets his hands on a bow) and he has a solid set of mostly Fellowship skills. I'll be wanting to develop Leadership in particular to go with his Noble Blood talent.

Grand Lodge

OK, I'm back from work now. On to rolling!

Species: 1d100 ⇒ 73 - Human +20 XP
Class & Career: 1d100 ⇒ 69 - Riverfolk/Seaman +50 XP
Weapon Skill: 2d10 + 20 ⇒ (4, 9) + 20 = 33
Ballistic Skill: 2d10 + 20 ⇒ (10, 5) + 20 = 35
Strength: 2d10 + 20 ⇒ (8, 3) + 20 = 31
Toughness: 2d10 + 20 ⇒ (7, 6) + 20 = 33
Initiative: 2d10 + 20 ⇒ (8, 7) + 20 = 35
Agility: 2d10 + 20 ⇒ (8, 6) + 20 = 34
Dexterity: 2d10 + 20 ⇒ (4, 2) + 20 = 26
Intelligence: 2d10 + 20 ⇒ (2, 10) + 20 = 32
Willpower: 2d10 + 20 ⇒ (4, 3) + 20 = 27
Fellowship: 2d10 + 20 ⇒ (1, 5) + 20 = 26 - I don't know what I'm doing but those look more 30s than not, so I'll keep it! +50 XP

Wounds: 11

Random Talent 1: 1d100 ⇒ 22 - Flee!
Random Talent 2: 1d100 ⇒ 51 - Noble Blood
Random Talent 3: 1d100 ⇒ 39 - Marksman

There's more to do, but it looks like most of the rest isn't determined randomly. I'll post back with more after I figure out what all of this did and make more decisions.

Grand Lodge

It seems like the interest in your game is approaching overflow if we aren't there yet. Can we have a cutoff date for signups?

Grand Lodge

My brother is asking to join as well. I'll help him get started posting as soon as I can.

Grand Lodge

Let's see... my understanding of a quick read of the book is that we can roll & get free XP if we accept the results of the roll. If we roll and get something we'd rather not, we can just pick something else instead but don't get XP. Basically a no-risk roll. Is that right?

Grand Lodge

Do you want us to roll randomly for our species/class/ect? Or are there any guidelines besides the rules we should use for our character creation?

Grand Lodge

It's been a long time since I've looked at any Warhammer Fantasy books. So I have no idea about 4e or any of the rules. It's interesting though!

Grand Lodge

I'm looking for information on which Adventure Paths form a series, even if the series is only loose. I have in mind things like:

Rise of the Runelords
Shattered Star
Return of the Runelords

While things like War for the Crown and probably Hell's Vengeance are more standalone.

Obviously, they aren't proper series since each Adventure Path has its own internal story and 1-20 (or at least very high) progression. The ones I mentioned above are all strongly Thassilonian/Runelord themed, however.

Are there other series out there? Did I get all the parts of the Runelords storyline?

Grand Lodge **** Venture-Agent, Utah—Lehi

Thank you.

Grand Lodge **** Venture-Agent, Utah—Lehi

What flip mats do we need for 8-99D? I'm GMing it in early April, but they never get us the scenarios in time to order maps that I'm missing.

Grand Lodge

I have a pair of groups that are forming up for the PF2 Playtest. One is hoping to meet on a weekly or biweekly basis, though we haven't decided on a day yet. The other group is going to go play-by-post.

I've heard that there are reporting deadlines by which Paizo hopes to have input on each part of the Doomsday playtest module. Additionally, I've learned that there are Organized Play scenarios.

Do we know what the deadlines are like for each one? Do we have two weeks for each part of Doomsday? How long are the parts? I have a feel for the length of PFS scenarios, but how much time do we have to complete them?

Grand Lodge

What is the rationale for giving the Rogue so many more skill feats than everyone else? Prior experience to me suggests that having a class be the Skills Guy is a bad idea. One of two things tends to happen:

1. The Skills Guy pays for their extra skills in combat proficiency and sits in the shadows while the combat characters do the fighting. Some might like it but it's not a great model in my view.
2. The Skills Guy doesn't pay for their extra skills in combat proficiency and we start wondering why he gets extra skills.

Grand Lodge

The one comment I have is something that might not apply in the new edition, I suppose. One of my ongoing annoyances in PF1 was that certain effects attacked a nearly custom defense value. Intimidate was a good example, targeting a creature's 10+HD+Wis.

If I was going much further with PF1, I'd be tempted to say that there should have been a more standardized value 'mental defense' or something similar. I guess they really could have just been Will Saves instead.

I started writing down stats that didn't actually appear in the game for some of my higher-level casters, such as Spell Attack for all of the +caster level +charisma attacks (Telekinesis and similar spells), but it looks like that sort of thing is already handled.

Grand Lodge

2 people marked this as a favorite.

Shelyn is getting name-dropped a lot in these playtest articles. Is she becoming more prominent in the new version, or does our article writer just really like her?

Grand Lodge

1 person marked this as a favorite.
The Rot Grub wrote:

I wonder if people would be less upset if they gave Goblins a different appellation, by calling the base seven the "Core Races" and calling goblins an "Uncommon Race" which will be supplemented by further uncommon races in future expansions.

And is it true that Paizo is baking the Golarion setting into the core rulebook? I believe that's part of the anxiety, too -- the feeling that people are being dictated a default setting.

If someone is troubled by it, honestly I think this doesn't have to affect your group -- nothing stops you from reducing the prevalence of adventuring goblins in Golarion, or from using your own campaign setting.

Golarion was at least nominally baked into the Core book in 1E as well: the gods of Golarion were in the Cleric chapter.

For what it's worth, if goblins were in Core but were designated as "uncommon" somehow, that would make a difference for me.

Grand Lodge

6 people marked this as a favorite.

I was nervous about this whole idea of Core Goblins when I first heard it, but I wanted to wait and see what the implementation looked like. We haven't actually fit that point yet. I did hope that we would have a better in-world explanation of how the murder-rats would suddenly start to show up in adventuring parties, though.

The explanation given in the article does not satisfy.

I do love Paizo/Pathfinder goblins. I remain unsold on them as a Core playable race.

Grand Lodge **** Venture-Agent, Utah—Lehi

Replay is like acid to a living campaign. I saw it before in Living Forgotten Realms and the games didn't feel like they meant anything.

If replay is allowed for 1E, I'd prefer that it be delayed some amount of time after the start of 2E. My location runs weekly PFS games (2-3 tables) and the release schedule for 2E won't be nearly enough to supply us with a full 2E roster for a long time, so we'll still be running 1E (Starfinder is also an option I suppose) for quite a while and I'd prefer that 1E not go all cattywampus immediately.

Grand Lodge **** Venture-Agent, Utah—Lehi

Has the idea of allowing people to burn 1E boons for benefits in 1E been raised? Perhaps power benefits for some of the final 1E scenarios or retirement vanities?

Grand Lodge **** Venture-Agent, Utah—Lehi

Gerard van Konijnenburg wrote:
As the proposal stands a 5 glyph GM could be someone with between 100 to 150 GM credits, based on the number of stars that GM has.

That seems an odd way of doing the math. It seems to me that the range of GM Credits would be 150-250. You are completely discounting the work /effort component of Pathfinder 1.0 stars which just can't be right.

For what it's worth, I've never viewed GM Stars as representing rules knowledge.

I'm generally in favor of option 2.

Grand Lodge

I've realized since my last post that I have enough on my plate for now. Good luck everyone!

Grand Lodge

Dex to damage was always a ridiculous mechanic. I still support it on the Unchained Rogue because without it the class kind of falls to pieces. Hopefully the 2.0 Rogue comes out better.

I could even see something like the Rogue getting 1 point of damage per sneak attack die when sneak attack doesn't apply.

Grand Lodge

I'd like to submit Khareg Runeaxe, a Dwarven Chirurgeon Alchemist. Khareg lived in Korvosa three decades ago but currently resides in Kaer Maga. He gets drawn into the Gaedren Lamm situation via the Missing Child (son or daughter) trait avenue. The child isn't Khareg's, but belongs to a family that helped the Runeaxe clan some human generations ago. He hears about the matter via the Slatehammer clan, who were visiting Varisia and passed along the news (they are aware of the Runeaxe obligation). The humans he is helping probably don't even remember the Runeaxes, but a dwarf pays his debts.

If one of the other players is doing Missing Child (Son or Daughter) we might want to make it be the same missing child (which would likely imply that the Runeaxes owe their debt to your family).

In combat, Khareg will play a melee backup role focusing on the mutagen & infusion parts of his class, with less emphasis on the bombs.

The traits in the booklet I have access to look like they might be out of date (it refers to Gather Information checks in one spot). What's the trait bonus from Missing Child (Son or Daughter) in the anniversary book?

Grand Lodge

I noticed that in my read. I was a bit leery about a player overload as well. Maybe later!

Grand Lodge

BastianQuinn wrote:

Head on over to Discussion, Pixels.

Recruitment is closed to all but players from Season 1. PM me if you need a summary.

Ouch. I was only watching this thread loosely while trying to make my way through season 1 gameplay so I could understand what was happening better. Thought I had the weekend to finish catching up.

If you have the players you need already though, I guess I messed up. Have fun!

Grand Lodge

I'm at least curious, but I don't have time to look into it at this moment. Dot I guess?

Grand Lodge

Very interested, but my efforts to come up with a character are going all scatterbrained. I'll wait for the player's guide to post any ideas.

Grand Lodge **** Venture-Agent, Utah—Lehi

Has anyone heard anything about when we'll get more information on the Concordance? The first of their faction-related scenarios is dropping tomorrow and no one can join the faction yet... it's sort of awkward.

Grand Lodge

Do we know when recruitment is closing yet?

Also, just to confirm: do unchained rogues get the power modification you mentioned earlier or just chained rogues?

Grand Lodge

thejeff wrote:
Nathan Goodrich wrote:

Information that wouldn't have any in-world analogue, like a creature's number of HD, is generally not available at any price. Maybe a rough estimate of a creature's toughness/danger as a proxy for HD, but nothing closer than that.

If I'm in any kind of a sandbox style game, where some encounters should just be avoided, I'll give out some indication of CR.

Does no good to learn that trolls are vulnerable to fire and acid if you don't learn that this group of them will rip your party to shreds even without regenerating.

Sure. And that would fall under my toughness/danger as above. But not a number of HD.

Grand Lodge

I'm heavily in the camp of the GM giving out information as well. My method of deciding what information to give to the players is along the lines of imagining that they are talking to an old sage about the creature:

"The first thing you should know about ghouls is that their very touch will freeze you in place. Defend yourselves well and don't let them touch you."

"The second thing you should know about ghouls is that their bite can give you a particularly nasty disease: ghoul fever. If the disease kills you, you will rise from death as a ghoul."

That sort of thing...though not in artsy language like I used there.

Information that wouldn't have any in-world analogue, like a creature's number of HD, is generally not available at any price. Maybe a rough estimate of a creature's toughness/danger as a proxy for HD, but nothing closer than that. If a creature resists fire 5 or 10, I'll just say resistance with no number attached. If it resists 30, I'll probably say really strong resistance.

In regard to what saves a creature is good at, I usually wouldn't give out that sort of information. I do consider it completely within a "fair play" range for players to infer that sort of information from its type, however. I give out creature types without any check at all (at least, which creature type is apparent. A heucuva that looks like a human, hasn't acted like an undead and hasn't had its disguise/illusion broken would give human data even if the player makes their check - realistically they'd be rolling Local instead of Religion). This mostly facilitates allowing the players to know what kind of knowledge checks to make, but also gives them information like oozes being unflankable and uncrittable even if they have no knowledge ranks in Dungeoneering. I assume that trained adventurers know the basics of creature type data (don't use mind-affecting on vermin).

As Mudfoot says, a rough estimate of a creature's best & worst saves can be inferred from that, though not precisely.

When I see the question system used, I very frequently see players asking for information like damage reduction that is usually known or very likely from its type, like DR/cold iron on fey (although if a fey creature was randomly DR/adamantine, that would probably shoot up on the list of things my imaginary sage would mention). It is pretty useless and harms the players in comparison to my method far more often than not.

Grand Lodge **** Venture-Agent, Utah—Lehi

1 person marked this as a favorite.

Excited for these scenarios, but I need information on the Elemental Concordance so bad...

Grand Lodge

Merry Christmas everyone!

Grand Lodge **** Venture-Agent, Utah—Lehi

Uthal, just to clarify something first: what do you intend to do with your animal companion? My base assumption is that you plan to use it as a combat pet, but that isn't the only option. Our answers may be very different if you want to use it for something else.

Grand Lodge

I'll pop in just to say that if you want to kill gods, there are better roleplaying systems for it out there. I played a Mythender game at Paizocon where we slew Rovagug, as one example.

d20 rules break down the further you get away from a bunch of guys marching forth out of a bar to go look for monsters to kill & treasure.

I'm converting one game I'm GMing over to Mythender now that the capabilities of the PCs in their native rules system are no longer persuasive.

Grand Lodge

dotting for interest - I'm planning on submitting a human Bloodrager (Draconic - White)

Grand Lodge **** Venture-Agent, Utah—Lehi

I still don't understand how people are saying that the PCs are reaching frightened during the fight with Xiangnuer. Frightful Presence would make them shaken for 5d6 rounds if they fail their save because they are above 4 HD. In order to reach frightened without taking a separate fear-related action, there's got to be more.

Are people making the party shaken on the first round (or surprise attack) and then having them save again against the same frightful presence ability on the second round to get to shaken? That seems wrong, but it's the only way it is making sense in my head.

Grand Lodge

I'm new to PbP gaming, but eager to try something out!

The new Ruins of Azlant campaign looks fantastic and I've created a character, Galyth Kallios for submission (I listed him as a bard, but I'd be happy to change to any role).

If a different campaign is forthcoming that I could join, I'm interested in anything right now.

Thank you!

Grand Lodge **** Venture-Agent, Utah—Lehi

I can't see any proper justification for saying that saddlebags are a saddle requiring a [saddle] magic item slot to use. Just because the word has "saddle" as a component does not mean that it is, in any sense, a saddle. Even if that fails, you could buy a backpack instead, which doesn't require any particular body type. Best that the issue gets cleared up though.

Now that paizo is adding [saddle] slots to more animal companion categories, I consider the question of whether lacking a [saddle] slot prevents the use of mundane saddles to be answered in the affirmative. The literal interpretation was always pretty clear, and the new action is at least an indication of intent.

I don't like this ruling, and would have preferred that the lack of a [saddle] slot be used as an indication that a critter needed an exotic rather than normal saddle. But I can't justify ruling that way at this point.

Grand Lodge **** Venture-Agent, Utah—Lehi

1 person marked this as a favorite.

Yeah, I wouldn't normally worry about it except the saddle related wording wasn't clear on that point.

Creatures without these notes cannot wear saddles or horseshoes.

I *think* this is all about magic items still, but it would be good to be sure.

As a side note, using this list as a way to say which creatures need exotic mundane saddles sounds like a good idea to me.

Grand Lodge **** Venture-Agent, Utah—Lehi

Based on this, a Tyrannosaurus can't wear a magic saddle. I think that's clear. Does that ruling also extend to mundane saddles? If so, are there consequences for not being able to wear a mundane saddle for a potential rider?

Grand Lodge

I have several different clerics in PFS:

* A midrange Cleric of Shelyn (Love/Defense) that sometimes engages in melee and sometimes just stays back and casts spells or channels. She's gotten fantastic use out of Calm Emotions.

* A dedicated casting cleric of Sarenrae (Fire/Restoration) that is utterly useless in melee but it about to start using Shield Other and Holy Smite and loves casting Fireball.

* A battle cleric of Cayden Cailean (Frenzy/Travel) who mostly just stabs things. I always make sure to pack around a copy of Remove Fear with him. <Insert complaint about Cayden Cailean's domains being all wrong>

I love them all, so it's hard to pick. To me, the joy of the Cleric class is picking domains and spells to play into the flavor of your chosen deity, especially so if the combination of domains works into something special. The class needs 4+ skills something fierce though.

Grand Lodge

To me, cold weather gear DOES equal protection for the purposes of cold environmental damage, and fairly clearly so. Rysky even quoted one of the relevant passages:

In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

* Unprotected characters need to make Fortitude saves once every 10 minutes

* Characters wearing cold weather outfits only need to check once per hour for cold and exposure damage.
* Clearly, then, people in cold weather outfits aren't unprotected since they don't have to make checks every 10 minutes
* I consider cold weather gear to grant protection since the characters aren't unprotected.
* Thus, protection doesn't negate the checks every 10 minutes entirely. It instead changes it to 1 hour checks.
* If there was some other available definition of protected for this section of the rules, I would go with that. There isn't. So I extend the ruling that cold weather gear grants protection from exposure to the higher and lower temperature bands as well.

Literal reading does not necessarily equate to good textual interpretation. You can't read protection out of the section by saying it is never defined and just giving up on it.

I think the nonlethal damage being dealt in this section is also cold damage. Not as clearly so, but clear enough for me.

Grand Lodge

666bender wrote:


missing rules:
1. if mount move - will the rider AND the mount BOTH trigger attack of opportunity?
1.B if mount or rider have a special feat not to provoke (grace spell, spring attack, etc) will BOTH be protected or just the one with the ability?
2. if mount have spring attack, is it 1 or 2 moves ? (for casting \ using archery minus).
3. if both mount and rider have spring attacks, can both move-attack-move?
4. ride by attacks - cant work if the closest route.... as closest = bumped into the foe.
5. as both charge - and if rider have reach can rider attack, than mount move a bit closer, and mount attack?

SlimGauge wrote:

1. Yes, as both are performing the same provocation (assumed to be leaving a threatened square)

1.b Depends on the exact feat, but probably only the one with the ability
2. Spring attack is a special full-round action that happens to include some movement. Ask your GM.
3. Why would that not work ?
4. Using ride-by requires GM adjustment
5. Unclear, ask again later (magic 8 ball response)

Quoting both 666bender and SlimGauge here to focus in on a question I've had for a while relating to their 1 & 1b.

I fully agree with SlimGauge's answer on question 1. If there isn't any effect going on that protects from opportunity attacks, both the mount and the rider will provoke. Though I've never seen a GM allow a single creature to attack both before and wouldn't do so myself, I'd have a hard time coming up with a reason why they couldn't (provided Combat Reflexes of course).

1b I'm much less sure about. I think there are a couple of ways to think about this situation. I'll two examples: a Spring Attacking mount and a mount performing a full withdrawal. Assume that 5' steps are off the table and that the rider is not dismounting.

Interpretation 1: There is nothing that can be done in terms of simple movement to protect the rider from an attack of opportunity. The rider clearly moves out of a threatened square and will provoke. My objection to this is why I included a full withdrawal as an example activity. Are we sure we can say this?

Interpretation 2: The rider can leave the threatened square but only if they both perform the same action. If the rider also has Spring Attack, they can Spring Attack along with their mount. If they full withdrawal along with their mount, they can also leave the square safely. My objection to this returns to SlimGauge's answer for the #3 question: I contest the notion that both creatures can take full-round actions at the same time. They definitely can do this while charging, so I can't laugh the suggestion off completely, but I currently view that rule as an exception. This might be the cleanest solution overall if it works, though.

Interpretation 3: The mount's mode of movement protects the rider if it protects itself. There is little to no rules support for this option, which is my primary objection to it. I imagine that this gets applied all the time by players though in the full withdrawal case.

The Spring Attack case makes it easy to say "yes provoke" while the full withdrawal case makes it hard. I can't see why they both wouldn't have the same answer, though.

For the record, I think the answer to #2 is super clear. Spring Attack only provides one movement as part of the full round action. One movement speed is one movement.

Grand Lodge **** Venture-Agent, Utah—Lehi

3 people marked this as a favorite.

My perspective is that from season 4 and after, but I've never seen the Shadow Lodge actually live up to their ideals. So for me it is a bit hard to see why people think they are missing anything. I'll make an effort anyway.

As far as I can tell, Shadow Lodge players got faction missions starting in season 3. This is after the other-Shadow Lodge went all Murder-Death-Kill on the Society, and for existing players it must have felt like the faction was reforming itself. If there is any indication that the Shadow Lodge ever did care about the Society, it exists in those faction missions. I'm not aware of any actual scenarios that ever displayed the Shadow Lodge doing its work.

By the end of season 4, however, Grandmaster Torch went crazy on the Society and the faction missions were no longer published.

From the perspective of a season 3 player:
* Shadow Lodge went completely crazy in season 2. There is nothing good about what they were trying to do.
* I joined the Shadow Lodge in season 3 and we did a lot of good work keeping the Decemvirate in check.
* Scenario writers went bonkers on me in season 4 and my faction leader betrayed the Society.
* My basic idea of the Shadow Lodge plotline is Bad -> Good -> Betrayed.

From the perspective of a post-season 4 player:
* Shadow Lodge went completely crazy in season 2. There is nothing good about what they were trying to do.
* I only play the old faction missions if the GM decides to include them (rarely if ever) and I'm not in the Shadow Lodge, so I don't see them doing anything worthwhile.
* I can barely tell the difference between the very small time period when the Shadow Lodge was an actual thing for players and the smaller but more prominent period when the Shadow Lodge was trying to kill us.
* Even if I do see the Shadow Lodge's efforts to protect Society members (I'm GMing an older scenario and I happen to read their faction mission) I have no emotional attachment. If anything, any "caring" that Torch does about Society members seems disingenuous given his later history. Since I learned the later history first, it colors everything I see of him during the good period & it doesn't really seem good at all.
* My basic idea of the Shadow Lodge plotline is Bad -> Still-Bad-But-Not-Currently-Murdering-Pathfinders -> Betrayed.

Now that I've written it all out, I think I did a better job of explaining my own point of view than trying to understand that of the Shadow Lodge players. Hopefully there is still some value added though. If my view of the matter is mostly accurate, I can't imagine us ever getting to the point where there would be a big swell of support from the post-season-4 player base for the Shadow Lodge's return.

1 to 50 of 85 << first < prev | 1 | 2 | next > last >>