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![]() I have been digging through some of these vehicle stat blocks in the Gamemastery Guide [begins on pg. 177] and some in the Lost Omens Grand Bazaar [begins on pg. 76] and have noticed that the Immunities listed are different for several of a common type. For example the Rowboat & Galley from the GMG lists "Critical Hits, Object Immunities, & Precision Damage", but the Cutter from the LOGB lists only "Object Immunities". Have ships somehow lost the immunities to crits and precision damage at some point while I was not paying attention or is this a typo/error and should be corrected in one book or another? ![]()
![]() 25speedforseaweedleshy wrote:
I agree, Rowboats should be able to fit on Sailing Ships since they are so much smaller. Here is what I found in the Skulls & Shackles Player Guide: Skulls & Shackles Player Guide wrote: This stat block can be used to represent any of a number small open boats propelled by oars, such as dinghies, dories, skiffs, and wherries. I take by this sentence that numerous small craft can use the same one presented there - and by extension the one in the 2E GMG - for small boats that are used as lifeboats on larger sea-going ships. The new stat blocks still do not list a carrying capacity that I can find anywhere. ![]()
![]() YuriP wrote: It's GM feat but I think the easy way to determine a vehicle's bulk is it own capacity. So a wagons bulk is same of it's own capacity as bulk at minimum and GM could add some extra bulk based on it's size using Creature Bulk's table but if it has cargo ignore such cargo bulk. But there's no official solution for this it's just my suggestion. But Vehicles do not have a capacity listed. There is only the blurb in the GMG [pg 174] which states that the amount of Bulk a draft horse can pull is about 100 consistently throughout the day. So unless the pulled vehicle has some other listed capacity, it is based on the number of creatures pulling it. In the case of a horse, it's 100 Bulk if one horse pulls or 200 if two pull. Waterborne vehicles are even a little more confusing because the are noted to "typically hold upwards of 1,000 Bulk". That means, short of adjudication by the DM differently, a Rowboat can carry the same amount as a Galley. I have not yet seen a vehicle stat block that lists a capacity, but would be grateful if you could point out where I missed this. ![]()
![]() Sorry it has taken me so long to respond to this - :) I have been doing some comparisons between PF1E and PF2E since my home game is moving into a phase where the PCs have the option to be travelling by water a bit and I need to expand the number and types of waterborne craft available. I would suggest that having too few crew or pullers [horses and the like] not completely stop all movement of the vehicles. Many of the ships can move by wind power and their movement speed is such that even a drastic reduction has some benefit. Maybe if the crew compliment is less than needed but not significantly so, apply a -2 penalty to Piloting checks but the speed is unaffected. a more drastic reduction [say 3/4 or 1/2 of the required crew or pullers] reduces the speed by 1/2 and adds another -2 to the penalty to a total of -4 to the Piloting check. If the crew are drastically reduced [say down to 1/4 that needed] the Speed drops to 5 feet and the Piloting check is reduced by another -4 for a total of -8. I know it is not possible to have 1/4 of a required 2 Large Creatures like that for the Wagon, so in those cases once the last horse stops [is killed, teleports away, whatever] then the wagon would be stuck in place unless gravity or some other force was enacted on it. ![]()
![]() Please pardon me while I Necro this thread - lol I am pretty sure it is possible to do so but the only real issue you'll have is estimating the Bulk value of the smaller vehicle. Say you are planning on having wagons boomed into the hold of a large Galley. The GMG [on page 174] says that a ship can hold upward of 1,000 Bulk but nowhere that I know does it say how much Bulk a vehicle is. Given that Bulk is not only the weight of an item, but also its size and general awkwardness I feel it might be good to compare the relative size of the wagons compared to the ship [10Lx10Wx7H vs 130Lx20Wx25H - GMG pp. 178-179]. With these numbers in mind I think you could likely stack 4 or 5 of them inside the ship. It would be something like 3 in the bottom hold and maybe 2 on the upper hold. Going full-out by removing a life raft/dinghy and storing on the deck too, would possibly garner an extra wagon or two if the DM is generous. If your vehicles differ from mine, just use what you think will work and run with it. ![]()
![]() I found an error in the Archetypes section of the CRB: Page: 224 Description: in the Divine Breadth feat, the last sentence says - "Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest druid spell slots." I assume it should be: "Increase the spell slots you gain from cleric archetype feats by 1 for each spell level other than your two highest cleric spell slots." ![]()
![]() Sorry to Necro this thread, but another thread on this topic stated that they had contacted Mark Seifter, one of the Lead Designers about this. He indicated that all creatures are assumed to have normal sight unless specifically noted otherwise. {Black Pudding is mentioned as an example: Perception +9; motion sense 60 feet, no vision} I guess giving the creatures Tremorsense allows them to do their thing even in a zone of absolute darkness. Thoughts? Nifty ![]()
![]() I hate to break in late to this topic peoples, but as I interpret the rules, a poison is not, strictly speaking, a "persistent damage condition". I mean, I realize that it does persistent damage assuming it has a duration, but it is not a condition per se. That said: I think there is good cause to count poison as "ticking" at the end of the afflicted's turn due to the rest of the paragraph Sibelius Eos Own quoted from the CRB, pg. 455 about Durations: CRB pg. 455 wrote:
Nifty ![]()
![]() Sorry for applying my necromancy to this thread, but I was curious about others' take on another "multiple exposure" of poisons. For example: If a creature walks into a poisonous cloud and fails the save starting the clock on the poison's activities [either the Onset and/or entering Stage 1 of the effect]. What are your opinions if the creature does not immediately move out of the poisonous cloud either by design or inability to do so and as a result is still inside the cloud at the beginning of its next turn? Does this in your collective opinion count as a multiple exposure by remaining in the cloud for another round? Thank you all for your time. Nifty ![]()
![]() Please excuse me while I get my Somatic, Material and Verbal components correct to cast Raise Thread... lol I wanted to point out that it is also possible to use the fast advancement speed (800xp) to level the group faster and possibly account for missing parts of the XP needed to hit the full 1,000xp. Another thing I have noticed about my attempts to run this adventure is that the Hazards give a set of XP that does not look like they are accounted for completely in the write-up. For example: Spoiler:
In Hallod's Hideout, we are given a 30xp award to give the group for bypassing two of the hazards early on, but nothing is said about more hazards encountered later on/ All-in-all, I think doing milestone levelling will be the easiest for DMs who are running this adventure. YMMV Nifty ![]()
![]() I am looking back on my last game where we left off at the attack by the Bloodseekers [Stirges] and I am curious about how you ran it. Spoiler:
This concerns the presence of the Mayor, Targen, for the fight.
Presumably the Mayor is out in front, being pushed by one of the PCs as they collectively approach the Old Shrine. Since the Bloodseekers attack as soon as they perceive the party they could reasonably reach Targen first. My group split up and there were only two there for the fight so it was a target rich environment for the baddies. Just curious... thanks, Nifty ![]()
![]() casting Raise Thread here - please bear with me..... Say I have a party together and we are sent to apprehend a known criminal and return him to justice. The criminal utters the ubiquitous "You'll never take me alive!!!" We, the group, set to chastising the criminal but want to knock him out with non-lethal damage at the last. How can we know when he is on his last legs where the damage can be changed to non-lethal? What are your collective ideas for making this happen? Personally I like the idea that if any part of the damage a creature takes is non-lethal, and by assumption it is not immune to such, the final blow, regardless to weapon trait would knock them out and not kill them. Thoughts? Thanks, Nifty ![]()
![]() logsig wrote:
I can see this point too logsig, but I seem to recall somewhere the adventure mentions that the animals specifically attack the wagon/cover to get at the items inside and the druids or their companions specifically attack the animals and wagon/cover. I've also done some research concerning attacking objects and it appears they are tied to attacking Hazards. To that end I have squint-eyed some stats for the cover and wagon to facilitate the encounter at the end of this week. Have a look-see: Cover Statistics: AC: 13 Fort: +4 Ref: +4
Wagon Statistics: AC: 14 Fort: +9 Ref: +5
Thanks, NiftyB ![]()
![]() Nifty Butterfinger wrote:
On a secondary review of Hazards, it appears they indicate an immunity to critical hits as well as the normal Object Immunities and precision damage, so my thinking is that normal objects would too be immune to critical hits. Other thoughts? Thanks, NiftyB ![]()
![]() Pepor wrote:
I think these were left off inadvertently or maybe the list was not so long at the time it was created since Confused is clearly a Mental trait and Blinded/Dazzled only applies to creature/objects that "see" somehow. Clumsy applies the same except that most common objects do not move of their own accord. On to other topics, I think the best way to handle this is to assign the object an AC like the Hazards they are often lumped in with when referencing damaging objects: CRB wrote:
(pg. 521) A review of the sundry Hazards in that section of the book shows several different AC amounts given. The general rule seems to be that the AC DC goes up for Hazard Level and possibly adjusts for size Thoughts? Thanks NiftyB ![]()
![]() How did some of the rest of you handle the Riding Horses where the CRB says (pg 294 - under the Animals heading) that normal animals in combat become Frightened 4 and fleeing as long as they are Frightened? I'm planning on running this in a week or so and would like to hear some of your experiences. Thanks, NiftyB ![]()
![]() I cannot imagine that there are DM's out there who are so nit-picky as to rule that there are no items laying about that would not allow this cantrip to work every time. The only situation where this might be a possibility is an area that is perpetually cleaned by a persnickety entity of a "Rain Man" OCD caliber and is described in such a way that a signal is given to the players that this cantrip may not work reliably. NiftyB ![]()
![]() Aratorin wrote:
I was making my statements from the opinion that no "Take Cover" action was used by the creature seeking such elevated levels of protection such as the archer standing behind the arrow slit and plying their bows to great effect. they would benefit from Greater Cover automatically by virtue of the construction of their surroundings. If they used the "take cover" action they would be effectively
..I do what I want.. lol NiftyB ![]()
![]() From my perspective, Greater Cover would be akin to targeting someone standing behind an arrow slit or other equally small opening (i.e. sliding speakeasy door window, jailer's window, or very closely-spaced iron bars in a iron wall [about 1/2" apart]) Greater Cover should be difficult to obtain in normal circumstances, IMHO. NiftyB ![]()
![]() Kelseus wrote: my question is what damage does it deal? is it for the single action casting or double action casting? 3d8 vs 3d8+24 is a big difference and the feat language itself doesn't really say. So this is a 3rd level of the spell being expended with the Channel Smite? So this is a 5th level character performing this action since only a 5th level character can cast 3rd level spells, correct? I wouldn't think a 2-action feat would allow a single-action weapon Strike and a 2-action version spell to be expended. Barring some sort of official change to the RAW, I'd rule it was the single-action expenditure of the spell NiftyB ![]()
![]() The Gleeful Grognard wrote:
I would gently remind you that a shield IS a weapon. It is listed in the weapons section along with a shield boss and shield spikes. NiftyB ![]()
![]() Goldryno wrote: ...One of these actions must be a successful command an animal check. The other two are then able to be used by the rider to tell the mount what to do or to act himself. This is incorrect as I understand it - the rider of a normal mount must use Command an Animal each time he wants the mount to do something - want it to Stride three times, then use Command an Animal three times with no extra actions left for either the mount or the rider NiftyB ![]()
![]() It is my understanding that you have to issue as many commands to the non-minion animal as you want it to undertake as illustrated in the Command an Animal action as part of the Nature Skill: Command an Animal wrote:
This paragraph forms the basis of my understanding of how this is supposed to work. NiftyB ![]()
![]() Ascalaphus wrote:
I can certainly see this, but definitely put me in the category of "uses shield to block". My fighter [Tank] feels that it is worth 5 extra hp every time he is hit and his shield is not broken. I've considered carrying an extra steel shield for this very purpose. NiftyB ![]()
![]() Velisruna wrote:
A recent errata changed the +2 bonus cap to +3 NiftyB ![]()
![]() Anne Archer wrote:
I don't think this is correct. The first paragraph of the Animal Companions & Familiars section (pg. 214) says that animal companions gain 2 actions when you expend one action to Command an Animal. Support is a single action activity and without the master/mistress expending the action to Command an Animal to begin with, the companion would not have the 2 actions to use at all. If this is modified from another section of the book, I am not aware of it and encourage you to show me the error of my ways. NiftyB ![]()
![]() Unless I am missing something in the description given here the NPC rider would have to use Command an Animal to successfully control the mount and then he/she/it would have to give all of its action to having the mount Stride three times where the PC with a Horse Animal Companion would use one to activate the companion and would still have 2 more for other things [attacking the NPC, holding on for dear life, etc.] while the companion would gain 2 actions of its own to presumably Stride twice. I realize this does not help with the sheer speed differential, but potentially the flubbing of a Command Animal check by the NPC could be the linchpin that pulls it all together? NiftyB ![]()
![]() beowulf99 wrote:
You two are funny..lol back to the OP's question: Keep in mind that there are shields and then there are SHIELDS! Imagine, if you would, being strapped to the Supreme Sturdy Shield (Hardness: 20, HP: 160, BT: 80) [CRB pg. 588] Also imagine, the possibility of creating a Supremely Indestructible Sturdy Shield at a later date in this game. This assumes more instances of adding two different magic items together (Indestructible Shield & Sturdy Shield) are allowed/house ruled. NiftyB ![]()
![]() RealAlchemy wrote:
I have also checked the 1E Gods & Magic and it specifically states that Razmir is not a god so I suppose I should have checked first. With that being definitively stated,I guess it stands to reason that his "priests" would not be actual Clerics NiftyB ![]()
![]() I am just now seeing this. Does the current Supply List mean that Snow Shoes/Skis and sled are not needed anymore or are they provided by the VC? If they are not needed how is it justified that the group travels 200 miles in a 4-day span, on foot, in the snow and other rough terrain? Thank you all for your advice. NiftyB ![]()
![]() The Dire GM wrote:
You raise a good point with this but I wonder if Harsus was made the way he was in the new 2E mindset for creating bad guys. I am pretty sure Harsus is a priest of Razmir so him having the Domain spell is completely appropriate. Maybe it was left off accidentally? I just checked a few of his other spells and it appears he has the spells of a Wizard, so maybe Priests of Razmir don't necessarily have to be Clerics and the inclusion of the Domain Spell is more confusing than I initially though. I think the cantrips will need to be heightened like you mentioned but it would be nice to have a reminder for DM's to do that "math" as they are running the adventure. Maybe a superscript note or something to at least draw attention to that fact? ![]()
![]() Allen Snyder wrote:
I think this is a copy/paste error, but you are correct there are no Rebel Brutes in low tier so I plan to ignore the tactics for the Brutes and have the Rebels try to get as high as possible to use their ranged attacks. Since Harsus' plan is to escape in either tier, if things so south for him, I'll have him use Invisibility and his Stealth to get away and once he is safely out of the combat area, he will use Illusory Disguise to appear like a common soldier and walk calmly away. His future plans will involve spreading more "Peace & Prosperity" of the Razmiran faith. In low tier, I guess he will have to rely on Sudden Shift to try to get away. ![]()
![]() I'm a little confused about how the PC's are supposed to perceive the Quagmire/Treacherous Quagmire. Is is assumed that the hazards are hiding using their Stealth bonus and the PC's that are Seeking during Exploration Mode get a secret check to notice it? This seems to be the best way to run it unless I am missing something. If someone has spotted the Hazard, to what end would they go to the trouble to Disable it? If a group were making their way through the area where this Hazard was located and the person(s) who were Seeking missed it on their secret checks would everyone fall victim to the Hazard or would the first person in marching order fall in and everyone else immediately stop moving [assumes a single file]? ...or would you use the marching order and arrange it so that the first in a line/area fell in? Thanks for the advice in advance! Nifty ![]()
![]() The Concealed condition (CRB, pg. 618) indicates that you can still be observed [seen] but are harder to target. To do so requires a DC 5 Flat Check. The condition does not indicate that Precision damage is affected one way or another and this leads me to think it works normally - other than have a Flat Check to see if you hit them at all or not. Thoughts? Nifty ![]()
![]() Yoshua wrote:
Yoshua, What digital organizer do you use? I use Realm Works for mine and being able to post a picture to my players of the monster/map/what-have-you has been great ![]()
![]() Unikatze wrote:
Unikatze, can you give me a description of how you would use these cards? I'm having difficulty in envisioning the purpose you would put them to and I assume this is just a deficiency on my part. Thanks, Nifty ![]()
![]() Vic Wertz wrote: We don't offer PDFs of our card products. What is the thinking behind this business decision? I would think that if you priced the PDF near the price point of the cards themselves, you would likely be ahead. Myself, I buy the PDF as a cheaper way to see if I can actually use the product and if I find I can use it, I buy the hardcopy product too. ![]()
![]() Laran wrote:
Laran, thanks for these, but to my american eyes the weights don't mean much without conversion. I went ahead and did the maths for those of us who need it. Nifty |