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I have searched and searched but cannot find where the rules say only the last strike/hit which is non-lethal counts. Can you give me chapter and verse of where that idea/rule is presented in the game please?
well your wrong for 2e. "In most cases, Small or Medium creatures can wield a Large weapon, though it’s unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures." pg. 295 core which is why I don't understand titan mauler in 2e.
It's my understanding that the benefit for Giant Instinct Barbarians is that their rage provides greater damage (i.e. +6 vs. +2) while using the over-sized weapon
My question is does the weapon not gain a damage increase for being a large-sized variety of the base? From the rules in the equipment section of the CRB ("Increasing Die Size", pg. 279) it appears that there is a maximum damage type for any weapon, that being a d12.
I thought I had found an inconsistency because there are some giants in the MM1 (2nd Ed Bestiary - but MM1 resonates with my brain better - stick with me here - lol) whose large-sized weapon used 2d12 as opposed to the 1d12 but then I had to remember these pesky new-fangled "striking" runes do just that - they double the damage dice.
Does anyone have any information where the size increases to weapon damage actually goes above the d12?
Where is the best place to post errors in the product (like referenced page numbers in the 2E CRB being off)? I realize this is a published product but maybe an errata sheet or changes to the PDF to limit the confusion this might create.
Also, one of the monsters is referencing the PF Bestiary 6. Is this an error or should we have to have 1E books to run this AP?
I'm playing at being a necromancer today and do hereby resurrect this thread from the dead in order to ask the following questions:
1. What is the current [Aug 2018] state of using Realm Works/Hero Lab with the various VTTs out there?
2. Where does Paizo stand on selling content for Realm Works?
I ask these here because I just recently re-discovered my Realm Works program and am not up to speed on the most current developments
I forgot to answer your question,
The players will know about the inclusion of Mythic opportunities from the get-go and that they will be very difficult.
For the starting adventure, I plan on it being the very last thing they can do on the Shiv prior to being rescued - at least until after they defeat/drive off the BBEG. On the others, I feel in the latter 1/3 of the adventure is the appropriate place to put them.
I am thinking about slowing the leveling progression to the Advancement Track recommendation minus 1. This will keep the work of advancing critters to a minimum.
My hope is to have a challenge available for the group for each installment of the game with the headless god Ydersius being the final mythic challenge IF and only if the group pursue the mythic challenges of their own volition. I won't sit them in front of their path but I thought to use what ideas can come from this excellent and auspicious player base to make the discovery greater.
Thanks Tacticslion, I look forward to hearing back from you.
I do hereby Necro this posting for the sum reason of answering my questions. Do so to my satisfaction and you may return to your slumbers!
On the Topic of Mythic:
My players are intrigued with the Mythic Adventures which recently dropped and I am not inclined to hand them anything like the power of Mythic for which they have not worked. I was considering having the pictographs in the temple to Zura make references to an entombed champion of the serpent folk which they had plans to unearth and use in some pleasant debauchery, but the events of Earthfall made this plan null and void.
Fast-forward to present day Golarion and the PCs have a Mythic creature to earn their "wings" on by slaying it and taking its mythic power for themselves. I think the encounter should be hard and will warn them ahead of time that challenges like these will have to be searched out and will push them to prove their worthiness.
Do any of you have any thoughts about how best to make this event the most "mythical" it can be and any ideas about the "champion" itself? I had a Degenerate Serpent Folk in mind initially and now I am not 100% certain. I'll do the Advancement Track instead of XP so they'll be APL4 while I was interested in pushing a CR7+ or CR8 at them.
Thanks in advance...
Craig123, your math seems to be coming up pretty much right on, but some of the terms used are a little off. (You may ask why even bother bringing it up and the answer is: because some of these bonuses are specifically named and as a result do not always stack with another bonus of the same name)
So the longsword to hit modifier is indeed +5 and he rolls 1d6+3 damage should the roll be high enough to hit his enemy. Should he use the weapon in two hands, the damage becomes 1d6+4 because he gets his STR modifier x 1.5 (remember to round down when multiplying) as a damage bonus instead of +3.
The shortbow to hit modifier is +4 and he rolls 1d4 for damage. Should he begin using a composite shortbow, he could begin to take advantage of his higher Strength. Read the rules about Composite bows carefully because there are a few issues with having one and then getting your STR damaged or drained.
You do not normally add DEX bonuses to shortbow attacks.
Hope this helps,
What is your Average Party Level (APL)? How many critters of this CR are you dealing with? How many encounters are you having in a given game day?
All of these can be factors that make your games easier/harder.
Let's say your party of 4 are all level 10 so your APL is 10. If you have 1 or 2 encounters with a single CR10 monster each time, you probably will stomp through most encounters easily. If you start having 5-8 encounters of multiple monsters that equal out to a CR10 encounter, you will find that the latter 2-4 are very tough because you have used up much of your resources for the day.
There can be other mitigating factors, but these are common reasons that the encounters seem easy.
I also think it depends largely on what the background of this critter is hiding in:
Is the Assassin Vine hiding among a mass of other, normal vines? If so and the Assassin Vine remains still (depending on the result of another Stealth check), I don't think the PCs should auto-spot it. They would have to take the Move action to try (maybe even do so twice in their turn for the round).
Is the Assassin Vine simply hanging by itself against some bare rocks then it would be pretty easy for a highly perceptive party member to point out what they suspect is an enemy ("Hey, that vine just moved! Right there, the vine on the rock! It moved!!"). Depending on how the PC has been roleplayed, the others may just think he is pranking them, but they could see it - even if they failed their Perception check.
Again, adding distance & darkness to the mix would alter this by each PCs vision & Perception rolls.
I could live with this too.
Oh, but as the DM, I can, indeed apply that rule. From my perspective, that is a continuous item that has been modified to have charges per day. For this reason Footnote #2 can and does apply, but I decided the price was too high for what the item did. This was my judgement call as is my purview as arbiter in my campaign.
I see this as an error in thinking because the wondrous item you are talking about falls under the footnote #3 where it says:
An item that does not take up one of the spaces on a body costs double
Happy to be of assistance :)
I think you got a little off base with the rules you are talking about on #4. That footnote is referring to spell component costs which was never mentioned in my response to your original post, but that is okay, Cure Light Wounds has no material component, costly or otherwise, so that rule has no bearing here.
We'll just have to agree to disagree about how we price things the players come up with in our own campaigns. Nothing you'll say will convince me that the way I would do it is wrong, just as I would never even attempt to say your way is wrong either. I believe in the purview of the DM - must be the old school in me. Ha ha!
One thing I didn't mention is that in our games we do not allow PCs to reduce the price of things that are clearly not disadvantageous for them to use. If they want to take a reduction in cost, they have to make it harder for them to actually use the item. Like making an item that can only be used by a class they are not and thus requiring an UMD check to activate it.
Tata for now!
I think you might have stopped too soon on the table (15-29 of the CRB, pg. 550) in pricing the item.
I agree with your assessment that this is a "use-activated or continuous" time since the user has to use the Heal skill to make sure it is rubbed in thoroughly (hence warranting the 10% reduction in price). This give the item a base price of 2,000gp.
From here we must look at the footnote #2. This spell (Cure Light Wounds) has a duration that is shorter than round/level and the shorter the duration, the more the items seem to cost. There is no duration shorter than rounds on the list, but I would either just use the rounds adjustment and multiply by 4 or even extrapolate that durations shorter than rounds get a x8 multiplier. For my example I'll stick with x4 and increase the cost of the item to 8,000gp.
From here we jump down to the somewhat confusing Charges section. This item contains 5 charges and according to the writing you are to divide the price by a number equal to (5 divided by the number of charges or "5" in this case). The result of this is you are dividing by 5/5 or 1, so no change in the price. If the charges were 10/day then you would divide by 5/10 or 1/2. In math, when you divide by a fraction, it is the same as multiplying by the inverse of the fraction (10/5 or 2/1 or 2 in this case). I only wrote about this section to clear up the math error Pupsocket was having and to say it is a common one people run into sometimes.
After this, you run into the fact that this wondrous item has no space limitation and must multiply the total by 2 which brings us to 16,000gp. Looking at this I am thinking this price is a bit much for an item whose only effect is to give an application of CLW, 5 times a day and one who you have to use the Heal skill to utilize. The use outside of combat I would probably ignore and just require that each charge takes 1 full minute to properly rub in. This will effectively make it unusable in combat, but if someone really wanted to, they could stand there for 10 rounds working this balm into the wounded person's skin as battle rages all around.
So let's take out the x4 requirement for the short duration (I suspect many of you disagreed with my assumption anyway, but that is of no concern - I was asked how I would rule) and the price drops to 4,000gp which is further modified by a 10% reduction due to the skill requirement making the total price 3,600gp and 1,800gp to craft. This seems appropriate to me because what if a PC decided to have 4 or 5 of these made and hand them out to his henchmen whose only job is to stand there during combat and rub the ointment into his/her wounds? Or the same PC uses the ointments to keep himself/herself fully healed between battles?
In any case, that is how I would rule it.
My group and I are a bunch of old curmudgeons who have played since the original pamphlets came out. Over the years we have developed, tossed and even forgotten reams of house rules. The list that follows are what currently fill the ToHR (Tome of House Rules)
- I am the DM and I reserve to right to enforce or throw out any of the "rules" as I see fit depending on the demands of my campaign. Generally I default to RAW.
There are many others, but this is enough for now.
..."Good > Lawful, every day" is rubbish...
.. is rubbish, er.. I mean .. is garbage.
The sole reason for being a Paladin is to be Good. To do this you follow the moral codes set down by one's deity and you are Lawful about following them. The rules of Man (or Elf, Dwarf, Orc, etc.), where they do not coincide with that of your deity are not true laws and need not be followed. Where they are in lock-step with that great codified work you embody, there is no higher truth.
This is true for each of the Paladin orders in any game world and illustrates the complexity of personal and organizational point-of-view.
To hold Lawfulness above that of Goodness beholdens the Paladin to every whimsical "law" which might be passed in the area he/she/it happens to be traveling through at the time. Imagine a Paladin traveling through a nation where it was illegal to be a member of the Church of Sarenrae and he happens to run across a small cabal of said Sarenrae priests hidden away. By the Law, he/she/it would be required by the alignment strictures to turn these criminals in to the proper authorities. Even if by doing so he/she/it would be indirectly causing the death of these people.
So, I posit that Good is superior to Law in the LG alignment requirement of the Paladinhood. Defending life (good) is one of the highest callings of these people, protecting the property rights (law) is less so.
Just my 2cp
these others have all touched on some good advice. my group is going through Carrion Crown and we play every other weekend for about 8-10 hours each session. We are older gamers and tend to be sticklers for the precise wording of the rules. We realize this slows us down (not counting the normal delay that age throws in there too) but want to make sure that we are using the RAW.
To combat some of our pace issues we have also developed a few things that help mitigate this slowness. They are:
Hope these help somewhat.
I don't think the OP gave us enough information. I have a few questions before I would be able to accurately adjudicate this myself:
I think a lot of these things (and others I cannot currently think of, certainly) are needed to understand the actual situation. Looking at what I do know:
The Paladin was part of a group who were battling a cult and as an extension of this understanding, I must presume that the cult was doing bad/evil things. He or she was justified in doing this.
I must say that I feel the Paladin did indeed violate his or her code (the Leader was definitely bad or evil and releasing this individual is the opposite of punishing evil). Is it worthy of defrocking? Probably not if the DM does not want to be seen as a hard-liner (I'm not even that hard on Paladins - I would probably just refuse the use of the Smite ability until the Paladin role-played some serious penance after question to recapture the Leader). Is it worthy of a strong talking-to by the Paladin's order? Absolutely!
I hope I helped some!
let's see.. fun/challenging combat scenario with the houserules you use:
how about being attacked in an area of difficult terrain by polearm specialists who are not hindered by the terrain itself... or maybe druids in an area of heavy undergrowth PROTECTED by the polearm specialists!
The druids can cast their distance spells and should the melee types move to attack them, the polearm guys use trips and disarms to keep them at bay. Add in Protection from Arrows from a friendly local Witchdoctor and voila! fun/challenging!
also, in the area of combat combos and tactics you can use the following to make the PC's work for it:
One creature focuses on disarming front-line PCs and/or trips the tank to keep him prone. Takes AoO to keep him/her/it on the ground
Use a cleric-type to augment your tank with Shield Other spell and healing to make the hp last and last and last
Make liberal use of Teamwork feats and leave notes to remind yourself to use them!
While using crossbowmen, make sure they have 1 or 2 re-loaders each so they can fire the heavy things each round - bonus points for putting them in a difficult to reach location where the crossbowmen can have some cover (like the trees in the forest section - or heavy undergrowth in chapter 13 of the CRB)
Make the healer invisible and that way he/she/it can heal without ever becoming visible (spell duration not withstanding)
Use low-level sor/wiz mooks with Charm Person Wands. Sure the PCs may have to roll exceptionally low, but at this stage it is a numbers game anyway. Smart players will realize it too and will try to neutralize them as fast as possible. If the mooks have rings of Fire Resistance then there is a reduction to a nominally 50% go-to spell (i.e. Fireball)
Understand that adding terrain and advanced tactics can slow things down some and add to the deadliness. Remember, the PCs are supposed to be heroes and the whole purpose for the game is to make sure everyone around the table has fun. Rolf-stomping mooks is fun for Players but watching their well-loved PC get nickled & dimed into an early grave isn't, but you are smart and know this.
I just wrote it for any who hadn't thought about it or were new.
tonyz wrote some pretty good ones but don't forget some other, more common ones too:
It's raining hard which can provide concealment
It's foggy, which does the same thing
The wind is blowing quite strongly which gives all kinds of problems for archers and small critters - flying can be problematic.
Basically make chapter 13 of the Core Rule Book your study guide to using terrain and weather to liven up your game.
Of course it can choose to just use natural attacks. If it does so, it does not take any penalties to them as it would with a manufactured weapon.
I'd like to remind downlobot that should the Synthesist use the natural attacks of the eidolon as part of a Full Attack action, he would suffer a -5 penalty to each attack.
If the whole decanter could somehow be encased in a device where the sum total of the water was forced into ever-decreasing tubes and allowed to expel to atmosphere the effective force could be increased dramatically The velocity pressure would be larger with the decreased internal diameter of each successive tube.
It would work something like a large-ish pressure washer.