Swamp Barracuda

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I just imagined the sound Chalk can make when writing at a "wrong" angel... Silent indeed :P


You have to pay the cost of the item, so Weapon/Armor cost + masterwork Cost + Enchantment Cost


A low Charisma doenst make you invisible to other, its just that people do not take what you say seriously. I would kick A GM's leg that simply ignores what i say just because i have a low Charisma.

If a character with low charisma have been travlling with a party for an extended period of time, and shown that his plans work over and over again, the Charisma wouldnt affect their realtionship as he does not need to convince the other that its a good idea.

But one you meet for the first time will have a hard time taking you seriosuly for warried reason, be that stuttering, lack of selfesteem, odd behavior etc.

A real life example in my group of friends has to be our compulsive "creative-storyteller", who always have done the same as you when u tell a story, just that he has don it better/bigger/stronger version of it. He sure aint invisible, takes more "space" than most people i know, but do we take what he says seriously? Nope. (He is a rather good GM however as he then uses his Creative storytelling for a Good purpose).


If you have one in Charisma it means you are socially awkward. Whats difficult with Charisma drain is that, at game creation you decide that you low Charisma comes from bad body odour, that you look mentally disabled etc, thats hard to justify when Charisma is drained (you dont usually get ugglier by drained Charisma).

What it might be is that you find yourself unknoingly step into other people comfort zones, standing way to close to people, or overcompensate by standing to far away, touching people at the wrong times etc.

Its hard to coem up with good examples as what we in real life know as Social awkward people probably doesnt have any less than 3 (and they probably suffer from some kind of mental handicap) and most are probably around 5-6.

An axample might be Stephen Hawkings. If you didnt know who he was you would write him off as just another handicapped person, and if he tried to bluff or threaten you, you might laugh at him and walk away, not taking him seriously. Same if he tried to tell you about his ingenious plan. But he is still one of the smartest people on the planet despite his low charisma.


Serpentstone is magical treated Stone, so Reforging is out of the question. And i cant exactly see any useful purposes as a weapon or armor, as it seem to be, sort of, the Serpentfolks version of Wallpaper and Road/street signs.


Noone knows how to make serpentstone anymore, and its only found in the old ruins belonging to the Serpentfolk (which in many cases is more ancient than the Azlanti society).

How much its worth? This is just a wild guess.
Not much in general i think, but to specific collectors it might be worth a couple 1000 gold i guess (although finding said interested parties could be an adventure in itself).


(Someone prob gonna shoot this theory down... See what i did there?! :P )

As the mass of the arrow from a Tiny bow is less, the gravity pull down is maybe less than from a Medium sized arrow.. therefore, it can fly just as far with less force..


If the rules had meant that they could pull/push up to x5 their carrying capacity they would have stated that, not that they can pull or push up to Maximum carrying capacity.

I could see the use of Pull/across town on cobbled and flat street, cause then its only for a very short period of time, but when you start looking at uneven roads with hills and a lot of other hindrances, for eight hours, thats not what the Pull/push rules are meant to deal with, thats where the Carrying capacity comes into play.


That doesnt negat the rest of the example i showed, showing the intention is that they cannot pull more than their max load (and then the animal must be trained to do so, otherwise they can only pull and push their Light Load (as Shown under Handle Animal)).


Notice that in the Ultimate Combat on Wagons it says:

Quote:
Propulsion: 4 Medium creatures or 1 Large creature.

But in the Core Rulebook it say:

Quote:
Wagon: Two horses (or other beast of burden) must draw it.

A heavy Horse (as Horse in Bestiary 1 with advanced templat) has a strength of 20 and as such has a max Heavy Load of 2000 lb.

I assume the one in the Core Rulebook is the same as the light wagon (closest in Price (GP)) and that means with max load on a light wagon the single horse is drawing 1400 lbs (Wagon + Cargo)

A medium wagon is then a total weight of 2400, already exceeding the max weight (and then i calculat that the medium wagon weight as much as a light one.. and that is doubtful... so its probably even more).

I wont even mention the Heavy wagon :P

Had a discussion in another thread that due to the wagon being on wheels he could use the Pull/Push Rules, but i think this is wrong as the following text proves:

First on p.169 Core Rulebook. Last paragraph.

Quote:
A character can generally push or drag along the ground as much as five times his maximum load. Favorable Conditions can double these numbers, and bad circumstances can reduce them by half or more.

Meaning, although if it was possible, a road aren flat, but goes up and down, and as such would make it impossible for a wagon going uphill to pull x5 max carrying capacity.

Second there is the Handle Animal skill, last bulletpoint, p.97 Core Rulebook.

Quote:
Work (DC15): The animal pulls or pushes a medium or heavy load.

That one is pretty clear.

And to further back up that animals dont pull/push more than their Max carrying Capacity, you can look at APG p.187, 5th paragraph, last sentence.

Quote:
Dog Sled:*text*. A dog sled can carry up to the carrying capacity of all the dogs that pull it.


Been looking through the Books the last few days and I find several pointers that shows you are incorrect.

First on p.169 Core Rulebook. Last paragraph.

Quote:
A character can generally push or drag along the ground as much as five times his maximum load. Favorable Conditions can double these numbers, and bad circumstances can reduce them by half or more.

Meaning, although if it was possible, a road aren flat, but goes up and down, and as such would make it impossible for a wagon going uphill to pull x5 max carrying capacity.

Second there is the Handle Animal skill, last bulletpoint, p.97 Core Rulebook.

Quote:
Work (DC15): The animal pulls or pushes a medium or heavy load.

That one is pretty clear.

And to further back up that animals dont pull/push more than their Max carrying Capacity, you can look at APG p.187, 5th paragraph, last sentence.

Quote:
Dog Sled:*text*. A dog sled can carry up to the carrying capacity of all the dogs that pull it.


joeyfixit wrote:


I also addressed the issue that the OP didn't seem to be having fun, which is why I suggested rolling up a new character. Is that unreasonable? Is that metagaming? Well, kind of, but it gets him back on track to having fun, doesn't it?

From what i understood of the OP he didnt have fun because his gm would let him play his character. In essence the GM wont let anyone except the most proficient Improvising Actors play charismatic roles, and everyone else just have to keep hitting stuff with a sword.


There are more than one way to roleplay.

Not every player around a table is comfortable speaking In character. Ive been playing rpg in different version now for 19 years and in that time only about half of the players ive encountered has been comfortable speaking in first person.

The rest state the intention of what they are doing, and roll their skills. Ofcourse just saying "I try to bluff the guard to get inside" isnt enough, i do want to know how he tries to Bluff him, and if he comes up with a real bad idea, i might give a penalty to his Bluff roll, and if he has a great idea i give him a bonus to the bluff, but in the end, it is the Roll that decide.

Bluffing someone is not only about what you say, but how you say it, as well as your body language (and in some instances, even how you dress). And no matter how much role playing you get into around the table, you can never BE your character. Thats why you roll. It represent how well you pull the bluff off.


When casting spells underwater you must succeed at a DC 15 + Spell Level Concentration check.

Is this also the case when you are affected by watherbreathing?


Spoiler:
They managed to fix it. Stone shape x2, one to close the hole leading out into the lake, and one to mold a hole (they made an Engineering roll to make sure they didnt make to large a hole, damaging the dam, and suckin everything out) in the wall facing downriver.

And yes i did plan for the town to be flooded (Washed away) if they didnt figure things out ;)


RAW and RAI says its up to the player each time he level up to decide if he wants to add another base class, another level to an existing base class, or add a level of a prestige class.

You as the GM however can say that you require the player to undergo some sort of training to be able to take the first level of a new class, if it be a Core or Prestige class. I think most people find it strange that a Wizard suddenly know a lot about wearing armor and wielding swords, when he has touched neither in his entire life. But then its very important that you as the gm say so BEFORE you start the Campaign, otherwise the players that has agreed to play with you might feel a bit Screwed over.

Most groups ive played with "handwave" it that they have picked up bits and pieces here and there, and now suddenly puts it all togheter.
Most GMs are usually a bit stricter for Prestige classes however from my experience.

But the Golden Rule is: Its a game and its about having Fun.

If the group find realism and the need to spend time training for a new class to be able to pick it up, run with it, if your group have more fun "handwaving" it, and have more fun playing that way, go with that instead. Its when the GM starts putting restriction never mentioned at the start of the campaign that he will get disapointed and disapering players.


From what i've read your BAB doesnt decrease, but you get a penalty to the roll based on "negative level" so u still have +6/+1 but now roll with a -2 penalty. Same reason Casters dont loose their higher level Spell slots when level drained, but instead casts the spells at a lower Caster Level when determining the effects on the spells.


On a flat, smooth road, ill yeld that it is possible. But once u start to get stuff like Hills, uneven terrain and so on (u know the stuff that usually appear in the wilderness and rural areas) you will start to get a problem. As the Weight is no longer on the wheels, but on you. You will have a hell of a time dragging a cart or wagon that is filled with 5x the weight uphill, but on the bright side, u will probably just (litterally) be a bumb in the road once you try to take the cart/wagon downhill.


And on a separate note, i would really like to see errata on the prices of the different vehicles (Some thread had a developer say the prices in the Core Rulebook was right, but now we have several different version, light - medium - heavy, so would be nice to know the correct pricetag for them).


1 person marked this as FAQ candidate.

Notice that in the Ultimate Combat on Wagons it says:

Quote:
Propulsion: 4 Medium creatures or 1 Large creature.

But in the Core Rulebook it say:

Quote:
Wagon: Two horses (or other beast of burden) must draw it.

A heavy Horse (as Horse in Bestiary 1 with advanced templat) has a strength of 20 and as such has a max Heavy Load of 2000 lb.

I assume the one in the Core Rulebook is the same as the light wagon (closest in Price (GP)) and that means with max load on a light wagon the single horse is drawing 1400 lbs (Wagon + Cargo)

A medium wagon is then a total weight of 2400, already exceeding the max weight (and then i calculat that the medium wagon weight as much as a light one.. and that is doubtful... so its probably even more).

I wont even mention the Heavy wagon :P

Found no errata on this, but to me it seem to be incorrect. Should probably be 2 Large creatures in the statblock, atleast for Medium and Heavy wagons.

And no, Pull/push (x5 max carrying capacity) is just there for those rare occassion where you are pulling/pushing something for a short stretch/period and not meant for extended use.

Could a developer verify that the statblocks are incorrect (or explain to me why they are not).


nerdorking wrote:
I would pretty much follow yukongils advice. If the intent is to jam the lock simply reverse the system. A hit jams it and a miss disables it.

This I Approve :)


lordzack wrote:
I personally don't find them appealing. I prefer goblins to be cunning, using they're wits to overcome they're physical weakness. I'd expect the behavior exhibited from Pathfinder goblins to come from creaturea like gremlins, not goblins.

Cant say you are wrong in interpeting Goblins as such in your games. After all, we each have our own preferences about how monster behave. Some play Dragons as big brutes who live by "might makes right" other play dragons as the schemers and powerplayers behind the curtains.

But in my old games i often found most small races to VERY similar. Goblins, Kobolds, small Fey creatures, gremlins etc., all where using traps, and other sneaky and cunning methods to beat larger opponents, and I found little that distinguished between them beyond appearance. (only small exception was that Kobolds usually revered dragons... but that to became mostly a part of their description because if you put Kobolds with dragons, Kobolds yet again became just Cannonfodder to the players as when they where able to deal with a dragon, kobolds where usually no threat at that point).

What Pathfinder did with Goblins was taking one of the small, uninteresting races and creating something unique, and a race with personality that my players actually remembers, not just cannonfodder to wade through to earn experience. :)


Talynonyx wrote:
KestlerGunner wrote:
IceniQueen wrote:
The woman of England loved Viking men because they did not stink.
I thought English women loved Viking men because they didn't get a choice in the matter? :b
Same thing. Have you smelled an Englishman?

haha, That was hilarious.


Yeah, the Goblins in Pathfinder are great. But i think most who like Pathfinders goblins probably have played the first Adventure of Return of the Runelord, as it really show the personality of the goblins.

Where other systems showed the Goblins as just another Low level cannon fodder enemy, Pathfinder actually showed us how twisted, and hilarious these little monsters are ;)


Looking for the name of a group who hunts werecreatures. I remeber reading about it in one of the books, but i cant find Where. As i remeber it they had rather hidious ways to hurt Were-creatures.

Anyone have the name and page of the book they are in and what they are called?


1 person marked this as a favorite.

Well, Ring of Regeneration is based on the Spell Regeneration, and not on Regeneration (Ex) which has two different effects.

The spell heals damage magically and therefor stops bleeding.

Anyway, i think i'll rule in my group that Regeneretion (Ex) stops all Bleed, even though its not magical healing. Less Book-keeping, and the different examples above suggest Regeneration and Fast Healing effects does stop bleeding.


gbonehead wrote:

Not sure why you'd want to make it that complicated.

The rules say it's stopped by a DC 15 Heal check or any healing. Keep it simple, it'll be far less annoying than "Bleeding is stopped by a DC 15 Heal check or any magical healing, and any fast healing or regeneration slows bleed damage by the amount of the fast healing, and oh yeah we have to figure out how fast healing affects ability bleed, uh, let's say each instance of fast healing slows it by 1 point ... wait, is that per ability or do we choose one at random? Let's say it reduces the bleed damage of the highest ability bleed by one, unless there's a tie and we choose the most "significant" one ... we'll say the order is Con/Dex/Str/Int/Wis/Cha unless you're a sorcerer and then it's Con/Cha/Dex/Str/Int/Wis ... oh and I guess a rogue should be ..."

Please. Keep it simple :)

Hehe, K.I.S.S is always a good rule to follow true. But the rules do not say ANY healing, it says any Magical healing, which per raw Regeneration and Fast healing is not, but from reading entries from different abilities on classes and feats, it strongly suggest RAI is that i does. So since there is no specific rules how Regenereation or Fast healing interact with Bleed, we have to create some ;)

A DC 15 Heal check to stop bleeding i understand, as thats an standard action focused on stopping the bleeding. But does a "passive" ability automatically negate all the Bleed, or does it heal the bleeding, stopping it gradually, just like it would heal HP gradually?

And the scenario with Ability bleeding is moot as neither Regeneration, nor Fast healing heal Str/Dex/Con/Wis/Int/Cha.


Noone have any additional input on my follow up question?


Just have to say this is one of the best Apps on comp for PAthfinder out there in my opinion.

Especially the Spell and feat sections which allows me to look them up within seconds, compared to searching through 2-3 books and finding the right page.


Kthulhu wrote:
NorthJedi wrote:
but it also states "some of the effects, such as bleeding..." and i know no other effect that has to do with bleeding, but Bleed.
I think that most of the rules are written for normal players, not players who nitpick every minor inconsistency and make rulings that blatantly disregard the obvious intentions of the designers based on those minor inconsistencies.

Hehe, true, but we are on a message forum. There is a LOT of people on forums who nitpick every minor inconsistency and blatantly ignore the obvious intent behind the design of abilities ;)

And seeing the rogue ability, im inclined to agree that even Fast healing stops Bleed.

So over to a related Question:
Would ANY amount of Regeneration or Fast Healing stop ALL Bleed? Or would you just decrease the amount of Bleed by the amount the creature have in Fast Healing and Regeneration? So if he has Bleed: 8, and Regeneration (Ex) 5 (Fire/Acid), stop 5 Bleed (and not receive any Regeneration to Hit Point that round/also regenerat 5 Hit Points), or would it stop all 8 points of Bleed and also Regenerate 5 Hit Points?


but it also states "some of the effects, such as bleeding..." and i know no other effect that has to do with bleeding, but Bleed.


Well, if u look at Regeneration, u see its an Extraordinary Ability (Ex).
On Page 554 of the PFCR its say (Ex) is nonmagical. So by RAW (in PFCR) Regeneration doesnt stop Bleed effect.
But the link TriOmegaZero provided points to the designers intend it to be able to stop bleed.

And on the point of Fast Healing, i dont think i would allow that to be able to counter Bleed, as it does not Regenerate Lost limbs etc. (and that to is an (Ex) ability)


Well, that shows that the intention by the designers is that Regeneration also stop bleed. Thanx.


Regneration is an (Ex) ability. So, its not an spell.
And Bleed says it stopped by any Spell that cures Hit Point damage.

So by RAW Regeneration doesnt stop Bleed.

Is this correct or am i missing something.

I did Houserule that Bleed is stopped by Regeneration (as it allows you to attach a limb which then grows back, so any ruptured bloodvesels should be able to be fixed as well by this ability), but i would really like to know if there is any rules supporting this (I am kinda RAW addict ;P )


2 people marked this as a favorite.

Q: How many WotC employes does it take to change a Lightbulb?

A: One, but he changed the Lightbulb long before it burned out.


Well, today my players cleared out Skull's Crossing. But they didnt want to enter the circles, nor did they try to summon anything to place in them. Instead one of them explored the secret door leading out to Storval Deep in area C14... in Beastshape... with no way to manipulate the doors... the answer!? Breaking and entering..

So now they have about 150 feets of stairs filled with water, and the rooms below are flooded as well ofcourse. And the damn is still not operational :P

You just gotta love it when players go off-script ;)


How would u handle someone crafting jewelry, and want to add a 100 GP gem he found into the jewelry. Would u make him pay 33g (1/3rd the price)?

To me it seem rather expensive for a setting for a Gem, but i also understand that poor craftmanship would lessen the value of the jewelry, even if the Gem itself is still worth 100g.

Any suggestions?


I just finished with the first floor of Foxglove Mansion, and I LOVE the haunts, just as the players did (eventually).
The face on the players when only they could see somethying that affected them, and ppl shooting xbow bolts into the air where there was nothing, being strangled by nothoing was priceless.(although for the one being strangled, he felt and could interact with the scarf, wanted to avoid it just feeling like an animated object, and more like a Haunting, Real for the one affected, but nothing happening for the others, not entirely how i understood it should be played, but scarred the crap out of the bard and the other players).

We have played 3.5 for years now and just started playing Pathfinder, and the grp is experienced dungeon crawlers. To encounter something so different from the normal traps, slaughtering monsters, and using their normal skills to get out of trouble, this was something so new and refreshing, something entirely new after been playing RPG for over 10 years, we havent had as much fun in a looooong time.


Power Word Unzip wrote:
Wow, I think this may be the most positive response I've received for any of my fan content to date! Thanks for the ego stroke, guys - maybe one of these days I can post a decent-quality map to go with this encounter!

Hehe, was a great idea, and i stole it from you. I didnt have a player on stage but:

Minor Game Spoiler:
Mr Foxglove, who is so desperat to get to know his new friends, invited the players to the theater. The player that has Foxgloves main attention is an Half orc barbarian that Foxglove invited into his Booth, the other players had to be satisfied with common seats. The barabarian was very reluctant to come as "theather isnt quite his thing", but foxglove promised it would be real fun. So he reluctantly came along.

The Goblins i put here had hidden away in some Storage space afther the raid, and had 3 "normal" and a Warchanter. The Warchanter jumped down on the Scene and performed one of their Goblin songs for the shocked audience before starting to kill and maim, and wreak havoc.

The Barbarian said afther finsihing watching the show (and help kill the Goblins) that Foxglove was right. Going to the Theater is great fun!

I made a map for it, basing it on the aprox size on the sandpoint map, but its drawn on paper, but ill see if i might get it uploaded and share it with u ppl.