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PRD wrote: Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect. Question, as the text of the power alludes to the attacks are physical, would this power have an effect against a Shadow's strength damaging ability?
Granted, Outsiders are subject to sleep effects, that's a given. But, what has me curious is:
Per their traits;
Quote: Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep. Could an outsider, who does not wish to be asleep, take a standard action to wake itself back up? Apologies if this has been asked before...
As has brought up in the current CotCT Hardcover discussion thread, there has been a discussion over a potential GM guide to cover aspects, such as: modifying APs/adventures for smaller or larger parties, or handling higher level parties and keeping them running smooth. James Jacobs wrote: Frankly, a "how to adapt adventures" product is a good idea. A product that helps GMs adjust adventures for more players or to account for new character build options is something I've wanted to do for a LONG LONG LONG time. It'd double down with a "How do you build adventures" handbook and perhaps even a book to help GMs run higher level content, with tips and suggestions for how to keep a game running smoothly at those levels. Unfortunately, I've had no luck (obviously) convincing management that such a book would be a wise idea to put on the schedule, and they are probably right, since a book like this would most likely sell a LOT less than another book filled with character options. Now, James has voiced an interest in such a book and I can understand and respect Paizo's reluctance in doing such a book. They are a buisness after all, so they need put their resources into products that will sell. James Jacobs wrote: What would REALLY help would be if the customer base were vocal about wanting a book. What do the rest of you think, as a community? Would something along these lines be of interest?What would you be interested in seeing covered? Discuss... (And yes... I would very much like a new resource for running games and ideas for handling the pitfalls that come up along the way.)
A long while ago, in a thread about alignments, there had been a post of a poem about "It's Hard to be Good". I remember it had been countered by a "It's Hard to be Evil" post... As my google-fu has been wuite,lacking, I was wondering if anyone had remembered these posts/thread. I want to say that the discussion had happened here on the Paizo forums... Barring that it may have been on the old 3.5 Wizard's boards.
I have player who plans on taking the Leadership feat next level. This, in of itself, isn't an issue... The problem I'm seeing right now is that he has recently informed me that he wants to start his own philosophy/faith. Right now, I don't know to much as to what this new faith will entail... beyond that he is basing it on a RL faith. Presumably, he will be looking to use his new followers and cohort as his starting congregation. Plus, he does have a map of the new "tabernacle" he wishes to build, drawn up. What I am wondering about now, is if there are rule/guidelines out there for attracting new converts. Or, what kinds of exoeriences others may have had with this kind of thing in their games, such as pit falls or short comings.
In the campaign I am currently running (RotRL), the party is starting to get close to finding their first artifact. Now, knowing my players, I am fully expecting them to attempt to sell it... *party* "Payday!!!!" Now, as things sit, obviously there are no prices associated with artifacts. I know I could attempt to kit bash something together for a price, likewse keeping the potential sale of said item limited to major cities. What I am wondering is how others have approached this subject? Any insight would be greatly appreciated.
I'm looking for some horror based Dream Disadvantages (Dimmension of Dreams/Occult Adventures) ideas for an upcoming session. Some thoughts I've had so far include: Decayed Armor: Armor gains the broken condition (pitted and rusted for metal armors. Leather type show decay and carries a slight odor of carrion).
Any other ideas?
When determining distance for ranged based attacks:
Well I'm not to sure where to put this question, so I figured the Rules forum as someone more familiar with the fringe stuff might be able to shed some light here... But... What kind of action is it to surrender?
EDIT:
One thing I keep coming up against is the penchant for using Charisma as a dump stat... even when there is a mechanical reason for its use, the idea for putting ranks into social based skills (i.e. they are viewed as useless in combat) is ignored. Even social based spells such as Charm Person is ignored. Does anyone have any recomendations to help get across their importance? I have put them up against opponents who actively use these skills (bluff for feints etc...) to showcase thier uses in combat. They have even waxed poetically about role playing sessions over hack-n-slash... and when confronted with the option, yeah... they go for their swords first. Just what am I doing wrong? I have even flat out told them that the need is there for social skills, likewise they are familiar with these rules... but yet the parties of Antisocial Heroes continues, unabated. Opinions?
OK... I just got the Occult Adventures book and 2 questions popped out to me regarding Skill Unlocks... 1) Phrenology:
2) Prognostication:
A brief thought exercise here... Suppose a Dwarf is wearing a Ring of Feather Fall, and suppose he is picked up by a very large creature (gargantuan - Black Magga, for example). What happens,to said dwarf when he is subsequently thrown against a building?
The drop after impacting the structure, yeah... but what about the trip towards impact?
OK... Two opponents are around the corner of each other. A fighter with a longsword on one side, with a ranger with a bow on the other. Now, the ranger would have cover from the fighter, while the fighter would not. Would the ranger, using a ranged attack, take an AoO despite the cover afforded by the corner?
... As in DM angst with his players. You know, my avatar seems to be quite a fitting image for my mindset with my current group.
I gotta say though, the only thing that keeps my avatar from looking like an Intellect Devourer after its been in a microwave after 10 minutes, are the newer players in the group. Bless their souls. OK.. that was my brief rambling rant... Thanks for reading. (Goes looking for a heavy duty paper cutter for the next Bestiary to be plopped down on the table.)
So... I'm taking a shower here and a thought occurred to me. Say got his Intelligence score to three, through normal advancement, giving him the lowest level of "human-like" intelligence. Could said Animal Companion then advance in a class level (for example Fighter or Barbarian) in place of him normal HD advancement?
OK... going over some issues of undead and resurrection I came upon a couple of conflicting statement... First, the Undead Type states that:
Quote: Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Indicating that these spells do function on undead. However... Both Resurrection and True Resurrection state that:
Quote: You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. Which seems to somewhat counter what the Undead Type states. Is the Undead Type correct, or the spells?
OK... So, let's take a person with a Strength of 18, giving him a max Heavy Load of 300 pounds. Now let's outfit him with a MW Back Pack from the APG. Cool, now he has an effective Strength of 19 for encumbrance purposes (350 max Heavy Load), not to bad. But wait, now we have the Muleback Cords from the APG, giving him an additional +8 bonus to his Strength for encumbrance purposes. Hmmm.. now he is sitting at an effective Str rating of 27?!? Well, that's only a max load of 1,040 pounds... Oooo... Ooo.. I also forgot something... Ant Haul!!! A nice little lvl 1 spell TRIPLING a character's max encumbrance, so now we are looking at a whopping 3,120 pounds (that's a ton and a half) of stuff to be carried out. Can this be possibly correct? Just what does this do to a character's effective size category, carrying that much stuff about? Just who needs a Lvl 21 Henchman anymore?
The Stealth skill states that you can use the Bluff to create a diversion to hide while being observed. However, the Bluff skill itself gives no guidelines as to how this is done. Is it the same as a Feint?
Just how is it accomplished?
I've been wondering lately... Just what makes a hag a Hag? How do they come about? Are there male "hags"? Or, are hags just unfortunate creatures who have been twisted by fell magics, perhaps as a former witch who's patron led them down a path where redemption is beyond their reach? How do hags reproduce? Do they seek unsuspecting males as mates, where female children result in the next generation and males are little more than food? thoughts or ideas?
In a campaign I'm currently running we have two clerics: A NG cleric of Sarenrae and a LN cleric of Zon-Kuthon. Now they have managed to come to an accord working together, however with the LN cleric he's being asked to do some things on behalf of his evil church. Including kidnapping a priest of Desna for an upcoming "event". Just how far would you push it in this kind of situation, as far as the potential of friction that could be generated between players in the party?
One thing that sticks out as "funny" to me are some of the hexes. In particular the healing and buff types. It just seems weird to hex someone with mended wounds... How about dividing up the hexes between Boons and Hexes. While Boons would be the perview of good witches (Glenda) and hexes belonging to evil witches. Neutral witches however would have the option to choose from both pools.
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