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Also, this question has spawned a discussion about figurines in general. We are split down the middle on if the creatures summoned would have the animal subtype. A couple of us think that it is a magic item when in animal form, and a couple think it is an actual animal for anything that affects animals (favored enemy, bane, etc.).


1 person marked this as FAQ candidate.

Does the rider who summoned the goat have to make a save vs. the fear effect when he rides it into combat?


There is some vagueness in this trait that has come up in a game I'm playing in. The trait reads as: Spirits in the Stone (Human—Mwangi): You have an
almost instinctive ability to sense danger and peril in
ruined structures. Whenever you’re in ruins, you gain a
+2 trait bonus on Initiative checks and a +1 trait bonus
on saving throws against traps and natural hazards.

At one point it says 'in ruined structures', and another point it says 'in ruins'. Does this count in an entire ruined city, such as Kelmarane, or just in structures that are in a state of ruin?


Do both the negative energy and constitution damage multiply on a critical hit?


Chris Kenney wrote:
Ice Titan wrote:
Preston27 wrote:
So, after speaking with Gustav, my players have decided they want to take on the entire defense of the beast, removing Gustav entirely due to the fact that he has been unsuccessful in his last 6 trials. I don't see this as being a major issue, but could there be anything that could make this a major hindrance to my game?

They're not real lawyers. None of them have license.

They quite honestly need Gustav Kaple to be there just so they can puppeteer him around.

Unless one of them has Profession (Barrister) or the like, of course. Or possibly a noble title. Either would probably give them enough standing that the judge would allow it.

He actually does have that as a trained skill. The moment they found out about the beast being on trial he wanted to defend him, and that was even before speaking with the judge. He guaranteed me that he did not read the AP and didn't even know the title of it when he took the skill, and his character was from Ustalav.

I didn't want to railroad the group too hardcore so I am allowing it, and I will be re-reading everything a couple times trying to make sure nothing major gets messed up by the situation.


So, after speaking with Gustav, my players have decided they want to take on the entire defense of the beast, removing Gustav entirely due to the fact that he has been unsuccessful in his last 6 trials. I don't see this as being a major issue, but could there be anything that could make this a major hindrance to my game?


Sorry for all the questions, but do I get strength and a half when wielding a lance one-handed from my mount?


Thanks for the advice on the mounted combat. I have a question though. Can a gnome still ride a wolf when it becomes large at 7th level?


I had another quick question about this character. Would a gnome be effective for this kind of build, or should I stick with human?


I am playing in a new campaign, in which my DM has intimated that there will be plenty of evil in this game, so I decided to make a paladin, which I have never played before. We are 6th level and the stats I rolled are 18, 16, 15, 13, 13, 11.

With these rolls, should I focus on a TWF build with kukris or go with a sword and a shield? Also, depending on which I have, are there any paladin archetypes that are good for the build?


Well, I finished off the first book with relatively few hiccups, and my players seem to be enjoying it quite a bit, begging me to run book 2.

At different points in the lower level of Harrowstone I had a character at 2 constitution (Mourning Maiden), one at -7 HP (Gray Ooze), and one at -11 HP (Splatter Man). They found Vesorianna after pretty much everything else, and I had made them so paranoid at that point that they thought she might gain power and attack them if they gave her the badge. All in all, it was a lot of fun.


My group went the way of "We must stop the WW!" and went to Harrowstone the second day.


Roaming Shadow wrote:
Magically induced sleep is another matter entirely, and should not be used as a basis for mundane sleep.

That's what I said.


I wasn't clear before, the ruling I was asking is the DC 0 to wake up. Does the notice check automatically wake you up if you notice? He is now trying to implement the wake up action from the sleep spell to be his standard ruling, which states "Awakening a creature is a standard action (an application of the aid another action)."


Where do you get that rule from, Roaming Shadow?


Does the noticing a conversation/hearing battle automatically wake you up?


This has been coming up in game quite a bit. During the night something happens and the party members on watch yell at the sleeping party members to wake up. The DM has ruled (because we can find no other rules otherwise) that it is a DC 0 perception check to be woken, but at the -20 penalty for being unconscious.

Is there an official rule for a check to be woken up?


Thanks very much, will search through those threads.


I was wondering if spells such as disrupt undead could damage a haunt. In the wording it says if you hit undead with it the undead takes positive energy damage, and there is a blurred line between haunts and undead that makes this hard for me to rule on. For tonight's session I allowed it (and Father Charlatan still almost killed the barbarian) to avoid a lengthy holdup in the game.


Third session tonight. Will I get to post in the obituaries? We'll see!


I didn't want to start a new thread, so I wanted to get some clarification on how glitterdust would work in a situation such as fighting a will-o-wisp. When it is making it's stealth check (+25 natural) and is invisible and hit with a glitterdust (+40 and -40 to stealth), is invisibility just canceled out making its stealth bonus a +25 or is the -40 applied after the invisibility is taken off making it a -15?


Oh yeah, about the bathroom breaks Erik. We have a smoker in the group, so about once an hour there is a break for a little while, it works out quite well.


SPOILERS:

Oh, and I'm really hoping they go back to town at some point. I haven't gotten a chance to run any of the town events yet. I may have done the children jumping rope the day of Gibs' funeral if that were the case.


SPOILERS:

Ran 2 sessions, and it is going well, except for being cut short both times due to extenuating circumstances. The first night in town they went to the crypt with permission of the temple (there's a bard with very high diplomacy). When they came across the scene of the V on the memorial, the barbarian tracked the blood back to Gibs' shack, and the party showed the sheriff. While the sheriff was placing Gibs under arrest one of the characters noticed the blade in the pile of wood. The only real research so far has been the priest beating the 25 knowledge DC for the information on the whispering way, and he convinced the party to go to the prison "before it's too late". The session ended with the players wondering what they've gotten themselves into after the Slamming portal haunt slammed doors in their faces, and I think they are genuinely scared.

I'm wondering how I am going to handle 1st level characters in the prison. I told them beforehand that I wasn't going to be taking it terribly easy on their characters.


David Thomassen wrote:

Not always, some spells work against physics. Plus the GM is always correct within the game.

I would have pointed out that the create pit spell has a 5' lip around the edge of the 10'x10' pit, making it an 20'x20' effect.

Of course the DM has final say, I dropped any argument during the game and discussed it with him after. I did point out the lip, though.


I made a thread earlier about how my DM was interpreting create pit and grease. In both examples, he wanted to give large creatures who weren't completely in the 10x10 areas a bonus to the save because only one foot was on the affected area. He kept talking about physics when explaining the reasoning for this, and my argument was that physics don't really apply, especially when considering spells.

My question is this: should real world physics apply when it comes to spells?


Thanks everybody for the replies.


Also, he is wanting large creatures to get a bonus to their grease reflex save if they are only partially in the 10x10 square it occupies.


Woops, sorry for the double post.


James, just to clarify, would that be an unaltered reflex save? My DM is wanting to give creatures a +1 if they are not completely in the 10x10 square.


Thanks for the replies everyone. Is there any errata at all I am missing for this spell?


My reading of the spell would make it seem that the 2 large creatures could fall in at the same time. My DM disagrees and says that if any part of the creature is out of the 10x10 square it doesn't have to make the save until the save at the end of their turn.


1 person marked this as FAQ candidate.

When you cast create pit in shared squares with 2 large (10x10) creatures in it, do both of them fall in, or do they take too much space?


The first session went fairly well even though I made a few mistakes. They ended up deciding to go the the false crypt the first night, and they had no problem with the giant centipedes, even though I sent a second wave of 3 in during the second round.


Not sure what I was thinking, meant Priest.


Not sure if this is the right place to ask this, but is the Oracle class from Adamant fairly balanced?


Thanks very much for the words of encouragement everyone. I can't wait to try my hand at this.


Fraust wrote:

Nice. Glad to hear you're off to a good start. Have you read through the information on Ravengro as thuroughly as well? The party is likely to spend a bit of time there, and need to get vested in the town. Which, by the way, is not always easy...it being made up of agrophobic gossipy bigots and all.

Which leads into specifics for this adventure. Make the majority of the NPCs unlikeable, but not ALL of them. It's hard to get detailed on this, not knowing your players or the characters they've constructed, but use what you know of their backgrounds (both PC and player), to make a small handful (I would strongly recomend you include Kendra in this handful) to be interesting to interact with. This may take the form of a friendship, or it could be a semi-friendly competition. As in you don't like Bob the builder, but you like to be the one who shows him up at the local farmers market deal, and don't want anyone else to mess with him.

Also, it's very likely the party will get their first big load of information from Lorrimor's books, and head straight to Harrowstone seeking justice for their obviously murdered friend. Don't nessisarily try to squash this, but be prepared to keep them from raiding the place in a single go, and on the other hand, keep them from running their heads straight to the chopping block. Again, you know your party, so think of ways to manipulate them into doing what they need to do to survive and be entertained.

Other than that, I have questions. What's the party make up? Are the others new as well? Have you played much before?

I have only read through the information on Ravengro once, so I will be sure to look over it a few more times.

There are 4 members in the party. There is a Priest (3rd party class, can be looked up on the d20pfsrd), a Barbarian, a Holy Gun (Ultimate Combat), and the fourth member was debating between Rogue/Bard/Sorcerer, so it seems like it will be fairly well balanced. None of us are new, one has only played pathfinder a few months but has a decent grasp on the rules and strategy. I have been playing pathfinder for half a year, and have played about 4 years worth of 3.5.


I was looking at both of those at my local gaming store and was going to get them when I had the extra cash. The initiative tracker pad in particular caught my interest. I will probably end up being able to get one or the other before I start my game, would you recommend purchasing one over the other to start off with?


Erik: I think I am still going to try to run this AP, as the group is really excited about it. I am going to talk to them and see if they would rather me run something simpler to start with before diving into this. I appreciate all the information you have provided regarding the difficulties, and I will take them under much consideration to help me out along the way.

Fraust: I have read it about 4 times, and am going to be reading it at least once or twice more before I start. I look forward to a future post regarding specifics on running this particular AP.

Either way, if they aren't having fun, I will switch to something simpler and put CC on the back burner.

Thanks for the replies, guys.


And by the way, I don't think you were being snarky at all. If I didn't want advice I wouldn't ask for it. I appreciate your honesty.


I appreciate your advice. I have already come into possession of the first book of this adventure path, and after reading it over and seeing what you posted, what if I ran the AP like a module with the possibility of continuing it depending on how the first book went, or is there something that would set the difficulty of running this book apart from running one of your suggested modules?


Hey guys,

This is going to be the first time I have DM'd a game, and I was wondering if there was any general advice you guys could give to make the first few sessions run smoothly. I have a good grasp on the rules in general, but not sure how well I will convey the story.

Any advice is appreciated.