Raith, Lightlord's page
Goblin Squad Member. Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.
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Hey folks
What in Abadars lost keys is up with the encounter headings in this game?
I'll see an encounter with 3 weak things (say lvl -1 skellies) listed as moderate 1 (which I assume is read as 'a moderate challenge for lvl 1 party) and then two pages later a lvl 3 monster also rated as 'moderate 1' when those two are in no way, shape or form close to each other in the threat level they present or the ressources the party can expect to burn.
now I realise the old PF1 system of just going CRX wasn't much better, but this just feels... off to me.
Am I just being weird about this?
Diego Rossi wrote: Warning: rant.
I hate when a developer or contributor make something that he thinks is a clever idea and never bother thinking about how it interacts with other stuff or give clear rules on how it works.
Quote: Suffocating Breath (Su) Instead of dealing cold damage, a very young or older void dragon can breathe a coneshaped suffocation effect. An air-dependent creature that fails its Fortitude save suffocates (Pathfinder RPG Core Rulebook 445) for a number of rounds equal to the dragon’s age category. The save DC is Constitution-based. What is "An air-dependent creature"? Seem straightforward, but it covers someone that is using elemental shape or undead anatomy? An amphibian? Someone with Water breathing running? Burrowing?
Those are all things that allow you to live without breathing air, some only in specific circumstances. A term that has no specific meaning as far as rules go was used as if was self-explanatory, but it isn't self-explanatory in a world where magic works and is used constantly.
I absolutely agree with you there Diego. The whole problem with this particular ability is that it's waaaay too vague and worded horribly.
I -think- I am going to lean towards allowing a save each round to avoid moving forwards on the track, but still suffering all the problems of being out of air. Thank you for all the input.
Hello everyone
This has come up before a few times, and reading through those threads, noone could seem to agree what the ruling was here.
Instead of dealing cold damage, a very young or older void dragon can breathe a cone-shaped suffocation effect. An air-dependent creature that fails its Fortitude save suffocates for a number of rounds equal to the dragon’s age category. The save DC is Constitution-based
Now, suffocation is what happens when you can't hold your breath, according to the rules. Until then, you're holding your breath, not suffocating.
So if I am reading this right, it means you fail your save, on your round you go to 0 HP and unconscious. The next round you go to -1 and dying and on your third round after the breath weapon, you just die.
RAW, that is how I read it.
Do we have any sort of clarification on wether or not this is the case?
How have other GM's handled this ability?
As others have said in threads a few years old, this seems... excessively deadly.
Hey guys.
Quick question. A guy I play with interprets the wording on syringe stirge as that you can launch all of your stirges with a single switf action. The rest of us interpret 'one of your stirges' as only a single stirge can be commanded by one swift action.
Which is correct? Thanks :)
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Mechs. Give me Pathfinder with Mechs, and I will sacrifice to Lord Paizo endlessly xD
1 person marked this as FAQ candidate.
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Hey forums
I was looking a the empiricist archetype for the Investigator, and it struck me that the lvl 20 ability Master Intellect is purely a worse version of True Inspiration ability.
Master Intellect (Ex): At 20th level, an empiricist’s powers
of reason and deduction become almost superhuman, and he
is able to use them in nearly all aspects of life. At 20th
level, an empiricist can use inspiration on all skills (even
ones he is not trained in) and all ability checks (including
initiative checks) without spending inspiration. This
ability replaces true inspiration.
True Inspiration (Ex): At 20th level, an investigator can
use inspiration on all skill checks—even ones he isn’t trained
in—and all ability checks without spending inspiration.
In addition, whenever he expends inspiration on an
ability check, attack roll, saving throw, or skill check, he
adds 2d6 rather than 1d6 to the result. Some talents can
affect this. If using the amazing inspiration investigator
talent, he rolls 2d8 instead. If using this with empathy,
tenacious inspiration, underworld inspiration, or a similar
talent, he rolls two sets of inspiration dice and uses the
higher of the two results.
By this wording, Master intellect is purely a worse version of the core ability... Does anyone know of this is intentional, or if a paragraph is missing?
This might have been pointed out at some point during the swarm of posts that I didn't manage to get through... but I noted something with Slashing Grace...
if you take a onehanded slashing weapon, say a longsword and use slashing grace, it is still a onehanded sword, not a light weapon. Thus, you could still power attack with it, am I correct? thus gaining both precise strike and power attack?
Thanks Cheapy. I figured that's how it was going to work, meaning it's mostly just good for holding potions at the ready, or having items drawn so you don't have to use actions for them.
Hey forum
I'm asking for a bit of clarification here, just be sure. If you imbibe a feral mutagen, you gain two claws and a bite attack as primary attacks. So far so simple.
Now, if you take the tentacle discovery, you gain a tentacle. It states that the tentacle does not grant extra attacks or actions, but can be used to make a tentacle attack with the Grab ability.
So my question is, how do these two interact? Can you full attack with the claw, claw, bite + tentacle routine, or is the tentacle a standard action to attack with... I'm slightly confused on the subject.
Pledged to the 100 goal + 115 overseas print pack... can't really do more right now :/ I'm already way over my budget, and wishing, wishing I had the money to pledge more
This is an interesting idea, and I would very much like to see it implemented
This order seems like just the thing I would like to be part of in Pathfinder online! I enthusiastically endorse this.
If possible, I would like to join the Knights of the Crusader Road. I am not yet set on a character idea, but I know my ideals and my ideas would fit in very well.
Hey people
I seem to remember reading somewhere that when you play a more powerful creature, the 'ECL' for lack of a better term, is faded out over the course of some levels. Is there a table, or hard rule for this? Or am I simply remembering this wrong?
Hey boards!
I have a question about the Elementalist school of air for the wizard, as presented in the APG.
The Cyclone ability aquired at lvl 8 states that "any ranged attack passing through this automatically misses "
Now, that seems pretty obvious. But I'd like to ask, if this applies to spells with ranged attack rolls as well, such as Rays like scorching ray. As well as siege engine attacks. I assume this is so, but I'd like to have the Board's opinions
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