Rands's page

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1/5

Searched a few different forums but couldn't really find any clear answer on this.

Is there any limit to the number of PCs that can assist on perception checks (ie for traps or secret doors) other than an arbitrary limit imposed by the GM as detailed in the Aid Another blurb:-

Aid Another wrote:
In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

and also

Aid Another wrote:
The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Is this intended to be VERY open to GM interpretation, even in PFS?

A party taking 20 on perception checks to find secret doors (or even taking 10 at higher levels) would pretty much automatically find every hidden thing when adding in +2 x5 aid another bonuses from other PCs in the group.

Given that (in PFS) you can't throw in wandering monsters to hurry up PCs taking 20 for hours on end, how do you handle it in PFS games?


I'm planning on starting a Pathfinder game running the Carrion Crown adventure path.

We have a venue (Tin Soldier Penrith), and am looking for players for a monthly or fortnightly game on Sundays from 10am-3/4pm.

Anyone interested in joining up can contact me directly via e-mail with any questions (gkrands@hotmail.com)

I hope to get the game underway on Sunday Sept 8th.

Thanks in advance,

Graham


Just to make it easier for people to find the group they are looking for, I suggest that this sub-forum be broken into either countries or regions (ie North America, UK, Australia, Oceania, Western Europe, Eastern Europe, etc).

Would make this feature much more user friendly, which may result in more traffic.


Bit confused by the wording of the variant effects for the undeath domain

Undeath domain:
Heal—This works like a standard channel (not halved).
Harm—The healing effect is enhanced (see Variant Channeling above) for undead creatures and those with negative energy affinity.

So, my reading is that using negative energy to HEAL undead does the full healing amount ("not halved") and when using to HARM the living does half damage but.... um.... HEALS undead again ("healing effect is enhanced"??

OR is this a double-negative (excuse the pun), and the heal and harm effects should be reversed, which would read:-

Harm - This works like a standard channel (damage to living not halved)
Heal - The healing effect is enhanced (+50%)for undead creatures and those with negative energy affinity.

Any clarification would be great,

Thanks


This came up in our game today - Dragon (from City of Golden Death) attacks with Awesome Blow and sends PCs flying off the edge of the bridge into a river of molten gold (20d6 burn damage = ow!).
1 PC asks the question, what is the Reflex DC to catch hold of the bridge before plummeting to my doom?

1. Does the PC get any save at all?
2. What kind of save (reflex?)
3. Is the DC based on Climb skill (to save vs falling), or DC 20 (to avoid pit trap fall) or something else entirely?

Awesome Blow (Combat)

This creature can send opponents flying.

Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.

Benefit: As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

CLIMB
Catch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so.

I'm thinking no save at all, which makes this particular module VERY difficult given that if you are struck by this attack (with a very good chance of it happening) = instant death

Any thoughts?


Trying to build a more effective Beastmorph Alchemist (themed, not hugely min/maxed), and trying to work in Belier's Bite with Feral Mutagen for flavour more than anything else.

I understand the difference between unarmed and natural attacks, but just wanted to confirm that my reading of the rules for Feral Combat Training is correct in this scenario:-

Level 1 Belier's Bite and Improved Unarmed Strike feats
Level 2 Feral Mutagen for the 1 bite and 2 claw attacks
Level 3 Weapon Focus (claws)feat for a +1 to hit with claws
Level 5 Feral Combat Training feat (claws) - IMPORTANT BIT - does this allow me to add the effects of Belier's Bite to the 2 claw attacks?

FCT description - Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.

So when I use the Feral Mutagen (duration 10 mins/lvl) I end up with 2 claw attacks at DAM = 1d6 + 1d4 bleed EACH
and 1 bite at DAM = 1d8

1. Is this right?
2. Is there a better / quicker way to get the same effects? 5 levels to achieve a "theme" seems a bit of a heavy investment....

Cheers