Fighter

Righter8's page

32 posts. Alias of Kurt Poudrier.


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Yes this is exactly what I was looking for. Thank you.

And yes, PFA for 'Pathfinder Adventure'

Thanks

Bjørn Røyrvik wrote:
I assume they mean 'Pathfinder Adventure', as in adventure modules or APs. In any case, yes, listed treasure is all the PCs are getting unless you want to give them more.


I know this is going to sound stupid.
When running a PFA, I'm assuming the treasure listed in the encounters is all the players are getting? No table rolling (unless I'm using random encounters...)The question comes up because, looking at some of the stuff they've gotten seems a little low. However this may just be my not seeing the total loot rewards in the entirety.


412294 wrote:
You can't really take 20 on a stealth check, taking 20 would imply you let yourself get spotted 19 times before finally hiding.

While that wasn't what I was asking about, thank you, but you are incorrect.

Paizo SRD:
"Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps)."

The familiar has all day to find a nice hiding place and can take 20. Failure has no penalty (i.e. the toad won't fall to it's death, set off a trap or other wise suffer harm because it's stealth result "fails") as stealth has no chance of failure, it's opposed.

Can anyone else think of a smart use for a familiar I could apply?


I am running an adventure path: Rise of the Runelords. I am about to start Chapter 3: Hook Mountain Massacre. I know my players will have no trouble taking out the ogrekin "Mammy", However, I see opportunity to user her familiar to make it harder. I can see it taking 20 inside the house to stealth. I can see it being used by Mammy to keep her informed of the whereabouts of intruders and to spy on her "boys". Due to its terrible attack bonus, I can't see using it to pull off a touch attack easily/successfully. Otherwise, I'd have it Ghoul Touch one of the PCs.

Anyway, I'm looking for creative suggestions on how you have used or seen familiars used in the past, potentially making this encounter more interesting for all.

Thanks in advance


Avoron wrote:

Jiggy, the BBEG is a high level human. Like Melkiador said, I think some of you are missing the point, or else I am.

From the OP, I got the impression that the BBEG is an ordinary humanoid caster. However, she wants to frighten the PCs away, so she uses major image to disguise herself as some sort of powerful evil creature. She's actually just a human, but the PCs don't know that. She only needs to pick a creature that can assume human form so that the clever PCs have a believable explanation for how this "powerful evil creature" that they are seeing now fooled people into thinking they were human; the BBEG isn't actually using the creature's disguise abilities. It's basically a double bluff, and the Righter8 is just looking for the type of creature that she should impersonate to scare of the PCs.

Righter8, please correct me if I'm mistaken about any of that.

This is EXACTLY what I am going for!

I apologize I sometimes get too wordy and muddle the message.

The BBEG is human and while could hold her own against the party in a straight up fight, doesn't want to. She would rather they waste resources fighting an illusion so she can finish them off or outright scare them so she can make her escape.

Thanks


Background:

The Big Bad Evil Girl(BBEG)is able to cast Major Image. It has been discovered by the party that a female, race unknown, has been seducing and masterminding a series of crimes. The PCs will confront her next week. The PCs (and players) are highly intelligent and are very prone to thinking outside the box.

What I am looking for:

I would like the BBEG to cast Major Image as soon as the PCs are close to her lair. I want the image to represent a creature that the PCs can identify (and one character can definitely do this reliably) that can assume human form AND is a CR WAAAAY above what they can handle. The only creature I have found are some good Dragons, which will just not be believable. This is where I need assistance if anyone can think of a truly awesome evil creature that would fit.

My Goal:

I want them to see this creature and very much consider what they (think) they have gotten into before charging in. I figure at least one of them should be able to ID it, know it can assume human form and think, "Oh crap, this is going to be suicide". The fun part is I know for a certainty, that 2 characters out of the 6 will definitely take a shot at it no matter what they are told. So the truth will come out. I just want them to have a real "Oh, s***t" moment.


Playing a game in which there are many ghouls. Let's assume that one character is bitten multiples times. The character fails his initial save each time. He now has ghoul fever and will need to make subsequent saves to fight it off.
Questions:
If he is infected by 3 different ghouls, same DC save, will he need to make 3 rolls per day?
If he is infected 3 times (failed save 3 times)by the same ghoul, will he need to make 3 saves per day?

Game mechanics tell me each failed save means another subsequent save is required for each failed infection save.

Real-life tells me either you got the disease or you don't and repeated infection save failures are irrelevant: you got the disease and need to make one roll for it.

I am more inclined toward the game mechanic theory, but wanted to see if their were further clarification on this.


Playing a game in which there are many ghouls. Let's assume that one character is bitten multiples times. The character fails his initial save each time. He now has ghoul fever and will need to make subsequent saves to fight it off.
Questions:
If he is infected by 3 different ghouls, same DC save, will he need to make 3 rolls per day?
If he is infected 3 times (failed save 3 times)by the same ghoul, will he need to make 3 saves per day?

Game mechanics tell me each failed save means another subsequent save is required for each failed infection save.

Real-life tells me either you got the disease or you don't and repeated infection save failures are irrelevant: you got the disease and need to make one roll for it.

I am more inclined toward the game mechanic theory, but wanted to see if their were further clarification on this.


Can't find anything official, and i am sure it makes tons of sense, but when affected by the Sleep spell, does the target (if they fail their save) fall prone and go to sleep or do they stand in place sleeping? Common sense says they should, but I need rules to back it up. Unfortunately, while helpless, it says nothing about falling prone.


Whale_Cancer wrote:
Righter8 wrote:

As an update to last nights game:

The group that wandered off lost interest in the dead end they found. After walking back about 30 feet and one person rolling a nat 20, they heard their companions yelling. The ranger cast Longstrider, the Alchemist downed a potion of Expeditious Retreat and the rogue just ran like hell. The 3 arrived to rescue their 2 friends from an onslaught of four enemies, turning the tide of battle in the heroes favor.

I thank you all for your advice and insight.

Natural 20s are not automatic successes on skill checks. I'm not saying that you said they were, but your post seems to nod in that direction.

Let me clarify: The DC was a 32. The best perception bonus in group 2 was +12. That player rolled a natural 20, and made the DC of 32.


As an update to last nights game:
The group that wandered off lost interest in the dead end they found. After walking back about 30 feet and one person rolling a nat 20, they heard their companions yelling. The ranger cast Longstrider, the Alchemist downed a potion of Expeditious Retreat and the rogue just ran like hell. The 3 arrived to rescue their 2 friends from an onslaught of four enemies, turning the tide of battle in the heroes favor.

I thank you all for your advice and insight.


@Rynjin : They are 5 & 6. With 6 ranks in Percep, it being a class skill and if they have a 18 wisdom, they would still need a 19 to hear it. Not disagreeing with your assessment, just pointing out how unlikely it is to succeed.

@Speaker: Yes there are other baddies and they are definatley going to be showing up in a few rounds. Those baddies are closer and coming from the opposite direction:
Incoming baddies==========Group1=========================Group2
Great fun!

Thanks all!


Tried googling this and was unsuccessful.
My players have decided (hilariously) to split up while searching an underground tunnel. If anyone would like to know, its the tunnel in Rise of the Runelords: Burnt Offerings that lead from the Glassworks to the Catacombs of Wrath.
Group 1 is just entering the Catacombs and group 2 is +/- 520 feet away. Group 1 has met the first Sinspawn and has screamed for help.
In the hopes that group 1 is not wiped out, I am attempting to reduce the DC as much as I can while staying true to the rules.
Here is what I figure so far:
+1/10 feet = base of 52 (520/10)
-5 for very favorable conditions (Underground, echoey tunnels, no other sounds)
-15 for yelling to be heard (it's -10 for battle)
DC 32. Very unlikely group 2 will hear them. I could go -20 for yelling, but not sure if that is in line with the established rules. Funny thing is, the yelling is going to attract everything within the catacombs as they are much closer...
Anyway, if anyone has come across something similar, hopefully in a published format,I would appreciate it.
Thanks.


I have looked this up and found a variety of arguments but not what I am truly looking for.

Say you encounter a CR 10 beasty, the elusive Willy Rumpus. For this example, it has 10 different unusual ability's. It's rare, but not uniquely so. So let's start the DC at 10 + CR or 20.

First player rolls the appropriate skill check and gets 20 smack on.

Player 2 rolls 26

Player 3 rolls 31

My "I can't fight worth a damn, but I have a +20 in every possible skill" rolls a 40.

So what amount of information does each player get?
Player 1 - Name of the critter and one ability? Just the Name?

Player 2 - same as player 1 but one more special aspect of the creature.

Player 3 - one more than 2

Player 4 - 4 bits.

And what are the bits that should be given? Knowing it has darkvision is not on par with knowing it has a save or die gaze attack.

For the record, I believe telling a player that a creature can fly as one of it's traits when it has wings is a douche-bag move and that DM should be pelted with big d20's and made to walk across 10 pounds of d4's.

Thanks.


Page 186 of the core rulebook:
Supernatural Abilities (Su): Using a supernatural
ability is usually a standard action (unless defined
otherwise by the ability’s description). Its use cannot be
disrupted, does not require concentration, and does not
provoke attacks of opportunity.


Thanks, all. I hadn't considered using more creatures to make her encounter more difficult. I will ikely give her 2 more levels of witch and possibly a "pet"


I have been running a 5th level group thru Burnt offerings. I have been doing well so far by advancing the goblins and rebuilding Tsuto, however, i am now in a bind with Erylium as she is not so easy to make a challenge. Does anyone have a write up for her that is a 6 or 7 CR? I will likely need to resort to making her a race from APG if no one has anything to assist me.
Thanks.


Thanks for the replies. I may have a inadvertent solution from our last session. At the encounter at the mausoleum in which Father Tobias' remains are stolen, I used a plague zombie ogre instead of the skeletons (to make it a challenge for 5th level characters) and my problem character and one other became infected with zombie rot. Since no one in town can cast 3rd level spells, there doesn't appear to be any easy access to remove disease. I will attempt to use that as his motivator: Helping the town in exchange for treatment.

As for using strict guidelines on what a player can and can't do with their character is just not our style. I do not like the Player's Guides as they limit what a player can choose. Its little better than just handing out the pre-made iconic characters included in the campaign book. Given a choice, the players would (and should) rather not play a campaign than have to be told they "need" to build a character with such-and-such guidelines.


So we got four players, 3 of which are good and want to help people. the fourth is neutral and trying to lay low, looking out fo rhis own neck. We are running through Rise of the Runelords and are in the "Burnt Offerings" just after the goblin raid.
The 3 good players are all gung-ho about helping the town. The neutral player is not showing any interest in helping anyone but himself.
(The player is not trying to ruin the game, we have been gamng for 15 years and he is very excited about this campaign)
Anyone familiar with the campaign have ideas to motivate this charcater? Something extra to throw in? I am contemplating finding the person/thing he is hiding from and put it in as one of the entities behind the story, but that might be too difficult.

Thanks in advance.


Thanks all for the replies. I saw the DC 10 check to make it attack after I had posted, and didn't see the free action for Druid companions until Ciaran Barnes post.
Next session should be interesting. they are only fighting goblins currently, but the alchemist will need a 8 or higher to get the dog to attack and it will cost a move action for the try.


We have a Druid with a tiger companion and an alchemist who has chosen to buy a riding dog. The riding dog entry says "This Medium dog is bred for carrying Small riders, and is combat trained. Breeders select dogs with strong backs, endurance, and loyal dispositions and train them for riding and combat before sale...." Emphasis mine, unimportant info removed.

The alchemist uses the dog as an additional weapon more than a mount at this point. Additionally, if the animals are attacked, the PCs will likely claim the animals would fight back in turn and will not need to be instructed to do so.

The questions: Do these creatures need to be guided in combat to attack per the handle animal skill check? If the PC can't make the required check, will the animal reciprocate any attack against it, run away or just stand there?


So a 5th level Druid encounters a naturally growing, 10 foot tall, 100 by 100 foot solid patch of briars. The effect is basically a solid barrier. Will woodland stride permit the druid to walk through the obstacle unhindered? Has there been any faq about ending the movement in a clear area?

I am not opposed to the druid getting through the barrier as his non-druid companions will need to as well, just looking for confirmation that my interpretation hasn't seen any update or rules change.
Thanks


I recently ordered a copy of the anniversary edition and I am waiting for it to arrive now. I was able to borrow a copy of Burnt Offerings from 2009 and the rules being used were D&D 3.5 (monster entry's reference Monster Manual pages, Spot checks, etc.)

Can anyone verify if the anniversary edition is updated for Pathfinder rules or does it just reprint the original including 3.5 rules?

Thanks.


I am planning on long term. We don't have limits, we play until its done. Sometimes other stories branch off from what we do, which is great. However, this is my first game since we started playing Pathfinder and no branches are available.

Anyway, thanks for replying


I have dipped simply because I tend to get bored easily. It gives me something new to play with. I took this to extremes when I decided to play a character who took one level of a class and never a second. I had a 7th level character with 7 different classes. Awesome saves, decent BAB and skills, but sucky class abilities for the level. It was fun though.


I haven't run a game in years. I have successfully done so in the past, usually swiping a published idea and adjusting it to accommodate our group.

The group I will be running for is composed of the four typical archetypes (Tank, Healer, Control and Damage) and i am not concerned about everyone getting a moment to shine or leaving anyone out or TPK. I do not however, have an IDEA for an adventure.

  • We would like it to be a "help them out for the sake of being good" hook.
  • All characters will be level 5 or so.
  • I enjoy running games in which it seems to be one thing but it actually something else (i.e. the "evil" guy turns out to really be good, and the characters have been tricked into doing bad things)

I'm burnt out.

Can anyone provide some ideas of stuff they have run that fit some of those points i provided above? Hooks, BBEG ideas, minions would help a lot. My main focus is on level and helping others.

Thanks.


I believe one player is bringing a Wizard/Cleric (going Mystic Theurg)and the other is Barbarian. Both level 5. If anyone can at least provide their opinion on if a CR 4encounter will be too easy or tough, that would be appreciated too. I can improvise the story, but probably not the encounters.

Thanks


Hi all. I am new to Pathfinder, but old to D&D. I have decided to run my gaming group thru an adventure for Pathfinder and this will by my first (for PF).

The dilemma: There are only 2 players, both 5th level. What pre-made module/adventure would be suitable that will not outright kill them or be a walk in the park?

I know a 5th level one would probably be too much and if I followed the table 12-1 (no book at the moment) I believe an "average" encounter is cr 4. Would that mean a 4th level module would be a good start?

I realize I may need to modify encounters, but I am trying to make it as easy on myself as possible considering I have a full time job, school and a family.

Having each player play a second character is also a no-go. We know we need more players, but are finding it difficult to recruit.

Thanks in advance to all who reply. I will try to answer and questions asked in good faith.


anyone?


More precisely, Armor Mastery and the Skill at Arms revelations:

Has there been any clarification/errata/FAQ regarding if Armor Mastery pertains to Heavy Armor? It seems odd that wearing medium armor allows no movement penalty, yet throw on heavy armor and your movement drops significantly. It seems logical that if Skill at Arms gives you Heavy Armor Prof, that AM would translate to cover it, at least somewhat.

Thanks in advance


I am having a difficult time finding an excel or similar sheet for generating a spell list for an Oracle and a Magus. The current beta one at sourceforge is very much a work in progress and not ready yet. Anyone know of another out there?


To add more: If you have a negative constitution modifier, you subtract from the roll.
Example: If your CON is 7 (-2)and you roll a 4 on a d6, the end result is 2 hit points