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Goblin Squad Member. Organized Play Member. 131 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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Hit me up here if anyone in this area is looking (and available) to play in a Pathfinder game once per week (currently on Monday nights). Thanks!!

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As the DM, I mistakingly rolled two attacks with a creature that had a touch attack, but called for normal AC. Which, in the case of a plate mail wearing paladin, the normal AC is much higher than his touch AC. Both "touch" attacks missed due to the mistake on my part, but would have hit if we were using his touch AC.

Is it wrong to reduce the CR of the encounter due to it (because of said mistake) being an easy encounter?

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Specifically, the question is based on a PC with DR 10/silver versus an NPC (Incorporeal Ooze) with a touch attack called Disintegrating Touch...which does 6d6 damage, with a DC 22 Fortitude save for half.

Does the PC reduce the damage by 10 if he gets hit?

It is a touch attack.....

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The rules are fuzzy on this and I'm just trying to get clarity from the community.

I am referencing the first printing of the core rules.

The rule basically states that you can draw a weapon (or ready/drop a shield) as part of a "regular" move as long as you have a BAB of +1 or higher.

The sentence is confusing in that "regular" is undefined, although I have always played it as the act of moving from one place to another i.e., not as a move equivalent action. (My logic is that there are no "irregular" move actions).

The "MOVE ACTION" table on page 183 even contains footnotes to clarify which move actions qualify (draw a weapon or read/drop a shield).

So, if I start my round with a potion in my hand and want to move to an enemy and draw a two handed weapon on the way, my understanding of RAW is as follows:

Move action - stow the potion
Move action - move 10 feet to enemy and draw a two handed weapon as a free action
End of turn and have to wait to attack next round

Is this correct?

If the answer is no, then the following scenarios (starting the round empty handed this time) should be possible:

Move action - open a door and draw a two handed weapon as a free action
Standard action - attack enemy on other side of the open door
End of turn

or

Move action - move a heavy object and draw a two handed weapon as a free action
Standard action - attack enemy adjacent to you
End of turn

or

Starting the round with a light crossbow in one hand)
Move action - load a light crossbow, drop it as a free action and draw a two handed weapon as a free action
Standard action - attack enemy adjacent to you
End of turn

or

Move action - mount a steed and draw a two handed weapon as a free action
Standard action - attack enemy adjacent to you
End of turn

See a pattern developing here? Please discuss. How do YOU rule this? What is the intent of the rule?

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This came up in game when determining a spell affect that was alignment contingent, and the table was divided. Therefore, I am reaching out to the community for clarity.

First let me define two important considerations that must be accounted for:

1. Infant = completely dependent on others for basic survival, and for our discussion, let's assume that this infant is 6 months out of the womb.

2. Parents = stat blocks clearly indicate NEUTRAL alignment.

Secondly, the table was divided into the following two groups:

Group 1 - claimed that the baby was clearly of GOOD alignment.

Group 2 - claimed that the baby was clearly of NEUTRAL alignment.

Discuss!

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Ok, so a certain AP has a certain critters tactics written to cast Lightning Bolt while underwater. Seems that the electricity would harm everyone in the vicinity, whether they were targeted or not. I know this is going to become a bone of contention with the players, so I'm reaching out for clarity and rulings. Thoughts?

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5 Troglodytes in a 30' diameter room....one save against stench, or five saves?

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Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

If I declare the destructive smite and miss, do I lose one use of the ability?

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Checking with the community to determine what the general consenus is regarding the Hungry Ghost Monks "Steel Ki" ability. The player wants to steal ki from unconcious opponents (for instance, an opponent that was nocked below zero HP by another party member), justifying it by the fact that a coup de grace is a critical hit. Technically, as per RAW, this is true. RAI? Probably not so much. Thoughts?

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I have a player that wants to take subject feat. Rolled a half-orc, and wants to get the most out of his bite.

The feat clearly states a pre-req of three natural attacks. My argument is that the half-orc only has one natural attack (the bite) and the otehr limbs would be considered unarmed attacks. Am I correct?

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What is a reasonable AC for a rogue at level 8? For a ranger? For a fighter?

Likewise, what would be a disruptive (broken) AC for those same classes at level 8?

I'm simply trying to determine what the community would recognize as an over-optimized PC.

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Tengu with bite NATURAL attack uses a dire flail (using both hands...both heads of flail with the Two Weapon Fighting feat) in a full round attack. Does he get to make a SECONDARY bite attack at BAB -5?

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1 person marked this as FAQ candidate.

What is the mechanic for how the acid affects the ITEMS worn by characters caught in the ACID FOG spell area of affect? It seems very tedious (and un-fun) to account for every, single item the PC(s) carries.

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If a fighter is being grappled by a creature, does the fighter have the ability to shield bash AND attack with his light weapon? Assume no iterative attacks.

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Can this spell be cast multiple times (round after round) by the same caster?

If so, does each weapon require a move action to move?

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If an area is affected by the spell Entangle and then the same area is affected by the spell Stone Call, does the difficult terrain impose a double penalty for the difficult terrain that both of these spells create? (Normally, difficult terrain causes you to move at 1/2 speed...do the two spells stack to cause a 1/4 speed penalty?)

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This question came up yesterday:

Is it possible for a combat trained mount (in this case, it was a horse) to get an attack if it is essentially unattended?

Consider that the rider has dismounted and is in a 5 foot square next to the mount. Can the rider direct his horse to attack an opponent that is within reach of the horse? Can the mount be directed to move (sans rider) to an opponent to attack?

What if the the opponent is asleep in the above scenario?

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If a 3rd level caster uses this spell, is she allowed to pick three unique and separate 10 foot squares to affect? Or, do the rules state that the 10 foot squares have to be "touching" (as in sharing a side)?

Likewise, do the squares have to be " a square composed of 4 5 foot squares"? Or, can she affect, for instance, a row of four 5 foot squares?

Who knew there would be this much math involved? :-)

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A character has moved (as observed by his enemy), and stops to cast invisibility, and is then subsequently the victim of a Grease spell and fails his save and falls. His enemy moves in to take a swing with a 50% miss chance. On his next turn, the Invisible Grease victim wants to crawl away (essentially making a 5 foot step to crawl as a move action) to get out of the area of the Grease spell....does his enemy get an attack of opportunity?

Likewise, does crawling through Grease negate the need to make an Acrobatics check?

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I'm currently running Stolen Lands with core classes. With the release of the APG, the players are interested in using the new powers and features presented in that book.

I'm concerned about the power creep. Will the use of the APG by the PC's reduce the challenge of the AP as written? I'm not interested in the extra work that may be required to compensate for the increased power of the PC's. Thoughts?

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I have yet to receive the subject order...I sent two emails concerning this (one last week, the otehr last night), so I am trying to get a response here. According to this site, the subject order was shipped to me.

Also, a later order (#1461244) has been received.

Did the subject order get returned? Lost?

Please advise.

-Steve

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I was checking out the Owlbear in the bestiary last night. The stat block indicates that he has "2 Claws" for some amount of damage (I forget what it was exactly, no book in front of me at the moment), let's say 1d8+4.

Now, depending on your interpretation, that could mean "one attack (using 2 claws) for 1d8+4 on a succesful hit...or, it could mean two attacks (using one claw per attack) for 1d8+4 per succesful hit.

It also has a bite attack....can it bite if the claw attack(s) fail? Or, can it only bite when a claw attack succeds and then succesfully grabs?

If it does grab, can it grapple with a single claw? Or, does it use both claws?

If it grapples using only one claw, can it attack again with the second claw? What are the mechanics for that attack?

So many questions.....

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I would really like to see a page that demonstrates the rules in action, similar to how that "other" website attempted to do, but with a more graphical presentation.

Specifically, I would love to see the iconics in battle with some of the creatures from the Bestiary. These would help to show how some of the basics (like initiative, surprise rounds, movement) and some of the more complex rules (like grab, grappling, incorporeal creatures, invisibility, etc..)work in game.

More than just a message board posting, these would have their own unique page dedicated to showing off these rules and helping people understand them better by showing a fight in a blow-by-blow...round-by-round fashion.

As a veteran D&D player, I'm still confused about how grapple/grab/constrict works, and it's frustrating as a DM to look for this info on a message board only to see that others have conflicting understandings as well.....which further increases my confusion.

For instance, I was checking out the Owlbear in the bestiary last night. The stat block indicates that he has "2 Claws" for some amount of damage (I forget what it was exactly, no book in front of me at the moment), let's say 1d8+4.

Now, depending on your interpretation, that could mean "one attack (using 2 claws) for 1d8+4 on a succesful hit...or, it could mean two attacks (using one claw per attack) for 1d8+4 per succesful hit.

It also has a bite attack....can it bite if the claw attack(s) fail? Or, can it only bite when a claw attack succeds and then succesfully grabs?

If it does grab, can it grapple with a single claw? Or, does it use both claws?

If it grapples using only one claw, can it attack again with the second claw? What are the mechanics for that attack?

So many questions.....

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I have a sorcerer that just turned level 3. He has taken the Draconic bloodline that scores "Mage Armor" as his level 3 bonus spell. However, he decided to take "Mage Armor" when he was level 1. I realize that this is OK as written, and he'll realize zero benefit from the bonus spell at 3rd level.

The question is this: At level 4, a sorcerer can unlearn a spell and learn a new one in its place. Using the example provided above, would it be breaking the rules to, at 4th level, unlearn the "Mage Armor" spell taken at 1st level, learn a new spell in it's place, and then relearn (or regain as it were) the bloodline bonus spell "Mage Armor"?

Thanks in advance!

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A couple of questions....

Has anyone converted the modules over to the Pathfinder system?

What experience point path mkes the most sense for a 4-5 player group?

Thanks!

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I'm looking for a good way to use the appraise skill and then the subsequent selling of loot. (Granted, this is more of a 3.5 question considering that our group is currently playing that version. However, I will be converting to PFRPG when the final rules are published.)

For instance, a rogue uses his appraise skill to determine the value of a gem. The rules are pretty clear on how to do this. No problem here....I secretly roll for him and use the rules to determine what he perceives to be the value of the item.

However, I'm interested in how others rule (or roleplay *****gasp*****) the actual selling of the loot. Typically, the shop owners interested in purchasing the items must have their own appraise skill and checks...correct? What would be a fair appraise skill modifier for the typical shop owner?

Also, if anyone can demonstrate to me (via rules/skills/feats and/or sample die rolls) how best to emulate the haggling process for said items.

Let's say the rogue finds a gem worth 100gp. He appraises it high at 130gp. The shop owner appraises it correctly at 100 gp, and obviously would like to pay less than 100gp for it. How can the haggling scenario be played out in a fun way that puts a value on some of the skills that are available to the PC's?

Another question that just occured to me....if a gem is valued at 100gp....what can the PC really expect to get for it? 50gp? Why would a NPC pay 100gp for a gem thats worth the same?

What if the PC was trying to sell a miniature statue that was worth 100gp? If I'm a shop owner, and know that it is only worth 100gp, I'm not willing to pay 100gp. If I did, I cannot make a profit.

Any thoughts are welcome.

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Having just finished RotRL, our group is starting a new campaign, and we have a mixture of play styles. I think most of the group is the "kick in the door and fight" type, and the rest are a little more prone to role play and problem solve.

I'm trying to decide which AP is best suited for our group.

Any help/insight is appreciated.

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I have a player that posed these questions to me today. I was hoping that the vast wealth of knowledge here on these boards would help me answer:

Dear DM,

I have a dilemma during character generation. I have a Sorcerer Gnome who needs some sort of protection during Melee combat. The spells are ok but his strength for fighting is limited. (of course, hence, the sorcerer!) However, the combination of spells & fighting prowess would seem to help.

The Gnome Hooked Hammer (a martial weapon) weapon proficiency was given to him as a racial trait, and as you know, it is a Double Weapon which can be used in Two Weapon Style if I burn one of my feats into it.

However, with no strength bonus to hit I would have to take the Weapon Finesse feat in order to use my Dex modifier to hit in order to have any chance in succeeding enough times to survive. The reason this is not possible though, is because the Gnome Hooked Hammer is not a Finesse weapon. Since I am able to treat this as a martial weapon can I use this feat for this weapon? Or do you want me to find two light melee weapons from the Sandpoint guide or Player's Handbook?

The reason I am even considering two weapon style was because of this weapon and the fact that I took the Draconic kit from the Pathfinder series. This kit gives me the SU ability and option of using two claw attacks in one round as a full round attack action eliminating the need for two weapon style. (or any weapon for that matter) Would I really need to take two weapon style at all if I can fight this way without penalty already?

I did find in the skills chapter you can use a gauntlet, spikes, or punching dagger as a second off-hand hit, however, the penalties will apply. I am assuming this to be true because it is "unarmed" combat not "armed." (Is this the case?) However, with unarmed combat you suffer attacks of opportunity fighting someone armed. With this being a supernatural ability, does it eliminate attacks of opportunity by fighting unarmed, because monsters do not take negative penalties to hit with claws? (or do they…. I don't know)

Could or should I take weapon finesse for my claws? (I have noticed the monsters manual using this for cats and various creatures - would or could this apply to me?)

Another one. The Varisian Tattoo is a good thing to have, however, me being a sorcerer I don't believe it should be used, because it requires you to specialize in that school of magic. Sorcerer's have a wild innate magic or ability and it wouldn't make sense to specialize in a school of magic when their magic varies to such a degree. If I were able to specialize though, I would gain some pretty powerful bonuses as a spell caster and I think that is a bit much.

-Gnome Sorcerer

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Rithralas wrote:
I recall reading a Dungeon article that listed a bunch of ideas for dreams and/or nightmares. Can anyone point me to the correct issue?

Shameless bump.

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I'm curious to hear what this very creative and intellectual community has to offer in terms of humorous things a cleric might blurt out in the heat of battle. Since I personally have very little creativity, my plan is to borrow these sayings and use them in my game. :-)

Of course, there is really no need to limit it to a cleric....any classes battlefield humor is welcome.

Cheers!

"Attacking a dragon from the rear is futile, for they will always face the right direction when they breathe."

"Just because you're paranoid, does not mean that they aren't coming after you!"

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Rithralas wrote:

There was a very descriptive thread detailing how to run the haunts encountered in Foxglove Manor, but it seems to have disappeared.

Can anyone point me to it, or clarify?

Thanks in advance!

Nevermind....I found it.

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I see on the map on page 34 of Burnt Offerings that there is a room in the top left corner that is labeled with what looks like an "S" (secret?), just north of room # C22.

Anyone know what this is supposed to represent? Did I miss something?

Thanks in advance.


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