Yeah, that's where I'm at. It *seems* like the intent is for Hindering to affect you regardless of your abilities or ancestry Feats, but it makes sense for Dwarves to be exceptionally good with heavy armor, like Elves are good at moving fast.
I'm taking Unburdened Iron anyway as a flavor thing in PFS, but if there was going to be table variation, I might go with regular full plate. I'd appreciate a ruling though!
The Reddit seems divided on how these two interact.
Hindering wrote: This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5-foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty. Unburdened Iron wrote:
So a Dwarf with a Strength of 16 in Bastion Plate would have a move Speed of 5 feet. (20-10-5=5) A Dwarf with Strength 18 in the same armor would have a Speed of 10 feet. (20-5-5=10) A Dwarf with Unburdened Iron, regardless of Strength score, would ignore the 10 foot Speed penalty from the armor.The question is, does the "any time you're taking a penalty to your Speed from some other reason (such as from the encumbered condition or from a spell), deduct 5 feet from the penalty" apply to Hindering, or does the newer "This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty" override the feat?
My wife and I have been out of the game for a few years after the birth of our son, and we're trying to get back into Organized Play.
I responded... I don't have my laptop on me, so I can post pics and links, but I'll do my best.
On the main screen, the first sub-forum is called "Games and Ads". Clicking on that, displays all the games currently advertising. The column on the left lists the game systems advertising, and clicking on a system filters the list to only those games. So, click on Pathfinder, then look for "Who is that mysterious Ranger?". That's the ad. At the top right, you'll see a series of buttons, and if you mouse over the, a popup will tell you what they are. One, "Add Subscription", looks like a blank page with an envelope on it, and a plus on top of that. This will add the thread to your subscriptions, and let you find it more easily from User CP.
Let me know if you have any more difficulty.
Did you read the actual Player's guide, or just this thread? Because I incorporated a lot of the advice from this thread into the document. The reason I didn't go with a full Ranger class was the Rangers would be too homogenous, kind of like a party of all clerics or all bards. It would be more difficult to plug them into the Pathfinder assumptions for overcoming challenges. As far as spellcasters taking away from the theme, in several seasons, the Rangers had powers they could use even when unmorphed. Dino Thunder and Jungle Fury come to mind. And then of course you have Mystic Force...
I've got room for two Rangers over on MythWeavers, the playtest seems to be going great!
I've got room for two Rangers over on MythWeavers, the playtest seems to be going great!
Working on an Asmodean inquisitor. Would the use of the Elven alternate racial trait "Fey Thoughts" from Heroes of the Wild be allowed?
Fey Thoughts wrote: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
If anyone's interested, I've revived this project over on Mythweavers!
I'm a bit late to the party, but I wanted to see what I could improve for next year! Baritsu Cane
Come celebrate the growth of Pathfinder Society in Central New York with the Season 3 special, Blood Under Absalom!
Sorry to see you go, Zurizar. I hope the changes are positive! I'll play your character through this encounter, then he'll return his crystal. The post is up, and things should be posting on a more regular schedule. If an action isn't posted, I'll skip you, and if you get skipped 3 times in a row, I'll take over the character. My apologies again, and I thank you for your patience.
The Purple Ranger fires a violet rock at the hyena creatures, but his shot goes slightly high.
Enemy Dice: S3 Attack: 1d20 + 6 ⇒ (7) + 6 = 13S3 damage: 1d6 + 4 ⇒ (1) + 4 = 5
U4 Attack: 1d20 + 6 ⇒ (9) + 6 = 15U4 damage: 1d6 + 4 ⇒ (6) + 4 = 10 V5 Attack: 1d20 + 6 ⇒ (8) + 6 = 14V5 damage: 1d6 + 4 ⇒ (5) + 4 = 9 L5 Attack: 1d20 + 6 ⇒ (8) + 6 = 14L5 damage: 1d6 + 4 ⇒ (5) + 4 = 9 Kinzoar Attack: 1d20 + 10 ⇒ (6) + 10 = 16Kinzoar Damage: 2d8 + 7 ⇒ (2, 8) + 7 = 17 M3 Attack: 1d20 + 6 ⇒ (20) + 6 = 26M3 damage: 1d6 + 4 ⇒ (1) + 4 = 5 L4 Attack: 1d20 + 6 ⇒ (5) + 6 = 11L4 damage: 1d6 + 4 ⇒ (1) + 4 = 5 L6 Attack: 1d20 + 6 ⇒ (14) + 6 = 20L6 damage: 1d6 + 4 ⇒ (6) + 4 = 10
The Black Ranger advances to cut off the hyena men from the west, as they shamble closer to the Council building.
Zellos has his action and Faethor has a standard action from this round still, and the hyena things double moved to get where they are. Feel free to post your Round 2 actions, and note the updated initiative order. Rolls: V4 Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Kinzoar Attack: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Kinzoar Damage: 2d8 + 7 ⇒ (3, 3) + 7 = 13
I'll see what I can do to make it more clear, but L7-N7 and U7-X7 are stairs that ascend from 0' in the square to +10' where the white stone is.
Unfortunately you can't attack those hyena creatures unless you jump down. I see you've found the Smurf bug. There are legendary threads on these boards... ^_^
No one wants to say it?? ::shrug:: Oh well.
Kinzoar takes flight, his powerful wings beating the air into submission as the armored gorilla rises above the square. He points his blade at the group* and growls in the same strange language as before. Curiously though, this time you can understand him.
One by one, the new Power Rangers activate their morphers by touching the crystal on their wrist and calling on their spirit, transforming in a flash of color.
"No!" Kinzoar shouts in dismay. "Its not possible! You can't be Power Rangers!" Rolls:
Sense Motive Faethor: 1d20 + 4 ⇒ (11) + 4 = 15
SM Turok: 1d20 - 2 ⇒ (19) - 2 = 17 SM Garen: 1d20 ⇒ 3 SM Zurizar: 1d20 + 8 ⇒ (7) + 8 = 15 SM Zellos: 1d20 - 1 ⇒ (19) - 1 = 18 SM Luichon: 1d20 ⇒ 16 *Everyone but Garen notices Kinzoar's focus on Luichon...
The woman smiles. "This is a glorious day! The Power Rangers have not been seen on Golarion in nearly nine hundred years!" She turns serious again.
She activates her staff, causing the platform to glow. Your crystals react to this energy, wrapping each of you in the corresponding light. You feel a wrenching sensation, and the platform disappears.
Initiative!: Kinzoar: 1d20 + 3 ⇒ (9) + 3 = 12
Hyena Group D: 1d20 + 1 ⇒ (4) + 1 = 5 Hyena Group M: 1d20 + 1 ⇒ (10) + 1 = 11 Hyena Group U: 1d20 + 1 ⇒ (8) + 1 = 9 Hyena Group AE: 1d20 + 1 ⇒ (15) + 1 = 16
My apologies for the delay. I know you'd all rather see results than excuses, but I've been working non-stop the past few days, getting surprised by lots of little projects that, coupled with taking care of a teething infant, have left me with less than 4 hours of sleep a night, let alone time to post the map. I'm hoping to get it up tonight; lets cross our fingers!
Faethor's crystal flares briefly with cold, white energy as he holds it aloft, clearly responding to his desire to defend Almas, but it does not activate. The woman smiles at Garen's skepticism, shaking her head.
She walks to each of you in turn, waving her hand over your crystal, which reveals a floating image of a creature. "The brutal and relentless Linnorm is within you." "Resolute and thoughtful, you have the spirit of the Golem" "Your spirit is the Gorgon, resilient and tenacious." "You possess the Roc, courageous and swift." "The loyal and fierce Winter Wolf is your spirit." "And in you, the mighty Dragon, fearsome and zealous." She walks to the center of the platform, next to Yakhamssa, and faces the party.
She frowns, as if forgetting something. "Ah! One more thing. For the power to continue to protect you, you must follow three basic rules. First, never use your powers for personal gain. Second, never escalate a battle unless forced. Finally, keep the knowledge of this place and your true identities secret; no one may know you are a Power Ranger." "When you are ready, I will send you back to Almas."
The hooded figure raises a dark-skinned hand and waits for silence, then pulls back the hood to reveal her face. "Welcome to Bastion." she speaks with a heavy, deliberate accent. "This planet is under attack. You have been chosen to form an elite team to battle the forces of destruction." She begins slowly walking forward as she speaks. "The monster you faced, called Kinzoar, cannot be defeated with your weapons. If left unchecked, he will conquer your city in less than a day. To succeed, you will need a power and a force you have never seen before."
"Now, take hold of your crystals, and let us see the power inside!"
The creature is a construct, an old one, by the looks of it, and as far as you can tell, you're not on any other plane you're familiar with. The gem is similar to an elemental gem, instead of trapping an elemental inside, the energies of a spell are evoked in the crystal. A moment after being addressed, the creature stirs.
As it finishes, a blue hooded figure holding a smooth staff slowly rises into view from the forest canopy, as if ascending hidden stairs along the edge of the platform.
Turok advances on the gorilla, but the beast merely laughs as the polearm bounces off his armor.
There is a flash, and a small wooden creature appears in the center of the glyph, adorned with fading red and gold paint and holding a fist sized diamond in one hand and a handful of rocks in the other. It throws the diamond at the gorilla. It shatters in midair, sending two glassy balls of force rocketing out of the gem shards and slamming into the beast's chest, driving it 15 feet back. New Rolls: At the same time, the wooden creature throws the handful of rocks in the air. The colorful crystals orbit above its head for a brief second before shooting through the air towards each of you. When they touch you, there is a blinding flash of colored light and a wrenching sensation in your gut. The gorilla's frustrated roars fade and are replaced by the sound of blowing wind. The air is thin here, like one would find atop a mountain, and any exposed skin is quickly chilled.
Ranged Touch1: 1d20 + 5 ⇒ (11) + 5 = 16Dmg: 5d6 ⇒ (4, 6, 5, 1, 6) = 22Ranged Touch2: 1d20 + 5 ⇒ (11) + 5 = 16Dmg: 5d6 ⇒ (1, 4, 3, 1, 3) = 12Bull Rush1: 1d20 ⇒ 3Bull Rush2: 1d20 ⇒ 15 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When your vision returns, you are lying prone on a large stone platform 20 feet wide with an inlaid stone design of the same symbol that was glowing on the streets of Almas. Beyond the platform, you can see the leafy green canopy of a forest. Nothing, in any direction, obscures your view of the deep blue sky, no mountains, no trees, just sky. The bright sun warms your body, taking the edge off of the windy chill. Where the wounded lay, small root tendrils creep up to their body, pulsing with a healing energy. Within a minute, all of your wounds are healed. The wooden creature from the market stands perfectly still in the center of the glyph, one could easily mistake it for a statue.
Confirm Crit: 1d20 + 1 ⇒ (14) + 1 = 15damage: 1d6 + 1 ⇒ (6) + 1 = 7
Monster Rolls: GorillaAttack: 1d20 + 10 ⇒ (2) + 10 = 12Damage: 2d8 + 7 ⇒ (5, 5) + 7 = 17
J18 Attack: 1d20 + 6 ⇒ (5) + 6 = 11Dmg: 1d6 + 4 ⇒ (4) + 4 = 8 K16 Attack: 1d20 + 6 ⇒ (11) + 6 = 17Dmg: 1d6 + 4 ⇒ (5) + 4 = 9 Guard Rolls:
K22 Shield: 1d20 + 4 ⇒ (15) + 4 = 19
K18 Shield: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Reinforcements: 1d6 ⇒ 1Direction: 1d8 ⇒ 8 Last round! Can you hang on?
Turok's bardiche whirls around and slices the hyena's head clean off, it disintigrates before the skull reaches the ground.
Monster Rolls: The hyena creature who struck Zellos winds up to strike a mighty blow, but Zellos is able to deflect it with his shield.
K16 AoO: 1d20 + 6 ⇒ (13) + 6 = 19Dmg: 1d6 + 4 ⇒ (1) + 4 = 5 K16 Attack: 1d20 + 6 ⇒ (9) + 6 = 15Dmg: 1d6 + 4 ⇒ (6) + 4 = 10 J19 Attack: 1d20 + 6 ⇒ (10) + 6 = 16Dmg: 1d6 + 4 ⇒ (6) + 4 = 10 L20 Attack: 1d20 + 6 ⇒ (14) + 6 = 20Dmg: 1d6 + 4 ⇒ (4) + 4 = 8 Gorilla Attack: 1d20 + 10 ⇒ (12) + 10 = 22Dmg: 2d8 + 7 ⇒ (2, 7) + 7 = 16 Faethor is not so lucky, his rage leaving just enough of a gap in his defenses that the creature's fist is able to connect solidly with the half-elf's head. 10 damage, which brings him to -6? Stabilization roll please. Luichon, perhaps distracted by his brother going limp beside him, also is struck by a dusty fist. 8 damage The gorilla frowns as his previous attack is largely negated, and looses a vicious upward slash. Garen is lifted off his feet and deposited back on the ground in a crumpled heap. 16 damage. He is also at -6? Stabilization roll please. The guards fire their crossbows at the winged monster before drawing their own spiked shields, shouting at him to stand down or be destroyed. The bolts plink harmlessly off its golden armor. Guard Rolls: Don't worry, guys, I won't let you die! Everyone please give me Perception checks as part of Round 4! Q13 Attack: 1d20 + 3 ⇒ (1) + 3 = 4L23 Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Zurizar: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action. Zellos: I'll lean towards the player in this instance and let you use the immediate action after the fact. It makes the spell a little more powerful, but not gamebreakingly so, and its a slightly underpowered spell to begin with. I'm surprised there's not a band out there that implores their fans to accept the RAGE!
Turok's bardiche slices deeply into the side of the charging hyenaman, but it does not deter it's attack.
Zellos: As Turok begins to growl, the party finds themselves filled with a battle rage!
Inspired Rage: "While under the effects of inspired rage, allies other than the skald cannot use... any ability that requires patience or concentration" For example, spellcasting. Mighty Pebble, however, is a Supernatural ability, and not subject to concentration checks, and can be used while raging. Also, you can choose each round whether you rage or not at the start of your turn, with no penalty. If you want to rage, I'll bump the damage up a little.
I'm going to assume you meant to target H20, since you mention the splash hitting buggers, plural. Cool? Reflex G20: 1d20 + 3 ⇒ (5) + 3 = 8 Reflex I19: 1d20 + 3 ⇒ (10) + 3 = 13 Faethor's rapier furiously finds its way to its target, penetrating leathery, fragile skin. It yelps in surprise. Zellos hurls a rock at the creatures, its exploding shards pummling two of them. Garen, filled with rage, hears bones snapping as he slams into the hyena thing. A spiderweb of cracks radiate outward from the impact across its leathery skin before it crumbles to dust, its mouth agape and silently screaming. Luichon's slashes are not as effective as he'd hoped, only one cutlass finding purchase. As the hyena creatures press on, Zurizar finds his opportunity, fist darting out like a scorpion sting and striking the approaching hyenaman. Yelping, the monster is unable to return the favor. Zurizar: One angrily charges Turok, apparently not a fan of death metal. Its fist strikes true, connecting with his gut. 7 damage
Hyena entered M19, triggering readied action.Fortitude: 1d20 + 8 ⇒ (13) + 8 = 21
Let me know if your're raging, and I'll up the damage appropriately. The creature Luichon struck tries to retaliate, but can't get through the twin blades. Sensing the wounded, two hyena mutants attack Faethor, but the elf manages to dodge their attacks. The two struck by Zellos' rock are out for revenge, charging past Garen with reckless abandon. Garen, you can take an AoO on either of these two, one has taken 10 damage, the other, 2. I'll finish the monster's actions after I find out what you're doing. Monster Rolls: M19 Attack: 1d20 + 6 ⇒ (6) + 6 = 12 P22 Attack: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26Damage: 1d6 + 4 ⇒ (3) + 4 = 7 L20 Attack: 1d20 + 6 ⇒ (2) + 6 = 8 K20 Attack: 1d20 + 6 ⇒ (10) + 6 = 16 J19 Attack: 1d20 + 6 ⇒ (3) + 6 = 9
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