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Speaker for the Dead's page
Organized Play Member. 572 posts (4,238 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 21 aliases.
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Goth Guru wrote: MrCharisma wrote: 121. Ducks.
Seriously they're not in Pathfinder
EDIT: Oh nevermind, I found them. They're in Equipment for some reason =P
DUCKS 122. Dire ducks, also called geese. Canadian geese are especially vicious. Vicious but polite!
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1. Congratulate your players on cleverly beating the challenge you’ve put before them. That is their job after all.
2. Learn from the encounter and avoid leaving the same loophole. It’s not fun for the players if they can just keep using the same tactics to overcome enemies over and over again. That’s your job!
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I give all the points of interest in an area DC’s based on how hard they are to notice. On a general perception roll I give them all the POI’s that they rolled over the DC. If they are checking something specific I lower the DC for that item.
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Before the results of the roll are revealed by the gm. You know what you rolled and would use this if you guess you didn’t roll high enough.
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Improved grapple
It says in the feat that the +2 is added to your cmd as well as cmb
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PFSRD (intelligence)
So with an int of 6 a creature is “Dull-witted or slow, often misuses and mispronounces words”. Seems fairly straightforward.
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Or you could have his shadow return and take revenge? After all, the character effectively abandoned it. The shadow might not want to seriously hurt the character, but punish them. Perhaps after a bit they could even reconcile :-)
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Making it quite a useful spell if you have a lot of toast lying about :-)
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Only if you have a way to separate your friend from all the other poor saps the monster devoured.

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A bag of holding isn't usually destroyed by mages disjunction
pfsrd wrote: All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
You can also use this spell to target a single item. The item gets a Will save at a -5 penalty to avoid being permanently destroyed.
So, if the item wasn't specifically targeted, and didn't roll a 1 on its save, then it's just turned into an ordinary bag for the duration and it's contents are inaccessible. After the spell ends it's a bag of holding again and I've always played that it's contents are again accessible.

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GM Justaworm - RID wrote: Waseem takes advantage of the lull in the battle to check on Stig, pouring a healing potion of cure light wounds into his mouth. Stig's body jerks a little, briefly offering Waseem hope, before falling motionless once again. It is now clear that Stig isn't coming back..
“Miracle Max the Wizard: If he were all dead, there's only one thing you can do.
Inigo Montoya: And what's that?
Miracle Max the Wizard: Go through his pockets and look for loose change.”
Waseem will forgo the search for loose change for the time being and take a shot at cyan
xbow: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 (inspire courage)
damage: 1d8 + 1 ⇒ (5) + 1 = 6
The spider will move and attack cyan (a spider can move through its own web without penalty).
bite: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 (inspire courage)
damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9 (+poison)
Poison (Ex) Bite–injury; save Fort DC 14 [16]; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save
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Knowledge nature: 1d20 + 6 ⇒ (2) + 6 = 8
Waseem, “That. Is not an elf.” (And that’s about all he’d know from that roll)
Jaqu will attack
bite: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19 (power attack, haste)
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
bite: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Claw: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
claw: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25. confirm: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (x2 if confirmed)
Waseem will cast snowball (dc16 fort or be staggered 1 rd)
ranged touch: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 4d6 ⇒ (1, 1, 1, 5) = 8
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waseem fort: 1d20 + 2 ⇒ (14) + 2 = 16
Waseem swigs his cane at snakes...
hanbo: 1d20 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11 (haste, inspire courage)
damage: 1d6 + 2 ⇒ (6) + 2 = 8
hanbo: 1d20 + 3 + 1 + 2 ⇒ (9) + 3 + 1 + 2 = 15 (haste, inspire courage)
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Jaqu attacks snakes...
bite: 1d20 + 6 + 1 + 2 - 1 ⇒ (14) + 6 + 1 + 2 - 1 = 22 (haste, inspire courage, power attack)
damage: 1d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
bite: 1d20 + 6 + 1 + 2 - 1 ⇒ (7) + 6 + 1 + 2 - 1 = 15
damage: 1d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13
claw: 1d20 + 6 + 1 + 2 - 1 ⇒ (4) + 6 + 1 + 2 - 1 = 12
damage: 1d6 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9
claw: 1d20 + 6 + 1 + 2 - 1 ⇒ (20) + 6 + 1 + 2 - 1 = 28 confirm: 1d20 + 6 + 1 + 2 - 1 ⇒ (5) + 6 + 1 + 2 - 1 = 13
damage: 1d6 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10 (x2 if confirmed)
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pfsrd wrote: Flat-Footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can’t make attacks of opportunity, unless he has the Combat Reflexes feat.
That’s why rogues try to get high init modifiers, so they can get a free sneak attack on the lumbering fighters!
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climb: 1d20 + 9 ⇒ (6) + 9 = 15
Waseem will assist packing crates onboard although he obviously isn’t adept at the task! After Selena’s performance art he’ll bow in appreciation, “That was...impressive. Waseem feels somewhat inadequate.”
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Selena Shadethorn wrote: I like the thought of Waseem asking about Jaqu getting paid, too.[/ooc]
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Selena Shadethorn wrote: Would perception work for figuring out that those are claw marks and not bite?
[dice=Heal]1d20-1
[dice=Perception]1d20+3
Welp, the dice don't lie, do they?
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Or if they’re in the bath with the tap running :-)
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Doesn’t it mean if you run into a wall or something? I doubt it’s talking about weapons and ammo.
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My understanding is that you only get 1x your st bonus when doing a flurry of blows regardless of if your wielding a weapon 1handed or 2 handed.
Edit. Although the specific language that implied that limit seemes to be missing from the unchained monks flurry of blows discription
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Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d% Behavior
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
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When my wife says, "Of course you can go gaming tonight. We can have date night another day..."
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"Are you sure we shouldn't cut it off...just to be safe?"
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Damion mutters to himself, "And I thought my childhood sucked..."
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Sister will take a step back, a puzzled expression on her face,"Quartered? Aren't you more like a third?"
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"She really is. Honourable, righteous and lawful. It's hugely irritating, but you can trust her."
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That would make Mordans to hit roll only a 15. Putting that whole 1 point of damage in jeopardy!
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"That is likely the way of it. I once knew another who called himself Count. He was no more a Count than I'm a Duchess. True that be told he was no more than a thief with a few men in his employ."
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Female awakened raven bard 2 | HP 15/15
And now the sun is beginning to rise,
It's like looking down on Paradise,
There's a ball of fire that's burning, giving life,
And we are flying home,
I feel the freedom in my soul,
Flying home at last;
Flying home,
I've got the freedom in my soul,
And it's four in the morning,
My world is calling,
Speeding through the universe tonight...
By the way (in case anyone thought I had talent) all the songs I quoted were by Chris de Burg
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Khudzlin wrote: @Lady-J Nonsense. This is a module written by Paizo (not a GM customization) and 15 point is the standard Paizo writes their modules for. Your comment about monstrous races makes no sense either. In pathfinder, playable races are categorized as Core, Featured or Uncommon. In this party, there are 3 characters with featured races and 1 with an uncommon race (the Kitsune). Both Aasimar and Tengu are stronger than core races, according to the race-building rules (15 and 13 RP vs 8-11).
@Speaker for the Dead: Paladins are not known for being stealthy. So once the pixies know he's nearby (from the aura), they shouldn't have trouble locating him with mundane senses.
Which is why I added the the bit about making perception rolls. :-)
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My only comment is about the detect good/evil spell. The op commented in a spoiler that the since the sprites are using the spell they would always know which way to look. It takes three rounds of concentration before they would know the power and location of each aura. The first round all they should know is that auras are present. The second, the number of auras. Since the paladin was flying about it seems unlikely that he would have stayed in the cone area of effect for three rounds. Of course they could have made really good perception rolls.
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It depends on how much she fancies you :-)
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"Very nice. That really shivered their timbers, so to speak." Mordan congratulates Celeste. Looking speculatively at the shivering frat boys he adds,"You know, somehow I thought they'd be better...equipped"
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Female awakened raven bard 2 | HP 15/15
♬ I love the night, I love the night,
I love the element of danger and the ecstasy of flight,
I love the night, I love the night...♬
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I've always treated it like a fireball. Except that it only affects neutral and evil beings.
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Kinda hard to explain to you're (imaginary) wife though.
"Are you taking off your magic armor before coming to bed?"
"No, I made it permanent!"
"Well you better find somewhere else to sleep then."
"Oh."
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The character Sparhawk from David Edding's "The Elenium" is my favorite prototype for a paladin.
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"Probably. This feels like a game...entertainment. Cat and mouse with us as the mice. We must expect treachery."
perception for treachery: 1d20 + 9 ⇒ (4) + 9 = 13
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How about reading the label? Seriously, how is anyone supposed to keep track of all their potions and poisons without labelling them? Don't they have a WHIMIS rep?
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Most GM's use it to determine starting gold when they have players start at other than 1st level.
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It's out of the bestiary Here
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Technically I think that would be an improvised weapon, -4 to attack and d4 for sneak attack damage.
On the other hand he could do non-lethal damage with the blade, still a -4 penalty to hit but d8 sneak attack damage.
I'd allow attacking with the butt of the knife with d8 sneak attack damage just for roleplaying color.
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