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Organized Play Member. 46 posts (120 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 1 alias.
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Thanks for the clarifications and replying to all my questions! I'm kind of in a hurry at the moment, so I'll just comment something briefly (also, there's not much more to add, that comes to mind anyway).
My main misunderstanding concerning the Fire and Brimstone was, that I read the limitation about the Exarch not being able to affect both the allies and enemies at the same time to be more general one. Meaning, that if the Exarch already had a buffing aura on-going, the Exarch could not start a debuffing aura, only another buffing aura. Now I understand, that your restriction was per an exhortation.
However, considering this, now I'm not sure, that Fire and Brimstone is so useful anymore, because there generally are not *many* exhortations you would want to affect both parties. For the example you give, the Exarch is not giving the same effect to both her allies and enemies. How I read the Universal Monster Rules, "Vulnerability" only increases the damage you take from a specified energy type? If you don't take damage, then there's no increase, so I don't *think*, that by making an undead vulnerable to negative energy you would increase its healing. Generally I think there's only Resistance vs. X and Vulnerability vs. X. I think only Empowering the spells gives a static increase in their effect. But if you find something to support your interpretation, I'll more than happily yield, of course, since thsi is just my thinking.
olePigeon wrote: Well, why don't you use both? The exhortations don't compete with each other. Their durations overlap. If you take Overtone Chanting, you can do 2 exhortations in a single action. Fighting skeleton archers? Have both DR Piercing and fast healing going in round 1. No reason to pick between the two. You're correct. I simply meant, that you have a limited number of exhortations to pick while leveling. I think, that this naturally tends to cause people to choose the exhortations that have the highest value, especially since the exhortations are the bread and butter of this class. This is linked also to the thing I mentioned, that many of the first level exhortations are very useful overall. I agree, that it's good for the class, that some of the choices made on early levels remain meaningful throughout the game. Certainly there's no harm offering players a wide pool of abilities to choose from.
Anyway, that's all. Good luck with your class!
EDIT: Oh, expect the fact, that changing the Skill Bonus to CMB was a good move. Nice thinking!
Oh yeah, additional thing that came to my mind was a suggestion for the name, if the connection to the dwarf Inq class is not to your liking... Based on the word "judge (noun)", have you considered Judicator?

Ok, thank you! I read it through. Here are some comments that popped to my mind (sorry for the wall!):
- What Save do the enemies use to resist? I assume Will?
- Is it true, that starting an exhortation does not require you to pay one indulgence coin?? I could not find any mention about that, just a general statement about "When indulgence coins are spent", but no mention of amount...
- Concerning the exhortations (and I guess this is more a question of taste), I would maybe remove the extra mentions after some of exhortations that "effects last only for the duration of exhortations", as this is the general rule. If you want to emphasize this, you could maybe do so in the introduction text in a way of: "Any benefits or penalties from the exhortation(s) last only for the duration of the exhortation(s), even if the effect of the exhortation(s) refer(s) to abilities/spells having longer duration."
- Also, now that I think of it, I'd maybe remove the reference to paladin's "Aura of Justice". The exhortation and the Aura only share the general idea of giving smite ability to somebody non-paladin (even the radius can be different, if the Exarch has Aegis), so I think they have more things they don't have in common than things they have. But again, matter of taste.
- About the 1st level exhortations: I'd maybe remove the Zealous Focus. Considering the other options, the class' lean towards martial and the limited number of choices the Exarch has, I think this probably won't make it to the top 5. Generally, many of the 1st level exhortations are so universally usable instead of more contingent ones given at later levels, that if I'd be playing, I would probably keep picking some of the 1st level exhortations even at later levels.
- About the 5th level exhortations: I'd consider removing some of choices. This is mainly because I think at the moment there are some, which are simply inferior compared to other options, so I just think, that it's perhaps needless to even offer the less-good ones. I'd remove Sonic resist, probably also DR/bludgeoning, DR/slashing. I'm on the fence about fast healing. In the beginning it's about as good as DR/piercing, but as soon as enemies start to have more attacks, DR/piercing can be better. Of course, DR/piercing is not good against arrows, so maybe fast healing is still useful.
- Just to make sure, the Mirror of Souls is 10 % miss chance for enemies and not a 10 % concealment for nearby allies? This miss chance applies for all the attacks from enemies, regardless if their targets are not within the Zealous Aura?
- I'd consider ramping up the base DR's at level 17th and 19th. I think the damage at these levels starts to be considerable, so then to make DR's an option worth of considering, they should probably be higher. Maybe a DR2/adamantine and DR3(or even 5?)/alignment. Also, considering the background, I would maybe not give the Exarch an access to Chaotic Protection. I assume Exarch is in serious internal distress, if the opponents have lawful-aligned weapons or natural attacks?
- What's the idea behind giving incorporeal and ethereal form? I mean, is this supposed to temporarily incapacitate an enemy in-combat or give a benefit for ally out-of-combat (in terms of increased mobility through solid objects)? Or can be used for both? Will the effect extend beyond the radius of Exarch's aura or will it stop once the creature is out-of-range? I'm just asking, because the things you can do while in Ethereal Plane or in incorporeal form without ghost touch weapons are fairly limited.
- About the affirmation: There seems to be some contradiction in wording and in example calculation - or then I misunderstand again... Anyway: if beginning at 5th level, and every five level there after, you can spend 1 *additional* coin etc. then at 15th level you should be able to spend, I think, *3 additional* (15/5=3) coins, which leads to a total of 4 coins. Unless you meant that in calculating the multiple, you only note the additional coins and the first one spent to start the exhortation(?) is not taken into account?
- Overtone Chanting: I would clarify, that this still has restrictions (that Fire and Brimstone removes).
- Practiced Exhortation: I don't think, that "reduce speed" is what you're aiming here :) ? Isn't this like "Choose one exhortation you know. You can always start this exhortation with an action that's one category faster (standard becomes move and move becomes swift action), than normally required. You can't start the exhortation faster than with swift action." Or can the speed increase all the way to immediate action?
- Exemplar: The speed category progression skips immediate action (between swift and free). Is this intentional?
- General background question: how do the Exarchs generally feel agains lawful creatures? Going against devils is okay? Going against other Exarchs is okay?
That's all. Generally I think it's fairly balanced and also fairly focused, so it does not aim to excel at every field, but does definitely do good job at melee (well, also at range, if there are other ranged party members).

Weirdo wrote: I use RealmWorks, which is not free but contains tons of extra functions which makes it easier for me to maintain than a wiki. Most importantly, players can't see things there until I reveal them, so I can put all my game notes there in an organized format including things the players don't know yet or might never know (like NPC stats). Then I just reveal things rather than having to write them up or transfer to a wiki after every session Oo, this did look nice. Thanks for bringing it to my notice!
Weirdo wrote: The main trick I find with the wikis is making sure they are kept up-to-date. It is a bit of extra work in the post-session write up and easy to fall behind on. If you are willing to take on that work yourself, great. Otherwise make sure you have at least one or two players with the time and inclination to do it for you. This is a very good point. Then again, the burden also depends on what kind and what depth of information you want to store to wiki. Of the several PF campaigns that are running in our wiki atm, I think only my and one run by my friend are recording the session events. Much more common is providing background information of the world, logging the loot inventory, PC's character sheets and the NPC's met during adventures. I *know* this is precisely because writing the session logs is not something you're very keen on after first having prepared and then run the session...It's good if some responsibility can be shared also by players. I haven't tried it yet, but am considering next time giving the session logs to be written by the players, in turns, if no one is particularly interested. But basically, it all really depends on what you agree as a group about the acceptable level of information in wiki.

In the part of the world where I'm living, wiki is actually used quite a lot for PF and PFS-purposes. I have been using it years with my friends to run some PF campaigns. Fairly versatile board, that, depending on your players, can also offer a venue to do some play-by-posting between sessions. Have found it very useful.
The best advice I can give is to use the linking from and between pages excessively. I don't think you can overdo it. As already mentioned, some thought should be put to organization, as there are many ways data from a campaign can be sub-categorized. If you would be the main admin of your campaign wiki, then of course you would have a final say on this, but you could also first thought about a suggestion how you would like the page organized, then present it to players and then maybe change he plan accordingly. Things will work more smoothly, if everybody shares the same logic (since basically everybody should have the rights to edit and add pages, if desired).
I guess it varies based on wiki, but here we don't have full admin rights, so we can't delete pages.This also means, that if pages are created under certain group, they can't be moved, only duplicated to the new location. In that case it's a good idea consider structuring extra carefully *beforehand*, because later changing will require you duplicating the page already existing. Obviously an extensive amount of duplicates is not desirable. But as said, this is only of consideration, if you can't delete pages.
If you want to check, our wiki is here, although I doubt you'd find it very useful because of the language barrier.

Oh, thank you! Glad it was helpful.
I see most of the stuff was just misunderstanding, so that's all good, then. I'll just quickly comment some specific points.
olePigeon wrote: Knowledge (arcana) because Exarchs are heavily involved in rituals, traditions, and ancient mysteries. Unless I misread what Knowledge (arcana) is. Maybe History would be better? Not sure. Yeah, from that point of view, Knowledge (arcana) is definitely justified. My comment stemmed more from the fact, that it's not very typical Knowledge to have with a character with religious background, but then again, the Inquisitor has it, and I think some prestige classes too, so it's not like it's uncharted territory. Also, I wrongly assumed traditions would fall under History, but after re-reading Knowledge I now know traditions are under Local. So scratch History, I guess...On a side note, since paladins also have it, you could perhaps consider adding Nobility to the list? I'd think lineage and heraldry thing could be things judges would at least on some superficial level be aware of.
olePigeon wrote: I need to tweak the wording. How I intended it to work is if any ally or enemy is under the influence of any exhortation when an enemy is dropped below zero, then you get a coin back. Good, now the "buffing vs. debuffing" -choice feels much more relevant to me. By the way, while you're tweaking, you might consider clarifying a bit earlier, that some exhortations affect all allies/enemies, while others affect only selected targets. It's just a minor bump in the text, but it's a bit confusing, when exhortation-paragraph first discusses effects that affect creatures within the radius and then starts to discuss about targets at the end. But obviously this is immediately cleared, once you see the list of exhortations.
One final thing that come to my mind: have you considered an exhortation or exhortations along the lines of the Witch's "Fortune"- and "Misfortune"-hexes? Of course along same lines in power compared to the original ones.
Anyway, have fun designing!
Oh, and one more thing:
-How are the modifiers calculated for exhortations granting the Smite ability? Is the calculation based on the Exarch's Cha and class level? Considering you're probably boosting at least Cha 22 at that point, for me at least this +11 to dmg, auto-bypass DR, +6 to hit and +6 sacred to AC for potentially all your party members (if you indulgence yourself :) ) sounds fairly strong. Granted, it's only against one target, but still, considering other buffs and abilities available at that level, especially against BBEGs it feels a bit overpowered. With multiple enemies the effect is less drastic, but still there.

Hi there,
Just happened to read his through, while it was at the top due to your recent posting.
I'm not a pro in anyway, so I therefore have very shallow comments. Like the class in general. Things that popped to my mind were:
-I like the fluff and like the general mechanics. I like that it's the healing and aiding your allies that feeds your abilities.
-What's the BAB progression? Or did I just miss it?
-Same for the Saves?
-Why Knowledge (arcana)? Why not Knowledge (history)? Also, I'm not sure, would Appraise be a background-appropriate?
-Some exhortations seems a lot better in terms of indulgence pay-back. Mainly, all that boost your allies, since as written there's no indulgence pay-back in those, that affect the enemies when your allies kill them (not to mention, that enemies also get a save to resist the effect). You could argue, that even in that case you can get some indulgence from healing your allies from sub-zero HP, but I'd say that if you get huge flow of indulgence from that, you'd still have a problem.
-Same pay-back issue is between exhortations affecting all allies vs. chosen target(s), although I do admit that the ability to switch the chosen targets from round to round alleviates this somewhat and offers some room to increase the indulgence payback.
-5th level DR's vs. slashing or bludgeoning or piercing are fairly powerful DRs in general, since you can't bypass them similarly with weapon enchantment bonus as you can bypass magic, cold iron, silver, adamantine and alignment. DR vs. piercing is especially useful. That's why, I think, they tend not to be very available for PC's.
-What's the point of Divine Intervention and Divine Retribution (just out of curiosity)? Teamwork and teamwork (betrayal) feats require, that two allies have the same feat, so is the idea here, that the Exarch has the same feat and can temporarily gain the benefit of that, because an ally now also has the same feat?
-Since exhortations are fairly static, I would perhaps consider dumping exhortation "Spear of Destiny", which usefulness is heavily dictated by situation, so it's perhaps unlikely to be picked.
- By the way, what's the "Indulgence" at level 12? I couldn't find it from the text.

Hello,
This came up in our table and didn't know how to sort it out reasonably. Got home and did some searching, got none the wiser.
Hypothetically, suppose you have two medium creatures with 5 ft. reach melee weapons flanking a Huge creature. How does the wild flanking work? Supposedly there should be a chance for them attacks to hit each other, but they do not have nearly enough reach for that being actually possible. Do they just get the benefit of betrayal-feat without the downside? Or, isn't wild flanking possible? Mind you, there's nothing in the situation per se, that would prevent them for not attacking as recklessly and wildly as possible, so in that sense I really don't see anything stopping them of getting the benefit of wild flank...
Another hypothetical scenario: again the same set up, but now one of the flankers has a longspear, while the other one has still some non-reach melee weapon. There's a distance of at least 20 ft between flankers (more if diagonal). Still the flankers can hit each other?
Both scenarios can also be "combined" in a sense by assuming that there are three flankers with the feat and the third flanker has the longspear and is behind one of the others but is in the same flanking line. Then the flanker being on her/his own can hit the Huge enemy and her/his two companions with the same swing of longsword?
The feat description simply says:
Champions of Corruption p. 21 wrote: It is possible to hit both your enemy and your abettor with one attack. Also, feel free to post any table rule suggestions you have found useful with Wild Flanking.
Thanks for your time!
Thank you for the answer. In a sense, I can understand this, because with Variant Heritage being nowadays free (I assume?), the bloodragers have plenty of other options, some of which are actually better than the original combination of ability bonuses. As for the arcanists, Charisma is not similarly critical as it is for sorcerers, so definitely the penalty to it doesn't invalidate tiefling arcanists. And of course, since the arcanist have fast Will anyway, why not use Variant Heritage and go for the Daemon-Spawn...
Greetings,
Considering that "Fiendish Sorcery" -trait was published before ACG, my question is:
Does the tiefling's racial trait "Fiendish Sorcery" apply its benefit to bloodrager and/or the arcanist with the "Bloodline Development"-exploit, if the chosen bloodline is Infernal/Abyssal ?
I'm aware of these threads, where the question has been dealt for each class separately:
For the arcanist here and for the bloodrager here.
I don't follow these forums very intensively, so just asking in case I have missed some recent official (or even semi-official) ruling about this. Similarly as the OP in the bloodrager thread, I also have a friend, who "did mention that Fiendish Sorcerer was updated to include Bloodrager bloodlines in somewhere."
If the answer for the question is no, I'm also curious if someone has any idea where this misconception has originated from. Or is it just one of these randoms but very pervasive misconceptions?
Thanks for your time.
Irrational human being
Pelaajan nimi: Jaakko Anttila
Hahmon nimi: Meilin Shan
PFS-numero: 81597-5
Faktio: Silver Crusade
Slow/normal track: Normal
Day Job (jos semmonen on): N/A
Tuunasin samaa riviä kuin Veltzeh.
^That line is almost quote material.
Regarding the OP, for what it's worth (not much), I'll also side with N N and some other posters on this.
In hopes of moving the discussion forward, maybe I'll link here the other recent thread with the same subject, just so that we avoid running mirrored threads with recycled arguments:
Thread about Grease and 5-foot step
Actually, why not also link the other one from the same subject, but started couple of days earlier:
Another Thread about Grease and 5-foot step
Irrational human being
Oletan, että "diaspora" äännetään "dioraama" :D ?
Irrational human being
Noh, kaamoskoomaus lienee näin lähellä talvipäivän seisausta muutenkin oletusasetus :) Avantouinti kyllä piristää ainakin hetkeksi, voin vakuuttaa.
Chess Pwn wrote: There's a FAQ that says for most things you are your own ally. So the quoted part is saying you can do it faster as a swift on yourself instead of the normal standard. Okay, thanks, now that you mentioned that it exists, went and search for it. Found it from the GM rules of the Core. I guess then the ones, that allow only self-targeting, are the most restrictive. Thanks!
Hello all,
I got curious about war priest's "Blessing"- abilities gained at first level. The language in all of those pretty clearly separates between the targets: it's either ally, object, enemy or the war priest him-/herself. In the rare case of "Community"-blessing, which is first stated to be used on an ally, it's then specifically mentioned afterwards, that:
SRD wrote: "You can instead use this ability on yourself as a swift action." ... but I'm uncertain, if the purpose is to specify that you can A) use it on yourself B) use it as a swift action (normal is standard) or C) both.
Based on this, my question is, if the section specifying target is exclusive? Specifically, if the target is said to be ally, can you also use the ability on yourself? Or not?
Any errata, quotes or faq's to put this into a context are greatly appreciated. Thank you!
Irrational human being
Sori, oli kaikenlaista joulukonserttia, avantouintia ja pikkujoulun tynkää pe -la, niin en ehtinytkään päivittää, niin kuin olin kuvitellut. Sunnuntaina olin peliä vetämässä, sen tiesin jo etukäteen, että sinä päivänä toivoa ei ole. Mutta nyt back to pez-ness!
Irrational human being
En nyt llaittanut Meiliniä näillä Acrobatics- tai Swim-skillzeillä ylittämään sitä virtaa. Jos joku, jonka AC-penaltyt eivät ole yhtä rouheat haluaa Meiliniltä parannuspullon, niin sen voinee ottaa ojennetusta kädestä.
EDIT: Cross that thought, eihän siellä rannekotelossa ollutkaan parannuspulloa.

That is correct. Again it's the question of what is the definitive line. Personally, I have chosen to follow this line:
SRD wrote: Restricted Activity: In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). and assume, that after this, every time, when they mention your character is being restricted to take a single standard action or single move action (because of substitution, which, in turn, is written before this paragraph), that case also includes swift and free actions, as normal. Of course they could have been more explicit with their use of words even after this, but I think it might have possibly increased the words counts in general to very uneconomic values in terms of printing. Anyway, this is very much about interpretation of RAI. The texts are there, but we always have to choose what lines and words we weight the most.

Yeah, I think the question here is what is considered as superseding definition. I follow similar interpretation as some of the previous posters here, that the line, where it is stated, that you can always take a move action in place of a standard action, is kind of the definitive line or axiom and from that point onward, the equivalence is assumed to exist always, even in situations, where you are limited only on taking standard actions. It is true, though, that they have never spelled this out in any explicit way, that would end the uncertainty.
EDIT: Oh, and by the way, regarding this earlier post:
Melkiador wrote: Even ruling that way, you could change the trigger to "when the next action is taken", which would effectively be the same as "when my turn is over" I'd still argue against it, because now, since your character of course - I think -doesn't know the meta-level information like the turn order, your trigger becomes: "If anybody does anything", because even speaking is a free action. I do not think this constitutes as a valid, conditional "if"-clause. It starts with an "if", sure, but there's no uncertainty. Somebody is with 100 % certainty bound to do something. It is true, again, that it is not specified in a readied action text, that the condition should actually contain any uncertainty.
As for this:
Melkiador wrote:
Quote: If the triggered action is part of another character's activities, you interrupt the other character. That text does imply that the trigger action doesn't have to be part of another character's activities.
This is true, but the "If" there is a bit odd, since you can anyway ready only an action, that will trigger after your turn but before your next turn. It simply can't trigger unless it's someone else's turn, I think. At least, I can't see any reasonable or unreasonable way.
I'd be inclined to disagree, since in the Ready action it states, that the Ready action triggers as a response to another action. Your character ending his/her turn is, in my opinion, not an action. Starting or ending the turn in general isn't an action.
I do admit, that the text is a bit vague, since at the start it speaks only of conditions, and then switches on to actions.
Quote: 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. I'm more than willing to admit, that perhaps this is just another RAI for me, though. This is how I read and play the readied actions. Anyway this is derailing from the topic of this thread.
Edit: Added the quotation formatting, that was missing.
Melkiador wrote:
I believe the developer reason for this ruling is because they didn't want people charging around corners at will. Consider this possibility: "I ready an action to charge my target when there is an open charge lane." Then I use my remaining move action to move where I have an open charge lane triggering my charge. Rhino charge lets you do this, which makes it a fairly nice feat.
Actually, I really don't think you can ready an action with a trigger you can activate by yourself by moving after readying.
Ready action states:
Quote: The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Of course it works, if open lane is formed as a consequence of other characters moving/dying. But even then you can't charge around corners.
Irrational human being
Voi siis mun puolesta siirtyä eteenpäin, parannus ja muu keskustelu tapahtuu tässä matkan teon "ohessa".

Rotund0 wrote: Yes, there is a difference between the two classes abilities advancing independently of one another versus stacking together. Indeed, the heavy overlap of the abilities limits their utility.
Now let me throw in another wrinkle:
A crossblooded sorceror selects the draconic bloodline and a different bloodline as her two bloodlines (for the sake of example, Abyssal).
She then takes a level of bloodrager, and selects Abyssal as here bloodline. What happens when she takes a level of Dragon Disciple?
This is certainly a good question. I wish I could provide some clear interpretation of RAI, but as it is, I can't. I checked for some other prestige classes, which provide features, that scale by level and are also provided by multiple classes. For example, for the Holy Vindicator, it is very clearly stated, that in terms of channeling energy class feature, the prestige class stacks with any other class, that provides the same feature. I think the same applies for the sneak attacks from prestige classes, also.
Based on those I could perhaps speculate, that the stacking is mainly dictated by the way it affects the balance between the classes. Then it makes sense, that with caster level from prestige class, you can only apply it to one of you caster class, otherwise the benefit would be game-breaking. The sneak attack and channel energy seem to be considered by game designers weaker abilities, and therefore prestige classes are allowed to stack with less restrictions.
For the cross-blooded sorcerer and DD, there has been some discussion before here. I agree on the points made on that discussion, that by RAW, there's nothing preventing you advancing both bloodline when taking DD. Again, RAI can be claimed to be different, because the cross-blooded came after the DD.
So, back to your example: by RAW, all the bloodline powers increase, when taking DD. In this extreme example you could advance three at the same time (Abyssal(Bloodrager), Abyssal(Sorcerer), Draconic(Sorcerer)). My interpretation of RAI is that this would be allowed, if it would not give you any extreme game-balance breaking edge over other classes, but rather would be in par with sneak attack and channel energy. I really do not know, if it is or isn't. I don't think it's any stronger than stacking sneak attack damage or channeling power, but that's only me.
Yeah, you're right. Just realized it, when I woke up. Should never discuss over rules matters at 3 am, note to self... As this is how it is, I do agree also, that at least by RAW there's nothing stating, that the prestige class would not advance both bloodline powers (or rather, same bloodline powers with different strengths).
I guess there's still some room for interpretation, though, since for example with caster levels from the prestige class you have to explicitly specify the exact class, whose caster level is increased. And there simply wasn't any other class with bloodline powers at the time the prestige class was written, so of course there was no need to rule, whether you had to pick a specific bloodline class level to increase or not. It is strange they did include the answer to this question in the FAQ linked in OP.
But isn't your interpretation of non-stacking ability now more like: "The character levels of parent and hybrid class don't stack, when determining some ability X"? While the actual wording in the rules is that the abilities themselves don't stack.
Of course it can just be a poor case of wording in the book, wouldn't be the first time, I guess...Anyway, if you can provide me with some clarification or quote, I would be very thankful, if only to save me from this nagging uncertainty. Not really claiming to be expert in this field, though. That parent class thing just popped out to my mind, when reading the OP, and decided to reply.

Personally, I think the relevant thing here is this general statement about hybrid classes, such as bloodrager:
Quote: Parent Classes: Each of the following classes draws upon two classes to form the basis of its theme. While a character can multiclass with these parent classes, doing so usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). And for the bloodrager:
Quote: If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. So, basically, how I'm reading these, is that since the bloodline powers do not stack (since stacking is not explicitly specified to happen in quote directly above) and must be of the same type, you only have the bloodline powers based on your highest bloodline class. So it doesn't really matter if the prestige class advances both classes' bloodlines or not, because due to the powers not stacking, your bloodline powers are anyway dictated solely by your highest bloodline class. You do not get any extra benefits in terms of bloodline powers when multiclassing from Bloodrager to Sorcerer.
Irrational human being
Jos etsii, niin löytää myös joitakin ranskankielisiä ketjuja. Tälläkin hetkellä yksi pyörii. Olen Zathowin kanssa samoilla linjoilla, että tuo tuskin on modeille korkean prioriteetin tehtävä.
Irrational human being
Aa, sori, mä jotenkin käsitin tämän niin, että välttäisin sen -4 lethal unarmed penaltyn. My bad! Eihän tuossa kyllä mitään siitä sanota.
Quote: Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets. Your opponent cannot use a disarm action to disarm you of gauntlets. Ilmeisesti tuo toinen lause, "A strike with gauntlet is otherwise considered as unarmed attack", pitää sisällään merkityksen, että -4 penalty tulee?
Ja se AoO:kin tosiaan unohtui, vaikka eipä sen muistaminen mitään olisi muuttanutkaan.
Irrational human being
Oon varmaan viikonloppuna vähän hidas reagoimaan, joten jos Meilinin vuoro kerkeää tulla ennen sunnuntai-iltaa, niin ei kai siinä muuta kuin tiputetaan kilpi, otetaan lucerne-vasara käteen liikkeen yhteydessä tai movena ja aletaan huitomaan. PJ voi suorittaa.
Irrational human being
Jumprahuitti, jälleen kerran aid-heitot olivat kirkkaasti parempia kuin pääheitto. Typical! No, toiaaalta hyvä, että Moeki ja Tiberius tulivat mukaan tilanteeseen, niin vuorovaikutuksen raskas vastuu voi sujuvasti siirtyä pois Meiliniltä, eikä kukaan edes huomaa, että oon reissussa :)
Viikonloppuja kaikille, palaan asiaan ensi to tai pe, vähän riippuen univeloista.
Irrational human being
Varoitan muuten, että olen tämän viikon perjantaista ensi viikon torstaihin matkalla. PJ voi ohjata sillä aikaa Meiliniä, jos tarpeen.
Irrational human being
Aa, ai sen takia oli hiljaisempaa. Mä itse asiassa odottelin, että olisko se Mombasan taika laukaissut mitään merkkejä siitä, että rituaalin suhteen ollaan edes oikeilla jäljillä... No, ilmeisesti ei oltu. Tuskin Meilinillä sitten oli sen ihmeempiä intressejä olla luolassa, joten eteenpäin jatko kelpaa kyllä.
Irrational human being
Half-orc: "Dude, I'm going to save you!" *readies Cure Light Wounds*
Halfling: "Don't worry, it's OK. You don't have to -"
Half-orc: *starts Raging song as a swift action* "Mombadass to the rescueee!!!" *jumps to deliver*
Halfling: *gets crushed by a couple of hundred pounds of a landing half-orc skald*
Half-orc: "........ ooops. I knew I should have used the Song of the Fallen instead!" *curses*
No pain, no gain.
Saakelin huono tuuri kyllä, että 2d6:sa napsahtaa 10. Nopat pettää aina.
Irrational human being
Siirryn tilapäisesti yleisöksi seurailemaan kännykän kautta pelin kulkua perjantai-illasta sunnuntai-iltapäivään, kun olen etäällä koneestani.
Irrational human being
Will do! Sellainen lisäys tuohon Meilinin viimeisimpään postaukseen, että vaikkei asetta olekaan esillä, niin kilpi on kädessä. AC siis 20, minkä päivitin taglineen.
Yritin tehdä tuon lisäyksen tuohon varsinaiseen postaukseen, mutta Paizon sivut meni juuri silloin alas (en tiedä kuinka pitkäksi aikaa) ja mun piti lähteä kauppaan. Joten menköön nyt näin ooc:nä.
Irrational human being
Hei Veltzeh, lisäsin Moekin wiki-sivulle ankkurin siihen "On body"-osuuden jälkeen. Viittaan siihen ankkuriin Meilinin sivulta Moekin säkin tiimoilta. Ankkurin voi poistaa sitten, kun ei ole enää relevanttia.
Irrational human being
Häh ? Ei mitään sellasta metaamista :D, omissa peleissä tai kampanjoissa ei itse asiassa ole tullut minotauria vastaan, ei ole mitään hajua sen CR:stä tai mistään muustakaan, joten siinä mielessä oli nyt hyvinkin helppo pitää hahmon olemattomat tiedot riskeistä erillään pelaajan olemattomista tiedoista. Päädyin vaan siihen, että noin Meilin nyt vaan tekisi, tuli sitten mitä tuli.
Ei mulla ole mitään nokan koputtamista siihen tapaan, miten tilanne siitä sitten eteni. Sähän olet PJ ja vastaat siitä, että maailma pyörii. Tärkeintä, että etenee käytetyn formaatin puitteissa johonkin suuntaan, oli se sitten hahmon kuolema tai joku muu suunta.
Irrational human being
Deukselle iltaa varten: jos viimeinen kirppu on vielä hengissä seuraavalla kierroksella eikä mitään yllätyslisäjoukkoja saavu paikalle, Meilin yrittää vasaroida viimeisenkin ötökän turpeeseen. Voi botata vapaasti.

Irrational human being
Mä luen tyypillisesti yleensä kaksi viimeisintä postauskierrosta ennen omaa postausta, harvemmin sitä taaemmaksi. Tosin, kuten Karma mainitsikin, jotain tiettyä asiaa tulee joskus etsittyä.
Sinänsä ymmärrän kyllä tarpeen revisioida omia tekstejään myöhemmin, ite en ole tosin koskaan oikeassa pelissä sitä (muistaakseni) kuitenkaan jaksanut laiskana ihmisenä tehdä :) Enemmän tosiaan pidän wikistä sen vuoksi, ettei postausten järjestys ole NIIN aikaleimasidonnaista.
Tuppaan suosimaan kompromissiratkaisuja, joten mulle kyllä käy Karman ehdotus tämän pelin pelaamisesta loppuun täällä ihan hyvin :) Kiirekös tässä... Mutta up to GM, mikäs siinä, jos innostus wikin pystytykseen on kova ja inspiraatiota löytyy.
Ai niin, sitä piti jo eilen sanomani, että kiitoksia Tiberiuksen viimeisimmästä viestistä, se herätti hilpeyttä!
Älkää ihmetelkö viimeistä postausta, yritin vain jotenkin pitää yllä mun päivittäistä tahtia. Tosin, nyt tuntia myöhemmin pohdin, että ehkä jotain ytimekkäämpää olisi voinut keksiä... Varmasti viimeinen unikuvaus, minkä tulen kirjoittamaan.
Irrational human being
Zathow: Aa, no hyvä sitten :)
Tuli tuosta wikistä vielä semmoinen toisaalta eilisiltana flashbackina mieleen, että jossain wikipelissä erikseen nousi toivomus pelaajien keskuudesta, että vaikka editointi onkin teoriassa mahdollista kaikkialle, niin sitä ei kuitenkaan tehtäisi, vaan kaikki päivittäisivät tekstinsä edellisen tekstin perään, ihan niin kuin foorumillakin. Se tietenkin toki selkeyttää pelaamista ja erityisesti helpottaa viimeisimpien muutosten löytämistä. Jos tällä periaatteella edelleen mennään, niin ei alustoilla sitten niin suuria eroja ole, että välttämättä kannattaisi vaihtaa.

Irrational human being
Vaikuttaa perustellulta näkemykseltä. Wikin ehkä paras puoli foorumiin nähden on se, että formaatti itsessään mahdollistaa sen, että hahmot voivat samanaikaisesti edelleen käydä menneisyydessä jotain keskustelua, johon käytetty aika on tarinankaaren kannalta täysin merkityksetön, kun juoni etenee toisaalla. Kun foorumissa tarina etenee, niin se etenee väjäämättä. Jos satut olemaan poissa koneen äärestä, niin niihin missattuihin viesteihin voi olla joissain tilanteissa mahdoton enää sulavasti palata. Olen lukenut joitain foorumipelejä, jossa viestejä missannut pelaaja on sitten jakanut oman viestinsä vastineiksi eri pelaajille, mutta se tekee lukemisesta kohtuu sekavaa.
Tämän kaiken jälkeenkin korostan, että olen Veltzehin kanssa samoilla linjoilla siitä, että foorumi sopii kyllä. Onhan tässäkin oma viehätyksensä, kun omat vastineet pitää sovittaa paljon tarkemmin edeltäviin viesteihin.
Ai niin, sitten lopuksi pelillisiä asioita: mun tulkintani oli, että meillä ei ollut nuotiota, enkä löytänyt sen tekemisestä mainintaa, joten päädyin sitten tuohon ratkaisuun. Arvoin kyllä aika pitkään, pahoittelen Zathowille, jos koet, että kovin pahasti kävelin Mosuahin tarinankerrontaoikeuksien ylitse. Ei ollut tarkoitus, en vaan tiennyt, mikä oli virallinen jaettu todellisuus.
Irrational human being
Mä olen avoinna alustan vaihtoon missä tahansa kohdassa peliä, ei paniikkia. Tykkään kyllä tässä siitä, että statit näkee tuosta taglinesta koko ajan. Wikissä olisi tietyti se hyvä puoli, että kännyeditointi onnistuisi. Tosin, sitä kännykän käyttöä wikin kanssa edistäisi vielä lisää se, mikä taas tässä formaatissa on vakiona, eli sivujen pituus pysyy helposti kännykällä skrollattavissa. Wikissä alkaa muistaakseni hikeä puskea aika nopeasti, kun tekstin editointiruutu on vielä alaltaan koko ruutua reippaasti pienempi, ja se pitää skrollata tsiljoonalla pyyhkäisyllä aina ihan alas asti.
Irrational human being
Mmm. Ämmissä vaan on sitä jotain.
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