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Java Man wrote: So you -had- better weapons and chose not to use them? That is certainly going to make things harder. If I hadn't looked the monster up before the game started because it was a particularly big discussion about what happened during a previous game I wouldn't have known it had DR 10/magic. My character wouldn't have known that. I like to role play, not roll play. I try not to use out-of-game information unless it makes sense. Fighting skeletons? Why use a rapier that requires you to hit with a point when a club is not only easier to hit with (theoretically) but is also typically used to break bones? ![]()
Java Man wrote: Well, without getting into spoilers that fight is known as a very hard pinch point in that AP, but there are extenuating circumstances. If the GM misses certain facts or the party doesn't pick up on some clues it is brutal. But a fair number of tables have no issues. As for WBL, this group has somehow missed or misidentified a lot of stuff if they have that little and made it to the barghest. Oh we had a lot of stuff, just all the magical weapons were all bladed weapons and my fighter was focused on using axes. We didn't get enough gold individually to get magic weapons we wanted leaving him with a +1 cold iron returning dagger that he allowed to side up to match the user as my character did use throwing weapons for ranged combat. ![]()
Mark Hoover 330 wrote:
It is the rise of the time lords adventure path. The pdf I found was just the standard greater barghest, though he said it was an advanced greater barghest based on what he found on pfsrd. ![]()
Sibelius Eos Owm wrote: While I'm here--I know the standards and mechanics of 2e hold little water around here, but for what it's worth the barghest is considered a Common creature in 2e, while the greater barghest has both the uncommon and mutant traits. It's a bit simpler since every monster has its rarity listed in the bestiary (default 'common') but the GM is still free to decide when those rarities differ by region. That is something I like about 2e. I tried it, but didn't like how some feats became class specific abilities and some other rules, like holding your breath which lasts like 3 rounds. I can hold my breath for longer than 18 seconds and I'm out or shape. ![]()
Mysterious Stranger wrote:
Ya, it is a difficult fight. Which is why I was upset that he was making the check to find out weaknesses of the Barghest harder. An advanced Barghest and a regular seem to have all the same abilities. The major differences seem to be AC, Stats, HD, and BAB. Not enough in my opinion to make it a completely different creature from the base creature that it would be considered rare. By that logic leveling up would make any core race uncommon or rare depending on level and how many of that race go into that class. ![]()
Mysterious Stranger wrote: Assuming an AC of 20 that puts his DPR to 48.51, compared to a barbarian with an 18 STR using a +1-dagger doing 2.4 DPR. The DPR with the battle axe is 1.9, which really is not that much different. It was the monster in the AP. The pdf I found listed it as a standard greater Barhghest, but we were using the roll20 module which he said used the advanced one as the encounter. Are the battle axe numbers taking into account DR of 10/Magic? I also had power attack which helped increase the damage output, but ya the thing dropped my fighter 1/2 HP round 1 because of invisibility. ![]()
At level 4, there can be a big difference between making the roll and not. 1d20+7+Int to make a DC 23 requires a 16 or higher, meaning a 25% chance of success vs a DC 17, which requires a 10. 50% chance of success. Plus, at a 16 or higher, a DC 17 would allow 1 additional useful piece of information. I was trying to get an in-game reason why my character, who had been using an MW Battleaxe the entire campaign so far, would switch to a +1 dagger without metagaming. ![]()
Diego Rossi wrote:
This is true, though teachers were often more prolific. Character classes that often have planes as a class skill are the educated ones, meaning they would have had teachers. Paladin orders would spread teachings on how to kill them, and clerics and wizards would learn from paladins, and information proliferated. ![]()
To others reading this, sorry in advance. To Carrauntoohil
Carrauntoohil wrote:
I came here for a rule clarification, not vindication. So far, the majority seems to be rule 0. GM is always right. I've met a lot of GMs who did that a lot, and a lot of them eventually ran out of players. Carrauntoohil wrote: 4. Argued again about what the rules as written mean I have not argued against the rules as written. I've made statements about the classifications and how I view them, but I haven't argued that the rule as written is wrong. It didn't list a DC to identify that specific creature in the book or anywhere else I could find. Carrauntoohil wrote: 5. Belittled your DMs knowledge of the rules, despite it being evident that your own knowledge is no better So you agree with his rule that you can't take 10 on a skill check you can potentially fail if you roll less than 10, that spells that state they give off the same light as a torch have less light than a torch, that charging into melee range of a creature with only a 5 ft reach provokes an attack of opportunity, bleed damage and normal damage are the same thing, and there are others, but I can't recall them at the moment. Guess I have a lot to learn about the rules. Carrauntoohil wrote:
Nothing, I asked a question which is to get an answer. Carrauntoohil wrote: What can't you accept that your interpretation isn't widely accepted? The only thing I've stated about responses is that frequency is a whole. Carrauntoohil wrote: What do you hope to get out of this? Knowledge and understanding. Carrauntoohil wrote: Why are you playing with someone if you feel the need to pull this nonsense against them? I'm not playing with them anymore, and how is asking a question for rule clarification nonsense? Carrauntoohil wrote: Do you want to not be allowed to play anymore because your DM feels you're needlessly argumentative? I don't care if I'm not allowed in his games anymore. Carrauntoohil wrote: Is that worth continuing to argue a point that nobody supports you in? Again, I'm not arguing agianst anyone here. I've posted 3 times since my initial post. TR_Merc wrote: Considering it is for a Paizo published AP, and he is running it as such, the creature would be as common as it is in the Paizo standard campaign setting Clarifying that this isn't a homebrew campaign setting. In fact he was very adiment about using the in book world requiring some of the traits and languages that are inside of it. TR_Merc wrote:
My view on the rule that the DC should be based on how common the creature is in the world. I've never encoutnered an anaconda in real life, but I know a lot about them because of reading and videos I've watched. But should it be considered rare because I've never encountered one? TR_Merc wrote: He is a new DM and doesn't know the rules that well. I was responding to someone, not saying the rule is wrong or arguing agianst the person's point. but I'm sure Carrauntoohil you're going to go on futher to belittle and berate me about how wrong I am seeing a rule clarification. ![]()
To a degree. It is about frequency of encounter, but as a whole. Knowledge isn't just first hand it is learned through verbal communication and books as well. If you grew up in a cold environment you wouldn't have seen a kobold often probably, but they are very common in some areas so there would be a lot of books written about them or have them in it. So if people could summon a barghhest often they could study it and write books about them, or people fighting them often would lead to them sharing what worked and what didn't. Really wish a dev would chime in on this. ![]()
Considering it is for a Paizo published AP, and he is running it as such, the creature would be as common as it is in the Paizo standardcampaign setting Diego Rossi wrote:
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I got into an argument with my DM about this. We were playing Rise of the Rune Lords and fighting the Barghest. Since the Advanced Grater Barghest is being used and it is on the unique monster list on PFSRD20 his position is that the DC to identify the creature is 15+CR rare monsters. My position is that even though it is on the unique monster list, it is still a Barghest and, therefore, 10+CR for uncommon monsters. Just for comparison, here are some other creatures that are also on the unique monster list. Human Cleric 4
Sorry about the multiple post, didn't think it went through. ![]()
Taja the Barbarian wrote: Unless your GM is deliberately throwing deceptive creatures at you, it shouldn't be too hard to guess the correct skill...... Maybe not deliberately, but he grabs obscure stuff to throw at us and sometimes, it can be confusing. Like spiders with special abilities. Is that Knowledge Arcana (Magical Creatures), or Knowledge Planes (Outsider), or Knowledge Dungeoneering (Aberration). He also confuses things sometimes. Some of the few times he actually tells us to make a knowledge check, he asks for knowledge Geography to find something in a city which would be a knowledge local. ![]()
Java Man wrote: Okay, to be blunt your GM is being a tool. That said, it requires no action to make a knowledge check, so just ask to roll every one you have. I would, but if you roll the wrong skill, he is not allowing you to roll a different skill. I came up with the idea of just rolling every knowledge already. ![]()
So I have this DM who is constantly asking us what Knowledge check we want to make to identify something, and if we use the wrong knowledge skill said, we fail to identify what we are fighting. So the question came up if the DM is supposed to tell you what knowledge skill to make or any skill checks to make, and I can't seem to find a rule anywhere about that. ![]()
For me, the problem is in the vagueness of the ability Versatile Performance. It doesn't really give a hint at how it is supposed to work. It seems to work more like a PC game mechanic than an RPG mechanic if it is just "Use X bonus on X skill." RPG mechanics are supposed to have some kinda theatric flair to them. Evasion is like you throw your cloak up in the way of a spell's blast to deflect it from hurting you. Uncanny Dodge is you have a sense of incoming danger and move unnaturally out of the way before you're hit. Versatile Performance is just "You can use your skill in performance for either of these two skills. How do you do that? *Shrugs* You just do." ![]()
I had a situation come up where a player was using versatile performance (string instruments) and used it to pretend they were asleep. They argued that the game mechanics allowed them to do it, and the PHB does not really give any flavor text as to how the ability works. I was wondering if there was any clarification of how the ability is supposed to work? ![]()
I had a situation come up where a player was using versatile performance (string instruments) and used it to pretend they were asleep. They argued that the game mechanics allowed them to do it, and the PHB does not really give any flavor text as to how the ability works. I was wondering if there was any clarification of how the ability is supposed to work? ![]()
I have questions that both involve saves, an other spells that allow saves for half and resistance and blinking. The first is does a character that saves take 25% damage form a spell? Blinking states that Blinking characters take half damage from aoe spells, and saving deals half damage. The other is if you save does resistance reduce the damage before or after the save? Examples
Character has resistance 30 fire. They save vs 85 damage fireball. Do they take 22 or 12 damage. Last Examle. Bliniing, resistance 30, save. Do they take nothing or 11 points of damage? ![]()
zza ni wrote: thing is paizo has many source books and different writers. Problem is the rule I'm referencing and the item you are referencing are both in the same book, which had the same writer, editor, and everything. zza ni wrote: no so the faq tell you how the rules should be in this case. they left themselves an out in case a splat-book will show an int boosting item that didn't follow this. The FAQ says that the language part of the headband of vast intelligence should work like the skill part. Not that Int items should work like that. zza ni wrote: but saying the since rules say 'should' and 'technically' it's not a rule is like saying that taking 20d6 falling damage is not lethal because technically it should kill you... Only if there is an ability/magic item in the game that turns fall damage into non-leather damage. zza ni wrote:
Ya, that is the problem technically. Technically a cop should pull you over for speeding 1 mph over the limit. Most don't. So technically isn't a hard rule. Technically is "DM discretion." zza ni wrote:
Temp boosts are technically listed as boosts that last for less than 24 hours. A Int item is technically always a temp boost because at any time the item can be taken off/depowered (beholder antimagic field) The only reason that it is 1 skill is they didn't want to get into X skill has Y points and A skill has B points for the item. As far as using the item to switch between skills every 24 hours, it is a quick way to get a party of players mad at you, also time constraints can put a stop to it. Derklord wrote: That's not correct - you would need to wear the headband for 24 hours first. Unlike for something like carrying capacity, skill ranks aren't re-calculated "on the fly", but only on level-up! Gains from permanent effects are retroactive. Otherwise, you wouldn't get bonus HP from a Con item. ![]()
Thank you Derklord. I was about to say the same thing about the language FAQ entry. There is no reference to specific skills outside of the headband of vast intelligence getting those points. All clarifications are clarifying how the headband of vast intelligence specifically works. The whole Int items have specific skills assigned to them ruling is based on "All int items work like this one." but nowhere does it state that outside of items, and items always have "this effect works like X" like the ring of regeneration which states that lost limbs regrow as Regenerate. Which to me says "Magic items follow the rules for other features/items/spells not set them." Magic items are exceptions to the rules, not the rules themselves. ![]()
If the rule is that items that modify Int have the creator assign those skill points and languages during construction, it is an unwritten rule. I can't find that rule anywhere in any of the books that I have or any resources that I've looked through online. The rule seems to be extrapolated from the headband of vast intelligence. If that item didn't exist I believe we would be having a very different conversation, which is why it is the bane of my question because it is 1 item that appears to be over-riding a core rule with 0 support from text outside of the item description. I have seen other magic items that do something similar, but I can't remember them at the moment. But the magic item breaks the standard rule, but only for that one specific magic item, non-artifact. I've seen a few mostly while trying to figure out what the cost of non-standard item enhancements, like the Belt of the Weasel's compression ability, because I was trying to make new magical items. *Support i.e. additional rules written in supplemental books, CLEARLY written F.A.Q. documents, or even forum posts from devs. Also the language "technically" and "Should" mean that it doesn't always behave that way and even then it was only in reference to how the headband of vast intelligence works. ![]()
Leitner wrote:
No, you just said "Fox's Cunning doesn't grant bonus skill points." you didn't answer if a non-headband of vast intelligence item grant you skill points that can be spent on whatever skills the player wants. I was just using Fox cunning as an example so people didn't say "Well headband of vast intelligence says this." I know what the headband of vast intelligence says, I'm trying to get an answer that ISN'T headband of vast intelligence. ![]()
Those FAQs don't really clarify. The Language one seems to imply that the item only gives a specific language if it works like a headband of vast intelligence. The skill one is just asking about the headband of vast intelligence. The problem is I can't get an answer that answers my question without "See Headband of vast intelligence." and magic items don't always function as a specific spell or even always mimic an ability that another magic item has in the same way. An answer that isn't "See headband of vast intelligence" would answer this, but every source has "See headband of vast intelligence" even the headband of mental prowess has see headband of vast intelligence ![]()
It is more the entry on page 555 that states
With the "this might cause you to gain skill points" being the focus of this question. ![]()
I know the headband of Vast Intelligence state that a specific skill is associated with it, but if a different item or spell that lasts longer than 24 hours grant skill points that the player can assign to any skill they like? Like if someone somehow casts Fox's cunning with a duration of 25 hours, does the rule of extra skill points kick in, and does the player get to pick what skills get those extra skill points? ![]()
One of the abilities that ghosts have is gaining a deflection bonus equal to their Cha modifier. I was wondering that considering that most of the time magic items stack with innate creature abilities (such as a creature's natural armor with magical natural armor) would the magical deflection bonuses stack with the ghosts natural deflection bonus? |