Hello forum go-ers!
This came up in a game where the players are getting close to mythic ascension. Lightning stance says if you take two actions to move in a round you gain concealment.
Would using an ability like fleet charge combined with a typical move action meet the conditions for this feat? I read it as taking two move actions to move, but I could be mistaken.
I welcome any feedback from the community!
Hello everyone! This is probably a straightforward answer but I wanted to ask the community:
Does an INT item unlock a skill (as per the normal rules) when using the consolidated skills variant rule, or would it simply add to your modifier... like if you had 16 INT and a +2 headslot item THEN it would grant you skill ranks.
I'm appreciative of any feedback!
I hope this is the right forum for this question, I apologize in advance if it is not.
It would be my first time having a setup like this. I've run games over maptools with every participant using ventrilo (an audio communications app) but now I'm running a group of four around the table and one of my maptools players would really like to join.
What equipment would be necessary? I trust the player's dice rolls, but could he see the map and group with a single laptop setup for Skype? Would I need another webcam or some other equipment?
I appreciate any feedback!
A psychic stalker has no visible form, but creatures that have taken Charisma damage from its attacks hallucinate a ghostly haze with a screaming skull within, allowing them to damage the creature normally. It is treated as invisible to all other creatures, but as it has no true form or substance, effects like invisibility purge, see invisibility, and even faerie fire or glitterdust do not negate this ability (though blindsight provided by thoughtsense locates a psychic stalker). The ability to hallucinate a psychic stalker and negate its concealment after taking Charisma damage is a mind-affecting effect.
States that a creature wounded by the Psychic Stalker can damage it normally.
This may be a sort of RAI vs RAW, but I thought I'd get others' input... my first thought was that the stalker is simply no longer invisible, but the way its written I could see it meaning that it can be damaged normally regardless of the incorporeal ability. I might be overthinking it, but it could be important with my gaming group.
Thanks for any input ahead of time!
I'm trying to come up with an unique description for a campaign I'm running. Here's the background:
In an previous evil/mythic campaign, the players were on a high level, long term goal of getting an NPC king to ascend to godhood. There is very, very little chance we'll ever get to return to the campaign.
The current game is in the same setting--with some of the same players--and happening on the far side of the world on another continent. It will create some interesting hooks and possibly some interaction with some of the things that occurred in the previous campaign, and is my attempt of a nice way of giving some closure to the unfinished campaign.
I wanted to make a description of the moment the king achieves that godhood. My first thought was of a huge beam of energy, something like an orbital weapon from a scifi game, that manifests... but I don't think they could see it from this side of the world.
So right now, my thought is that the sky changes color for a day or two, maybe some unnatural storms occur.
Anyhow, I wonder if anyone might have some cool or exciting ideas for something that would result from a mortal ascending to the ranks of the gods?
Thanks for any input!
To start, I hope this is an advice topic, my apologies if it isn't!
This conundrum came up at our table: the group is making perception checks while exploring a dungeon. Pretty bad perception checks. Having already been victim to some traps, we continue making checks until one of us has a decent roll (whether it meets any trap DCs or not, we couldn't say) and continue on through the dungeon in this manner.
At a certain point, our GM gets a bit fed up. He is insistent that using perception in this manner is metagaming. While we haven't actively been roleplaying our checks, I counter with a real world example: Detective Schmoe investigates a lot of crime scenes. For whatever reason, on this particular day, he is pretty distracted and unfocused and does a pretty shoddy job of investigating. Nevertheless, he doesn't feel too good about his search, and reexamines the scene.
Similarly, adventurers do a lot of visual investigating. I feel like they would be aware of when they do a poor job of it, but my GM does not agree. From that point until today, he has made all our perception checks in secret. Which is totally okay, but the underlying issue still bugs me.
TL; DR Should PCs have any kind of awareness of how well they've made a perception check? Care to share your opinions on the matter, or if you've even encountered this problem?
Thanks for any input!
My gaming group is enjoying a mythic homebrew campaign. We have a GM who is a pretty good min maxer as a player, and pretty knowledgeable of the system, so he also has pretty good mastery of it. At the start of the campaign, he asked what difficulty we would like the game to be, the higher the difficulty the more mythic tiers and higher point buy we would have. We ended up with a pretty tough game allowing us 28 point buy and the chance to become tier 8, while fighting enemies up to 7 CR above us.
I'm playing a reach cleric hierophant. We also have a paladin and Zen archer champions, and lastly a fetchling twf ninja trickster.
Over the past couple games our ninja has fallen behind in combat. The player, who I don't believe comes to these boards, is becoming a bit unhappy with the build. Despite a heavy focus on min maxing, our campaign has had some really rich and immersive roleplaying, so I know he doesn't just want to scrap the character.
He has some good house rules going in his favor, though. After breaking stealth, a target is flat footed to all of his attacks. In addition, he picked up a homebrew path ability that lets him do half sneak attack/critical damage to targets otherwise immune.
I don't know his full build, but he uses mythic weapon finesse and arcane strike (going into mythic arcane strike). In addition to a high stealth, he has vanish and invisible blade talents. I recommended pirahna strike to help increase his damage as he only has strength 10, bit the GM is very reluctant to allow Softcover or 3p materials, so declined it.
I hate seeing a fellow roleplayer, who is a lot of fun to game with, feel so unhappy with his character. Can anyone offer some advice on how he might be able to contribute more in combat? Whether its standard, mythic, or just tactics... We are currently level 10 and tier 3, and have the option of retraining from UC.
So, my party recently came across a deck of many things while adventuring. Most of the draws were pretty straight forward, but I could use some advice on one.
The party archeologist drew Flames and The Fates (see above link for card specifics!).
As it so happens, a few months back (in game) the party defeated a powerful anti-paladin warlord. At the time of death, a Balor demon lord appeared, telling him his time was up because he had failed the Abyss. The anti-paladin, shocked, pointed out the archeologist he had just slain as a payment to avoid his fate... but uh-oh, the archeologist had avoided death using hero points!
So, I figured the Flames card would be a cool way to have the Balor return, angry about what happened (the anti-paladin was a pretty destructive force in the game, no doubt making his demon lord proud)and ready to take revenge.
However, the player also drew The Fates, and can probably just reverse his draw if and when the Balor appears.
I'm looking for any advice on how I might be able to have the Balor stick around long enough to fight the party and/or rain on the archeologist's parade.
Before anyone gets the wrong idea, the player would be perfectly okay with it, and probably even excited at being able to fight a pretty iconic monster. There is just no way, in-game, he would not use his fate card to reverse the ordeal and spare his comrades from danger (in fact, he has been saving it just in case). The party is of an appropriate level where a CR 24 would be a tough, but doable challenge, and there would of course be nice rewards for defeating him.
So, any way around The Fates? Or is it just cruel to try and force it? I appreciate any help!
This came up last night in our game... the group's magus picked up contagious flame and was rarin' to try it out on some ghoul mooks.
The spell says that it jumps from creature to creature, so when one of the ghouls ended up dead from it, we weren't sure if the ray would still be jumping.
A dead creature is an object, no? That's what I ruled, that it was no longer a valid target, but would the rays still be active for the duration, or did I make the right choice?
Thank you for any help!
Last night the party in my campaign found themselves hunting down a strange monster in the woods. After a few days of travel, they heard a forlorn and terrifying howl!... and rolled knowledge (the planes). Two of the five party members were able to identify it as a Wendigo, without making the DC to get any further information other than the fluff of the creature.
After, the remaining party members insisted they should get to roll knowledge again. (This was a rare occurrence, the party is usually able to readily identify foes)
"Why?" I pondered. Knowledge checks don't allow rerolls. They presented me with an analogy that if a couple park rangers were in the woods and heard the "scream" of a mountain lion, they might not at first realize what it was. If someone told them what it is, they would then "roll" to see what they know about mountain lions from their education.
We debated it for a few minutes, and eventually I allowed second knowledge checks.
Did we do this correctly? Is this an example of a corner case where one would get a second knowledge check?
Thank you for any feedback!
I've used Slenderman as a major villian in our campaign, and wanted to show the custom monster I made to have the forums look at it for commenting and critique, and suggestions of balance for my APL 15 adventuring party.
With the rise in his popularity on youtube and the Slender game, I've seen a few threads about him as a potential monster, but no drawn up stats.
I based him off of the Bogeyman in Beastiary 3, but as time went on he became his own interesting monster.
In this campaign, the White King was once a fey, whose close ties to mortal-kind and alien nature allowed him to become a Daemon, a follower of the 5th unknown Horseman, and of a level of power close (I assume, I have not seen any printed statblocks) of an arch-daemon or harbinger. The journey resulted out of some malformed sense of love, thinking that the ultimate display of love is to simply end the lives of mortals under his dominion
Otherwise, I think his type would be fey, which is a simple change, but possibly resulting in a change to some of his feats.
Lastly, I've been trying to hold off on the battle until the mythic playtest came out, but alas, the party is ready to face off against him this Sunday. Thus, I've given him the only mythic ability I've seen in the playtest, "amazing initiative" and upon finishing the story arc hope to give the party their first mythic tier. I didn't include this in the stat block, though.
Slenderman, the White King:
Bundle, the Pale One
NE Medium Outsider (daemon)
Init +5; Senses Darkvision; Perception +25
Aura Aura of Despair (60 feet), Deepest Fear (60 feet) (DC 27)
AC 29, touch 25, flat-footed 22 (+5 Dex, +4 natural, +8 deflection, +2 dodge)
hp 180 (19d10+76); Terrible Rejuvenation
Fort +10, Ref +16, Will +14
Defensive Abilities Psychic Deflection; DR 15/cold iron; Immune death effects, acid, disease, poison; Resist cold 10, electricity 10, fire 10; SR 24
Speed 30 ft.
Melee Claw x2 (Slenderman, the White King) +21 x2 (1d6+2/x2) and
. . Tentacle x4 (Slenderman, the White King) +20 x4 (1d4+1/x2) and
. . Unarmed strike +21/+16/+11/+6 (1d3+2/x2)
Space 5 ft.; Reach 10 ft.
Special Attacks Sneak Attack +4d6, Striking Fear (DC 27), Swarming Feint
Spell-Like Abilities Crushing Despair (3/day), Debilitating Portent (3/day), Detect Thoughts (Constant), Dominate Monster (1/day), Gaseous Form (At will), Ghost Sound (At will), Hold Monster (3/day), Invisibility (At will), Nightmare (1/day), Overwhelming Presence (1/day), Quicken Spell-Like Ability (Debilitating Portent) , Tongues (Constant)
Str 14, Dex 21, Con 18, Int 16, Wis 16, Cha 27
Base Atk +19; CMB +21; CMD 46
Feats Combat Reflexes (6 AoO/round), Crane Riposte, Crane Style, Crane Wing, Dodge, Feral Combat Training (Tentacle x4 [Slenderman, the White King]), Improved Unarmed Strike, Multiattack, Quicken Spell-Like Ability (Debilitating Portent) (3/day), Weapon Focus (Tentacle)
Skills Acrobatics +24, Bluff +30, Diplomacy +27, Disguise +27, Intimidate +27, Perception +25, Sense Motive +25, Sleight of Hand +14, Spellcraft +13, Stealth +27
Languages Celestial, Common, Daemonic, Sylvan
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He has but one homebrewed ability, "swarming feint" which is like two-weapon feinting for his natural attacks. This might be too much, though, and I might drop it. Also, the modifiers for fighting defensively are not in the stats, lowering his attacks by 1 and increasing his AC by 3.
I didn't list a CR as I'm unsure what it should be, but I think it is probably around 18? I look forward to your feedback.
Greetings, adventurers! In the campaign I'm running I've introduced a new knowledge type: (forbidden). I've already got a few ideas of how I want it to work and what it would cover, but would look forward to some creative input from the boards.
I introduced it to my LVL 11 party when they uncovered a mysterious Chelish Tome that laid out the steps to create an Enochian Devil's Trap (kudos if you know the reference :P) to stop a Handmaiden Devil who was known as "Miscarriage" and "The Surrogate"... she would basically take people's babies through infernal contract and raise them as her own (making sure, of course, they couldn't cry around her by... well... creepy stuff!) She was decidedly not a typical devil and a little crazy.
The whole of her subplot exposed some ancient, dark secrets and magic, and the new knowledge type.
But what next? I have envisioned knowledge (forbidden) as something that might be in a Lovecraftian story, usually leading to no-good. I think the DCs will be scaled up a bit from standard knowledges and might cover monsters from the mythical playtest (when it becomes available)... which works very well since it won't be official PF material yet. DC 20 + CR perhaps?
I was considering having failed checks result in some forms of insanity, probably limited to mania/phobia (applying to the target of said check), schizophrenia and paranoia, perhaps with slightly steeper DCs, too, since the party members have pretty good saves across the board. I have told them that it will be dangerous to use the knowledge (forbidden) skill, and the party is cool with it, so I won't just, "Surprise, you're crazy!" them.
I also implemented that knowledge (forbidden) won't be a class skill for anyone. Upsetting for our Archeologist, who loves having amazing knowledge checks, but he thinks it is cool and makes sense, too. I was possibly thinking there might be (minor) repercussions for taking feats like skill focus for dabbling in forbidden stuff, but still haven't decided what... and no one might take said feats.
So, do any of the message board members have some cool ideas or thoughts on the matter? I'd love to hear your input!
I've been doing a lot of searching online over the past few weeks on the matter, but have had a fair amount of difficulty.
Reaper Miniatures have two minis listed as colossal, but I can't find any product dimensions, and since neither come with a base, am uncertain if they are actually colossal by PF standards.
McFarlane Dragons seem to only come in the 6" (tall) variety... Safari LTD doesn't have any dimensions I can find, nor does Horrorclix, Mage Knight or Privateer Press.
All I really want is a mini that is approx. 6x6 on the grid, no specific type or creature. I would really prefer not to resort to cardboard scraps or bath & body candles >.< Does anyone own one of the Reaper minis (or other brand), or own a figure that is the right size?
Suggestions? Comments? Your help is appreciated!
A player in my campaign has been using TWF in an unusual way:
He makes sure he is using the TWF penalties properly, but I'm uncertain if one can TWF this way... the combat section says you need to be wielding two weapons to two-weapon fight... but perhaps I'm being overly analytical?
Your thoughts are appreciated!
One of my players has had to bring a new character into the campaign and is going to use a haunted Oracle of the Dark Tapestry.
As such, at 11th level this would mean ten attacks (30 Ib. ammunition)for 6d8 damage.
The big numbers were a bit of a shock for me, but it appears this does in fact seem the idea works. Aside from the cost of ammunition, does this idea have any problems or rules I might be missing?
If not, I've some work to do creating challenging BBEG encounters :O Thanks in advance!
So I got into a bit of a spat with my players, having discovered that ability enhancements are limited to belt and helm slots, physical and mental respectively (this is my first PF campaign since 3.5).
Is this an official rule or simply a guideline? I haven't found too much on the subject searching the forums...
Reading the description, this ability doesn't say anything about being a result of melee specifically, even on the PRD which I assume is up to date with errata and what-not. I'd like to put this monster in my group's next adventure and am wondering if this was intentional or an oversight?
Sorry if this has been asked before, but I do appreciate the input!
In our game last night the party ranger ended up getting stuck in a fog cloud with a sea drake with fifteen feet between them.
While firing at the drake, he stated that although he had a 50% miss chance, the drake would be flat footed against him, since he was technically invisible, so the drake would be flat footed.
Just a simple question as to whether this is the case or not... thanks ahead of time for the advice!
I'm going to start our gaming group's first Pathfinder campaign in a few months and was looking for some advice on the first adventure.
The campaign will take place in Golarion, specifically Cheliax. I intend to have the group get involved aiding some halfling slaves escape from captivity. This, in turn, will draw the attention of the Bellflower Knights, who might be willing to sponsor the party on future adventures, unleeEEeess...
The party happens to be approached by a LG Hellknight, who insists they do not aide the slaves.
I'm trying to come up with a good idea why the Hellknight might want this to happen, however... something that could lead to an over-arcing storyline for future adventures, too, and could possibly be interpreted as good in some abstract sense. In fact, whichever faction they side with, I imagine the Hellknights will be key, with some obscure and morally-ambiguous motives.
Thanks all for any suggestions and help.