Tengu

Thewms's page

Organized Play Member. 327 posts (340 including aliases). No reviews. 3 lists. No wishlists. 8 Organized Play characters. 2 aliases.



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Grand Lodge

Nothing too flashy here, but good stuff! I am curious if "actions" will be exclusive to 1-action things you do and "activities" to 2- or 3-action things you do. Regardless, I am looking forward to the release!

Grand Lodge

I am trying to wrap my head around some rules and I need some help.

The weapon Vine of Roses has the good trait but it does not deal Good damage.

Would the damage from a regular Strike trigger the Weakness: Good of a creature?

Why or why not?

CRB. 453 "If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you." Bolded for emphasis.

Is Weakness: Good really Weakness: "Good damage" and not Weakness: "Good sources"? Is the latter ever the case and how would I know?

Thank you!

Grand Lodge

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It's always nice to see these posts and to learn a little more about the folks who work at paizo.

Also, that preview art from Strength of Thousands is beautiful. I love the canvas look.

Grand Lodge

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Mithral Waffle Irons are back, baby!

Grand Lodge

Some items have a baked-in DC that is either not very good at the level you receive it or becomes useless pretty soon after you out level it, right?

A blanket change like, "use your class/ spell DC instead for items" would throw balance out of whack and make some cheap items waaaay better than intended.

So here's what I'm thinking...

Each day, a number of times equal to your Cha mod, you can use your class/spell DC for an item instead of it's listed DC. For every 4 levels the item is beneath your current character level, reduce this DC by 1.
To clarify: For permanent items, it would be one use of the ability per Cha Mod, not boosted for the whole day.

Thoughts? Any potential issues? Too exploitable?

I have several players that are much more clever than I am so I wanted to ask my friends here in the forums before trying to implement it.

Grand Lodge

On the Beginner Box page (https://paizo.com/pathfinder/beginnerbox), the links to the Abomination Vault product pages still show the old, placeholder artwork.

Grand Lodge

PF2 CRB p42
A gnome can theoretically live to any age if she can stave off the Bleaching indefinitely,
but in practice gnomes rarely live longer than around 400 years.

Gnomes normally live forever but the Material Plane eventually bores them to death via the bleaching.

Would Bleachlings be effectively immortal but have to live a sad life devoid of any actual happiness?

Grand Lodge

Hello,

I am trying to purchase the PDF of PF2 Bestiary 2. When I select PLACE ORDER, the page just refreshes and nothing happens and the PDF is still in my cart.

I've attempted on several computers across multiple days.

Any help would be appreciated.

-Thewms

Grand Lodge

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This is a level 4 Trailgaunt I needed for my home game. I will try to post any other creatures I make/convert in the future for you lovely folks to use.
Feedback and criticism are always welcome.

Trailgaunt
The dreaded trailgaunt is a form of undead that plagues regions where travelers have long trod the roads. Legends hold that trailgaunts rise from the remains of seasoned travelers who became lost and then perished from exposure or starvation, suffering great shame and humiliation to have come to such unexpected and lonely ends in addition to their physical torment. Trailgaunts seek travelers to avenge themselves upon and are driven to feast upon the feet of those they slaughter, often leaving the maimed bodies to rise as new trailgaunts with the setting of the next sun. Trailgaunts with intact feet are rare, yet even those fortunate enough to retain all their toes are slow and clumsy.

Trailgaunts are particularly feared in nomadic societies, and stories of how these undead creatures relentlessly stalk those who commit crimes are popular. The most common tales focus on a hunter who abandons a partner in the wild and then prospers on the profits of the hunt for a year before the betrayed partner finally catches up to the traitor and kills him as he sleeps. Many variations on this tale exist, but they inevitably revolve around themes of treachery and relentless pursuit.

TRAILGAUNT CREATURE 4
--------------------------------------------------------------------------- ---------
[Uncommon] [NE] [Medium] [Undead]
Perception +8; Darkvision.
Languages Common.
Skills athletics +12, nature +8 [+12 to follow tracks], society +10, stealth +10
Str +5, Dex -1, Con +3, Int +1, Wis +3, Cha +3
--------------------------------------------------------------------------- ---------
AC 20; Fort +12, Ref +6, Will +12
HP 65, Negative Healing; Immunities death effects, disease, paralyze, poison, unconscious
Weaknesses Loathing; Resistances all damage 5 (except slashing)
Mutter (aura, mental, auditory) 10 feet. See Trailgaunt Abilities; DC 18.
--------------------------------------------------------------------------- ---------
Speed 10 feet, climb 10 feet, burrow 10 feet; Sudden Lunge; Sure Stride.
Melee [one-action] Jaws +14 Damage 2d8+5 piercing plus Pain
Melee [one-action] Claws +14 (Agile) Damage 2d6+5 slashing plus Pain
Create Spawn Any humanoid creature killed by a trailgaunt becomes a trailgaunt itself at the next sunset as long as the body is both unburied and not within line of sight of a well-maintained road. Spawn so created are free-willed and do not have any of the abilities they had in life.
Loathing A trailgaunt cannot cross a well maintained road. It can burrow under it or climb over it, but it cannot walk across such a barrier. A trailgaunt forced onto a well maintained road must succeed at a DC 20 Will save at the start of each round or be unable to take any actions.
Mutter (aura, mental, auditory) 10 feet. A trailgaunt’s pain-filled muttering and groaning is distressing to hear. A creature entering the aura or starting its turn within the aura must succeed at a DC 18 Will save or become Frightened 1 for 1 minute.
Pain A creature damaged by a trailgaunt’s bite or claws must succeed at a DC 21 Fortitude save or become Slowed 1 and have its speed reduced by 10 feet by pain in its legs and feet for 1 round. Creatures in contact with the ground take a –1 circumstance penalty on this saving throw.
Sudden Lunge[one-action] Once per 1d4 rounds, a trailgaunt can lurch into a burst of motion. Stride up to 40 feet. (when available to use, twitches more violently)
Sure Stride A trailgaunt’s speed is never reduced by difficult terrain, and it can Step in such conditions.

Grand Lodge

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I slaved away for an entire afternoon or two to bring you all a converted version of the beloved sub-system from 1E.

I welcome all criticism and input.

Pathfinder Second Edition Dynamic Item Creation

Grand Lodge

1 person marked this as a favorite.

I am converting a group over from 1E and one of my players loved his Sword Saint archetype Samurai. I threw something together and was looking for some feedback on it. Thanks!

Sword Saint Samurai

Grand Lodge

Does it deal 1 acid damage to adjacent creatures?

ACID SPLASH CANTRIP 1
[ACID] [ATTACK] [CANTRIP] [EVOCATION]
Traditions: arcane, primal
Cast: [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

splash (trait): When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target’s weaknesses or resistances. You don’t multiply splash damage on a critical hit.

Also, does the 1 acid splash damage not double on a critical hit?

EDIT and does the target still take the 1 acid damage if you miss?

Grand Lodge

Are reactions like attack of opportunity meant to work like 1st edition?

Core Rulebook page 474 diagram ((emphasis mine))
"2. If Valeros approaches this way to position 2, he triggers reactions from both the hobgoblin and the troll. The troll has a reach of 10 feet,
so Valeros triggers reactions from both enemies when he moves out of the second square and into the third.

"3. ...Because of its 10-foot reach, the troll could use its reaction when Seoni left either square.

This diagram is almost identical to the diagram in the 1E CRB on page 181 but with different text. It was my understanding that in 1E when you left a threatened square and provoked an AoO, you would effectively move back to the threatened square and resolve the attack, then carry on with your movement.

The text from the 2E CRB strongly suggests that you have already left the threatened square and are taking a hit as a result afterward. Is this how it is intended to be run?

Page 474 of the 2E CRB goes on to say... ((emphasis mine))
"Each time you exit a square (or move 5 feet if not using a grid) within a creature’s reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature).If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability."

The second bolded bit is already a difference from first edition in regards to standing from prone. In 1E the AoO from standing would trigger while you were still lying on the ground and thus taking the -4 to AC. In 2E now it seems that you are now standing and are NOT flat-footed for the triggered reaction.

If this is a change from 1E and the way it is meant to be run then some other oddities come up, namely if the reaction knocks the creature unconscious. Do they fall unconscious in a square now out of reach of the creature who took the reaction? Seems odd at first but maybe the momentum of their movement carried them forward and they fell after losing consciousness?

Am I misunderstanding something here? Are reactions like Attack of opportunity meant to function like 1E or is this something new?

Grand Lodge

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The Wall of Stone spell states that it doesn't need to stand vertically. This led to a player boxing in a Roc. As a GM I was a bit upset that this spell doesn't allow for a save or have verbage about trapping a creature inside as it did in PF1.

Against a large or larger creature this spell is incredibly effect and allows no save.

Any advice on how to handle this spell?

Grand Lodge

I'd hate to start this up again but...

While invisible, are spell manifestations you create visible and thus making you Hidden until you Sneak to become Undetected?

CASTING SPELLS p302
"When you Cast a Spell, your spellcasting creates visual manifestations of the gathering magic..."

CONCEAL SPELL p210
"...material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby."

SNEAK p252
"If you speak or make a deliberate loud noise, you become hidden instead of undetected."

EDIT
As an aside, It looks like per Identifying Spells p305, you can notice a spell and thus identify it "by seeing it's visual manifestations or hearing it's Verbal casting components." I don't know if the latter was possible post-manifestation-FAQ in PF1. Good to know!

Grand Lodge

I knew the hardest part about converting Return of the Runelords(1e) over to Pathfinder Second Edition was going to be money and loot, an now with seeing the final Wealth By Level chart in the 2e book I am worried!

The WBL of second edition is quite a bit lower than I thought it would be. I had originally intended to just log all of the loot gained then divide the values by 10 (since silver is now the new standard as opposed to gold in 1e) but this still would put 2e players way way over WBL. 1e APs have always given more wealth than the WBL chart, sometimes even doubling it or more (Return of the Runelords follows this trend) but conversion in this way puts players at 8-9 times over the listed WBL.

am I doomed to just wipe the loot all together and hand pick everything that drops for my players? I was hoping there was a slightly easier way to do this.

LEVEL-----PF1 WBL------PF2 WBL
2---------1,000 gp------30gp
3---------3,000 gp------75 gp
4---------6,000 gp------140 gp
5---------10,500 gp-----270 gp

Any thoughts? I know the GM guide is coming out later this year and will hopefully give some guidance on this matter but I was hoping for something now!

Grand Lodge

4 people marked this as a favorite.

Chapter 8: The Age of Lost Omens
Page 423: The Golden Road

Spoiler:
Trade and travel rule the pathways of the so-called Golden Road, known for its shining sands and economic strength. Much of this region consists of sprawling desert wilderness , but this does not mean that the Golden Road is sparse in population. Coastlines and Rivers serve as the lifeblood of this region, and some caravans brave the heat and dangers of the desert to trade across northern Garund. Some of the oldest nations in the Inner Sea region command this region, and ancient lore and valuable treasures can be found amid the shifting sands and storied cities.

The largest of these cities is the cosmopolitan Katapesh, where mercantilism is overseen by a strange group known as the Pactmasters. Much of the trade in Katapesh in in goods that can be freely exported or imported from throughout the Inner Sea region, but the city does just as much business in avenues normally regulated in the black market of other societies.

Qadira's cities may not be as individually large as Katapesh but the nation's economy is perhaps the strongest. It's certainly the oldest in the region, with support from the long-established Padishah Empire of Kelesh to the east. This, coupled with the church of Serenrae - Perhaps the nation's most successful cultural export to the rest of the Inner Sea region - has secured Qadira's status as one of the most important centers of influence on the Golden Road.

To the west, the five city-states of Thuvia control a legendary artifact called the sun orchid elixir, which grants near-immortality to those who consume it. This treasured commodity is the keystone of Thuvia's place in the Golden Road. Further west, the nation of Rahadoum is perhaps the weakest mercantile link, but the fact that this society has eschewed the worship of gods to place its faith in industry talent of mortals alone gives the nation its own compelling draw.

At the center of the Golden Road lies mighty Osirion, one of the oldest nations of the Inner Sea region. While Osirion was for a time ruled by Qadira, the legacies and monuments of its early days still stand tall and are an indisputable and iconic source of pride and identity to its people. The influence of Osirion's artisans, philosophers, and spellcasters has spread far and wide, particularly via the Esoteric Order of the Palatine Eye, far to the north in Ustalav, and the faith of Nethys, whose not-so-humble beginnings as a mortal wizard can be traced to the very beginning of Orision's history during the ancient Age of Destiny.

Grand Lodge

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Spoiler?:
The heart of Avistan has rotted.

This Region is dominated by Lake Encarthan, a large inland sea that was - until recently - a well-traveled hub for trade. To the southwest stands the militaristic nation of Molthune, which had long engaged in an intermittent war against its northern neighbor, Nirmathas, a wooded nation populated by folk who take their freedom seriously. An uprising of hobgoblins took advantage of this conflict, and while hostilities have abated, the two nations now share their borders with a third: the newborn hobgoblin nation of Oprak.

North of these war-torn nations lie two other lands equally forged in the crucible of conflict. Until recently, the paladins and protectors of the small but strong nation of Lastwall stood fast against invasions from orcs, undead, and the like. The wild and rugged Hold of Belkzen, meanwhile, has long been held by those orcs, ever since they were driven up from the Darklands below by the dwarves during their Quest for Sky thousands of years ago,

Still farther to the south is the nation of Ustalav, a collection of counties each beset with its own manifestation of horror and fear, ranging from the nightmarishly cosmic to the dreadfully infernal.

It was from Ustalav that one of the greatest threats to the Inner Sea region emerged. the ancient lich Tar-Baphon - Known as the Whispering Tyrant - has been defeated twice in the distant past- once by Aroden and once by the heroes of the Shining Crusade, but he has never been truly destroyed. When the magical seals that kept him imprisoned below the ominous tower of Gallowspire were finally sundered in 4719AR, Tar-Baphon emerged, bringing with him devastation on such a scale that the one-time nation of Lastwall, which bore the brunt of his return to the world, has been utterly scoured. It exists now only as the Gravelands - the nation that once stood watch over uprisings now consigned to an undeath of its own. While heroes temporarily thwarted the Whispering Tyrants's immediate plans shortly after he emerged, the lich remains an active menace.

The Whispering Tyrant now rules a kingdom of the undead on the aptly named Isle of Terror in the center of Lake Encarthan. The nations lining Lake Encarthan's shores have all suffered to varying degrees under the Whispering Tyrant's renewed influence, and some are pursuing alliances to resist him. The lich is gathering his resources on the Isle of Terror, and none can say where or when he will strike next.

Grand Lodge

Return of the Runelords (which we haven't even started yet) will likely be the last PF1 AP I GM. By the time our group is finished, I'm hoping that a PF2 AP subscription is out.

Thank you!

Grand Lodge

Xin - as in Xin Bakrakhan
"Sin"? "Zin"? "Shin"?

Thybidos - as in the former runelord of wrath
"Thib"? "Tib"? "Thigh"? "Tie"?

Much appreciated!

Grand Lodge

Are Reactions available to a creature before their first turn in combat?

Page 305, the last point under Step 1: Start Your turn says...

"Regain your 3 actions and 1 reaction. If you have not spent your actions or your reaction from your last turn, you lose them. You can’t hold over actions or reactions from one turn to another turn. Some abilities or conditions (such as the quick and slowed conditions) can change how many actions you regain and whether you regain your reaction. If a condition prevents you from being able to act, you
don’t regain any actions or your reaction."

Perhaps the word "regain" is throwing me off. I can't quite tell if you begin combat with reactions available.

Grand Lodge

1) Can the trigger for a Readied action be "when someone within range does an activity with the manipulate trait"?
---1.a) Is it too broad?
---1.b) Is it okay for a trigger to rely on something referenced only out-of-character?

I figure this is one of those rules where the specifics are up to your GM but I thought I would ask regardless.

Thanks!

Grand Lodge

(2 Actions)Ready
"You prepare to use an action that will occur outside your turn. Choose a single action you can use and designate a trigger. Your turn then ends. If the trigger you choose occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it).
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty as if you had spent your readied attack on your turn. This is one of the few times the multiple attack penalty applies when it’s not your turn. For more information about multiple attack penalties, see page 305."

Question
Can a Monk Ready his Flurry of Blows?

I am bit confused on what is an "Action" vs an "Activity" and if there is even a distinction between the two.

Grand Lodge

I just started the AP subscription and wanted to start my sub with the Return of the Runelords: Secret's of Roderick's Cove but it appears to have swapped back over to WftC at some point during the ordering process.

May I have this changed swapped, please?

Thank you for your help!

Grand Lodge 1/5

Boom! Super cool!

Grand Lodge

Has Delaying in PF2 been discussed yet?
Maybe i'm reading into it all too much but I think that the ability to Delay is being nixed.

Thewms puts on his Tin Foil Hat

Remember Delaying in PF1?

Initiative Consequences of Delaying:

: Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don't get to take a delayed action (though you can delay again).
If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

The blog makes it seem like Reactions and Readying are clumped together.

Blog: All About Actions: One Reaction wrote:
Not everybody will have a reaction they can use during combat, but you can always ready an action that allows you prepare a special action that you can take later if the conditions you specify are met. You might ready an action to attack the first orc that walks around the corner, allowing you to make a strike if that happens before your next turn.

A Reaction surely wouldn't change your initiative count; Immediate actions in PF1 didn't. If Readying and action didn't change your initiative count then there could be potential exploits of readying an action to go off right before your turn and doing more at once than normally allowed. if only there was some additional cost for doing so!

...
"Edit #4: If you want to hold an action, it costs 2 actions."

If there's no changing of initiative then the Delay action would become obsolete.
This wouldn't be unheard of.
The ability to Delay was removed in D&D 5th edition. Jeremy Crawford explains why:

Can you delay your turn and take it later in the round?:
Nope. When it’s your turn, either you do something or you don’t. If you don’t want to do anything, consider taking the Dodge action so that you’ll, at least, have some extra protection. If you want to wait to act in response to something, take the Ready action, which lets you take part of your turn later.

For a variety of reasons, we didn’t include the option to delay your turn:

Your turn involves several decisions, including where to move and what action to take. If you could delay your turn, your decision-making would possibly become slower, since you would have to consider whether you wanted to take your turn at all. Multiply that extra analysis by the number of characters and monsters in a combat, and you have the potential for many slowdowns in play.The ability to delay your turn can make initiative meaningless, as characters and monsters bounce around in the initiative order. If combatants can change their place in the initiative order at will, why use initiative at all? On top of that, changing initiative can easily turn into an unwelcome chore, especially for the DM, who might have to change the initiative list over and over during a fight.Being able to delay your turn can let you wreak havoc on the durations of spells and other effects, particularly any of them that last until your next turn. Simply by changing when your turn happens, you could change the length of certain spells. The way to guard against such abuse would be to create a set of additional rules that would limit your ability to change durations. The net effect? More complexity would be added to the game, and with more complexity, there is greater potential for slower play.

Two of our goals for combat were for it to be speedy and for initiative to matter. We didn’t want to start every combat by rolling initiative and then undermine turn order with a delay option. Moreover, we felt that toying with initiative wasn’t where the focus should be in battle. Instead, the dramatic actions of the combatants should be the focus, with turns that could happen as quickly as possible. Plus, the faster your turn ends, the sooner you get to take your next turn.

D&D 5th Edition: Jeremy Crawford on removing Delay wrote:
Two of our goals for combat were for it to be speedy and for initiative to matter.
Paizo Blog: All About Actions wrote:
Most importantly, taking your turn in Pathfinder is now filled with a wide variety of possibilities, allowing you to get the most out of your time in the spotlight, while still keeping the game moving and engaging.

Thewms offers you a Tin Foil Hat. Do you accept?

->Yes
->No

Grand Lodge

Question 1

When using a Targeted Dispel on a creature that has multiple spells of the same CL affecting them, how is it determined which is attempted to be dispelled first (and second and so on)?

a) Randomly?
b) By spell level?
c) Alphabetically?
d) Caster’s Choice?
e) Target’s Choice?
f) GM’s Choice?
g) Other?

Question 2

Amiri is currently benefiting from the following spells
-Mage armor (CL 10)
-Enlarge Person (CL 9)
-False Life (CL 8)
-Bull’s Strength (CL 7)
-Haste (CL 6)
-Resist Energy (CL 5)

Ezren (Lvl 12) casts Greater Dispel Magic choosing a Targeted Dispel with Amiri as the target. Ezren is hoping to dispel Enlarge Person, Bull’s Strength, and Haste.

(Assuming Ezren knows all of the specific spells that Amiri is being affected by) Can Ezren choose those 3 specific spells to end via his Targeted Dispel?

The Text

Dispel Magic

Dispel Magic:Targeted Dispel wrote:
One ... creature ... is the target of the dispel magic spell. You make one dispel check ... and compare that to the spell with highest caster level … . If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
Dispel Magic wrote:
You can also use a targeted dispel to specifically end one spell affecting the target … . You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
Greater Dispel Magic: Targeted Dispel wrote:
This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Grand Lodge

Hello friends!

I was reading a thread about a 3.5 variant in which players roll to dodge attacks as opposed to creatures making attack rolls against them. This has the player rolling more dice and (ideally) getting the players more engaged in combat.

While interesting, I decided it wasn't for me or my group.
BUT it got me looking at the math behind AC and the "+10" caught my eye

"What if instead of adding a flat +10 to AC, you rolled a d20 and added that?"

So, I made an spreadsheet of what I am calling Fluid AC to illustrate what this math looks like. (Please Note: I am not amazing at math nor spreadsheets so it is entirely possible I screwed up somewhere)

LINK to Fluid AC spreadsheet (I think you will have to make a copy of it in order to edit it.)

It looks like this makes attacks at lower bonuses slightly more effective while reeling back attacks at higher bonuses. This would apply to both players and the creatures they would square off against.
I am not sure I would permanently adopt it into my home games but I would like to try it out!

Pros (in my opinion)
~"Getting to roll dice is the best part of the game!" ~Quote from someone who likes to roll dice
~Situations like "there's no way it can hit me unless it gets a 20/I will only miss on a 1" are a little bit harder to reach.
~A creature's AC isn't as obvious to the players. Before, if someone hits hit a 23 but the person the round before missed with a 22...
~The math still pretty close. Spells that lower/raise attack bonuses or AC still have value.
~Players could feel more engaged. Mr/Mrs Mega AC still has to roll when getting attacked and can't just take a nap when it isn't their turn.
~Pretty easy to impliment. Works with Normal, Touch, and Flat-Footed AC. No need to do a bunch of math, simply reduce each type of AC by 10.

Cons
~"More dice to roll? Yeah, that sounds great. /sarcasm" ~Quote from someone who dislikes rolling dice.
~While in many cases the math is pretty close, it is still different. In some instances the difference beween the vanilla system and Fluid AC is close to 20%.
~Figuring out a creatures AC as a strategy and a natural part of the game that Fluid AC robs you of. (I disagree, with this but I have heard it from multiple people in the past)
~There are those who want to be able to invest in AC and know that anything (of an appropriate CR) won't be able to hit them unless they get crit. This of course alters goofs up those plans.
~Many house rules are made in an effort to speed up the game. With adding more die rolls, this will do the opposite.

Questions
Should this appply to CMD as well?
It would make sense to, no? Attack rolls are made to reach a target number and that ever present +10 is still calculated in!

Can I effect this d20 roll in any way?
My gut reaction is no. I hadn't even considered it when I was origionally thinking about this. Any ability that could allow you to/force you to roll multiple d20s multiple will become even better. If Hero points or a similar system is being used in your games then you have another option available to you especially when it is impreitive that that next attack misses you.

Could there be other reprecussions of using this?
Most definitely. I don't have a mind to know of every interaction (Classes/Spells/Feats/etc.) that would come into play. Though, on the surface (especially if you don't allow that d20 roll to be altered in anyway) it doesn't appear to be that major of a change. if you know something I don't please share!

Doesn't something like this already exist.....
I honestly have no idea. A quick google didn't turn it up if there is. Fingers-crossed that I haven't wasted my time!

So what do you think? It's something different and definitely not for everyone.
Is there some glaring problem that I don't realize?
Is there some terrible mathmatical error in my spread sheet that proves that this system would inadvertantly turn every player into cauliflower?

I put time into this and figured I would just throw it out into the community for consumption, critique, and discussion

(EDIT: to include example for clarification)
Two Goblins, Bloog and Smasher, get into a fight!
LINK to goblin stats
Bloog attacks Smasher with his shortsword
Bloog makes an attack roll (1d20+2) and gets 12
Smasher now makes a defensive roll (1d20+6[(+2 armor, +2 Dex, +1 shield, +1 size]) and gets 14
Bloogs misses Smasher because he did not meet or exceed Smasher's roll.

(EDIT 2: Just because)
A goblins AC now, instead of being 16, can be between 7 and 26

Grand Lodge

5 people marked this as FAQ candidate.

During a PFS game my GM said this was the case. Is it true?

Links:
Remove Paralysis
Slow

The important bits:

slow wrote:
Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).
Remove Paralysis wrote:
You can free one or more creatures from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition.

How do these spells interact(if at all)?

1. No interaction.

2. Only the staggered effect is removed, but not the other effects of slow.

3. Slow and all of its effects are dispelled.

Grand Lodge

Pretty simple question, though with polymorph info all over I became unsure of the answer!

Would a Pairaka Div retain its flight while using Change Shape to appear as a human because the flight isn't dependent on its natural form? (at least as far as I can tell)

Pairaka Div
Transmutation/Polymorph subschool

The line of text that trips me up is

Polymorph subschool wrote:
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form.

Do you lose all movement types? or just NATURAL movement types?

As far as I can tell, this Div doesn't use wings.

Thanks in advance!

Grand Lodge

Linky to the full stat block

When the stat block says Defensive Abilities: critical hits, flanking, effects that target a specific number of creatures, does that mean that a rat king is immune to these things?

While the creature is missing the 'swarm' subtype, is it meant to be a sort of pseudo swarm and if so how does it interact with the kineticist class which states Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). or the Swarm Bane Clasp wich reads The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal).

I am GMing an AP that features this creature and both a kineticist and a swarmbane clasp are present in the party.

Grand Lodge

Spell for reference:
Paranoia
School illusion (phantasm)) [mind-affecting]; Level bard 2, medium 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

The target believes everyone it sees is an enemy. The target becomes hostile to all creatures, treating all creatures as enemies and only itself as an ally. The target must attempt attacks of opportunity whenever any creature provokes them. Finally, whenever the target is adjacent to two or more creatures, its paranoia overwhelms it, and it takes a –2 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.

Question: Does the line "The target becomes hostile to all creatures, treating all creatures as enemies and only itself as an ally." Mean...

1: On the targets turn that he will attack anyone, doesn't benefit from flank and resists (possibly harmless spells) cast on him from former allies.

2: The target doesn't benefit from flank and resists (possibly harmless spells) cast on him from former allies.

3: It is only flavor. It doesn't mechanically do anything.

This has the potential to be a powerful, low-level spell if it is interpreted as #1. lasting for rounds per level, this could be a save-or suck spell that gains you a valuable ally when cast into the middle of a group fight.

I am hoping RAW/RAI is #2 or even #3, but I can't figure it out.

Grand Lodge

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Couldn't come across something like this so...

I wanted to make a d100 chart of random qualities of arms and armor! I need your help to come up with more!

Please avoid suggestions that could be displayed by actual magical qualities. for example 'wreathed in flames' because that could be achieved with the flaming enchantment!

You can roll on this chart for and armor or weapon that is created or that is come across for you or your players to give a little variety without mechanically changing anything!

Here are a few I have come up with to help get us started. also, #99 and #100 are reserved for Roll Twice and ignore results above 99 and Roll 3 Times and ignore results above 99.

Here we go!

1. Leaves trails of Smoke (Roll 1d6. 1 White|2 Black|3 Red|4 Blue|5 Green|6 Yellow)

2. Sheds light as a Torch

3. Feels cold to the touch

4. Feels hot to the touch

5. Sparkles

6. Unusual Scent (Roll 1d3. 1 Pleasant|2 Unpleasant|3 Neutral)

7. Hums slightly when swung (for weapons) or when moving quickly (for armor)

8. Vibrates

9. Color changing (Roll 1d6 each morning. 1 Red|2 Orange|3 Yellow|4 Green|5 Blue|6 Purple)

10. User Occasionally hears ominous whispers

11. User Occasionally hears angelic choirs

12. High Gloss. Reflection of self abnormal (Roll 1d6. 1-3 Angelic qualities|4-6 Demonic qualities)

13. Dripping. Drops disappear before hitting ground. (Roll 1d6. 1-2 Water|3-4 Blood|5-6 Slime)

14. Has a heartbeat

15. Appears to be made of swirling fog

Grand Lodge

My search-fu may be weak today. I am searching for something that specifically says or otherwise eludes to the fact that you can't use spellcraft to identify a spell being cast from a wand? Everything I have found so far are old threads stating that because there are no verbal/somatic/material components then there is nothing to identify.

This FAQ goofs with all of that:
What exactly do I identify when I’m using Spellcraft to identify a spell? Is it the components, since spell-like abilities, for instance, don’t have any? If I can only identify components, would that mean that I can’t take an attack of opportunity against someone using a spell-like ability (or spell with no verbal, somatic, or material components) or ready an action to shoot an arrow to disrupt a spell-like ability? If there’s something else, how do I know what it is?
Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.

1. Does this FAQ extend to spells cast from Wands?

2. Does this FAQ extend to spells cast from Scrolls?

3. Does this FAQ extend to spells cast from items such as a Ring of Invisibility?

I hope I am just missing something? can anyone enlighten me?

Grand Lodge

While searching the web for possible house-rules to include into a campaign for my players, I stumbled across this little gem.
Linky

Iourn, who appears to be the author of the website, has some really interesting house-rules dealing with teleportation.

I really enjoy how he has the teleport spell function. Distance limitations are removed but you can only teleport to specific permanent teleportation circles and even then, you can only teleport to a circle in which you know its 'sequence'.

This allows players to cut down on travel times while not removing it completely once this spell comes online.

I am thinking I would like a Teleportation Circle to only be available in settlements of 'Large City' size or bigger and somehow giving them a opportunity in the future (perhaps via a lengthy side quest) to create a permanent tele circle somewhere. This location would function as a home base of sorts for them to return to to lick wounds, craft, or even start a settlement of their own.

1: What do you folks think of these house rules?
2: Do you foresee any potential problems?
3a:How do you think a Teleportation circle would work in a city like Magnimar?
3b: Would The Teleportation Circle be within the city walls?
3c: Would it be protected/Guarded? How?
4: Any additional thoughts?

(PS: check out some of the other stuff on that website. Lots of good flavor. yum!)

Grand Lodge

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Elemental Whispers:
Your friendship with the elements has grown. You gain your

choice of a wysp or Small elemental of your primary element

as an improved familiar, without needing to meet any of the

usual prerequisites for gaining such a familiar. Unlike with

elemental whispers, this improved familiar acts in all ways like

a familiar: it’s always manifested, it has hit points equal to 1/2

your own, and so on. You no longer receive the familiar benefits

from the original creature you selected. If your improved familiar

dies, you can still contact its voice in your mind and gain the

Alertness feat, but you can’t cause it to manifest. If you pay the

usual costs for replacing a familiar, you manifest a new form for

your elemental friend.

Does your familiar advance as a normal familiar would but using your kineticist level as your effective wizard level?

Edit: This is a Universal lvl 3 Utility Wild Talent from Horror Adventures. (awesome book. go buy it.)

Grand Lodge

Let's say Mr. Ogre has grappled Mr. Fighter.

Instead of using a standard action to break out, Mr. Fighter decides to ready an action to attack Mr. Ogre when he attempts to maintain the grapple.

"Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver."

While I realize this is referring to the initial grapple, it feels similar to when Ms. Wizard casts a spell and Mr. Fighters readied attack forces her to make a concentration check.

So here's the question:

"Does taking damage from the target when performing a Combat Maneuver (aside from the possible initial Attack of Opportunity) force a penalty on the attack roll?"

Grand Lodge

Adventuring is tough work, what with the monsters and the threat of harm or death around every corner but the reward is often worth it when you find that big ole' chest of gold beyond the traps and beasts.

...but what about when you don't find that chest? It was already looted, the dragon just moved in and was yet to bring in his hoard, or maybe you and your comrades got overwhelmed and were forced to flee?

Ah, Day Jobs. The way we make ends meet and the often ignored chance to add some more flavor to a character.

What are some fun or silly day jobs possessed by you or your companions?

Grand Lodge

Hi folks!

I was unable to find a solid answer for what kind of action/ how much effort it is to open a door and move specifically while moving.

Some ways I have seen GMs rule it...

*Move action
*Move action but can interrupt movement(15ft-open door-15feet)
*Swift action while moving
*During movement opening a door costs 5/10/15ft of movement.

I am personally a fan of losing 5 or 10ft of movement to get a door open. It slows the character down(as it should) and avoids some silly situation where you can get stuck in front of an open door.(Move action approach door. Move action open door. Free Action pray there are no horrible monsters on the other side!)

So I am wondering how do you handle those pesky doors in your games? Do you use one of these options or do you have your own way? Do you require different action depending on the type of door(Wooden, Stone, Iron)? Do different rules apply during chase scenes?

Share your ideas!

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