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RPG Superstar 2011 Top 8. Organized Play Member. 55 posts. No reviews. No lists. No wishlists.



RPG Superstar 2011 Top 8

While I was working on my own little projects, I came upon a curious thought exercise.

If we consider distance in three dimensions, what is stopping a character armed with a reach weapon from attacking an adjacent huge creature by targeting a square two spaces in the air?

It seems to me as if this should logically work, but I might be missing a rule that would not allow this to occur.

Any thoughts?

RPG Superstar 2011 Top 8

13 people marked this as FAQ candidate. 1 person marked this as a favorite.

While I was working on my own little projects, I came upon a curious thought exercise.

If we consider distance in three dimensions, what is stopping a character armed with a reach weapon from attacking an adjacent huge creature by targeting a square two spaces in the air?

It seems to me as if this should logically work, but I might be missing a rule that would not allow this to occur.

Any thoughts?

RPG Superstar 2011 Top 8 aka Tolroy

Ruined Temple of Saint Braxtus
==========
Two thousand years ago, Braxtus the Resplendent, priest of Abadar, walked the lands of Taldor spreading the word of the master of the First Vault. Stories tell of how Braxtus entered the Verduran Forest and carved out of the uncivilized wooded hills a gilded shrine for his divine master. Tales say that this beacon of civilization stood for hundreds of years before succumbing to an ill-fated disaster.

While some truth lies within the stories of Braxtus the Resplendent and his gilded shrine, the true story holds a darker reality. Braxtus did found a shrine within the wilderness of Verduran Forest, but his purpose for doing so lay not in creating glory for Abadar. Deep within the wooded hills of Verduran Forest, Braxtus and his adventuring companions came upon an evil hidden deep in a natural cave. Unable to exorcise the evil from Golarion, the group instead sealed the entrance deep under the hill, and Braxtus built a temple to Abadar upon the location in order to guard the site for generations to come. The head priests of this temple were tasked with guarding the ward keys that kept the evil safely contained.

Over time, the wards weakened, allowing some evil miasma to escape and seep into the hearts and minds of those worshiping in the temple. Eventually, this evil drove the temple's inhabitants to insanity, and within one night, the halls of Saint Braxtus's temple filled not with the sounds of prayer but the sounds of murder.

In the present, not much remains of the once magnificent halls. Nature has reclaimed much of the open grounds of the temple, and bandits and treasure hunters have already stripped most valuables from the area. Currently, the dashing Acton Venarys, also known as the Gentleman Knave (R3), uses the location as one of his many bases of operation within the Verduran Forest. The underground sections of the temple are largely intact, and the Knave tends to use the underground worship hall when he requires meetings with his many lieutenants. The Knave found the last intact, but brittle, ward key upon his commandeering of the temple, and while he has not found a way to integrate the release of a great evil onto the very center of Taldor into his plans, he still keeps the ward key on his person during his short stays in the temple.

All that remains of the Temple of Saint Braxtus are three interior chambers and the ruins of two exterior rooms. The few remaining exterior walls count as 8 foot tall reinforced masonry walls with the broken condition (hardness 8, hp 89, break DC 45), while the smooth interior walls count as magically treated hewn stone walls (hardness 16, hp 1080, break DC 70). The interior ceilings are 10 feet tall unless otherwise noted. The temple was built into a rugged cliff face that stands 50 feet tall. Trees dot the top of the hill and along the base where the temple is located.

2. Worship Hall (CR 10 or 13)
==========
A large oaken round table surrounded by wooden chairs sits at the center of this repurposed prayer hall. Piles of maps, diagrams, and books litter the table and surrounding area. Light emanates from a multitude of torches lining the walls of the room, brightening the room and casting shadows on the 20 foot tall ceiling. The open doors on the east and south walls can be seen from the entrance. The room smells faintly of ammonia and sweat.
The walls of the worship hall are almost perfectly smooth, and as such, a PC may not attempt to climb them without assistance. The room contains six everburning torches which provide normal illumination within the entire area.
The table in the center of the room can be used by up to four Small or Medium creatures (or one Large creature) to gain high ground over their attackers, and the top of the table and the area immediately surrounding it count as difficult terrain (PF RPG pg 193) due to the large amounts of books and papers haphazardly strewn about.
A DC 15 Knowledge (engineering) check determines that the design of this worship hall dates back to Taldan architecture of the early to middle Age of Enthronement.
A DC 25 Knowledge (religion) check determines that the room is designed to channel prayers towards something to the south.
Creatures:
The Gentleman Knave often scours over a myriad of maps and plans that have been strewn over and around the great table in the center of the room. On several occasions, he has gathered several of his lieutenants here to discuss his grand strategic objectives. The Knave is always accompanied by at least four of his lackeys (variant guard officers PF GMG 261). Two of his lackeys guard the western entrance to the room while the other two keep close to the room's eastern wall so as to be near the Knave if he requires aid.
If the Knave is holding a meeting, six of his lieutenants (highwaymen PF GMG 259) will be present and sitting with the Knave around the table while six lackeys walk around the perimeter of the room.
Unless alerted by someone fleeing from area 1, the occupants of the room will be surprised as the players enter the room. If alerted, the lackeys will gather near the western door while the lieutenants, if present, move into safer positions behind them. The Gentleman Knave stays to the east side of the table where he can address and taunt the players from a relatively safe location before entering the fray.
Once in combat, the lackeys will use Dazzling Display to try and demoralize as many opponents as possible. Afterwards, they try to gang up on one player so that the Knave and any present lieutenants can use them for flanking purposes. The lackeys also try to draw one player towards the center of the room where the player can be isolated from the rest of the party. Lackeys will also throw their nets on prone characters.
Any present lieutenant attempts to take up a flanking position and trip an opponent with his +1 spiked chain. If any spellcasters are in the attacking party, two lieutenants will drink their potions of invisibility and attempt to move towards the offending players.
The Knave follows the tactics section of his entry during the fight except as follows. After using vanish to facilitate his escape, the Knave flees to location 3 where he makes use of the secret exit found in location 4. Before climbing the ladder in location 4, the Knave uses a standard action to break the final ward key in the hopes that unleashing any horror from beneath the temple will delay pursuers.

Tier 7-8 (CR 10):
Knave's Lackey (4) CR 3
XP 800 each
hp 34 (Pathfinder Gamemastery Guide 261)
Melee mwk greatsword +9 (2d6+5/19-20)
Morale The Knave's lackeys fight to the death as long as the Gentleman Knave is present. If the Knave is downed or flees, they attempt to surrender.

The Gentleman Knave CR 9
XP 6400
hp 78 (RPG Superstar 2011 Round 3)

Tier 10-11 (CR 13):
Knave's Lackey (6) CR 3
XP 800 each
hp 34 (Pathfinder Gamemastery Guide 261)
Melee mwk greatsword +9 (2d6+5/19-20)
Morale The Knave's lackeys fight to the death as long as the Gentleman Knave is present. If the Knave is downed or flees, they attempt to surrender.

Lieutenant (6) CR 6
XP 2400 each
hp 53 each (Pathfinder Gamemastery Guide 259)
Morale A lieutenant fights until reduced to 10 or fewer hit points. He will then drink his potion of invisibility, if available, and flee through the western exit.

The Gentleman Knave CR 9
XP 6400
hp 78 (RPG Superstar 2011 Round 3)

Development: If the Knave escapes, two rounds after the Knave leaves location 2, the altar in location 5 shatters in a fierce explosion. Anyone within location 5 at the time of the explosion takes 4d6 piercing damage (DC 14 Reflex save for half damage). The explosion of the altar can be clearly heard throughout locations 2, 3, and 5. Location 5 also comes under the effects of desecrate and darkness (both CL 15). Below the destroyed altar lies a gaping hole that leads down in the dungeon sealed away by Saint Braxtus.
If the Knave fails to escape, then the players find the ward key along with his other possessions. A player using detect magic may make a DC 35 Spellcraft check to determine not only that the ward key is tied to some great seal, but also that the ward key is near breaking. The ward key loses one of its remaining 14 hit points each midnight until it breaks. Lesser spells like make whole and mending have no effect on the ward key, but a DC 10 Knowledge religion check allows a player to recognize the symbol of Abadar on the ward key.

RPG Superstar 2011 Top 8 aka Tolroy

Varstrius, Connoisseur of Living Dolls
Portrait: “Portrait 10”
Description:
Forty years ago, a helpless Varstrius watched as his drunken stepfather strangled his beloved little sister Sulliana to death. Unable to fight back, Varstrius's agony and rage festered into the insane obsession he carries to this day. Varstrius blindly attempts to regain his lost sister by capturing small folk in Cassomir and dressing them up as gross parodies of Sulliana.

Varstrius stands at an unimposing five and a half feet tall, his hardy body beginning to show his age. He hides the pain of his loss by constantly wearing an arrogant sneer on his face.
Motivations/Goals:
Varstrius is consumed by one goal: to find a replacement for his departed sister. To that end, he has taken to kidnapping halflings and gnomes, keeping those that have a passing resemblance to Sulliana. His daughter, Sarrisia, sneaks any unwanted prisoners out of the country and sells them to slavers.
Schemes/Plots/Adventure Hooks:
Varstrius has been careful in collecting living dolls, but sometimes a plan plays out imperfectly.

  • A recent victim's family is actively searching for their missing daughter, and they believe that the last mercenary they hired was close to finding her before his body was found floating in the harbor.
  • A halfling or gnome PC could become Varstrius's next target.
  • Sarrisia was more careless than usual, and the PCs encounter her while she is traveling towards Andor with a wagon full of prisoners.

Varstrius CR 7
Male middle age human ranger (urban ranger, APG 129) 8
CE Medium humanoid (human)
Init +5; Senses Perception +16
===== Defense =====
AC 20, touch 11, flat-footed 19; (+7 armor, +1 Dex, +2 natural)
hp 76 (8d10+32);
Fort +9, Ref +8, Will +6
===== Offense =====
Spd 30 ft.
Melee +1 bastard sword +12/+4 (1d10+14/19-20)
Ranged masterwork dagger +9 (1d4+3/19-20)
Special Attacks favored enemy (halfling +4, gnome +2)
Ranger Spells Prepared (CL 5th, concentration +6)
2nd--barkskin
1st--longstrider, pass without trace
===== Tactics =====
Before Combat Varstrius casts barkskin and longstrider before entering combat.
During Combat Varstrius allows his hired mercenaries to engage potential threats for a few rounds before entering the fray, but he will immediately enter combat after casting his spells if one of the opponents is a halfling or gnome. Varstrius will overrun past any intervening opponents in an attempt to reach a halfling or gnome target. Both Varstrius and his mercenaries take a -4 penalty to hit against such targets because they are attempting to deal nonlethal damage. After subduing any halfling or gnome targets, Varstrius readjusts his tactics, focusing his full attack actions on wounded opponents and maneuvering into flanking positions. Other than the small folk, Varstrius takes no prisoners.
Morale Varstrius has little intention of dying before finding the perfect replacement for Sulliana, so he attempts to flee if brought below 33 hit points. During daytime, he can escape in the vast Cassomir crowds. At night, this advantage is missing. If trapped, his pride forces him to fight to the death instead of surrendering.
===== Statistics =====
Str 16, Dex 12, Con 14, Int 9, Wis 13, Cha 11
Base Atk +8; CMB +11; CMD 22
Feats Furious Focus, Greater Overrun, Improved Overrun, Iron Will, Power Attack, Pushing Assault, Toughness
Skills Diplomacy +4, Intimidate +11, Knowledge (local) +14, Knowledge (nobility) +7, Perception +16, Sense Motive +9, Survival +8
Languages Common
SQ favored community (Cassomir +4, Oppara +2), hunter's bond (cat), push through, swift tracker, track +4, trapfinding, wild empathy
Combat Gear potion of cure moderate wounds (2); Other Gear +1 breastplate, +1 bastard sword, cloak of resistance +1, masterwork dagger (2)

RPG Superstar 2011 Top 8 aka Tolroy

Charlatan (Rogue)
Some people lie to live, yet the charlatan lives to lie. Charlatans move from one deception to another, dancing a game of duplicity that leaves his coin pouch fatter and his victims none the wiser.
Bamboozle (Ex): A charlatan can implement a cunning and ingenious weave of lies and half-truths allowing him to gain the confidence of those around him. While using Disguise to alter his appearance, a charlatan may use Bluff instead of Diplomacy to alter a target's starting attitude or to make a request. Any change in attitude is only effective while the charlatan is in the same disguise and while the target believes the disguise. If the target disbelieves the disguise, its attitude decreases two steps and stops performing the request unless doing so would endanger it. Additionally, the charlatan may attempt to influence a given target's attitude with Bluff more than once in a given 24-hour period as long as he successfully uses Disguise to change his appearance between Bluff attempts. This ability replaces trapfinding.
Mystical Ruse (Ex): At 3rd level, the charlatan becomes adept at acting the part of a spellcaster. The charlatan gains a +1 competence bonus on Use Magic Device checks except for attempts to decipher a written spell. This bonus increases by +1 for every 3 levels beyond 3rd. The charlatan also gains a +2 circumstance bonus on Disguise checks while impersonating a spellcaster as long as he uses a wand, staff, or scroll as part of the disguise. This ability replaces trap sense.
Distracting Ploy (Ex): At 4th level, the charlatan may don a disguise as a standard action by taking a -5 penalty on his check. He may also use Bluff to create a distraction as a swift action. This ability replaces uncanny dodge.
Perfect Delivery (Ex): At 8th level, the charlatan can trick a target as a standard action into doing an activity it normally would not do. This effect works as suggestion using the charlatan's level as his caster level. The target gets a Will save (DC 13 + the charlatan's Charisma modifier). At 16th level, the charlatan can use perfect delivery twice per day. This ability replaces improved uncanny dodge.
Rogue Talents: The following rogue talents complement the charlatan archetype: charmer, coax information, guileful polyglot, honeyed words, major magic, minor magic, and quick disguise.
Advanced Talents: The following advanced rogue talents complement the charlatan archetype: master of disguise, opportunist, and skill mastery.

RPG Superstar 2011 Top 8 aka Tolroy

Mirrored Lantern of the Pious Seeker
Aura moderate evocation and necromancy(good); CL 5th
Slot -; Price 30,000 gp; Weight 3 lbs.

Description
This silver lantern boasts a multitude of mirrors throughout its interior. The interior of the lantern can house a holy symbol of a good or neutral deity. When a channeler of positive energy wields a lantern housing the holy symbol of his deity, the lantern will function and shed bright light in a 30-foot radius. This light functions as per the daylight spell.
As a move action, the wielder may change the area of the light to any of the following: a 60 foot cone, a 120 foot line, or a 5-foot radius sphere located within 400 feet of the wielder.
Any undead within the light suffer a -2 penalty to Will saves against channel energy. Three times per day, the wielder may channel positive energy through the functioning lantern, changing the area of the channeling to match the current area of the light effect. A wielder with the Glory domain may use this ability a number of times per day equal to 3 + his Wisdom modifier.

Construction
Requirement Craft Wondrous Item, creator must be a 5th level cleric; Cost 15,000 gp

RPG Superstar 2011 Top 8

Hey there guys,

I was sitting down to create stats for a simple magic item that my player's saw a NPC using, and I came into a small issue on pricing versus power. The item is a cloak that allows for invisibility a limited number of minutes, or rounds, per day. It is activated as a move action and canceled as a swift action. I was hoping to price it somewhere in the 2000 to 5000 gold piece price range.

Does anybody have any ideas concerning where I should set the price? I know it will tie in with the amount of time given daily, but I'm having a hard time balancing the usefulness of the item with the given price range.

Thanks in advance,

Tolroy

RPG Superstar 2011 Top 8

I just had one of those epiphanies where I realized that I was using a rule wrong for a few years without noticing it.

For the last few years I have allowed players to use the Aid Another action as part of a full attack action in place of a regular attack, and I have counted the +2 bonus for every attack made by the recipient player for one round. I haven't really noticed this because I have seen very few Aid Another actions in my time as DM.

Rule in Question:
Aid Another
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.

You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

I ask the forum dwellers here these questions: is allowing a person in melee to use one of their attacks to Aid Another too much for an ability that doesn't cost a feat investment, and does it hurt too terribly much to allow the players to reap the benefits of the action for the entire next round? Also, would it be worth a combat feat to allow this use of Aid Another, or would a feat need to carry more oomph?