Skinsaw Cultist

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So I introduced a person to Pathfinder ....and as always the have been pouring over rules faster than anything.

In our current game I am playing a Goblin Slayer/ Unchained Rogue

He has begun the ever persistent statment that my Sneak attack dmg will not stack.

Now, I have played 3.0, 3.5, & pathfinder for years and he has just made the transition from another system. He keeps pointing to this

Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified.

Now I have dug through message boards the internet over for the past few and have not been able to find a ruling that ether contradicts this statement or a rule that exempts Sneak attack from this.

as this something that every player I have been playing with for years over looked

I need an answer from an actual Rules moderator


So, I'm running the anniversary ed. of crimson throne.

The party is 9th lvl

Cleric of Desna

Arcanist (brown fur trans. Archetype)

Fighter ( Two-Handed Archetype)

Swashbuckler

Unchained Rogue

They finished book/ chapter 3 (escape from old), and began (history of Ashes )

They lost one NPC , yet managed to save the other main NPC of the plot.

With the clerics abilities & the Arcanists abilities they Teleport-ed from Krovosa to Sandpoint, then after talking with the NPC teleport-ed from Sandpoint to the Cinderlands.....I hand waved some divine intervention just so they would have to walk 88 miles to the next AP location.

My question is how do others of you deal with mid to high level PC's being able to just teleport across the world circumventing travel times ( missing XP encounters or info encounters)


Ok, so I'm not sure if this has been covered somewhere else but my question is this

Say a Vrock teleports with a character 100ft strait up into the air and then lets the character go

how long does it take for the character to fall?


Face in the Crowd (Sp)

At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures outside of this area may notice that you appear out of place, but as soon as they approach within 30 feet they are affected by the magic and no longer think something is amiss. If you interact with an affected creature in any way, it gains a Will save (DC 10 + 1/2 your wizard level + your Intelligence modifier) to disbelieve the illusion and notice you. The effect lasts for a number of minutes equal to your wizard level, or until the illusion is dispelled. The minutes do not need to be consecutive, but must be used in 1-minute increments. This is a mind-affecting phantasm effect.

This ability does not turn you invisible and opponents are not considered flat-footed. It does not allow you to disguise yourself as a specific individual, type of person, or member of another race, so you cannot blend into a group of uniformed guards or appear as a member of an individual’s family, and a human cannot blend into a group of gnolls. You can blend in with any group made up of different types of people, such as a crowd of courtiers in a king’s throne room, and you can disguise yourself (either through magic or more mundane means) to appear as a specific type of person or another race (such as a uniformed guard or a gnoll) before using this ability.

Can you use this ability once you have already been the target of a spell or attack to remove your self from combat as a target and move around unhindered ?


1) could you use them to cut out the lock & handle of a door, or even the doors hinges?

2) how long would it take to reshape a wall that a door could not be opened, thus blocking entry into or out of a room?

3) how long would it take to make your own entry whole through a wall or floor?


So just what happens to the contents inside a handy haversack when the player walks into an anti-magic field.

I'm of the opinion that the HH loses its connection with the extra-dimensional space and its contents get spilled across the the astral plain.

Am I just being an evil DM?

Alss, can the gem used for the magic-jar spell stillbe counted as in range if it is inside a HH?


I have breezed through a few of the previous post about this and not found the answer i'm looking for so i'll ask and see what help I get.

I have a character idea for my friends up coming game.

1/2 Orc barbarian that wields an over sized long bow set for his strength. Now the rules seem to work understandably for melee weapons, I'm just not sure how they work for a bow. See the bow is already a two handed weapon by design, so does that mean I wouldn't be able to use it by those rules?

Any help would be great.


I'll make this simple.

can you use speak with animals to talk with a magical beast?


Ok, i'm building a brawler modeled after Riddick. My questions is how does brawler's flurry work if My BAB is +7/+2.

would i get a 3rd attack at +7, or would it be at lower bonus. Do you fallow the Monks flurry of blows chart? How does that work?


Ok, so I'm running the Jade Regent AP and the party lost there cleric awhile back, and more recently lost the NPC cleric that they hired.

Now, have a player that wants to join the game, they are in the middle of book 4. they have to retreat back to the caravan to get healed and could make arrangements to get another cleric. The player that wants to join has an interesting idea for a character and a way to tie him to the adventure at this point. But we need some help getting meet put on the character.

His idea is to play an Inquisitor of Achaekek (11lvl) with ether later levels in red mantis assassin or shadow dancer.

any ideas?


Bestiary #1 wrote:
Cursed Wound (Ex)

The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.

So my question in how is this handled, is it a check per wound (i.e. if a PC is hit 3 times for dmg the cleric needs to make 3 checks), or is a one time check( i.e. one check is good enough so the PC can receive healing for the total dmg from the fight.)


Ok, so here is what I need help getting a ruling on. Party it attacked by a golem, party wizard responds by casting create pit, golem fails save and goes into the pit. rest of party throws a bottle of alchemist fire into pit. Given the rules for using alchemist fire, and the golems nonexistent int. score this tactic seems to nerf any golem fight i could ever throw at my group again.

Are the players right or is there something that we are missing.

Any and all help would be great.


I'm running the age of worms ap, form my group.I was wondering if any one could help me with a few conversions.I'm setting the game in Galorian, I have the location of diamond lake set. My hicup is converting Hextor and the other parts of the ebon triad.

Any help and ideas would be great.

Thanks


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Ok, so our group is about mid way through book 2 of the AP. we used a trick with the shard of pride to over come I guess what he called a mid boss fight, to fast for his liking.

The trick was use the Major Image ability of the shard to make an image of a much larger creature than the one we are fighting, so that it ether flees or "dies"(from believed dmg). My character used it twice before, once to fake cast a lighting bolt...the other to trick a room full of tower girls into believing that had just been breath weapon-ed by a gold dragon.

Now our problem is in trying to figure out what the DC would be on the shard abilities when they can be used against opponents & when the CL25 comes into play.

We took some time and really read through the stuff on the shards & we came across this:

The caster level for the Shattered Star is unusual. In its
current shattered state, the Sihedron draws its power from
the creature that carries the shards, setting the caster level as
equal to the owner's Hit Dice. All spell effects generated by
a Shattered Star shard manifest at this caster level. For other
effects, the shards have a caster level of 25th.

But I then found this:

James Jacobs wrote:
All spell-like abilities cast from shards resolve at the base DC for the spell. In the case of major image, that's a 3rd level spell, so its save is DC 14. (10 + 3 for spell level + 1 for the fact that you need an ability score of 13 to cast it.)

which is right? and when does the CL25 of the artifact come into play?


Ok due to some really good role playing and funny uses of plot twist cards one of my the PC's in my Jade Regent game is married to Helva from book 2 and has budding friends with bennies relationship with Kelda from book 1.

I was wonder if any one else has made a romance score for ether of these women.


First let me say that this is not an attack at the rules as writen, I and a few of my players like them. the problem is coming from one of the other players in the game that keeps throwing a fit when the party has to spend its money to buy a new wagon to handle the extra passengers, his beef is that buying a wagon in the core rule book is cheaper that with the caravan rules. He also feels as if the caravan is a money pit that offers on reward to the party(the only reason he joined the party and stays currently its to get treasure).

So we have 2 weeks off from game as two of the players are attending a wedding& taking a vacation while there. So I was going to put together a small house rules hand book for everyone, and in that book I wanted a break down of how the caravan would look $$$ wise if they didn't use the caravan rules. For that I need

  • Gp cost of wagons
  • How much food would be needed to cross the crown of the world
  • How much food the averaged horse needs per day
  • The cost of repair material for wagons
  • true wages for all caravan hands
This is just some of the things I can think of off the top of my head, feel free to add to the list if you feel I missed something. My hope is this will end the whining from that player and forced the others to finally tell him to shut it, if they decided with him that they are all clear as to what is expected them.

Thank you all


Ok....so my ranger/rogue that I'm playing in a Shattered Star game died, and i was thinking of(and cleared by the GM) replacing it with a Inquisitor(of Achaekek)/Rogue. So I'm calling out for help with a build that will strike fear into the hearts of the Great sword wielding party that let my ranger die.

Thanks


So we are playing through book 1 right now and the party I'm stuck with at the moment is an Evangelist cleric of Gorum, an Inquisitor of Gorum, a Shoanti rage prophet & a super model of a sorcerer. So needless to same my Rogue/Ranger has been forced to be the cool head of the group. I struggle keeping the cleric, inquisitor, & barbarian from great swording every thing to death before we the chance of a parley goes out the window. Last game we entered the Crow and began our exploration. As my party swiftly killed the first few tower girls we encountered, I began to wonder if we would ever reach a point where I could talk things out and maybe get a lead as to where the next shard was in this place. Well one of the tower girls managed to slip away during a brief fight after her teammate was swiftly cut down by one of 3 great swords swung in her direction. This lead to our GM having the leader of the tower girls rally in a large room with the remaining tower girls and telling us we needed to leave. I didn't bother with my customary perception check to see if she was alone(the GM stated that we only saw one when we walked into the room). I used the power of the first shared to cast an illusion of myself changing into a large Gold Dragon and bellowed forth "something was stolen from me and I wish to get it back, let me pass". As the tower girls ran(after failing their saves v.S. the illusion), the party & I(still in Dragon form) gave chase. We cornered the in another room, after stating that all I wanted what was stolen from me one of them tried to shoot me with a hand cross bow and failed. My response was to breath fire on the lot of them, the fight was over fairly quickly and the party took little damage. All our GM could say for at least 5 min. after the fight was "I didn't see that coming", "I don't think the writers saw that coming". He looked a little sad for a while.

I just thought I would share....enjoy


So I long while back I ran the Second Darkness AP and it stated that Adamantine & Noqual where Skymetals found after asteroids hit the planet. I swear I just saw in one of the latest books a listing of the five Skymetals and what you get when making weapons & armor from them. But after pouring through my collection of books and looking on the PSRD I have not been able to find that info again. Does anyone know where I can find it?


So when it came out I bought the Dungens & Dragons cartoon box set. In it was a mini book that stated out all of the characters including Venger, i began thinking of working him into my Eberron game. Now that my group has made the move to pathfinder I was thinking of trying it again maybe as the force behind the old G series adventures after they finish the Rise of the rune lords AP. But I was strugling with what Rune Lord he would be, if one at all as he is a half-fiend. If I do this I want to drop the hint at some point in the AP that some one is pulling Karzoug's strings for something bigger.

Any help would be great


So I know this has more than likely been asked before but I need to ask it again. After playing Assassin's Creed 3 for weeks on end and then modeling a character I'm playing in a Shattered Star adventure path I was trying to find a few of the video game weapons.

  • rope dart
  • Hidden blade

I tried to find them in the books but could not find any that matched, though I have been known to over look things. If anyone knows of where I can find them it would be great.


did paizo just shift what was cool about the spike chain in 3.5D&D to the Meteor Hammer. I could have sworn the in 3.5 that the Spike chain could be switched between a reach weapon or a double weapon, or I'm I wrong. If they did nerf it, why?

I only ask because I was thinking of making a Magus/ Rogue that used one as a weapon.


ok, so if my first character dies before we finish the first book in the adventure my GM is running I was thinking of making a Monk. But I want him to use the martial arts styles that i have started to take classes in RL. I have started learning Uechi-ryū & Tai chi, and I was wondering how I could mimic those styles with a monk in pathfinder.


Ok so nobody in my group that I'm running through Jade Regent can use the weapons found so far and they are currently looking for Suishen. Now one member of the party wants to sell off the other weapons as no one can use them, but another party member is kinda meta-gaming that if they are worth as much as they think they are that the weapons have some sort of plot hook tied to them.

What should I do?


If the intended item was to be a Hat of Disguise, what would a cursed version do?


I have a player that is looking to have a Hat of Disguise made using Alter Self in place of disguise self. Would that work & if so how do i price it?


So, for those that have not read the books/ 2ed Ad&d adventure.....a collective of 5 evil power groups work together to create an artificial person to control and send out into the world to complete various task they want done. the controlled person is compelled to complete the tasks via a super geas spell in that manifest in the form of a Azure tattoo. Now I'm currently running the Jade Regent AP and I was planning on using this as fuel for adventures after they complete the ad or as needed for fill xp(as i have 6 player in the AP). I have the power groups picked out and decided to talk the idea over with the player I was thinking of using the tattoo on so that I didn't just drop a super plot hammer on him. My thought was to replace his character with an exact copy of his current character and give him the stats of the "novels" main character....all 17's....and not allow him any ability increases (as he would now be a construct). He seemed interested in the idea up till the ability score thing. Part of me sees his point as he would be losing 2 points of Dex. here is a look at his old stats V.S. what his new stats would be.

old

  • Str: 12
  • Dex: 19
  • Con: 14
  • Int: 15
  • Wis: 10
  • Cha: 8

New

  • Str: 17
  • Dex: 17
  • Con: 17
  • Int: 17
  • Wis: 17
  • Cha: 17

He felt that it would be better if he was allowed to keep raising his Dex score. Now part of my plan and I have all ready kind of set this up is that he just found out his father had been a Red Mantis Assassin at one time and one of the power groups that set up this hole thing was going to be part of a demon cult that wants him to kill high ranking Red Mantis operatives...this would have given him the Charisma to get into that prestige class (also something he doesn't like for his character). Part the reason behind my whole train of thought was that for the past month and a half he has been complaining that given the build he has done for this character, was that he saw nothing that he liked after 9th level. I asked him why is his character still with the party at this point....he replied "to get money".

So My question is

  • 1: is it to much if I never let him get an ability increase for leveling if he agrees to the idea?
  • 2: Should I even waste any more time trying to keep his character tied to the AP and beyond if all he is there for is money?


Soon I will be having a player take levels in the Red Mantis Assassin prestige class in my jade regent game, and I real want to know how to handle the classes key ability.

Prayer Attack (Su)

At 2nd level, a Red Mantis assassin learns her signature assassination style. To initiate a prayer attack, she holds her sawtooth sabre (or sabres) out, point down, and weaves the blade in the air. She must be within 30 feet of and visible to her victim. Beginning a prayer attack is a standard action, and causes her victim to be fascinated by her unless he makes a Will save (DC 10 + the Red Mantis assassin’s class level + her Charisma modifier—if she’s wielding two sawtooth sabres, this DC gains a +2 bonus). She can maintain the fascination effect by concentrating. The victim may attempt a new save to escape fascination each time a threat (other than the fascinating assassin) appears. At any point after 3 rounds, she may make a coup de grace attack against the target, provided the target is still fascinated. Activating or concentrating on maintaining a prayer attack does not provoke an attack of opportunity.

My question is given the rules for the condition of fascinated wouldn't the target get to keep making saving throws as there is an armed assassin in front of them? Below are the rules for the condition fascinated.

Fascinated

A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.


I have a player that has asked me about how I want to deal with celestial armor. I thought there was just one but he pointed out a few suits of armor & a shield. But none of them seemed to list what made up the celestial part of the enchantment. He wants me to find a rule that tells us how much that part of the enchantment is so he can have a suit of leather armor enchanted as celestial so he can use his full DEX bonus. He says that the suits printed so far limit his DEX bonus to much to make them worth his wild.

Any help would be great


Ok, So I was thinking of trying this idea out of having one of the characters in my Jade Regent AP show up with the Tattoo that Alias from the Finder Stone trilogy had. For those that don't know the tattoo bound her to 5 different evil power groups, and each group had a task she was to complete for them (but she was unaware of it). Any attempt to remove the tattoo physically or magically caused Alias pain. The novels and the adventure where set in the Forgotten Realms and I'm having trouble finding evil power groups like the ones in the Realms. Below is a list of the groups from the realm if you have an idea of a group that matches in Pathfinder let me know.

  • the Fire Knives(a group of assassins seeking the death of a king)
  • the Zhentarim (see this as a test in getting people to do things against their nature)
  • a Red Wizard of Thay (seeking glory & the destruction of the Dalelands)
  • the Cult of Moander (seeking to return their God to the Realms)
  • Tyranthraxus (a magical spirit seeking the destruction of items that could banish him forever)

As my Jade regent game has 6 player I'm using subplots from each characters background to make up the EXP diff to keep them on par with the AP & to give them so different adventure choices for when the AP is done. So any help would be great.


Ok, here is my problem, I have a player that from the beginning of this AP has tried to push the whole journey be made by ship. He wanted to take a ship from Sandpoint to Brinewall. I had Ameiko explain to him that Brinewall was thought to be haunted so finding a ship with a crew willing to sail there would be close to impossible. As I have 6 players in my game I had a side quest take them into Riddleport, where he tried once again to press the issue of taking a ship instead of going over land. They just finished Brinewall legacy and are now set to start book 2, and the party was planning on returning to Riddleport to sell treasure. I fear he will press the issue stronger this time knowing that the party must journey all the way to Kalsgard.

Any ideas as to how I should proceed from here, I fear that I will have to waste good game time showing him that a trip by sea will not save the party any time.


Ok here is my question I would like to give one of my players a magic item from a 3.0 Dragon Magazine.
the thing is it's a bit pricey for there current level, I was trying to use the PFCRB to get a feel if that price would stay the same, but I just can't figure it out. So here is what I'm looking at.

Bracers of Wands
Each bracer hold three thin leather tube big enough to hold a standard magical wand. Bracers of Wands can be "attuned" to different wands. immediately after placing a wand in one of the slots of the bracer, a single charge is harmlessly drain from the wand. The wand is then attuned to the slot and remains so until removed. Wands in a bracer slot can be used without the need to draw them and without the need to hold the wad in a hand.
Wands can be removed and replaced from their slots in a bracer of wands, but each time a wand is attuned to a slot on a bracer it losses another charge. Both bracers must be worn for the Bracers of Wands to function.
Wands in the bracers of wands can be attacked and broken, and characters the bracers can be disarmed of wands. In such cases, treat the wands as though were held by the wearer.
The bracers of wands do not grant the ability to use a wand if the character is not normally able to do so. Rogues attempting to use a wand in a bracers of wands with their Use Magic Device skill must first make a skill check to use the bracers(DC 20) then make a second check to use the wand.
Caster level: 12th Prerequisites: Craft wondrous Items
Market Price: 60,000gp Cost to Create: 30,000+2,400 xp Weight: 1lbs

the above it pretty much how the item appears in Dragon Magazine #291 on pg 51, minus all the Gnomish flavor text.

Any help in how i would figure a new price or if that would still be the price in PFRPG would be great.


I the Seekers of Secrets book, there is an item called the adventurer's sash and it is listed as weighing 3 lbs but it does not say how much it can hold. Does any one know?


Ok the adventurer's sash showed up in Pathfinder Chronicles: Seekers of Secrets.

It states that it weighs 3 lbs. but I don't see anything that list how much it can hold. Does any one know?


My friend is going to start running the Shattered Star Ap, and I was planning on making an Inquisitor/Rogue modeled after Connor from Assassin's creed. I have my first level as Inquisitor. I was wondering if anybody had any idea as to how I should progress after that.


I have a player in my game playing a rogue the two-weapon fights, so I want to be clear on how many of his attack in one round gain the benefit of sneak attack.

1) rogue wins initiative,can reach a target with a 5ft step. Does he get sneak attack with both weapons?

2) rogue flanks with another party member, uses full attack action & gets two attacks with main hand & one with off hand. Does he get sneak attack with all 3 attacks?

3) rouge uses bluff to feint target, causing it to lose its DEX bonus, next round full attack action with 3 attacks from main hand & one from off hand. Does he get sneak attack for all of his attacks.


Ok one of my players brought up the stealth playtest, and all I ca find is the round two info. But I noticed that it said that there would be a final version after October 3rd on the FAQ. Does anyone know if they did so, and if they did could you share the link so that I could read it.


I have a google site for my jade regent game and I was wondering if there were any images of the NPC's that the party runs into along the way?


Ok, one of my players asked me this question.

If an item needs to be master work to be enchanted than doesn't a Hand Haversack also provide the same benefits on top of what it states in the description?

Backpack, Masterwork

Source Adventurer's Armory

This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.

Empty Weight: 2 lb.*1 Capacity: 1 cubic ft./60 lb.*1

1 When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters.

Bag, Handy Haversack
Aura moderate conjuration; CL 9th

Slot —; Price 2,000 gp; Weight 5 lbs.

Description
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Editor's Note: Handy Haversack does not indicate the sort of space inside it other than to say it is "like a bag of holding" which is described as opening to a "non-dimensional space" whereas the rules on extradimensional spaces explicitly refer to bags of holding and handy haversacks as examples of extradimensional spaces.

Construction Requirements
Craft Wondrous Item, secret chest; Cost 1,000 gp

Now I'm inclined to say that as written that the player is wrong it would seem that a Handy Haversack is an enchanted normal pack back. If that's the case I know that the player will then ask how much a masterwork backpack enchanted to be a Handy Haversack would cost, I can figure out that part.....my next question is how do i deal with this player as he seems to make it his life goal to find every small loop hole in the rules and pushes them to the point of breaking.


Ok, last night the PC's ran into one of the sub-bosses of the adventure I'm running. They had fought him once before so he was aware of some of their abilities. My plan was once the monk grappled him he was going to dim-door 40ft into the air with the monk the escape the grapple and let the monk fall the 40ft. Now the dim-door is a spell-like ability for the sub-boss, when the monk grappled the s.b. I know I had to make a concentration check to use it (which I passed) the monk player the shouted for every one to take there AoO's as he was using his dim-door. To cut the story short the fight is over and after everyone had packed up and gone home for the night i looked through the rules it seems I hiccuped on this fight. the way I'm reading the rules I get the making the concentration check for casting while grappled, but if I passed that one would that not also negated the parties AoO's, or would i get to make another concentration check to cast defensively and prevent the AoO's.

Another matter was brought up by one of the other players(a bow wielding ranger)....an opponent that is grappled seems way to easy to hit, and at no risk to the player grappling him. I remember an old DM of mine that used to have a house rule that if you tried to attack anyone while they where in a grapple the dmg was halved between the two people in the grapple. the ranger voiced a similar opinion as the 1/2 orc in the party hit the sub-boss repeatedly with his great ax while being grappled by the monk. After this encounter i get the feeling that the rest of the adventure will be plagued by the tactic of let monk grapple BBEG. then the fighter/rogue & great-ax wielding 1/2 orc will run in and chop it to bits. After looking through the rules I find nothing to stop this from becoming a reality.....(tell me I'm wrong)

Next thing i need to know i can't seem to find is whether a creature with regeneration can be Coup de Graced?


Ok this came up last night in my game last night.

the PC's entered a room with an enemy in the rafters 10ft above them. One of my players wanted to run up the wall part way and spring off to reach the rafter. The player and I (the DM) disagreed as to the DC of the acrobatics check. Here is the break down of both our logic.

Player's logic:
Runs up the wall 5ft then makes the high jump for the last bit of distance, the average person can reach 3ft over their head, so the last bit of distance. making the DC 8 for a 2ft jump.

DM's logic:
see no rules for Jackie Chan-ing the walls to help in a jump check. I figured the DC at 44. DC 12 for the first 3ft then a +4 to the DC per foot after the original 3ft, so 7ft * 4= 28, 28+12= 44.

Later during the same fight the Jackie Chan wanta be player tried to get another player (one playing a 6' 5" half-orc) to try and cut the rafters out from under the enemy using his great axe.

Player logic:
the half-orc was 6' 5" wielding a 4ft long weapon so he would be able to hit the rafters at 10ft.

DM's logic:
the great-axe is not a reach weapon so he could not have reached the rafters.

while the player took my rulings with a grain of salt during the game, he did express he dislike over my calling after the game.

I still can't find any thing that backs my player...so any help would be great.


So I have a former player returning to play his old character from the Second Darkness AP, as an NPC in my Jade Regent game that I'm running now.

We have gone back through and updated his character to the current rules but we still have a few questions about bleeding dmg.

The NPC have the bleeding attack rogue talent, the bleeding critical feat, and a Rapier of puncturing. He fights with a kukri in his off hand. He is a 9lvl Magus/ 5lvl rogue/ 3lvl Shadow dancer. our question is...if one of the PC's in the Jade regent game picks a fight with him (mind one of the players most likely will)(and they are only 3rd lvl at this time), what is the most bleed dmg he can deal out in one round?


Was trying to find this on a map and I can't seem to find it anywhere.

Is it because I'm blind or because it just has not been detailed. I'm trying to find a map or some point of reference for a player.

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