Lets begin
On page 16. you do step 8
Fine that leads us to Dealing with Afflictions "At the end of a scenario, a PC might have been afflicted
Yes a pathfinder can be afflicted by many conditions "It is important that conditions be written legibly
Okey meaning that afflictions, such as blindness,
"Note: Any affliction that would result in an unplayable
okey so the next part must tell us what an unplayable character is Page 19. CONDITIONS, DEATH, AND EXPENDABLES "Conditions: Unless noted otherwise, all conditions
So if you get a condition that is not: "However, a few conditions need not be resolved by the end of play, including permanent
Leadership could just cut the whole affliction out and state that if you do not resolve all conditions except these few (page 19) then the character shall be reported dead/unplayable. i would hope they lifted to strict rule so disease or blinded/deafend could go from senario to senario.
So I have some questions about this well ritten Senario.
Second: making a new char with the boon would it imply that you bring a copy of that chronicle sheet with the neew character? Third: The Grand Lodge faction wants to learn of the missing agents and you can get info on Grave Threader twice either from the Genie or Master of Spells but only the Genie count at the end as a success should master of spells deal count toward the success??
Threatened Squares You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
Do the players have 3 days on the island or only 1? it is stated after the breifing it takes them 2 days to reach the pillars and the breifing also tells them they will leave in the morning. which leaves me to belive that they only have 1 day on the island but then how do they have enough time to get back to the ship if the travel time is 2 days?
1: they just clearify for you what grab does, it should not stack. 2a: Yes, you can full attack and make grapple checks after each attack that hits, if one of these attacks hit and confirm grapple opponent is grappled. you can choose to take -20 on CMB to negate the grapple condition and only use that natural to hold the foe. 2b: yes but remember you then need to roll attacks and you have the grappled condition. 2c: Yes but either you let go of your first grappled foe or take a -20 on the CMB check. 3a: by RAW you can maintain in the first round if you use a standard action to grapple and move action to maintain, but some GM's find this OP and does not allow it in their game. 3b: greater grapple says that if you fail the first attempt but succed to second you still maintain the grapple. With rapid grappler now you can do 3 grapple checks to either Move, Damage, Pin or Tie-up.
4: you need Improved Unarmed strike by RAW. 5: go to d20pfsrd.com and search for grapple there is a little flowchart
Question 1
if you follow the text of the class a shaman gains nothing in lvl 13 to 15. is this a mistake? Question 2 under shamans familiar it states: "A shaman can select any familiar
Are you allowed to take improved familiar? "If a familiar is lost or dies, it can be replaced after
replaced fammiliar must then be of same type?
Here is a guide to make you a level 7 hellknight with the retraining rules.
Level your charakter(with full Bab) to lvl 5.
now use the retraining level rule -1 level with full Bab then you still qualify for hellknight so take the new level as hellknight so you are now lvl 4 full bab and 2 hellknight.
this will cost you some PP in PFS and some gold but it is worth it. can any of you find a statement that this is not legal?
My question is formed from reading many class archetypes. I would like to know if there is a difference in normal fog or magically made fog? and normal difficult terrain and magically made difficult terrain? my arguments that there is a difference: Look at these abilities: Tempest Druid - Inner Sea Magic
and Oracle Waves - APG
and Master of Storms - Path of Prestige
and Goz Mask(item) - Inner Sea World Guide
This states that only the druid can see through obscuring mist, fog cloud and so on. Everybody can see through fog from natural sources. Now the terrain question: Druid - Core
and Ranger - Core
and Wild Shadow - ARG
So the spell Feather Step ignores normal and/or magically difficult terrain?
Okey i have looked around and found this:
From Water Enviroment (Very deep water is not only generally pitch black, posing a navigational hazard, but worse, deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute.) From Underwater Combat (Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.) But where does anything state if you sink? and at what speed with what gear ?
Carbon D. Metric
Hey Forum I've been searching the board for illusions and how you should deal with them both as a GM and as Player, but it still troubles me. My first example: On a battlefield in daylight the party reach the BBEG which is not a spellcaster and our wizard illusionist thinks to block vision of party by surrounding and trapping the BBEG with a silent image of a stone cube.
Second: if we change the BBEG so he is a spellcaster and makes his spellcraft check as the spell is being cast gives him a autosave as proof of it is created by magic from illusion school? Next: Now let us assume that the BBEG did not succed his will save and the ranged in the party has been told this is an illusion. The ranger shoots at the stone cube, he hits the AC of the illusion and gets a will save with +4. okey he makes the save and can now see the BBEG inside the stone cube. Next arrow is aiming for the BBEG, as he is flat-footed because he cant see the attacker he is hit, would that be proof that the stone cube is not real as arrows can come trough it? And now to the Darkness/Light It is night and the moon is full the battlefield is in dim light, the party has ventured out to slay the BBEG. Our Cleric in the party has cast Light on her scimitar, and our fighter has a torch. They encounter the BBEG as he suprise them by casting Darkness. Should the illumination level be Normal light produced from light spell and torch or the natural dim light which the moon provide when darkness comes into effect? Thanks
And again I point out:
if you say i ready when character x moves within... then before he makes a double move towards you, the action that trigger yours ready action you can move, then he will still charge you if he can or make some other move attack whatever.
The Magus is the only class which can use spells on natural or weapons.
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action.
Readying an Action You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
Go to the Core Rulebook under Combat and look up:
Jeranimus Rex wrote: Four small creatures fit in one five foot square. That is wrong 4 tiny creatures fit into one five foot square small creatures fill five foot squares like medium, so they have a reach 5 foot, and get penalties for sqeezing if two small creatures are in the same square.
Let the Sword be left behind by the Whispering Way as it was of no use anymore. Then let the Sword have a mini quest to punish is old master for leaving it, the sword will change allignment to the PC so it can fufill its goal but try to take control over the PC if he resist attack members of the whispering Way. As it says in UM some swords are inheret, others appears on the magi. people are never sure how the swords end up at the magus.
Yep sorry I didn't make it clear i wanted like a story from the gm how the PC done their adventure. I make an eksample. "It had been raining for days and it wasn't getting better the further I traveled into the lands of Ustalav. My name is Fenhard and a member of Pathfinder Society, a few days ago I got a letter from the daugther an old friend, Professor Lorrimor. The professor had passed away, so I packed and set out to pay my respect." Fenhard is a Bard who travels to Ravengro and follow the PC telling their tale.
Hey Fellow GM's My first Session will be the 10 of july, then my journal and stuff I used to spice up CC will be given out here so other GM's can see different reactions and new stuff they maybe like to put into their campaign. And then i would like if other GM's also made contributes in this thread so we gather data and info for other GM's in one thread. Thank you very much.
Ullapool wrote: the land to the west is orc-inhabited. Hold of Belkzen - the orc lands filled with several tribes of orcs is just west of Ustalav, if want to travel to Ravengro, there is 3 ways 1. you travel over the lake or through Lastwall first to get to Caliphas (Ustalavs capital) and then by foot through the Hungry mountains to Ravengro 2. If you don't like to travel through the mountains and close to Gallowspire, you can travel on the western side of Ustalav from Lastwall's capital into Hold of Belkzen and very close to its capital, then into Ustalav. 3. if you choose to come from the eastern side you travel through Razmiran and have to cross most of Ustalav. Then further if you like to travel from Ravengro to Lepidstadt its just a trip north through some rough terran, the 2 cities can can stop by on the way is: Tamrivena and Courtaud. On the whole trip you will have on your west side the Tusk mountains, properly filled with orcs, trolls and the like.
Hey gamers
• How does the Varient Channel work, as I can see you channel positive energy when healing and change to negative energy when harming, so you have no chance of dealing damage to undeads If you had nature. Is this true? Or how should understand the new channeling? • Under the Cloistered Cleric I think there might be a typo that the skills does not replace the clerics skills from a normal cleric, is that correct? • The Wizard got 2 more elemental schools but then they make a circle of 5 elements that don’t mention air? So if I choose earth as a school I get 2 opposite schools Air from APG and Wood from UC? • Tactics Inquisition gives you Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Does this mean that you + your wisdom modifier for each ally to your initiative roll or you and each ally get your wisdom modifier to their initiative roll? • Grant Initiative Not only are you a master at taking the initiative, but you can also grant it to someone else. Prerequisites: Cunning initiative class feature. Benefit: At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. Cunning initiative class feature what is this searched ultimate magic and didn’t find any clue on how to get this prerequisite.
As GM keep track of the PC trust points and maybe print out trust cards so you can see what lvl of trust they have, and then make it obvious to the PC when they are in town, like when friendly the people greet by name but when unfriendly they tend to ignore the PC. Then the PC will know when their action turn grim or for the better and will give you more RP as if they just have a system they seem to forget the RP and avoid encounters that make them lose trust. I say go for the hidden trust ^^
The PC that can cast cure light wounds can damage haunts aswell as a cleric using channel positive energi. so if you want around the rules about holy water just let the Pc buy wands with less charges (15 gp per charge in a wand) from merchants or scrolls, then All divine spellcasters can cast cure light wounds even the paladin in lvl 1 and other classes with use magic device can then also damage haunts. problem sloved :D |