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![]() Veltharis wrote:
Any ancestry, really? So elves (and orcs) are some kind of alpha species that can interbreed with anything, including automatons, poppets and skeletons? Are they now some kind of supercharged fantasy versions of asari from Mass Effect?![]()
![]() I would say you need to be engaged in combat (or closely observe them fighting someone else) with the person you are using your sense motive on, to determine their Bab or feats. Spotting the higly trained assasin pretending to be a farmer would be an opposed roll of sense motive versus the assasins disguise. If the assasin is not well trained in disguise, his movements and mannerism would be different than a farmers. ![]()
![]() I'm not up with 2nd ed lore or rules, but what happened to all the half-orcs and half-elves that used to live on Golarion? Were they all wiped out by Tar-Baphon because he wanted to be the only one with hyphen? Half-horse and half-fish people are okay but half-elves are not? They were lucky not to have hyphen in their names, I guess. ![]()
![]() Foeclan wrote:
One thing that really annoys me in PF 1e is that you need feats for almost anything you want to do. Don't get me wrong, I love feats, but there are just so many of them and you get so few and you just can't afford to waste feats for these kind of minor things. This should have been just part of Sense Motive skill. ![]()
![]() If using weapon blanch, check with the GM that it works against hardness, because as written it does not. "The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver." No mention of hardness at all. You can also buy about 40 durable admantine arrows, they will not break unless deliberately broken by the enemy. Robots are constructs, i don't see why FE:Constructs would not work against robots. Construct bane is a good weapon enchantment for your bow. I don't remember many golems in the AP, the scarab would not help against robots. What was a bit bummer in Iron Gods was that tech weapons seemed to be almost useless against the robots. Hardness and resistances made them practically impervious to most tech weapons.
Spoiler: :( poor Isuma with her cryo rifle against all those enemies immune to cold ![]()
![]() Dirty fighting first, then the various Improved maneuver feats you want to use. Combat reflexes are good especially if you use trip a lot.
Then there are ton of different multiclass options like brawler and lore warden fighter. ![]()
![]() You can be evil in the first place, then you won't change alignament.
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![]() I'm sure this is straight from the Five Kings Mountains Dwarven Forge ![]()
![]() Burst of flame, rising up before us
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![]() Azothath wrote:
Indeed. We are part of Juffo-Wup.Juffo-Wup is the hot light in the darkness. All else is unfulfilled Void. ![]()
![]() I'm running book 6 at the moment and I agree that Richards return to the side of good was done badly. Do you guys have any advice on how to handle it better?
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![]() I would imagine channeling negative energy would be a good way to deal with vermin infestation in a house or annoying bugs at the camp site. Burning hands could be used to light a fire. Grease would make moving heavy items around easier. Could be used as a massage oil. Sleep or slumber hex would make nap times in kindergarten a breeze. Or give an insomniac person some respite. Hydraulic push/torrent could be used as a (really dangerous) power washer. ![]()
![]() In Iron Gods we used Grease to great effect against the giants in the palace in book 5 around level 15. Grease wrote: A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Giants have even poorer acrobatics than reflex. So if they try to move at full speed, they fall down with out save. If they move carefully they must roll acrobatics and possibly fall down. At low levels the opponents actually might have relatively better acrobatics and ref saves than at mid levels. CR 13 Iron golem has -1 acrobatics and Reflex of +5. You have more than 50% chance to make it fall down. Even at level 1. If you are level 1, you should then run. ![]()
![]() Minor nitpick, but druids must use wooden shields. So the tankard should work as masterwork light wooden shield.
At 10th level you could take Cayden Caileans Blade and Tankard divine fighting style to replace one attack with drinkin the potion in the tankard. You don't need to be a cleric of Cayden Cailean to take Two Weapon drunkard. You only miss the divine focus and not interfering with somatic components part. And you GM already made the tankard to act as you divine focus. Thea feat does not really do much for you though. ![]()
![]() Interestingly the DD3.5 version of Anti-magic field says 3.5 Antimagic Field wrote: Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field.Pathfinder version drops the mention of incorporeal undead but it is still implied later that they are treated differently from corporeal undead AoN Antimagic Field wrote: Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned.D20Pfsrd has a bit different line where the mention of corporeality has been dropped d20PFSRD wrote: Elementals, undead, and outsider are likewise unaffected unless summoned.
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![]() ANGUS IS BACK! One better!
I have drowned in the fires
Glory left my hammer
My body was dead, I couldn't have been deader
Woooooah, oooooh!
Woooooah, oooooh!
Evil ruled in the future
I will save all the people
I got stabbed through my old armour made of leather
Woooooah, oooooh!
Woooooah, oooooh!
Woooooah, oooooh!
Woooooah, oooooh!
Woooooah, oooooh!
(Upgrade complete)
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![]() Daywalker wrote: If the undead has the frightful presence, incorporeal, light blindness, light sensitivity, stench, sunlight powerlessness, or unnatural aura abilities, the spell suppresses them. A vampire does not have any of those abilities, RAW the spell does not help a vampire to survive sunlight, it just makes them look alive. ![]()
![]() Braininthejar wrote:
It is most likely an oversight (there are many such) but I explained that the western part of the island is much warmer due to warm sea currents and the sheltering mountains having quite a bit of volcanic activity. Quote: How does one get "blood" from an elemental that is living lightning? Does it leave behind lightning balls that you need to immediately catch into a glass jar or something? Blood, I think is not a good word to use, essence or similar would be better. I told the players that the elemental left behind "essence" that they then collected. Using lightning rods is a good idea, I would rule that it works. Any metal wire should be good enough for the job I think. They could also use a spell like Planar Binding to call an elemental and kill it. Quote: Should there be some gear to be found from the remains of the 4th knot? Yes, there should be something. No one has been in the Horn since. I would have them have some masterwork weapons and armor, a few potions, maybe a couple of alchemical items. Some money and normal adventuring gear. Aidan Kaels corpse should have some minor magical items, +1 weapon and armor and such. For some reason it is not said where the 4th knot or Kael was killed. I would place them somewhere on the first or second floor. The adventure claims that Kael "fled to upper reaches" but there is no direct route between the floors. Quote: weapon that "counts as flail" which means he can trip with it. You can trip with any weapon, the trip weapon quality just means you can let go of the weapon to avoid being tripped yourself if you fail the attempt badly enough. It also lets you add the weapons bonuses to drag and reposition maneuvers. ![]()
![]() Braininthejar wrote:
Creative ideas! Quote:
If your Summoner is playing with any sense he will send his summoned monsters first in every room. I'm pretty sure that after the first time someones weapon takes damage, they will either flee or switch to secondary weapons. Remember that they can make knowledge(dungeoneering) checks to see if they know anything about the monsters. Then you can clue them about their ability to damage weapons. And sometimes its just fun to see the players despair about losing their hard won loot. ![]()
![]() 1 My group had not much trouble with the escape. 25 point buy and 2 extra skill points helped. Even though _none_ of them took ranks in Disable Device they managed to get out. They had Grumblejack to help as well. It was a bit hairy but they managed to kill most of the guards without alerting the keep. 2 I used the material in book 7 and some suggestions here on the boards. The flesh golem (book 7) and the Gates brothers (Kevins idea if I recall correctly). Also I beefed up some enemies, like Odenkirk and commander Havelyn. Also did you remember to give all the story awards littered throughout? I missed a few and gave the players the xp later. If I would do this again, I would ditch XP altogether and just level them whenever appropriate. 3 Maybe the cultist confused Pale with White? They are almost the same color. 4 Good question. My players (or me) never noticed that. Maybe they had slaves throw them in the acid pit (C2), or just carry them outside. 5 Have you perused the book 2 thread already? My players killed Ezra immediately so I did not have that problem. Remember that Ezra is insane, the temptation to attack might just be too much for him to wait until the optimal moment. Also why not have him attack at the same time as Richard? Nice three way fight there. 6 I guess so. But do what ever is coolest. The oozes were a nice shock to my party. If your party tactic is to always rush a room en masse this is a good lesson for them. You can have some minions hang back and then drag them back with reach weapons. When they are woken they are immune to the aura. Besides its DC 21 :) The oozes are non-intelligent, they do not know how to coup de grace. They attack the helpless PC grabbing and constricting and the pain wakes them up. The individual book threads were really helpful for my GMing. Also Kevins really good blog entries have good ideas that I used a lot. ![]()
![]() This is an interesting build, have to consider it for my next character.
Ryze Kuja wrote: Also, if you don't have a Wand of Greater Invisibility by now, get one. Greater Invisibility is +40 Stealth while not moving, +20 Stealth while moving, and doesn't drop if you attack something like normal Invisibility does. If you are invisible the Dazzling display bomb will not work. Dazzling Display wrote: Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
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