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Maye you should intruduce them to the idea of running away slowly. A will o wisp with sorcerer levels gets ridicolous armor. Start with 26, 2 more for having class levels, then 8 with mage armor and shield. Here you have ridicolous ac of 36. A high touch attack. And low damage of 2d8. And plant the idea that running away is a good option by making that encounter take place at some special site and the wisp telling them to "leave" over and over again. Now i admit that is not a remorable encounter that will make for good campsite stories. But now your players have learned that just turning around and leaving is an option.
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Scion of Humanity:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. This trait does not give you access to anything.
It is also important to notice that there is a difference between race traits and racial traits.
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I think i would allow it, unless it gets abused.
But I would also punish you severely for Str of 5.
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Zeromus Linquinette wrote: Abyssal Bloodline Uncertain case, but i would rule to change the "takes no penalties to AC" to "takes a –0 penalty to Armor Class". This way you can increase the penalty from -0 to -2.Also my call yould be that the controlled rage stats could still be applied freely, but the abyssal extra strength would stay that, strength.
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BBEGs are clever, have him use terrain. If it is outside of the city have them meet at a chasm or a river on different sides. A level 5 group will not be able to follow him quick enough and with every party member. If it is in the City you can do just the same.
Or simply bring a pack of goons that he orders to kill the group. Nothing too bad, the BBEG has to know the group survives this, otherwise the meet-up wouldnt make any sense. Just enough hassle for him to escape. WagnerSikas ideas are cool aswell.
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Freedom of Movement:
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing. Net loses.
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My GM ruled, that the close range aracana also makes the spell a touch spell. That includes the holding charge clause. And I really like the idea of trying again after I missed my first attempt of enfeeblement, dimensional anchor, desintigrate,.. etc. Especially since my melee ATK is so much better than my ranged (going STR and profiting from the weapon)
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A question comes to my mind. It's not important enough to open another topic but:
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Jeff Merola wrote: Since it doesn't specify when you write, just that it happens once during the night, you could argue that you write just before you wake up. and then you spend the first 15 minutes concentrating on life, the universe and everything.
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Bone Lock (Su):
With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in its joints and bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect. At 8th level, the duration increases to a number of rounds equal to her shaman level, though the target can attempt a save each round to end the effect if its initial saving throw fails. At 16th level, the target can no longer attempt a saving throw each round to end the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.
PRD Usually all the offensive hexes of such power have the cannot be affected by it again for 24 hours bit. Evil Eye beeing one of the rare exeption. Staggered is quite a severe condition and this hex works on most creatures as the only limit is a fortitude safe. (and having bones might be used as a fluff reason, but not RAW) Is this an oversight, or is it intended that way?
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Darigaaz the Igniter wrote:
Is that 3.5 stuff? PRD clearly saisIf a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed.
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for the fast healing part.
im inside and try to cut myself out
damage redtuction aplies. i cut myself out for 30/50 and also deal the damage to the creature 470/500 feast healing comes.
or does it have 490/500 hp and im still cut out 30/50 or does fast healing apply in teh 1/10 fraction and i'm cut out 32/50 ?
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i could not find it. neither in books nor online. how do those interact?
and don't say it doesnt exist. it does. the tarrasque is just the most famous example.
thank you
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Question: Why should the Urdefhans in the Hunter's Maze fight? my group etablished a social contact to Izon and he lets them pass, as it just furthers his Plan.
Following the story, the PC will just tell them
Valglaunt is not opposed to Izon or anything. So all i could logically do is saying
This would be totally legitimate to do. But its a big part of the adventure and of the level up they are supposed to get after that. please help
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Spoiler:
Advancement Track
Characters should be 15th level when they begin “Sanctum of the Serpent God.” By the time they lead their rag-tag army against Ilmurea, they should be well into 16th level. Finally, after winning their way through Vyr-Azul’s sanctum, they should attain 17th level before a colossal showdown with the avatar of the restored snake-god Ydersius. “Sanctum of the Serpent God” uses the medium XP track. how im i supposed to handle that?
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The Mounted Combat feat allows you to roll your ride skill against the attack that hits your mount, to deny the hit. Does this work against critical hits, too?
Im going to play a Cavalier and want to handle difficult questions before they come up. Because most of the time, when i ask about things that are just about to come i get a NO. When i charge while mounted, do only i get a charge attack, or my mount, too? who gets attacks with ride-by-attack? Can mount and rider make full attacks at the same time? When do i have to use the Cover ride action? when know an attack is incoming, or after i know the result?
Do companion horses also have the docile special ability and thus have only primary attacks, or will hoves be secondary all the time? When reaching lvl 4 and getting the advancement bonus of combat training, is it added as trick, oder does it fall under the tricks limit?
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The wing class feature is based neither on character nor sorcerer level. It's based on the level of your Dragon Bloodline.
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he could wait for level 5, take the 'Natural Spell' feat, shapeshift into a wolf and then he would be able to cast 0o Quote: "The 20th lvl druid that protects the forest is... a bunny? Thats not so scary... wait, it can wildsha- OH GOD!!!!" at lvl20 the druid can shapeshift at will and his born form doesn't matter anymore anyhow. my forest keeping lvl 20 druid would definately be a mouse all the time,or a woodpecker, if not a tree.
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james maissen wrote:
This is so true, it makes me sad :(
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Kalyth wrote:
i really disagree on that. beeing a rough mountain, the biggest part would indeed be 5. some parts would be 10. and only the most difficult ones would be 15. but keep in mind. noone died at the mount everest at the normal parts.the died at night, when they failed their dc 25 fortitude save against the cold. they died when taking 10 wasnt enough anymore as exhaustion kicked in by cold and thin air. (-6str and dex really makes a difference between +11 and +8when taking 10 at that dc 20 wall) yes. taking 10 is enough to swim accross the oceam even with +0 in swimming. but you cant rest. and 1d6 lethal damage every hour can knock you out and drown you before you swam across the ocean. with this in mind, feats like endurance actually make sense
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real scenario:
é voila +99 on jump checks.
What about the landing?
Let's say I dont jump before but fall right away. Whats the difference in the mechanics?
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Mauril wrote:
Well, heavy shields count as one handed and light shields count as light weapons for two weapon fighting. So i use a light shield anyways. Light shield penalty: -1masterwork light shield penalty: -0. I can live with -0 to my weapon finesse attack really well. Basically I thought why a rogue should allways offhand a dagger and have low ac: So i took some Shield feats and now I enjoy fissuring my enemys kidneys with a nice shieldbash instead of puncturing it with a dagger.
I do enjoy my AC 28 in book 5 of Second Darkness (elven chain+3, bashing light shield+2, RoP+1, DEX +4, dusty rose ion stone +1, yes there IS potential for more)
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Mauril wrote: You don't need to take Weapon Proficiency (Light Shield), unless you aren't proficient in all martial weapons sorry. Meant Weapon Focus (light shield), so would the +1 on attack also be +1 for the CMB. Mauril wrote: A combat maneuver check is considered an attack roll and thus a natural 20 is an automatic success and a natural 1 is an automatic failure. so if i roll a nat20 with that shield slam i can tell my gm "yes i hit ... and yes you go flying... As in: "Yes I bullrush your dragon against that wall that is right behind him and he falls prone"?
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Kain Darkwind wrote:
I read it as "not their own abilites" Like you cannot summon a mephit, and use its ablity to summon another mephit, who summons another mephit.And you cannot abuse some of the demons or devil who can dimension door at will. yeah, put them into that bag. BUT!
And you could limit the opening size of the bag.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Shield Slam
Does it Substitute the result of my attack roll for the CM-Check, meaning I just take the same number against AC and then CMD?
If #1, would feats like improved bullrush and greater bullrush be added to the result?
If it is a naural 20, thats definately an automatic hit, but is it also an automatic success for the maneuver atempt?
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Vaahama wrote:
i would use simple Cross-multiplication a/b =c/d200 feet is 10 times 20 feet. one day of 20 feet is 16 miles. so one day of 200 feet is 160 miles. and so on. if you need 450 feet. (15ft(12miles) + 30ft(24miles) )*10=360 miles.
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The Elemental Body I-IV spell allows the form of an Earth Elemental
Yet, Earth Elementals don't have the Push ability.
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I'm sorry for the confusion. Of course GE is german for DEX.
Thank you for your very different opinions, it gives me different point of views to think about. And I'm not the only one who is irritated by the unclear wording. Thank you
Pathfinder Adventure, Adventure Path, Rulebook Subscriber
The problem is, I am not exactly like a stone statue.
Walk around, provoke an AoO -> Statue, enjoy hardness 8 -> free action back, move along.
I dont want to know the effects in an "I turn into a stone statue right here in the middle of a market place and watch the people" event. I'm interested in the action part. When in combat do you enjoy what benefits and what do you pay for it? it's a lvl 7 spell, what are the benefits besides being a better mime
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I play a Mountain Druid .... ah well, isn't imporant.
The wording is unclear and answers next to nothing.
As stone basically doesn't move
As i turn into Stone completely
Do i get to make reflex saves?
Is hardness stackable with damage reduction? (stoneskin *rolleyes* for example)
Thank you |