Barl Breakbones

Winterschuh's page

Pathfinder Adventure, Adventure Path, Rulebook Subscriber. Organized Play Member. 45 posts. No reviews. No lists. No wishlists. 10 Organized Play characters.


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I bought this together with Seven Doom, as I want to play them together as suggested. I just wonder how you find the pricing. The 200 Page double sized volume is actually 1c cheaper than this 70 page adventure.


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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.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Keep in mind that the possible +Dex from elemental overflow is a size bonus.
Thus it does not stack with the +Dex from fox form.
You still get the to Hit and AC, but you cannot go all dex here.


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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 only lets you fulfill some prerequisites.

It is also important to notice that there is a difference between race traits and racial traits.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I think i would allow it, unless it gets abused.
Because the other way round you could have a Warhammer and slashing grace away... which is not much worse than with a battleaxe I admit.

But I would also punish you severely for Str of 5.
Light load capacity of 16 lb. With just a bag of holding and simple clothing you will be at medium load with max dex to AC of 3.


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Zeromus Linquinette wrote:

Urban Bloodrager

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.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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 meat up in a crowded place and threaten them to involve civilians in the fight.
(credits to my GM who did exactly this. With a Wizard threatening the good party to use the meanest AOE-spells in the tavern)
Yours is not a wizard i understand, but have him set up some alchemical bombs first (bending the exact rules to fit your storytelling)

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.
You just have to know what kind of guys your guys is, and what he would do most likely.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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)


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

A question comes to my mind. It's not important enough to open another topic but:
The AOO from Greater Trip applies only when you tripped the opponent, not anybody or anything else (while Vicious Stomp applies here aswell).
BUT: Do you get the AOO from Greater Trip if you tripped him by other means? Like overrun with CMD+5


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Then take the damage a creature of that size would deal with a slam attack if it had one.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
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.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

One interpretation would be that you cannot deal nonlethal damage to objects and thus cannot start a fire at all with nonlethal fire damage.

But it totally depends on whether a player want to get on my bad side or not.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

TWF does not work with any two-handed action anywhere in the attack chain.
For the same reason you cannot TWF a greatsword and armor spikes


1 person marked this as FAQ candidate.
Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

spells like enlarge person state, that while width higth and depth double or half, the mass is eightfold.
so dont worry about the realism until the 3rd split.

and when at the third split, worry about your players


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Darigaaz the Igniter wrote:

The rules do say it in fact. If you cut your way out you end up adjacent to the swallower.

Also, the monster doesn't need to heal at all to swallow again.

Swallow Whole wrote:
Once you cut your way out, muscular action closes the hole. Any other swallowed creatures must make their own holes to escape.

Is that 3.5 stuff?

PRD clearly sais
If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Helped alot. Thank you very much.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

the monks unarmed strike AB is calculated as if he had a full bab,applying two weapon fighting.
whenever the monks normal bab hits the requirement for the next two weapon fighting feat, it applies to the flurry ab given in the book


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

for the fast healing part.
there is a creature with imaginary 500 hp
so swallow whole would need 50 damage to cut out.
the creature also has fast healing 20 and damage reduction 10/-

im inside and try to cut myself out
i deal 40 points of damage with my +5 swallow whole bane, i want to get out of here Dagger
damage reduction aplies.

damage redtuction aplies. i cut myself out for 30/50 and also deal the damage to the creature 470/500

feast healing comes.
does the creature now have 490/500hp and i cut myself out for 10/50

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

?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

i could not find it. neither in books nor online.

how do those interact?
somethings gets swallow wholed.
to cut itself out - does the damage reduction aply?
how does the dealt damage interact with fast herling/regeneration?
does it only heal 1/10 of the damage delt, to cut yourself out? does it heal the full amount to that number?
does it heal at all?

and don't say it doesnt exist. it does. the tarrasque is just the most famous example.
how do these 3 interact?

thank you


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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.
1/3 of the 6th book is the Hunters Maze Dungeon Crawl. But Why should they fight.

Following the story, the PC will just tell them
"well we're on your side. you can come out. let's kick some serpentfolk ass"

Valglaunt is not opposed to Izon or anything. So all i could logically do is saying
"ok. lets go. let me just gather all my summones deamons. Go get your silly weapon thingy"

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


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

okay. i am a cleric and cast this from a scroll.
does it block a spellslot now?
does it block any slots when i cast it from a wand?
does it also block the first/second level spell slots that i granted the spells from?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
jorgenporgen wrote:

thank you. must have missed that passage or forgot it.

my first time beeing GM. Still have to get used to some of that stuff. thank you


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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?
between combat with vyr azul and ydersius there are 5 rounds of preparation. No time for leveling up. Moreso enjoying the level for spellcasters who might want to use 9th level spells.
I also cant give them a level up right before vyr azul. they will be rushing through the enemys base during a war. i cant tell them to "leave your armies behind and get some r&r to level up"
so when and where is this supposed to take place?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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?
Aagainst all crits? Like the "you hit, whatever the armor was"-natural-20 or just threat-on-19 critical hits?

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?
can i use ride to deny hits to my mount while using it as cover?

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?
Can't i combat train it before level 4?


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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.
As DD stacks with Sorcerer in case of the bloodline, you could be barb4 sorc1, then DD9 and gein that benefit. Your Dragon Bloodline would be at lvl 10 at that point (1+9). now you could finish DD to level 10 and take another 4 levels of sorcerer.
Your bloodline would be lvl 15 then and you would get the wing ability normaly. As you allready have it, your speed incrases to 90 ft now.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

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.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
james maissen wrote:
Winterschuh wrote:


with this in mind, feats like endurance actually make sense

Endurance would make sense if it halved the frequency (i.e. doubled the durations of activity) of the checks.

It's been the red-headed step child of feats for far too long,

James

This is so true, it makes me sad :(


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Kalyth wrote:


Climbing Mount Everest would be a much higher DC than 10 or 15 and would require a series of checks in my opinion.

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


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

real scenario:
monk lvl 11
11 rank
11 high jump class ability
3 class skill
3 DEX
5 boots of elvenkind
12 60ft base movement
4 Run Feat
20 ki-point
30 by the kind caster casting the jump spell

é voila +99 on jump checks.
take average result 10
jump check 109
you just jumped 27.25 feet straight into the air (at lvl 11, nice)

What about the landing?
10 give you falling damage. ok lets say you "fell" deliberately, then there are still 17.25 feet left to fall.

Let's say I dont jump before but fall right away. Whats the difference in the mechanics?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Mauril wrote:


You are kind of hosed for using a shield and weapon finesse anyway.

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: -1
masterwork 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.
And it just fits the APG Thug Rogue quite well.

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)


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Well. That makes my character alot weaker, for I'm using weapon finesse.
But maybe it's for the better anyway. And it makes too much sense, that I could Deny it.

Thank you very much


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
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"?
He would give me the most hurtfull of all looks he can put on.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Kain Darkwind wrote:

Summoned creatures can't make use of teleport or other planar travel abilities.

Can a summoned monster enter a bag of holding?

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!
Dimensional anchor and dimensional lock cannot stop a summoned monster from disapperaring after the duration ends. So I'd say the duration would also continue while inside that bag, and they would disapper after.
And maybe they still need air to breathe.

And you could limit the opening size of the bag.
yes, it has a big room inside it. But nowhere does it say, that the opening of the bag es this big. So: no, elephant COULd go into the bad, IF they just fit through it.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Shield Slam
"substituting your attack roll for the combat maneuver check"
Does this mean the result?
I use Weapon Finesse, that's why it matters.

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?
Or do i use the natural d20 and add my attack vs. AC and then add my CMB against CMD?

If #1, would feats like improved bullrush and greater bullrush be added to the result?
If #2, would my Weapon Proficiency (Light Shield) and enhancement bonus on attack add to the result, as I basically made the maneuver with that weapon?

If it is a naural 20, thats definately an automatic hit, but is it also an automatic success for the maneuver atempt?
Thank you


Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Vaahama wrote:

In the core rulebook in table 7-6 the only covered speed are from 15 to 40.

From what i understand you take the base speed and multiply it by 0.8 to get the "one day" typical distance.

My question is: i'm i correct to say that riding a dragon with a speed of 200' would made me travel 160 miles in a day?

Can we apply the same basic math. for "sailing" speed and other means of transportation?

Thanx

i would use simple Cross-multiplication

a/b =c/d

200 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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Mok wrote:
True, by RAW the Sun has, on average, a +49,104,000,000 to its hide check due to distance!

#

and now do the math for the size malus and the shines really bright malus.
I'd say its not far away from -50,000,000,000


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Bonus languages for high INT mod have to be chosen from a small list for your race. When there is no list given I asume that the list has 0 extra languages to chose from. So the INT mod is wasted bonus language wise.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I checked the Bestiary and Bestiary 2 and the Bonus Bestiary for examples.
There is the Agathion, Cetaceal with 10 feet and the example of push in the universal Monster Rules with 10 feet. So i will go with 10 feet.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

The Elemental Body I-IV spell allows the form of an Earth Elemental
gaining the Push Ability.

Yet, Earth Elementals don't have the Push ability.
So do I ignore that part of the spell, or do Elemental-Body-Earth-Elementals have that ability, while real Earth Elementals don't?

Elemental Body
Earth Elemental
Push


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I'm sorry for the confusion. Of course GE is german for DEX.
I just had a mindlapse there.

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

So noone else can help me and answer a few quesions?

I'm really lost on the use of that spell so far


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

The problem is, I am not exactly like a stone statue.
i am a moving character, who can turn into a stone statue at will as free action.
Free actions take little to no time and you can have as much as your GM needs to build up and punch you in the face.

Walk around, provoke an AoO -> Statue, enjoy hardness 8 -> free action back, move along.
etc...

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


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I play a Mountain Druid .... ah well, isn't imporant.
This is important: How does the STATUE spell work?

The wording is unclear and answers next to nothing.
And before my GM tell me that its basically useless i drop some questions here.

As stone basically doesn't move
Do i keep GE bonus to AC?
Do i still receive GE malus to AC?
Dodge bonus to AC?
Insight? (anything thats explained with movement)

As i turn into Stone completely
Does Armor Bonus still Apply?

Do i get to make reflex saves?
Do i get to make attacks of opportunity?
Do i get the hardness 8 against attacks of opportunity?

Is hardness stackable with damage reduction? (stoneskin *rolleyes* for example)
When do i act, when am i a statue?
I just cannot figure it out.

Thank you