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Goblin Squad Member. Organized Play Member. 9 posts (76 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 4 aliases.


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Sovereign Court

Male Human Expert 15

Hi all! I'm back!

Sovereign Court

Male Human Expert 15

Hi all! I will be out for vacation for 2 weeks with no Internet connection. Take care of Drett.

Good game to you and see you on Monday, the 20th of August.

Sovereign Court

Male Human Expert 15

Ready to move.

Sovereign Court

Diego Rossi wrote:

This give me a reason for a question: the assassin has darkvision?

If not he is suffering the reduced movement penalty for moving in darkness. And the guard isn't.

Good (side) question (but not related to invisibility).

The assassin can't run. The guard could.

PRD wrote:
You can't run across difficult terrain or if you can't see where you're going.

Will the guard eventually catch the assassin ?

Assuming low levels humans (no magic items):

  • The guard is heavily armored but can run because he has a lamp (speed = 20' x 3 = 60').
  • The assassin is lightly armored but can not run because moving in the dark (speed = 30' x 2 =60').

Hey ! The assassin can stay away only with a double move. Each time he stop to shoot the guard, the guard will catch up with him.

In fact if the guard has a better Constitution he could catch the assassin in the long term because the assassin is likely to miss his Constitution checks before the guard.

But I am sure the assassin has an escape route requiring Jump or Climb checks ...

Sovereign Court

Wikipedia wrote:

Haversack

A haversack is a bag, usually carried by a single shoulder strap. Although similar to a backpack the single shoulder strap differentiates this type from other backpacks. There are exceptions to this general rule.

Is the Handy Haversack one of the exception to the general rule or not ?

For me, until now, I have always seen the Handy Haversack as a magic backpack, with the capacity to get something from your back during combat as ... you know ... magic:


  • You raise your hand near your head, touch the top of the sack (the sack is like a trekking backpack and rise above your shoulders so I assume you can touch it even in armor) ; the sack magically open and the item you want is just there at your finger tips. (Hum ... that does not fit well with the small pouches that should be below your shoulders.)

  • Or (why not ?) the Handy Haversack moves (magically) to your front, and opens, you take the item that is on top of one of the pouches and the Haversack (magically) moves back to your back.

Magic can do more strange and marvelous things.

But the new description is very appealing to me.

I see no problem with the haversack strapped on one shoulder only. Those bags can have a large central pouch and 2 smaller pouches and so fit with the description and I can see more easily how you can get easily in it during combat:


  • the magic (besides the Bag of Holding capacity) is only in the fact that the item is always on top. That means you don't have to look in the sack but just to move your hand to your hip and grab the item, keeping your eyes focused on the combat, so : no Attack of Opportunity.

In the case of a haversack (!) type of Handy Haversack, I will allow for a regular backpack on the back.

Let the character select the type of bag he wants when creating the Wondrous Item and add a random selection for found Handy Haversack:

d%
1-x* : Backpack type Handy Haversack.
x*-100 : Haversack (!) type Handy Haversack.

(* let x be whatever number you want between 1 and 100)

Note that I don't know of any 'Back' or 'Hip' slots for magic items:

Body is for robes and vestments.
Shoulders is for capes and cloak.
Belts is for belts and girdles.

So it's not a problem of slots and, as the number of sack you can carry is not given by RAW (is it ?), it only depends if you accept both a backpack and an haversack.

From what I read in this thread, many people accept a backpack and a sack ; let this later one be a haversack and we're done.

Sovereign Court

Greg Wasson wrote:

they do not usually appear (in my games) until well after spells like Raise Dead appear ...

Just curious, how many have said, "No, thanks" to a Raise Dead?
phantom1592 wrote:
What is the difference between.... take 85 damage when I have 70 hp.... and fail save and die...
Paul Zagieboylo wrote:
At this point, 5k gold for a raise dead isn't quite trivial, but it's certainly doable

Do you know that Raise Dead CAN'T be used to raise a creature killed by a Death Effect. You'll need a higher level spell to come back alive for example Resurrection.

It makes some difference between normal damage and that save or die effect, as the cost and the availability of the spell needed to restore the dead character to life are really not the same.

Sovereign Court

KCWM wrote:
And the bold part is where we disagree. He says that the base CMB applies, and I say that the CMB specific to grappling does, since the concentration check occurs within the context of a grapple.

I am not sure who is right. I would probably play it like you do.

But when I read the rules:

Bestiary page 301 wrote:
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

The +4 bonus is given to the creature with grab when making a check to start or maintain a grapple. It's not a bonus to the CMB, it's a bonus to the grapple check.

In your case, the Shambling Mound is not making any grapple check. It has done it already. Now it's the magus that is doing a Concentration check against the CMB of the Shambling Mound. The magus is not trying to break the grab. That's another thing.

Note that the grab ability does not say the CMB is augmented by 4. It just say there is +4 bonus to the grapple check. When you use a masterwork sword you get a +1 bonus to your attack roll, but your BAB is not changed.

The entry about CMB in the Shambling Mound description

Bestiary page 246 wrote:
CMB +12 (+16 grapple);

could be misleading if what it means is simply what is described in the grab entry.

Nevertheless, I would probably add that +4 bonus to any check related to the grapple and not only to check done by the creature with the grab ... and I am sure my players would try to argue about that.

Sovereign Court

Glendwyr wrote:
Eridan wrote:
No you dont need a concentration check. Immediate actions are handled like swift actions with the exception that you can use them everytime.
That just means that you don't need to cast defensively. I don't see off the top of my head anywhere saying that you don't need to make the concentration check for casting while grappled.

Or for trying to cast Feather Fall while entangled in a net that has been thrown over the edge of the cliff.

Sovereign Court

Coridan wrote:
CD8D wrote:
Coridan wrote:
Vic Wertz wrote:
The Beginner Box will be part of the Pathfinder Roleplaying Game subscription. That's not going to change.
Guess I'll cancel my RPG subscription for a month then.
I'm not saying it's a bad product. Anything to bring new players into the game is beneficial. That said, I have no interest in it either.
Ditto. I have no use for it and October is a pretty product heavy month (was over $100 from my subscriptions with it) so I'm not gonna get it just to give to someone else.

The same for me. I have no use for this product. I already have plenty of dice, 2 different play mats and many miniatures. As a subscriber since the first core book, I also have all pathfinder RPG books, so I don't care for the booklets.

Besides, I live in Europe and fear the shipping price and taxes.
I will stop my Pathfinder Roleplaying Game subscription there.