Illithid

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Please cancel my AP subscription.

Brian


New rage :

Rage Description:

You begin raging. You gain a number of temporary
Hit Points equal to your level plus your Constitution
modifier and enter a state of pure rage. While you are raging, you are
affected in these ways:
• Gain a +2 conditional bonus to damage rolls with melee weapons
and unarmed Strikes. The bonus is halved if your weapon or
unarmed Strike is agile. This bonus increases by 1 at level 3 and
every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they
also have the rage trait. The Seek basic action gains the rage trait
while you’re raging.
At the end of each of your turns, you must attempt a flat check to
determine whether you keep raging. The DC starts at 0 on the frst
round and goes up by 5 each following round, to a maximum of DC
20. If you fail, your rage ends immediately. (Because of the flat check
rules, you automatically succeed at the DC 0 check without rolling on
the first round.)
When your rage ends for any reason, you lose any remaining
temporary Hit Points from using the Rage action, you can’t use Rage
again for 1 round, and you’re fatigued for 1 round. You can’t voluntarily
stop raging while you’re in combat, but if you’re not in combat, you can
voluntarily end your rage by spending an action; this action has the
concentrate and rage traits.

Since the duration of fatigue states it last one round when ending and I cannot enter rage for one round relates to my questions.

duration:

Some effects last for a certain duration rather than
being resolved instantly. Once the duration has elapsed,
the effect expires and ends. The rules use the following
wording for duration's in general, though spells have
some special types detailed on page 196.
For an effect that lasts a certain number of rounds, its
remaining duration decreases by 1 at the start of each turn
of the creature that created the effect. This is a common
duration for spells or beneficial effects targeting you or
your allies. Detrimental effects often last until the end of
the target’s next turn or through a number of their turns
(such as “through the target’s next 3 turns”), which means
that their duration decreases at the end of the turn rather
than the start.
A duration might also end only when a requirement
is met or ceases to be true. These effects last while that
requirement is met or until it’s met, respectively.

Is the one round a beneficial or a determinant effect?

If beneficial the one round duration ends at the start of the turn. I can then rage and suffer no fatigue effects on my turn.
If it is a detrimental effect, I am fatigued until the end of the next turn and I cannot rage on that turn. I can however take 3 actions on my next turn suffering a -4 on AC and saves. At the end of my turn, the 1 round round duration is removed for both so the -4 AC and saves also goes away. Not much of a fatigue penalty.

I understand what was intended but is my reading of RAW correct?

-Z


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Questions about monsters in pt. 3 of Doomsday dawn.

A shadow or greater shadow only has fly 30 as a mode of movement. It states under fly action that if you do not use a fly action you fall. Since the earth does not represent an obstacle to an incorporeal creature, any round I do not use a fly action, the shadow falls 1500 feet into the earth.
So this appears that if I don't want to fall out out combat, I must burn an action every round on a fly action. Is this the intention?

Fly(Move) Requirements You have a fly Speed.
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) counts as traveling through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.

Also, If I just use a fly action to hover, it has the move property and this would trigger an attack of opportunity? (See Italicized)

ATTACK OF OPPORTUNITY
(Fighter) Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.


I like the simplified format.


blazing aura mechanics seem broken

Feat quote:

Prerequisite(s): Knowledge (planes) 3 ranks.

Benefit(s): As a standard action, you can shroud yourself in fire. Until the end of your turn, whenever a creature makes a successful melee attack against you, that creature takes a number of points of fire damage equal to 1d6 plus half your ranks in Knowledge (planes); attacks made using reach weapons ignore this effect. A creature can halve this fire damage with a successful Reflex save (DC = 10 + half your level + your Constitution modifier).

You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). If you have at least 9 ranks in Knowledge (planes), activating this ability is a move action. If you have at least 15 ranks in Knowledge (planes), you can activate this ability as a move action or a swift action.

Since it takes an action to activate and only last to the end of your turn, what use is it? This would only work against AoO. Seems like it needs to work different or longer.


Wow, thanks for the great feedback.

I guess what I looking for is some hint from the DM or the DM telling the player this is not going to turn out well for the party if they fight.

I do not want to remove the players ability to act or make choices, as long as they are willing to live with the consequences.

I really like the idea of saying the player know somehow either via a feeling or a auto low knowledge check that tells them this is beyond our ability.

What I was looking for was how to convey this to the character/pc without just telling them "don't do it, you'll die". What in the pc's senses, feelings or emotions tells them this.

Zendar


Often the PC are placed in a situation - e.g. a second level party fighting a CR 15 dragon.

For every time I am told, it is too tough to go somewhere, there are just as many times that tells me that's where I go to find the adventure. Saying something is dangerous is often just chumming the waters for characters. Adventures hat only have monsters that the players CAN defeat adds to this.

Using knowledge probably does not work as the earlier example would require the character to roll a 25 DC knowledge to get knowledge of what the monster is. Even being a dragon does not suffice as there are lvl 1-3 CR dragon encounters.

Should there not being a skill or some common sense ability that tell me I have nope hope vs. this monster or this high level character.

Thoughts?

Zendar


Question: Since neither monster list opportunity attacks, I presume neither gets one?


Love what I am seeing here as a long time DM.


Serum wrote:

Heal looks like it carries over all of the problems from P1E, except even worse because P2E's inflated HP scaling. It just doesn't look like it does enough to compete with other spells at the same level.

Compare heal at level 6 to Vampiric exsanguination. For the same action cost, I could heal one person of 6d8 damage at range, or I could force everyone in a 30-foot cone to save or take 10d6 damage and and I also will probably gain 5d6 temporary hit points.

Maybe spellcasting modifier scales with level, but then heal cast at level 1 will be more efficient (again) than heal cast at level 3.

I believe a one person heal at level 6 would be 11d8 plus spellcasting modifier, not 6d8.

-ninja-ed

-Zendar


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Finally, the end of a very long thread.

I am very excited about the new edition!

I understand that change can be difficult, I do however think since this a play test, they should trot out all sorts of ideas and put them up for preview. Let the reaction from the play test determine if each idea is good or not.

I have designed a lot of software over the years. We always preview the screens and features with the actual users. Sometime the final screens and features look very similar to the design, sometimes they are radically different. They often reflect what can be accomplished within budget, time available and most importantly, users desires.

I applaud Paizo for there approach and their willingness to accept our input.

</soapboxmode>

Zendar


I have a question about characters that have robot companions.

"Furthermore, the temple disrupts communications for several thousand feet around itself, introducing enough static to interfere with data uploads over comm units or computers."

Does this interfere with there ability to use them for scouting and giving actions. It would seem to me it does.

-Z


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The final encounter with HAKOTEP has some bad use of monsters. The shield golem can use shield other, but only to share HPs. Even though the spell allows to increase the AC, the monster itself states that feature does not work. The tactics as stated for the golems just does not work due t this.

Also, I agree with others, the challenge as written is really weak for the characters as designed. As a DM, be prepared to really rework the monster to increase the challenge. I reworked the spell list and added several buffs. Even with all that, Hakotep and his minions only lasted 7 rounds, the minions only 3 rounds due to the buffing the party did at start. None of the characters even came close to dying.


Please cancel my miniatures subscriptions


The suggestion for the Southlands Bestiary is excellent. I have been able to include several of the level 1-3 creatures in the half dead city. My players seems to have enjoyed the new monsters, especially the Anubian.


Saethori wrote:

Destruction allows Fortitude (partial) as its save. This means it does not allow a save to negate, and therefore Death Ward should allow it one.

I think it would replace the existing save, however, rather than allow a second.

Since the spell allows a save, the +4 would apply. The second sentence does not apply since the spell allows a save. The +4 is to save vs. the death effect and if save is made, still take the 10d6 of damage.


I cannot download anything either


My party was at Thistletop. They were in the outer area and found a hole that led town to the ocean. They tied the sorcerer to the end of a rope and the strongest character lowered him down. At the water level, he cast a light spell and woke a seal like creature with a lot of teeth. The creature roared and there were a lot of save vs. panic. Should have seen the seen the look a on sorcerers face while the tank rolled his save vs. panic. Panic creatures drop what they have in their hands(i.e. the rope)

He did save but the look on the sorcerers face until the save was made was exquisite.