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OK, first, sorry if this is the wrong place to post this, but I didn't see a forum specific to the mod I have a question about, and thought this would be the best place to post and get a quick answer or three - so, again, sorry if this is the wrong spot, but thanks in advance for any help/direction I can get. Second, spoilers for Crown of the Kobold King 2e (in case some others haven't played it yet). I'm running CKK 2e for our group, and currently prepping for Chapter 3, Part 3 (Grave of the Third Seal), and have reached Drazmorg... I'm confused, wondering if I'm missing something? His INT is +6, and I'm guessing he was an 8th level wizard, based on his spells prepared (3/3/3/3/5), right? If so, he should be an expert caster and his proficiency should be +12 (lvl+4), right? Right? ** EDIT - wait, shouldn't he have 4/4/4/4/6 as a necromancer? Or at least 3/4/4/4/6 as a 7th level necromancer? ** (Aside : why do I have to figure out his spellcasting level, and proficiency bonus myself through reverse engineering things? Why not just list it? Same with DCs for many checks in the mod, but I digress....) BUT... His spell attack is listed as +17... not +18? (ability [6] + proficiency [12])?
Are there penalties I'm missing or something? He has Dispel Magic prepped, so I'm also trying to figure out his 'counteract check modifier' - supposed to be proficiency (+12) + ability modifier (+6) + other modifiers (?) = +18, right? But it could be something else, since those other numbers are ... off. Also, as a vaguely related general question ... if the 1st level kobold witch (in Chapter 2, Part 1) was CR 1, and the 4th level kobold sorcerer (in Chapter 2, Part 2) was CR 4, how is an 8th level necromancer THAT CAN FLY AND HAS WIGHT ABILITIES just CR 8 ? Thanks again for any help.
So, haven't played PFS for a while, going to get back into it, so I'm thinking about character ideas. Out of curiosity, how tough do people think it is/ would be to navigate most PFS scenarios with a Phaasmin Redeemer because of the combination of needing to offer redemption to evildoers and also not desecrating/robbing tombs? In other words, would a lot of scenarios put that PC in a really bad spot? Or begins a problem child for the rest of the party?
OK, so I've got a basic idea for a PFS PC, but I'm not sure how I want to put it to paper (still getting lost in all the options out there), so coming here for some ideas / tips. Basically, an ex-minion who's dedicated it's life to the person (or group) who rescued it / didn't kill it after defeating it's old master. PFS, with no special boons to start, so I want to go goblin or kobold. (Could go other, but that just feels right.) Was leaning necromancer apprentice as background. Champion is the obvious choice (bastion maybe?), but not loving the religious need. (Can live with it though). Looking for other "bodyguard" options I'm missing, and interesting build thoughts/ opinions. (Including deity options if champion). Thanks in advance, now GO!
In generic terms, I want to play a small PC that rides an animal companion, but have a problem is with companion advancement. Hopefully someone can help me (a) make it work and (b) understand/not hate the reasoning behind it. Why do companions have to get bigger when they mature? It makes this situation where either : 1 - you can't ride your companion at all until he gets bigger (at whatever level that's going to happen), which at least makes for (IMO) dumb character logic, or at worst, invalidates the character idea (I'm sickly and have problems with my legs and can't walk well, so I need to ride my dog. I guess I'll just walk around fine until 4th level...) 2 - you can ride your companion at the start, but soon it's too big, so you can't ride your companion a lot of the time, which leads to the same problems as above. I get a mature animal may be too powerful for a 1st level companion, and giving it the young "template" makes sense in that regard, but the size shift part of it throws this wrench into the whole thing. Why not just do the numeric modifications but let the size stay the same? Is there an option or rule I'm missing that would help me make this work? I don't want to have to start with one companion and switch to another when they "grow" (for continuity/ story), but it's the only way I see right now. (Ideally, this would be for PFS use, so would need to be street legal.) Thanks in advance
Hello all! Can anyone point me at any aids for a GM running the new (2nd ed) Crown of the Kobold King? Mainly, I'm looking for a Falcon's Hollow map and an area map - both without numbers - that I can hand out to players. Other maps (without numbers) would be good, too. If there are any stat block collections, faqs, xp progressions, GM discussions, etc, those would be great, too.
Hi all, sorry if this has been clarification (or fixed) somewhere, but I can't find it it's bugging me about an otherwise awesome scenario.... From A7: "If the PCs have removed at least two sacred prisms... when Ghalcor's spirit goes dormant... demons... resume their destruction... the scenario is on a countdown... at the same time, from outside the tower, Ollysta... rushes inside to alert the PCs." From A8: "On initiative count 15 when they PCs enter the area, the shemhazain... On initiative count 10, Ollysta arrives..." From sidebar: " Ollysta and two crusaders arrive through the southern door" So the countdown starts (and Ollysta starts towards the PCs) when the ghost of Ghalcor rests/stops talking. Assuming the PCs hear the demons starting the destruction (DC10Perception), it's a good bet they open the door right away. This means Ollysta goes rushing from "outside the tower", assumedly avoiding/ignoring the shemhazain, through the entire tower and to the south door IN ONE ROUND!?!?! Then on round two, charges the shemhazain anyway. On the other hand, the "dramatic timing" works great if the PCs do the opposite of most, and wait/plan. But that makes no sense on the bad guys' end (other than giving the demons more rounds to damage the control panel). Also, although it's an admittedly far -fetched possibility, there's no instruction given for how long Ollysta is "delayed" if A3 is bypassed and, more importantly, what the shemhazain does to the tower/PCs before she gets there. Why not have her charge the shemhazain from outside on the first round after it blasts a hole in the wall - right after the PCs enter the room?
I have some friends who are looking to do a PFS-based home game. I was hoping to get some mods that would string together well - obviously there are short series' to use, but has anyone ever put together any potential "long arc" connections? Or groups and individual mods that work well together? thx
Okay, not exactly, but it got your attention, so help me out. ;) I wanted fighter type (FTR, BBN, RGR, HTR, other?) that fights alongside his animal companion (leaning boar right now). Since he grew up with the boar, he would just use natural weapons. Mad Dog barbarian half-orc is first thought, but that doesn't help a lot with the natural attacks stuff since rage powers and combat feats are slower (other than the Tusked trait).
Oh mighty POWERS THAT BE, please clarify this debate among those who seek only to know the truth of your proclamations! There's been a bunch of questions posted about when a combatant stops being flat-footed in combat. There are two sides to the debate, and both have evidence in the rulebook. I (among others, I'm sure) would like to see an OFFICIAL response from one of the powers that be. STANCE 1 : Once a combatant acts, be that in a surprise round or non-surprise round, he or she is not flat footed anymore. This seems supported by the flat-footed condition description ("A character who has not yet acted during a combat is flat-footed"; CRB, p567) and with wording under Unaware Combatants in the Combat chapter ("Unaware combatants are flat-footed because they have not acted yet"; CRB, p178 STANCE 2 : A combatant is flat-footed until after they act in the first non-surprise round, even if they were not surprised and acted in the surprise round. This side of the debate is supported by the wording under flat-footed in the Initiative section of Combat chapter ("before you have had a chance to act (Specifically, before your first regular turn in the initiative order), you are flat-footed"; CRB, p178) and some wording in the Surprise section on the same page ("a surprise round happens before regular rounds begin"; CRB, p176). Stance 1 seems to garner the most support, probably because it makes more logical sense at first flush - once you act, you're good to go. (Also, stance 2 would create a situation where if an ambusher lost initiative to his victim, the ambusher would be flat-footed to the victim's attack after having already acting in the combat himself - a seeming contradiction to the "flat-footed" condition.) Stance 2 is a more letter-of-the-law, semantic argument, making sense since surprise rounds are not "regular rounds" in the sense of having some irregular qualities (limited actions, not everyone may act). But are they intended as such - a totally separate combat round altogether. (Would that mean a separate initiative roll as well?)
Okay, so a multi-classed sorcerer 2/oracle 2 has an animal companion from his sylvan sorcerer bloodline. Since the companion is figured as druid of sorcerer level -3 (minimum 1), it is the same as a 1st level druid's companion. No problem. When the character goes to 5th level, it would still be the same. (Still 3rd level -3 = 0, but min. 1) But what if the character takes boon companion as his 5th level feat? (The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level.) Do you figure the equivalent level as normal (to -1), then add the 4 levels? So, equivalent to level 3?
I'm pretty sure it's not just equivalent to level one companion, anyway. ;) Thanks for any help.
I'm preparing for playing a cavalier, and am running into many conflicting theories on how mounted combat works, from many esteemed but not actually official sources. Has there ever been an official clarification of the various rules? I haven't found one yet, hoping I'm just missing it. Maybe in a book I don't have? The questions I'm really looking forward to getting answered are: Basic charge attack - do the mount and rider BOTH get a single attack (with bonuses and penalties), or just one or the other? [I would lean to yes.] Ride By Attack - You have to charge in a straight line to the first possible square to attack from. For this feat, you have to continue your charge line, which will take you right into your target most, if not all of the time. Which rule 'bends' to let the feat work? [I would say the charger can attack from the first possible square that allows him to also continue his charge past the target.] Though not stated, I would also assume this negates the mount's charge attack unless it also has Ride-By, which leads to ... Ride By Attack / Charge Through / Improved Overrun / Trample - who has to have these feats in order to ride over something in the way of a charge? The rider? The mount? Both? Whose CMB does the charging pair use? [It would make sense that the mount would be the one doing the overrunning, but special paladin/cavalier mounts excluded, none would have these feats.] Along those lines, but not strictly a mounted combat clarification - why do Gendarme Cavaliers need to take Spring Attack? Does that insinuate that he could use such a tactic while mounted (i.e. move up, attack, move away)? Wouldn't that insinuate that it's the rider's feats that matter, not the mount's? Or is it just something to do when not mounted (and to suck up other feat slots to get the prerequisites)? Please Help, and thank you very much if you do. |