Ancient Dream Dragon

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Taja the Barbarian wrote:
ckdragons wrote:
TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

Nope, Intensify is very specific in what it does, and that doesn't include giving you additional missiles: It only works with spells that specifically give you x damage dice per y levels and has a level cap built in (like Fireball and Burning Hands). Spells like Magic Missile and Scorching Ray which scale from gaining additional missiles/rays do not benefit from it, nor do spells that add flat damage per level (like Harm).

And how is magic missile not giving you 1 missile (or 1d4+1) every 2 levels, to a maximum of 5 missiles at 9th level? How is that different than shocking grasp that gives 1d6 every 1 level, to a maximum of 5d6 at 5th level? And with scorching ray, one ray plus 1 every 4 levels to a max of 3 rays at 11th level? Is there an FAQ somewhere that I missed?

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Jason Wedel wrote:

Back to magic missiles, I have a trait that is -1 for metamagic feat levels

If I am level 1, I place a metamagic feat on MJagic Missile (toppling) would it still count as a level 1 spell (1+1-1=1)

If you're referring to Magical Lineage trait, yes.

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I'd be willing to pay for high-res PNG versions of the APs, including those from PE1. Take my money!

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Jason Wedel wrote:
Skrayper wrote:
Jason Wedel wrote:

Thank you.

Second question. Can an alternate racial trait be changed out a second time. This is quite possible with half elves...

Depends on what you mean.

If you mean take another alternate racial trait that replaces the same main trait, no. It's already been altered.

If you mean simply changing it to a different one, yes, using retraining rules.

Quote:
If your campaign uses alternate racial traits, you can retrain a racial trait. This takes 20 nonconsecutive days and requires a trainer with the racial trait you want. The replacement trait must be an appropriate one from your racial list. The old and new racial traits must replace the same standard racial trait. For example, the magic resistant and stubborn alternate dwarven traits replace the hardy standard trait, so you can retrain one of those for the other.

neither of those is what I am talking about

an example of what I am getting at
1) Half elf takes drow magic giving up multitalentented and adaptable IIRC
2) Then half elf gives up drow magic for shade magic
then takes

No. Shade Magic is exclusive to the Drow race. A half-elf taking the alternate racial trait Drow Magic doesn't change the character's racial type.

With that being said, I would allow it as a house rule. But this is the Rules Forum so answers have to be RAW (Rules As Written). :)

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TxSam88 wrote:
No, intensify increases the number of damage dice by 5 levels, magic missile has no variable to then umber of damage dice, it's always 1 per missile. Intensify does not increase the number of missiles.

I'm going to disagree with TxSam88. The number of missiles in magic missile are modified by the caster level. Intensified Spell feat increases the maximum caster level by 5.

Magic Missile: For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher.

Intensified Spell: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.

As I read this, this would allow up to 2 additional missiles if the caster level was high enough. 1 missile at caster level 1, 2 missiles at CL 3, 3 missiles at CL 5, 4 missiles at CL 7, 5 missiles at CL 9(normal max), 6 missiles at CL 11, and 7 missiles at CL 13 (max with feat). Being CL 14 (max allowed with feat [9+5=14]) would do nothing as magic missile allows an additional missile at every odd level.

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The Introduction section of each Bestiary does provide a definition for the various sections of the stat block. However, it does not call out the # spells specifically.

In the end, I just assumed that the "2" indicated there was 2 castings of that spell available. You'll only see that with Prepared Spells. Known Spells and Spell-Like Abilities will only list the spells as the creature/character would be able to cast any of those spells up to their daily limit.

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Correct (as per Mark Seifter)

Reach Diagonals after the FAQ

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Belafon wrote:
Heal wrote:
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
It does both. “Any and all” and “also” are the key words.

Thank you.

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Would heal also provide its other benefits if used to remove feeblemind?

Feeblemind: Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

My understanding is heal is being use in a specific method called out in feeblemind. This would prevent the target from gaining the other benefits of heal, i.e. curing hit point damage, remove debilitating effects, etc.

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If a large creature using natural weapons (or a weapon without reach), and there are 2 medium creatures (#1 is adjacent, #2 is behind his ally).

L L 1 2
L L - -

I understand that weapons with reach are treated as ranged weapons when determining cover. Does this rule also apply to large or larger creatures with natural reach?

Would #1 provide cover for #2 against the large creature's attacks?

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Please disregard. The issue was resolved in a prior post. Thank you.

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Please disregard. The issue was resolved in a prior post. Thank you.

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Thank you. Appreciate that. :)

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There is already a maps/tokens set for Rise on Roll20's Marketplace. Sadly, the only other books are the first few books of Return of the Runelords. If anything else is made for Roll20, it will be from the community of Roll20 users.

With that said, you may want to search the web. I know many many GMs have made there own maps for these APs and made them available for download.

Good luck!

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You could just make them do the ritual, skipping the knowledge checks, assuming they succeed at each step but still take the penalty as if they failed. The rituals are a cool component of this AP. Don't let this one item be the brick wall to continuing.

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Again creating a new post because I don't want to "lose" my place in the Customer Service queue.

I received an email that my order was processed and ready to ship. Yay!

However, I was still charged more than when I placed the original order. The original order total was $158.31, and yet the final total was $153.70. Why did my total increase $4.61? Was this because your warehouse decided to divide this into 2 shipments? Why should I have to cover the additional fee for this decision when this was a single order of multiple items?

Further, why wasn't the total processed in a single transaction? Why did your system get authorization for the $153.70, then process a $19.48 charge and then attempt another $139.99 charge without using the original authorization approval? Breaking it up into multiple transactions caused the payment to fail. Effectively, your system processed 3 different authorizations. The final $139.99 was finally authorized today because the original $153.70 authorization dropped off my account.

So many questions on this order on how it was handled, along with unable to reach Customer Service to get this resolved in a timely manner, that it's made me extremely sour to future purchases from Paizo.

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Currently can only contact Customer Service here (forums) or by email, but don't expect a response for 4-6 weeks with their current backlog.

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I agree with jhallum. Waiting 6-8 weeks for a response is unacceptable, especially for issues regarding orders (lost shipments, inaccurate/double charges). It's disheartening seeing all the "Cancel Order" posts because of these delays.

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Again creating a new post because I don't want to "lose" my place in the Customer Service queue.

Quote:
2. Do not bump your threads on the CS forums. This one helps you more than it helps us! Customer Service replies to forum posts in the order they are received - that means from the bottom up. When you reply to your post, that thread gets moved to the top of the forum AKA the end of the line. Likewise, if you reply to someone else's post, you'll send them to the end of the line. It's best practice to always start your own thread, even if you see that someone else needs help with the same issue!

My order still has not shipped. The payment was authorized last Thursday. What is the delay (in addition to the other issues with this order)?

Thank you.

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What has the CS team been doing for the last week? They have been working through the June 23 emails since last Wed (that's a week for those keeping track). Is everyone on the team on vacation? The good news is that the number of emails are going down (60) since last Wed, and that's obviously including all the new emails the team received since then.

I've resigned myself to not expect a reply to my order issue that I submitted last week until November 2020.

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While I can't help with the other questions, I can provide some insight to answer #3. Halberds do not have the Reach quality, only Brace and Trip only.

Halberd

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Tangent101 wrote:

I don't think there's a proper build for him. At the very least, Hero Labs doesn't use a 15-point or 25-point build for his devilish build. (I purchased Hero Labs' data for Hell's Rebels way back when the game was first released thinking I was going to run it back when it was first out. Yeah, that didn't work out.) From how Hero Labs' point system reveals through a mouse-over, 7 points were spent on Wisdom (meaning Wisdom was boosted by 5 points before Mythic) and a point of Intelligence was removed.

Most likely Bone Devil Barzillai is built off of the normal Bone Devil build with some adjustments to Intelligence and Wisdom.

This.

Male bone devil inquisitor of Asmodeus 16/hierophant 2
LE Large outsider (devil, evil, extraplanar, lawful)

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I have an Unchained Rogue with the Rogue's Edge (Sleight of Hand) and Improved Steal. If my rogue wants to perform a Steal combat maneuver, how many actions will that take? Does he get a free Sleight of Hand check? Is he required to perform the Sleight of Hand as a move action and then the Steal as a standard action?

Unchained Slight of Hand: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target’s CMD grants a +2 circumstance bonus on your combat maneuver check.

Improved Steal: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.

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Well... I don't dare post this update to my original post or I'll never receive a response. :(

Quote:
2. Do not bump your threads on the CS forums. This one helps you more than it helps us! Customer Service replies to forum posts in the order they are received - that means from the bottom up. When you reply to your post, that thread gets moved to the top of the forum AKA the end of the line. Likewise, if you reply to someone else's post, you'll send them to the end of the line. It's best practice to always start your own thread, even if you see that someone else needs help with the same issue!

It would seem that enough time has passed that the original charge approval was removed by my bank, and I was able to submit another payment authorization on this order. The order now shows as payment authorized on the remaining balance. Hopefully it'll be shipped in the next couple of days.

HOWEVER.... there is a problem with the amount. The original order total was $153.70. $19.48 was approved and the balance that should have been charged would be $134.22. The authorization on the order is for $139.99. Why did this increase of $5.77?

Further, my order was for over $100 so I should have received a $10 discount on the shipping. The order shows a discount of $5.97.

What is going on? I didn't want $5 to hold up this order because I expect you to run out of stock on the dragons (surprised you hadn't yet actually), but this all seems suspect, especially when we can't reach Customer Service directly. And being forced to wait almost 2 months for a response to our concerns only makes it feel worse.

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So I'm preparring this book for my campaign, and I'm entering Barzillai Thrune (enhanced) into Hero Lab. I'm having some difficulties with calculating his stats to match that in the book. How was he built? Monster with levels (14,14,12,12,10) or some other method? He should have a bonus 4 ability points from levels and 2 ability points for the mythic tier. As per Tangent101's post above, the ability points for the mythic tier are added to Wisdom. But that still doesn't add up. I know that I should just roll with it for a the epic-end-of-book-big-bad but I kinda have a need for attention to details about these things.

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I don't know how this happened but this charging for this order was messed up, and now the transaction was declined.

I placed an order last night and my card was charged $153.70. I had enough funds on this card to cover this purchase. Now I received a notification that another charge for $139.99 was declined and my order isn't going to be processed.

What is going on? Possible to have someone call me? My contact number should be on my account.

Thank you.

And looking at your latest update, CS is 2 months behind on responding to these posts.... so now I have to wait to receive a response. I hope I get a reply before the order is automatically cancelled, as per the declined notification, by Oct 11, or you run out of stock.

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Thank you. I don't see it mentioned it changing either after the start of Book 1. However, it seems kinda silly when the players can use the Reduce Danger action to reduce the Rating by 5. Do this after 4 weeks of game time and Kintargo has a less Danger Rating than Magnimar. LOL

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Kintargo starts with a Danger Rating of 20. Does this ever change or is it constant until the Silver Ravens are successful with establishing a new government? I know there's the Reduce Danger rebellion action, but it's doesn't seem that there is any mention of this changing in the books.

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I know this is an old thread, but any chance there is a newer updated version of these books? Since the ending of PF1, I've really been waiting for a complete compendium of spells and feats.

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Once again, thank you Strife. These are excellent updates. I'm running this campaign again for a new group of players. Finding your updates invaluable!

P.S. Are you going to include this last note in your document?

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mikeawmids Huge Spoiler!!!:
mikeawmids wrote:
Doesn't Black Magga turn up again in Return of the Runelords as some flavour of undead horror?

Please be careful about what you are posting, especially in a non-GM-only forum.

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Thank you.

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Never mind. Probably not going to make a difference. They are probably no longer available.

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Hi, hope you are all healthy and safe.

I had both the City of Lost Omens Premium Sets in my cart (Adult Red & Black Dragons and Thieves Guild). Come in this morning and found the Dragons disappeared from my cart, and I can't place an order as they are "unavailable". The same is true for the base battles set for CoLO.

Did these get cancelled? Did you run out of stock with pre-orders? Will they be available later this month?

Thanks.

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Fumarole wrote:
No longer getting the incentives at 75% off is very disappointing.

Agreed :( but 30% is better than no discount.

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Added both Premiums to my cart... the Dragons are showing no discount and Thieves' Guild is showing a 9% discount.

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The creature with both a bite and 4 tentacle attacks. If that creature wanted to attack the tentacle by itself as a single attack action, would it gets plus +1/2 Str damage or full Str damage? And it would be at Full BAB or at the -5 BAB?

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It's even worse when you look at the maps in the last chapter.

SPOILERS!:
The secret doors in Alaznist's Demense are part of the art layer. The secret door markers are still there after removing the Map Tags and Grid. Same with Zinlun's Tomb.

The editors really missed the boat on this. I'm glad I used battle maps and miniatures when I ran this AP.

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Skeld wrote:

Isn't there a button to turn off the map tags in the interactive map PDF?

I just tried the button on the Underflume map in the AP-133 map PDF and the S's disappear.

-Skeld

Yes, those large white S's disappear, but look closely and you'll see small "secret doors" drawn on the map itself.

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I completely agree with you. The editor as Paizo really overlooked this error. Unfortunately, unless someone created their own version of those maps, you going to be out of luck. Paizo released only a single version of those maps and will not be going back to update them.

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Where's the door to E2: Box Office? It's missing on the map. Also, are there windows for the box office on the outside wall or only the inside wall?

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Jeff Morse wrote:
Jeff Morse wrote:
Megatron777 wrote:

The Wizard does not fall unconscious. The poison happened first, so the Fatigue penalty is applied to his current stat score which is 2. Since Fatigue is a penalty, it can not lower his stat to less than 1.

The answer is in the rules you linked, "While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1."

He now has a Strength of 1. He is most likely Heavily Encumbered now, so he can have fun dealing with that too. Depending on what he is wearing, he might not be able to move more than 5 feet a round. If he has a backpack I'm guessing it's over 10 pounds, which is now his max load. You can lift double your max load off the ground, but can only move 5 feet a round as a full round action.

strength damage does not effect encumbrance, where penalty does. Crazy ruling but I think they did it so people didn't have to refugee all the time cause damage happens a lot.
WRONG!!!

You might want to elaborate as to why you think he's wrong. And actually, he's not wrong about Strength ability damage affecting weight encumbrance...

By RAW, ability damage only affects specific things as described here:
Ability Damage

Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

It does not mention that weight allowance is affected by ability damage.

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If a creature has the following in its attack block:

Melee bite +5 (1d3-4 plus poison)

How would this creature ever deliver its poison without some type of damage buff? This is a Tiny creature that would never get such a buff. And I understand RAW that if the damage is negated, then any additional effects that result from that damage are also negated. The creature would always only do 1 point of non-lethal with no poison.

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ckdragons wrote:

Is there a "one file per chapter" download option available?

Never mind. The 'one file per chapter' option finally appeared in my downloads.

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Is there a "one file per chapter" download option available?

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completely coincidental wrote:
ckdragons wrote:

This is extremely generous. Thank you! While I already have most of the 1st Edition pdfs, I do find myself missing Ultimate Wilderness from my collection.

Hi ckdragons! Ultimate Wilderness should now be available to download from your account. I hope you enjoy exploring it!

You are awesome! Thank you.

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This is extremely generous. Thank you! While I already have most of the 1st Edition pdfs, I do find myself missing Ultimate Wilderness from my collection.

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So... can a creature with 2 slam attacks make its normal 2 attacks while being grappled or is it limited to 1 attack?

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If a character successfully grapples a flesh golem, does the flesh golem get both of its slam attacks? Or is it limited to one slam because it's limited to one-handed attacks. A flesh golem has 2 slam attacks (one slam each hand, or 2 slams with one hand?).

What if a character is grappling another character with a longsword and shield? Does the character with shield lose the shield bonus to his AC because "it's tied up in the grapple"?

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I'm not able to find if there is a per-day-limit on the number of times a Wizard can use this Arcane Discovery.

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