Ancient Dream Dragon

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Pathfinder Battles Case Subscriber. Organized Play Member. 914 posts. 1 review. No lists. No wishlists.


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Dark Archive

Pathfinder Battles Case Subscriber

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.

Dark Archive

Pathfinder Battles Case Subscriber
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.

Dark Archive

Pathfinder Battles Case Subscriber

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.

Dark Archive

Pathfinder Battles Case Subscriber

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?

Dark Archive

Pathfinder Battles Case Subscriber
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.

Dark Archive

Pathfinder Battles Case Subscriber

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.

Dark Archive

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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.

Dark Archive

Pathfinder Battles Case Subscriber

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

Dark Archive

Pathfinder Battles Case Subscriber
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.

Dark Archive

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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.

Dark Archive

Pathfinder Battles Case Subscriber

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

Dark Archive

Pathfinder Battles Case Subscriber

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"?

Dark Archive

Pathfinder Battles Case Subscriber

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.

Dark Archive

Pathfinder Battles Case Subscriber

As a GM, I would handle that situation as that character is ready to shoot anything that suddenly appears, albeit friend or foe or innocent or whatever. The player will learn quickly to be more descriptive in their readied actions when they accidentally shoot an ally or worse their benefactor because they appeared (i.e. "jumped") into his "field of view" from his perspective.

But as a GM, you are the final arbitrator on all. You can decide his description is too broad to be proactive to a situation.

Dark Archive

Pathfinder Battles Case Subscriber

Can a character perform other actions, such as move, move action, swift, or immediate action after the character has declared a Readied Action but before that Readied Action occurs (or the start of the character's next turn)?

For example, a PC is has declared a Readied Action to attack an enemy when in range as a Standard Action. Can that PC also move to complete his turn (i.e. Readied Action and move 30 feet or Readied Action and Retrieve an Item Move Action? Can that PC perform an Immediate Action before his Readied Action is triggered?

Or is the PC locked into the Readied Action, and cannot perform any other actions unless it wants to cancelled his Readied Action?

Dark Archive

Pathfinder Battles Case Subscriber
Yqatuba wrote:
Hey something else tangentially related: if two or more people roll the exact same result on intiative, how do you decide who goes first?

By RAW, it's a d20 roll-off between the characters with matching initiatives.

In my games as a house rule, because I believe your Initiative modifier and Dexterity should make a difference here, I use the character's initiative modifier and then Dexterity modifier as the tie-breakers. If it's still a tie, monsters/NPCs go first and then let the players decide who goes between them.

Dark Archive

Pathfinder Battles Case Subscriber
Yqatuba wrote:
Ryze Kuja wrote:
I'm kinda boggled by the notion of a PC who is not paying attention so much that they don't roll for Initiative or a Skill Check. What are they doing at the table, scrolling Facebook? Tell them to knock that crap off. You're cheapening the playing experience of the other party members as well as the DM and wasting everyone's time.
I actually have heard of people texting or playing with their cellphones during games, and I agree, it sounds annoying as hell.

That is up to the GM to control. Personally in my games, I'm okay with it as long as it doesn't disrupt the flow of the game. If it does, as the GM, I'll speak with the player to determine whether they'll continue to be a good fit for my game.

For example, I've had a couple of players that were "out of touch" during the non-combat parts of the game. I was okay with it because there were 5 players with the other 4 players being engaged during the role-playing aspects. Everyone kinda treated that other player as a hireling 5th-wheel.

Dark Archive

Pathfinder Battles Case Subscriber

Does the Strangler (Brawler archtype) actually do sneak attack damage with a pin after a successful grapple?

Strangle (Ex): At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels.

I ask only because sneak attack damage is usually a rider to another attack that does damage. And the pin action does not do any damage normally.

Dark Archive

Pathfinder Battles Case Subscriber

Sorry, you're right. If that is the direction you want to allow your PCs, then maybe refer to Ultimate Campaign. I'm sure it has information related to what you're asking about. However, be aware that the characters won't be in Magnimar after book 2. They will be paying for something they may never use. Their adventures will have them travel to Storval Plateau and beyond, with the occasional return to Sandpoint.

Dark Archive

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I would have Magnimar officials refuse to release the Foxglove estates to the PCs. Those estates would be bequeathed to the Foxglove heirs.

There are 2 living Foxgloves: Zeeva and Sendeli (Alern's sisters). The fact that Traver Foxglove had 3 children would be of public record. They were raised in Korvosa by a cousin after their parents' death. Zeeva is still living there, owner of the Green Market, while Sendeli's current whereabouts are unknown.

Dark Archive

Pathfinder Battles Case Subscriber

An interesting event happened during my session yesterday regarding Shield Slam. So, I have some questions.

Player A was attacking Enemy with Shield Slam, with Players B, C, and D lined up behind them in a row. Player D had his back to a wall.
It looked something like this....
| Plyr A | Enemy | Plyr B | Plyr C | Plyr D |||
Player A successfully Shield Slams Enemy with Bull Rush.

1. Does Player A need to roll a d20 for the Bull Rush as a separate combat manuever, or does he use the same roll he made with his Shield Bash?

2. The Bull Rush attempt against Player B use the same Bull Rush roll as he made against Enemy?

3. Does Player A need to make Bull Rush attempts against Players C and D?

4. Is the -4 penalty to Bull Rush for the character behind the creature being bull rushed supposed to be cumulative for each character? Is this penalty applied to all Bull Rush attempts after the 1st or cumulative (-4 vs Player B, -8 vs Player C, -12 vs Player D).

5. Who falls prone is this scenario? Everyone in the same square at the wall? The square they are currently occupy if the Bull Rush is successful?
Thank you.

Dark Archive

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Pathfinder Battles Case Subscriber

Any news on the next Pathfinder Battles set?

Dark Archive

Pathfinder Battles Case Subscriber
avr wrote:
Why that set aside rule just for polearms? If anything it'd be easier to do with most one handed weapons.

In my opinion, polearms are fun flavor to use. For the same approximate damage as a 1-handed weapon, the advantages are reach and maybe a combat maneuver. It's mostly disadvantages with these weapons... ranged rules to determine if the target has cover, can't use if target is adjacent (or take attack penalty w/feat). Just something I thought would be an good house rule making it a bit easier to use polearms in combat, if needed.

Dark Archive

Pathfinder Battles Case Subscriber
SorrySleeping wrote:
As for FCB, fair enough since someone like the fighter hates his FCB, but why only skill ranks? Why no HP?

Because I already provide Toughness as a free feat as well as another free bonus feat to help offset feat taxes. The free Toughness feat covers both the option of provide the HP from FCB and makes 1st level character survival a bit better.

Dark Archive

Pathfinder Battles Case Subscriber

An enemy (A) and I (C) were separated by a 5-ft square (B), do I provoke an attack of opportunity by reaching into that square to retrieve an item?

| A | B | C |

Dark Archive

Pathfinder Battles Case Subscriber

Thank you for your thoughts. I'll address each individually to clarify.

SorrySleeping wrote:
Why FCB Skill ranks only? I realize you give toughness and high HP, but a lot of classes have a very good FCB.

And this is the reason why I don't like racial FCB. Many of them are very good and most are very weak (never considered). Very unbalanced. Decided to remove them instead of reinventing the wheel with these to find an acceptable balance.

SorrySleeping wrote:
I feel like nothing below an 8 with or with a racial is more common than 10. That seems weird.

This was meant to help find a balance between SAD and MAD characters. Otherwise, SAD characters start awesome and stay awesome while MAD characters are playing catch up.

SorrySleeping wrote:
Why do the Barbarian and Rogue get their unchained versions, but Monk doesn't? Is that just a choice you allow while forcing the other unchained versions?

I felt unchained versions of these characters were better than their original counterpart. I guess if a player really wants to play a normal barbarian and risk dying at the end of their rage, I'd allow it. Normal summoner is a hard NO.

SorrySleeping wrote:
Why is Manyshot and Clustered shot banned? Those feats are needed for archery. I can understand Manyshot if you hate Bows being supreme, but Clustered Shot is needed by archer to get past tough DR that doesn't effect other damage dealing classes as much.

The archers in my campaigns have never needed these feats to be awesome, even against enemies with DR. Archers usually end up carrying an obscene amount of arrows of various types in efficient quivers and more in backpacks that DR isn't an issue when encountered.

SorrySleeping wrote:
A lot of your combat ones aren't house rules.

You are correct, but they are here more for clarification when there was some confusion in the past.

SorrySleeping wrote:
-Ability Damage already does that.

By RAW, this is not the case. Ability damage/penalties only affect specific aspects. For example, damage to Charisma will lower the spell and channel energy DC, but not the number of uses of any ability that is determined by Charisma. Or if an Evoker Wizard received Intelligence damage, their spell DC and Intelligence-based skills would be reduced but not the number of times they can use their Force Missile ability. I like this because it makes it affects all things modified by the ability.

SorrySleeping wrote:
-Ammo being destroyed seems unneeded, as ammo is already super cheap.

From previous arguments whether adamantine magical arrows were truly destroy....

SorrySleeping wrote:
-Bypassing DR is only the actual enhancement. A +1 Flaming Longsword only counts as +1 to bypass DR.

You're right, this is RAW. Just a reminder to my players.

SorrySleeping wrote:
-Combat maneuvers already work like this, you getting Bullrushed doesn't provoke attacks unless the enemy has Greater Bullrush

You're right, this is RAW. Just a reminder to my players.

SorrySleeping wrote:
-The Backpack retrieval seems weird and odd. You are basically telling players to not rely on anything that isn't in a wrist sheath or their hands at the start of combat. No Alchemist fire for a random swarm, no potions or wands in the middle of combat.

My players have always had these at the ready in bandoliers and belt pouches. This is one of my original house rules where I was trying to allow players to be conscious on where they store their items. It really has never come into play.

SorrySleeping wrote:
-Bleed effects happen at the start of the players turn, before they get to do anything. Healing can not happen at the same time because bleed happens "before their turn" actually starts.

You're right, this is RAW. Just a reminder to my players.

SorrySleeping wrote:
-So, completely normal confusion rules?

We were previously playing that confused characters would focus on their "enemy" if they were previously attacked by that "enemy" until one was down/dead.

SorrySleeping wrote:
-Something about PC penalties for low HP. Baddies get a few rounds to see the light of day then die. PCs are expected to keep going. Anything that hinders both, hinders the PCs far more, due to seeing it come up more.

Still on the fence about this rule. Not sure if I'm actually going to implement it. Just thinking of adding a bit more to combat beyond, "hey, I've still got 5 (out of 95) hit points left, I'm still 100%!"

SorrySleeping wrote:
-What does the polearm rule aim to do? It seems unneeded and never going to be used by anyone.

This was something I came up with one the fly during a session. There are a couple of players that use both polearm and 1-handed weapon. Can't really sheath a polearm, so if you can't use it in combat, you're only choices are do nothing or drop it. I feel this is a good balance between keeping available if you still need it later versus dropping it.

SorrySleeping wrote:
The only combat rule I have to agree with is the Dying one. It is nice not to go down at -1 if you actually have Con.

Yeah, this is one of the HR I grabbed from someone posting in this forum.

Again, thanks for your input. It is much appreciated. My comments above aside, I will take what you mentioned into consideration.

Dark Archive

Pathfinder Battles Case Subscriber

Some of these I found from other posters. Most are carry-over from my previous campaigns.

Character Creation

Books Allowed: Core Rulebook, plus Ultimate, Advanced, Inner Sea, Campaign Setting, and Player Companion books (excluding GM-only books, such as Inner Sea NPC Codex and Monster Codex).

Races: Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human

Statistics: 20 points; no stat below 10 before racial adjustments

Hit Points: max at 1st level; high average thereafter

Traits: 2 traits; 1 must be from Player’s Guide of Adventure Path

Feats: Free bonus feat and Toughness

FCB: Bonus skill point only

Gold: Average allowed for class at 1st level

Magic Items: May be purchased at crafting cost with appropriate ability or feat

Pathfinder Unchained versions of the Barbarian, Rogue, and Summoner

Prohibited

Classes: APG Summoner, Gunslinger, Ninja, Samurai

Skills: Fly

Traits: Magical Lineage (if Magus)

Feats: Clustered Shots, Dazing Spell, Improved Familiar, Leadership, Manyshot, Sacred Geometry

Items: Firearms

Feats

Power Attack: -1/+2 with primary attacks (including 2-handed weapons), -1/+1 with secondary attacks

Improved Precise Shot: Does not ignore the AC bonus granted by hard cover

Abilities

Debilitating Injury: Penalties to attack and AC are halved

Trap Spotter: Included with trap finding

Adaptation: Requires a standard action to activate/change and is a free action to deactivate. Adaptations are selected at same levels as the replaced Favored Terrain ability.

Life Link: As described with the Shaman’s Life Spirit Hex.

Prestige Classes: Increases to spell casting level adds the appropriate number of new spells for the selected spellcasting class but does not gain any other benefits that spellcasting class would have gained.

Smite: Damage reduction does not bypass DR/— or DR/epic.

Spellstrike: The touch spell delivered results in a critical threat only with a natural 20 on the attack roll, regardless of the weapon’s threat range (the weapon still uses its normal critical threat range). Use the same critical threat roll for both weapon and spell.

Miscellaneous

Coins, gems, and potions have no weight.

Potions, scrolls, and spellbooks radiate faint universal magic.

Magic effects do not leave lingering auras.

NPC town crafters will always use accelerated crafting when making or upgrading magic items.

Potion crafting time may be combined when creating multiples of the same potion.

Potion of cure wounds restore hit points with max results.

Fly Movement

Flight no longer requires skill checks to complete complicated maneuvers.

Flight rule from Dungeons and Dragons 3.5 will be used.

What a flyer can and cannot do is dependent upon their maneuverability.
https://www.d20srd.org/srd/movement.htm#tableManeuverability

Communal Spells

The duration of communal spells will be divided evenly among all targets in 1 minute increments.

Spells with duration of 1 minute/level, the duration is rounded up among all targets if the caster level is higher than the number of targets.

Spells with duration of 10 minutes/level, the duration is rounded down. Excess remaining minutes are ignored.
For example, a Communal Resist Energy (CL 10) will provide 16 minutes of protection for 6 characters. The remaining 4 minutes will be lost. If this spell is applied to 5 characters, then the duration would be 20 minutes with no loss of excess time.

Hero Points

Character will be provided 1 Hero Point at each level, and as deemed by the GM during the campaign.

Hero Points can be spent on the following options: Act Out of Turn, Bonus (only “before roll is made” for yourself or another player [+8/+4]), Extra Action, Inspiration, Recall, Reroll, Cheat Death.

Feats, items, and spells cannot allow for additional Hero Points.

Combat

Ability damage and penalties apply to everything based on that ability score.

Riders may spend a move action to keep their non-combat-trained mount from bolting in combat, keeping the mount from moving from its current location. No skill check is required for this action.

Ammunition is destroyed after striking its target, regardless of enchantment or material.

Weapon enhancement to bypass DR is based on actual “plus” enchantments.
Using a full-round action to stand up from being prone avoids attacks of opportunity.

Attacks of opportunity are not triggered by involuntary movement, such as being pushed, pulled, or falling, except when ability indicates otherwise.

Retrieving an item from your backpack is full-round action that provokes an attack of opportunity.

Bleed effects are applied prior to any healing if both occur at the same time.

If a confused character was not attacked since its previous round, the normal confusion effect roll is used to determine his actions for the current round.
Certain weapons can’t effectively deal damage to certain objects, regardless of the weapon’s material (see Ineffective Weapons).

Wounded Status: If you have less than half of your total HP, you are 'wounded' and gain the Sickened condition. Same for enemies. (alternately, use Wounds and Vigor rules, haven't decided on this one yet)

If you have a Con bonus, you are not "Dying" until your negative HP total exceeds you con bonus. You are 'dead-deceased-done for at negative HP equal to Con score. Example: 15 CON (+2 bonus) is disabled at 0 HP down to -2 HP; and are 'dying' at -3 HP or lower. Dead at -15 as normal.

Polearms can be set aside as a move action (stabbed into ground, rested against a wall, etc.) in the same square as the character’s square. This provokes an attack of opportunity. It can then be picked up as a free action if the character is in the same square as the weapon. This rule can used by a character who is both proficient with the weapon and has at least BAB +1.

Dark Archive

Pathfinder Battles Case Subscriber

If a creature has an ability that will auto-confirm any critical hits, does the critical still have a chance to be negated by effects like Fortification?

For example, a Ranger with the Quarry ability used his standard action to study his target. He now has a +2 attack and any critical threats he rolls are automatically confirmed. However, the target is wearing medium fortification breastplate armor.

Dark Archive

Pathfinder Battles Case Subscriber

I'm confused by the map description of Edasseril.

D6. Ministry of Tithes The ministry was once the domain of a young
and unhappy Belimarius, but now this center of bureaucracy and taxation is deep in the heart of Cultist territory.

D6 on the map is located in Covetous Chorus, which is in Runelord Territory. Should it be moved or swapped with another location?

Dark Archive

Pathfinder Battles Case Subscriber

You can add me. I'm running 2 campaigns with Pathfinder 1E. Two of my players are also running their own campaigns in 1E. I don't plan to stop running 1E anytime soon. In one campaign, were are in book 5 of Return of the Runelords, and will be running Hell's Rebels and Hell's Vengeance afterwards. In my other campaign, we just finished book 2 of Rise of the Runelords, and plan to continue with that series (different group of players). Many, many years of Pathfinder 1E in my future.

Dark Archive

Pathfinder Battles Case Subscriber

I don't believe there is a specific rule for spellbook values. I've never been able to find it.

For my campaigns I use the following...

If there is a spellcaster in the group that can use the spellbook, then I generally don't allow them to sell it. The value becomes the availability of the new spells the have immediate access to. I consider it "double-dipping" by copying the spellbook into their own, and then selling it.

If there isn't a PC that can use it, or it has spells the PC already has in their spellbook, then it will sell for half the scribing costs of all the spells within it, minus the 0-level spells. 0-level spells are so common that they are mostly worthless to anyone who would want to purchase it.

As a GM as part of my prep, I will usually add the number of pages used and the gp value so to save time during the game. I feel the number of pages are good because I've had some PCs start using the empty pages of the new spellbook for their own scribing.

Dark Archive

Pathfinder Battles Case Subscriber
CorvusMask wrote:
While on topic of food industry, do devils have their own fast food chain in hell?

McDonald's and Starbucks

Dark Archive

Pathfinder Battles Case Subscriber

Running this campaign a 2nd time for a new group of players. Using Hero Lab this time around for the NPCs and monsters. Trying to create Skinsaw Man in Hero Lab. How are his stats generated? Tried creating a Human Aristocrat/Rogue and then adding a ghast template. Also tried starting with ghast as race and adding levels. Also used both NPC heroic and Monster levels. Neither seem to add up to the stats in his stat block. What am I missing? Thanks.

Dark Archive

Pathfinder Battles Case Subscriber

Telepathy does not require a shared language. It only requires recipient to know a language. Neither the telepathy spell or the universal monster ability telepathy are language-dependent.

You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously.

On the other hand, I would be perfectly find with a house rule stating all telepathy-based effects are language-dependent. But again that would be a house rule.

Dark Archive

Pathfinder Battles Case Subscriber

Is Paizo doing a Black Friday sale this year?

Dark Archive

Pathfinder Battles Case Subscriber

Just had a long conversation with my players about how the Fly skill, and flight overall, is poorly worded and can hinder the game with the number of skill checks involved to do most anything in combat while flying, mostly hovering. While this can be easily overcome with either a Headband of Intellect +2 (Flying), or dumping ranks in the Fly skill, overall it becomes another "tax" within the game.

So, instead I'm thinking of making a house rule that remove Fly skill from the game, in the similar manner that others have removed Perception. Aside from the obvious change that this skill is no longer used or needed for anything, what other mechanics will be affected by this change? Characters with a fly speed will be able do about everything person on level ground can do, increasing altitude will be treated as difficult terrain, and decreasing altitude will double your speed (5 ft movement to move up to 10 ft). I know Hover will become a unnecessary, and it will be easy enough to replaced as needed.

Anything else I should keep my eye out for?

Dark Archive

Pathfinder Battles Case Subscriber

A creature wants to ascend while flying forward. How much movement is spent to move up 5 ft and forward 5 ft?

Is it 15 ft? It has to spend 10 ft to ascend 5 ft and another 5 ft to move forward.

-or-

Is it 10 ft? It is moving forward as it ascends so it gains 5 ft of altitude as it moves forward 5 ft.

Is this specifically referenced in the rulebook?

Thanks.

Dark Archive

Pathfinder Battles Case Subscriber

I'm not seeing how the PCs will approach the Realm of Frozen Tears. Do I assume they will come from the "south" toward B1-B4? Or can they circle around the place, to scout the location, like they would if they were in the Material plane?

Dark Archive

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Ioun stones make nice targets when a PC has many buffs making him difficult to be hit/hurt by the BBEG. Muhahahaha!

Dark Archive

Pathfinder Battles Case Subscriber

Going to start this AP for a group of experienced players after running the Hell's Rebels campaign. To those that have already started running this campaign, am I going to experience any difficulties starting the players at 3rd level, aside from the having to increase the CRs of the fights?

Dark Archive

Pathfinder Battles Case Subscriber

Going to start this AP for a group of experienced players in a few months. To those that have already started running this campaign, am I going to experience any difficulties starting the players at 3rd level, aside from the having to increase the CRs of the fights?

Dark Archive

Pathfinder Battles Case Subscriber

:) Appreciate the replies. I knew I wasn't thinking this right. There's no way this was missed after so many years. LOL! :)

Dark Archive

Pathfinder Battles Case Subscriber

Further, further, the Goblin Warchanter should have 10 hit points.

Bard 1 (8) + Con 13 (1) + FCB (1) = 10 hp

If I'm wrong, please let me know where. Thanks! :)

Dark Archive

Pathfinder Battles Case Subscriber

Further, the Goblin Commando should have 13 hit points.

Ranger 1 (10) + Con 15 (2) + FCB (1) = 13 hp

Ranger is a PC class, receives max hit points at 1st level and FCB.

Is this correct? :)

Dark Archive

Pathfinder Battles Case Subscriber

I'm scratching my head on this...

Just started Rise for a group of new players, and using the errata. How are the goblin warriors calculated at 7 hp? By my math, 1d10 (5 [5.5 rounded down]) + Con 12 (1) = 6. They are not entitled to a FCB as Warrior 1. NPC classes don't get FCB by RAW, unless I misread that section.

Thanks.

Dark Archive

Pathfinder Battles Case Subscriber

Yeah... :)

Dark Archive

Pathfinder Battles Case Subscriber

Thank you. That's how we played it. A was able to Charge X, though X received Cover to AC from that attack.

Just confirming I didn't overlook a rule that prevented a Charge in this situation.

Dark Archive

Pathfinder Battles Case Subscriber

Character A is standing in a long 5 ft wide hallway. Character B is standing beside the doorway in a larger room, not using Stealth. Normal light throughout the hallway and room.

How far away does Character A need to be before he spots Character B?

My group has been playing that as long as there is sufficient light, there is no maximum distance in this situation.

=============================
================= B
A|<----distance?---->|
=================
=============================

Dark Archive

Pathfinder Battles Case Subscriber

To clarify, Player A is charging to the space before Player B (not the space beyond in the room. Player A will finish his charge while still in the hallway, at the opening to the room. Player A will be attacking Enemy X around a hard corner at the end of the charge. Enemy X has cover from this attack.

Is this valid for a charge action?

Dark Archive

Pathfinder Battles Case Subscriber

Player A wants to use a charge action to move/attack Enemy X. Player A is 30 ft from the square next to Player B. The 5 ft wide hallway opens into a room 15 ft wide. Can Player A charge to the square next to Player B, and attack Enemy X with cover? Would this be allowed?
x
x
x
--------------------------
---------------|X
A..................B
---------------|Y
--------------------------

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