Ancient Dream Dragon

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Strife2002 wrote:

As for CMB, from what I can tell you're correct and it should be "+27", however mentioning haste is unnecessary since that spell doesn't affect CMB at all. Adding that to the master doc.

You're also right about CMD, and in that case mentioning haste as a possible reason it was listed incorrectly is valid. Adding to the master doc.

I believe you are incorrect about haste not adding to CMB. Page 199 of the Pathfinder RPG Core Rulebook says, "When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects."

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OmniMage wrote:

No. It would be HD * change in constitution modifier. So a 5 HD character suffering 2 points of con damage would lose 5 hit points.

If you didn't already know, you get extra hit points for having a high constitution score. Constitution modifier * HD.

Yes, I already knew that, and our group plays the way you mention. However, the wording on Archives, which is now the official Pathfinder source, suggests -5 hit points per HD per point of Constitution damage, not -5 hit points per HD per 2 points of Constitution damage.

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Am I reading this right? If a 5 HD character takes 3 points of Constitution damage, his hit points are lowered (current and max) 15 hit points?

AoN Ability Damage
...
Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.
...

Also, does ability damage affect the # of uses per day of an ability? For example, a Monk 6 with a 16 Wisdom has pool of 6 Ki points. If this Monk takes 4 points of Wisdom damage, does his Ki pool reduce by 2 points?

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This is awesome video! Wish I had this when I rad Return of the Runelords a few years ago. :)

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No movement cost or Fly check needed if changing flying direction at the beginning of the character's turn, in same manner as a character moving on the ground. The movement costs and Fly checks only apply when the character attempts to make a move other in a straight line during his movement.

For example, a flying with flying 30 ft can move forward 60 feet as a full round move in a straight line, and turn 180 degrees at the start of its next turn to return to its previous position, all with no fly checks.

However, if the same flying wants to turn 180 degrees during its turn while moving, let's say after 30 feet (move action) to return to his starting position with its other move action, that character would be required to speed the movement cost and make the Fly check. If it fails, it continues to move forward instead of making the turn.

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Thank you. I completely missed Sean's post when I searched for an earlier answer. Appreciate the link. :)

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Thank you for your grab bag of questions! Appreciate all your answers.

I missed your live broadcast and wasn't able to post another rule question I had. Possible to humor me with your opinion on this? Thanks.

Using a weapon enchantment to bypass special material DR, does the weapon need the actual enchantment bonus or the enchantment bonus equivalent?

+3 longsword or +2 flaming longsword to bypass DR/silver?
+5 longsword or +3 flaming burst longsword to bypass DR/good?

Does the bane enchantment actually increase the actual enchantment +2 against the specific creature type?

+2 dragon bane longsword against a red dragon with stoneskin (DR/adamantine)?

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So, the ability damage and penalties are added sequentially? In my above example, the wizard would be unconscious if he took another point of Strength damage from the poison, but no further Strength penalties can apply (such a hit from ray of enfeeblement)?

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Ability Damage can cause a character to fall unconscious if the damage is greater than their ability score.
Ability Penalties can't lower an ability score below 1.

What if a Wizard has 10 Strength. He has had some really bad luck with a poison that has done 8 points of Strength damage. He is then hit with a ray of exhaustion, but makes his save making him fatigued. Fatigue applies a -2 penalty to Strength and Dexterity.

Does the Wizard fall unconscious?
Is the penalties applied in order gained?
Is the fatigue penalties applied before the poison ability damage?
Is the poison ability damage applied before the fatigue penalties?

Source for Ability Damage, Drain, and Penalty PRPG Core Rulebook pg. 555

Love to read you opinion on this and whether you were able to find an FAQ on this.

Thanks <3

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These are amazing work. I do have a suggestion to use a grey-colored grid instead of white. Can still see the grid but it doesn't detract as much from the artwork of the map.

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APs generally have 150% to 200% WBL treasure because the developers assume the characters may skip areas.

For ABP, those items still work for baddies as normal (because I'm lazy and don't want to redo stat blocks) and they mysteriously disappear when defeated. The PCs never find those specific items when looting. This generally helps keeping the PCs at 50% WBL with looting only non-ABP items.

However, just like in a normal treasure campaign, as the GM, you will need to keep track of the treasure value the characters acquire, and adjust the available loot accordingly. It's never going to be spot on perfect. PCs are going to be PCs with those characters either searching and looting EVERYTHING... or... just following the flow and skipping some areas.

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wraithstrike wrote:
ckdragons wrote:

Hi Mark, thank you for these weekly discussions.

I have an unrelated question regarding Minor Ring of Inner Fortitude. Was this item meant to provide a DR to ability damage and drain, applying the reduction with with each hit? Or was this meant to negate damage/drain to the overall total?

For example, character wearing this ring is hit twice for 3 points of Strength damage with each hit.

1) Does the ring negate the first 2 points of damage of each hit, with the character taking 2 points of Strength damage total.

2) Does the ring negate the first 2 points of damage total, with the character take 4 points of Strength damage total.

Thanks!

It's a per hit basis. Otherwise it would have a daily cap.

Doesn't necessarily need to have a daily cap for the 2nd option. The ring could negate the first 2 points of ability damage (or 1 point of ability drain) that character has accumulated until the damage/drain is healed.

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Hi Mark, thank you for these weekly discussions.

I have an unrelated question regarding Minor Ring of Inner Fortitude. Was this item meant to provide a DR to ability damage and drain, applying the reduction with with each hit? Or was this meant to negate damage/drain to the overall total?

For example, character wearing this ring is hit twice for 3 points of Strength damage with each hit.

1) Does the ring negate the first 2 points of damage of each hit, with the character taking 2 points of Strength damage total.

2) Does the ring negate the first 2 points of damage total, with the character take 4 points of Strength damage total.

Thanks!

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Hey Mark, where are you going to be posting your new write up on simulacrum? You mentioned you were going to do this in your episode.

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Thank you so much!

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I'm hoping someone was able to record the episode and will post it somewhere. :)

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This is awesome! Thank you for doing this, Mark. Sadly, I'm going to miss your first broadcast. I'm hoping I can watch the video after the event.

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It's very possible. I've had fights end unexpectedly with a bad save, especially with many save-or-die spells at that level. As a GM, I would look at the DCs of your abilities against the saves of the BBEG, and then consider fudging the 2nd or 3rd save if I need 18-20 to make the save. This would be only to make it last a another round or so to make it more climatic.

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YogoZuno wrote:
I'd prefer to skip remakes in favour of new and interesting content...why rehash the past over and over again?

While I don't disagree with your opinion, I was appreciating the hardcover releases of their old APs.

1. Updated rules/stat blocks to Pathfinder (from 3.5).

2. Updated encounters and information where player reviews indicated there were some difficulties, all for a better experience.

I would definitely purchase updated PF1 editions of Second Darkness and Legacy of Fire, if Paizo released them.

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Thank you! Appreciate the follow up.

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You can always use Pirate Cheat (Pirates of the Caribbean movie) or Craps.

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*Bump* Anyone from Paizo able to reply?

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Thank you for the suggestions Smallfoot.

The reason why I'm thinking of having the players run 4th level characters is because this is a one-shot game to introduce new players to the game. I feel 1st level characters are a bit one-sided with not a lot of options. Providing 4th level characters I would think provide these new players with a good taste of the different options available within their class, without being overwhelmed with too many options. It also helps prevents the vulnerability of 1st level characters because of a bad d20 roll.

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Can you recommend a PFS scenario to run?

I'm going to be running a game at a local tournament for players new to Pathfinder. I'm thinking of using a PFS scenario with 4th level pregen characters (CRB classes only). I have a hard-stop-limit of 4 hours. Is there a scenario you'd recommend that can be easily completed in that time by new players. Something lightly challenging and entertaining.

Thanks!

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Maybe I phrased my question incorrectly....

Would the mutagen's Int penalty affect the number of bombs and bonus extracts available?

"In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores."

Isn't a penalty the same as drain?

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Ferious Thune wrote:
It's a temporary bonus. Generally even things that are permanent bonuses have to be active for 24 hours before they are considered permanent. You also don't lose a bonus extract while it's active.

What do you mean by "don't lose a bonus extract while it's active"?

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When an alchemist drinks his mutagen to gain a alchemical bonus to his Strength, thereby reducing his Intelligence, is this a temporary increase/penalty or considered a 10 minutes per level permanent increase/penalty? More directly, does the number of bombs available decrease by one while the mutagen is active?

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Claxon wrote:

And I'm honestly surprised for how you have a -2 penalty to damage.

You must be below level 3 (no specialization damage) and using a ranged weapon (not str bonus to damage) and have acquired some sort of penalty from an outside source to damage.

This is actually from a few NPCs my group will encounter, where they are low level mooks, but like everything else, they can still critical hit.

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Bellona wrote:
Unguided wrote:

Personally I'd rather have a 2E to 1E conversion.

+1 for this!

And if that doesn't get published by Paizo, then a PF1 to PF2 conversion document would be an excellent idea.

Also +1 for this! Would continue supporting Paizo's adventure material if they released a 2E to 1E conversion.

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2 people marked this as FAQ candidate. 6 people marked this as a favorite.

With 1st edition coming to an end, are there any plans to release the a "final" set of official FAQs?

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What is the damage when a creature confirms a critical hit and their damage is 1d4-2? 2d4-4? 2d4-2?

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Is the sword's name pronounced Bar-a-KET, Bar-a-KAY, Ba-ra-KET, or Ba-ra-KAY?

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Currently playing a Bloodrager 4 (Draconic bloodline) and took a level in Unchained Monk. I also have the Feral Combat Training feat. Does this mean my character can make use Flurry of Blows to make 3 claws attacks as a full round action while raging?

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Does the deflection spell effect happen if the target hits an image? Is this considered a "miss" as per the spell description?

Deflection

You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source.

This applies to any melee or ranged attack directed against you so long as it uses an attack roll to determine whether or not it strikes you. If an attack misses you, the attacker must make a second attack roll against its own Armor Class, using all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack’s damage and suffers all the other consequences of getting struck with that attack. You cannot deflect attacks that miss you for any reason besides a failed attack roll (such as concealment). Similarly, you cannot deflect attacks that actually do strike you but simply fail to do any harm.

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A character with Fire 30 resistance is attacked by a Mummy Lord's Sandstorm Wrath, which does fire and slashing damage, will the fire resistance protect the character?

Sandstorm Wrath (Su)

Three times per day as a standard action, a mummy lord can exhale a blast of superheated sand in a 40-foot cone. The blast deals 2d8 points of fire and slashing damage for every 3 Hit Dice a mummy lord possesses. A successful Reflex save halves this damage.

Creatures that fail this save are blinded for 2d4 rounds.

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Is Camarillo too far? Currently just started hardcover version of Curse of the Crimson Throne. Campaign runs every 2 weeks on Sunday 1-5 PM. We play this Sunday. Currently have 4 players, you will be the 5th.

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As a GM, I write out my NPC/monster stat blocks to include additional information that is normally not included on the printed stats. This includes things like Combat Expertise +3 next to AC, figured attack bonuses with feats as secondary lines for Power Attack, Furious Focus, Rapid Shot, Deadly Aim, Rapid Shot + Deadly Aim, etc, etc, etc. This helps me with on-the-fly math during the game or having to pause to look something up.

I've started including maximum range and range increments on weapons and abilities. Yet having a difficult time trying to find a symbol that helps represent these without writing out max rng 30' or rng inc 100'. Some stat blocks get long with a lot of information, so trying to keep things condensed. I have tried the less-than-equal sign, which seems to be good for the maximum range, but can't find a good range increment symbol.

What do you include when writing your NPC/monster stat blocks? Do you have a suggestion for a symbol that represents?

Thanks!

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Close up pictures of each miniature

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You can also run Return of the Runelords. It's technically Part 3 after Rise of the Runelords and Shattered Star, but SS is not necessary because you can assume another set of heroes completed that AP "in the background" for Return to easily work. I'm planning to run this AP with my group next month as soon as we finish Mummy's Mask.

From what I've read so far, Return is very much like Rise with the variation of diplomacy, dungeons, and locations (including extreme locations).

My opinion with Mummy's Mask is that we had fun with it. It about 60% dungeons mixed with diplomacy and investigation. VERY Egyptian theme throughout the entire AP, and it ran smoothly together between all the books. Very fluid story. My only "gripe" if I were to have one was the enemies were primarily undead, constructs, and swarms and characters built with this mind will crush the combats.

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Complete overlooked dispel magic only considers caster level to determine whether a spell is dispelled.

Thanks for reminding me. :)

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When using dispel magic against a target with a number of active spells, does the matemagic feats applied to the active spells count when determining which spell is dispelled?

For example, the target has bull's strength and extended mirror image, both casted at 5th level. Will a successful caster level check with dispel magic dispel the bull's strength or the mirror image? Both are 2nd level spells, but the extended mirror image uses a 3rd level spell slot.

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I've wanted to organize my large collection of miniatures in Excel, but haven't gotten to it yet.

For storage, I use a combination of bins.

Mediums and smaller: Super Satchel Slim with Removable Dividers

Large: Super Satchel with Removable Dividers

Huge: Snapware Snap 'N Stack Portable Organizer (10x14)

I like the ArtBin containers as they are stackable, have handles, and can be stored in Super Satchel Cube for convenient access as drawers. The cubes can be stacked on top of each other. I currently have 3 stacks of 3 cubes.

The storage cubes can also have casters if you want them movable.

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I figured the DC to be 22 (10 + Cha bonus + 1/2 HD).

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Um... just a suggestion... you shouldn't put possible spoiler information in this forum as it will be viewed by players.

:)

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@Creon So....? How'd it go?

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Thank you. Downloading a new copy does have the map tags as needed.

As a side note, the interactive maps from all chapters with a Player View does not hide the secret areas. And some maps that have secrets areas don't have a Player View button. This doesn't bother me since I don't show these maps to my players, but may be of concern to those GMs that run online games.

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Thanks, Sam. My group is staying with 1st edition and we have all the other APs. It's going to be some time before we get to Tyrant's Grasp, if we do and we'll purchase the PDFs individually when we do.

Thanks for all the fish!

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Thank you.

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Just downloaded Chapter 6 Rise of New Thassilon, and found the map on page 6 in the Interactive Map file is missing the map tags. This the same for both the single-file and one-file-per-chapter downloads.

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The issue has been fixed. The lost chapter is home among its family. Thank you.

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