Ancient Dream Dragon

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Dark Archive

Do opposite spells automatically cancel each other or does the casted spell have to specifically target the active spell to act as a counterspell?

For example, a demon casts deeper darkness on itself, adjacent to a character with an active continual flame. Does the deeper darkness spell automatically cancel the continual flame, resulting in normal light conditions? Or does the demon have to specifically cast his spell as a counterspell to continual flame? What if the character's active spell was light instead of continual flame?

Another example, the party walks into a room with haste active. Recognizing this, the BBEG casts slow on the party. Is the party's haste automatically negated, removing the buff? Do the PCs get a save against the slow to see if their haste is removed? Or (which I don't think happens, but could be wrong) the party loses haste and is affected by slow if they fail their save?

Thanks.

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I believe it's meant to be a single item valued up to 20k. Providing multiple items totaling 20k may provide the PCs with a bit too much balanced power. IMO

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1. Spoiler-type questions should be posted in the appropriate forum. In this case, Pyramid of the Sky Pharaoh (GM Reference).

2. Hakotep can only have 1 shield other active on him. The other 3 shield guardians have their shield other castings available to use in the event the active one on Hakotep is dispelled.

3. All damage, regardless of whether it's from a critical hit, is halved. 50% on the target (Hakotep), and 50% caster (shield guardian). If an odd amount of damage is dealt, the extra point is taken by the target. For example, 101 points of damage is dealt, target would take 51 points and caster would take 50.

Hope that helps!

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Can this deck be used with 1E?

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Normal NPC CRs are 1 less than HD. Those NPCs with PC-level wealth have CRs equal to HD.

IMO (RAW IIRC), how the NPC's stats are built don't affect the NPC's CR, whether you use 20-point buy or NPC heroic build (15, 14, 13, 12, 10, and 8).

Full write-up on building NPCs from scratch can be found at d20PFSRD - Creating NPCs

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Bumping... haven't gotten a response is over 9 months.

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Bumping... haven't gotten a response is over 1 week.

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I'm also wondering the same thing. Posted a concern, issue with my account last Monday (Jun 17). Haven't seen a reply.

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Downloaded today. Still no Return of the Runelords or Tyrant's Grasp logos. :(

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Cannot find the Bonus Bestiary. I added the free PDF in Oct 2009, and again today. It's not in my list. Was it removed? Thanks.
Bonus Bestiary

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Holy Necro, Batman! 8 year old thread...

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1) Yes. Shriezyx will almost use its bite attack if it's allowed only a single attack (best damage and poison). It will use all 5 attacks in a full round action if possible.

2) No. Only attacks that specifically mention touch are considered touch attacks against touch AC. Examples...
*** Melee incorporeal touch +5 (1d6) *** -or - *** Melee tongue +5 touch (Str damage) ***

3) No. Bite and claws are considered primary attacks and do not have -5 as secondary attacks.

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Curious about the chains that hold Thybidos. With the chains appearing to be self-healing, a character has to do 40 points of damage to destroy a chain (hardness 10, 30 hp) to free him, or destroy all the 6 chains individually? Does a successful Disable Device release all chains or only 1 chain?

I'm sure I could run it how I want, but I'm wondering how James intended the mechanics of the events. Should make it 6 attempts to be absolutely sure the party wants to free Thybidos? I'm fairly certain they'll be in for a surprise if they release him because they were lead to believe Thybidos will help them after the dream from Sorshen.

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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.

Dark Archive

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?

Dark Archive

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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