geniuscodemonkey's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


So there is a Shuln in Abomination Vaults and the bestiary states that it's bones are infused with adamantine. It's a hugh creature. A chunk of adamantine is worth 500gp and is light bulk. So removing all the skin and just taking the bones, claws and teeth how much bulk is that? How much could the party earn from that one animal?

Yes I know it won't be pure adamantine, but still an expert crafter can extract the metal...


Are there any Pathfinder Society games in Suffolk, England?
I'm going to GenCon in IN this year and will be playing in a few Paizo Pathfinder Society games and wanted to continue playing when I get back to the UK. Are there any games running in Suffolk? ... if not, how do I start one? I'm happy to run some games as I've GMed for years and doing some 4 hour sessions once a month would be easy and fun.


In 1e incorporeal creatures ignored armor when attacking PCs. This makes sense as they can walk through matter.

Is this also true for 2e? Should I be subtracting the AC from armor whenever a shadow or ghost attacks a PC? .. and does it really matter if the armor is magical or not?

I was thinking of giving a PC a shield and armor of Pharasma that protects against incorporeal creatures; but I'm not sure if it makes sense with RAW.


So there are morlocks and other creatures waiting to have fleshwarp done on them on level 6... where are they coming from? Do they just come up from level 8 without Urevian or his guards stopping them? .. and once they've had their operation, do they just go back down into the dark unchallenged?

Also, isn't the vault a little small to contain an army to take Absolom?


Captain Morgan wrote:
Jed Roach wrote:
I was thinking that I would need to change it up based on whether I thought the creature had a higher fort or reflex save and that the mix of creatures was more or less evenly split between the 2. However, it looks like there is a tendency for higher fort saves in general. So, grab-trip-throw is the safer combo in general.
Yeah, but you can often tell from a creature's appearance which is higher. Big hulking thing? Time to trip. Waifish fey? Get grabby. Those big guys are also likely going to give a size penalty to whirling throw to boot.

Not if you have assurance with Athletics. Assurance ignores all modifiers, so whether they are big or really big it doesn't matter, you can still throw them as long as they fail their save.