gruevy's page

Organized Play Member. 37 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.




In part 2 of the first book of carrion crown, it lists a bunch of things you can find out by research, and an exp reward for each. My question is about that experience. Is that meant to be divided up between the party, or do they *each* get the 250 xp or whatever for each discover?


In part 2 of the first book of carrion crown, it lists a bunch of things you can find out by research, and an exp reward for each. My question is about that experience. Is that meant to be divided up between the party, or do they *each* get the 250 xp or whatever for each discover?


If you cast a touch spell and miss the touch, is your attempt next round to touch them still a swift action, meaning you get a full round attack or can cast another spell afterwards that round if you want to? It seems to me like it would become a standard action after the round it's cast.


I've heard that you can't use a weapon attack to deliver a touch spell, but I can't find anywhere that explicitly states that. Can anyone tell me where to find that in the rulebooks? Also, people say that you need an ability to do so; if that's the case, can anyone tell me where the rules about that are? I'm trying to create a melee-capable wizard for a campaign. Thanks.


Is there a list of guidelines out there anywhere that helps measure equivalent power level for creating new character classes? Like, around when should a character be able to do x, y, and z, anything like that? I've got a complete revamp of the monk class that I'm working on and if there was a list or comparison chart, life would be great.


Can anyone who bought the map folio for any of the adventure paths tell me if the maps are full size to play upon, or if they're useless reprints of what's already in the books?


My group has just started running Curse of the Crimson Throne, and I've got a couple problems with it. Firstly, it refers to the dnd 3.5 monster manual for stuff, etc, which made me realize it's not on the Pathfinder system. Is there a conversion list or errata released for it, and if so, can I get a link?

Secondly, #7, the first one, never says about what level the characters should be at any of the various points in the campaign. Is there an errata or something similar that says that by point X characters should be level Y?

We all love the adventure, the flavor, etc and are having fun with it, btw. Thanks for the great product.


Any way I could convince you to put all 6 books for each adventure path into larger hardbound books, and sell those?


I had an idea the other day about creating a list of feats that you can only get by dual classing. Here are some ideas of what I was thinking. Please keep in mind that they are just ideas and not supposed to appear balanced at all. Does anyone like this idea? Should I put some effort into making a good list of these that seems fair, etc?

Kawarimi no Jutsu (yes from naruto, bite me) - REQ: 3 Rogue, 3 Illusion wizard. 3x per day, you can switch places with another nearby object at the exact moment when you would take damage from a melee strike, and then make one sneak attack. The object must be your size or one lower, and no more or higher. The opponent striking you must succeed a spot check to avoid being flanked by your counterattack.

Will sword - REQ: 10 monk, 8 fighter, weapon feats on longsword. You hold the hilt of a longsword with no blade, and an invisible blade of pure will forms upon it. This blade bypasses (some reasonable amount of) damage reduction and completely ignores all non-magical armor, shields, and weapons. As long as you can find something to hold onto that is reasonably similar to a hilt, this sword cannot be taken from you.

Chaos mind - 4 monk, 4 barbarian. When raging, you become immune to all mind affecting spells and effects. Instead, you become unable to distinguish friend from foe and must attack a random nearby target every round, starting with the closest. There is a 1/4 chance every round that you will change targets to another random opponent. You do 1.5 times damage while in this mode.

Call Radiation - 5 evoker, 5 druid. You can change the type of damage of any elemental spell to nonelemental radiation/entropy damage. This damage ignores damage reduction, but only does 2/3 of the normal damage.

Shuriken Mastery - 3 monk, 2 rogue. You can apply bow feats to shuriken instead.


I wanted to give a robe of int +1 as a quest reward, and I got b#+@%ed at because apparently he thinks you can only put ability modifiers on items in even numbered increments. Also, the book says that an item has to be +1 to be further enchanted. Does that mean that the item is +1 AC, +1 int, or +1 AC, +2 int, or +1 int like I wanted?

Also, can anyone tell me what page of the core rulebook it says on?


Are there any online or offline tools such as NPC generators, loot generators, etc that are specifically written for pathfinder? I'd much appreciate it if anyone could point me in the right direction.


It seems like with about every other class getting fancy paths to make their character unique, like bloodlines, etc, monks could have been a lot cooler. I know it's too late because the books are printed and everything, etc, but I just wanted to get this out there. Monks are clearly based on Shaolin kung fu, and as a student of said martial art, I just wanted to put this out there. There are 6 animals in traditional Shaolin, and they all have a different focus for a different martial artist. Once you achieve a certain level of mastery of base Shaolin, you are given an animal form to master. I can expand exactly how any animal is supposed to really work if anyone wants to know. Here they are:

Tiger - External style. Focus on powerful strikes, powerful kicks, raking and tearing the opponent, and in general, overwhelming your enemy. Signature strike is the Tiger's Claw, which is a palm strike followed by raking the fingers downwards (or grabbing at tissue) as the part of the same motion.

Leopard - External style. Like Tiger, but more directed and requires greater flexibility. More focus on kicking and twisting. Signature strike is the Leopard Fist, which is used to jab deep into vital areas to cause internal damage.

Crane - Internal style. Large, deceptive sweeping motions, jumping, lightness. Focus on redirecting opponent's momentum and avoiding attacks. Signature strike is the crane's beak, which is used to focus power from someone not physically strong on a small, key area to cause maximal damage.

Snake - Internal style. Focus on deception and exact strikes. Kicking is minimal, but the torso moves a great deal for exact positioning, requiring great core strength. Great flexibility and coordination required. Signature strike is the snake head strike, which is a quick, hard, finger-jab type strike that aims for pressure points.

Mantis - Internal/external style (uses both, really). Focus is on grabbing, pulling, and tearing. Kicks are low, hard and frequent, timed with strikes, pulls, and other movements. Emphasis is on redirecting and catching opponent strikes, as well as ripping and tearing flesh. Signature strike is the mantis fist, which is a hand position that is optimal for grabbing an incoming punch or kick, or for hard finger strikes on tendons and pressure points.

Dragon - Internal style. Sort of the pinnacle of Shaolin, really. Required exceptional strength, speed, focus, balance, and flexibility. Incorporates aspects of the other animals. Signature strike is the dragon's claw, which is primarily used to grab individual tendons, muscles, or bones and put the opponent completely at your mercy.

Internal and external, by the way, are um... External is focused on the body, power, speed, etc, and internal is more focused on the mind, chi cultivation, stuff like that. Internal styles also use significant physical force, but straight force isn't the focus like an external style.

It seems like letting monks branch out like other classes do (oracle revelations, sorcerer bloodlines, wizard spell schools, cleric deities and domains, etc etc etc) would have been pretty spiffy. You wouldn't need to have your character grow feathers or turn into an elemental or other stuff like I've seen in prestige classes before. The stuff that actual monks do is cool enough. I'd give you a list of some of the crazy stuff that I've seen in person, but I doubt you'd believe me :)


I've got a player who's an old friend who missed the last session because he was in another state visiting some chick. Now he's back, and he wants me to make him all caught up. First he wanted 2500 xp to get to level 4, where the rest of the party is, and then he wanted like 1k gold instead. I didn't make a decision in the three days since he's asked me, and we don't even play til Friday, but now he's all pissed off and I'm an a#!%!+*, blah blah blah.

Anyway, what do you guys do when a player misses a session?


does moving INTO a threatened square provoke an attack of opportunity, or only moving out? The manual really makes it sound like that AoO only happens if they move out of a threatened square, and I'm pretty sure that moving up faster than a 5 foot step to attack provokes an AoO

We're in the middle of a game, please answer ASAP :D


In regards to cash and valuables, Pathfinder seems to assume that I'm familiar with 3.5, which from a DM perspective, I'm not. The way that treasure is awarded is vague and incomplete. Apparently, and I'm still trying to figure out CR rules although I think I've got those down, every CR encounter has X gold on it somewhere. Or, you can like, spend that gold to buy EQ for the monster to have on it, like goblins having spears and such. How does all that work exactly? How much money does each goblin have on him? What decides if he drops a shortspear or not? How do I decide if that bugbear had a potion? Do all similar monsters have the same amount of treasure value on them? Or do none of them have anything they aren't holding, and all the treasure comes in a chest at the bottom of the dungeon?

There are some tables listed under magic items, (not the treasure section for some reason) that I suppose are to be used to just randomly pick items to give PCs as rewards. How exactly do I decide how many rolls to use of any one table? Also, that seems to conflict with the stuff listed under the treasure section, where encounters seem to have a budget.

Can someone explain to me in a logical way how all this is supposed to work?

I'd be willing to find my way into a chat room or even give out my phone number to anyone who can really explain this, and I'll be spamming refresh on this post for a while tonight.