jadelyon's page
Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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Rogar Stonebow wrote: jadelyon wrote: Are wrote: If I skimmed properly (I apologize whether I did or didn't, as you've put in a lot of good work collecting all of the information!), it looks like you haven't taken the size bonuses/penalties for simply being a smaller/larger size into account; those mean the attack bonus for wild shaping into animals is almost always the same (except for Diminutive), since the extra STR gained for each higher size category is cancelled out by the size penalty to attacks.
Medium is +2 STR, no penalty, for a total of +1 to attacks.
Large is +4 STR, -1 size penalty, for a total of +1 to attacks.
Huge is +6 STR, -2 size penalty, for a total of +1 to attacks.
Similarly for taking smaller forms:
Small is no STR bonus, but with +1 size bonus, for a total of +1 to attacks.
Tiny is -2 STR, +2 size bonus, for a total of +1 to attacks.
Diminutive is the only wild-shape-applicable size that differs, with -4 STR and +4 size bonus, for a total of +2 to attacks.
The negatives are to DEX. Why on earth is that supposed to have any effect on the attack bonus? Please help me understand. The bonuses have nothing to do with dex. Depending on your size you get a size bonus. 0 for medium +1 for small. -1 for large. Its harder to hit something small like a mouse than it is to hit the broad side of a barn I've finally figured it out. The Polymorph School description clarifies it. I wish the spell description or Druid description indicated you should read the Polymorph school info when applying beast shape and other polymorph spells / spell-like effects.

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Are wrote: If I skimmed properly (I apologize whether I did or didn't, as you've put in a lot of good work collecting all of the information!), it looks like you haven't taken the size bonuses/penalties for simply being a smaller/larger size into account; those mean the attack bonus for wild shaping into animals is almost always the same (except for Diminutive), since the extra STR gained for each higher size category is cancelled out by the size penalty to attacks.
Medium is +2 STR, no penalty, for a total of +1 to attacks.
Large is +4 STR, -1 size penalty, for a total of +1 to attacks.
Huge is +6 STR, -2 size penalty, for a total of +1 to attacks.
Similarly for taking smaller forms:
Small is no STR bonus, but with +1 size bonus, for a total of +1 to attacks.
Tiny is -2 STR, +2 size bonus, for a total of +1 to attacks.
Diminutive is the only wild-shape-applicable size that differs, with -4 STR and +4 size bonus, for a total of +2 to attacks.
The negatives are to DEX. Why on earth is that supposed to have any effect on the attack bonus? Please help me understand.
For me, the numbers look wrong, so I'm hoping someone can clarify. When I plug in +0 Str and +6 BAB, The sheet pretty much says +7 or +6 across the board for all creature sizes. Shouldn't Large creatures be showing +10 / Medium +8 / Small at +6? Why the fluctuations? Why aren't Large showing up at +10?
Are there additional rules I am just not aware of that effect these things?
I want to have my daughter use this, as she plays a druid, but I was having trouble figuring out why this is different than the calcs we did on the forms she presently uses frequently.
Help?
Xaratherus wrote: Just to toss in something regarding flat-footed: The rules in the combat section do not state that you must take an action; they state that you must have had the chance to take an action. So even if 'delay' wasn't an action, it still would remove the flat-footed condition, because you've had a chance to act during the round. Hmmm.... a little vague, but good enough for me! haha. Now when I get into this argument with my players, and their point of view prevails, they'll think I"m a cool GM again. :)
RedDogMT wrote: Actually, they do...you even were kind enough to provide info on both bonuses in the text block.
One is a +4 Size bonus.
One is a +4 Racial Bonus.
holy wowza! I was wrong and right all at once!
I totally didn't see that. (Note to self: go home and make a Goblin PC)

Artanthos wrote: By your interpretation, a character that delays for multiple rounds is still flat-footed after several rounds of combat. I'd agree that RAI may not intend you to stay flat footed, but I was throwing out my interpretation of RAW. And if you delay through the first round, you basically gave up your action in the first round, and resume your place in round two. At this point, you spent your first round just observing, and wouldn't be flat footed.
To me, if someone get's to their initiative and wants to delay and still get all the actions of a full round action, then they change the initiative result, and play by those rules.
While they are "waiting" they're fully observing the action. They're jolting slightly thinking they can react to this or that, they're rubber necking to see what Ayalla the Warrior Monk is going to do, etc, etc.
The idea of being flat footed BEFORE your initiative in the FIRST round is that you haven't reacted yet.
Someone who defers their turn is saying they didn't react when the dice say they did.
If they want to observe, be defensive, gain their full dex, then they shouldn't be able to get a full round action when their turn comes up, then they're getting a free action in there somewhere.
I'd make them ready an action, or change their initiative order.

Puddingsnack wrote:
My DEX is 22 (+6 bonus)
I'm small (+4 bonus)
I took the trait "Highlander" (+2 bonus, makes Stealth a class skill, additional +2 Stealth in mountains and hills)
Goblins get a +4 to Stealth
I put a rank into it (+1 for rank, +3 for class skill.
You don't get the +4 twice. Goblins get +4 to Stealth as part of the "Small" descriptor.
PRD wrote: Goblin Racial Traits
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Goblinoid: Goblins are humanoids with the goblinoid subtype.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.
paladinguy wrote:
(2) If I have a move speed of 30 feet and a climb speed of 20 feet, can I move 10 feet on the floor, then climb 20 feet up a wall all in one movement action?
My understanding is that you take the move speed of the second type of movement you're attempting (climb) and subtract the movement already completed in the round.
So, 20 feet movement minus 10 feet already moved means climbing 10 more feet up the wall.
I know I've seen the example written out, but can't seem to find it in a OGL source I can link to.
Also keep in mind that standard climb movement is 1/4 of your speed, for what that's worth. Sometimes you have things that improve that like abilities or a rope/ladder.
PRD wrote: Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).
Delaying isn't an action. It's voluntarily reducing your initiative.
PRD wrote:
Delay
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.
You never get back the time you spend waiting to see what's going to happen. You also can't interrupt anyone else's action (as you can with a readied action). I'd say that you are treated just as if you'd rolled the new place in initiative that you chose. If you'd rolled it, and you'd be flat footed, then delaying to get there does the same.
You can ready an action on your higher initiative and you wouldn't be flat footed.

KainPen wrote: yes in normal rules that is correct about half damage but the rules also state this is subject to change by dm and as deem certain materials to ignore hardness and and be vulnerable to certain energy types. Metal and wood where both deem vulnerable to fire and it was a maximized empowered fire ball. We had per-made a chart for materials vs energy types for this reason. The guys told the sorcerer to lob the fire ball on them it as one of them had evasion and the other had the hit points to take the damage. they both rolled a one and then both end up rolling their most power full magic items that fell under vulnerability. then they failed the save for the items as well. very unlucky day for those two. they could not make whole on the items either because you have to be 2 times the caster level of the item the cleric was not level 30 for either case. AS the caster level for + weapons and are 3 times the + meaning +5 armor and weapons have caster level of 15. = no fix I don't want to live in a world where +5 weapons and armor can be obliterated by a fireball. =)

I think it's important to remember that each player has fun in a different way. This guy seems to be having fun with the grinding concept, so if you just blow it up completely, that would be bad.
I would think that the best thing is to have that conversation out of game. Tell him specifically that you can tell he likes that part of the game, and you want to work with him so he can use that as a pay off for the character he's developed.
He should meet you half way and agree that what he does will contribute to the story and experiences of the campaign, good or bad. Why is there a wizard who likes to go out in his spare time and fight wild animals? Would he like to take a bit of a side adventure to Magnimar from time to time to stock up on supplies for crafting? Maybe he comes back from that trip with some nice gossip that might further the campaign.
Since he can't sell all the stuff in Sandpoint, where does he want to store it?
Maybe you could have a fun little side adventure -- thieves have stolen his stash while they were away at Thistletop. Now they have to track them down. A compact with the thieves guild to supply them with magic items in exchange for information.
You can turn this guy's online gaming experience into a love of PnP that'll ruin MMOs for him in the future. Which is what playing tabletop RPGs should do. :)
Mark Moreland wrote: jadelyon wrote: What if they've purchased the content for Hero Lab but don't own the actual book? HeroLab often rephrases rules when it explains them on its character sheets. And since Paizo has no control over the validity of HeroLab's content, it is not considered a legal source of rules for the purposes of GM review. Well, so much for GMing any PFS for my group. They've all purchased (at considerable cost) just about everything offered for Hero Lab. I'm trying to get them to play PFS scenarios.
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What if they've purchased the content for Hero Lab but don't own the actual book?
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Something is seriously weird with the Hobgoblin.
The stats show 17 HP (1d10+7). Toughness gives them +3, and Con 16 gives +3, where is the extra +1 coming from? Also, 1d10+7 should default to 13, not 17 shouldn't it? Or 12 if it's +6 like it seems it should be.
If they had 12 HP, it might make better sense.
James Jacobs wrote: John Kretzer wrote: So how did your Unspeakable Futures game go? Quite well! It's always tough to squeeze in all the various elements of that game into one 5 hour session, but I think this one did the trick. The atom gun made a key appearance! This has my vote. I was lucky enough to be in that delve! haha. Great memory from the best Paizo Con yet.
So, if we don't have experience, should we just play a pre-gen iconic?
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