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So I'm GMing Curse of the Crimson Throne and one of the things within there has to do with the turmoil of the city. In Appendix 2 you have states like Anarchy, Martial Law, Plagued, and Unrest.
With each of these states the Marketplace Base Value and Purchase Limit is different.
So during unrest the Base Value is 8,800 gp and the Purchase Limit is 50,000 gp.

So are we saying that during unrest that any magic item under 8800 there is a 75% chance of them finding it and anything over this value is based on the the availability of magic items determined by the community size. Which is a large city, so 4d4 Minor, 3d4 Medium, and 2d4 Major.

So now I roll all these values, determine the item types, and roll for the items.

Now the party has fought some bad guys and taken there items, and sell it.
They then split up the gold and rewards and want to purchase items
Of course everyone wants things like
Ring of Protections
Cloak of Resistance
Belts
Weapons +1, +2, etc

How do you handle it when a player's character has very little in magic items and the items they want are over the Base Value, so it's not a 75% chance and you didn't roll this item.
Do you just give them a different percentage chance of locating it?
Or do you basically say no to every item they want?


So have a question on the following situation.
The party was fighting Derro's and the main leader was a necromancer. He was using Fly and up 30 feet above the party.
The one party member is a Bat Shaman and turned into a bat.
Another party member cast Obscuring Mist to help them with the combat.

Questions:
So now the person playing the Bat Shaman says that when they emerge from the obscuring mist and hit the Derro who was 10' higher than there mist and 20' away from it, that they get sneak attack because the Derro was unaware of the Bat Shaman, and I stated no, because he's in combat with everyone and is aware of his surroundings.
But they stated because he doesn't know where she came from, it's like a surprise and she get's her sneak attack.

Is this correct?


So I'm will be starting a Curse of the Crimson Throne campaign and one of the items each player did was come up with a background for their character to help justify their CofCT trait.
One of the players picked the tortured trait.
Male Human(Shoanti) Barbarian
This is his background:
Teodosie (Teo) Cinca was born to a family of Shoanti traders. Being a willful boy, Teo ran away from home at an early age and found his way to the sea. There he managed a berth on a halfling trading vessel out of Korvosa (working as a cabin boy) and made his way to that teeming metropolis.

He was then homeless and hungry in the streets of Korvosa when he was found by Gaedren Lamm, a minor crime lord, and offered food and shelter.

He worked for Lamm for a couple of years, begging & stealing to avoid being punished. During this time, he befriended a number of the other children.

There was an incident that changed everything. Lamm was going to punish one of the younger children for not having brought in enough copper pieces when Teo stepped in and tried to defend the child. Well, he must have caught Lamm in a particulary bad mood because Lamm hauled Teo off and beat him bloody, locked him in a room, and then came back and did it again. Teo, half dead, was dragged away one of Lamm's goons and left bleeding and broken in the streets.

It was there that Teo was found by none other than Garrick Tann, Korvosa's Magistrate of Commerce. Garrick Tann nursed Teo back to health and put him to work as part of Tann's tax collection crew. It amused Tann to use a Shoanti to collect the taxes from the more snobbish citizens who made too much of their pure Chelaxian heritage.

Teo got on well enough, but he harbors a deep hatred for Gaedren Lamm, the man who beat him senseless. Teo hopes to be able to repay the favor -- and more -- someday.​

So how would you handle this race knowing the turmoil in Korvosa between them and the Korvosan Government?
How about interaction with other players/characters?

Thanks
Joe


Was there a Serpent's Skull Pawn Collection for this Adventure Path?


Just wanted to know if there are other fellow gamers out there that use gaming terrains.
Dwarven Forge is currently having their 5th Kickstarter of their gaming tiles and there is 1 week left for this current kickstarter.

The first 4 previous kickstarters did Dungeon Tiles, Caverns, Cities & Sewers, and then Castles.
And now they are going back to the Dungeon with plenty of new tiles.

They have
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There are plenty of pledge levels for what they are calling the Dungeon of Doom a Dungeon over 14' when fully assembled, but you don't need to get everything if you don't need it.
You can build your on pledge, and there are over 50+ Add-Ons currently covering all the different type of pieces.

Check it out and watch some of the video links they have posted
Dwarven Forge - Dungeon of Doom


How does it actually work?

The party is playing RotRL and about to face Karzoug.

situation:
Karzoug has Time stop and it says you act freely for 1d4+1 rounds.

So on Karzoug's turn he cast metoer swarm and then does a Quickened Time Stop. So he can do 2-5 additional items during this time stop correct?

And if it's an area effect and the duration last longer than the time left, he can also cast it against the party? correct?
So he could put a prismatic wall right in front of them correct?


How does the ability from the Runeforged Weapon work exactly?
The party all have runeforged weapons now and we game this Saturday and they are at the last battle with Karzoug himself.

As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.

How does this work? Do I ask for a save and say it's a transmutation effect and they decide before the roll if that want to weapon to absorb it or after I tell them they fail, does it absorb it?


So I'm looking to create my own personal adventure/campaign. The last time I did this was when I played 3.5 D&D and it was based around Yuan-Ti. I've looked and don't see any Yuan-Ti within Pathfinder.

Are they copyrighted by Wizards and the Forgotten Realms setting?

I would also like to create this campaign to be located in an area where no previous Adventure Path has taken place.

I've got the Inner Sea World Guide as well as the Pathfinder Chronicles Campaign Setting so I can start using them to get basic information for an area, but then everything after that will be all new.

So any ideas or suggestions would be appreciated.
Oh, I would basically like this campaign to be exactly like one of these published adventures. Taking the party of 5 adventures from level 1 right through level 17/18.

Thanks,
Joe


Only 36 hours left to get in on the Ultimate Bestiary for Pathfinder. They already did this for 5E so all the stretch goals that were reached for 5E are automatically applied to the Pathfinder edition. All we need to do is hit the goal of 10,000.
We are just under 1500 short with under 36 hours to go.

Here is the link for the Ultimate Bestiary Kickstarter: Ultimate Bestiary


1 person marked this as a favorite.

Does there exist an overall map of all the different locations where the Adventure Paths take place within the Inner Sea?


They just finished a kickstarter for this product for 5E and seeing how well it did and the demand for a Pathfinder addition they started another Kickstarter just for Pathfinder.
Here is the link
Go to Kickstarter: Ultimate Bestiary-Revenge of the Horde for Pathfinder


So the party is currently within Spires of Xin-Shalast and it seems they are walking over these encounters like they are nothing.

1) The ranger and Wizard/Rogue have Fog cutting goggles.
2) Cleric/Wizard has wand of obscuring mist
3) fighter/Barbarian is the tank he get's up front, and then the Cleric stands right behind him and uses the wand.
4) Enemies are now blind to everyone except the fighter in front.
5) Wizard/Rogue now uses Scorching Ray as sneak attack.
6) Ranger just pin cushions the enemy.
7) If enemy takes 5' step away from Fighter/Barbarian, he follows because of feat

I had one enemy try Control winds to dissipate the mist, but the cleric went next and says he casts control winds and says it negates my control winds, since he's pushing wind other direction. I try to argue stating the obscuring mist would still be dissipated and he argues.

Then if the creature has true seeing, and was a Rune Giant which is 40' tall, the wizard used sleet Storm and cast it above his vision level. So no the party sees him and he can not see them.

Then, after a battle if they are low on supplies, they Wind Walk until they are outside the Spires(Occluding Field) and then they Plane Shift back to Dwarven Strong hold.

I'm not trying to kill the party, but I would like to encounters to at least be interesting. Other then Barbarian attacks and criticals 1-2 times and is doing about 160 damage, and then Ranger and Wizard attack next, and bring the creature down under 30 hitpoints left.
So even if my creature get's one last full attack in he's only standing next to Fighter with 240+ hit points.
And the Cleric is right behind him, but they can only see the 5' in front of them because of the obscuring mist.
So even if they do 100+ points of damage, Cleric heals him.

So between Sleet Storm and Obscuring Mist, how do I make the encounters more balanced?


I'm running the RotRL and the party is about to face the giants in Chapter 6.
It says the one Giant will: Faced with a foe using a powerful weapon, he'll try to sunder it with a Vital Strike.
I've added this creature to HL and looking at the stats and it says
+24 / 40 Sunder.
What's the 40?
Is this flat footed vs non-flat footed?

So how does this work?
Is it d20 + 40?

Next, the person has the following weapon
+2 Giant-bane
countering/domineering (Runeforged)
Impervious
Adamantine
Greatsword

What is the Hardness of this weapon?
What are the hitpoints?

Is the giant rolling his single attack to sunder this weapon?

On the in play, with power attack and vital strike it says
+26 6d6+33

And the +24/40 Sunder

Thanks for any help


So how does this spell basically work?
When cast on a party the spell description says:
You alter the substance of your body to a cloud-like vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Are you invisible?
Can other creatures/players see you?
Does it give you any concealment?
What do you look like?

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
So if you move more than 10' you make a Fly check, what happens if you fail?
While in vapor form, do you need too continue to move or perform Fly check to hover if you do not move?

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
So during these 5 rounds to and from, is it 5th round and poof your vapor, or poof I'm solid?
Or is it a gradual transition?

For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.


Whispers in the Wind:

So the party has encountered Silas Vekker and had to seek out the remains of his brother Karivek.

Every has Boots of the Winterland which helps them walking on the snow and ice and to endure the cold.

The mage casts Wind Walk allowing them to turn gaseous form and walk this way.
So the Wind Walk says
Normally, a wind walker flies at a speed of 10 feet with perfect
maneuverability. If desired by the subject, a magical wind wafts a
wind walker along at up to 600 feet per round (60 mph) with poor
maneuverability.
I understand that going the 600ft would be poor maneuverability. But what if they moved at 120ft? Is it still poor

Next, they arrive to the location with the bones. Since the wizard could not do the whole party one of them was riding on a wonderous figurine, a griffon.

They moved to were the bones were and I had the Advanced Frost Worm appear.

It used it's breathe and then when it was time to attack they stated he could not see any of them that were wind walking because they were gaseous form.

Is this true?
Are you just a cloud vapor?
You alter the substance of your body to a cloudlike vapor (as the
gaseous form spell) and move through the air, possibly at great
speed.
Each change to and from vaporous form takes 5 rounds

Gaseous Form spell:
The subject and all its gear become insubstantial, misty, and
translucent. Its material armor (including natural armor) becomes
worthless, though its size, Dexterity, deflection bonuses, and armor
bonuses from force effects still apply. The subject gains DR 10/
magic and becomes immune to poison, sneak attacks, and critical
hits. It can’t attack or cast spells with verbal, somatic, material, or
focus components while in gaseous form. This does not rule out
the use of certain spells that the subject may have prepared using
the feats Silent Spell, Still Spell, and Eschew Materials. The subject
also loses supernatural abilities while in gaseous form. If it has a
touch spell ready to use, that spell is discharged harmlessly when
the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet
and automatically succeeds on all Fly skill checks. It can pass through
small holes or narrow openings, even mere cracks, with all it was
wearing or holding in its hands, as long as the spell persists. The
creature is subject to the effects of wind, and it can’t enter water or
other liquid. It also can’t manipulate objects or activate items, even
those carried along with its gaseous form. Continuously active items
remain active, though in some cases their effects may be moot.

The one party member that was on the griffon failed his save against the Frost Wurm and paniced and ran.
The rest of the party went into the Fog and waited 5 rounds to turn back to natural form and said that while in gaseous form and within the fog they had total concealment and could not be seen and that the Frost Wurm didn't even know of there presence.

I could not find anything within Wind Walk or Gaseous Form on whether this is accurate or not.

Plus in Gaseous Form, you lose everything, attacks, spells, etc. So if you are visible to the creature, Then you are a huge disadvantage.


So a player wants to cast Permanency on the following spells for some of the part members

Ranger
Resistance - Which I believe is okay
See Invisibility - Based on rules he can not, this can only be cast on himself correct?

Monk
Magic Fang, Greater - How does this effect flurry of blows?
Do any of the monk abilities supersede this ability making it null?
Is it worth it?


Can you create arrows or bolts of spell storing and put spells like silence, obscuring mist, grease, burning hands, etc in them?

If so, how much would they cost?


So the player has this rod and uses it to cast fireball against something with SR.
Metamagic Rod, Piercing:
The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.

Piercing Spell (Metamagic):
Benefit: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR.

Level Increase: +1 (a piercing spell uses up a spell slot one level higher than the spell's actual level.)

The question is, does this spell need to be prepared as 4th level?
Or because they are using the ROD, the level increase is null and void.


So this spell has been used twice in my last 2 session's. The party came into a room and there was a Demon Succubus and a Demon Nalfeshnee.

The barbarian was immediately hit by the Demon Nalfeshnee, but the the next round the cleric just walks up behind him, no AoO since the Barbarian gives him partial cover.

He cast Protection From Evil on the Barbarian. All of sudden the Demon can't hit him.
Also, the other Demon can't cast anything like Dominate Person on him.
Because according to #2 from the Spell
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

They then enlarge The Barbarian and he now blocks the passageway so neither Demon can't do anything to him and the Ranger starts shooting both of them with arrows from behind the Barbarian.

The wizard also has cast PfE on himself and other plays. So within 2-3 rounds all members are protected.

Any spells the Succubus does have pretty much fail, because everyone has great saves. And if not the Cleric has other spells up his sleeve that if something does happen to a character he just counters it.

So basically it becomes a fight of how long until they pincushion the Demon to death.

For a 1st level spell, this to me is very overpowering. I mean 1 min/level seems high.

Your saying a 3rd level character could run into a summoned demon, cast protection from evil and has 3 minutes to escape, since #3
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature.

Can the Demon use Dispel Magic against the PfE?


So the player has a nice spellcraft bonus and they found a black robe of the archmagi. They detect magic and then he rolls his spellcraft and knows it's the robe of the archmagi.

Another play looks this up in PHB and then asks what color is the robe. Which I say is black and they are like. Don't put it on, it's evil.

Is this considered player knowledge and not character knowledge?
Or would they know it was evil or not?
How can you determine this?


So we started plating RotRL campaign back in 2012 I believe. We game on every 4th Saturday of the month from 4pm till midnight. Most sessions start between 4:30-5pm once every arrives and we do a recap of last session.

Currently they are in the 5th module, Sins of the Savours.
They are in the Runforge and have finished 2 of the sins sections and working on their 3rd.

This group is very heavy into role playing and tactics. They could spend 30 minutes coming up with a plan for combat prior to the encounter starting.

I could easily see this campaign running well into late 2016, maybe 2017 with their pace and based on the content left in the book.

Just this past weekend they only did 2 encounters. They finished up in the Shimmering Veils, and then started on the area of Lust after reading the journal.


I was running RotRL and the party is within the Runeforge area. They've already defeated the Hall of Greed and were in the Shimmerveils were they encountered the Succubus's.

They learned about what was need from the journal and that they need to go into the Lust section.

So since they fought the succubus's in the Shimmering Veil they knew that they used Suggestion, Charm Monster, and Dominate, Vampiric Touch.

So they wizard sent wizard eye into the area of Lust and got a layoff of the area and what lay ahead.

They then cast the following on everyone; Invisibility, Bless, Blessing of Fervor, Protection from Evil, and then silence.
They then cast Haste. Now for Blessing of Fervor it states it does not stack with Haste.
But they were stating they were using the +2 AC, and dodge from Blessing, and the extra attack from Haste, which I said they couldn’t, but they argued they were not getting extra attacks.
Next, since they were invisible they walked right into the main tent were Delvahine’s camber was and since they were invisible got sneak attack.
I tried my best to see what she had to spot them, but when you are invisible and silent not much to do.
Then the one player argued because I had her and her minions attack, but did not try to use Suggestion, or Charm or anything since I knew it would not work.
The problem is these creatures AC’s are 23, and 29. There attacks do 1d3 + 4, 1d4 + 3 etc. and they barely do any damage to anyone.
The barbarian hits and is doing minimum 60-70 damage for one attack.
The Ranger hits and is doing minimum 40-50 damage.
Flying is not an option as the Ranger shots them down, and they give the Barbaian flying. So they can’t get away.
The enemies are very restricted on their options and it just seems the party just walks over all encounters.
How can I make these encounters more challenging without making it like I’m trying to screw over the party?


I got a question about this encounter.

Reflected Emity:
If the party members are invisible when they enter this area, would they see their own reflection?


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So the party learned they need to go back to the Pool of Elemental Arcana. They used the revelation Quill to learn they need something from the Vault of Greed.

Elemental Arcana:
They climbed into the water searching it, and gathered around the pool. Some of the party failed their saving rolls and I rolled the d6. After they learned they need water and retrieved it they left the room. The Cleric then wanted to cast Lesser Restoration to restore the ability scores he lost. The question I had was, was this loss temporary or permanent. It doesn't say anywheres within the discription of the room


During last session the bad guys had Greater Invisibility and the party was also invisible but they knew of there presence and there was 2 ways in, so 2 of the bad guys cast fireball's on each entrance.

They said they should have become visible once they attacked and I said no, they have greater invisibility, and they were fine with that.

But one of them argued they should have been able to see whereabouts they were because they cast the spell, and in the spell description it says;
You point your finger and determine the range (distance and
height) at which the fireball is to burst. A glowing, pea-sized bead
streaks from the pointing digit and, unless it impacts upon a
material body or solid barrier prior to attaining the prescribed
range, blossoms into the fireball at that point.

So he says they should get a perception to see to point of origin of this pea-sized bead.

What kind of DC would this have been? It was after the fact of casting.
Not like they were actively perceiving.


So during the last session the Ranger of the party was hit with a confusion spell for 9 rounds. On the next round he was hit with Feeblemind and his intelligence and charisma went to 1.

During the confusion he was supposed to attack the closet person, even if an ally.

Immediately one of the players said he can't because he's feebleminded and won't know how to shoot his bow. We argued for after a few minutes I finally said he can only shoot once then, with BAB only.

Then a few rounds later the Ranger was to act as normal and this same player got upset when he wanted to shot into combat and I said he has minuses. He said he has those feats.

My response was they were not allowed when shooting at ally, so not allowed when shooting an enemy now.

So if your feebleminded, can you still shoot your bow, or if a barbarian, rage and fight?


So I'm running Rise of the Runelords campaign. They are in Sins of the Saviors within the Runeforge. They started in the Greed section and they returned to where they portaled into Runeforge.

While resting the Wizard decided to cast Arcane Eye and they read the description and looked to me and said we are going to go down every area and see what's there. So just give him the maps since it says a invisible eye and no one would see it.

I read the description myself, trying to see if there was anything I could do to prevent this but found nothing?

Is it that easy to use this spell?


So the party got to Runeforge and have already figured out the 7 status. So they started with Karzoug and we're dking good until the room with the mithral transmuter. He disintegrated the monk. They did do defeat him as he dimension doored away. In the next room the doemon asked to be freed and they said they had to rest first. So they waited and the next day they freed the demon. They then continued into the next room and encountered the transmuter again.
This time they were ready. The cleric readied an action if he cast a spell. He hit him for 22hitpoints from magic missle. The DC was 39. I rolled a 20, and his concentration was +19. So he succeeded. They he was casting defensively and rolled 19 on the die. He cast Prismatic Spray.
The cleric was hit with flesh to stone. He failed his save.
So now the character who was disintegrated their ashes the cleric was carrying so they are also stone.
The remaining members of the party think they can just portal back and turn the cleric back and raise the monk. But they can't.

What shall I do?
No one has a scroll to turn cleric back to flesh.
How do I play this out?
Any advice?


If a player is hit with Flesh to Stone and fails the saving throw, do the magic items carried get a saving throw? Or does everything instantly turn to stone?

The party was hit with Prismatic Spray and the Cleric failed the Flesh to Stone. Unfortunately, he's the one carrying the stone to flesh scroll and a rod with stone to flesh to turn him back.


Currently I use my work laptop for gaming which is a Dell Latitude with i7 and 128Gb SSD.

I'm leaving my company so I need to return this laptop and have been looking to get my own laptop.

My son has a DELL, with i5 4th generation and 1Tb HD which is 5400 rpm

I put the Core Rules PDF on his laptop and opened it on both my current work laptop and my sons.
I went to page 151, and then did a search for FIREBALL
My work laptop immediately jumped to the FIREBALL spell
My son's laptop start counting the page's, 152, 153, etc

Bestbuy currently has some Lenovo's on sale.
Yoga 3, i5 5th Generation, with 256Gb SSD

Would this be fast enough since it's an SSD, would the search be fast like my work laptop, or is it the i5 vs i7?

When I game I usualy have 3-4 PDF's open at a time
Core
Bestiary I
Bestiary II
Rise of the Runelords

I've got the books as well, but I can find it faster in the PDF, and then use the book as needed


Runeforge and the Portlal:

So the party has defeated the White Dragon I didn't plan it to happen, The Barbarian critted the Dragon, but then the Dragon did a Full Attack and killed the Barbarian.

Unfortunately the Ranger then critted him twice and since it was his Quarry with was auto confirmed.

We stayed in rounds and the cleric then used Breath of Life to bring back the Barbarian.

So now the party gather the Dragons Hoard and went back to the Dwarven Citadel they came from.

So I made the keys disappear after 24 hours and the Cleric did divination to ask what happened and they know that they keys returned to the statues.

So I've been reading up for the next session knowing they will again retrieve the keys and then open the portal.

This party is very smart and resourceful.
So my questions are:

If they tie a rope to themselves and one person goes through the portal. Does the rope remain taut? Or does it drop?

Can the person on the other side, turn around and return?
Or is it one way?

Can the person who goes first communicate with party? Say through magic spells like Message, or even Sending.


So a player wants to purchase the Cracked Pearly Ioun Stone because he thinks this will keep him from ever dying based on this which is from the Pathfinder Rules;
Regeneration (Ex)
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.

My ruling is all it would do is sustain him if he falls below 0 hit points but not has gone below his negative CON.

Is there anything that states that regeneration stops you from actually dying, even if you go to -60 hit points.


So the party defeated an Ancient White Dragon. But not after I killed their Barbarian.
Dragon killed the Barbarian and was going to get the Ranger next, until he rolled 2 natural 20's on his attack.
He used Quarry, and cast instant enemy so the critical's were instantly confirmed.

After said and done, the Ranger killed the Dragon, the Cleric did Breath of Life so Barbarian was saved.

Now, Barbarian wants to take his +3 Full Plate, and make +4 Full PLate using the scales from the Dragon.

I've got no problem with this and in Hero Lab I edited his current armor to be +4, and changed material to Dragonhide

Would the Dragon Scales give Cold Resistance, and if so, how much?


So my players have been complaining about SR on the creatures, and now have been researching and want to do the following.
Purchase Piercing Metamagic Rod, 3000gp, Lesser version and also some Dweomer's Essence.

If they get both, can they use them together to get +10 vs SR?


Got some basic questions about the Vault of Greed. I'm putting them within the SPOILER section since they reveal information about this section in the module.

Vault of Greed:

Crushing Door = Perception is DC 28
So when player walks to the door and says, I'm check for traps and rolls perception, they are not physically touching the door correct. Just observing correct.

What if they roll 35, does this also allow them to see the secret door right next to the trap, especially if it's an elf doing the searching.

How limited is the perception check?

Because the secret door is on the wall next to the door? How do I ask for a perception roll without the rest of the party then saying. I also roll a perception check and examine the end of the hallway?

Section G2: Morphic Mist

A character who studies the mist can identify its dangerous properties with a successful DC 28 Spellcraft check, as if identifying the properties of a magic item.

Does this mean if they cast Detect Magic, will the hallway have a glow to it?

So once the 1st person walks into the mist, how do you handle it
1 - They save, how do you explain what tried to occur.
2 - They fail, does all equipment polymorph with them. Do they just disappear and I explain to them they are in water, and have no problem breathing. How do you explain without telling them they are a goldfish? How do other party members learn that they are a goldfish? What are the ways they can communicate?


Is there any product like Herolab which hold the Pathfinder Pawns. Something I could check to say, I've got this set and allow me to find pawns.

For example, if I have an encounter with Elementals, I know I could look on back of Bestiary Boxes for Elementals, but what about these Adventure paths.

It would be nice to have an app, I check the collections I have. This app has the pawns categorized and I could say, find me elementals
And it shows me the photos, and the collection it's from allowing me to locate it easier.


Is there any product like Herolab which hold the Pathfinder Pawns. Something I could check to say, I've got this set and allow me to find pawns.

For example, if I have an encounter with Elementals, I know I could look on back of Bestiary Boxes for Elementals, but what about these Adventure paths.

It would be nice to have an app, I check the collections I have. This app has the pawns categorized and I could say, find me elementals
And it shows me the photos, and the collection it's from allowing me to locate it easier.


So the party just finished the Scribbler's Rhyme and are using the Quill found within Lamashtu Shrine. They are still in Sandpoint and are taking a little downtime before seeking the Runeforge.

So the person playing the Cleric/Wizard sent the following;
Since we're in town and having some down time, I'd like to create some magic items.

* I'd like to turn the figurine I had prepared previously into an Ivory Pegasus (same as Ebony Fly except it's a figurine of ivory and turns into a white
Pegasus -- same mechanics). Book says I could build an Ebony Fly for 5,000 gp. I'll spend 6,000 gp to make this customized version. [6 days]

* I'd like to bump my Amulet of Natural Armor +1 into a +2. Difference in base price is [8000 - 2000] 6000 gp. Cost for me to improve would be 3000 gp [3 days]

So, I would spend the 6000 + 3000 gp and make the Ivory Pegasus and improve the Amulet of Natural Armor (assuming we can spend at least 9 days in town.

* With the use of Tongues spells and using the books we took from the library, Fenwich Obavo has taught himself and Thasalonian language. He can now speak, read and write it.

Is all that okay?

Would you as a GM allow all this?
Also, regarding Tongues spell. Is it really that easy cast the spell and now you can speak, read ,and write Thassalonian.
What happens after the spell expires?
When he cast it, is it instantaneous?
If he has 120 minutes total time when cast, how much would he be able to read?
What does he retain?
The party took about 200 books from the Thassalonian library. So the other issue is what can he also find in this amount of time.

Thanks,
Joe


So when the cleric casts Blessing of Fervor it states;
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart

He's level 11, so the range is 50 ft

But now for the targets, he selects the target A.
If Target B is 20 ft for target A, and Target C is 15 ft for target A, but 45 ft for Target B, then he can only target A & B or A & C correct?

B - 20' - A - 15' - C

Thanks
Joe


So in a recent session the players came up against a Huge Demon. The Barbarian immediately engaged the Demon in combat. The multiclass Rogue cast Greater Invisibility and tried to walk into the combat but found out Demon had True Seeing and was hit with Attack of Opportunity.

Since the players knew the Demon used his AOO the cleric walk right behind the Barbarian and then would cast Cure spells on him.

I know the rules state;
Cover and Attacks of Opportunity: You can't execute an attack of opportunity against an opponent with cover relative to you.

If the Demon occupies a 15'x15' area and has 15' reach Does the cleric still have cover?

XXXXXXXXX
XXXXXXXXX
XXXXXXXXX
XXXDDDXXX
XXXDDDRXX
XCBDDDXXX
XXXXXXXXX
XXXXXXXXX
XXXXXXXXX

D - Demon
R - Rogue
B - Barbarian
C - Cleric

Thanks,
Joe


The players in my group are very experienced. They seem to walk through creatures easily.
I've got a monk with stealth in 30+ range
The Ranger has multishot, rapid shot, point blank, etc+ and his BAB is 19 using these. Throw in a favor enemies and he's 23ish
Cleric buffs them with Bless, Prayer, Blessing of Fervor
Wizard uses Fireball, not caring about party members since monk and ranger can avoid damage.
fighter has massive HP, so he can take hit and then Cleric heals him

They are even using Hide from Undead, level 1 Cleric spell to walk past undead and got to main guy. Unless the undead has intelligence to make a save.

If a creature has DR then the fighter just Sunders the weapons on the creature and the wizard uses Ray of Enfeeblement to lower the strength. Leaving the creature with no weapon and doing no damage while they kill it easily.

How do I make it more challenging without over powering the players and taking away the fun.


If the Fighter is in combat and the enemy takes there 5' step during their turn and step's back and then the fighter use's his Step Up feat to not allow the person to get away. Only there next turn can they use this Step Up feat again?

Because it says: If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Thanks Joe


So here's the situation. The enemy is a giant which is a 10'x10' with a reach of 10'. During the combat the barbarian was right up against the giant and was injured so the cleric stepped up behind him and cast Cure Serious Wounds.

Does the Giant get an AoA since the Cleric is within his reach and casts a spell?
Everyone was telling me no because the Barbarian provided cover to the cleric and based on the following;
When making a melee attack against an adjacent target,
your target has cover if any line from any corner of your
square to the target’s square goes through a wall (including
a low wall). When making a melee attack against a target
that isn’t adjacent to you (such as with a reach weapon), use
the rules for determining cover from ranged attacks.
But I found the following;
Big Creatures and Cover: Any creature with a space
larger than 5 feet (1 square) determines cover against
melee attacks slightly differently than smaller creatures
do. Such a creature can choose any square that it occupies
to determine if an opponent has cover against its melee
attacks. Similarly, when making a melee attack against
such a creature, you can pick any of the squares it occupies
to determine if it has cover against you.

So who's correct?

Thanks,
Joe


I've got a group and they just got to the Jorgenfist Fortress. They defeated the Hill Giants at the Storval Stairs. The did a little scouting and saw the fortress and the different tribes of giants.
They rested that night and the cleric in the morning did a Divination asking his God, Sarenrae for help in getting into Jorgenfist.

So I decided to use Longtooth and she answered by telling the priest to seek out the one who burned the Church. They figured out it meant to find the dragon. The Ranger located the cave in which Longtooth resided and they made a plan to get into the cave.

The sorceror cast fly on them and before entering the cave the priest cast spells to buff them.
When the entered the and got close to Longtooth he sent a message to the priest and said "Concede". He said it in a way that meant he was conceding, but the priest ignored the message.

The Barbarian and monk engaged the dragon, but the dragon did not take any AoA when they closed on him. When it was Longtooth's turn he withdrew. Still the Ranger, Barbarian and monk continued to attack.

Finally, they were puzzled why wasn't the dragon attacking and the priest realized he conceded.

They were then talking with Longtooth and he agreed to aid them for the first 2 shares of the treasure they find. The Elf, Dwarf and the priest during the conversion spoke in elvish and dwarvish about what to do.

Things were going well, until the priest figured he got the information he needed from Longtooth and that the Dragon would betray them. So instead he took a 5 foot step away from him, putting him 15' from the dragon and used his wand of magic mmissle's and attacked Longtooth.

Longtooth was already hurt but it was not enough to kill him. Enraged by this action Longtooth focused his attack on the cleric and hit with all his strength and did over 90 points of damage to the cleric, killing him.

Needless to say the Ranger, and Barbarian attacked and killed Longtooth. But their priest was now dead.

So I looked at the map and put a Dwarven fortress within the Iron Peaks and the Dwarf wrote a message in Dwarven asking for help. The monk had a bird token they used to send the message. He said they would give them a dragon's horde for aid in saving the priest.

The elf was not happy with this, but unfortunately the player was telling me what he was writing in Dwarven.

The put the treasure into Bag's of Holding they had and went to the river and went downstream were they meet the dwarves.

They returned to the Dwarven fortress and gave the dragon's treasure to the Dwarves. There cleric resurrected the priest.

The priest and the monk then did some terrific role playing since the monk is lawful.

She was arguing that the priest was in negotiations with Longtooth and that he should never have attacked him like that. And with her being Lawful she felt betrayed by his actions. It play out to be some good roleplaying.

This is where we ended the session and I received the following email from the priest;
Out of Character -- no one hears this but Fen & Sarenrae.

On the morning after his resurrection, this is Fen's prayer:

Oh most holy goddess, who brings the sun to shine to remind us of the glory of your goodness, please hear my prayer...

I am humbled and glorified by your divine wisdom and mercy.

I see the smallest part of how blind I am in the encounter with that dragon. I was unsure of what to do and was foundering in my doubt. But then, in your mercy, I saw a small glimmer of your radiance.

During my uncertainty, my friend Mountain said something about how 'the goddess sent us here.' In my arrogance my mind insisted that sending this group to the dragon was in answer to my question of how to most safely get to our goal. I sinned against you and felt anger when September said he had already found the cave which the dragon revealed was a secret entrance. Why hadn't you simply told us to enter the cave? Please forgive me my goddess. I feel awful for that doubt and anger.

But this sin made me recoil in shock and disgust at myself. How could I be angry at you who are the perfection of goodness.

It was then I realized that the fault was in me. And the knowledge of how short sided I had been came through. That, in your wisdom, you had answered the question I *should* have asked.... What can I do, in my small way, to aid you my goddess?

And then it became clear. We were to be your sword of justice for the attack of your temple in Sandpoint. You sent us there to slay that evil creature and prevent future atrocities. In my joy at having had this insight, I sinned again and forgot how insignificant I am. I forgot my duty to protect myself so that I might continue to serve you.

I humbly thank you for restoring my life and renew my vows to you and to working ever in your name.

Thank you for hearing my prayer Sarenrae.

So I was looking for suggestions as to how to respond to the priests prayer.

1. No, they were not sent to kill Longtooth by Sarenrae
2. I want the priest to have some type of atonement.

I was thinking of a Female Dwarven Paladin who speaks with the priest after he is done with the prayer. But this Paladin is actually Sarenrae herself. I won't tell the priest this directly, and will see if he can figure this out himself, whether he things the Paladin is just another worshiper or it was Sarenrae herself.

Any help or suggestions are appreciated.


I was reading the section on damaging magic items and have a question. It states "A magic item doesn’t need to make a saving throw unless it
is unattended, it is specifically targeted by the effect, or its
wielder rolls a natural 1 on his save."

Let's say the party has a fireball thrown at them and the DC is 17. What if there Save is 16, meaning they only need to roll a 1 to save.

They save against the fireball and take half damage, but since they rolled a 1 does this mean their Magic items still need to make a saving throw?

So if the wielder is wearing a Cloak of Elevenkind, Boots of Levitation, and a Long Sword +2. Does each item need to make a save?


I am thinking of getting a tablet to run herolab and hold my pdf's for Pathfinder.
Currently I bring a duffle bag with my pathfinder pawns, 4-6 hardcover books and my work laptop which has herolab on it.
But I rarely turn the laptop on because the battery life is not the greatest.
Plus I recently acquired the Bestiary Data packages and Monster Codex Data package and will utilize the Encounter builder more frequently now so this is another reason I'm looking into a tablet.

I would like to then only bring the pawns and just the tablet to run my campaign to my sessions.

So most likely a windows tablet is what I need.

Anyone using one for other than readings PDF's?