Argith

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So Rangers and Monks can get 4 attack actions in one round with Flurry or Rapid shot, do these attacks go:

-0, -5, -10, -10

or

-0, -0, -5, -10


I'm GM'ing two different groups one is playing Hell's Rebels, while the other is playing Hell's Vengeance, and I'm looking for as many crossovers as possible. Not direct confrontations, (trying to avoid player deaths), but easter eggs, or times when I can have them interact, such as the ball in Hell's Rebels. We're all friends, and having cross-overs once a book or so could be a lot of fun. Any ideas?


I seem to remember reading somewhere that a cult or group exists that seeks out Ioun Stones to destroy them. As a GM I'm using this as part of the reason I don't allow characters to have Ioun Stones during character creation. Can someone help me out with the name of this cult or did I just dream it up?


It does thank you Gwen.


A blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks.

Can anyone clarify what "most" strength and dexterity based skill checks. With perhaps a list of the skills that would be affected?


If I have a creature who is blinking with a ghost touch weapon, does this mean the 20% miss chance I have to hit no longer applies?


The entire 5th book of Curse of the Crimson Throne is a dungeon crawl. You will also need to convert the entire AP. I'm currently in the 6th book and it's a fun AP, but doesn't seem like something you're going to enjoy based on your preferences above.


This is the link for the mask of the mantis magical item:

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-the-mantis


Is the Mask of the Mantis; Command Word or Use Activated?

Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

I'm currently running CotCT and my entire party is now wanting to wear these. My questions other then stated above;

Does the Fighter in my group have to make a UMD (use blindly)DC 25 check to activate the mask?

Can someone show, or teach the fighter how to activate the mask, so they don't have to make this check, if it is needed?


I like it, thanks Tels


Anyone have any advice on how to handle a Sorcerer who casts Magic Jar in Scarwall? Does she get attacked like Zellara, is this not allowed because of the Dimensional Anchor, or does it simply function as normal?


I'm currently finishing up CotCT with my group, and we will be starting CC sometime between Feb-Apr 2014, and I would purchase Pawns for the AP if they came out. (Side note, the AP's are worth $120)


If I have a Bard in the party who is granting a +2 Bonus, and an Archaeologist who is using his Archaeologists Luck +2, do they stack to give the Archaeologist a +4 bonus?


What I've done in my campaign is allow only one person to take the Leadership feat in the party. The companion is 3 levels lower, and I approve actions, feats, skills, and spells taken by the companion. So far this has worked out well.


I'm letting my players read this so please no CotCT spoilers


How my party is avoiding Kaer Maega and going up the Storval Plateau

Curse of the Crimson Throne: A History of Ashes

My 9th lvl party has six people, and six large mounts (one of those mounts being the sorcerer's tiger animal companion). They're planning to approach from the lower side.

1. The cleric will cast communal air walk on the horses and tiger, while the sorcerer casts Fly on the six humanoids. Three of the horses will get 10 minutes each of air walk, while two of the horses and the tiger will get 20 minutes each. The humanoids will have 9 minutes of fly.

2, We blind the horses, then the sorcerer will dimension door a single humanoid and a single horse up to the maximum distance she can, which is 760 feet.

3. The humanoid starts to lead the mount to the cliff face, 240 ft above them, by flying and pulling the reins. The horse, thinking it's going uphill and has no idea it's walking on air, will follow.

4. The sorcerer will double move down to the next party member, at a downward flying move speed of 240 ft. per round. She repeats for all parties, taking her tiger up last.

This takes 6 rounds to cast fly (last round of this is when the cleric casts communal air walk), 1 round to dimension door, 3 rounds of flying down to get to 40 ft, 1 round to fly to the next person and dimension door, then 4 rounds of fly down and grab person 2 and mount 2, 4 rounds for person 3 and mount 3, 4 rounds for person 4 and mount 4, 4 rounds for person 5 and mount 5, then 4 rounds for the sorcerer and her tiger. The tiger is not blind folded. The tiger has an intelligence of 4, and can be expected to walk/sprint to the cliff's edge with his master's help. The sorcerer will also use her gnome spell-like ability to speak with animals, encouraging the horses and tiger to "go uphill with your master".

We're at 31 rounds, leaving 69 rounds for the first player to ensure they're all the way to land before they start to fall from the sky, and 36 rounds before the first three horses start to lose their footing.


Does a witch have to make a check vs a creature with SR, when using slumber. I know they don't normally but the phrase "as per the spell sleep" makes me think it should. Since the spell sleep does apply SR.