keinlicht's page

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Hi there, I have a dispute with one of my players.

AOO: moving out of a threatened aquare or a distracting act, like casting a spell, cause an attack of opportunity.

Question: Can a player use Acrobatics to tumble out of a threatened square (move action), then cast a spell (standard action), without causing an AOO?

If not, why not?

Thanks for an explanation...


Hi folks,
We had an interesting gaming session just recently and i have looked up several threads on silence and emanation effects afterwards. Still, I like to discuss some items that remain unclear.
There are basically two points of view:
1) Like per RAW , emabations are blocked by total cover, meaning:
- coin with silence in your closed hand - does not emanate silence
- coin with silence in your backpack - does not emanate silence
- coin with silence under your foot - does not emanate silence
- coin with silence in front of the door/window/wall - no silence on the other side

Implications/questions:
- the coin is in front of me and I hold my hand/arm/handkerchief in front of my mouth - can I still speak?
- the coin is in front of the wall/door and I bang on it with a hammer - won't the vibration then cause sound on the other side?

2) As the emanation is magic energy, like an aura, it is blocked like listed in detect magic by x cm of led/wood/stone:
- coin with silence in your closed hand -does emanate silence
- coin with silence in your backpack - does emanate silence
- coin with silence under your foot - does emanate silence
- coin with silence in front of the door/window/wall - silence on the other side depends on material and thickness
Implications/questions:
- the coin is in front of the wall/door and I bang on it with a hammer, the people inside would not hear it, but would be be alerted anyway, because they can't hear themselves.
- the coin is in front of the wall while I sneak around the house - people inside could be alerted by the lack of sound

How do you play this? I am inclined to version 2, but is there an official ruling?

Regards,
KeinLicht


Dear gents and ladies,

I am running the CoT Adventure Path and I like the setting and the story very much. My party, I am the GM, is a team of 6.5 adventurers (dwarven fighter, tiefling cleric, human sorcerer, gnome alchemist, human paladin, human bard/wizard + an occasionally joining rogue). We are currently ending the "mother of flies" and I am growing concerned that the last chapter won't pose any challenge.

The AP is definitely designed for a smaller group which usually leads to issues with the confined space when fighting and with the CR of encounters. CR change is easy. I usually upgrade the monsters a little or add extra foes, if there is space enough. Still, my paladin is my big issue.

He is a Paladin of Iomedae, please find some stats below. The full char (only in German)can be found here
Level: 9
ST18/CH18; 113HP; AC22, CMD26
Two-handed Sword mag.+2 Att+16 2d6+8 /Power Attack +13 2d6+17 (usually plus smite evil)
Lay-on-hands: 12x/day - 4d6 (on himself as a swift action)
- includes healing fatigue, desease, poison
Improved Sunder, Improved Critical, Weapon Focus

I an looking for ways to have a fight not solely focusing on that guy but find it near impossible. He usually kills evey foe within 2-3 rounds (even the Calikang), positions himself so that he creates a choke point to prevent the other group members to be targeted and if a foe really does damage, he sunders their weapons and armor (in one strike). It is really nasty, especially the F*?!ing healing of 4d6 each round, if necessary.

What does the adventure offer that can really pose a threat to him or what ideas can you give me to get a better handle?

When a fight starts, currently everyone focuses on buffing the Paladin and the Fighter and then stay out of it, which is becoming increasingly boring. Please help.


Hi there,
I just had a discussion on this subject. Following situation:

There was a fight in a dense forest (1/2 speed). A darkness spell reduced the environment to complete darkness.

A player of mine has the blind fight feat and used the freedom of movement spell. This way, his opinion, he was able to move unimpaired with 4 times his speeed (running), without any need to roll skill checks to fall flat on his face.

I thought that
- 'freedom of movement' has no impact on bad footing, just magic
- 'blind fight' allows you to move without Actrobatics check up to you full speed, but not run.

Is this somehow clear by the rules?
Thanks for your suggestions!!