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An ancient white dragon has an ability called blizzard. When an ancient white dragon creates a blizzard, it centers on him, and has a fifty-foot radius. The major effect of this blizzard is that it cuts movement down to a quarter speed. Does this slowing also affect the dragon? Also, since we are in the rules forum, can you cite a source one way or the other?


The PCs fought the Scribber, the glabrezu, and 2 summoned demons. The PCs trounced the monsters hard and the Scribbler teleported away. So here is what the Scribbler knows about the PCs:


  • ⚫ The bloodrager PC hit him about 10x with reach & AOOs and the Scribbler almost died from this. Meanwhile, when the Scribber hit the bloodrager, it was mostly irrelevant. Somehow (unknown to the Scribbler) the bloodrager is having damage siphoned off. (The bloodrager has a familiar with the protector archetype, so the Scribbler will need to inflict about 284 HP damage before the bloodrager will go down.)
  • ⚫ The druid's animal companion has a nearly impossible-to-hit AC (about AC 36) and his 2 demons wasted their lives trying to hit it.
  • ⚫ The arcanist was blasting the yeth hounds with maximized fireballs.
  • ⚫ The bard shut off any fear effects.

Knowing this, and knowing that the Scribbler has VERY limited mobility and options, what do you think he could do in a rematch? I've tried to limit the party's power by holding them back to level 11 (at this point, they should be level 13). Still, they are game veterans and their builds are so good that I think the Scribbler should see this upcoming fight as essentially suicide. He's lost the glabrezu. He's gonna have to solo this, or have some lame babau demons running interference for a single round before they die.

What can he change/adapt to be better against this party that he KNOWS is coming to kill him?

Oh, and he'll only have 1 day to prepare. The party left, rested overnight, and came back. So he's got 1 night to heal up and do whatever he could to survive.


I have an initiative order like this:

Player A
Enemy 1
Enemy 2
Player B

Player A is at the top of initiative, and goes into delay. Enemy 1 attacks. Enemy 2 goes into delay. Player B's turn begins. Player B fires a quickened Magic Missile at enemy 2, causing enemy 2 to come out of delay. OK, I move enemy 2, so initiative looks like this:

Player A
Enemy 1
Player B
Enemy 2

HOWEVER, enemy 2 can't do anything yet, because player B is still taking his turn. He's only done a swift action spell so far. So now player B continues, does a move action, and then does an attack action. At this point, player A announces, "I come out of delay, I'd like to act." I put him after enemy 2, who previously came out of delay. Initiative now looks like this:

Enemy 1
Player B
Enemy 2
Player A

Enemy 2 and player A are stacked up, both coming out of delay. Player B wraps up his turn with a free action shout to his allies, and I begin to run enemy 2. Player A asks what I'm doing. I say that enemy 2 came out of delay first, so I'm running it. He says "No, my initiative is higher, I go first."

I'm almost certain there are no rules or even FAQs to handle this edge case of 2 delays stacking up, but I'd love it if the forum members could give me their best shot. Is there any info that might help us make an educated guess about the correct ordering?


I have a player, who is playing arcanist, and I'm curious about the level of "optimization vs. reality" that is happening. Would you guys allow this if you were the GM?

So this arcanist has the quick study exploit. This allows him to swap spells as a full round action. However, quick study also states that you must have a Spellbook available for use during the quick study action. In order to do that, a player must pull a spell book. This presents 3 problems. First this eats a move action. second, this provokes an AOO, since spell books are not drawn as weapons. And third, spellbooks might need to be dropped or otherwise put away afterwards. That is either using more actions, or leaving valuables on the ground. So what this player proposes, in order to get rid of as many issues as possible, is to wander around with spell books in hand ready to go. When I pointed out that she has multiple spell books, he has decided to put them all on weapon cords, and then in order to not provoke, put them in a handy haversack. I stated that I do not understand how an item could be inside a handy haversack yet also have a cord extended out and attached to his body somewhere.

What do you think about all of that? I think it would be fine if the books were stored in real physical space with a real physical cord attached to his body, or if they were not corded, and were stored inside of a haversack's extradimensional space. What decisions would you make?


Here is the relevant text from the Greater Animal Aspect spell:

Quote:

You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.

Frog: You gain a Swim speed equal to half your normal speed, and all the benefits of having a swim speed.

Otter: Your swim speed increases to your full normal speed, and you need not make concentration checks to cast spells underwater.

So... why ever take the frog option, if the otter option is clearly better? Is there some reading of this that makes frog useful in some circumstance?


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I'm running Rise of the Runelords. Team is having a rematch against Xanesha, a lamia matriarch (shapechanger).

They cast Baleful Polymorph on her. She fails both saves, and is now a harmless chicken or something.

HOWEVER, the spell text:

https://www.d20pfsrd.com/magic/all-spells/b/baleful-polymorph/

...says that a shapechanger can revert back to normal as a standard action!!! How does this work? She failed both saves, so she's a pretty dumb chicken now. Does reverting make her a dumb chicken in a lamia body? Or does it give her everything back? I'm interested in RAI more than RAW, but I'll take anything you can give me right now.


So I'd like to spitball with some other GMs and see if there are sensible outcomes to the crazy things happening in my game.

The players have been obsessed about finding the Sandpoint Devil. I put together a HUGE multi-map location on the Devil's Platter for them to explore, and eventually fight/capture the Sandpoint Devil.

To find the Sandpoint Devil, they began asking around town, and heard the rumor that Ilsoari at Turandarok Academy kept the devil in his basement. They came into the academy and asked the orphans, "Who here is keeping the Sandpoint Devil in their basement?" Ilsoari ran, trying to get to the basement & lock the door. The players assumed it meant he was guilty of something, so they chased, broke down the door, and one player, Zed, beat the crap out of Ilsoari. They eventually learned that there was no Sandpoint Devil there; it was a rumor to keep the orphans in line.

They gave him 5 or 10 gold for the trouble, and then walked out past a bunch of cowering orphans, and left.

They eventually found the Sandpoint Devil's lair, but had to fight through a bunch of derro that lived in the cave system. Eventually the derro realized they were going to lose and they ditched their lair, went to Sandpoint, and killed as many citizens as possible before being put down. They chanted, "You raid us, we raid you! You kill us, we kill you!"

The players remained in the derro lair, scoping out the entire layout, scanning for magic items. They were given hints that the derro were headed to town (lots of evidence of last-minute fleeing, hints that an exit in the direction of town was recently used, and so on), but they didn't get the best result on their skill checks and I couldn't really hit them over the head with it.

We did random rolls for a few NPCs to die defending the town in the raid, and poor Father Zantus got his number rolled on a chart of about 60 major NPCs. That was a bummer but it made sense. Of course he'd be the good guy running out to save people, and get caught in the fray.

I think Koya Mvashti (also a cleric of Desna) will take over his position. So first question is, does that sound reasonable to you guys? I was thinking about fleshing out all the other clerics at the mega-church. Has anyone done that already?

When the gang got back to town, and saw the destruction and bodies everywhere, the Zed character ran up to the derro corpses and looted them until a citizen stopped him. Another player went around town saying, "Wow, who could have provoked this? We were busy doing other things. Surely we will help the townsfolk to get revenge!" Unfortunately that character has like a -5 to bluff, and ended up with a total of 8 to bluff checks. I don't know what the fallout of that is, but I did roll and a bunch of citizens saw right through it. How would you handle that?

Before much of that could be resolved, the gang left for Magnimar and took over the Foxglove townhouse. However, it was WEIRD. I used this battlemap for the encounter:

https://www.deviantart.com/hero339/art/Foxglove-Estate-First-Floor-59859409 9

...and I liberally sprinkled citizen NPCs near the surrounding houses. Yet the players just opened the front door of the townhouse and started killing the dudes inside. One of them, the fake Iesha, ran outside calling for the guards. A nearby citizen tried to give fake Iesha sanctuary in her home. The PCs ran out after Iesha, killed her in the street, and then our aggressive player, Zed, went after the citizens for giving Iesha sanctuary. I had the citizens lock themselves in their homes, but the PC ran up and began banging on the door, weapon in hand. I didn't know what to do with that. People were screaming; I eventually had some guards arrive. The citizens lived.

The PCs had to bluff like crazy to not be accused of a murderous rampage. It helped that fake Iesha and fake Foxglove turned back into faceless stalkers. (Right? When a faceless stalker dies, its face goes back to its natural blank state, yeah?) They ALSO had a Hat of Disguise, and one of the players assumed the form of Foxglove. They even had Foxglove's repaired noble's outfit. So that player claimed to be the person living there and claimed to have been attacked by the 2 faceless stalkers. The citizens would say otherwise, but damn, having Foxglove himself assert ownership really helped to bluff the guards.

So after searching the townhouse, they found the deed to Foxglove's haunted manor, but it appears that Foxglove's townhouse in Magnimar does not have a deed. They have forged one, and just a day after nearly killing the people next door, they have assumed ownership. The neighbors are FREAKED OUT.

First, is that right? Is it possible for them to forge a deed and assume ownership that quickly/easily? I called the game at that time, as I did not know the correct handling of this. So I am free to come back to the next game with different outcomes. I thought to myself, "If the bluff/story of the PCs is that Foxglove came home after a long absence to find 2 squatters in his house impersonating him, and if Foxglove had some thugs hired to deal with it, then that can make sense to the guards. However, if Foxglove then signs the deed over to the thugs he hired, wouldn't the town officials balk at that? It doesn't seem to make sense. Foxglove hired dudes to reclaim his home, and then immediately gave away his home. Weird?"

Second, does player Zed need an alignment change? What alignment is threatening to beat up or actually beating up multiple citizens but not actually killing them?


My player sent me this sequence, which he is hoping I will confirm works. However, to avoid the sniping penalty of -20 to stealth, he stands in the open and just doesn't snipe, then on the next turn re-hides with no sniping penalty because he didn't snipe. How is it possible that being blatantly obvious gets a player no penalty at all?

rogue player wrote:

1) In the surprise round I have the ability to have my initiative count as being a 20 rolled. Assuming I win initiative and unless my target has a way to avoid being flat footed, I can attack from within 30' and get sneak damage.

2) In the next round, when it is my initiative I can use a move action to go into concealment (assuming some is available) and stealth. Because I didn't snipe in the surprise round there is no after-sniping penalty to my stealth role. Assuming I achieve stealth, I can now sneak attack my target. I can then use my False Attacker talent and assuming I succeed, I wouldn't break stealth as to my target (although his friends know where I am).

3) In the next round, I activate rapid shot and shoot my previous target at -2. If I hit I get sneak damage. I then use false attacker and if successful I can do a second shot at that target also at -2 which, if it hits will also do sneak damage. My target and all his friends now know where I am.

4) In the next round I repeat #2, except now my stealth roll has the after-sniping penalty. I can then continue to repeat #3 and #4 for so long as I make my rolls.

tl;dr: my player has assembled what is essentially a poor man's version of Hide in Plain Sight with early access. Does it work? Why or why not?


You see a guy barreling down on you. Your friend, 10' away, draws a sword and readies to hit the bad guy. Seeing this, you pull out a reach weapon with the brace property. Maybe you also have a special ability that gives you extra reach, like that longarm spell or ability. Then you ready with the brace weapon, if the bad guy charges.

Well, the bad guy does charge, and runs right up to... your ally. You have enough reach that you can get an AOO. But, does your readied action trigger? Do you get brace damage? Technically the bad guy IS charging. But technically he's not charging at YOU. I know the rules do not explicitly say "the enemy must charge you" but they do talk about "receive the charge" as if it's something coming in at you that you take in and/or handle.

What do you think is RAW, and what is RAI?


I have to alter the module to keep it entertaining for some players who have played through it once before. I was thinking that Justice Ironbriar has a big problem -- he isn't well-known to the players, and the GMs here in the forums have struggled with ways to introduce him -- and that problem is my savior. Because he isn't well-introduced, he's essentially expendable or replaceable.

So, I've decided that the real villains behind the murders will be the Scarnetti family. The module sets it up, anyway -- Banny stole from them, the villain's business in Magnimar is another saw mill, etc. It's easy to pop in the Scarnettis and have it make sense.

I will keep the cult and keep Foxglove, it's just that Titus Scarnetti is pulling the strings instead of Ironbriar. When the PCs are supposed to fight Ironbriar, they'll instead fight the Scarnetti family's "enforcer," Jubrayl. I might keep the Ironbriar stat block and rename it, or I might come up with a more rogue/thug Jubrayl stat block.

When they get to the end, they'll either fight Titus in snake form (using the normal monster stat block that the module provides) or if that throws off too many things (like I'd have to rewrite the letter from the sister) I'll keep the original monster and just have her casting Charm Monster on Titus instead of Ironbriar.

So basically, small easy changes and not much to alter in the handouts or stat blocks, and yet it makes sense. It might even make more sense than Ironbriar, who the players don't even know.

My question for you guys: how badly am I screwing up the module or later modules? What does this change ruin? What am I unaware of for the long term? Any tips of things I might need to change or watch out for?


The monster in question is a fleshdreg with the "wrath" variation.

So here's my question: what is officially an "energy" type? Can I have the fleshdreg deal positive energy damage? Negative energy? Sonic? Force?

Are there other energy types that are rare/unique? For example, is there a "wind" energy type? An eldritch energy? A psionic energy?


I know that fire can free someone from the Web spell. What about the Entangle spell? I have someone trapped in the Entangle spell, but that person is spamming Burning Hands to try to burn a path to freedom. They insist that if a 2nd level spell like Web can be burned through, then a 1st level spell like Entangle should be even easier. However, Entangle doesn't have any text about being burned away, whereas Web does.

What do you guys think?


The spell Tripvine will attack anything in a 10' area. It seems to have no limit to how many times it attacks, or how many creatures. So if a swarm crosses it, what happens?

And is it different if the swarm is a centipede swarm, bat swarm, or monkey swarm?


Hey guys, we are trying to infiltrate the keep, and we need to get some small animal creatures to move toward the keep, and then touch one of the bad guys in the keep. We want to scry them as they move in and touch the bad guy. There is a D&D 3.5 spell called chain of eyes, which allows you to touch one creature, scry that creature, and then as the creature touches other creatures you can jump to scrying those other creatures. I recall Pathfinder making an equivalent spell, but it isn't called chain of eyes, and now I can't find it. Can any of you help me?


Maybe this was part of the site redesign, or maybe this was me pressing a wrong setting button. Whatever the case, I hate it. The problem: when I go to a product page, it no longer shows the reviews by default. It shows the product discussion forum posts. I have to click the button/tab for reviews in order to see them. This is annoying -- I'm trying to buy product, but these extra steps make it seem like Paizo has no faith in their products and are trying to hide the reviews.

How do I fix this, if it even was my own doing? Is this actually part of the redesign?


Here is a link to a conversation about the level 4 spellcasting issue. The basic gist is that the town-building rules state that Sandpoint should have spells available up to 4th level, yet the best spellcaster statted out for the town only has level 2 spells. For me, I've decided to stick with the specific implementation of Sandpoint as-is, disregarding the generic town-building rules. (So, no 4th level spells. My PCs will have to deal with a town that has level 2 spells at best.) This is partly for the same reason that James Jacobs gives: if there are spellcasters in town that can cast level 4 spells, they mostly don't need the PCs to save them or help them. At least not at first.

However, I wanted to honor the idea that they should have higher level spells, even if the NPCs remain capped at level 2 spells. How to do this? Cyrdak Drokkus is a level 6 bard. He can only cast level 2 spells, max. However, many bard spells are also wizard spells, but the wizard has to cast them at a higher level. In other words, the bard has access to some higher level wizard/cleric spells. So I chose spells for him that complement his acting skills, while also being spells that are 3rd level for wizards/clerics/druids. Here is the full list:

Level 2


  • Enter Image - A 3rd level wizard spell, but the bard gets it as a level 2 spell. Cyrdak has a portrait of himself in the lobby of his theater. He enjoys taking over that image and eavesdropping on the things people say when he's not around. His shows rarely have flaws past the 1st or 2nd show, since he can hear what people are complaining about behind his back.
  • Gallant Inspiration - Maybe during his days as an adventurer this saved lives, but now it saves shows. If an actor screws up, Cyrdak can magically enhance things before the audience catches on.
  • Heroism - Another 3rd level wizard spell that the bard gets early. It may have adventuring uses, but for his stage shows, this is a constant +2 to ALL skills, including singing, performances, acrobatics, etc. Lasts 1 hour, so the PCs might be able to pay for this and use it during the catacombs adventure.
  • Snapdragon Fireworks - This isn't an "early access" spell for bards, but I selected it because Cyrdak shooting off fireworks to announce each of his new plays just makes sense.

Level 1


  • Comprehend Languages - So he can read/translate all those scripts he finds. Possibly helpful to the PCs as well.
  • Cure Light Wounds - Mostly from his adventuring days. Might be a nice backup if Father Zantus is outta spells (or dead).
  • Disguise Self - For his costumes.
  • Identify - This should help Cyrdak to be useful to the PCs. Nobody takes this spell anymore, since Detect Magic can usually identify magic items. However, some items are too powerful for low-level PCs to identify, so this is a nice backup.
  • Memorize Page - Literally allows him to learn plays faster than anyone else.
  • Silent Image - Again helps with the play, works for intangible props, might allow for ghostly images or other things to appear on stage.
  • Vanish - This is just self-serving on his part. If bad guys attack, he goes invisible and lives to see another day.

Level 0


  • Dancing Lights - Helpful with stage productions.
  • Detect Magic - Basic spell, needed.
  • Ghost Sound - Helpful with stage productions.
  • Mage Hand - Helpful with any play that involves "haunted" or scary themes.
  • Message - Of course this would be up & running for his actors & actresses, every play.
  • Mending - Fixing props.
  • Prestidigitation - Anything a play needs that Ghost Sound & Silent Image cannot do, this does.
  • Read Magic - Needed for bare-minimum magical skills.
  • Summon Instrument - Used often outside of the plays. At a play he has his instruments. However, at a tavern with an attractive person asking him to play a song, this suddenly becomes more impressive.

Note that he has more spells than a normal bard because he's human (the human "favored class bonus" for bards is that he/she can take 1 extra spell known). So the list is a little bit bulked up, on purpose.

If there are any other NPCs with a class that gets early access to some spells, I'll probably find them and do the same thing for them.


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Had a game tonight in which the players tried to effect a ruse on a "troublesome" NPC (a barbarian who had killed a bunch of other NPCs). The players took this barbarian outside of a room and told him a story to keep him occupied while the other PCs in the room tried to salvage a bad situation.

The problem is this dumb barbarian got an amazing Sense Motive roll and saw through the bluff. He shouted at the PC distracting him and stomped back into the room. There, he saw the PCs freeing a prisoner. He shouted again and then a player said, "I cast Charm Person on him."

I said "Roll for initiative." They did, but the player casting said that he should get a surprise round. Note this text from the surprise rules:

Quote:
When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised.

I said that the barbarian was VERY aware of the casting PC and bellowing angrily as they unlocked the prisoner. He absolutely is not "unaware."

The player argued that since he initiated, he took the barbarian by surprise.

My thought is that when 2 characters are aware of each other, it works like two gunslingers in a duel -- no surprise round, and whoever is fastest gets a shot first. So initiative order yes, surprise no. I have been assured that my interpretation is not by the rules. What do you guys think?


28 people marked this as FAQ candidate. 3 people marked this as a favorite.

You can see the discussion of this issue here.

And here is the item's text listing from Adventurer's Armory 2:

Quote:

Price 130 gp; Type exotic

Larger even than a longbow, these bows are often made from the horns of great beasts. Though they have a shorter range than other bows, their greater destructive power is highly favored by orcs and their kin. All hornbows are composite bows and can be modified to benefit from high Strength scores in the same way as other composite bows. Any effect that applies to both longbows and shortbows also applies to hornbows.

The confusion stems from the wording that any effect that applies to longbows & shortbows applies to hornbows. It seems clear that this is intended to mean that a feat like Rapid Shot would totally apply to the hornbow. However, some are interpreting this to mean that any PC with shortbow proficiency can use a hornbow without needing to take Exotic Weapon Proficiency. And if you have longbow proficiency, same deal -- free use, no feat needed.

So bards and ninjas are now equipping hornbows at no penalty, with no feat taken. Was this the intention?

Note: Hero Lab is indeed giving the hornbow out for free, no EWP feat needed.

Whether you are on one side or the other, please hit the FAQ button so we can learn the official intention. Thanks!


1. Why can't PCs track the goblins?

Regarding the initial goblin raid on Sandpoint, I've solved an issue that has been discussed here in the forums. That is: the players want to run off and hunt down goblins right away, but they shouldn't because Shalelu is supposed to do the initial goblin reconnaissance. So how to keep the PCs in town? And why couldn't the PCs immediately start tracking goblins the moment they decide to do so? Well, check out Gogmurt's stat block, page 44 of the Anniversary Edition. He has Brew Potion. So what I've done is to add a potion brewing kit to his lair, but I gave it the "broken" condition to account for goblins being awful at this stuff. And then... I had him brew tons of potions of Pass Without Trace, which is on his spell list. These were handed out before the raid. There were not enough for everyone, however.

Goblins that escaped after the raid will leave behind empty potion bottles right outside of town, where the trail goes cold. However, the module suggests that some goblins suicided after the attack by jumping off the cliff. Those goblins I decided had not been given potions of Pass Without Trace, and knew they would lead PCs back to the goblin camps, so they jumped off the cliff instead. My intention is to not reveal anything about the potions -- even "lingering" effects should be gone by the time the PCs mess with the bottles, so they will not be able to use skill check like Spellcraft to determine what the potion was. However, by the time they find Gogmurt it will all make sense. Gogmurt will still have a few unused potions on his person when he is finally discovered.

2. The Sandpoint Devil

For anyone running the Sandpoint Devil encounter, I modified the stat block in 1 small way: I gave it the 3rd party ability called Mistsight so that it could see through its own weather effects such as Fog Cloud. If you don't like 3rd party stuff, there is the official Cloud Gazer feat. It's not as good (visibility will be about 15' depending upon how you read "triples visibility"), but it gives some advantage. I'm running a gang of old grognards through these modules and I need to make it scary when the fog rolls in and something Spring Attacks out of the clouds and then disappears back into the clouds.


He's basing it off of this Pathfinder Society FAQ:

Quote:

How many animals and companion creatures can I have at any given time?

At the beginning of each adventure, you may select one companion creature to be your active pet. This creature may be a class-granted creature, such as an animal companion, familiar, eidolon, or phantom, or it may be a creature that you purchase, such as a combat-trained bison. This creature may participate fully in combat, skill checks, and other challenges in the scenario. In addition to the active pet, you may bring up to two additional creatures. The first is a mount or beast of burden, such as a horse or mule, which may only take move actions. The second is a familiar or mundane pet that does not participate in combat or other challenges.

The idea being that only 1 creature can attack, so Summon Nature's Ally, Call Animal, Summon Minor Ally, all fail. Or, at best, they give me a creature that follows but does nothing else until/unless the animal companion is gone.

Ideas?


I'm wrong, and I'm deleting the link so that misinformation doesn't get out there. Thanks!


Title says most of it. If you are able to meet in Santa Clara (not online) and play in person, I will be running the Falcon's Hollow modules, using the original rules (D&D 3.5). We will play on Sundays, probably January 7th or 21st will be the first game. Start time 1 PM.

The first game will be a prequel of sorts, with no need to create characters (we will use pre-generated characters). Then on game 2, we'll bring in the "real" characters (your created characters) and get down to business.

Falcon's Hollow is a tough series when using D&D 3.5 classes & rules. To offset this, I will hand out hero points, 1 per module. That should help you to overcome one swingy/dangerous combat or other weirdness, but other than that, I'll probably run things as-is. So if it's tough, it's tough. If it's easy, it's easy.

Please be at least 21 years of age. Most of the players I've already recruited are in their 30s/40s and they may have an alcoholic beverage or two during the game. Please no drugs, though, as I have a couple teenage kids around that I do not wish exposed to anything illegal.

If you think this might be a match for you, please send me a private message and I'll get back to you with more details. Thanks!


So I talked with a few of the players recently, and I made a mistake. I let slip that when I had played through modules 1 & 2 of RotRL, there were a couple of "almost mandatory" TPK areas, like totally unbalanced fights.

The players took that almost as a math challenge, and began putting together spreadsheets of the most high-damage PC attacks possible to create in Pathfinder. They love char-op, I guess. I tried to suggest to them that if they optimized for the 10% of the fights that are super-hard, they will then spend 90% of the game in the remaining fights being bored, but this did not matter to them.

However, there are other players signed up for my game who cannot hyper-optimize to be murder hobos, and I need to give them some good times too. I really do NOT want the game to be only about combat, and I want these other players to have a chance to shine at something.

I've already seen the festival games posts, and I'm building up lots of skill challenges for that. I'm aware of the romantic diversions in town and the social challenges with a certain store owner (I actually bought the social combat cards, and I've assembled a small deck to turn that into a mini-game). Oh! And I own the old "Three Dragon Ante" card game for D&D 3.5 (the card game where your character's skills can help your hand in the real world). I recall reading one of the locations in Sandpoint was full of gambling, so I can use that there.

But what else is there? Do you guys have ideas for non-combat stuff? Maybe swap a monster room for a puzzle room? Or maybe during down time in Sandpoint there is a non-combat event? I'd love to hear about non-combat stuff you did in your own games. Please clue me in!


So, a while ago I was running a game and cast a Lightning Bolt on a line of PCs. 3 of them were in a little L-shaped cluster. I maneuvered my caster and selected the corner of my square to cast from in order to get the line to bisect each of the 3 squares.

One player, who is usually the GM, said no. He said that the PCs needed to be "in a line" for the line effect to "line up" and hit them all. I started to explain that the line effect rules state that you essentially pull a string from one corner of your square to any other corner of a square, and any squares bisected along the way get zapped.

Core rulebook, magic chapter wrote:
It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes.

He again said no, and started explaining that there is a set 3-square combination -- you pick the initial 3 squares that it hits, then another 3, and they sorta "Tetris" together. The other players looked at him like he was making stuff up and sorted laughed. At that point he sat down grumpy and let me continue.

I didn't think anything of it until a few days ago. I was in a Pathfinder Society game, and a player was doing another line effect. He was trying hard to figure out which squares were affected, and I finally just said, "Imagine you're pulling a string from a corner of your square, and anything the line cuts over, is hit." The GM immediately told me I was wrong and that the rulebook has specific pictures of how a line works, and it involves three squares at a time.

At that point, I was like whoa, the 3 squares thing again! I pulled up the rules and just showed them the text I quoted above. The GM shook his head and said the rulebook had other rules that superceded that, but he couldn't give me a page number or any citation.

As you might guess, now that I have 2 GMs asserting some weird "3 square rule" about line effects, I'm immensely curious. Where does this come from? What image are they referring to, and why do they imagine that it's a rigid, hard-coded set of squares, instead of straight line, diagonal, etc.?

Does anyone have any insight into where this new "3 squares" rule came from or even what it is?


My gaming group has turned in their character sheets for review before the campaign starts, and here is what I've got:


  • Gunslinger
  • Magus
  • Alchemist
  • Wizard w/ focus on rays
  • Warpriest

Aside from the warpriest, you might notice that the thing they all have in common is that they can opt to spam a lot of attacks against touch AC. Like, this party will hit touch AC many TIMES more than most normal parties. I don't know if they coordinated on this or what, but I'm mostly OK with it. I want them to get a chance to shine for their decision. So I'm just going to leave most encounters as-is and allow them to curb-stomp them.

However, I would like to alter a few encounters in the first 2 modules, especially because 1 of the players has already played through it and I promised her that I would alter things to keep her guessing. So here is the question: if you were in my shoes, what would you change, and how?

(I am aware that later modules have lots of giants with terrible touch AC, and that this team will likely end all such fights in a single round. However, I'm not mentally there yet -- I know the first 2 modules really well, and I'm not yet sure about the later modules, so I don't want to get ahead of myself.)

My hope is that someone can share with me a few low-level monsters with great touch AC, or some good counters to a team that can almost all exploit touch AC attacks to gain an advantage. Maybe if you're familiar with RotRL, you can even suggest where those monsters should swap in. Is there a bad guy with a particularly terrible touch AC, and you know the perfect substitute? I'd love to get advice from you guys on this. Thanks!


Mounted combat section of the rules, for reference.

In particular, it states:

Quote:
These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.

Then it states:

Quote:
Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat.

Well, griffons, dragons, giant spiders mounted by mites, giant geckos mounted by kobolds & goblins -- none of those mounts are ever listed as having combat training. Basically every enemy that is on an unusual mount needs to make DC 20 ride checks in combat, or the mount will gain the frightened condition. Weirdly, a monster which wound normally fight in combat just fine (if unmounted) will suddenly gain the frightened condition IF mounted.

In a home game, the GM can just handwave that issue. However, I didn't post this in the Rules forum on purpose. I posted it here in the PFS forum because we are mandated to follow the rules to the letter, even if it adds a stupid ride check that we don't want. Can anyone give me a way that this does NOT suck? Can anyone give me rules text or FAQs or errata or even a developer post that makes the frightened condition only apply to certain skittish creatures or something? What I really want & need is to have a printout of a rule (not opinions) that essentially says only actual horses are frightened, but a gecko or dire wolf or dragon will be fine. Does that exist? If not, what do?


Link for reference.

I am in a Pathfinder Society game right now, and our GM has ruled that bit of luck, the cleric domain ability, can only be used once. Use it one time on your round on one thing that you declare, even though the ability says you get to use it on anything. Is that the correct reading of it? Someone who has three attacks on their turn will only get to use this bit of luck on one of the three attacks?


I have a bad guy who is in water. He can move in shallow water as difficult terrain (x2 movement cost), or he can go into the deeper water as x4 movement cost. He only wants to go 5 feet (move 1 square), but this will cost him 20 feet of movement, or the equivalent of his move action.

I know the rules say that you can only draw a weapon for free "combined with a regular move." We traditionally bar drawing with a 5' step because a 5' step is officially listed as "not an action." Since it's not a "regular move" we can't combine them.

However, this isn't a 5' step. I mean, it's 5 feet, but it's counting as 20 feet of movement, and eats up a real move action. Can my bad guy draw a weapon as he takes this move, assuming he has a BAB of 1 or higher?


Yellow Mold for reference. Relevant text for question #1:

Quote:
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores.

The mold is apparently distributed in 5' chunks. I have a module with a 15' x 30' wide swath of mold. The PCs will have to move over it. When they hit the first square, I understand that I trigger a burst, and the PC will need a saving throw. However, since the mold appears in a big huge block of many squares, when the PC moves into a 2nd square and I trigger another burst, do I ask the PC for a 2nd save? In other words, if the PC moves across the 15' wide chunk of mold, am I asking for 1 save for the whole thing as a single move action, or am I asking for 3 saves -- 1 for each square?

Relevant text for question #2:

Quote:
All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d3 points of Constitution damage.

Usually, spells with a radius are centered on a grid intersection. However, Paizo has this FAQ for effects that burst from a creature. Essentially, a 10 foot burst that is not a spell is not centered on a grid intersection, but on the creature's entire square instead, and you extend it out from there. Thus, a 10' burst would be 25' wide. That's odd, but that's the FAQ trying to make sense of a burst centered on a creature. So questions:

1. Are molds "creatures" enough to qualify for the FAQ effect?
2. The FAQ is talking about large & larger creatures that have burst effects that might not even cover them entirely if the radius is measured from a grid intersection. So, in order to cover the larger creature, they abandon the grid intersection and have the burst flow out from all edges of the creature's space. That makes sense, but then what about a 5' mold? It's not size large or larger. Even if you put down 50' worth of mold, you handle it in 5' blocks. So does its size disqualify it for this alternative measurement?


In the middle of a game right now, and need a rule quote. GM says that perception can only be applied to a 10' section at a time. I mentioned the -1 per 10 feet so we can account for more, but he said not as a move action or "active" perception. We are going 10' a round because of this. He said Ultimate Intrigue changed/limited things. Advice? Rule citations?


KublaCon is held @ the Hyatt Regency in Burlingame, near San Francisco, CA.

Here is the main Warhorn game signup page for PFS at KublaCon. The "Event Schedule" is a link on the left side of that page, and it'll show you all 4 days worth of PFS events.

The Warhorn site is only open for 2 more days. There are still a lot of openings. Usually all games are at a full 6 players by now, but there are many games with only 2 or 3 people signed up. You could get a nice, full schedule out of this, even though the convention is almost upon us.

Also, here is a link to the official KublaCon site for more info about the convention itself.

See you there!


I'm scheduled to run this trilogy over 1 long day. I'm excited, but there is a problem: they were written by different authors and show it; they feel like unrelated modules that don't even follow their own plot.

As mentioned in a review, there is a job given to the Pathfinders in module 1 that is never resolved in any of the 3 parts. From my impression (maybe wrong), it looks like the authors were completely disconnected and had no idea what was happening in the other parts.

So I have a request or challenge. While I know that we cannot change anything about a module's stat blocks, I have seen leadership post here that immaterial changes -- fluff text, for example -- might be OK to change. It's also possible that there are threads running through the 3 modules to tie them together or foreshadow things which I've missed. So the request is: what are the opportunities to foreshadow, to tie the modules together, to make them feel like they naturally follow one after the other, etc? What common threads have you found between them? Could I have a VC say something, even just a line that makes something make more sense? How can I make the transition from 1 to 2, and from 2 to 3, feel less clumsy and more natural?


1 person marked this as FAQ candidate.

I've decided to play an old module again just because all my friends will attend. However, I'm using the GM replay boon to "recharge" my GM stars, and the boon is from last season. I've heard this boon is seasonal, so does that mean I've lost the replays I earned (because I didn't spend my replays during last season)?

I have a dozen games listed on the boon, so I should have earned a couple of replays. If I earn them and don't spend them right away, are they lost?


The boon has no text about a time limitation. It reads:

Quote:
As an immediate action, you gain a +2 insight bonus to AC against one creature.

Having text about using it as an immediate action sorta implies to me that you use it as a one-time boost when an attack is incoming. However, that's me reading into it. There is no actual text to suggest that. There is no time limit. So is it correct to allow it to work like Dodge? You declare it against an enemy and just have it until the enemy is defeated?


We are at Pacificon now, playing Serpents Ire, and we have a rule question about the pre-gen character Rataji. He is an enchanter with aura of despair. It imposes -2 on saves, attack, damage. However, it doesn't specify "weapon damage" but just "damage rolls." Do we apply this to Magic Missile rolls? If so, apply once, or once per missile?

Also, no text on the pre-gen or in the aura text itself says anything about saving throws. Is it automatic if in the aura?


I have a druid who wildshapes into a large air elemental. To do this, I need to be at least level 10, so I have plenty of cash and prestige points. With the spare cash, I decide to get wild armor. I'll need +1 armor as a base, and the wild property will add +3 on top, so my total payout will be for +4 magical armor, or about 16,000 GP.

However, I then notice that the Pathfinder Design Team answered a FAQ last year, and set out that wild armor has the medium/heavy movement penalties, armor check penalties, weight limitations, spell failure chances, and max DEX limitations of armor of its kind -- something that wasn't the case in D&D 3.5 and wasn't the case in Pathfinder initially (James Jacobs had previously said that it worked like D&D 3.5).

So in 2016 PFS, my air elemental in medium/heavy wild armor suddenly has a move speed of 40', is limited to a x3 run, and sees that +6 DEX bonus capped. Yikes. Wild armor no longer seems worth the +3 cost. I could change armor. Best base armor I can find now is +1 darkleaf leather lamellar armor. It's +5 AC, +5 max DEX, light armor -- full movement, but my +6 DEX bonus to AC gets cut down to +5, so my net gain on AC is 4.

I could get around the max DEX thing by just getting a shield with the wild armor property. However, the wild armor property notes that while you can put it on armor or shields, it only preserves the armor bonus, not the shield bonus. I play with very pedantic GMs in PFS, so shields will be immediately nerfed. They can't give a big enough bonus to AC, anyway. Best I can afford is a net +3 to AC.

Either way, armor or shield, it'll cost me around 16,000 GP. Net gain to AC is 3 or 4, and depending upon how the GM rules, could be nerfed down to +0.

Or, I can spend 2 prestige points, get a wand of Mage Armor and just spam that liberally for a reliable net gain of 4 to my AC, and it works against incorporeal creatures. I can buy 2 or 3 wands if my career in PFS lasts long enough to use them all. Same bonus, but 15,000 GP less expensive.

So my questions for the advice forum: Am I looking at this wrong? Is there an armor type I'm missing that would help? Is there any reason to ever get wild armor, and if so, can you walk me through it? If you're going to be wildshaping into a corporeal creature, isn't carrying a bag of holding with barding or large size armor that you can switch into a better option at this point? More AC bonus, far less cost?

What am I missing?


At levels 3/6/9+ a warpriest gets a free feat, but it must come from the list of combat feats. The warpriest gets to use his/her level as BAB and can select fighter-only feats, which opens up a few extra goodies.

I am trying to get my warpriest to do fun interesting things, since I'm in a group of 6 that already has all the bases covered. So for example, at level 5, I took the non-obvious Friendly Switch feat, so that I could help allies escape from monsters with reach. (The idea: if you are going toe-to-toe with a large size monster, and it has reach, and your hit points get low, you cannot escape without taking AOO even if you're using the withdraw action, so I use Friendly Switch to swap the PC back 5' for free, which then enables their withdraw action to work. That might seem niche, but we're playing Giantslayer, so monsters with reach is pretty much 100% of the fights.)

So at level 6 I get a new combat feat, and I get to pretend I'm a fighter with full BAB for prerequisites. I want something interesting and fun. It doesn't have to help me be powerful, although that's OK. But cool actions or abilities would be awesome. The list of combat feats is huge. So I thought I'd come here and ask for help. Maybe you guys already know of some cool things for the warpriest to select? Let me know. Thanks!

Here are the feats I already have:


  • Human: Toughness
  • Lvl 1: Fast Learner
  • Warpriest 1: Weapon Focus (greatsword)
  • Lvl 3: Power Attack
  • Combat Feat 3: Fortified Armor Training
  • Lvl 5: Friendly Switch


I generally dislike the Hungry Earth spell for the same reason I dislike toppling metamagic: it relies on CMB checks, but those checks just don't scale with level well. At a certain level, everything can escape the check.

However, Hungry Earth seems to be even worse than toppling metamagic. At least with that, you can do things like take Spell Specialization to effectively increase your caster level, which increases your CMB score. And Hungry Earth pays lip-service to that idea by using the caster level for your CMB checks, but ONLY lip-service, because your CMD is set to a flat 20, no matter your level.

In other words, even if you could win the grapple, the enemies will always break out. And even if they fail to break out once, since they get multiple chances they will pull it off before they get buried.

So my question is: have I read the spell wrong, and/or is there any way to make it better? For example, are there feats that make "static numbers" of a spell increase? Or is there any magic item to improve this?

(Also, what happens if someone IS buried? The spell says they need to "escape" but offers no rules for that. I found a rule for getting free from being buried (DC 25 strength check) under Cave In Or Collapse but I have no idea if there are other better rules.)


The whirlwind ability states:

Quote:

Whirlwind (Su) - Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round.

So, assume that the battlefield has 4 enemies spaced like the corners of a square, each 10' apart. The whirlwind has 90' movement. It can whirl through the spaces of those 4 enemies twice. According to the rules quoted above, it appears that any time the whirlwind "moves into or through a creature's space" there is a chance to be caught in the whirlwind.

Now, we might shrug and say, "Well, yeah, but 2 attacks on each of those guys? Meh. That's the rules, and since they have to fail two saves to be swept away, it's not that big of a deal." But... change the example just a little and it becomes super-cheesy: assume there is only 1 enemy. The whirlwind just zips back and forth over the enemy, gaining at least 9 attacks on the target. This forces 18 saving throws. In one round.

Sure, the creature that is in whirlwind form has to do fly checks to keep doing 180 degree turns to fly back & forth over an enemy, but most creatures that can do the whirlwind have HUGE bonuses to fly and will always succeed.

Visually, it makes sense that a target getting repeatedly bombed by a whirlwind would need to save repeatedly. But game-rules wise, is there anything to mechanically balance this, or limit it, or something? I'm wondering if I just missed a rule, similar to the trample limitations. (Trample has: "A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.")


A couple of hours ago, John Compton clarified here that since the DR feat no longer stacks with invulnerable rager DR, rebuilds of those feats/abilities would be allowed. In fact, the entire invulnerable rager archetype can be removed at no cost.

I would like to keep my invulnerable rager, but I did take the extra DR feat 3x. I'm really interested in learning if there is way to shore up my weaker DR in other ways. For example, any items that stack? He does have UMD -- any wands or such things that might boost DR?

Alternatively, instead of soaking damage, I guess I could try to play the Armor Class game. My guy is level 10 with an AC of 23 while raging, which is low enough that at such levels I'm almost always hit. I suppose if I could get AC up to 32+ enemies might start missing me sometimes. Is that worthwhile?

Due to this rule change, I'll likely take roughly 30 more points of damage during a typical fight -- the equivalent of a couple more hits. Since most fights end with my character barely standing, this change means I will go unconscious at the end of fights a little more frequently. I do have Raging Vitality so that I won't rage-die when I go unconscious. So maybe another angle is automatic healing or some other protection angle?

With 3 feats and about 24000 GP for gear, how could you rebuild him to survive even just a little better?


In case you need a refresher on these 2 modules:

I want to run these back-to-back just to give players a nice running story. What other modules contribute to the storyline?

Let's say I wanted to run a set of 4 or 5 PFS modules, using the best possible choices to flesh out the story and provide context for what happens to "the best NPC ever" in these 2 main modules. What do you suggest? And would you put them before these 2 modules, or between these 2 modules?


Both of those classes have the spell on their spell lists as a level 3 spell. If they do this, does the potion cost the normal 750 GP? Also, if they do this, how does it work? Is the drinker able to Dimension Door to a location of his/her preference? Can he/she take someone along for the ride?


For reference, here is the archaeologist luck ability:

Quote:
As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.

So, let's say my archaeologist has luck running and shoots a splintercloud arrow (note: linked you to the revised splintercloud text, which is waaaay more clear than the original). He gets the +1 to attack & damage on the target, right? And then the arrow bursts and hits adjacent targets for 1d3. Do I get the +1 on that too?

What about splash weapons? I throw alchemist's fire. There are 3 things to consider:


  • Does the main target take +1 fire damage from my luck bonus?
  • Do adjacent targets, which normally endure splash damage of 1, take +1 due to my luck bonus?
  • On round 2, when the main target takes an additional 1d6 of burn damage, do I add my +1 from luck, if I still have it running?

What if I shoot a thistle arrow? This does normal damage to the target, so I assume I'd get my +1 luck bonus to damage. However, then it does bleed damage of 1 on subsequent rounds. If I still have my luck bonus running, does it apply?

By a RAW reading, it sounds like I should get +1 on all of it, as it's all damage from my weapons, which is exactly what the archaeologist's luck referenced. However, in my hazy memory I recall something about splash damage being special or exempt from bonuses somehow. I need a FAQ/errata cite, or opinions, or logical arguments... anything reasonable, really. What can you say about these cases?


For background, I've never played any oracle, but I have a friend who plays dual cursed oracles all the time. He's really good and insists it's the only way to play oracles. I don't want him to get on me for playing a DC oracle in a way that he thinks is suboptimal; also, I'm bored of DC oracles now that he's done it infinity times. So! I'm here to ask for a fun/good oracle that doesn't follow the obviously optimal path of DC.

I had thought I might try the heavens oracle as a gnome. With a CHA score of 20, I would cast color sprays that would have a DC of 17 and pretty much render even bosses unconscious. That would certainly impress my friend! However, then I realized that it would drive everyone nuts -- I would rob the team of fights. I would pre-empt everything they did, and shut down all combat. My friends will not like me for this.

So... I wonder... what are the coolest oracles that are more team-oriented, or have cool flavor, or are super-useful? What's fun?

If it helps, my team is a spiritualist, occultist (tank), paladin, and alchemist/gunslinger (ranged). I feel like a bard would go well there, or something that buffs, but most buffs are boring. Still, there must be some cool options. I know many of you have played a ton of these characters. What is your expert suggestion?


For reference, see this topic and this topic. People were trying to hash out how the air elemental whirlwind worked, and then a monkey wrench was thrown into their efforts: Bestiary 4 reverted all the text about whirlwind form. So it went like this:


  • Bestiary 1 has a size restriction
  • Bestiary 2 and 3 do not have size restrictions
  • Bestiary 4 has a size restriction

It appears that Bestiary 4 reverted the text for the grab ability, too. Maybe it reverted all monster rule text back to Bestiary 1 rules, but I'm not 100% sure about that.

So... my question is: did Bestiary 5 fix this? Or are the monster rules stuck at Bestiary 1 revision? Or did they reinstate the fixes from 2 & 3? Basically, I'm trying to hash out what my druid should expect from whirlwind now with Bestiary 5 out, and what I as a GM can do with an air elemental, using the latest rules.

(Also, of course, if it appears that Paizo has put their editing issues behind them I might buy Bestiary 5, but if it's perpetuating the issues that Bestiary 4 caused, then I'll stay away.)


I am about to play a campaign with a rogue, a wizard, and an inquisitor. I want to complement the group as much as possible, maybe fill gaps or shore up weaknesses. Here is what I know of the other characters:


  • Rogue - neutral alignment. I've played with him before. He does lots of stealth, melee, meh damage, but gets sneak sometimes. High high dex. Probably an elf, but he hasn't said.
  • Wizard - drow noble, has the Drizz't thing going on (trying to be good, rise above the common tropes of his race).
  • Inquisitor - lawful evil follower of Asmodeus, who wrote that his goal is to wipe out infidels. This is all I know of him.

I got lucky on my ability score rolls (4d6 drop lowest). I got 18, 16, 15, 13, 12, 12. What kind of character do you think would be awesome here? I want to see ideas and figure out if any of them work for me. Right now my brain is a blank slate -- I have no idea what will be fun or fit well.

If it helps, this is for the Dragon's Demand module. Aside from knowing that a dragon is involved, I don't know anything about the module, so no spoilers please. Thanks for any advice, tips, or fun ideas you can throw my way.

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