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245 posts. Alias of Tyler Gemuenden.


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I was wondering if the Silent Staff monk moving with Reassess Strategy provokes attacks of opportunity. Thanks!


War Weaver PrC from 3.5.


I need to take the Enlarge Spell (Metamagic) feat as a prerequisite. I'd like to get some use out of it since I have to use a feat for it, and it's only a +1 spell level metamagic.

I've not used it much before. Any suggestions on spells to use it on? Any in general are appreciated but this is for a bard specifically.

It could be good on hideous laughter since that is a close range spell that is really good.

Thanks.


Lingering Performance can triple your rounds of performance each day.


Melkiador wrote:
Also consider that the regenerate spell is pretty affordable to buy, if you can find a caster willing and able to cast it.

This is very true. You could make it a curse in this case. But even that can be broken. You could have an agreement with the player that they won't use the spell for that.


Happy to help.

When not on his mount, I would make his speed 5 and make him prone.
I wouldn't dock Dex since his upper body still works fine. Not having working legs wouldn't affect your accuracy with a bow and such things.

I wouldn't worry much about AC while mounted. You can still lean away from attacks.

It really strikes me that he should be mostly run as usually while mounted. It just gets complicated when not mounted. He should have his mount have a trick to help him get into the saddle. Then if he gets dismounted in combat, the wolf/dog can help scoop him back into the saddle.


From the social aspect all I can offer is that it's a person with a disability, not a disabled person.

I would give a bonus feat (maybe even two) as this could easily count as a flaw.

I hope it goes well. Props to your player for wanting to try out such a unique character.


Thanks for the advice. I may end up taking Imp Nat armor a few times. I haven't planned passed around level 6 yet. Dodge is nice, I'll start with that.

The shield is part of my build, but doesn't have to be. Just seems like an easy +2(+enchantments) AC. I'm planning to use Shield Brace and a polearm. The build can live without it and I may retrain it later, but I just found it a few days ago and I'm eager to try it.


Thanks for pointing out dodge. That makes it a three way choice. The character is a fighter, so I will probably be able to take all three haha!

Why do you say dodge is better?


Thank you both.

The cost in this case is a feat. I suppose I should have elaborated. It's between Shield Focus and Improved Natural Armor.


I have an option between raising my shield AC by 1, or natural armor by 1 for the same cost. In general, is one better than the other?

I assume natural is since you can't be without it, but you could have your shield taken away or be left without it somehow. Both apply to flat-footed, neither (barring a feat) apply to touch. Am I missing anything else?


Thanks, Matt!


Thanks!


Her "When you defeat a monster on your turn, you may recharge a card" ability... Recharge it from where? Hand? Discard pile?


Does anyone else have any advice? If not, thanks anyways.


Isaac Zephyr wrote:

Multiple movement types don't stack, however, you can use them both in one movement. Example, moving five feet forward towards a short cliff, flying 20 feet to the other side, landing, and moving the 5 remaining land movement you'd have. Essentially you can pepper your longest movement with your shorter ones, so long as you move no more than your highest movement in one action, and do not move more in one type than your total movement of that type.

It's a little tricky to explain.

As for gliding, it is a fly check of it's own, written under the fly skill last I checked (however I checked for a winged kobold, who get glide-specific wings that can later be upgraded to full flight with feats). You have a source of flight, thus can take ranks in fly and use your method, clipped wings in this case, to accomplish the task. It's just a fly skill check to not crash and die.

That's the best explanation of that I've ever read. Well done.


VoodistMonk wrote:
Is this NPC an UC Phantom Thief or Vigilante or combination of the two?

So far I have the Fence archetype. I'm open to changing or adding to that.


I have a rogue NPC that will be helping a PC run a thieves guild type group. What feats/abilities should I give her?

I want her to be charismatic and intelligent.

So far I have the Brilliant Planner feat.


Thanks for the great suggestions.

Enlarge sounds great for the reach and increased damage die. True strike sounds lovely as always. Divine favor is one I hadn't considered (shame on me).

Lead blades makes me drool. d10 -> 2d8 is great.


Great suggestions.


If a spell is cast on you, and you fail the save, do you know a spell was cast on you if it doesn't have obvious physical effects? Specifically things like Charm spells or mind altering things like that.


I have a melee character that will have the ability to pick 1st level spells from any spell list to have as a spell-like ability 2/day. Suggestions?

I'll be melee with a 2H weapon mainly. Thank you in advance.


In following adventures in this series, will Collin/Colleen be brought up again, or can I advance them as I want? Specifically, I'm wondering if there is a point where they are no longer young and lose that template.

Spoiler:
So far, I plan to have them be the right hand or lieutenant of the player. It seems like we are heading towards starting a thieves guild.


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call1me1sandwich wrote:

Thank you all. Diego Rossi and Pizza Lord, you both say very different things. Does this mean the subject is still debated in the community and hence up to DM discretion?

If that is so, I will stop trying to make social spellcasting work because my DM and I both have strong views on the subject and discord is not ideal when playing table-top RPGs.

I have never seen any thread agreeing on how it works. DM discretion it is.


I've read up through the Scavenged Codex, and I am convinced my group will LOVE playing this!


Looking at the unchained crafting rules, how many pounds of the special raw materials are needed to make an item? The weight of the item?

A longsword is 4lb, does that mean you need 4lb of material? So... 32gp of easily worked steel "special raw material?"


Poke the bear...


I have the exact same question.


These two adventures have inspired my friend and fellow GM to homebrew a solo Paladin adventure to run me through.


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Thanks Matt. That makes a lot of sense.


Dosgamer wrote:

Here is a link to the wiki page that mentions lost and possible sky citadels. Good luck!

Link

Thank you. I was apparently looking at the wikia, not the wiki.


Thanks Matt. I downloaded it last week from drivethrurpg. I do not seem to have the changes you mentioned.

I see that 13 is blocked off. It's just the stairs immedietly north of that that confuse me.

Edit: I redownloaded the pdf and it is the same.


Thanks man. That helps a lot!

I can't find anything about the lost ones on the wiki. Could you post a link please?


One “group” finished Orphans and we both loved it. We’re starting smuggler’s seal soon. I’ve read through it and it looks wonderful.

We eagerly await more one on one adventures.


I see on the pathfinder wiki that there are 5 Sky Citadels left standing. Is it discussed anywhere where the ruined/destroyed ones are?


Is C5 in the mansion supposed to be the west parlor? The description says it is the downstairs corridors.

Is the stairway north of C13 supposed to be open to the hallway on the north end?

Thank you.


Does anyone know why the frames are all empty in the B12 guest rooms?


Adjoint wrote:
powerdemon wrote:
Shouldn't Hucker Graul's speed be 40? Base of 30 plus 10 for barbarian fast movement?
It is reduced back to 30 because of the medium armor he's wearing.

Gotcha. Thanks!


Shouldn't Hucker Graul's speed be 40? Base of 30 plus 10 for barbarian fast movement?


The BEST sheets. Hands down.


Jason Nelson wrote:
Thanks for the feedback. A pet class adventure series would make great sense, and I'm always a sucker for paladins. We'll see how it goes!

I'm finishing up Orphan's soon. Loving it so far. That legless friend ended one attempt and almost killed his new character too!

Any news to share about potential new adventures? :D


Any ETA on a fix for the d00 HP bug? No rush, just curious.


The Scavenged Codex:
For creatures and encounters without a "Treasure" paragraph, are we supposed to add the treasure, or is that taken care of by being spread throughout the rest of the adventure like Paizo APs?

Somewhat related, what is the point of Pelicole Pass? There seem to be no story elements, and no treasure or items at all.

Thanks all.


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RainOfSteel wrote:

189. You don't tug on Aroden's wand

190. You don't 'port into the void
191. You don't pull that mask off the old Pharasma
192. And you don't mess around with Wes

Bad, bad, Rain o' Steel.


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I'm very interested in these paths. I read this one last night and I'm excited to run it with my wife.

I would like to see a paladin one and even more so, a Druid/Ranger/Hunter/Class-with-a-pet one.

Small criticism of this module, and maybe it's just me: the description of the boat device, and the description of the elevator model were both confusing in how they were written.


Potential errata: the first paragraph on page 43 should probably say "he also repacked the eastern wall, using a wand of stone shape..."


Jason Nelson wrote:
That's weird. Hmm... try this one.

That one works


Scavenged codex:
The krang Khedri of Vosh is pictured with one eye but it isn't mentioned in his stat block. Shu the wayang on the same page has the "one-eyed" special ability. Is this a mix up, are they both one eyed, is the picture wrong?

Thanks.


Spoiler:
D3 is only 7 feet tall and says pack animals will need to be left behind. I doubt a wall 23 feet taller is somehow easier to climb for a camel.