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ryanhilt's page
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Thanks to the Divinity Drive, the Silver Mount has a site-wide dimensional lock. The unanswered (at least to my satisfaction) question is, does Dimensional Lock block you from summoning monsters? The text specifically says it does not prevent summoned creatures from returning at the end of a duration, but it is unclear whether you can summon them in the first place. A reasonable interpretation is that YES, it blocks summoning. That's the preamble.
One of my PCs uses summoned monsters as part of his schtick. It feels very unfair (and uncool) to just strip him of one of his mainstay abilities for 90% of this Book. I'm thinking of making it a Caster Level check, similar to a Dispel check but inverted, each time he wants to use it. d20 + caster level vs DC 11 + Unity's caster level (total of 31!). Obviously it's gonna be tough and rare to get one off, but it might be better than just saying no.
Thoughts?
Dimensional Lock Text:
"You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell."
I'm prepping an encounter for the Iron Gods AP. The creature is a plasma ooze, contained in a room with a 5' doorway, it is a 20' space creature.
Plasma oozes do not have compression. It seems like it cannot actually leave that room (without a DC 30 Escape Artist check)? Is that correct?
A quick survey of oozes reveal many (most?) do NOT have compression, but a few do, which leads me to believe this is intentional. Am I missing something?
The party is getting to the sub-basement of the Technic League, and I'm looking ahead. The plasma ooze... that thing looks like a party killer... except maybe it's not? It doesn't fit anywhere on that floor. It's squeezing everywhere it goes if it gets out. But I don't think it can get out?
Here's a fun thing I'm trying to come to grips with: oozes do not have automatically have compression. *Technically* the plasma ooze can't leave it's cave-hole-thing without a DC 30 escape artist check, even though the text says it slithers out into the halls.
Does it stay put in it's cave, and use Magnetic Pulse, 20' reach, and plasma rays to attack from it's corner?
Too OP? Yes.
I’m running into this same problem now. Party is 11th level, playing Iron Gods AP. The witch gives everyone Protective Luck. Everyone hides behind the two high AC martial characters who are now virtually unhittable and absolutely un-critable. The other three non-martial characters can easily survive a round or two to escape to cover while the martials deal with a problem.
Yes, area effects can still affect the party, but because they have zero fear of melee, the rest of the party focuses on the miscellany. I guess it’s good party design, but it all hinges on that one two-hex combo that makes them basically immune to physical combat.
Combined with the party’s Investigator crushing every skill check, they are mowing through the AP fairly effortlessly.
It’s a bit frustrating, and almost unfun. Almost.
[Side note: super weird, I had the same realization at almost the same time as your time stamp.]
Personally, I love the idea of using Air’s Reach with Blade Rush. On a Kinetic Knight, it gives you a ranged attack equivalent at the expense of wasting Air’s Reach — I’m pretty sure it will work with nothing else you can get, but I still love it. For maximum fun, grab Air Cushion and Blade Rush up into the air, then land safely wherever you want.
RAW are unclear if AR & BR work together, but I certainly think they should. If doubling the range of other all other air attacks is okay, why not Blade Rush?
I dig the bolt ace gunslinger archetype.
Is there any reason it couldn’t/ shouldn’t be reskinned to be used with a staff sling?
Is there anything mechanically broken I’m forgetting? Flavor-wise, you’d probably want to change out Pinning Shot, and maybe the 5th level weapon training shouldn’t add Dex AND Str to damage?
I'm running Iron Gods and really enjoying it so far. The players seem to be enjoying the slow reveal of what Hellion actually is. They speak Androffan, so some of the stranger clues are illuminated, but no one in the party speaks Orc —which is what both Nalakai's and Kulgara's journals are written in. Thus they are pushing on with out knowing anything about Hellion's parentage. So far, they think Hellion IS Unity. After their first conversation with Hellion (and Unholy Blight), they are no longer interested in talking with him, and immediately destroy monitors when they are seen. Hellion hasn't had any chance to gloat or monologue about destroying his creator, and the party knows nothing of Casandalee. Now they have just dropped the inhibitor facet into the system, so Hellion won't be speaking with them anytime soon.
Favorite moments: Helskarg arena fight was hilariously short. The ranged combatants focused on the two ogres while the sorcerer hastened and enlarged the halberd wielding Fighter. The ogres were killed and the chariot was ruined. Helskarg and the fighter closed to melee, and the fighter scored two consecutive critical hits in the same round... while power attacking. The troll dropped to somewhere around -50 hit points. Somebody lit a torch.
The same Fighter was on the other end when fighting Kulgara and her chainsaw. First hit did tons of damage; second hit, natural 20. Rolled to confirm it. Since even minimum damage on 6d6+34 is going to end the Fighter's life, everyone is horrified. For a brief moment we thought the he was gone... but then GM (me) remembered is was an iterative attack! That -5 to hit made the difference between Crit and No Crit. The Fighter was still down, but not dead.
The party defeated Kulgara and the ettin (Draigs) with create pit. Both fell in, and then the ratfolk investigator rolled in a couple of grenades to finish them off.
Next up: the Blood Ghost and the final confrontation with Hellion.
I'm GMing the adventure with Aether kineticist PC, and he's doing quite well. To be honest, he's perhaps even a bit overpowered as he dishes out a LOT of damage. Even though it's only to one target at a time, it's dropped some tough encounters very quickly.
One kill, and one awesome near kill:
Book one, the fight with Hetuath is ROUGH. He is full attacking his way through the party, and just ruining them. The fighter is down, the investigator can't land a blow and is injured, the sorcerer is out of spells. Hetuath drops the cleric to exactly zero hp. Things are teetering towards TPK. The cleric decides to go for it: he'll throw some healing at the sorcerer, and take the damage from acting. His spell provokes an AoO from Hetuath, who crits. The android cleric of Brigh dies on the spot.
The players were genuinely frustrated. Hetuath's DR, immunities, and high AC made him hard to damage. The cleric's death was the turning point – just traumatic and dramatic enough to be cool, but if had gone any further south, it would have stopped being fun. So naturally Sanvil Trett showed up to help put Hetuath down. Sanvil never turned on the players, but still accomplished some of the things he was after. And the players knew something was fishy and haaaaaaated him. But it never came to blows.
Book Two, the fight with Birdfood:
The party just strolled up to the front and called them out. There was a pretense of being mercenaries looking for work, but no one bought it and instead prepped for battle (gravity bow is GO!). The sorcerer cast grease on Birdfood's bow, and the save was failed. The rest of the party tore into the orcs and dispatched them quickly. Birdfood failed a second save to try and pick up the bow. He drew his longsword, and the sorcerer greased him again, save failed again – and reflex is his good save! He was next entangled in a net. Birdfood is having a terrible day. The fighter finally closes on him to end it, and Birdfood made one last entangled, improvised weapon attack with a human bane arrow and crits the human fighter. Fortunately, Birdfood died immediately after, and the fighter was stabilized and healed.
I'm currently running Lords of Rust (Iron Gods AP 2), and this is going to come up— it hasn't yet, but it will. Based on the reading of vehicle overrun, and regular overrun, it seems like if the victim doesn't choose to avoid and the overrun fails, the vehicle stops. This has pretty bad consequences for the vehicle's driver, btw.
My follow up question is what do the rules mean by "any part of the vehicle?" Do you make an overrun check for the propulsion and the vehicle (horse and chariot), or for every single square of the vehicle (2 for the horse, 3 for the heavy chariot)?
This exact question came up for us tonight, and I can't seem to find an "official" answer.
Does the a magic weapon still get it's bonus, e.g. club +2?
Added twist:
What about a reach weapon? Does the monk get the increased reach?
Lots of neat ideas here guys, thanks. Interesting to see the different opinions.
This player is a long time D&D player, just has zero interest in rules. Typically enjoys skill-monkeys, because it means more RP opportunities. In combat, the person's eyes glaze over if you mention 5 foot step or AoO. Played a rogue for years, and never understood how to set up Sneak Attack. Not a critique of their playing style or dedication to the game, because everyone is still having fun, and lots of it.
The question comes up because we have started a new campaign, which they are joining one level late (so this player starting at 2nd level). The party already has a bard and rogue, so maybe after something different. I'm leaning towards sorcerer, because having some illusions or charm spells would probably give lots of creative options without a lot of calculating numbers, beyond DC (once and done) and keeping track of how many spells cast today.
I do actually like the idea of an expert or aristocrat, too. Skills are easily understood, and aristocrat provides good proficiencies, and practically hands you backstory with RP opportunities. Tack on a template, like half-something, and it *might* very roughly balance out with a PC class and provide more hooks. Obviously, this could explode in everyone's face, too. Is it worth the risk?
What classes do you think are the simplest mechanically to play? To book-keep/ advance?
I have a player who greatly enjoys roleplaying, but has little interest in (almost an aversion to) the mechanics of the game. We are trying to find the right character for the player.
I'm more than willing to think outside the box, too.
My initial thoughts:
Sorcerer – Once you pick your spells, there is little else to do besides use them. No deciding which spells to prepare, and limited access to bonus feats.
Wilder – Like a sorcerer, with even fewer "spells".
An NPC class, like Aristocrat or Expert, but they are substantially weaker than PC classes, so perhaps with a higher ability score point buy, or apply a template, or access to "Horrifically Overpowered Feats".
A monster – but what? Something with simple, use at will abilities, like a worg. Of course this opens a host of other problems as well....
I'm hoping to find some info on this piece of art. --->HALF ORC PALADIN?
Is it a Pathfinder/ Paizo piece? Who is the artist? What book is he in?
If he is Golarion, what nation/ organization/ deity?
Thanks for any help!
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