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RPG Superstar 7 Season Star Voter. Organized Play Member. 127 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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You can't END your movement in an illegal space - but you can begin your turn there. Both the rogue and fighter are fine until the first of their turns comes up, then that character needs to get out of that square through any legal means necessary. If the prone fighter's initiative is first he'll need to get to the back of the line.

Paizo should fire up some crowdfunding for a hardcover rerelease of CotCT - just factor the write-off of the 3.5 books as part of the costs they need to cover (and give them out as rewards for backers.)

A bit of a cop-out but I'd save "Wish" so other effects could be duplicated (at a cost.)

Considering that your "deck" does not necessarily have to be made of paper, I don't see an issue.

After all what's keeping you from painting the harrow deck's art onto a stack of cold iron rectangles?

Presumably wishes or any other spell that can "duplicate" a lower level spell are what counts.

Additionally any effect whose description says "this functions as cure/inflict" if there are any.

I had an unconscious PC say on his turn that he "rolled to stabilize then delayed until he could act" - so his initiative stayed the same until he was conscious, then he wanted to take his action and therefore change initiative - is that legal? can you "delay" if unconscious?

Question about initiative numbers - if a person goes unconscious or is killed before their turn, and is brought back to conscious by healing/breath of life after their turn, do they:

A) keep their original initiative?
B) roll a new initiative as they are "re-entering combat?"
C) act on the very next count, since unconsciousness "delayed" them?

As of the next game that I run - which will probably be CotCT in a month or so - I'm going to institute a "characters are built and leveled at the table using only the books" rule - so nobody can copy an uber-build.

I'm already hoping to avoid having to scale the AP up too much for PF heroes so i don't need powergamers rampaging over the 3.5 AP.

Also if anybody has a link to someone else's upscaling of the AP to PF rules, could you link me in a PM? Any prep I can minimize is great.

It's pretty high level for PFS, but the arcane discovery "Staff-Like Wand" lets a character use his caster level in place of the wand's when using it.

Although now that I think about it, that required a crafting feat as a prereq so it's probably out for PFS.

I would be much better at roleplaying if anyone else at my table even tried to be more than a pile of stats and a mini.

There's just nothing to interact with.

The fearless barbarian charged solo towards the heirosphinx as the fighter, despite all his training, was paralyzed by fear. The group knew that their meager weapons were barely harming the creature, but they fought on anyway, unwilling to abandon their barbarian friend, and knowing that without a proper healer present, it was win or die.

That sounds like an excellent session, actually.

Sometimes the tensest battles make the best stories, and your well-built melee character got to shine rather than get lost in a wave of optimized save-or-suck casters.

Call it in a win and move on.

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A metamagic spell counts as whatever level creates the disdvantage.

Thus if you can't cast 5th-level spells with an int 14, you also can't cast "meta'd-up-to-5th-level" spells. The casting score requirement is a disadvantage.

Empowered fireball is 3rd level for things like getting blocked by globe of invulnerability or the save DC, 5th level for what score you need to cast it, what rods can boost it, etc.

EDIT: I may be wrong about how many levels empowered adds - if so, just substitute something that's a +2 into my argument and it still stands.

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Ravingdork wrote:
Can you no longer cast metamagic'd spells if the EFFECTIVE spell SLOT is higher than your requisite ability score +10? The new metamagic FAQ entry brings it into question.

I would vote that you cannot cast a spell if the slot is higher than your casting score allows, since that is the reading that creates the most disadvantage for the caster.

A good-aligned cleric can sacrifice a prepared spell and cast a cure spell instead. So aside from the domain slot at each level (which if you're Healing domain would be a cure spell) the rest can be anything - you can just scratch 'em off for cures instead if you need to.

Couldn't you cram even more casters into the caster-sphere by having them all be ratfolk with the swarming racial trait?

Slivan "Sli" Simmeran wrote:
Looking for players or a DM (if interested) in the Meridian MS area and surrounding counties (if not too far)to play Pathfinder game. Thanks

I host 2 games at my house in Collinsville - I sent you a PM with details.

TheHunted wrote:

Is there any feat or ability that allows more than one attack on a charge?


The monster ability Pounce give the ability to full-attack on a charge - and that can be obtained through the "Beast Totem" chain of barbarian rage powers.

There may be others, but that's one i know of off-hand.

Oh also, you could full-attack with a bow from the back of a mount as the mount charges if that counts.

aegrisomnia wrote:

Bob wakes up and feels like killing. He's going to go murder the first person he sees. He sees Jane and murders her. However - Jane woke up and felt like killing, too. She was going to kill the first person she saw, and Bob was the first person she saw. Did Bob commit an evil act, a good act, or neither? How would your answer change if the subjects had perfect knowledge of each other's intentions? Discuss.

Bob is evil - he just luckily ended up eliminating another evil person.

His only motivation was to kill, with no regards to who he killed, same for Jane.

And it's the same regardless of their awareness, since they still only chose their target based on "first person they saw"

TriOmegaZero wrote:
Aranna wrote:
Jasnah isn't doing evil people.
B*!&$$%#. She's committing murder. Premeditated even.

Penalty for banditry is death. Lawful good inquisitor dresses like merchant, travels near known bandit hideout. Bandits attack, inquisitor kills them. This is evil?

Also, just for the record - I've read that book and those guys intended more than just simple robbery. And she brought the scenario about specifically to present her apprentice with the "alignment" question.

So I'm inclined to call it true neutral. It wasn't done due to desire to kill nor desire to protect others. It wasn't done through lawful channels, but she chose targets whose crimes would have brought a death sentence.

It is baiting if she WANTS criminals to come after her. She is intentionally presenting a tempting target to lure predators.

Like a worm on a hook, or a hunter using scent to attract deer, the hope is that the target will present itself to be killed.

What I disagree with is calling it baiting even if she had no intent to attract predators.

OK, good to have confirmation. We played this for the first time this past weekend and didn't open the box until everyone was already at the table, so we've been clarifying rules as we go along.

Say I'm making a disable check of Dex+3 and use use a card that lets me "add an extra die" does that mean I add a Dex Die? Or a "Dex+3"?

Edit: NVM, think I've found my answer. "add only what you are told to add".

I get the die but not the bonuses attached to it.

An extra die in my case is another Dex Die - the Disable skill bonus is a separate thing that I don't get.

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Logan1138 wrote:
Mark Hoover wrote:

Want to recapture some of the essence, least from times when I PLAYED 1e/2e?

1. roll 4d6, take the best 3; no re-rolls and apply all rolls AS rolled. This means: you show up wanting to play a paladin; you end up rolling up a m-u with a 4 dex and a 12 Int as your highest stat (it happened)

2. If you're a level 1 spell caster cast 1 spell. That's it, just 1. No cantrips, scrolls or what-not at level 1... just that spell.

3. Learn to debate. Get REALLY good at it. Learn math, physics, history and study a lot of science. Be ready to quote not only game rules but also debate those rules with A LOT of passionate, real-world numbers/examples

4. Talk to NPCs. No, don't roll anything (Charisma is basically there to fill space on your sheet), just start talking and hope you impress your GM.

5. Learn to impress your GM. Not just in the game (see 3 and 4) but find out what his drink of choice is; buy him food; laugh at his jokes. This will pay dividends in rulings later.

6. Invent telepathic transmission. This is the only way you and your GM will see EXACTLY the same thing when he's describing the action. Otherwise see the post above about the mapless fight scene.

7. Manage disappointment. You won't be building your character; they will change as the game changes. Sometimes you will die, fail a save and turn to stone, be put to sleep, charmed, or otherwise transformed in some way beyond your control. You have far fewer resources to not only prevent these changes but to reverse them when they occur. Accept the change.

8. Don't get attached to your PC. For the first 3 levels don't even name them. Even after that make sure you've always got 5 backups ready to go at a moment's notice.

Why do you keep doing this? We get it: you HATED AD&D and think PF is great. That's fine but this thread is not intended for someone like you, yet you keep making this same point over and over again. The OP asked for ways to recapture an AD&D feel in Pathfinder, not to elicit a list of...

That actually summed up pretty much everything I liked about AD&D (except for DM bribery - though i might revise my position on that now that I tend to DM)

I would vote that it's not a grapple - it uses grapple rules to resolve, yes - but it's specifically intended to represent maintaining your hold on the target in subsequent rounds.

I doubt flurry of maneuvers was intended to let a character bypass the round restriction on subduing their opponent. Only after you've managed to keep them under control for that one round, can you progress to a pin.

Just how I'd play it though.

Take a lesson from the original Prince of Persia game, just put your weapons up and walk on by.

Not every encounter is handled by applying greatswords to faces.

Barbarian stands near archer and readies an attack.
Archer angers dragon with ridiculous clustered shots damage.
Dragon flies in to snatch archer.
Barbarian strength surges and grapples the dragon, halting its movement. Phalanx fighters go full-attack crazy while the dragon is grounded.

That would work, right?

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Archer went home early, then we got attacked by a dragon.

Cleric cast wall of thorns 40 ft high and the dragon got caught in it.

Wizard cast hungry pit under the column of thorns and "elevator"-ed the dragon down into melee range.

GM Kyle wrote:

Warpriests do not get proficiency with their Deity's weapon.

Yes they do - that was changed in errata.

From the adventure summary (warning- wall of text copied from PDF):


With the help of her half-brother Grigori Rasputin,
Elvanna lured Baba Yaga into a trap on the Queen of
Witches’ homeworld—Earth. A daunting contest of wills
ensued, but Elvanna was victorious, and imprisoned her
mother in Rasputin’s fortress in Siberia. Despite Baba
Yaga’s seeming defeat, however, she had made her own
contingency plans against such treachery. Suspecting
something amiss in Rasputin’s summons, Baba Yaga
summoned her Three Riders—fey harbingers who appear
in Irrisen every 100 years to herald her return—and
informed them that if she did not make her scheduled
appearance in Irrisen, then they should assume some
ill fate had befallen her and come to her aid. Baba Yaga’s
plan was to leave a trail her loyal servants could follow,
consisting of a number of items that act as keys for
controlling her Dancing Hut. This trail would enable the
Three Riders (or other rescuers) to track her down across
various lands, and even other worlds, to free her.
Unaware of her mother’s precautions, Elvanna returned
to Golarion and shackled Baba Yaga’s Dancing Hut in
Whitethrone’s Market Square as a trophy and evidence
of her success in overthrowing her mother, taking care
to deactivate all of the keys inside that could be used to
control the Dancing Hut, so no one could steal it from her.
At the same time, Elvanna created a back door into the hut for
herself—a magic mirror portal that allows her to
freely pass between the Royal Palace in Whitethrone and
the hut’s inner sanctum.

With the hut thus secured, Elvanna embarked on a
hunt for Baba Yaga’s Three Riders. While she was able
to capture and kill two of the Riders, the Black Rider
managed to evade capture, only to discover that with its
keys deactivated, he could not use the Dancing Hut himself
to find Baba Yaga. Taking the deactivated keys to Iobaria with him,
the Black Rider fled into the wilderness.
Enraged, Elvanna instructed her armies to hunt down
the Rider even as she turned her attention to the next part
of her ambitious plan.

From what I remember (typing this at work so can't consult the books) - she knows someone's out to get her, but doesn't know exactly when it's going to happen - so she starts leaving the trail of keys so the riders can follow her if something goes poorly.

The original riders knew of the keys, and presumably knew to try to use them in the event that Baba Yaga needs aid - the PCs know to follow the key trail because they are given that task by Black Midnight, and given some clues along the way by the raven oracles (in book 3) and maybe others - my group is just now two play sessions into book 3.

EDIT: I need to read through all the plot summaries again before the next time we play, so I can get a more detailed idea of what happened pre-disappearance.

In case of spoilers:


At one point, Baba Yaga's hut contained an immense collection of "key items," which she would use in varying combinations to activate the hut's teleportation. (Plague mask + frost giants = the Dvesda Marches, home of frost giants and victims of plague).

When she realized through divination that someone was plotting against her, she began leaving a breadcrumb trail of keys, so that her Riders could use the hut to find her if something happened to her.

When Elvanna captured the hut she drained the magic from the keys it still contained. The riders attacked to try to seize the hut - the White and Red Riders were killed, Black Midnight was mortally wounded, but escaped with two of the keys.

He used the last of his power to reactivate the keys he managed to obtain and to pass on the Rider's Mantle to the PCs.

Now the PCs are following the trail of breadcrumbs, gathering the keys to ultimately follow Baba Yaga to where she has been imprisoned.

I may be VERY wrong - but doesn't Amiri the iconic barbarian have a Large two-handed weapon?

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I had a GM give me an XP penalty once because I was playing a cleric of Pelor (3.5 NG sun god) and I put a few gold in the offering plate when we were exploring an ancient temple of an evil god.

My rationale is that I was attempting to mitigate any offense my presence caused as we searched for the thief we believed was hiding out there.

My cleric might preach against the evils of that god 99% of the time, but I wasn't looking to disrespect a deity in his own house.

I would come up with a substitute for the Naval Combat Rules - much like the Caravan rules of Jade Regent, ship battles tend to turn into "solo combats" where the one player with the ship sheet makes all the rolls while others get bored.

Caveat: Maybe it gets better once you can afford to outfit a fleet, but I have a lot of players that barely know their own characters capabilities, so only one person aside from the GM really knew how ships worked.

Everyone keeps acting like Spellcraft-disbelief makes illusions worthless - why do expect to be able to fool someone who is just as knowledgeable about magic as you?

Illusions are great against people who don't make a living studying how to make illusions (and other magical effects.)

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To OP:

"Treason" is in the eye of the *WotC-owned floating eye monster* - a Lawful Good rogue could have sabotaged the efforts of a corrupt commander.

I run APs since I work full time and have a 5-month-old, so my prep is pretty short.

My wife is nice enough to let me leave the battlemat laid out on the dining room table at all times (we're adding a game room when we expand so she can have her table back.)

I print off the bestiary entries for anything not included in the AP.
I grab as many appropriate minis as I can.
I set up the webcam for our one Skype player.

I read through the AP again, or at least the parts I expect to run that night. (I read fast.)

Usually by the time everyone arrives and eats the food they picked up on the way, I'm ready to roll.

So the dispute is whether "treating something as a favored enemy of that type for all purposes" means:

A) treat the demon as if its type was "goblinoid" for all purposes.

B) treat the demon as if "Favored Enemy(goblinoid)" applied to him for all purposes.

I'm inclined to think RAI is B, but RAW is A.

We're probably going to houserule it to only give you the bonuses granted by the "favored enemy" class feature.

Our GM for RotR allowed the ranger to use a giant-bane arrow on an instant-enemied dragon and started this discussion, he'll probably want to head off the potential abuse once I let him know about this thread.

Side note:

Could a ranger using instant enemy grant his allies half the bonus through the hunter's bond feature?

Does that mean everyone gets to pretend the demon is a goblin (or better yet, human) for the purposes of their attacks and spells?

Letting the ranger's paladin friend consider someone "outsider(evil)" would be pretty helpful as well.

Our RotR ranger has goblinoid, humanoid(giant), and outsider(evil) as his favored enemies, so there is potential for some shenanigans if the hunter's bond feature shares the instant-enemy effect.

Our ranger was wanting to not have to worry about correctly identifying creature types before declaring his bane - if he could treat them as his favored enemy "for ALL purposes" he was going to just use bane (his favored enemy).

In hindsight my question was poorly worded - I don't spend much time editing posts when sneaking them in at work. ;)

A ranger has favored enemy (goblinoid).
He battles a demon.
He casts instant enemy to treat the demon as a goblin.
He activates the bane baldric to declare his weapon as goblin-bane.

Does he get the +2 enhncement and the 2d6 bonuses that bane grant?
Or just the bonuses of favored enemy?

Does "for all purposes" mean that our melee ranger with a bane baldric can make a non-favored be affected by declared bane against the favored enemy type from instant enemy?

These days, its mostly boardgames on the non-PF game nights - with Game of Thrones, Arkham Horror, Catan, and Cards Against Humanity being the usual favorites.

In our 3.5 days, we filled the gaps with one-shots of D20 Modern, Call of Cthulhu, D20 Star Wars, or just a game of Risk or Axis and Allies.

1) Keep the outside calls to a minimum.
2) Everyone takes smoke breaks at same time to minimize the disruption.
2b) You're using my books, minis, and mat - don't harass me if I bum my cigarettes from you.
3) Don't complain that your character is weaker than you imagined it if you're having other people do most of your level-up work for you.

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We once tried an experiment where we got together as a group and made a stack of like 20 different level 5 characters, then each week a different person would GM a short mission that members of our "adventuring guild" were being hired to undertake.

That, and we made a rule that nobody could play the same character two weeks in a row.

It was interesting seeing the permanently level-5 characters start to develop their own personalities after going through several people's interpretation of them - and everyone got a little experience with different classes and the GM chair.

Eventually it developed into a campaign when some recurring villains got enough interest that one guy volunteered to spin it off into an ongoing plot.

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My group is super excited to start playing through this as Pathfinderized versions of the cast of the "Mummy" movies.

Brendan Fraser - gunslinger
his wife - oracle
her brother - archaeologist bard
Benny - rogue with linguistics maxed
that magi guy - a magus

I know it's not going to settle anything but I just wanted to say that in my games, we have always allowed the "wrong end" of a weapon to be used as an improvised weapon. That way the barbarian has a way to not accidentally murder everyone that needs to be interrogated.

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My bard uses tear-away clothing and Perform(dance). Nothing inspires courage like a half-elf twerking in the backfield.

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