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Question: The Basidirond on page 28 of Bestiary 1 states that it has tremorsense, but does not include a distance in the description. What would you recommend as the distance for that ability?


Question: The Basidirond on page 28 states that it has tremorsense, but does not include a distance in the description. What would you recommend as the distance for that ability?


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simply put there is your
-base natural armor bonus
-natural armor enhancement bonus

The evolutions modify the base natural armor bonus and are not an enhancement bonus.

The amulet is a natural armor enhancement bonus. It can stack with the base natural armor bonus without problems, but cannot stack with other enhancement bonuses, such as from the spell barkskin. The highest bonus applies in this event.


Agree with Castilliano here, that chart is a lot more accurate a guide than the book. Though i usually end up with higher CR's than calculated. Especially when orcs are involved. Ferocity makes for INSANELY tough barbarians.
A level 1 orc with nothing but class changed from warrior to barbarian becomes roughly CR 2
HP - slightly below average until ferocity is considered
AC - average before rage
High attack - with his falchion ranges from average to well above average depending on where he is in regards to his rage.
Average damage - just above average
Saves - just below average


Perception check for the rouge against hearing/noticing the guards beforehand...if he failed his check then the guards get a surprise round, which because they are law abiding guards will be spent readying weapons for combat.

Though if a rouge fails a perception check against guards that weren't looking for him he probably isn't the best of rouges.


Blueluck wrote:

You offer some excellent insights, thank you!

Check out this Google Spreadsheet with calculations. According to this, the average treasure "loss" is just under 14%.

When D&D 3.0 came out I remember reading that gaining a level required the experience points from 13.33 battles of CR=APL. That seems like a reasonable number to me, 1 challenge per hour, 4 hours per game session, 3-4 game sessions to level. In trying to reconstruct such a ratio for Pathfinder, I get some crazy sounding numbers. 20 fights to gain 2nd level, and 50-70 fights per level after 3rd! Perhaps I'm reading a table incorrectly somewhere?

Problem with the formula in that table. The xp required to level is the total xp required, not the difference between levels.

For example, to get to level 8 you need a total of 75,000 xp. But the difference between level 7 (51,000 total xp) and level 8 (75,000 total xp) is 24,000 requiring 20 challenges equal to APL to level up with a four character party.

According to my calculations, it is ranges from 19-21 equal encounters to level up a four character party, and from 24-26 to level up a five character party using the medium xp totals.


Trikk wrote:

The current horribly broken Stealth rules don't allow this unless you're doing it in dim light or lower light conditions, so you need darkvision to pull this off.

Quote:

In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

Any rouge attacking someone in broad daylight is doing something wrong.

In addition past five feet "the attacker cannot use sight to locate the target." The rouge would be effectively invisible.

Also...how is that broken?