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Starglim wrote:
You could ask your GM about using some variation of PFS rules for your animal companion's tricks.

I was not aware that the PFS rules let your first AC come into play knowing all tricks. My GM occasionally does PFS play so, I think I'll go along with your idea.


tayger wrote:


tayger wrote:
So a Three trick pony could essentially learn: Combat training general purpose as one, Flee, and Get help.
Starglim wrote:


That is 8 tricks. A standard pony with INT 2 can learn 6 tricks. Are you getting that example from somewhere specific?
No specific example, it just comes across the way it is written for General Purpose that it only takes one trick slot. It seems the consensus is that if the GP takes 6 tricks, it takes that many slots. I just find it a little unfavorable that I'm going to get a wolf companion that I'm going to have to roll high to get him to attack anything until I can find 6 game weeks, where after 13 sessions we've only progressed about a week and a half, two tops.


Starglim wrote:

A general purpose replaces the same number of tricks as it grants:

Handle Animal wrote:
Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor.
Your animal companion with 2 INT can have combat training plus its bonus trick.

But it states than an animal(not specific to a companion) can learn one general purpose, and then other tricks on top of the general purpose. So a Three trick pony could essentially learn: Combat training general purpose as one, Flee, and Get help. So wouldn't that only count as one bonus trick as well then and leave me with six non automatic teachable tricks?


I've scoured my books, and the web(still looking through forum posts as well) to try and find an answer on this before i go into play with my wolf companion tonight but I just wanted to verify/get some feed back:

It only takes one bonus trick to train an animal for a purpose, correct? As it technically only takes one of the animals natural tricks to learn a purpose(this is taken from "An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.")

RAW that looks as it is saying a non animal companion with 3 tricks(1 int) can learn combat training, as well as two other tricks. Therefor my animal companion that has 6 natural+1 bonus can be trained in combat training correct?


Wow, I did not expect to generate this much response. Reading over what everyone said(was at work), I think i've got a conclusion, at least for this group.

Now, I haven't read too far into the AP, but I'm assuming there aren't going to be too many poisonous animals aside from what I throw in, or a spiders here or there, so I'm not too worried.

I had the same Idea as King of Vrock at first, but I'm not really big on making a player spend a week to craft something like that--its far easier to just buy then.

And going off of Gauss' knowledge(I've seen the rattlesnake thing plenty myself), i decided to go look up some information. Turns out that some herpetologists did some research and took vials of rattlesnake venom and stored them in numerous ways. They all pretty much held together on their structural level.

So i'm thinking of doing a combination of the two. If they want to craft the poisons, they can harvest the goods, get a discount on the overall craft and 1/3 price. But if they want instant gratification, let them hold the "Sacs" or "juice" for up to a week. After that, null and void. Once applied, they have a game day.

TL;DR--USE ALL THE IDEAS!


A player of mine has decided using his Profession:Hunter skill to butcher the giant centipedes we've come across. Rolling a natural 20, I decided not to look too hard into it and let him earn what he was butchering. He went after the poison glands of the beasts.

He then proceeded to ask about poisons and their effects, how he would be able to use these to his advantage. So i explained the craft rules, how it would take forever to craft(closes poison being in kind is giant wasp poison), and he just looked at me dumbfounded as in "why can't i just squeeze this on my spear tip...and stab an enemy later?"

So my question is, be it preference or rule im over looking, how do other DMs handle this? Do I allow/award him for his thinking? Or do I adhere to the rules? I'm assuming 1 paid dose of poison covers 1 Weapon/Arrow for 1 strike? I would really prefer not to pull out "Cause im the DM and it works this way" so quickly, but I can't seem to find any alternative rules to poisons.


James Jacobs wrote:

All XP awards earned in Pathfinder adventures should be split evenly among the party.

We've experimented once with individual awards at the start of Skull & Shackles, and in that case we specifically said "these awards should not be split up."

In all other cases, the assumption is that all XP earned in a Paizo published adventure is split evenly among the characters.

Thanks so much.


Davick wrote:
Split. An encounter is worth a set amount of xp. So more players will get a smaller chunk each since it was easier for them than fewer players.

And as for the research xp? split as well i'm assuming?


I've wracked my brain trying to figure this out a few times, So I thought i'd ask.

Running a carrion crown AP, and I know a lot is open to DM interpretation/house rules. But as far as XP is awarded, i'm a little confused. I know based on the core rule book there is a set equation based on CR and APL, etc. The adventure paths take some of that math out(assuming you're running the AP for 4 characters of the appropriate level etc)

So doing the math, if your PCs by stroke of luck follow this story the way the book lays it out. By the time they reach the conclusion of the monumental desecration event(assuming you're no running multiple events at once etc), a total of 6600 XP can be earned from everything, am I to assume i split this between all PCs? Or are the story rewards/knowledge rewards given PER player character as opposed to split? Or am I just over thinking this all and should award XP as I see fit to keep my players leveled accordingly?


Sorry i haven't responded back through here, but i just went through and sent those who said they were interested a PM with most of the information. Thanks for the interest guys.



Looking for 2-3 players to round out a group for an online campaign.

We're going to run carrion crown. We currently have A ranger and a fighter. There's also one undecided player.

We're going to be running using Game table, and ventrilo.

If you're interested or have any questions feel free to send me a PM or email me at rrichardson87@gmail.com


That is still up for debate. the one player we have is pretty open, he's on the west coast(i'm est), so evenings are best for him and i work a desk monkey job so anytime after 530 M-f or anytime during the weekends are viable. another possible player is CMT i believe, so she would generally be same available scheduling as myself.


Looking for 2-3 players to round out a four man group. We will be using a free to use online virtual table top(i believe its called gametable, at work will update when I get home), and either ventrilo or skype.

Going to be running the Carrior Crown Adventure Path, and currently the only player signed up has a ranger rolled out.

If you have any interest or questions please leave a message here, my inbox for feel free to email me at rrichardson87@gmail.com.


I completely missed that paragraph. Thank you all for the help. I appreciate it.


In ultimate combat it says the following:

If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter's weapon training or a ranger's favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. In effect, all abilities in that series are delayed until the next time the class improves that ability. For example, if an archetype replaces a rogue's +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn't jump from +1d6 to +3d6—it improves to +2d6, just as if she had finally gained the increase at 3rd level. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue.

The reason why I ask is because on some abilities it expressly states, and in the chance of the favored terrain/shifter's blessing it doesn't expressly state it replaces the whole series.


I know that certain abilities at levels granted are replaced by what the new archetype gets at that level.

So for example at 3rd level when SS receives his Shifters blessing, that takes the place of the ranger's endurance and first favored terrain? At level 4 he would then receive his animal companion at the regular interval, and then at 8th level he would receive his 2nd favored terrain, but as his first because it was never originally received? So the ability is staggered?


Dark Arioch wrote:
** spoiler omitted **

Answers:
Nope the Owlbear is still there, and they know of the stag lords father(his death was in a bubble of silence), I'm under the assumption that the cellar has a wooden plank/rock over it and that he's decrepit to the point of being unable(or just unwanting) to exit.

The Undead are known of, but have not been dealt with in anyway, deciding to use that as a play for either team, each knows it is there, but who is going to make the grab?

And as far as the Owlbear the groups druid mentioned wanting to try speak with animals on it, and/or an elaborate plan to let it out and free it. Which if they do that, Fights on.


Dark Arioch wrote:
tayger wrote:
But due to how things played out, Dovan and a majority were sent off by the "stag lord." I'm working in them running into the lagging PC, capturing him, connecting dots, and assaulting the PCs.
LOL, I like the way you think. The capturing of the PC (assuming they can pull it off) is a great twist. You might even have them set up an ambush instead of assaulting with the captured PC as bait. Things get tricky when the enemy gets to set up the place of battle and knows your coming, especially if the prisoner is in some sort of danger at the same time.

Well, the groups running joke when someone is absent is they had the flu(well the squirts, which led to the flu). So, I've decided that being sick with delirium, he wandered after them using his skill in survival. I'm going against the ambush because currently in the fort are four bandits and Auchs. Outside like I said will be Dovan and three leveled characters(Fighter, rogue, and bard) with the one PC. I figure between the threat outside, and the distraction inside by the bandits it can play out plenty of ways. Be it, negotiation, all out battle royale, etc. Or a race against time, trying to destroy those inside before the gates are opened, or to get to them before the other PC is seriously injured.


How exactly do you get rid of XP for adventure paths? Just say "oh hey guys, you're level four now?" I mean, I'm not knocking it, but how does it work, based on your best judgement?


They were rewarded for their resourcefulness, but they all kind of complained it was anti climatic. The barbarian player also had to miss because of work(told us to go on without him). But due to how things played out, Dovan and a majority were sent off by the "stag lord." I'm working in them running into the lagging PC, capturing him, connecting dots, and assaulting the PCs.


That's what i'm saying, each CR 2 is worth 600 overall. And each 1/3 is 135. That is the base value(at least whats shown in the Kingmaker guide for a cr2 and next to cr2 on the table in the PHB). So I add those up and divide by five for a closer point value, as opposed to just rounding up from the actual math of 120xp(600/5) to 150(what the book says to award).


Dark Arioch wrote:
tayger wrote:
And the 3540 XP for fighting 5 CR2 and 4 CR1/3 Would be correct then?
No, actually since you have 5 characters (assuming they all take part in the encounter) each CR2 would be worth 150 xp each (for a total of 150x5=750) and each CR1/3 would be worth 35 xp (for a total of 35x4=140). Add those two groups together and you get 890 xp for each character after that encounter. The table is core rulebook page 398.

I was adding up each CR2 and CR 1/3 to get the total of 3540, and then dividing that by 5. I do that because 600 distributed evenly among five players isn't 150. I guess that comes down to RAW vs RAI


I've not adjusted the loot any, but they have taken the option/time to buy better gear/sell off what they've found. The main heavy hitter-the barbarian-is rolling with 17(23) str, and a greatsword. Powerattack, cleave, etc.

They didn't do a point buy, they did the 4d6, discard lowest, assign where you want them. They had no prior knowledge of racial bonuses before they assigned scores though.

So i'm looking at the critter CR and the encounter CR being slightly different then, is how it sounds? And the 3540 XP for fighting 5 CR2 and 4 CR1/3 Would be correct then?

Edit, Looking at them being level 3 and having 3000gp in wealth, given their money bags, and gear, they're probably about 500-1000 under.


Some background: Playing through Kingmaker, Just "finishing" stolen lands(as in, still some exploration available, but they're at the stag lord's fort).

Newish players(and gm), so not throwing in anything like the APG, or other added rulesets.(Just the PHB, and the kingmaker PG)

Everyone is currently level 3, and consist of a Halfling Rog, HOrc Barb, HElf Ranger, Helf Druid, Dwarf Cleric.

The main question comes in with, my players seemed to be ROFLstomping through the preset encounters. Or even random encounters I threw in(On a night of 2 players missing, three level 2 characters downed a singular troll, cleric ranger and barbarian). Am I doing something wrong with that? Cause it seems the more challenging I try to make them, they're going to get massive CR/XP rewards?

For instance, they went the infiltration/coup de grace route for the stag lord, all the while recruiting akiros to their side through RP. I awarded them XP for both the stag lord and akiros for it. But it felt a little anti climatic, so I worked instead of the bandits fleeing, they fight, I gave half the named bandits levels(all third level, so CR2) which leaves me with Auchs, Dovan, the three named leveled bandits, and four "bandits." So that's five CR2, and four 1/3(we'll say a 1 for ease). Is that to be read as a CR11? Or do i use the table for multiple encounters, where it says CR(for just one or all?)+4(we're going to go with there being only four extra creatures). Or do I play out the battle and award experience based on killing five CR2 monsters(which at 3000 puts it between a 6 or 7).

Sorry for the ramble, I guess the real issue is, I'm trouble with encounters, making them challenging, without them becomine seemingly high CR levels that the low level NPCs still seem to roll through.


Kalshane wrote:


On a side note, what is the composition of the rest of the party?

We have a dwarven CG priest of Cayden(with holy warrior choice), a half-elf NG druid of Gozreh with the caster spec, a half-elf NG Ranger of Gozreh(planning on going ranged spec), and a Half-Orc Barbarian.

And I think my issue was, I was skimming trying to find differences from 3.5(or 3.0), and got too caught up on finding differences that I assumed everything was different(or similar on certain rules.) Probably why I overlooked the skills/feats.


Yeah, just spent the wait time combing through it, and upon closer inspection I found the things I was looking for. Again, I appreciate the patience and help.

I guess i'll have to switch the adventure path up to avoid the conversions for now.


I want to say thanks, for the expedient help and advice. Like I said, new to pathfinder, and I'm coming up with some incositencies with the book material. Like I got my hands on the Runelords adventure path, and its pregen characters clearly have skills like listen, spot, etc. But my Pathfinder book(5th run i think?) has them combined to perception.

As I said, I also couldn't find anything for max ranks allowed, and now that I think about it, I couldn't find starting feats, or when they get more(maybe I overlooked it) I only found mention of their advancement based on your class in chapter 1.

And yes, now that I think about it, fighting CR 1/3 - 1 encounters at this level, with minimalist gear, the rogue will shine. I wasn't thinking about all the other variables. It was a new group, first session, and some people were getting butthurt. As a DM they should be butthurt against me, not the other players.

But seriously, thanks again you guys.


Also, maybe i'm used to 3.0, or minimalist games, but I've never played a campaign that any character at level 1 never fails their rolls, or never gets hit. The other guys were of the mindset "oh man am I gonna hit, or am I gonna miss?" He was of the mindset of "Meh, I got this shit." and walked into a group of five goblins and didn't get touched. I think he failed one attack roll last night, and that was chance, it was a natural 1.


Yes, he's a small size rogue, halfling.

His Stats were(Unmodded then modded)

13, 16, 16, 11, 12, 16

11, 18, 16, 11, 12, 18

I couldn't find a default for the allowed ranks, which is why I told them no more than char level+1(Still new to pathfinder..about a week or so).

He gets a +4 racial on stealth.

So, even at level 1 with just those base stats, with 1 rank in stealth he gets 4 racial, 4 dex, 1 rank, and 3 bonus for it being class trained. Thats 12 right there.

For stats we did the 4d6 discard lowest.

I'll have to get him to adjust his skills to the ranks=char level. I just think it is a little off mainly on his stealth/DD/perception checks he's got that are insanely above everyone else's.


Started running a pathfinder game with 5 players. Everyone seemed to roll out average stats, including the Rogue. But through proper planning, he's now got some insanely high stats due to his racial modifiers.

His Armor class with basic leather is 18, at level 1. His total skill modifier for stealth at level 1, is 14(13 if you only allow 1 rank per level).

Did i just do something wrong, or is he just adept at breaking games?