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I guess you could argue that whatever it was that brought the undead creature to a semblance of life requires the accoutrements of "life".

Life requires Food, Drink, Breath and certain bodily functions to work. Now the undead may not actually use or do any of this stuff but LIFE requires it!!

THUS if any of these things are denied the undead then the force that gave the creature unlife is effected.


Here is One I made
DS1. Nomen Burial Mounds.


A Fighter has a Wizard Archetype.

Fighter has a ring of Wizardry.

Ring of Wizardry says "It does nothing unless you have a spellcasting class feature with the arcane tradition."

Does the fighter have a CLASS Feature with the arcane tradition?

In other words, is a "Dedication Feat" a Class Feature of Fighter?? Because if it isnt then does the ring work??


xNellynelx wrote:
willot wrote:

In the Influence section, each round takes a week, So how many weeks/Rounds are the PCs allowed to keep plugging away at each notable figure? 3 weeks? 5 weeks? 14 years.

Does it say anywhere?

If it doesnt I may set an overall time limit. Their certificate only good for 30 weeks. They will need to decide how much time they want to spend with each Notable person and whether they need to "spilt the party" to cover more influencing grounds.

It doesn't say. It's one of those, long as it takes till it is done. Oyamba warns the PCS ahead of time that this "may require several weeks or even several months of work" on page 6.

Yeah, I think it's an oversight. Even the GMG says a Time Limit needs to be set; otherwise, what's the point? You may as well skip the whole chapter and go straight into the End Bit (spoilers). Thing is if the player runs out of time there needs to still be a way forward; I'll think of something.


In the Influence section, each round takes a week, So how many weeks/Rounds are the PCs allowed to keep plugging away at each notable figure? 3 weeks? 5 weeks? 14 years.

Does it say anywhere?

If it doesnt I may set an overall time limit. Their certificate only good for 30 weeks. They will need to decide how much time they want to spend with each Notable person and whether they need to "spilt the party" to cover more influencing grounds.


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Luke Styer wrote:
Is there an established distance or expected travel time between Mzali and the Shrine of the Eclipse?

It doesnt really say. However, it does suggest the party leaves by the north gate, and that the ruined settlement of Mzali-Jimbuani (where the shrine is) is located on (or VERY close to) the Pasuango River.

The Pasuango River is found north of Mwzali and is about 4 miles away. The book says that the party will travel the majority of the journey, on a road.

So, assuming the party is travelling while performing exploration activities then it will take them a little over 3 hours to reach the ruins.

If my deductions are correct, there isnt alot to go on.


Izem Mezitani is in hot water with Walkena. Im about to run my players through this and I KNOW at some stage it going to come up and they are going to ask me!
What is this "Hot Water"? Does it say anywhere what it is?


Is a shield actually required? It doesn't have a prerequisite for one. I assume you can raise your weapon to shield yourself?


In the text it says Bloodsalt is about 150 miles due west from Nantambu but by the map scale it's closer to 220 miles.

The Golarian Interactive map agrees with the text So the map scale is out
The map scale should be 35 miles


Just a heads up, the map labels for Aliriel’s Sanctum are all out of order and C11 doesnt exist at all.
As I have created all this in FoundryVTT it was easy enough for me to move the markers around. But GMs doing Paper TableTop will have to put sticky labels on the map or something.


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Seems the map labels are screwed up for Aliriel’s Sanctum?? The descriptions dont seem to match whats in some of the rooms??


Sanityfaerie wrote:
The trick is that perpetual infusions are, by nature, quick alchemy. Quick alchemy lasts only until the beginning of your next turn, and has the "holding or wearing alchemists tools" requirement that means that you at least have to have one hand free.................

Yeah, this is the problem I'm running into. Do it one way screws with the other way.

Pazio REALLY needs to take a good hard look at this....


RE: Toxicologists
So can bolts or other ammunition be poisoned with injury poisons before combat; and could they be given to other PCs?


When I measure a distance to a large or greater size target, is the distance from the PC to the target; to the edge of the target's occupied Squares or to the centre of the target's occupied squares?


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When I was a kid in school back in 1974 in Australia they never sent students home for extreme heat. If you passed out in the classroom they just chalked it up to you weren't obviously drinking enough beer!!!!


If a feat has a class trait like 'Rogue' does that mean it call only be used by rogues, and if so why isn't it given the perquisite of "Must have the Rogue Class"?


Bit of clarification on Wanderer's Guide

Quote:
You call upon the beyond to guide your route. When you Cast this Spell, choose a destination; you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.

I have a party traveling across a plain trying to find a place. They know it's in the east and they know it's name BUT they dont know WHERE exactly it is.

Would this spell lead them there OR does the location of the destination have to be known like.

"Whats the best route to the city of Absalom?" you KNOW where Absalom is, does the spell just provide the best way of getting there?
or will it guide you to unknown places?

"We must find the Lost City of Huspolis. Gone for ages past; Lost to the kin of moral ma..."
"Nevermind its this way!"
Seem silly to me.


Ah, I get it. Yeah its saying it, in a very round about way. LOL
Thanks!


Quote:

While Casting this Spell, you also Cast a Spell of a lower spell level

to store in the glyph.

I don't understand this sentence? The spell that is being cast is "Glyph of Warding" which is level 3, so by that sentence the spell stored must be level 2 or 1?

Seems pretty useless at higher levels?

"OH no!", says the Lich God of Tem-Partish! "I've been stuck by a level 1 magic missile!"


Camels have the Sand Stride Advanced Maneuver

What about exploration mode? If a camel is traveling in a desert does it still suffer from difficult terrain?

BY RAW it would appear so?


Quote:

Guardian's Deflection (Fighter) Reaction Feat 6

Fighter
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.

I have a player who wields two swords who wants to know why Paizo hates dual wielders? When I see Feats like this I too begin to wonder?

Why is it a requirement that one hand must be free for this?


I was wondering how people handle climbing in explorations mode.

350ft cliff needs to be scaled,Im assuming GMs dont make the player make 70 odd (depending on successes or crits) rolls?

Do GMs just hand wave it or Say "gimme one roll"?


Again bad wording, If a Warden Spell is a "Beastmaster Focus Spell" then I cant get "Magic Hide Feat" because the prerequisite is "Warden Spells" not Beastmaster Spells.
I wouldnt be so pedantic about it except it specifically says

APG wrote:
"Sometimes an archetype feat grants another feat, such as the alchemist’s Basic Concoction. You must still meet the prerequisites of the feat you gain in this way."

But again Im just gonna ignore it.


Yeah there is a bit that says any Warden Spells granted are considered Beastmaster focus spells.

BUT the Prerequisite precludes you from getting a warden spell in the first place (hence the "pre" of prerequisite part). Im just gonna assume its bad wording again.


The Beastmaster Archetype from the APG, grants the Addition Feat of Magic Hide (ranger). Magic Hide has the prerequisites of animal companion and warden spells. I assume we can Ignore the Warden Spells prerequisite?


AH got it, Damage is 10, One gets 10, the crit'ed one get 20?


Alyran wrote:
Well, per the CRB, critical damage isn't rolled; it is just the normal damage x2. So that solves that problem.
Quote:

Are you saying they both get the same damage and both of them get it x2?

So if only ONE of them has a critical scored against them they BOTH cop it?


Something else too,

Quote:
Swipe : You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes.

What happens if the two foes have two different ACs One Hit is a crit, the other isnt.

You roll only ONE damage. Which one? The Crit damage or the Normal Damage?


mmm problem with giving it an AC:5 is it wont take long before the AC before pointless.

Better that the GM just assigns it a Simple DC (Table PG 503 CRB). Also that way the GM can alter the DC based on local conditions. EG: The square is obscured by a smoke stick? (DC Adjustments PG504 CRB)


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Yeah, seems strange Paizo went with business as usual with the PDF releases and it's restrictions. Under all the COVID-19 lockdowns and such across the globe.


Still unclear
That's when a Firebrand can get them.
But whats to stop a Second Mark Firebrand teaching to someone who isnt a Firebrand?
No Prerequisite other than expert in Deception?

I feel it is intended that Firebrand members should only have access to them.

This might be another case of unclear wording.

As I said at least they should have Access: Firebrand member

Take Knights of the Lastwall Feats

Quote:

Knights of Lastwall Class Feats

The following class feats are available to Knights of Lastwall. Those with the
champion trait are champion class feats. Those with both the champion and
fighter traits are both champion class feats and fighter class feats; when you
take one of these feats, it loses the trait that doesn’t apply to your class.

....the following class feats are available to Knights of the Lastwall..Well so are alot of others Like general feats. Again Access; Knights of the Lastwall. OR the following class feats are available to Knights of the Lastwall ONLY.

Again unclear.

But i shall treat them as belonging only to those Organizations


Are the feats in the various organizations available to anyone?
For example, under Firebrands:

Quote:

BACKUP DISGUISE FEAT 2

UNCOMMON GENERAL SKILL
Prerequisites expert in Deception
You have a specific disguise that you keep at the ready, worn underneath your outer
garment. You can change into this disguise to Impersonate as a 3-action activity.
If you have master proficiency in Deception, it is instead a 2-action activity, and if
you have legendary proficiency, it is a single action. You can create a new backup
disguise by spending the normal amount of time it takes you to Impersonate, but
you can have only one backup disguise at a time. Having a backup disguise doesn’t
allow you to remove your armor or any other complex piece of clothing any more
quickly, but once you have those off, the disguise is readily available. Because you
have the backup disguise at the ready, it’s possible that a thorough search might
reveal some elements of the disguise (see Conceal an Object in the Stealth skill).

Where does the block say someone has to be in the firebrands?

At the very least it should have Access: Firebrand Member?

I know its Uncommon but so are alot of other feats that have nothing to do with organizations??


Dont get Swipe mixed up with Sweep...

Well you only roll once for swipe, and apply damage to both. So yep, both get crit'ed if the single roll is a crit.
So if both are adjacent to each other the both get the C.S.E (axe) damage too?


Swipe is:You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty.

Critical Specialization Effect (Axe) is:Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn’t doubled, and no bonuses or other additional dice apply to this damage.

If a critical occurs, how would this be resolved? The player picks one to get the extra Critical Specialization Effect (Axe) (assuming adjacent) OR does another creature adjacent to one of those two cop it?


I think move it to house rules


But can you put a 10 foot ladder in a back pack?

Hence the 10+strength rule they added for bulk.

It isnt a perfect system.

But I do like the idea of containers allowing you to carry a bit more..


Aratorin wrote:
How could you hold it without carrying it? I'm confused as to your goal.

You have a weight limit (amount of bulk you can carry in total)

You have a Size Limit (amount you can HOLD on to or "juggle")

FOr Example
A 10 foot ladder has a bulk of 3
A Longsword's bulk is 1

But a ladder weights less than a steel longsword

So why is a ladder's bulk larger?
Because its bulky
Bulk isnt just equal to weight
and of course you can't fit a 10 foot ladder in a back pack


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Backpack (can carry up to 4 bulk, first 2 bulk dont count

So the bit about can carry up to 4 bulk serves no purpose? As this limiting factor would then be taken care of by the 10 plus your Strength modifier rule.
Other than the fact without it you could say your entire inventory is in your backpack but mechanically it would make no difference.

It may end up being a homebrew thing


Ok I should Clarify the rule is :-

Quote:
You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.

There are TWO parts to encumbrance

(i) The total amount you can carry (I am uninterested in this)
(ii) The amount you can PHYSICALLY HOLD on to. (this is what im asking, can this amount be increased?)


The rule for how much a PC can carry is:-

Quote:
You can’t hold or carry more Bulk than 10 plus your Strength modifier.Pg 272

A inventory container allows you to carry more.

For example a Belt pouch: "A belt pouch holds up to four items of light Bulk."

So would it be reasonable to say your new amount you can "hold on to" is:-

10.4 plus your Strength modifier


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No one has selected traits yet. They tend to go for AC and weaknesses (sometimes the weakest save)


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Here's a little system I use for my players when they are trying to identify a creature. I use Fantasy Ground VTT so the screenshot is from there.

Making a success using the applicable skill from CORE 506 and using a DC from CORE 503. I present them with this table.
Identify Creature Table
The player then make Notes (as shown) about the creatures as they go


Shouldn't Lunge Feat have the attack trait?

Quote:

LUNGE [one-action] FEAT 2

FIGHTER
Requirement You are wielding a melee weapon.
Extending your body to its limits, you attack an enemy that
would normally be beyond your reach. Make a Strike with a
melee weapon, increasing your reach by 5 feet for that Strike.
If the weapon has the disarm, shove, or trip trait, you can use
the corresponding action instead of a Strike.

I assume it takes the place of one of your Attack Actions?

Or can you "Lunge Strike" as your first attack Action
Melee Strike as you second action (still on your first attack penalty)
then say "Lunge Strike" again using your second attack penalty?

Page 446 under Multiple Attack Penalty wrote:
Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.

Are we assuming the the fact the Lunge has a Strike Component it inherits the Strike Action traits? IE Lunge has the Attack trait?


Person has Wounded 1 condition
Person gets knocked out with a Critical so they get the dying 2 condition

Is it dying 2 or dying 3? (because they already had the wounded 1 condition)


You decide, but arcane is useally INT
Occult is useally CHA, divine WIS

Primal is useally WIS


I added a range attack to the teacher as I felt it was missed.

Ranged chalk +4, Damage 1 bludgeoning (+4 circumstance bonus if hurled in class room at disobedient student)

:)


Are there any rules about someone tossing an object to someone else and that person catching it? I assume athletics would be involved?


AH excellent, this makes a little more sense. Thank you


Do individual Craft Skills have to be developed separately
or is the one craft skill for all crafting.

So an Artist can craft armor as well as he/she can paint a portrait and Vices-Versa?


The +2 holy greater striking glaive (Gods & magic) has the traits UNCOMMON ENCHANTMENT MAGICAL does this mean the glaive no longer has the deadly d8, forceful, reach traits. After all is it still not a glaive?
This is a quest for any magic weapon I guess