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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?
"We must find the Lost City of Huspolis. Gone for ages past; Lost to the kin of moral ma..."
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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!"
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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?
Are the feats in the various organizations available to anyone?
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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??
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?
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
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.
Shouldn't Lunge Feat have the attack trait? Quote:
I assume it takes the place of one of your Attack Actions? Or can you "Lunge Strike" as your first attack Action
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?
The rules describe flanking as "When two creatures are on opposite sides of their enemy, the enemy is flanked,
So if a rogue comes along (who is not in the flanking scenario) can they use their sneak attack? The Target has the flat-footed condition BUT only to those that are flanking it?
If I were to choose a Bloodseeker as a Familiar does it loose attach and blood drain?
Does the familiar gain the frighten 4 condition if it has the animal trait? A familiar is a Minion but is it a summon minion? Minions: "......For an animal companion, you Command an Animal; for a minion that’s
on PG 520 it says under Detecting Hazards "....During exploration, determine whether the party
For each PC? Even the ones performing other activities besides Searching? I would think it would be all PCs that are performing the Searching activity (and in the case where the hazard has a minimum rank only roll for those PCs doing the Search Activity WITH the minimum rank)
Is there such a skill as regional Lore? Artifact Seeker and Archaeologist backgrounds both give them to you but it doesnt seem to be listed in rulebook. Also even though multiple web source list Artifact Seeker and Archaeologist being in Lost Omens World Guide when I look in the PDF they dont seem to be there? Was Region Lore and the backgrounds removed from the final product?
Your character enters a merchant's Store "I wish to sell this golden pendant, encrusted with ruby flakes and embossed in mithril. The center piece is a perfect cut Black Diamond! This pendant was recently acquired from the tomb of the arch mage Drog Mo'Harad, I estimate it to be unique and over 3000 years old! GM consults the Party Treasure by Level table 10.9 Merchant scratch his chin, "Unique you say? mmmmm Gonna be hard to find the right Buyer... Ill give you 2 gold! Player: "5! and not a penny less or strike me dead!" Merchant :" 4!" Player: "DONE! nice doing business with you" I know why the economy has been realigned (downtime earning) but It just doesnt sit right with me. Under the old system that pendant would be worth like 400gp. and I know you can say oh well. in the world a gold piece represents 1 years earning of a farm. I do understand but it... just... seems....ODD? May be Ive just been conditioned to the old reward system Anyone else feel same?
When traveling in a Dungeon in exploration mode I get the impression I am suppose to be doing it in Initiative order? What with seek actions and the like taking actions and stuff? Or is it just the players pointing to the various rooms saying: Whats in here? ok..Whats in here? NOthing? Ok Whats in here?...OH right! "Remember I was searching what do I FInd?" This last method seems.. Janky? How do other people handle exploration in Dungeons?
A Dagger 1d4 piecing Striking Says:
If I put say flaming property rune on the dagger:
So does the dagger do:
I would think first one as Striking says: "..increasing the WEAPON damage"
From a GM's perspective.... If I were to make a cold iron weapon with:
How do I work out it's Price and Level (this is a weapon found in the game) Do I just add up all the levels and Gold
The book talks a lot about here's the cost for a item with this on it
Or do you have to simply go through the crafting process like a player to get it's price?
Is it just me or is the witches Slumber Hex overpowered? It says it is as sleep but UNLIKE sleep which affect only up to 4HD creatures a witches slumber affects ANY HD. So if a high level creature is put to sleep because it fails one will save. Then the players can just Coup De gra it? Any way a gm can deal with this?
There are touch spells and ranged touch spells.
Also do you only have to make a concentration check when something happens to the pc while he/she is trying to cast or every time the pc casts?
FOr some reason I got a hanking to write a story I dont know why...
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It seems a little simplistic to me tho. But maybe thats good. I dnt know. Is it worth going on with? what changes should I make if any? Im not a writer by any means of course
I have ordered the core rule book (not from Paizo, sorry guys. Book depository had it cheaper and with free delivery to Australia) I can hardly wait to get my grubby mitts on it! Then Ive got to find some people to get a game together... I decided on Pathfinder over 4E after watching a demonstration video (mentioned in another thread) All those daily and encounter powers and using cards with action points sounded like it was trying to be Magic the Gathering or something...OH wait thats right lol...
I recently found a series of videos showing a game for 4E run by the lead designer of D&D with the writers of robot chicken. I learned alot about how a 4E works watching those videos (and it was entertaining as well). I was wondering if there are or will be a simular thing done by Paizo / pathfinder crew?
About Llennear Tir'VessonStat Block:
Father Llennear Tir'vesson
Male Elf Cleric 1 LG Medium humanoid (elf) Hero Points 1 Init +3; Senses low-light vision; Perception +7 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 9 (1d8+1) Fort +2, Ref +3, Will +5; +2 vs. enchantments Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 20 ft. Melee rapier +2 (1d6+2/18-20/×2) Ranged composite longbow +3 (1d8/×3) Special Attacks Channel Energy 1d6 Spell-Like Abilities . . 6/day—touch of good Cleric Spells Prepared (CL 1st; concentration +4): 1st (2/day)—protection from evil, bless, forbid action (DC 14) 0 (at will)—detect magic, create water, read magic -------------------- Statistics -------------------- Str 14, Dex 16, Con 10, Int 10, Wis 16, Cha 10 Base Atk +0; CMB +2; CMD 15 Feats Big Game Hunter, Point-Blank Shot Traits child of the temple, monster hunter Skills Heal +7, Perception +7; Racial Modifiers +3 Perception Languages Common, Elven SQ aura, domains (feather, good), elven magic, eyes of the hawk, hero points, spontaneous casting Other Gear Hide armor, Longbow, Comp. (Str +0), Rapier, Backpack (29 @ 34.5 lbs), Bedroll, Belt pouch (3 @ 0.1 lbs), Candle (10), Flint and steel, Holy symbol, wooden (Stag's Head), Rope, Soap, Spell component pouch, Torch (10), Trail rations (5), Waterskin, 5 GP -------------------- Special Abilities -------------------- Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Big Game Hunter +1 to hit, +2 to damage Large or larger creatures. Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Feather) Associated Domain: Animal Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
A physical description:
Llennear has severe features, even for an elf. His dark black hair falls to his jaw line, and his angular face is broken by a long scar down the bridge of his nose. He wears hide armor crafted from a stag he himself hunted and sewn by the local leather worker of Sandpoint. The only non-necessary adornment on his figure is the fig leaf broach pinned to his pauldron; the last artifact of his time among his own race and his parents. Describe your personality:
Llennear, or "Llenn" among the acolytes of Erastil, has adopted some of the traits of humanity having grown up among the clerics of Erastil as a child. As he grows older, though, watching his friends and adopted family members die of old age has worn away the enthusiasm the young elf once had for his new surroundings. Being forced to accept great loss at such a young age has hardened Llenn, but also given him an empathy that otherwise isn't found in elves his age. As he has grown older, Llenn has taken it upon himself to act as a surrogate father figure for the younger human clerics in the order and, as an extension, feels protective of local Sandpoint as well. Describe your background:
Llennear wasn't born in human lands. His people, the Mierani elves, live among the Mierani forest and its ancient redwoods. It was in one of these scattered towns that he was born to parents he barely remembers. Even the few memories he still has are tainted by the night of their deaths. The elves joined a caravan heading to a nearby Varisian town to sell his mother's recent batch of trinkets and baubles. He lay asleep in a wagon, too tired to keep his eyes open for the entire ride. Llenn awoke to screams, fire, and chaos. Frightened of what could cause the devastation, the young elf ran into the nearby woods and hid. When the chaos calmed down, he went back, only to find his parents' bodies along with dozens of others elves and humans alike. Paralyzed by grief, the young elf clutched at one of his mother's trinkets, a fig leaf shaped broach, and sat in the wagon for what seemed like hours. A cleric of Erastil came upon the scene and saw the young elf quivering in the dark. The man, Father Gherholdt Vestari, brought him back to Sandpoint and the small lodge built by the clerics of Erastil outside the city. Here, he was raised in the way of the faith, and, eventually, became the head cleric of the local order having outlived all of his teachers and peers. Llenn has come to think of Sandpoint as his home, and he gladly visits the local farmers and hunters of the area. Still, something calls to him. The wilds must be kept in check, and the mystery of his parents' deaths might just have something to do with his divine mission. The elf has enjoyed the company of his fellow clerics, but the day where he leaves his acolytes is coming soon. What motivates you?:
Llenn is motivated by the protection of his adopted city and people from the danger that surrounds it. He also has lingering doubts about his parents' deaths and wishes to find closure in that regard. What is your greatest fear?:
That Sandpoint will fall by the unchecked wilds around it and it will be his fault because he abandoned his post. What is your greatest wish?:
Llenn's greatest wish would be to discover the cause of the death of his parents, deal with it, and be able to devote himself 100% to the defense and nurturing of Sandpoint. What is the moral line you would never cross?:
Killing intelligent life in cold blood. |