101 things that don't quite work right


Pathfinder First Edition General Discussion


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#1 Grease can make snakes fall to the ground. Snakes cannot be tripped because they have no legs. Grease is not a trip effect. Snakes can still fall to the ground if they fail that save.

#2 Wood is immune to mundane fire. Mundane fire deals 1d6 damage per round. Wood has a hardness of 5. Energy damage is halved before applying hardness. At most the mundane fire can do 3 damage which is less than 5 so it deals no damage.

#3 Ordinary house plants are immune to disintegrate. A house plant is an object. House plants are composed of living matter. Disintegrate can only affect creatures or objects composed of nonliving matter. A house plant is neither.

#4 Tower shields have total cover. You can hide behind a tower shield to receive total cover. Items in your possession have the same level of cover / concealment as you do. The tower shield you are hiding behind is in your possession, therefore the tower shield has total cover.


erik542 wrote:

#1 Grease can make snakes fall to the ground. Snakes cannot be tripped because they have no legs. Grease is not a trip effect. Snakes can still fall to the ground if they fail that save.

#2 Wood is immune to mundane fire. Mundane fire deals 1d6 damage per round. Wood has a hardness of 5. Energy damage is halved before applying hardness. At most the mundane fire can do 3 damage which is less than 5 so it deals no damage.

#3 Ordinary house plants are immune to disintegrate. A house plant is an object. House plants are composed of living matter. Disintegrate can only affect creatures or objects composed of nonliving matter. A house plant is neither.

#4 Tower shields have total cover. You can hide behind a tower shield to receive total cover. Items in your possession have the same level of cover / concealment as you do. The tower shield you are hiding behind is in your possession, therefore the tower shield has total cover.

It states under damaging objects that some forms of attack are more affective subject to GM discretion. Also, wood can burn for quite a while. It seems more accurate in this case to have fire do full damage.


#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.


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3. The plant itself is alive. The pot it is in is an object.

I will add something else.

The dead condition does not say you can not continue to take actions, nor does it have any other provisions to stop you from adventuring.


6: If you sleep in armor, you wake up the next day fatigued unless you have Endurance as a feat or other mitigating abilities. What happens when you never sleep at all, beyond potential problems with prepping spells (and not even always then)?


7: If a commoner walks outside in 39 degree weather they need to make a fort save every hour or take 1d6 nonlethal damage. Now you have a dead commoner... that's what you get for feeding your horses!!!

That's not even freezing! Seriously... if you go out for an hour long jog in short shorts and a tank top in that kind of weather you will be sweating and tired... but the only reason you would be fatigued is from running a bunch. You definitely wouldn't be experiencing frost bite.

Dark Archive

Sean Mahoney wrote:

7: If a commoner walks outside in 39 degree weather they need to make a fort save every hour or take 1d6 nonlethal damage. Now you have a dead commoner... that's what you get for feeding your horses!!!

That's not even freezing! Seriously... if you go out for an hour long jog in short shorts and a tank top in that kind of weather you will be sweating and tired... but the only reason you would be fatigued is from running a bunch. You definitely wouldn't be experiencing frost bite.

To be fair, some cold weather clothing will make the save a lot easier to make, and it is only nonlethal damage. The average commoner has 3-4 hit points, so they've got an above 50% chance of surviving an hour without going unconscious. Actually, scratch that, that's pretty silly. And where did a commoner get 8gp for a cold weather outfit anyway?


Mergy wrote:
Sean Mahoney wrote:

7: If a commoner walks outside in 39 degree weather they need to make a fort save every hour or take 1d6 nonlethal damage. Now you have a dead commoner... that's what you get for feeding your horses!!!

That's not even freezing! Seriously... if you go out for an hour long jog in short shorts and a tank top in that kind of weather you will be sweating and tired... but the only reason you would be fatigued is from running a bunch. You definitely wouldn't be experiencing frost bite.

To be fair, some cold weather clothing will make the save a lot easier to make, and it is only nonlethal damage. The average commoner has 3-4 hit points, so they've got an above 50% chance of surviving an hour without going unconscious. Actually, scratch that, that's pretty silly. And where did a commoner get 8gp for a cold weather outfit anyway?

8: 1st level NPC (class) get 260 gp. Commoners do pretty well in PF!

Dark Archive

So a level 1 Commoner with a constitution of 11 (standard for a skill-based non-heroic NPC) can, with the Great Fortitude feat and a Cold Weather Outfit, achieves a +7 to his fortitude save to resist cold weather.

Every hour, he needs to make a fortitude save, starting with a DC 15, or he takes 1d6 (3.5 average) points of nonlethal damage. Since he likely has only 3 hit points given his +0 constitution modifier, one failed save is likely to land him unconscious in the slightly-above-freezing outdoors.

Long story short, if you're a first level commoner, take Toughness, as you're very likely to at least survive one hour in the cold that way, certainly more likely than the guy with Great Fortitude.


9. The regenerate spell allows you to reattach severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), and mend broken bones, and ruined organs grow back. Nothing in the game can do these things to a PC.


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Ion Raven wrote:
#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.

Why is this illogical? Have you watched Sin City? Note how Marv manages to kill a small and faster opponent - he grapples him first.


10) Ride by attack. RAW, you are obligated to charge into your opponent depending on the grid orientation and can't go past them

11) Cleave. 4 opponents north, south, east, and west of you are cleavable. Opponents NE NW SE SW are not, even though they're the same if there's no grid.

12) Stealth. Can't steal a chicken.

13) Bats. They should have starved to death by now with blindsense instead of blind sight.

14) Full attacks. Fighting types loose a lot of damage on the terrain thats supposed to be interesting for them.


Toadkiller Dog wrote:
Ion Raven wrote:
#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.
Why is this illogical? Have you watched Sin City? Note how Marv manages to kill a small and faster opponent - he grapples him first.

It's illogical when it's really easy to grapple something you can't touch.

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Ion Raven wrote:
Toadkiller Dog wrote:
Ion Raven wrote:
#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.
Why is this illogical? Have you watched Sin City? Note how Marv manages to kill a small and faster opponent - he grapples him first.
It's illogical when it's really easy to grapple something you can't touch.

Alternatively, you can steal or sunder its stuff more easily than you could hit it with a club.

Scarab Sages

BigNorseWolf wrote:
11) Cleave. 4 opponents north, south, east, and west of you are cleavable. Opponents NE NW SE SW are not, even though they're the same if there's no grid.

Not quite; all potential targets have to be adjacent to each other, not you.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Liberty's Edge

Snorter wrote:
BigNorseWolf wrote:
11) Cleave. 4 opponents north, south, east, and west of you are cleavable. Opponents NE NW SE SW are not, even though they're the same if there's no grid.

Not quite; all potential targets have to be adjacent to each other, not you.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Yes, the one to the North is adjacent through the diagonal to the East and West...West is adjacent to N and S, etc...however NE is not adjacent to SE, SW, or NW...


Mergy wrote:
Sean Mahoney wrote:

7: If a commoner walks outside in 39 degree weather they need to make a fort save every hour or take 1d6 nonlethal damage. Now you have a dead commoner... that's what you get for feeding your horses!!!

That's not even freezing! Seriously... if you go out for an hour long jog in short shorts and a tank top in that kind of weather you will be sweating and tired... but the only reason you would be fatigued is from running a bunch. You definitely wouldn't be experiencing frost bite.

To be fair, some cold weather clothing will make the save a lot easier to make, and it is only nonlethal damage. The average commoner has 3-4 hit points, so they've got an above 50% chance of surviving an hour without going unconscious. Actually, scratch that, that's pretty silly. And where did a commoner get 8gp for a cold weather outfit anyway?

craft cold weather clothes :)


A visual for #11:

Enemies = X
Empty Space = O
You = Y

Cleave-able (N, E, S, W squares):

OXO
XYX
OXO

Not Cleave-able (NE, NW, SE, SW squares):

XOX
OYO
XOX

Also known as: grids are silly, silly things sometimes.


Quick! spin the compass while the little man in red robes isn't looking!

Shadow Lodge

the fact that mages cast spells...

i don't think anything makes less sense then this.


By RAW, the Rapid Reload feat increases the time it takes to load a Rifle from a Move Action to a Standard Action.


Toadkiller Dog wrote:
Ion Raven wrote:
#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.
Why is this illogical? Have you watched Sin City? Note how Marv manages to kill a small and faster opponent - he grapples him first.

If you can't hit it, how can you grab it?


Mergy wrote:

So a level 1 Commoner with a constitution of 11 (standard for a skill-based non-heroic NPC) can, with the Great Fortitude feat and a Cold Weather Outfit, achieves a +7 to his fortitude save to resist cold weather.

Every hour, he needs to make a fortitude save, starting with a DC 15, or he takes 1d6 (3.5 average) points of nonlethal damage. Since he likely has only 3 hit points given his +0 constitution modifier, one failed save is likely to land him unconscious in the slightly-above-freezing outdoors.

Long story short, if you're a first level commoner, take Toughness, as you're very likely to at least survive one hour in the cold that way, certainly more likely than the guy with Great Fortitude.

A commoner (farmer) is a level 1 commoner level 1 expert with ranks in profession(farming) and 10 hp. He makes an incoming counting is wife of around 396.6gp a year with a net income of 38.6gp.


Kydeem de'Morcaine wrote:
Toadkiller Dog wrote:
Ion Raven wrote:
#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.
Why is this illogical? Have you watched Sin City? Note how Marv manages to kill a small and faster opponent - he grapples him first.
If you can't hit it, how can you grab it?

remember the "to hit" roll doesn't necessarily indicate "hitting" the target. Maybe it should be called a "to damage" roll.

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gourry187 wrote:
Kydeem de'Morcaine wrote:
Toadkiller Dog wrote:
Ion Raven wrote:
#5 If you can't hit something tiny, grapple it first. Grappling is based off of CMB / CMD. CMD is lower the smaller the character. Damaging a character within a grapple needs no attack roll.
Why is this illogical? Have you watched Sin City? Note how Marv manages to kill a small and faster opponent - he grapples him first.
If you can't hit it, how can you grab it?
remember the "to hit" roll doesn't necessarily indicate "hitting" the target. Maybe it should be called a "to damage" roll.

I refer you to my aforementioned sunder reference.

It'll be easier to put a hole in a tiny creature's armor than to put a hole in the tiny creature.

EDIT: Gets even weirder when you consider the feat that lets your sunder damage roll over onto the guy.

Liberty's Edge

gourry187 wrote:
Kydeem de'Morcaine wrote:
If you can't hit it, how can you grab it?
remember the "to hit" roll doesn't necessarily indicate "hitting" the target. Maybe it should be called a "to damage" roll.

However a touch attack is just a "to hit" roll, so if you can't hit a tiny opponent even with a touch attack, but can with a grapple, it doesn't really make sense.

I remember when i first played PF Beta I explicitly abused this rule to deal with a certain quasit in a certain adventure path that we were otherwise unable to hit. I felt dirty for doing it, and its one of the things that soured me on PF.

On a related note...
It is often easier (and at least no harder) to escape from being grappled when you are being pinned rather than just being grappled!

Dark Archive

Abraham spalding wrote:
Mergy wrote:

So a level 1 Commoner with a constitution of 11 (standard for a skill-based non-heroic NPC) can, with the Great Fortitude feat and a Cold Weather Outfit, achieves a +7 to his fortitude save to resist cold weather.

Every hour, he needs to make a fortitude save, starting with a DC 15, or he takes 1d6 (3.5 average) points of nonlethal damage. Since he likely has only 3 hit points given his +0 constitution modifier, one failed save is likely to land him unconscious in the slightly-above-freezing outdoors.

Long story short, if you're a first level commoner, take Toughness, as you're very likely to at least survive one hour in the cold that way, certainly more likely than the guy with Great Fortitude.

A commoner (farmer) is a level 1 commoner level 1 expert with ranks in profession(farming) and 10 hp. He makes an incoming counting is wife of around 396.6gp a year with a net income of 38.6gp.

All farmers are second level characters? That's kind of odd.


erik542 wrote:
#1 Grease can make snakes fall to the ground. Snakes cannot be tripped because they have no legs. Grease is not a trip effect. Snakes can still fall to the ground if they fail that save.

I would argue that snakes still need friction to move or stabilize themselves while they strike and since grease removes the friction it makes sense it can duplicate the effects of trip on a snake.

Liberty's Edge

Pathfinder PF Special Edition Subscriber

I still don't see how #11 means what people here are saying it means.


15 - Breaking a grapple is the same DC for one person grappling you as it is for 8.


Ringtail wrote:

A visual for #11:

Enemies = X
Empty Space = O
You = Y

Cleave-able (N, E, S, W squares):

OXO
XYX
OXO

Not Cleave-able (NE, NW, SE, SW squares):

XOX
OYO
XOX

Also known as: grids are silly, silly things sometimes.

Doesn't anyone else use hexagonal grids? It's way more realistic and mechanically enjoyable. Our group's been doing it for a couple of years, and I recently tried to make new maps of the sort using standard school material - the first one took me almost 4 hours, but after 3 I'm at 1 hour 15 minutes or so for a brand new map.

XX
XYX
XX


Mergy wrote:
Abraham spalding wrote:
Mergy wrote:

So a level 1 Commoner with a constitution of 11 (standard for a skill-based non-heroic NPC) can, with the Great Fortitude feat and a Cold Weather Outfit, achieves a +7 to his fortitude save to resist cold weather.

Every hour, he needs to make a fortitude save, starting with a DC 15, or he takes 1d6 (3.5 average) points of nonlethal damage. Since he likely has only 3 hit points given his +0 constitution modifier, one failed save is likely to land him unconscious in the slightly-above-freezing outdoors.

Long story short, if you're a first level commoner, take Toughness, as you're very likely to at least survive one hour in the cold that way, certainly more likely than the guy with Great Fortitude.

A commoner (farmer) is a level 1 commoner level 1 expert with ranks in profession(farming) and 10 hp. He makes an incoming counting is wife of around 396.6gp a year with a net income of 38.6gp.
All farmers are second level characters? That's kind of odd.

Yeah, the prostitutes in the book are level 3. Your first-level character wants nothing of what she brings to a fight.


Sean Mahoney wrote:
7: If a commoner walks outside in 39 degree weather they need to make a fort save every hour or take 1d6 nonlethal damage. Now you have a dead commoner... that's what you get for feeding your horses!!!

I think you are exaggerating a bit.

First, no self respecting commoner would walk around in such an environment every winter without a lot of bonuses to resist the cold.
Survival is a first. He needs to hit dc 15 to get a +4 bonus. Take 10, some skills points and 'help an other' from his wife and he should get the bonus reliable.

Second, I as a GM would be very tempted to offer a +2 circumstance bonus to the save if it happens every winter. He knows what he's been doing or would have been killed the year before.

Thirdly, he would never stay out if he finds it too cold (probably an easy survival or heal check to notice the potential danger). He would simply go back into the house or profit from the heat of the horses.

Fourthly, he would probably have cloths with a bonus to the save. The cold weather outfit for 6 gold pieces mentioned earlier is based around more then just keeping warm. It's designed to be good looking and practical. not something just to keep warm. If that's the only requirement, you can make it much cheaper.
He might take a charisma and possibly bab penalty though it's not like a farmer cares.

Fifthly, Endure Elements is a first level spell for all major spell casting classes in the core rules book. It's not that unlikely to have a first level druid, cleric, wizard or sorcerer around. Even a first level adept can already help out.

I really don't think the rules are designed to kill all farmers.

P.S. Isn't it a good thing the prostitutes are level 3? It's better they know what to do right?


He might not have survival, a lot of people, even farmers back then, don't/didn't.

He has to survive his first year though, so he gets no prior experience, he's just a wee lad after all.

Yes, but it's 39 degrees outside, a temperature some people can walk around in t-shirts in, and not because they have an amazing constitution either. Some people are naturally more resistant to temperature extremes, a few of them are even genuinely superhuman.

i don't think he would take either of those penalties, I think it would be something a lot closer to an armor check penalty

Maybe, maybe not, a lot of farmers are basically a single family living several miles from the nearest town, they aren't going to go to town to buy the necessary amount of magic to overcome seasonal weather, no one can produce that much, since going outside is a regular thing for them.

They may not be intended to kill farmers, but they do.

Yes/no, all implications is that the level 3 prostitute is average, which begs the question: what's an elite prostitute look like? I mean look at the soldier, then look at the Cavalry, one is a level 1 warrior, the other guy is a level 6 fighter, that's a huge leap in ability.


It ate my post.... crap, that was a long post to.

Long story short: not everyone gets those bonuses, especially people who are new at farming, like new families. Casters aren't a dime a dozen in every setting that uses these rules.

The prostitute being level 3 is ridiculous, because it's supposed to be average, imagine an advanced prostitute, it's at least level 5, probably level 7 or 8.


arioreo wrote:
I think you are exaggerating a bit.

You can indeed come up with a bunch of house rules to keep the rules as written from killing commoners in Varisia at normal temperatures for half the year if they are outside for an hour... but really? That should be necessary? How about we admit the rule as written doesn't work well.

It would be reasonable to say that you can't take 10 on the survival check as the check it is for poses a real threat. Do you really think the farmer should bring along a group of people to huddle around him while out for 1 hour (aid other on the check for heat)? Really? That makes sense?

Casting of a 1st level spell will cost that farmer most of his daily income at 25g per cast. Even then the poor adept will only have a few castings a day and certainly even with the clerics help won't be able to cover even a tiny community of 50 people.

You do realize I am not talking about arctic temperatures here, right? 40 degrees is normal winter temp for pretty moderate climates. In the Seattle area if it is 40 degrees out in October people say it got cold a little early this year and have a jacket on... most are not busting out their ski jackets. It just isn't that cold.

Now if you were wet or lost in the woods overnight and it got down to those temps... yeah, you could be in trouble. Maybe a check every 24 hours... but every hour is ridiculous.

Sean Mahoney


Drack530 wrote:
9. The regenerate spell allows you to reattach severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), and mend broken bones, and ruined organs grow back. Nothing in the game can do these things to a PC.

While there's no options "in-combat" for the PC to have this done to them, the option to mutilate a corpse is an option. Which makes raising harder.

Then again, Regenerate is the same level as Resurrection. At least you get a 5k savings on the material cost.


Kaisoku wrote:
Drack530 wrote:
9. The regenerate spell allows you to reattach severed body parts (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), and mend broken bones, and ruined organs grow back. Nothing in the game can do these things to a PC.

While there's no options "in-combat" for the PC to have this done to them, the option to mutilate a corpse is an option. Which makes raising harder.

Then again, Regenerate is the same level as Resurrection. At least you get a 5k savings on the material cost.

If the target is dead, regenerate would not work anyway, but mending or makewhole would.


If you have a pilum stuck in your shield you can still shield bash with it without taking a penalty for having a large weapon stuck in it.

Oh and with monster templates things get wierd. A skeletal champion nymph still gets blinding beuaty.

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doctor_wu wrote:


Oh and with monster templates things get wierd. A skeletal champion nymph still gets blinding beuaty.

Good bone structure?


Quote:
An unprotected character in cold weather (below 40° F)must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

"Unprotected"? So, like, without proper cold weather gear? So, with proper cold weather gear, you don't even have to make a save until the temp drops below 0.


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Sean Mahoney wrote:
You can indeed come up with a bunch of house rules to keep the rules as written from killing commoners in Varisia at normal temperatures for half the year if they are outside for an hour... but really? That should be necessary? How about we admit the rule as written doesn't work well.

What house rules?

The first is just a function of survival. The second is implemented in the game for a reason and I'm sure someone can come up with a quote if necessary. The third and fourth are just common sense. If I get cold, I go inside before I go hypothermic. Why would a farmer be any different? The fifth is simply a spell.

The only discussable bonus is the combination of the first and fourth. One could argue that the survival bonus is granted by additional insulation just like the cloths do. However, this is only limited by the imagination of the player and dm. If they find an other way to justify the survival bonus, it's fine to apply both.

Quote:
It would be reasonable to say that you can't take 10 on the survival check as the check it is for poses a real threat. Do you really think the farmer should bring along a group of people to huddle around him while out for 1 hour (aid other on the check for heat)? Really? That makes sense?

It doesn't pose a real threat at the time you make the check (that is, while still indoor preparing to venture out). And it's a routine action which to me is a strong indication of the possibility to take 10.

A failed check means he wears his jacket backwards or forgets a hat. All he has to do is look in the mirror before venturing outside and see what's wrong.

I don't see a problem with the 'aid an other' check. He receives help when putting on his cloths. All his wife does is look at his back to see if his coat is good. Or mentions what he needs to wear so he doesn't forget anything.
The aid an other check is made at the point when the survival check is made which is indoors and not outdoors. So I don't see where your group of people come into play.

P.S. It's still early so I'm not creative at this time so I wrote the example based on clothing. I see little reason why something similar would not be possible with other survival based solutions.

Casting of a 1st level spell will cost that farmer most of his daily income at 25g per cast. Even then the poor adept will only have a few castings a day and certainly even with the clerics help won't be able to cover even a tiny community of 50 people.

Speaking based on gold value is wrong. In a small community, the adept relies on the farmers for his survival. I'm sure he'll be glad to cast the necessary spells if that means he can eat today.

As for the lack of castings. It's only one of the 5 counter measures to battle the cold and if all else fails, this is a possible solution to the problem that a limited number of farming communities might resort to.
If he creates scrolls, he can increase his castings per day. And it's not a given that all people have to venture outside every day.
Not sure if he could get the money to create the scrolls though (or is there a feat around this? Or maybe there should be a feat around this?)


Sean Mahoney wrote:


You can indeed come up with a bunch of house rules to keep the rules as written from killing commoners in Varisia at normal temperatures for half the year if they are outside for an hour... but really? That should be necessary? How about we admit the rule as written doesn't work well.

It would be reasonable to say that you can't take 10 on the survival check as the check it is for poses a real threat. Do you really think the farmer should bring along a group of people to huddle around him while out for 1 hour (aid other on the check for heat)? Really? That makes sense?

Not a bunch of houserules. This particular rule is fine.

1)It's 1d6 NONLETHAL damage on a failed save. Even without a con score, the worst thing that is happening is him falling unconscious. No commoners are being killed here.
2)He has a 50% chance of getting a +4 bonus from survival, right? Heck, he can almost take 10! Something "posing a real threat" doesn't prevent you from taking 10, you should read the rules some time. As long as you aren't rushed you can take 10 on skill checks.
3)If you go outside STARK NAKED in 40 degree weather, it will wear you down. Oh you think the farmer should have clothes? Circumstance bonus. Cold weather clothes.

This is all assuming a level 1 commoner. As has been pointed out anyone out farming for any amount of time is likely a commoner 1/expert 1, and be able to stay outside in near freezing temperatures for 6-8 hours with favorable dice rolls. Heck that almost sounds like a regular work day! :O

Liberty's Edge

Sean Mahoney wrote:


It would be reasonable to say that you can't take 10 on the survival check as the check it is for poses a real threat.

Please, not this again.

Taking 10 is not taking 20.
Something having potential negative consequence isn't the same ting as "in immediate danger or distracted". While you are putting up your clothes at home you aren't in immediate danger, walking and working you aren't in immediate danger. You can risk consequences from exposure but that is not immediate danger.

Quantum Steve wrote:
Quote:
An unprotected character in cold weather (below 40° F)must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
"Unprotected"? So, like, without proper cold weather gear? So, with proper cold weather gear, you don't even have to make a save until the temp drops below 0.

Exactly. You can die of hypothermia under a summer storm in Real Life if you are totally unprotected. Probability of that happening if you aren't suffering from some sort of mental of physical disability that make you incapable to take even minimal precautions? So small that it is meaningless.

You don't need the cold weather gear listed in the Core Book for that kind of weather, that is a kind of "extreme weather" outfit. A wool sweater was inexpensive even in medieval times.
And a new farmer that is the son of a farmer has all the experience he need to know how to dress for the weather in his homeland.
A new immigrant could be clueless, not someone whose family has tilled the land in that region for generations.

Dark Archive

This thread makes me want to train more my groin-kicking moves.


-Two weapon fighting. You blow feats to have a lower chance at doing the exact same damage as as a schmuck swinging a greatsword, but only on the occasion that you can full attack.


Stormfriend wrote:
doctor_wu wrote:


Oh and with monster templates things get wierd. A skeletal champion nymph still gets blinding beuaty.
Good bone structure?

High cheek bones.


Taking damage doesn't mean you were physically hit. It just means that something lowered your ability to avoid a fatal blow.

Being hit by a touch attack does mean someone reached out and touched you.

Cure light wounds acts as if damage you took was real harm to your body.


BigNorseWolf wrote:


-Two weapon fighting. You blow feats to have a lower chance at doing the exact same damage as as a schmuck swinging a greatsword, but only on the occasion that you can full attack.

Except you're doing twice as much Weapon Training/Specialization, Favored Enemy, Sneak Attack, Smite, etc. And if you use a double weapon, you can still TH Power Attack when you can't full attack.

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