| Kazriak |
| 1 person marked this as a favorite. |
Hey ive been mulling over the new book and i have a few questions. First one im a bit confused on the item bonus to armor. For example im making a 3rd lvl fighter with full plate but it says add item bonus to ac and under fullplate it states its a second lvl item. do i add 2AC to its 6AC? Also i plan on specializing with axes at 5th lvl and i plan to have a hatchet or two for tossin but does it get the cleave on crits and if so how does that work?
| painted_green |
The item bonus is just what is listed in the armor table as the AC value. The item level of the armor does not influence the AC you get; it is used to determine what level a character needs to be to craft it and how high the DC for the corresponding Crafting check is.
Thrown hatchets generally do not get the cleave on crit since the effect specifies that the second target needs to be both adjacent to your target and within reach. Note that the term "reach" always refers to melee attacks; for ranged attacks, the term "range" is used instead. There are corner cases, such as throwing a hatchet at a target 10ft away with one other enemy between you and the target; in this case, as written, the critical specialization would apply. You can flavor this however you want; my interpretation would be that you graze the second target while throwing the hatchet at the primary target.
| PascalManders |
| 1 person marked this as a favorite. |
Hello,
I have a question about staged curses.
First of all they are supposed to be rare so why do I find so many in the modules I'm running?
Second of all, how do my players get rid of them. One of the curses was Corrupting Spite (from a wight) which they the got when they were level 3 which is, if they don't have a befriended level 7+ caster, a death sentence.
The rules say the following:
A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.
Okay, we must follow the rules for afflictions so there is hope. But than we get to the text for afflictions:
Removing Afflictions
Source Player Core pg. 431 2.0
Apart from waiting them out, afflictions can be removed through certain uses of the skills and spells. The Treat Disease and Treat Poison uses of Medicine are commonly used to treat those afflictions.
The cleanse affliction spell is also available to most spellcasters. Spells that counteract conditions at the source, such as sound body, can also be effective against diseases and poisons that cause those conditions.
Curses are trickier, requiring solutions that specifically mention them, such as a 4th-rank cleanse affliction or the Break Curse skill feat.
So, RAW as far as I understand it you still need means to break the curse to get rid of the curse.
So why would a adventure path writer add a wight as an encounter without someone present to cure said curse.
How does this work?
| Tridus |
This one can end naturally. From the Curse rules:
Rarely, curses will have stages; these follow the rules for afflictions.
The curse itself:
Saving Throw DC 17 Fortitude; Stage 1 drained 1 (1 round); Stage 2 drained 2 and doesn't treat any creatures as allies (1 round); Stage 3 As stage 2, except drained 3 (1 round); Stage 4 As stage 2, except drained 4 (1 round).
This curse has stages, so it uses the Affliction rules. From the Affliction rules:
At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.
So you make a new fortitude save every round. If you fail, you go to a higher stage (from 1 to 2, etc). If you succeed, you go to a lower stage. If you would go down from stage 1, the affliction ends. So if you get to stage 1 and succeed, the affliction ends (same if you crit succeed from stage 2).
That's how you're going to end this at low level. And since this doesn't do damage itself, if you can get out of combat and can survive being drained 4 there's no way it can kill you so at some point you're eventually going to shake it off naturally.