Tuesday, March 19, 2013
Vorkstag & Grine's Chymic Works
This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below. The air in the chamber is cloying and acidic.
The Green platforms are examples of the planks that have been laid across the vats.
Vorkstag
&
Grine
Monday, March 11, 2013
Combat Maneuvers Review
Combat Maneuvers
During combat, you can attempt to perform a number of
maneuvers that can hinder or even cripple your foe, including bull rush,
disarm, grapple, overrun, sunder, and trip. Although these maneuvers have
vastly different results, they all use a similar mechanic to determine success.
Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or
CMB) that represents its skill at performing combat maneuvers. A creature's CMB
is determined using the following formula:
CMB = Base attack bonus + Strength modifier + special size
modifier
Special Size Modifier
Creatures that are size Tiny or smaller use their Dexterity
modifier in place of their Strength modifier to determine their CMB. The
special size modifier for a creature's Combat Maneuver Bonus is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large
+1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMB when
performing specific maneuvers.
Performing a Combat Maneuver
When performing a combat maneuver, you must use an action
appropriate to the maneuver you are attempting to perform. While many combat
maneuvers can be performed as part of an attack action, full-attack action, or
attack of opportunity (in place of a melee attack), others require a specific
action. Unless otherwise noted, performing a combat maneuver provokes an attack
of opportunity from the target of the maneuver. If you are hit by the target,
you take the damage normally and apply that amount as a penalty to the attack
roll to perform the maneuver. If your target is immobilized, unconscious, or
otherwise incapacitated, your maneuver automatically succeeds (treat as if you
rolled a natural 20 on the attack roll). If your target is stunned, you receive
a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an
attack roll and add your CMB in place of your normal attack bonus. Add any
bonuses you currently have on attack rolls due to spells, feats, and other
effects. These bonuses must be applicable to the weapon or attack used to
perform the maneuver. The DC of this maneuver is your target's Combat Maneuver
Defense. Combat maneuvers are attack rolls, so you must roll for concealment
and take any other penalties that would normally apply to an attack roll.
Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense
(or CMD) that represents its ability to resist combat maneuvers. A creature's
CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity
modifier + special size modifier + miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature's Combat Maneuver
Defense is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large
+1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMD when
resisting specific maneuvers.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge,
insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any
penalties to a creature's AC also apply to its CMD. A flat-footed creature does
not add its Dexterity bonus to its CMD.
Determine Success
If your attack roll equals or exceeds the CMD of the target,
your maneuver is a success and has the listed effect. Some maneuvers, such as
bull rush, have varying levels of success depending on how much your attack
roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat
maneuver is always a success (except when attempting to escape from bonds),
while rolling a natural 1 is always a failure.
Bull Rush
You can make a bull rush as a standard action or as part of
a charge, in place of the melee attack. You can only bull rush an opponent who
is no more than one size category larger than you. A bull rush attempts to push
an opponent straight back without doing any harm. If you do not have the
Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes
an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5
feet. For every 5 by which your attack exceeds your opponent's CMD you can push
the target back an additional 5 feet. You can move with the target if you wish
but you must have the available movement to do so. If your attack fails, your
movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an
attack of opportunity because of the movement unless you possess the Greater
Bull Rush feat. You cannot bull rush a creature into a square that is occupied
by a solid object or obstacle. If there is another creature in the way of your
bull rush, you must immediately make a combat maneuver check to bull rush that
creature. You take a –4 penalty on this check for each creature being pushed
beyond the first. If you are successful, you can continue to push the creatures
a distance equal to the lesser result. For example, if a fighter bull rushes a
goblin for a total of 15 feet, but there is another goblin 5 feet behind the
first, he must make another combat maneuver check against the second goblin
after having pushed the first 5 feet. If his check reveals that he can push the
second goblin a total of 20 feet, he can continue to push both goblins another
10 feet (since the first goblin will have moved a total of 15 feet).
Dirty Trick
Source: Advanced Player's Guide.
You can attempt to hinder a foe in melee as a standard
action. This maneuver covers any sort of situational attack that imposes a
penalty on a foe for a short period of time. Examples include kicking sand into
an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to
halve his speed, or hitting a foe in a sensitive spot to make him sickened for
a round. The GM is the arbiter of what can be accomplished with this maneuver,
but it cannot be used to impose a permanent penalty, and the results can be
undone if the target spends a move action. If you do not have the Improved
Dirty Trick feat or a similar ability, attempting a dirty trick provokes an
attack of opportunity from the target of your maneuver.
If your attack is successful, the target takes a penalty.
The penalty is limited to one of the following conditions:
blinded, dazzled, deafened, entangled, shaken, or sickened.
This condition lasts for 1 round. For every 5 by which your
attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This
penalty can usually be removed if the target spends a move action. If you
possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1
round for every 5 by which your attack exceeds your opponent’s CMD. In addition,
removing the condition requires the target to spend a standard action.
Disarm
Editor's Note: Disarm special feature required to Disarm?
If you want to make a disarm combat maneuver, do you have to
use a weapon with the disarm special feature?
No. You don't have to use a weapon with the disarm special feature
(a.k.a. a "disarm weapon") when making a disarm combat maneuver--you
can use any weapon.
You can attempt to disarm your opponent in place of a melee
attack. If you do not have the Improved Disarm feat, or a similar ability,
attempting to disarm a foe provokes an attack of opportunity from the target of
your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on
the attack.
If your attack is successful, your target drops one item it
is carrying of your choice (even if the item is wielded with two hands). If
your attack exceeds the CMD of the target by 10 or more, the target drops the
items it is carrying in both hands (maximum two items if the target has more
than two hands). If your attack fails by 10 or more, you drop the weapon that
you were using to attempt the disarm. If you successfully disarm your opponent
without using a weapon, you may automatically pick up the item dropped.
Drag
Source: Advanced Player's Guide.
You can attempt to drag a foe as a standard action. You can
only drag an opponent who is no more than one size category larger than you.
The aim of this maneuver is to drag a foe in a straight line behind you without
doing any harm. If you do not have the Improved Drag feat or a similar ability,
initiating a drag provokes an attack of opportunity from the target of your
maneuver.
If your attack is successful, both you and your target are
moved 5 feet back, with your opponent occupying your original space and you in
the space behind that in a straight line. For every 5 by which your attack
exceeds your opponent’s CMD, you can drag the target back an additional 5 feet.
You must be able to move with the target to perform this maneuver. If you do
not have enough movement, the drag goes to the maximum amount of movement
available to you and ends.
An enemy being moved by a drag does not provoke an attack of
opportunity because of the movement unless you possess the Greater Drag feat.
You cannot move a creature into a square that is occupied by a solid object or
obstacle. If there is another creature in the way of your movement, the drag
ends adjacent to that creature.
Stability Racial Trait: Some characters or types of
creatures prove particularly sure-footed, making them more difficult to
overthrow and move around the battlefield. Any racial ability that grants a
bonus to CMD versus bull rush attempts grants the same bonus against drag
combat maneuvers.
Grapple
Tied Up?
A creature that is tied up is "bound" which means
it has the Helpless condition. A helpless target is treated as having a
Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4
bonus (equivalent to attacking a prone target). Ranged attacks get no special
bonus against helpless targets. Rogues can sneak attack helpless targets.
Editor's Note: Grappling
There are some contradictions between the various rules on
grappling. What is correct?
To sum up the correct rules:
Grappling does not deny you your Dex bonus to AC, whether
you are the grappler or the target.
A grappled creature can still make a full attack.
Being pinned does not make you flat-footed, but you are
denied your Dex bonus.
A creature grappling an opponent typically needs to make two
combat maneuver checks to pin someone (one to grapple, the next to pin). If
you're pinned, do you also need to succeed at two checks to escape, one for the
grab and the other for the pin?
No.
When a creature is pinned, it gains this more severe version
of the grappled condition, and the two conditions do not stack (as described in
the pinned condition). While this means that you do not take both the penalties
for both the grapple and the pin, this also means that pinned supersedes the
grapple condition; it does not compound it. For this reason you only need to
succeed one combat maneuver or Escape Artist check to escape either a grapple
or a pin.
Editor's Note: All of the updates have been applied.
[FAQs]
As a standard action, you can attempt to grapple a foe,
hindering his combat options. If you do not have Improved Grapple, grab, or a
similar ability, attempting to grapple a foe provokes an AOO from the target of
your maneuver. Humanoid creatures
without two free hands attempting to grapple a foe take a –4 penalty on the
combat maneuver roll. If successful,
both you and the target gain the grappled condition. If you successfully
grapple a creature that is not adjacent to you, move that creature to an
adjacent open space (if no space is available, your grapple fails). Although
both creatures have the grappled condition, you can, as the creature that
initiated the grapple, release the grapple as a free action, removing the
condition from both you and the target. If you do not release the grapple, you
must continue to make a check each round, as a standard action, to maintain the
hold. If your target does not break the grapple, you get a +5 circumstance
bonus on grapple checks made against the same target in subsequent rounds. Once
you are grappling an opponent, a successful check allows you to continue
grappling the foe, and also allows you to perform one of the following actions
(as part of the standard action spent to maintain the grapple).
Move
You can move both yourself and your target up to half your
speed. At the end of your movement, you can place your target in any square
adjacent to you. If you attempt to place your foe in a hazardous location, such
as in a wall of fire or over a pit, the target receives a free attempt to break
your grapple with a +4 bonus.
Damage
You can inflict damage to your target equal to your unarmed
strike, a natural attack, or an attack made with armor spikes or a light or
one-handed weapon. This damage can be either lethal or nonlethal.
Pin
You can give your opponent the pinned condition (see
Conditions). Despite pinning your opponent, you still only have the grappled
condition, but you lose your Dexterity bonus to AC.
Tie Up
If you have your target pinned, otherwise restrained, or
unconscious, you can use rope to tie him up. This works like a pin effect, but
the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead
of your CMD). The ropes do not need to make a check every round to maintain the
pin. If you are grappling the target, you can attempt to tie him up in ropes,
but doing so requires a combat maneuver check at a –10 penalty. If the DC to
escape from these bindings is higher than 20 + the target's CMB, the target
cannot escape from the bonds, even with a natural 20 on the check.
If You Are Grappled
If you are grappled, you can attempt to break the grapple as
a standard action by making a combat maneuver check (DC equal to your
opponent's CMD; this does not provoke an attack of opportunity) or Escape
Artist check (with a DC equal to your opponent's CMD). If you succeed, you
break the grapple and can act normally. Alternatively, if you succeed, you can
become the grappler, grappling the other creature (meaning that the other
creature cannot freely release the grapple without making a combat maneuver
check, while you can). Instead of attempting to break or reverse the grapple,
you can take any action that doesn’t require two hands to perform, such as cast
a spell or make an attack or full attack with a light or one-handed weapon
against any creature within your reach, including the creature that is
grappling you. See the grappled condition for additional details. If you are
pinned, your actions are very limited. See the pinned condition in Conditions
for additional details.
Multiple Creatures
Multiple creatures can attempt to grapple one target. The
creature that first initiates the grapple is the only one that makes a check,
with a +2 bonus for each creature that assists in the grapple (using the Aid
Another action). Multiple creatures can also assist another creature in
breaking free from a grapple, with each creature that assists (using the Aid
Another action) granting a +2 bonus on the grappled creature's combat maneuver
check.
Overrun
As a standard action, taken during your move or as part of a
charge, you can attempt to overrun your target, moving through its square. You
can only overrun an opponent who is no more than one size category larger than
you. If you do not have the Improved Overrun feat, or a similar ability,
initiating an overrun provokes an attack of opportunity from the target of your
maneuver. If your overrun attempt fails, you stop in the space directly in
front of the opponent, or the nearest open space in front of the creature if
there are other creatures occupying that space.
When you attempt to overrun a target, it can choose to avoid
you, allowing you to pass through its square without requiring an attack. If
your target does not avoid you, make a combat maneuver check as normal. If your
maneuver is successful, you move through the target's space. If your attack
exceeds your opponent's CMD by 5 or more, you move through the target's space
and the target is knocked prone. If the target has more than two legs, add +2
to the DC of the combat maneuver attack roll for each additional leg it has.
Reposition
Source: Advanced Player's Guide.
You can attempt to reposition a foe to a different location
as a standard action. You can only reposition an opponent that is no more than
one size category larger than you. A reposition attempts to force a foe to move
to a different position in relation to your location without doing any harm. If
you do not have the Improved Reposition feat or a similar ability, attempting
to reposition a foe provokes an attack of opportunity from the target of your
maneuver. You cannot use this maneuver to move a foe into a space that is
intrinsically dangerous, such as a pit or wall of fire. If your attack is
successful, you may move your target 5 feet to a new location. For every 5 by
which your attack exceeds your opponent’s CMD, you can move the target an
additional 5 feet. The target must remain within your reach at all times during
this movement, except for the final 5 feet of movement, which can be to a space
adjacent to your reach.
An enemy being moved by a reposition does not provoke an
attack of opportunity because of the movement unless you possess the Greater
Reposition feat. You cannot move a creature into a square that is occupied by a
solid object or obstacle.
Steal
Source: Advanced Player's Guide.
You can attempt to take an item from a foe as a standard
action. This maneuver can be used in melee to take any item that is neither
held nor hidden in a bag or pack. You must have at least one hand free (holding
nothing) to attempt this maneuver. You must select the item to be taken before
the check is made. Items that are simply tucked into a belt or loosely attached
(such as brooches or necklaces) are the easiest to take. Items fastened to a
foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take,
and give the opponent a +5 bonus (or greater) to his CMD. Items that are
closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be
taken with this maneuver. Items held in the hands (such as wielded weapons or wands)
also cannot be taken with the steal maneuver—you must use the disarm combat
maneuver instead. The GM is the final arbiter of what items can be taken. If
you do not have the Improved Steal feat or a similar ability, attempting to
steal an object provokes an attack of opportunity from the target of your
maneuver.
Although this maneuver can only be performed if the target
is within your reach, you can use a whip to steal an object from a target
within range with a –4 penalty on the attack roll.
If your attack is successful, you may take one item from
your opponent. You must be able to reach the item to be taken (subject to GM
discretion). Your enemy is immediately aware of this theft unless you possess
the Greater Steal feat.in place of a melee attack
Sunder
You can attempt to sunder an item held or worn by your
opponent as part of an attack action in place of a melee attack in place of a
melee attack* (see Editors Note: Multiple Sunder Attempts). If you do not have
the Improved Sunder feat, or a similar ability, attempting to sunder an item
provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, you deal damage to the item
normally. Damage that exceeds the object's Hardness is subtracted from its hit
points. If an object has equal to or less than half its total hit points
remaining, it gains the broken condition. If the damage you deal would reduce
the object to less than 0 hit points, you can choose to destroy it. If you do
not choose to destroy it, the object is left with only 1 hit point and the
broken condition.
Trip
Editor's Note: Trip special feature required to Trip?
If you want to make a trip combat maneuver, do you have to
use a weapon with the trip special feature?
No. When making a trip combat maneuver, you don't have to
use a weapon with the trip special feature--you can use any weapon. For
example, you can trip with a longsword or an unarmed strike, even though those
weapons don't have the trip special feature. Note that there is an advantage to
using a weapon with the trip special feature (a.k.a. a "trip weapon")
when making a trip combat maneuver: if your trip attack fails by 10 or more,
you can drop the trip weapon instead of being knocked prone.
On a related note, you don't have to use a weapon with the
disarm special feature (a.k.a. a "disarm weapon") when making a
disarm combat maneuver--you can use any weapon.
You can attempt to trip your opponent in place of a melee
attack. You can only trip an opponent who is no more than one size category
larger than you. If you do not have the Improved Trip feat, or a similar
ability, initiating a trip provokes an attack of opportunity from the target of
your maneuver.
If your attack exceeds the target's CMD, the target is
knocked prone. If your attack fails by 10 or more, you are knocked prone
instead. If the target has more than two legs, add +2 to the DC of the combat
maneuver attack roll for each additional leg it has. Some creatures—such as
oozes, creatures without legs, and flying creatures—cannot be tripped.
Feint
Note: Though the feint action is located here, near the
rules for combat maneuvers, and while it seems like it might BE a combat
maneuver, feinting is NOT a combat maneuver. The Paizo PRD is organized with
the feint rules located in the same placement.
Feinting is a standard action. To feint, make a Bluff skill
check. The DC of this check is equal to 10 + your opponent's base attack bonus
+ your opponent's Wisdom modifier. If your opponent is trained in Sense Motive,
the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher.
If successful, the next melee attack you make against the target does not allow
him to use his Dexterity bonus to AC (if any). This attack must be made on or
before your next turn.
When feinting against a non-humanoid you take a –4 penalty.
Against a creature of animal Intelligence (1 or 2), you take a –8 penalty.
Against a creature lacking an Intelligence score, it's impossible. Feinting in
combat does not provoke attacks of opportunity.
Feinting as a Move Action
With the Improved Feint feat, you can attempt a feint as a
move action.
Monday, March 4, 2013
Ideas
I feel like we are very close to being back into a good groove as a gaming group. With this in mind, I wanted to bring up an idea. I think we should start devoting a 1/2 hour or so every other gaming session towards rule review. This would be an opportunity for us as a group to dig into a section of the rules and improve everyone's understanding of them.
Initially I'll just suggest a section based upon items I believe we could use some help on that I've noticed while running the game. As we go though we can keep a short running list of rules quandaries we run into during a game session and then when we have a rule review go to that list and go over a couple items on it. The other purpose of this is so that we don't have to stop the game in its tracks to look up everything that comes up, the GM rules on the issue at hand in the moment and then someone can add it to the list.
Along with this idea are a couple things I want to address.
Monsters, feats, and CMD/CMB
The Pathfinder adventure paths have unique Monsters at the back of every module. Usually anywhere from eight to twelve new monsters. They all fit into the story somewhere but are unique and designed to challenge parties in new and hopefully interesting ways. They also usually have very unique abilities that don't always go with the standard rules or might even have just a simple statement indicating that a penalty doesn't apply. An example of this is in Combat Maneuvers. A unique creature might have a trip ability or if they hit with their claws not only do the rend for extra damage but they also are able to automatically begin a grapple. These often times are not feats, they are just statements on the monster's sheet indicating that its so. I bring this up because I would like to see less questioning of the monsters abilities and more attention paid to your own. New Monsters are supposed to be mysterious and challenging. It takes away from that if the we have to stop and assure you that the creature can in fact do something.
So here is a simple in game solution. If you want to question what a monster can or can't do, make a survival check. The DC is equal to their CMD. If the CMD really doesn't apply then the DC is 10+HD.
If you want to find out more after the fight, make a perception check with the DC being the CMD. If you succeed ask your question and I'll tell you what you perceived during your combat. If the CMD really doesn't apply then the DC is 10+HD.
Your success at either check does not mean I hand you the monster sheet and you have all your questions answered, it means I'll go into a little more detail and give you some clues depending on how well you roll.
Reminder: You don't have to take a Critical hit card. You can choose to not take a card. The rules cards for the crit deck are in the box and are a short read, feel free to refresh.
I'll wrap up with one other idea that I think would help all the players. Start using the dry erase boards for notes during combat. If you attack something and hit when you struck AC22, a quick note on the dry erase map will inform all players and they'll too know. Other in combat bonuses and negatives can be denoted there as well, such as counters for effects (Stunned-3Rds for example). Its there if it helps. If not don't worry about it.
Initially I'll just suggest a section based upon items I believe we could use some help on that I've noticed while running the game. As we go though we can keep a short running list of rules quandaries we run into during a game session and then when we have a rule review go to that list and go over a couple items on it. The other purpose of this is so that we don't have to stop the game in its tracks to look up everything that comes up, the GM rules on the issue at hand in the moment and then someone can add it to the list.
Along with this idea are a couple things I want to address.
Monsters, feats, and CMD/CMB
So here is a simple in game solution. If you want to question what a monster can or can't do, make a survival check. The DC is equal to their CMD. If the CMD really doesn't apply then the DC is 10+HD.
If you want to find out more after the fight, make a perception check with the DC being the CMD. If you succeed ask your question and I'll tell you what you perceived during your combat. If the CMD really doesn't apply then the DC is 10+HD.
Your success at either check does not mean I hand you the monster sheet and you have all your questions answered, it means I'll go into a little more detail and give you some clues depending on how well you roll.
Reminder: You don't have to take a Critical hit card. You can choose to not take a card. The rules cards for the crit deck are in the box and are a short read, feel free to refresh.
I'll wrap up with one other idea that I think would help all the players. Start using the dry erase boards for notes during combat. If you attack something and hit when you struck AC22, a quick note on the dry erase map will inform all players and they'll too know. Other in combat bonuses and negatives can be denoted there as well, such as counters for effects (Stunned-3Rds for example). Its there if it helps. If not don't worry about it.
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