Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Gyronna Symbol

Ch3rnobyl's page

80 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>

Diekssus wrote:
Frankly I'd consider any profession skill the same. If you use the skill profession (gambler), And you use the skill checks to generate income, it simulates you going to the local gambling ring/establishment and gambling, your skill will allow you to at least break even, and your roll simulates how successful you are.

So what benefit would you get from using tools like marked cards or loaded dice, skills like Sleight of Hand or Disable Device, or spells like Mage Hand? The rules say nothing about these things.

Diekssus wrote:
If you want simulate cheating of any kind, I'd advice just using individual games. As rules about cheating for that exist and simply assume that if you cheat while generating cash with the profession skill, no cheating will be either possible or profitable (much like a normal casino, even if they cannot prove you've cheated, if its likely, you'll be asked to leave anyway).

So what benefit you get from things like marked cards and loaded dice in a one-off game? The rules are vague on this issue.


Ch3rnobyl wrote:
The gambler who ops to cheat makes a Sleight of Hand or Disable Device check; if he/she rolls 10 or higher, he/she gets a +2 to the Profession (gambling) check (like using Aid Another).

And if he/she rolls below 10, he/she gets busted trying to cheat.


Slacker2010 wrote:

I have a character with Profession (Gambler). While I understand the rules for wages under most professions, I think Gambler would have an exception.

If you did it like most professions you couldn't lose money. Of Course this has a built in cap. What if you are willing to risk it and can find a higher level (society) game. Where the stakes are much higher? How would you handle your player playing poker in higher stakes game?

Good point. What if instead of halving the result of your Profession (gambling) roll, you subtract 5 from it? So if you roll a 1, you lose 4 gp that week, but if you roll a 20, you gain 15 gp that week. On average, you'll make 5 gp a week.


How's this for the Profession check: The gambler who ops to cheat makes a Sleight of Hand or Disable Device check; if he/she rolls 10 or higher, he/she gets a +2 to the Profession (gambling) check (like using Aid Another). Using marked cards or loaded dice give him/her a +2 circumstance bonus to the Profession (gambling) check (like using a toolkit). However, if the player rolls a natural 1, he/she is caught cheating and must face some consequence that is roleplayed out sometime during the week (either the guards arrive to haul the character off to jail, or an opponent gets angry and demands his money back).

So the likelihood of getting caught is low, but on the flipside the character can't get more than 2 gp extra per week from cheating.

What do you think?


Kahn Zordlon wrote:

Hi,

Off the top of my head, I would add their bluff/slight of hand modifier to their profession check to come up with what is earned per week. I would make a separate roll bluff/sense motive or slight of hand/perception check to see if they are caught. In addition if the players are dedicated to cheating, i would give the people who are cheated often a bonus on their roll.
-KZ

For the weekly scenario, I'm assuming the player specifically says that he/she is going to spend 6 or more hours a day for the entire week on gambling, and that he/she is going to consistently cheat (e.g. using Sleight of Hand and aces hidden up the sleeve).

So let's assume the gambler's Profession bonus is +3 and his Sleight of Hand is +2. So according to your recommendation, I would have him/her roll d20+5, divide by 2, and that's how many gp he/she earns.
Then, to determine whether he/she is caught, I would have him/her roll a Bluff check, opposed by... what? Whose Sense Motive check am I using? Do I create a generic character to represent all of the folks that he/she gambled with during the week? And if he/she fails, then what? I would think that the person being cheated would call the local authorities, or maybe attack the character. This sounds like a great combat opportunity that I'd hate to pass up.
Any thoughts?


Hi All,

A few of my players want to try their hand at gambling. I have a couple of questions that I'm hoping you can help answer.

Specifically:
Regular play: The Profession (Gambler) skill allows you to earn 1/2 your check result in gold pieces per week of dedicated play. What if you're playing with marked cards or loaded dice, or regularly using things like Sleight of Hand, the Secret Stash deed, Mage Hand, etc.? How do these affect your result? How do you factor in the chance of getting caught?

Individual games: The Gamemastry Guide says that "luck should rule the day." It goes on to say that "cheating is the only way to change your luck in a game of chance. If someone at the table wants to cheat, Sleight of Hand is the most useful skill, but Disable Device might also be allowed. In addition, magic can be quite useful for cheating. Spells like mage hand, silent image, and modify memory can turn bad results into good results. Getting caught, however, can turn these good results into much, much worse outcomes." Again, how would cheating affect the result, and how do you factor in the chance of getting caught?

Thanks,
Chernobyl


HectorVivis wrote:
1. I think it's a no. First because it sounds really silly, next because it would create a bug exploit where mending makes you save money.

I'm thinking it might represent shoddy craftsmanship. You can't afford to craft it properly, so instead you build it on the cheap and accept the associated penalties.


Hi All,

I'm looking over the Craft skill, and I have two questions:
1. Can you craft an item with the Broken condition to reduce the raw materials cost by 75%?
2. Per the rules: "If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again." For items that take multiple weeks to craft, is this half the total raw material cost, or half of the remaining raw materials (i.e. excluding progress you've made thus far)?

Thanks,
Chernobyl


Other than choosing a class with a high wealth die (e.g. cavalier, fighter, paladin, ranger), rolling high on the wealth check, or taking the Rich Parents trait, is there any other way to start a 1st level character out with a little more gold?

Or is 900 gp pretty much the ceiling for 1st level characters?

Thanks,
Chernobyl


What about upcoming adventure paths?


One of the guys in my gaming group has been pestering me to run a mythic adventure. Ok, well fine, but before I dive into that one I'd like to run a published mythic adventure path.

Any suggestions on which is the best?

Thanks,
Chernobyl


Pan wrote:
Can you provide more information? Are the PCs dead smack in the middle of a dungeon delve? Are they miles upon miles away from the nearest village, town, or city? Are they on the road and traveling non-stop even if there is a near by town?

Sorry, yes, of course.

They're in the middle of a desert, several day's ride from the nearest town. They've pursued a pair of drakes to their lair, a cave atop a rocky crag, and have the beasts at fewer than 20 hp apiece. They'll likely slay them and have their treasure hoard next session.

They are on their way to find a crypt in the middle of the desert. They have to get in and stop some bad magic before awful things happen to their loved ones. So they don't have time to go off and find a nearby town (the drakes were a random encounter along the way).

The player in question is a sorcerer.

Thanks,
Chernobyl


Hi All,

I'm looking for some GM advice.

One of our players is going to be out of town for several sessions. I need a good "in game" way to explain his absence and sudden reappearance when he returns. He's willing to play along with anything that his character would reasonably do. Any thoughts?

I was thinking maybe some sort of cursed item found in a monster treasure hoard (it just so happens the group just defeated a pair of desert drakes, and have not yet explored the hoard). It could trap his character in some quasi-portable form, so the rest of the part could bring him along and revive him when he gets back.

Any ideas?

Thanks,
Chernobyl


Deadalready wrote:
Where's the sense in achievement if you do a "tough" quest when you know you're allowed to die multiple times.

Couldn't agree more!


Thanks all.

We ended up using a "special" staff of life that didn't impose the negative levels.

Now, after two random encounters, the party has used up all the charges! They're now completely terrified of dying and are being suitably cautious as they proceed through the dungeon. So I'd call it a success.

Regards,
Chernobyl


Hi All,

I need some GM advice for my Pathfinder campaign.

My players are heading off on an especially dangerous quest. To help them along, I'd like to give them a magic item that will allow them to bring a limited number of their fallen comrades back to life, only without permanent negative levels. This could be equivalent to a Resurrection, Raise Dead, or even Reincarnate spell. Unfortunately, all three of those impose negative levels on the target, which is something I'd like to avoid.

I thought about a Ring of Three Wishes, but I don't want them to have carte blanche to order up whatever they like. I want this magic item to be only usable to bring back dead PCs, and only a limited number of times. Does anyone know of such an item, either in the core rules or from some 3rd party sourcebook?

Assuming the answer is "no," I'll have to create my own custom magic item. Something like the following:

Staff of Greater Reincarnation
Aura strong conjuration; CL 16th
Slot none; Price 115,000 gp; Weight 5 lbs.

Description

A staff of greater reincarnation is made of polished mahogany shod in gold and carved with images of various animals. This staff allows use of the following spells:
•Reincarnate (2 charges)
•Greater Reincarnate (3 charges)
This spell functions like Reincarnate, except that the target does not suffer any negative levels.

Construction Requirements

Craft Staff, reincarnate; Cost 90,000 gp.

Thoughts?

Thanks,
Chernobyl


Hi All,

I'm looking for a cursed item that imposes a penalty on the owner's Reflex Save. Any ideas?

Of course, I could just make one, but I was wondering if something already exists.

Thanks,
Chernobyl


It'll be a bunch of dungeon crawls in the surrounding territory. Caverns, old tombs, maybe a graveyard or two. That sort of thing.

Thanks, but I'm not really looking for a stat block. I'm mostly looking for some good flavor text. It'd be good to have a few interesting location and character descriptions, and maybe a rough floorplan of the tavern. Just enough to let the players feel like they're retreating to a "real" place, if you get my meaning?

-Stephen


Oh, and a good brothel would be nice too. :)


Hi All,

I'm getting ready to run an adventure that I hope to turn into a campaign. I'd like to have a nearby town for PC R&R, and am looking for a good sourcebook. Any suggestions?

Ideally, the town would give enough info to bring certain areas to life, without bogging me down with too much detail. I really don't care about the town's history, or about the monster that lives at the end of the dungeon crawl beneath the sewers, or about rules for gambling. I don't need stats for every last NPC either. I'm okay with having a few weirdos stashed away in their respective homes or places of business. Mostly I'd like detail on the areas where the PCs are likely to spend the most time, i.e. the tavern / inn.

Thanks in advance!

-Stephen


I'm running Jade Regent. Can't seem to find any.

Thanks,
Stephen


Thanks!


And while on the subject of Vanishing Trick, if the ninja uses this trick to become invisible, then attacks, does the attack cause the ninja to become visible, and if so, does the target get his/her Dex bonus to AC back?

Thanks,
Stephen


Hi All,

The ninja Master Trick 'Assassinate' says: "This attempt fails if the target recognizes the ninja as an enemy."

Could a ninja use Vanishing Trick to become invisible (and hence unrecognizable as an enemy), followed by Assassinate to immediately kill an opponent in combat? If so, are there any restrictions on this?

Thanks,
Stephen


Never mind, I found it.

Thanks! :)


dunebugg wrote:
It's much easier if you have the PDF. Click, copy+paste in paint. Done.

Yeah, but then I still need to go into MSPaint to remove all of the GM notations. Has no one run into this before?


Hi All,

Does anyone know where I can get player handouts? I'm particularly eager to get a copy of Old Megus' map of the Brinestump Marsh from Jade Regent. If I can't find one, I suppose I could scan in the one from the adventure path and then go into MSPaint to remove all the notations. But it would be great if some kind soul out there could spare me the trouble.

Thanks,
Stephen


1 person marked this as a favorite.

Hi All,

Does anyone know where I can get the player handouts for the Brinewall Legacy? I'm particularly eager to get a copy of Old Megus' map of the Brinestump Marsh. If I can't find one, I suppose I could scan in the one from the adventure path and then go into MSPaint to remove all the notations. But it would be great if some kind soul out there could spare me the trouble.

Thanks,
Stephen


Hi all.

My normal gaming group is all gone for the summer except for myself and one other player. So I'm looking for a good 2-player (i.e. 1 PC + 1 GM) adventure module for Pathfinder (or 3.5e). Anyone know of any suitable ones?

Thanks,
Stephen


Like Vampires or Derros, for example.

I'm thinking specifically:
- Daylight
- Discovery Torch
- Searing Light
- Sun Metal

Do these or any other spells harm creatures sensitive to sunlight?

Thanks,
Stephen


When a dwarf casts Ancestral Gift and receives a weapon with the Spell Storing special ability, does the weapon come with a stored spell?

Thanks,
Stephen


What happens if you roll a critical threat, but then when you go to confirm the critical, you roll a 1, HOWEVER your various bonuses added to the 1 exceed the target AC?

Is it a critical or not?


TarkXT wrote:
Why is it that no one reads the full books anymore? Seriously it's like the very next paragraph down.

In my defense, it's actually 6 chapters later since I was looking under the cleric class. :)

TarkXT wrote:
As to your question there is only one answer: play an oracle.

My question is specific to the cleric class.


TarkXT wrote:
You could just keep unmemorized slots and memorize as needed before encounters. This is not spontaneous casting but its close enough within the rules.

Wouldn't work. Per the core rulebook:

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

In other words, the cleric only gets one chance per day to meditate and prepare spells.

My question is - if he/she runs into a situation that requires a spell that he/she did not prepare, is there a way to sacrifice a prepared spell to obtain it?


Hi Folks,

Is there a way that a cleric can spontaneously cast any un-prepared divine spell, like a sorcerer?

I can only think of two ways --

The first way would involve petitioning the GM to allow the use of an un-prepared spell for a hero point. This method could be used repetitively through the Hero's Fortune spell. However since this is not one of the standard effects for hero points (unless you kind of squint when you read the 'Recall' effect), this presupposes a generous GM.

The second would involve using the Miracle spell to duplicate an unprepared spell.

Any other ways?

Thanks,
Stephen


Go with theologian cleric.


That's too bad, because I really like having a hard copy book.

Can the content be found in any other book, such as "Advanced Race Guide?"

Thanks,
Stephen


Is that out of print? I can't seem to find it anywhere.

If it is, is there another sourcebook that has taken its place?

Thanks,
Stephen


Got it, thanks everyone. And thanks Deuxhero for the tip about the Pathfinder Savant. Now I've got a reason to go out and buy another sourcebook. :)

Regards,
Stephen


Create Demiplane was probably a bad example, but you get the idea. I'm thinking of spells that do not include 'cleric' in the School, like Charm Monster or King's Castle or Magic Jar.

If a cleric were to research such a spell, would it become a divine spell and have all the benefits/drawbacks thereof? For example, would it require a spellbook? Would it have a chance of spell failure? Would it require a divine focus, and if so, would that replace its material components?

Thanks,
Stephen


Hi Folks,

I'm wondering if there is any way for a cleric to cast a 'divine-ized' version of a non-divine spell, like Permanency or Create Demiplane (without using a magic item or multiclassing)?

Thanks,
Stephen


If you find a lock of someone's hair, what spells can you cast with it?

Thanks!


Short of using "Wish" or "Divination," is there a spell that would allow the caster to examine an object and know something about its owner?

Thanks.


Hi All,

I've always played clerics (party pressure - long story) and am now about to play a fighter. What are some good combat tactics that I should keep in my hip pocket?

I'm thinking things like feinting, dirty tricks, etc. What's worked well for everyone?

Thanks!


Nice. Know of any more? I'd love to get four or five different ones, if possible.


Trying to get ready for Skull & Shackles.

Thanks!


Okay maybe not pirates but is there a sea-going adventure path?

Thanks!


Thanks guys!


Anyone know where I can find a miniature of a riding dog? One of my players is getting quite petulant about this.

Thanks.


Weables wrote:
...people who try to do things like trying to get a +9 +8d6 dragonbane weapon for a +5 equivalent.

It's like you're reading my mind! :)

1 to 50 of 80 << first < prev | 1 | 2 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.