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I'm currently in a throwback campaign where we made 3 fighters and a rogue, very Conan vibe. There is one issue I'm trying to overcome: how do we find out if something is magical without detect magic and the like? We found a ring last session just because I put it on, then took it off and it fit the other guys finger just perfectly (resizing), but if we stumble across, say, a magical bone, is here any obscure knowledges or skills to notice? Before it comes up DM outlawed rogue talent minor magic.
Flavor wise, a half elf may certainly have worshiped Aroden, and could have chosen not to cast/and or changed spells since his death. Starting at 1st level as cleric then going into cavalier might be fun for you, hoarding your first level spells, your only connection to a dead/missing god. Bear in mind he went off the grid 108 years ago.
This, you get Varisian Tattoo for free. Heck if you wanted to start as sorcerer with Varisian tattoo, spell focus, and spell spec; you can fire off 2 magic missiles at level 1 in one cast, if you want to avoid melee. You can pick up unlimited magic missile and Eschew materials if you really need it with the Staff of Entwined Serpents.
You don't "have decided that when their ride starts, they're all fatigued" that's what the forced march rules are for.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
You can just rule the 3 hours in the dungeon count towards it if you want it extra brutal.
I've dealt with long overland chases in other campaigns, the real danger is the PC's can't run, therefore can't run away.
Relevant text for this thread. Have a nice debate!
I've just been running AP's lately.
Death due to smart/mean encounter design in the first book via ghoul cleric level 3-4
Death due to a X3 critical hit level 6
Death due to a high level destruction spell in the final encounter level 16
Reign of Winter
No PC deaths
No PC deaths so far (Book 3)
But yeah for the most part I do not favor random character death, as replacement characters never feel the same and are usually more powerful.
Covert Operator wrote:
The best you can get with confusion is damaging themselves.
Uh, no. The best part of Confusion is
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Casting this on a pack of enemies usually ends up with enchanters sitting back for rounds per level watching a gang of enemies beating each other to death for their amusement.
The Songbird of Doom: A Guide to a most unlikely tank and Mechanism of Mass Destruction (Warning: GMs will hate you)