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It likely averages out once per month on Saturday evenings. Roughly 5 hour session. I am currently running Emerald Spire for 4-6 players.
As stated earlier, getting face-to-face players with schedules that synchronize is hard. One guy Skypes in; it's like Futurama with his head in a jar at one side of the table!
All our kids are about the same age. In five years the oldest of each set will be of babysitting ages; easier to play then.
As an artistically challenged DM I would prefer to draw large maps our before the session and slowly reveal them as the group explores. I've read other threads on how to some do it, but sliding cards out of the way is tricky; sometimes it reveals more than needed, even for a second.
Hi, newbie DM question. The mouther has under special attacks:
Special Attacks: blood drain, engulf (6d4 damage plus 2 Con damage, AC 13, hp 4), gibbering, ground manipulation, spittle (+6 ranged touch)
If all six mouths are engaged doing the 6d4 damage to an engulfed creature, can the mouther still use its spittle attack? I would say no, but others have argued that the creature can forgo one bite on the engulfed prey (thus only 5d4 and con damage) and use a freed mouth to spittle attack. It is a fairly amorphous blob after all.
One thing to remember is the ACG classes are hybrids, so there is quite a bit of variation. The Arcanist is powerful because Sorcerer and Wizard are both powerful classes. Bloodrager is a mixed bag of benefits and drawbacks, while Swashbucklers and Brawlers are weak cause the classes they're based on are weak. But I agree that the CRB classes are much worse in terms of balance, you have the Cleric, Wizard, Sorcerer and Paladin, all horrendously OP, and then you have Fighters, Monks and Rogues, just weak as hell.
I just played my first Swashbuckler (flying blade) last week in the last module of ROTR. He was so overpowered I volunteered to quit playing him. Disrupting Counter with Combat Reflexes will kill any foe in melee...ask the bloody pile of dead Rune Giants.
I am planning for the group I am currently running to continue using their characters after The Emerald Spire. I am told it goes to about Level 12?
Does anyone have any suggestions for a module suitable for 5 experienced players? Wizard, cleric, barbarian, rogue, oracle.
Any non-mythic stuff with the WorldWound would be my preference.
So the ability reads:
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template.
This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).
I took it to read that even if a warpriest summons monsters of a lower level they cannont summon, say, 1d3 of the monsters. This seems obvious.
However, one could also interpret it as reading that you can only have a single monster on the battlefield at a time. Otherwise a warpriest, with nothing better to do, could spam the battlefield with numerous creatures (one per round, every round).
So, is it the first or both answers? Thanks!
We had quite a debate at our last session. We were fighting a lich with DR10/bludgeoning and magic. I thought it meant a weapon had to have BOTH qualities to overcome the DR.
Others were certain that a weapon need only have ONE of the two categories to overcome the DR.
I tried to find an example of a monster with the word "or" in between two damage types, but I could not.
Who is right? The word "and implies both criteria are required. Could someone show me the word "or" in some beast's description? It would be greatly appreciated.
"You killed the younglings!!"
"I don't like sand. It's coarse, rough....actually, it's not all that bad."
"I'm a glass cannon of emotion!!!!!!"
"Usually one must go to a Shrine of Lamashtu to meet a woman of your stature."
"We're on a mission from a god."
"That's what I like about elves; I keep getting older, they stay the same age."
"This sword goes to eleven"
"Smite Evil: 60% of the time it works every time."
Jack Burton would approve of this thread:
"Honey, I never ride faster than I can see. Besides that, it's all in the reflex save."
"Give me your best shot. I can take it."
"Sit tight, hold the fort, keep the home fires burning. And if we're not back by dawn...call the president."
"Everybody relax, I'm here."
"What the hell does that mean? [Insert phrase here]. I don't even know what the hell that means?"
"Have I paid my dues? [Look the bad guy right in the eye]. Yes sir, the cheque is in the mail."
Say your enemy has a sword. Work it into the phrase:
"Be careful! A sword is not a toy....unless its a toy sword."
"I'm going to turn you inside out like a sock!!!!"
"Crime doesn't pay....it merely rents your soul!"
"It still counts as evil even if you feel really bad about doing it."
"I find it unethical to keep your dog/squire/grandparents in your bag of holding, even if it is a Type III."
"So....I use the cleric like a salt shaker to get the healing out?"
Very interesting, as I am also playing a 13th level Dwarven Warpriest with scimitar and heavy shield. We have a human psion, a human Paladin, a half-elf rogue, and an elven wizard.
AC of 35 (before sacred armor) and with Steel Soul/Glory of Old he is tough as hell. I also avoided Power Attack so I consistently hit for decent damage. He very slowly kills everything in the room....it's like the hallway fight from Oldboy.
I can't recall most of his feats but he did take Fey Foundling at 1st, Toughness, Deepsight, Dodge, Weapon Focus/Greater Weapon Focus, Weapon Specialization and Greater Weapon Specialization, Improved Critical, Quicken Blessing.....not all in that order.
A fun class and it amazes the table when you are able to Fervor a Heal on yourself and then do a full attack.
I played an Inquisitor up to 11th and a Warpriest now to 14th.
I cannot conceive of a cleric build that would be able to defeat an equal level Inquisitor in combat. I'm sure it can be done? Maybe someday someone will make up a comparison of each build: same race, same god perhaps.
As for the Warpriest they are adequate at lower levels, but once you hit 10th with Quicken Blessing they are crazy dangerous. Suddenly in one round you can have two Dire Tigers (with celestial template) charging from flank at the lich across the room. Oh, and are you down to single digit hit points and with ability damage to boot? Perhaps a swift action Heal and then a full attack will do the job in the same round. At the appropriate level for the spells, of course.
A sword/board dwarven Warpriest tank with a high crit weapon will slowly destroy everything in the room. It's like the hallway fight from Oldboy...
Tonight I bring in my Dwarven Warpriest of Ragathiel after our TPK of a month ago. Level 14 with Good and Destruction blessing. Sword and Board.
He looks fun and very hard to hit/kill.....with a will save of 24 (vs. spells and spellike) he should also be hard to dominate.
Good hunting everyone, whatever class you choose.
534. Let's Get Kraken!
This large novella, constructed mostly of darkwood, is buoyant enough to be used as a flotation device if need arises. It is written in Aquan script carved very elegantly into the smooth grains and the numerous illustrations are composed of whale bone firmly embedded.
The author of this work was the once highly respected half-orc Hunter named Numo Gomes. At some point in his career Numo was kicked in the head by his elk animal companion and was unconscious for six hours. When he awoke, he first dismissed his tempermental ungulate and then went to work on this book. He was determined to be the first person in history to aquire a Kraken as an animal companion.
The book details in agonizing detail his plan to reverse the spell Awaken and render a Kraken dumb enough to become a proper companion. The book ends with Numo entering a the ocean at the eastern edge of the Eye of Abendego screaming madly. The back plate is a masterfull drawing of a tearful elk that looks extremely guilty.
I know it varies from class to class, but as a general feeling what level do you find to be the most interesting to play?
I've always liked 4-6. You can take a few hits from low level goons, alot of classes get serious powers by then, and you have enough cash and magic items to feel really dangerous.
One rule, if we won a magic item, was that we needed to make up a quick backstory about how it came into our hands. It was a nice way to help flesh out your character.
Even when you acquired better items to replace the original they often went over the fireplace or passed on to a young protege, rather than just sold.
Charon's Little Helper wrote:
Ha! It will be against five characters using 25 point buy-in.....but these guys have no luck with dice.
Charon's Little Helper wrote:
Wow. Thanks for pointing this guy out....he will be in the very first fight when I start DMing again. With a first level sorcerer buddy using color spray I expect a TPK.
We played from Level 1 to Level 11 before a TPK in the middle of Rise of the Runelords. We debated starting a different campaign but made 4 new PCs to take up the torch.
That lasted until two weeks ago until another TPK with our now Level 13 party. We will take one more kick at the can with four more new characters who somehow come to Sandpoint when they should be destroying small nations.
Both times the group was killed with Confusion and/or Dominate spells. And my guy had a +18 Will save....didn't matter.
As someone said before, the high levels are fun but you have to have a committed DM to handle all the details.
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends.
So, say my group is on downtime for a few days. At the start of day one I tap each of them and grant them a lucky presence of unlimited duration. Easy enough.
However, nowhere does it read that a creature can have only ONE lucky presence active at a time. Can I tap each several times over the course of a couple days to fuel them up with many Lucky Presences before we hit the road again.
If so, it seems very powerful....and it's first level.