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Ok folks this little game breaker seems like it could derail the remainder of my campaign, so I'm grasping at straws here.
The tie up option line states 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.
Is that combat manuveur check a simple, flat CMB roll at -10? Any bonuses for improved grapple and/or controlling the grapple yo that roll?
So I will keep the current situation vague so I don't put spoilers out.
Our group is exploring a bandit town and need to overthrow its leaders. We known who they are, and it looks like the majority of our opponents are humanoid.
My sorcerer is an air elementalist, and almost 5th level. I have shield, burning hands, magic missile, color spray, obscuring mist and create pit. I get scorching ray next level ( and have precise shot and pbs). I carry a wand of mage armor, and scribe scrolls. Stats are S12, D12, C14, I12, W10, 18Ch.
The mist spell has saved us, and the color spray is still very handy. I am more than happy to pick up another 1st level spell with FCB. We will likely be in close quarters, so vanish is on my to get list with FCB.
That leaves a first and a second. Thoughts? Summon monster 2? Grease? Sleep? Mirror image? Glitterdust?
So I am looking to put in a nice magic item, say 5000 gp or less, for the party monk. I need an idea besides amulet of mighty fists, but could throw down a custom item as long as the numbers work.
The monk in question has 14s in his Dex/con/wis/str, is quiggong, and has boar style. I considered a custom headband of wis+2 with some other minor ability, or the like. Ideas?
Well I must say the last 2 sessions have been pretty exciting. The party is in book 2 and battled the Vanth earlier ( sebti had to use 3 breath of lifes!), and last night it was Bheg, who I used as a regular ghast alchemist.
It was a battle for the ages folks. We had a coup de grace attempt vs the party tank ( Nat 20 on the save!), people struggling with paralysis ( basically 2-4 people were always paralyzed) and a grim tone as the battle tetered on tpk, and yet they survived. Thanks to the writers!
As a question, it seems from this point on it has 5-6 really nasty fights. Anyone elses party struggling? Anyone breezing through? I was fairly strict with character creation, was anyone else?
OK the item in mind is a bracelet which can cast produce flame. In this case it is a cleric with the fire domain, so it is a 2nd level spell. I suppose the cleric could try to hire a level 1 druid to aid in the effort. Furthermore, I can't quite figure the formula to get a price on this gadget. I suppose it could be charged for maybe 5 daily uses? Or 50 charges? 10 charges? Unlimited? The crafter is 3rd level and has craft wondrous. Help?
So my party is looking for a temple of Sarenrae for healing, but it looks like aside from Abadar and obviously Pharasma, that's it. Or is it? I basically ruled that there are several followers and a smattering of clerics through town, but no actual temple to the dawnflower. Am I missing something? What have others done? Perhaps I could put a few good shrines at the grand mausoleum?
So my party has nearly cleared the outer grounds of the manor. After the first encounter with the centipede, they had to retreat and heal Dex damage for 4 days. After that, they returned and searched the right wing of the outer grounds.. Now they are leaving to rest again before exploring the inside.
Now what about the div that lairs here. Wouldn't he notice that his outter buffer has been breached? After 5 days wouldnt the div notice the activity? What steps could he take? Possibly lure in a new buffer critter from the random encounter list?
This thought hit me recently regarding clerics and the way they cast spells. This is similar to the way 2nd edition priests worked.
Clerics choose 2 domains as normal and gain all of the powers as they would normally. They also access the other domains. The cleric can only prepare their domain spells. The slot normally reserved for domain spells is now used to prepare normal cleric spells ( kind of a flip).
What does everyone think? Where this would seemingly make more sense, it would limit clerics. Would giving them all of their possible domain powers offset the limited
We are on book 2, and just leveled up to 5th. My wizard is an evocker 4/ orc/gold draconic sorc 1 blaster.
I have Burning arc and Blindess/deafness already. I need 2 new spells, create pit is one and the other has to be evocation. I really need a defensive spell, but want the pit. A friend say that frost fall would fill the bill. Thoughts?
So for mummy's mask, someone is looking ant rocking a Nodachi. That's fine with me, but since those are likely more common across the world, how can I handle the accessability? Like 20-50% more costly (50%?), and maybe when players go to find eastern magic weapons/armor, instead of the 75% chance to find it like a 25% chance?
Alright so my party is in the works for Mummy's mask. Thus far, we have..
So I am curious how Osirions would generally react to such a party. The top 3 should be OK one would think, but a Goblin? How would society treat this guy and or his friends? I have some ideas but would like more input.
Ok I am looking to build an arcane archer, and I am faced with the debate of when to take feats. Let me post the basics.
At 7th level, I am taking a level of Empyreal bloodline Sorcerer.
I like dwarves quite a bit, so I am not to keen on changing the race or stats. It is for a homebrew campaign, so I am also not keen on min maxing for optimization cheese effect.
Now once I hit 8th level, here are the feats I can see
1. Point blank shot or deadly aim
To summarize, I am eyeing point blank shot, deadly aim, precise shot, rapid shot, and weapon focus, but I am curious as to which order. Any ideas?
So I am gearing up for a casual campaign, and it looks like I will have 2 full time players, and maybe 1 more. I figured it would be a good idea to add in an NPC friendly to help fill the ranks, but since the party is so small, and the party needs melee types, I might go with a fighter and possibly a warrior (or just 2 warriors at first).
How would people split the experience points in these cases? RP and problem are for PCs only, and combat is for all? Or..?
So according to the SRD, which is unofficial, it lists the medium/younger allosaurus's claws as a secondary attack, then its a primary at 7th level (when it advances). This is not listed in the PRD (which is the official source).
Is this a typo in the srd, or am I just missing something because I have not actually referenced the beastiary 2?
So I am part of a new party that is being built. We have a pack lord druid, a gunslinger, an evoker, a paladin, and a yet to be named. Would it be better to have wolves or lions running about? I understand the lion has pounce, grab all that good stuff later, but wolves tripping people is just tempting. Thought?
So this spell is a way to get an escape artist check to escape a grapple, which is awesome. Now here is my question - its an immediate action, which can be preformed at anytime. Say the caster gets grappled - since its an immediate action, does that mean there is no concentration check to cast this? I would imagin that is the intent, but the timing is the question.
SO one of my players wants to take 1 level of wizard to get a familiar. He is a tanky fighter, but wants the critter... His int is 7, so casting 1st level spells is not happening, but what of other functions? Cantrips? Daily powers? Using wands/scrolls? Obviously casting in armor is an issue as well, but...?
So I have played my lore warden /paladin up to levels 6 and 2 respectively. I have +1 mithril full plate, a +1 cold iron/+1 mithril meteor hammer, and the following feats: Weapon focus, Combat expertise, weapon specialization, power attack, improved and greater trip, combat reflexes, two weapon fighting and improved two weapon fighting.
When I hit 9th level, I am kind of at a loss of where to go feat wise. I am considering improved critical - he has 4 attacks per round, with a 20 crit weapon, so maybe the sheer number of dice rolled will work out. After that....more two weapon fighting feats? double slice (would that work with power attack?)? Bleeding critical? Other manuveur related feats?
What do you folks think?
So what can my familiar do? Say I have a monkey.... Can it
Fetch and apply an oil?
Read a scroll with my use magic device?
Grab my wand of magic missiles and plink away with UMD?
Grab a scroll for me to read, saving me the move action?
Now say I have an improved familiar. A Faerie Dragon....or Quasit. It seems the faerie dragon could read the scroll/use the wand as it is effectively a sorceror, but what of its anatomy? The Quasit has the hands, but must it use UMD?
Thanks folks...the FAQ on this seems kinda vague to me, and I have never actually ran a familiar before.
So, for my next character I have been assigning chronicles to, its going to be a wizard again. I am kind of hovering around a teifling necromancer with a familiar, with abjuration and divination as opposed schools. I am considering opposing enchantment instead of divination, and could use some ideas as to alternate wizard characters. Thoughts?
So here is a situation which we in our local chapter are trying to figure out. We have 2 tables a week, and about 5 gms. We get 10 - 14 attendees to our games, and its fun, but for us gms types, it can become a chore. Some of us gm 2-4 sessions a month, we can sometimes get 2 super crowded tables of 6-7, when we could get a 3rd table to thin the ranks if we had another gm. Over all, having a willing 'staff' of 8-9 would really be a better deal and provide a better experience for all involved. Gming 1 time a month would be optimal.
How do we handle this? We have considered our roster of players, and could possibly get 2-4 to gm, but it seems it would take some enticement. What have other societies done in this situation?
DO we try some reward system? If so what? Do we get draconic and start running 1 table a week, with gm priority?