High Clockmother Athenth Llanalir

Kalanth's page

Goblin Squad Member. Pathfinder PF Special Edition Subscriber. Organized Play Member. 143 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


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I got my PDFs, so I can read the material and patiently wait on the physical product. Fingers crossed this all gets sorted with much lingering issue. Holidays are a bad time to have shipping snafus.


Pathfinder PF Special Edition Subscriber

I am not impressed here. The price point of buying a digital book being near full price, or a $10 discount for owning the PDF already? Why would I shell out nearly $100 / book to use this program? At the very least the price point should be in line with the PDF's that the site already. I hate DnDBeyond for this exact same problem and I am likely to never go anywhere near it.


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Pathfinder PF Special Edition Subscriber

Please cancel my rulebook subscription as I can no longer justify the financial expense.


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Katina Davis wrote:
Announced for March! Product image and description are not final and may be subject to change.

The temp cover art is fantastic, and you guys should just keep that cover in place!


Pathfinder PF Special Edition Subscriber

I am still awaiting the completion of my subscription order of the Bestiary 2. I also have not received access to the .pdf of the Bestiary 2. I am hoping that this matter can be resolved.

Thank you!


Pathfinder PF Special Edition Subscriber

I have been having a love hate relationship with HLO. I can say that without it I personally would have struggled with the actual character creation side of PF2. Part of that is the always a GM curse, so I don't make as many characters as I do monsters.

Yet, in making the characters that I have made I still find simple things missing that should have been there during the play test. Such as picking a familiar as a wizard, but HLO does not give you the option of "making" that familiar in any capacity.

Even with the negatives that are there, HLO has helped me learn a good chunk of the rules and I find that it has been a great asset for my game, which is played online only via Roll20. If I was at the table I am not sure just how viable HLO would be without a laptop at my side.


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This is what I have come up with so far:

Step 1: First the players must remove the phylactery from the grasp of the portal. By being in this position the device is both powering the portal and acting as a homing beacon for the Dracolich who floats above the temple at this time. The phylactery is out of reach by physical means, and hovers above a thirty-foot deep pool of water. The players not only need to devise a way to reach the phylactery but also how to remove it from the tendrils of chaos that hold the phylactery in place.

Finding a way to cross the water should be the easiest issue for the players to solve. If a fly spell is used then the player needs to make a fly check, DC 15, with every declared movement because of the chaos that has filled the room. If a player fails this check and intends to move toward the phylactery, for example, then they find themselves flying in the opposite direction. Unless a player specifically declares a speed in this action then this is a non-factor and no damage is taken in these situations.

Players can also use solid objects, like ladders, rigged objects, and other various methods to cross the pool. In each situation there is a chance that the object will change in physical nature because of the chaos in the room. 1-25 – the object remains as intended, 26 – 50 – the object turns into a rubber like substance, 51 – 75 – the object becomes made of a cloth like substance, 76 – 100 the object turns into a gel like substance. Spells can be used to counter these effects, but every spell cast in this chamber as an spell failure chance of 25%, to include divine spells.

Once the players have made their way to the phylactery they must then find a way to remove the object from the space it occupies. Simply touching the phylactery will force uncontrolled chaos into the player and they will need to make a save vs death, Fortitude DC 25. Succeeding on this check will result in the player being tossed from the area surrounding the phylactery and sustaining 1d6 negative levels.

In order to knock the phylactery loose the players will need to interact with floating balls of chaos that move about the room at random. Making contact with these balls can potentially transform the object or thing that makes contact with it. If a player makes contact with a ball then there is a 35% chance that they will transform into something else. In order to determine this roll on the random table listed below (reincarnation table). If an object makes contact with the ball then that object will be transformed into something else, or has a 15% chance of being turned to ash. The players will need to move three of the balls successfully. This will require a player to be positioned near the phylactery while another moves about the edge of the room to gather the balls and sends them into the center of the room. Once a ball reaches the center of the room the player must make a ranged touch attack with the ball at a -10 against an AC of 15. Three successes are required in order to knock the phylactery loose and will send the items flying off to the edge of the room where it will land safely on the walkway that surrounds the water.


Pathfinder PF Special Edition Subscriber
Thug Pigeyez wrote:

I would suggest a skill challenge, you can find sample DC checks on this page

http://gneech.com/rpg/pathfinder-rpg/page-42-for-pathfinder-revisited/

A nice idea in theory, but when I was running 4th ed the skill challenges just turned into a giant roll off and had no element of excitement to them. I am thinking more of something that actually gets their brains going, engages them as they look to solve the problem, and does not use the dice in general.


Pathfinder PF Special Edition Subscriber

I have the stage set for this big moment. The players enter a room in which an artifact has been used to open a portal to the plane of Limbo. The spirit of an ancient dragon lives within the artifact and has been using those that opened the portal, and now that dragon is pulling all chaos from Limbo in order to give himself the perfect resting place for eternity. This will create a gray waist of Limbo, and could destroy the material plane with the excessive amounts of chaos. Enter the players, seeing a swirling portal, a trapped Githzerai, dark tendrils chaos holding the Gith in place, and Slaadi on the other side slowly dying from all these events.

And it is here that the problem comes into play. How can I make this an epic and interesting encounter without there being a combat to solve the problem? There should be a way to resolve this without a battle, but I can't think of one.
The party consists of an Oracle, Wizard, Bard, Ninja, and Alchemist. They have all the elements they need to resolve this, but the problem is that I am just not sure how to present it to them in a way that they can resolve it without swords drawn. Any ideas?


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Thanks for the quick answer! I don't normally run high level games, so this is the first time I have actually had to deal with this and I was not feeling to confident about it. :)


Pathfinder PF Special Edition Subscriber

I can't find anything in the rule books that speaks to this specific question, so I figured I would bring it to the internet for a solid answer. I have a player that has taken the ability to tattoo "magic items" onto your body. During that conversation he mentioned that he crafted a tattoo for the ring slot that had about three or four different effects at one time. I wanted to check to see if this was a legal move? Can a ring carry more than one effect short of being an artifact? If it is one effect on a ring only, is this then ruled differently for the magical tattoo's?


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The Drunken Dragon wrote:

I dunno? Maybe because its more fun to play/watch the guy with the fantastic explosions. Then again...watching samurai movies is just as fun...and knights battling demons from the abyss can be cool. I dunno.

All I know is this thread has given me an idea for a fighter character, built entirely to slay mages. He would travel the world and challenge casters to duels, in order to gain respect for what he calls the "path of the Naked Blade" which eschews reliance on any magic whatsoever. He'll be a fun NPC to toss at players, eh?

Make sure he carries some form of spell resistance item on him, and stuff to bolster his saves. Would be a shame to build a great NPC idea and then watch him crash up onto the shores of magic island only to be shredded by the rocks.


Pathfinder PF Special Edition Subscriber

It's interesting to see this trend all over the forums. In my group we have a tendency to play more melee characters than casters thanks to TV and Movies. They are the glory characters, the ones that the people celebrate first and cheer in public. Knights of legend, heroes of the tales, and so forth. Because of such glory we gravitate toward fighter, barbarian, rogue, and ranger (plus additional classes). However, the movies and TV normally are making wizards out to be villains and the like, clerics, when present, get much of the same treatment or they are the creepy guys who worship good and don't do much else. As a result the group avoids those classes when possible. More than a few times the groups have consisted off 100% melee with no healing or arcane ability at all. Those don't last long, but they are fun while they are around.


Pathfinder PF Special Edition Subscriber

Your battle Oracle is craving the opportunity to feel powerful and I can understand that. It validates their choice in their minds. I would suggest taking a page from 4th edition to help stoke that fire. Of the rules from 4th edition there were only two things that I feel were done just right. The first is the rule of, "Say yes more than no," when a player tries to take an action. However, the one I am focusing on here is the Minions. These weak little buggers could be slapped together in mass and they barely impacted the CR of the fight. They all had a single HP and used the average AC and Attack numbers for that level. The maximum damage they could do is the lowest possible number that attack would normally do (i.e. fighting with a short sword with no str bonus the minion would always do 1 point of damage, no matter what). A mob of these bad boys swarms around the Oracle who then swings with the greatsword, starts a cleave chain, and feels good when the Oracle is standing tall among a field of bodies. This should make them feel plenty good about their choices while not overwhelming the party.

I will leave the AC counter answers to the experts. My only experience with high AC is at level 15 where things can still perform quite well.


Pathfinder PF Special Edition Subscriber

I have always said about 10th level the switch happens. A non-optimal melee build will start to fall off a bit early, but assuming the character is built to be optimal (not min/maxed, just a really solid character) then they will find that the switch gets flipped around this level. This is where the big guns start to fall and the crazy manipulation of the battlefield starts to happen. Without a competent caster in the group then the part will find themselves at a severe disadvantage against even the most basic of casters from this point on as well.


Pathfinder PF Special Edition Subscriber
blackbloodtroll wrote:

Pathfinder Deities have no stats.

This was done on purpose, as noted by the creators.

Sure, for core, but if someone wants to stat something for a homebrew, or even their version of the campaign setting then more power to them.

For this, I still say that converting the majority of it into 3.5 with corrections for things like CMD and CMB to make it Pathfinder accessible would work. Psy Warrior from Dreamscarred Press will convert those first 20 levels and the rest is really up to the OP's discretion at that point.


Pathfinder PF Special Edition Subscriber

I agree with proftobe, unless you are planning on the party actually fighting the deity, and then that is a different issue in and of itself. The best way to do it, honestly, is to convert the character into 3.5 and then convert a couple of things into Pathfinder (CMD, CMB, Skills, etc). Leave the class stuff as it would be in 3.5 and just go with that. It is close enough to work out without many hiccups in the rules.


Pathfinder PF Special Edition Subscriber
DarthPinkHippo wrote:
Kalanth wrote:


After telling my brother that he could cast a touch spell and hold the charge indefinitely he told me he had no idea that rule existed. I know that the majority of us on these forums know this rule already, but it counts. :)
Could you source that for me? I didn't know about it...
Core Rulebook: Combat wrote:

Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject. In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. The act of casting a spell, however, does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack as long as the spell deals damage. Your opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

It is in this section of the SRD as well, just search "Hold the Charge."


Pathfinder PF Special Edition Subscriber
blackbloodtroll wrote:

Airships are in Ultimate Combat.

That is anything but 3rd party.

My fault, I saw Evocative Vehicles (PFRPG) at the top of the page and made an assumption.


Pathfinder PF Special Edition Subscriber
darkwarriorkarg wrote:
Some could be kensei magi. You don't need a monk character to be a monk.

This is something I honestly never even thought of. Are there any solid high level builds out there for this? I really like the sound of it but can only find builds up to level 4 or 5.


Pathfinder PF Special Edition Subscriber
blackbloodtroll wrote:
Airships!

That's a 3rd party book, so I am not sure that would count. :)

After telling my brother that he could cast a touch spell and hold the charge indefinitely he told me he had no idea that rule existed. I know that the majority of us on these forums know this rule already, but it counts. :)


Pathfinder PF Special Edition Subscriber

That is certainly one way to go. I can put in a couple of those style of Monks to make things exciting, but I will avoid using that for all of them. I like a good TPK as much as the next guy, but I am looking more for a group of enemies that can hurt them, kill them, and maybe TPK them if they players go about things the wrong way. :)


Pathfinder PF Special Edition Subscriber

So I have this idea bouncing around in my head but I don’t know how to make it really effective. In the campaign that I am running I have introduced this sect of evil monks that also are skilled in the arts of the arcane. But now it is time for the party to go up against these monks and I am trying to make them formidable opponents for the party that would make the entire section of the campaign a memorable challenge.

The party is level 15, so the NPC’s can be around 15th – 17th level for this to work. My thought process was to use stuff like a Monk 2 / Sorcerer 14 (for example) and have them do a lot of grapple moves with Still Spell as a feat in there to “zap” the player that they have grappled. I would appreciate any suggestions, builds, advice, whatever, that might help me make this adventure great and filled with many exciting battles.


Pathfinder PF Special Edition Subscriber

I DM'd for a player that used a Gunslinger and he was easily the most powerful of the party. As we were both adjusting to it I would say that I learned a lot about the class. After some time I started to develop encounters that were designed to flush his character out of the first range increment in order to force rolls against AC instead of Touch. It was no easy task to do, and he was well prepared for those kinds of tricks, but I was able to defeat his character finally. It took making him a god, but I did it. :)

Goblin Squad Member

Valkenr wrote:

Hey! It's this thread again!

There are no servers, one single server that slowly increases in hardware as the population cap is increased. If you don't want to PvP you will be limited to a few small areas, if you venture out a little more, you get NPC marshals that will rush to your aid and will kill your attacker if they get there in time, the further you go out, the slower the response. If you leave Lawful territory, you will open to attack with no consequence. You only carry what you are willing to lose, you always have backup gear, and only use your good stuff when you are well protected.

Ryan is not budging on catering to ZERO-PvP players. If you can't handle PvP in any capacity, or even the thread of PvP, PFO will not be the game for you. The one thing PFO has against other open PvP games, is that it will be trying as hard as it can to make a good community, groups and people like those in the Goonsquad in EvE will not be welcome and snuffed out early.

If you take some time to browse half of the blog post discussions there are usually a few 'I don't want to have to PvP' discussions, and the same 10 of us spewing out this same answer.

This is, as I see it, the best form of PVP that MMO's can do. The risk / reward found in EVE Online that comes with venturing out further and further from the secure areas is so much fun. Are you confindent enough in yourself to get out beyond that point where safety is right around the corner? Are you willing to "live" out there? I enjoyed living in Null-Sec space for the better part of when I was playing that game and I would hope for the same feeling of fear and excitement in playing a Pathfinder MMO that encourages the same kind of thing.


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Dragnmoon wrote:
Liz Courts wrote:
There will not be a PDF of this book due to rights issues, and we do not have any preorder bonuses planned for this book.
I suspected this would happen, sadly I will not be buying this product then.

That is a shame. This is the perfect kind of coffee table book and that is exactly what I plan on doing with it. A .pdf would never see use for me.


Pathfinder PF Special Edition Subscriber

Both have their advantages and disadvantages that make them both viable. While the ranger does not have to qualify for the feats, and thus can be a two weapon machine with almost no dex at all there is the fact that the ranger will not have nearly the feats that the fighter will have. The fighter may have to focus their ability scores a bit more but the volume of feats available can make the focus a bit less painful on the player.

It will always depend on what the overall concept of the character is, but when it boils down to it I would likely go with fighter for two weapon fighting. Ok, I need massive dex, but then I can take all the TWF feats, Weapon Finese, Improved Critical, Critical Focus, and Bleeding Critical to really add emphasis to that dual wielding character. Add to that the full alotment of Weapon Focus and Weapon Specialization feats and Weapon Training as well and you are not loosing a ton of damage on the character regardless of the lower strength the character might have (depending on how the other points are distributed).

A Ranger, awesome as they are, just is not going to have that kind of focus. Ok, they get the TWF feats without needing to meet the requirements, but they really don't have the range of feats and abilities available to focus like a fighter. That shouldn't matter, though, what with favored enemies and animal companions plus summoning spells. The ranger doesn't need to focus because they can just bring their own army to the battle.

I like to focus, though, and that is why I would go with Fighter over Ranger if I am specifically looking for a TWF character.


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Gorbacz wrote:
Kalanth wrote:


The only thing I am hoping to see in the future is a sequal to that Best of Dragon Magazine hardcover they did when Paizo was just launching Pathfinder. That is an oft used book at my table and needs a sequal yesterday.
I'm afraid that's not gonna ever happen. WotC holds the rights to Dragon/Dungeon contents and to make any compilations of them.

I cling to a dead dream, friend, but I cling tightly.


Pathfinder PF Special Edition Subscriber

I am so impressed and excited for what Paizo has planned for 2013. This Wayne Reynolds compilation is awesome, and I have not seen anything like this done since the days of TSR and those Tales of the Lance and More Tales of the Lance books.

The only thing I am hoping to see in the future is a sequal to that Best of Dragon Magazine hardcover they did when Paizo was just launching Pathfinder. That is an oft used book at my table and needs a sequal yesterday.

Keep it up, gang! Excited for 2013, assuming the world doesn't end before Christmas.


Pathfinder PF Special Edition Subscriber
CrackedOzy wrote:
It's an Age of Mortals campaign, I'm looking for War of the Lance era stuff.

Ah, never mind then. Still worth a look sometime if ever you get the inspiration. Also, if you can't quite find something that works for Krynn, might I also suggest using Taladas? That continent has a bit more freedom to it as there was only one box set that had any details on that area and it could allow for a bit more freedom for your setting. Of course, that is only a suggestion if you can't find something that fits Krynn well.


Pathfinder PF Special Edition Subscriber

Quick thought, but have you ever looked at running the Key of Destiny series? They came out when Dragonlance was released for 3.5 and they were pretty good. They are not in print anymore, so it might a challenge to find them on the cheep, but if you can and you have not tried them I highly recommend them. They are desgined to go from level 1 - 20, and much like the Eberron modules there is a starter bit in the 3.5 Dragonlance campaign book.

Key of Destiny
Spectre of Sorrows
The Price of Courage


Pathfinder PF Special Edition Subscriber

What bogs down the game at high levels can bog it down at all levels. Players and DM's not being familiar with the bonuses and mechanics of their attacks. Having to recheck AC's constantly, not having the spell that you wanted to cast in mind ahead of time, and not really being all that familiar with the spell list for the monster / character.

In high level play there are ways to speed things up. One such thing that I did was to introduce Gamemastery's Critical Hit and Critical Fumble decks. Instead of watching the player fumble with some basic math we instead draw a card and determine what happens on that attack. Another thing is that I will describe the attack they do, or the monsters do, for the players as you can see the deer in headlights look when they are asked for the description of the attack (not a tactic for all groups).

When it comes down to it, at the high levels you just need to be a bit more cognizant of things, brush up on the rules that will matter in that session, and make sure to work a tiny bit harder to make everything have a solid flow to it.


Pathfinder PF Special Edition Subscriber
TimD wrote:
...

I don't know if you helped out the OP, but you have certainly fed me with ideas for both a current game and a future one.


Pathfinder PF Special Edition Subscriber
Neo2151 wrote:
ImperatorK wrote:
Quote:
You might as well just admit you want to play a god-slaying game, because with some of the greater evils, you're already there.
What's wrong with that?

In my experience, it's unexciting, the campaign doesn't last long, and the players get bored with their characters easily because they don't have anything to look forward to or to grow into.

But there's nothing wrong with it. I just don't know many people who can actually make such a thing enjoyable and memorable.

The trick to making it memorable is not to make the killing of the god the main plot of the game. An end result of the game is fine, but if the players are only seeking to kill that god from the beginning then things will end just as you laid them out.

I did this once, and the fight with the god was at the end of the campaign where the BBEG the party had been fighting the entire length of the game had managed to complete a ritual that would bring the god of chaos to the world. The party found themselves locked into battle with the BBEG and the god at the same time, and managed to defeat the god by trapping the god in a gem (which also meant the sacrifice of the character).

God killing is definetly not something I would run to often, though. Makes the epic stuff that leads up to that seem a bit less epic.


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I use the Gamemaster Chase Cards to add some flavor to the chase scene, but other than that I also am a fan of using words and such to get the scene completed. I remember the Skill Challenges in 4th ed and how they took out the aspect of a character having a purpose and instead replaced that with a round robin toss of the dice to see who could succeed. It bogged down the game and became less fun as a result. The Chase Rules remind me of that.


Pathfinder PF Special Edition Subscriber

I have a good number of the Pathfinder books but in general I only had included a tiny bit here and there from the rules that they offer. It was my experience with 3.5 that once you start bringing in the splat books and tweaking the maingame then it has already become to bloated.

When it comes to a second edition of Pathfinder I can only think about what would need to change? I loved 3.5 and found that the changes made by Paizo to Pathfinder made it a perfect rule system. I have rarely encountered moments that made me scratch my head in frustration as most everything is clear and consice. I honestly can't think of anything that I would want to see revised into a new edition. If anything, what I would prefer to see is splat books that are released that don't add any new rules to the game. Just new PrC's, spells, and feats that don't require knowing something from that text. While things like grit or new combat manuevers are not all that hard to know and include, it is just a pain in the backside to have to account for it. As a DM I often forget to award grit back to the gunslinger because it is just one more rule in there to keep track of and I keep overlooking it. It would be so nice to have an addition to the game that does not require me to remember that much more, and instead allows me to focus on the story of the game.


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Thank you so much, all. I shall now create a society of arcane monks that you just do not want to mess with. *Evil grin + rubbing of hands = fun*


Pathfinder PF Special Edition Subscriber

Ok, I had this thought for an NPC to throw at my party but I never use Monks in anything so I was not sure if this thought is actually possible. What I am asking is if a monk can combine touch spells with flurry of blows. The thought is that a Monk / Wizard (or whatever) has Quicken Shocking Grasp and a regular Shocking Grasp available. The monk then casts Shocking Grasp, but does not discharge the spell that round, then on the next round the monk casts the Quickened Shocking Grasp and makes a full round action to attack with Flurry of Blows, thus setting off the two Shocking Grasp spells on the target.

Problem is that I am not sure if this is possible in the RAW or not.


Pathfinder PF Special Edition Subscriber

There should always be a risk associated with the game, else there is little that makes you heroes. Now, I love to place a priority on the story line of the game above the combats of the game, but in most cases it is battle that leaves the party with tales to tell. So, when it comes to fun, the parties I run with (one as a player, one as a DM) are a split group that likes their fun to go both ways.


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Abraham spalding wrote:
Just to note most mind reading abilities allow a save throw (detect thoughts specifically does) so the Rakasha is going to be use to a certain level of occasional failure with his detect thoughts ability (someone rolls a 20, or such) and simply not being able to detect your thoughts isn't going to be completely suspicious unless you use something that lets him know his attempt was blocked and not simply unsuccessful.

Some failure, sure, but constant failure no. After a few times of not being able to read the players mind I would think the Rakasha would have become frustrated and curious all in one and try to find out why he can't read this one persons mind. Would make for some interesting RP when that happens.


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Corrik wrote:
Kolokotroni wrote:
Corrik wrote:
Well the note trick is for metagaming DM's who consistently use their knowledge of the players and their actions to alter what the NPCs do and talking to them has not helped. I would not advise it for normal play.

In above case see 'finding a new dm'.

Do you honestly think even if your deception worked that this would do anything but make the problem worse? If a dm is already overly attached to npcs and metagames to hurt the party, imagine what he will do after the vile player 'tricks' his way into killing said treasured npc. It will be a horror show.

Yeah that is the basic idea. After which well, see 'finding a new dm'.

Have you thought about becoming that new DM? It is not for everyone, but it can be oh so satisfying at times. I know that for myself that seat is my favorite one in the house because I love seeing the players faces when that plot point clicks and they finally figure things out, or they get that great victory.

The DM you currently have sounds like they are using that chair for a power trip to get out the things that don't go right the rest of the day. That is a bad place to be for those kinds of people as the DM technically should have way more failures than he players do.


Pathfinder PF Special Edition Subscriber
Ice Titan wrote:

I like the paper idea. I'm a really big fan of eliminating subconscious metagaming, and establishing a very firm "This is what I do, no take backs-- feel free to take a few steps back and establish what my course of action changes" is part of that.

People who are saying they would rip it up... that's pretty rude, I guess.

I believe the nature of that rip it up response is because the OP mentioned writting it, then holding onto it until he acted. As a DM I would want that note the minute it was written so I could be aware of it as a DM, and not as an NPC. If someone held a note like that in my game I would do the same, rip it up and toss it out, but if they handed it to me after they wrote it I would find a way to make it work (within reason).

The best thing I ever read in an RPG rule book was in the 4e DMG, and that was to say Yes way more than you say No.


Pathfinder PF Special Edition Subscriber
blue_the_wolf wrote:

fair enough.

I play a character that thinks tactically and it becomes annoying to have all of my tactics basically ignored simply because the GM decided things HAVE to go a certain way.

then the GM wonders why people dont Role Play.

You need to have a real sit down with the DM. I don't play with a random pick-up group, and each player in my game I have known for years. As their DM, I would hope that they would have the confidence to come to me and say, "This is bothering me about the way you ran that situation / game / campaign, etc." I value what my players think about the game because being a DM means making sure that all persons at that table are happy, not just me.

Side note, I hope you have Silent Spell in there, else that Rahksasha is going to notice you casting the minute you start things off. Silent Spell and Slight of Hand would be the best options for casting without the enemy seeing anything.


Pathfinder PF Special Edition Subscriber

I would say this depends on the DM. For example, when I run the game I give physical descriptions of what the buffs are doing. Shield of Faith gives a shimmering reflection each time an enemy swings and misses which indicates that your gods are providing you protection. Bulls Strength swells the targets muscles, Bears Endurance clears up their complexion, and so on. Some buffs don't get visual bonuses in my game, such as Fox's Cunning or Owl's Wisdom, both being mental buffs.

If you DM is anything like that, and playing a Rakshasha to their mental capabilities, then they will notice something is up right away. If you DM does not do visual buffs (or never has before) then your argument is that, for consistency sake, the buffs cannot be detected with the naked eye.


Pathfinder PF Special Edition Subscriber

A new edition of D&D? Boy did I learn my lesson with the last one. I spent all the time leading up to the announcement of 4e denying any chance of a new edition, then gobbled it up and sold all my 3.5 books just to learn that I hated 4e...

This time around, 5e would get my money so I can have the core books and say I have checked it out but Pathfinder has revived my inner child and I am more than happy to hang on their pant leg and call them Papa.

The only way that WoTC could get me back would be to erase what they did with 4e, keeping a few things from it that I enjoyed (savings throws, minions, movement, auto max damage on crits) and replaced the rest of it with an updated version of 3.5. I would welcome a collaboration with Paizo to make the product, and the rebirth of Dungeon and Dragon magazine, which was great cause it was more frequent than Kobold Quarterly. Other than that, WoTC should just bring D&D to a glorious end and go back to focusing on things they do well, like Magic the Gathering. RPG's are just not their strongest area.


Pathfinder PF Special Edition Subscriber

That avatar, those words, it feels like I just crushed your world... *walks away feeling really guilty*


Pathfinder PF Special Edition Subscriber

I personally see the wording as semantics in this situation. The difference between use and mimick is less important that the bonus they would be generating. The bonus is of the same type and thus would not stack, regardless of the wording.


Pathfinder PF Special Edition Subscriber

With both using Disguise Self there would be no benefit from using both items at the same time. The benefits do not stack with each other as a result.