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I have a houserule that every magical weapon, shield or armor has some kind of "focus" (a gem, a bone, a holy symbol) in which the actual magic resides.
This solves the problem of believability, lets the players keep their "ancient familiy heirloom sword TM" and even gives them the option of switching a focus between weapons if they have a lot of time to prepare for a fight and know about a certain DR or somwthing but also carries the risk that they botch the roll and are completely bereft of their magical weapon for a day.
Also it adds cool details to the weapons, because every Focus is unique and you might end up with a fighter in shiny armor who has a focus made from a human fingerbone attached to his weapon, because he took it from a goblin chieftain.
Since when is being able to voluntarily fail saves a houserule? If I don't jump to the side, when the big boulder falls, i get hit and if i don't resist the mind control, it succeds. It can get a little hard to explain with Fort saves, but as far as I know you can voluntarily fail a save, at least as long as you know you have to make it, the same way that you can voluntarily miss on an attack...
Are you sure it becomes DR5 /cold iron and silver?
I would have said it becomes DR5/cold iron and DR5/Silver, meaning:
DR0 against a weapon that is both,
Since you all seem to agree, could you point me to the relevant rules text?
Thanks for all the suggestions, I'll run the ideas for modifications by the players.
I think it should be reduced in price compared to a con belt, because it doesn't affect fort saves, but increased since it wouldn't take up a magic item slot. What do you think about letting those two cancel each other out and give them the modification for the price of a con belt? (+1hp/hd for 4k, +2 for 16k.)
Since my party lacked a proper Tank, I gave them an NPC construct with the lifespark subtype (he and his awakening are tied into the story of the campaign) and it worked quite well, they started teaching him about the world, about his newly found emotions and the magus started giving him melee training which resulted in the construct gaining levels of fighter. This started at level 4, now they have reached level 8 and have grown very attached to their metal friend. The problem is, without a CON score, his HP are advancing very slowly, a problem I hadn't considered in the beginning. Even with generously rounded 6 hp for each fighter level, the PCs are overtaking him one by one and there have been some very tight situations for him on the frontlines.
They are willing to spend a considerable amount of money on their friend, so I would like to give them the option of actually succeeding.
How could this be done RAW and if there's no way, which houserules would you propose?
tl;dr: Need a way to raise the HP of a lifespark construct with fighter levels.
That is mainly, because truly considering the implications of magic on everyday life leads to the tippyverse and most people don't want to play in that world.
Other than that, check adventures and regional books for flavourful magical items for everyday use. (The taldor book has some great luxury items for the bearded of oppara)
Sadly it's very high level, but with scrolls, Spellbane could work. Set the contingency and spellbane to Mages disjunction and you're good to go. Sadly, since Spellbane is to high level for you, it requires the expense of 3825 gp every (CL of the contingency) days, since that is the cost of the Spellbane scroll
Yea, you are right. It's actually weaker than the vampire template. I Just took a quick look at it without comparing them and thought "put this on a pair of goblins and they'll slaughter an APL approppriate party, that can't be right." But it's the same with them vampire template, it's just very powerful.
Just shows again how using templates is not an exact science but rather an artform.
The missing CL on the scorching ray is still a thing 'though.
Depends on how the GM rules carrying. I usually handwave it, as long as it doesn't get absurd, but 10 suits of armor would fall into that category...
Rules wise, there is nothing against it 'though.
(It's funny how bags of holding and the like have weight and space limitations, but a high str character can RAW carry an elephant on his back...)
Some things come to mind.
First: One cubic foot of material is not much to encase the feet of the giant with. The resulting construction would probably be pretty thin, considering how big the feet of the giant probably are. The ginat should be easily able to sunder the "shackles" in one round. Or he could just remain stationary if that is not a problem for him. The player essentially used up a 5th level slot for a one target, one round (assuming sunder) entangle with no save. That seems by no means overpowered to me.
Second: The spell allows the player to fabricate an item, but how does he attach it to the ground below? The Item must be physically seperated from everything else, otherwise it would not be an item but a part of the bigger structure.
Third: Nowhere in the text of fabricate does it say that he can choose to move the location of the final product relative to the position of the raw materials. Therefor one could argue that the stone shackles are created where the stone was beforehand, UNDER the feet of the giant, not around them.
Fourth: The Spell has no SR or save, because it's not used on creatures or magic items. The giant isn't hit by the spell but by it's consequnces. Arguing that the giant doesn't get a save based on the fabricate spell is like arguing that you don't get to avoid a stone dropped on your head via mage hand because the spell doesn't have SR or a save.
Somebody on these boards made an posted a melee and a ranged orc troop before. I copied them for later use, but sadly forgot who made them, so sorry for not being able to give due credit.
You can just use multiple of those until the CR is high enough.
I get that you're saying that, I understood that from your first post. But I still don't see which rules you're using as a basis. You read the description and decide that it's a new limb that replaces normal reach, but it does not say so in any part of the description of the Tanglevine Power.
As far as I see it, it can be interpreted in both ways and RAW determining which interpretation is right, is yet to be presented.
Also, I don't know where you get the idea that a reach weapon doubles your reach and therefor gives you 20 reach if you have 10 natural reach. Afaik reach weapons add a flat 5ft (or whatever they are granting, whip for example)to the normal reach of a character.
Edit for spelling
I don't know of any RAW supporting that claim, Kazaan. Since the tanglevine is used to make combat maneuvers, it most closely resembles a weapon that can not be used for a normal attack. If a Character normally has reach and the equips a reach weapon, they would be added too, so I'd say treat the tanglevine as a 15 ft reach weapon (like a whip) and add the numbers.
I had a ranger in my game, who's entire village had been killed by the undead minions of the BBEG to provide new corpses for said BBEG. He went and retrieved the spade of the local undertaker, buried all corpses that hadn't been taken and vowed not to rest, until all of the people in from his village had been buried. He then proceeded to use the spade as a weapon and enchanted it over the course of the game. (I allowed the player to use the stats of a greataxe because of the cool concept)
If you want to keep players from attacking somebody, there is no REALLY safe way, since players will be players.
Things that might work:
- Have the NSC offer to talk
I think that's not true at all.
If one of your players wants to sneak past a guard or something, do you really have them do it in initiative? Seems like a hostile situation to me...
Or are the rules different for NPCs and PCs?
Well that depends on the ruling. The GM decides when initiative is rolled and if the "bait" is far enough away that the players for example try to leave the to get closer to it, then I'd let them do it and just start initiative with the first attack. Which in turn would be a suprise attack by the other two sphinxes, if the players don't make the perception check.
If the elemental has moved in the same round, I would have the wizard make concentration checks for vigorous motion. A Person carrying you around should be as bad for your concentration as a horse, if not worse.
All of this of course if the elemental CAN carry thw wizard. Wasn't there some rule about flying only being possible with a light load?
Just track the skills for them. Whenever a player roleplays trying to learn the language, just make a note, don't tell them, and when they try to translate something, you roll for them.
I simply have a list with some skills for every player and they are obliged to tell me when one of them changes. If they forget, it's their problem. ;)
The "skills" are:
All 3 Saves
Since those are the skills I tend to sometimes want to roll in secret.
By just opening one thread after the other in this fashion, each further removed from actual pressing discussion and more of a corner case, you give the impression of somebody who either wants to troll (the motive most people seem to suspect) or somebody who has just read his_her first leftwing sociology article on the trans*-topic and is now excitedly running around, applying their new knowledge to EVERYTHING they can find.
Neither is very productive and both lead to people finding either you obnoxious (whether or not that is justified by further personal traits of yours may remain undiscussed here) or being strenghtened in some kind of opinion that declares trans* people to be whiny, self absorbed and/or overly sensitive. (In this case, your posts are not only unproductive, but rather counterproductive and a VERY bad idea.)