Hi, I've been looking at Dungeon World lately and am going to be giving it a try with my gaming group. Anyone else out there have any experience or opinions about this game?
The biggest issue I'm having trouble wrapping my head around is the "Bonds" feature and how to resolve them and award XP. I'm hoping it will become clearer during gameplay but any help would be appreciated.
Is it possible to get a spider as a mount or animal companion.
Are any of these ways legal in PFS?
I looked in the Bestiary's "Animal Companion" section and none were listed but I don't think that covers all possibilities.
Any suggestions for a class/race/feat combo to get a spider companion or mount (for a small character)?
The article is calling it the "first" D&D manuscript but either way it would be interesting to look at.
If anyone goes to the exhibit let us know!
Is it possible to use the spell Dream to deprive a character of a good night's sleep, thus preventing spell memorization, etc?
Can you essentially spend a night berating them in their dreams and being offensive so they can't get a restful sleep?
It's got no save or range or time constraints.
I'm designing a BBEG Dreamweaver Witch.
You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don't sleep or don't dream cannot be contacted by this spell.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.
I see "cast spells as a X-level sorcerer" in many monster stat blocks. I know I can change their spell selection around to suit my purposes (my Water naga would rather have Mage Armor than Shield, for example).
Does this mean they also get the bloodline feats or powers as well or does it simply mean they can access and cast arcane spells as though they had seven levels of sorcerer and no bloodline needs to be selected or factored in?
I suspect it's the later but want to be sure.
Also, how does a monsters innate casting ability affect them if they actually start taking class levels in Sorcerer? Do they start at level "X" or do they start at 1?
How would adding 1 level of sorcerer affect a creature that inherently casts as a level 7 sorcerer?
I was just wondering if there was a way to detect if spells like Modify Memory or Sow Thought were used on a person. If so how? What spells would you use to scan someones mind if they suspect their memories were altered?
You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts (such as making a paladin think, "I should murder my friends") the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.
Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.
A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.
Just what the title says, I am confused by the wording of the spells Spike Growth and Spike Stones. Here are some specific questions:
1) It says Rogue but I assume anyone with the disable device skill or the ability to find magical traps can sense these, is that correct?
2) Once someone walks over a 5 foot square of spike stones/growth is it then "set off" and obvious or does it require a perception check still?
Just wondering if a Creeper's REACH of 10 feet extended it's Pollen Spray Range of 30 feet?
In my head I envision it extending a tendril out to spray at a target but not sure if, mechanically, that actually does anything like give it an extra 10 or 5 feet of range.
It makes sense in my head but that it would work but want the actual rules on this.
Pollen Spray (Ex) As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC 14 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. The save DC is Constitution-based.
...Or "Is that Albatross casting Entangle!?"
Natural Spell Feat says "You substitute various noises and gestures for the normal verbal and somatic components of a spell."
Ok, so how can another spellcaster make a spellcraft check to ID the spell that's being cast if all they see is a bird squaking and waving it's wings about?
Are there specific rules for this situation (which probably comes up a lot)? Is there an increase to the spell identification check? If so by how much?
Can the other spell caster just sort of "feel" the magic the druid is harnessing?
Just wondering how it could or should be handled.
Does DR apply to a Phantasmal Killer if the Fort save is made?
If yes, why?
It seems to me it would not since the subject is only taking damage from their mind, the illusion itself is not real.
If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.
Can a witch use their (not the host bodies) abilities while possessing another through Magic Jar? Can they cackle and Hex and cast, etc?
My idea is to have a BBEG witch hop into the bodies of her followers, while attacking a town the PCs would have to defend. Her familiar would carry the Magic Jar Item and be invisible but within range if she needed to "evacuate".
Is this possible? Keeping in mind her followers would all be willing vessels and she'd have plenty of time to do this as they plan the attack.
Also, does the witches original body have to be within the range of the new body or just the magic jar itself?
Last night I ran 2-14 and when I got to the BBEG my players, who have played this system longer than me and know the rules far better, said they believed the stats to be incorrect, specifically the casting stats.
The concentration bonus listed is +11, but the more experienced players seemed to think it was higher as her caster level is 9 and she has no stat that is only a +2 bonus (her lowest stat is her 16 Wis). It came up when she tried to cast while standing next to a PC.
Like I said, I'm not as knowledgable as they are and really don't know the answer, so I'm all ears.
The BBEG is a advanced variant Night Hag, CL 9, str21 dex19 con22 int18 wis16 cha 17.
I guess my question is what is the correct casting stat she should be using and what is the correct concentration bonus for her and why?
This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target's flesh. The target's square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area. Crafting a flask of shard gel is a DC 20 Craft (alchemy) check.
Soooooooo..... if it misses does it splash in one of the squares adjacent to your target and then shatter, making 9 squares of caltrops or does it just miss, not shatter and can be recovered after the fight?
I just find these to be a very useful thing for a familiar to throw at first level.
Brian Posehn and a bunch of other comedians and comedy writers get together and play 4E D&D!
That's the premise for the "Nerd Poker" podcast. It's VERY NC-17 and also very funny. Check it out, if just to get some zingers for your own table, "I have low-light hearing." is one of my new favorites.
A great tool if you like to get into very small details and how they affect travel time.
Pick a start and a destination, time of year, mode of travel, cost options.
Very good for modelling movements in a game world.
The level 8 Travel Domain Power:
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Does that qualify for the dimension line of feats? Assault, Dervish, etc?
The power itself counts as a move action already so I was unsure if it qualified. The power says nothing about not being able to act afterwards.
If the power does not qualify me for the line of feats, or is unnecessary would I be able to get spring attack and use it in conjunction with my teleportation ability?
My main confusion is the fact that the Dimension Hop ability is a move and not a standard action, so I'm not sure if Spring attack would apply or if Dimensional Dervish is what I need.
This will be for a Inquisitor with Travel Domain.
Found a great little game for under $10 on Steam.
Was made from a kickstarter project and although the graphics are basic, the gameplay is very engrossing and addictive.
I'd consider it more of a ship management sim than a space combat sim. There is no dog fighting as such but you have to keep on top of a lot of systems. Crew members rush around to put out fires or repel hostile boarding parties, etc... It's also very unforgiving. No going back a few saves. Dead is DEAD.
At $9 it's less than the cost of a movie ticket and will probably entertain you for longer than 90 minutes.