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Is it Wise to Prohibit / Restrict Consumable Magic Items (wands, scrolls, potions, etc.)? In a Dungeon Delve?
Reading this over I see where you are coming from OP. However, I think that in this particular case you might want to just restrict access to CLW wands. As you said there are two small towns near the dungeon. These small towns will have access to ~75% of items below 1300 gp. That however does not mean that they will have an infinite number of these items. Most likely the villages are getting these items delivered once or twice every couple of months. They could very easily sell out. Especially, if other adventurers are rolling through town on occasion.
Heck I live in a city of 3 million people and there are times when I find myself unable to purchase specialty goods (like clw wands or Densite plaster) because they are simply out of stock in every store I go to.
You're kidding, right? That would hardly be a rogue fix at all. The problem is he already has to work to be situationally useful. Other classes aside from the Duelist get a version of Canny Defense (like the Kensai, for example) and it doesn't hurt the Duelist at all. And make it a rogue talent? You may as well not change the class at all.
I have to agree. Setting up a sneak attack is hard enough that the rogue should really be rewarded for it.
From my understanding you can use a free action anytime you are taking an action. So free actions are ok during your turn, during AoO, and during readied actions. Or at least that is how I am understanding it.
I've done this in the past. It works out although it feel very canned.
I think the greatest character I've ever played was evil. My fellow players had no idea that I was evil until an alignment spell outed me.
My fellow players had no idea that nearly every person that we spoke to in our quest to find an artifact was then murdered by me. I mean why should they know. It didn't hurt them... I was helping. I didn't want the informants to tell other adventurers or evil monsters what they knew. Be sides loose ends make a whole mess of trouble.
My fellow players also didn't know that the crime we were blamed for in city "A" was one that I had actually committed. They just thought it was a plot point. They all thought that I had learned a bit of information about a enemy via a divination spell... not torture.
I didn't steal from the party, I didn't back stab them, I didn't kill them or argue. If I disagreed I just took matters into my own hands. Of course this all required DM approval but it was all great fun and when the other players found out it was awesome.
245. You have been hired to investigate the ruins that were recently unearthed during a rock slide. Entering the ruins you find a series of rooms each with guardian, traps, puzzles and monsters. At the end of the tunnel you come upon a large room, far to large to make sense of but from out of the darkness you are attacked by Allips. When defeated you realize that they emerged from a well in the midst of the giant room. Looking down the well you see a giant eye flicker open and the room/complex/earth begins to shake. It appears that you and your party may have just unleashed a very powerful evil on the earth. And those Allips where the only thing keeping it down.
In the thread this monster was the tarrasque. The allips continually feeding on it would it was theorized keep it unconscious but it could be any monster you want. I just like the idea of the characters having to clean up a mess they caused.
I'm running a low level, low magic game and was wondering if allowing my players to buy combat feats (ie pay to train with masters for combat feats) would be a good idea. It's a small 3 person party that is less than optimized so I thought giving them a combat feat might be a viable option.
172. Your valley has long been a place of peace and harmony. The orcs do not enter, the game is ample and the harvest is always a success. But now fire will not burn and the snow which has never entered your valley before has begun to fall.
173. Evandorf the notorious catpurse has escaped from prison and is on the run. Rumor has it he stole something that the Duke desires. Do you join the team that is going to be sent out after him or do you leave your half-brother to the mercy of the posse?
174. For the dwarven party. The mines of clan Redshield were legendary. Once producing nearly all of the mithral in the region. Then one day the production stopped and the clan simply vanished. Now nearly 250 years later your small dwarven town was attacked and all of the ogres were wielding mithral weapons with the red shield stamp.
At the beginning of each game I used to remind my players that this was a no holds barred, life or death game, and that they should try not to bite off more than they can chew and above all else don't do anything stupid.
I like to think of it like a course syllabus. I pull no punches. If you want in you have to accept that. You have a problem with that please refer to the speech.
I have been playing with a magic fearing barbarian that has sundered almost every magical weapon that every BBEG has wielded. It's something of a joke in the group now. We'd get rid of him but he's really good at killing stuff.
I say sunder away. It's a legal tactic and one that is very smart when standing toe-to-toe with a barbarian. I feel like I've read a lot of these threads lately and I just don't get it.
In the last 2 games that I've played:
1. The ranger lost both of his magical weapons.
We all walked away saying: "Wow. That was awesome! I can't believe that happened." Because those are the risks you take when you fight Big Bad Evil Guys.
151. Something has begun to taint druidic magic. It's spells have begun to turn. Summoned monsters are uncontrollable. Spells meant to preserve are beginning to corrupt and the forests themselves are no longer safe to travel. The Druids themselves are fearful and those that have tried to commune with the earth have been driven mad...Has mother nature had enough or is there something else tipping the balance?
152. The neighboring kingdom has been destroyed. Refugees tell of a large floating orb that settled over the city and released a destructive blast. Then came the fog. Those that survived the blast were lost to the fog... All you could hear from inside the impenetrable fog were cries and screams of mercy. Wen the fog vanished not a single body was found. Now the orb is slowly moving North towards you. What is this orb? Who controls it? Are those that were taken in the fog still alive?
153. You and your group of bandits have made quite a name for themselves. However, your latest raid on a seemingly nondescript caravan has yielded some surprises. The king and young prince was in the caravan. They were fleeing the castle and they are now your prisoners. The King promises you and your men a title and lands if they could kill the queen, an evil witch.
Here you go:
Male Half-Orc Inquisitor 13
LG Medium Humanoid (orc)
Init +6; Senses Darkvision; Perception +19
AC 20, touch 13, flat-footed 17
Fort +15, Ref +10, Will +17
Speed 30 ft.
+1 Cold Iron Bastard Sword +16/+11 (1d10+22/17-20/x2)
Ranged Longbow, Comp. (Str +2) +12/+7 (1d8+2/x3)
SQ Helm of Fearsome Mien, Inquisitor Domain: Rage, Rage (13 rounds/day), Ring of the Ram, Second Judgement (5/day), Solo Tactics, Strength Surge +13 (1/rage), Teamwork Feat (change 3/day), Track +6
Judgement of Sacred Destruction +5 (Su) Weapon Damage bonus.
Second Judgement (5/day) (Su) Variable bonuses increase as the combat continues.
Every day I would cast magic weapon (+3) and magical vestments (+3 ac).
First off... Never take over a city. It's not worth it. Just too much work. You want to be the one behind the scenes pulling the strings not the one who everyone is trying to kill.
A number of fun ideas.
88. You have been sentenced to life imprisonment on the isle of Zartacla, the realms harshest prison. On your way there however the ship is caught in a fierce storm and blown off course. With the ship grounded you find yourself on a small uncharted island with unfriendly natives, horrible monsters, and surrounded by thieves, murderers, and worse.
This is an item I often introduce into my games. Nothing pisses me off more as a player than when the cleric who is holding the stone to flesh elixir gets turned to stone and no one can do anything about it.
Bags of Many Hands
Not sure how but we are basically running this now. It just seems to make sense. We all have our god and her tenets at the fore-front of our actions and we are just a great big ball of holy-whoop @$$.
I am constantly tempted to scream out "I kick @$$ for the lord..."
47. In (insert date), a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum-security stockade to the (insert city) underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem...if no one else can help...and if you can find them...maybe you can hire...The (insert name of group).
Cue A-team Music...
Dragonchess Player wrote:
I've always thought that casting light on an object or using a torch in the underdark is akin to broadcasting your location to the enemy. There is just no way to utilize stealth while bathed in light.
I think what the OP is looking for is a cheap option that will not paint him as a target while dungeon crawling.
Does anyone else listen to music during their games?
Do you have any album or suggestions on where to get music?
On a whim I went to Pandora and typed in Basil Poledouris (Conan composer). So far nothing but pure role-playing gold has come up:
-A back story- I would suggest you keep people away from the orphan line...
-Contacts or friends your players can all upon. Have them give you a brief blurb about this contact or friend. How they know each other perhaps a quirk you can use when you get in character.
-How do these players know each other- You can manufacture that yourself but it doesn't hurt to ask the players themselves. I've often asked why my Lawful Evil monk would care if the ranger I just met was being eat by a gorgon. I mean if you ask me that is the perfect moment to grab the gold he was guarding a leave.
-Keep track of names and places- keep them simple. No need for you to reinvent the wheel. while yulf'chativent is a great Orc name yurri is much easier to remember.
-Make sure everyone can feel useful. If you have a thief who is geared towards stealth or a Bard who has all his points in diplomacy then allow him to use it.
I would add that beyond a back story you need to have each of the players give you a goal. What in his history lead him to have these goals? In other words what motivates them? What is it they want or hope to achieve as this character. Then as a Dm it's your job to dangle that goal in front of them giving them just enough of a taste that they keep coming back for more.
If my Dm tells me that the six fingered man who killed my father is somewhere in town you better bet I'm going to start asking questions and plotting my revenge.
I used to wonder this myself.
Then I played a monk... It was awesome.
My build focused on using sacred mountain techniques and ki points to turtle up while using flurry of blows on anything that gets too close to the wizard. If I couldn't hit it I could grapple it just long enough for the rest of the party to finish up what ever else they were doing.
Honestly if it is a matter of making the Rogues at the table feel relevant design the campaign (or tweak it) so that things like stealth, traps, disguise, slight of hand, pick pocketing, scouting, and bluffing are all important. This will make the rogues feel like they are truly contributing. Allow hiding in the shadows and create dark places for your rogues to jump out of and deal horrendous amounts of damage. Let them roll of stealth so that they can sneak up behind their victims ( I mean enemies) and stab them in the kidney.
Create traps that maim, blind, deafen, etc. and see how fast the rest of your party comes to appreciate your rogues. Recently I started making my traps both Dc based and role playable. If the player comes close to disarming it but fails (by less than 3) I will describe the trap and allow him 10 seconds real time to MacGuyver his way out of it so that it only deals minimal damage.
Maybe you want to create a small side quest for your rogues that require their unique set of abilities. Something like steal an artifact from a low level wizard.
If your looking for rules I would allow weapon Finesse as a free feat (does not effect damage only to hit) with light weapons. I might also (and this could get crazy) allow SA damage to be multiplied on a critical of Natural 20.
Otherwise I think that Rogues are fine the way they are.
If I had to choose:
Quick draw- The higher your level the faster you pull out your weapon.
Weapon finesse- Why is my str10/dex19 rogue is trying to use his rapier like a meat cleaver rather than a scalpel.
Rapid reload- see quick draw.
Power attack- This seems like something anyone with a str of 12 should be able to do with out any real training.
Eschew material- Most people just ignore this rule anyway.
Wow this is a fairly interesting thread. I've never considered the Rogue to be lacking. As a matter of fact at our table it is the rogue that is often dealing out the most pain.
I find that 75% of the time he is either going first, using stealth, flanking and/or feinting all of which allow him to use his sneak attack and when he is isn't doing any of those he is charging (via the scout option).
In addition without him I think the party would have died 9x over due to traps not to mention good recon.
After a long a brutal campaign our DM who is especially devious introduces us to a new character a Bard who presents us with a quest. One in which we must take him into a cave kill him bring his body through a portal then revive him.
Up until this point every NPC that our party has meet has tried to kill us. The Mayor was a ghoul, the dwarven warrior was probably a drow conspirator, the friendly woodsmen were dopplegangers, and the farmer was an evil cultist. There may have been an evil wain wright... Literally every person we ran into had some sort of ulterior motive that required us dead. Anyway, my wizard and his brother were now super suspicious of everyone so we agree to take the quest but upon killing the character in the cave we loot his body, rummage through his stuff, and do all sorts of not nice things. All to the DM's protests.
When we bring his corpse through the portal (which no good being can pass through) and revive him we notice that the parties cleric/monk is missing. At that moment the DM stands up walks around the table and the cleric/monk becomes the DM. They switched DM's on us. Turns out the body we defiled and looted was going to be the newest party member. There was some tension for a bit but after we gave him back his stuff he seemed mostly placated.