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My understanding is that the negative energy and paralyzation are both part of the same attack.
My reasoning is that the language of the ability says: "Any living creature a lich hits with its touch attack..." Meaning it's hit you with its touch attack, and now you not only take the 1d8+(?) negative energy damage, but also must make that fort save or gain the paralyzed condition.
Umbriere Moonwhisper wrote:
Very, very true, and something I will consider for future campaigns. You've given me some good things to muddle over. Thanks for being an intelligent counterpoint to my obstinate GM-ery. :)
As an interesting aside, one could also ask, why isn't there a Walk-by Attack feat, for those that cannot qualify for Spring Attack?
I'd call it Run-by attack, but that is an interesting aside. A feat that let's a character make a single (standard action) attack, in the middle of a move action, which will undoubtedly provoke AoOs, doesn't seem like a game breaker. Maybe you could also create Improved Run-by attack, where the character gets the attack, and doesn't provoke AoOs from the target of the attack. Other creatures/characters could still get AoOs though.
Speaking of AoOs, I've always thought it should be AsoO, shouldn't it? It is attacks of opportunity, not attack of opportunities.
@DrDeth: For frick's sake man, I did just say he's got swim-by attack instead of xxx, frick it all anyway! Even if no feat existed anywhere, I would have created one based off of the fly-by and ride-by attack rules. I wasn't saying: can I do this? I was saying: I can't believe the Paizo devs haven't already done this somewhere!
@Ssalarn: Completely echo that sentiment. My players trust me because they know I don't use rule 0 unless I have to. They also know that I live by the what's good for the goose is good for the gander rule. If NPCs/Monsters can do it, PCs can do it too, and vice versa. Because I'm essentially adding this new feat to our campaign, I have to make it known to the group, so that, should they be capable of acquiring it in the future, they know of its existence.
@Marc Radle: Just downloaded the free version of Sunken Pyramid, I'll give it a perusal. Thanks for pointing me to it. The sahuagin material will be most useful as I'm also building an encounter based around a group of sahuagin and skum baddies working for an aboleth.
Ah! Okay, well that certainly is a lot less restrictive than mine. As I mentioned, one of the reasons I do have restrictions is that I'm attempting to get players to explore the myriad character options that this wonderful game has to offer. I don't ever want someone to pigeon-hole themselves into one class, by failing to figure out how to play some others.
As I'm in the midst of building some aquatic encounters (thanks to those that offered great suggestions), I was looking to trade out some feats on a Dragon Turtle, and in my research found out that there is no official Paizo monster feat that is the equivalent of Flyby attack for swimming creatures. There is a feat from Tome of Horrors by FGG: Swim-by attack, that is exactly what I want. Suffice it to say, I'm flabbergasted. With so many excellent aquatic based creatures, to not have the equivalent of flyby attack seems ludicrous. Is this something that a lot of GMs out there are using from ToH, or just house-ruling?
Umbriere Moonwhisper wrote:
I'd be inclined to say that's actually more restrictive. Your giving a small set of available races, and suggesting which classes those races fit the best with. In my houserule I'm saying you can be anything you want, (depending on the campaign of course, each table has come to agreements on some races that aren't allowed) except for the race and class you just played.
I do see a benefit to your way of thinking. This is the region we're in, so a new character joining at this point would more than likely be from this region. All my campaigns, at this point, are in Golarion. While some races are, certainly, more prevalent in certain regions, my imagining of Golarion is that there is a chance you could find a person from just about any race, anywhere, at any time. Especially if that person is an adventurer. They could/would have a great story reason for being where they are, which always adds to the fun. Some times a new character entering, of an exotic race, has actually pushed the story in a new direction.
That's so interesting, and really right on, because, again, we're talking about mastery. During Gygax day playing every combination of race, class, etcetera would have been a wonder in itself. Can you imagine even trying to accomplish that today, with all the character building options? I dare say trying to play every combination of race, class, archetype, feat progression, and skill-set would be darn near impossible in today's D&D/Pathfinder.
The reason I find that so interesting though, is that I actually have a houserule in all of my campaigns, and every player has always agreed to it. If your character dies, retires, or you just get bored of it and want a switch (which I strongly discourage, by the way), the new character you design cannot be the same race or class as any previous characters in the same campaign. Partially I do this for the simple variety. Partially I do it for exactly the reason Gygax suggests, essentially: you won't know what you don't know, until you've figured it out. So sometimes playing a character race and class that you haven't thought about before opens up entire new "worlds" within your viewpoint of the campaign setting.
If you can carry it- Heavy Crossbow. 1d10 damage with the attack bonus based off of BAB + Dex bonus. Full round action to reload, so there's some action economy that needs to be thought about, but it provides at least the potential for consistent damage outside of spells.
Also, as soon as you can afford them, you'll want to invest in wands. Trigger items for low level casters are a must.
All right community. I'm counting on all you bright, experienced minds out there to help me out.
I'm going to need to start building some encounters for a group of 7 adventurers. I realize specifics are necessary to help with knowing what is appropriate, so the party looks like this:
2 level 5 Rogues
They'll be sailing (I think on a Longship) up the Profit's Flow from Macridi to Kerse, then out of the Gulf of Accord across Lake Encarthan to the Tourondel River, finally all the way down the Tourondel as far as the river allows exiting in the hills of the Mindspin Mountains, on their way to Kaer Maga.
I'm thinking I'd like to throw 6 to 8 total encounters on them at varying times of day and in varying types of weather throughout the course of the whole journey.
That's where you come in. Help me come up with 6 to 8 great monsters/encounters. Think about those aquatic encounters your groups have had over the years that you still remember today.
Can't wait to hear what this great community comes up with. Of course, I'll be shamelessly stealing all of your good ideas.
Have at you!
Gauging by the three responses I've received so far, I would say that my assumption that I, as the GM, am to just decide in which direction the rivers flow, and decide their current speed for myself, was correct then. That is good to know, because it means I can have the rivers move as swiftly or slowly in whatever direction I choose. That makes it a lot easier.
@Lilith: I did mention that to be one of my general ideas about such things, and your support for that idea is welcomed.
@Mudfoot: I said I had a general knowledge of geography, at no point did I claim it was a substantive or even correct knowledge. I happen to live in the midwest of the United States, and around where I live all but a few rivers do flow in a generally southerly direction.
@BaronBytes: I did have the vaguest of ideas about this, but your specific lesson is welcomed, and I will incorporate that new knowledge into my decisions for rivers' flow.
I may be a complete idiot, and or I might just be a GM that needs everything written somewhere, but after a brief search I didn't see anywhere in my Inner Sea World Guide where it mentions which direction any of the rivers flow. Is this something I am assumed to just know based off of my general knowledge of geography? If so, my general knowledge of geography tells me that most rivers flow in a generally southerly direction (with exceptions of course). My general knowledge also, though, tells me that most rivers flow out of the mountains and into larger bodies of water or just dwindle into marshland. For waterborne vehicle encounters the general flow/current of the river will have an effect on the speed of a vehicle. Which makes it kind of important for a GM to know in which direction, and approximately how fast, a river flows. Is there any source that talks about currents of the various rivers of the Inner Sea region?
Also, just because it felt appropriate:
Willy Wonka wrote:
Well I screwed up that ruling then.
Honestly, I screw up more rulings than I get right. Don't let it bother you. Just ask yourself one question: is everybody having fun? If the answer is "yes," you're doing a fine job as GM. Would I love to get every ruling 100% right? Of course, but we're human and there are A LOT of rules to this game.
This is pretty consistent with all of my players over the years, for various reasons by group or individual. The pervading reason would always be greed, though. Many players find it cheaper to stow gear on a pack animal, which they pay for once, as opposed to dealing with paying a person every day or every week. Which I've always found interesting, because combat trained heavy horses are by no means cheap, and many of my players tend to treat them as dispensable collateral damage, depending on the situation.
Improvised Weapons emphasis mine says
Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses an improvised weapon in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.
This is a very semantic question, but it is possible this rule could be read as applying a -8 to a character's attack bonus. The "and" is what gives me pause. The clause before the "and" says the creature is to be considered nonproficient with the weapon, which provides a -4 penalty all on its own. If the "and" were replaced with "therefore" I'd say that's all you are applying, but since the word "and" is used, it leads to a possible reading of an additional -4 penalty on top of the nonproficiency penalty.
I've always just run it as a -4, but now that I look closely at the rule I'm not sure that's correct.
So what's the correct penalty to apply?
Didn't Iron Man do that to a guy in the first movie? It seemed pretty honorable to me at the time I watched it. Maybe not, but it certainly didn't seem rampantly dishonorable.
What do you mean, not accept it? To be honorable, yet to not accept the surrender of an enemy is a hypocrisy. If you want to play an "honorable" character you would always accept the surrender of someone. You might not take them as a prisoner. Heck if there are no authorities around you might just hand them over to the local people to adjudicate justice as they see fit. If you inflict any harm on an enemy that has disarmed themselves and willingly submits to you, you have just waved bye-bye to honorable, and you can watch it trail down the road behind you in your violent rear-view mirror.
Holmes, total agreement on the latest Jackson installment of Tolkien's works. As a movie? Great stuff. As a portrait of Tolkien's novel? Not so great.
As to the regularly scheduled programming...
Wouldn't we all love nothing more than to play every day for multiple hours a day? I know I certainly would. Which isn't to say that any activity taken in on that scale won't acquire a bit of tedium after a while, but there have been very few times in my life when I said to myself, "self, all this RPG playing is getting boring." I think this hobby is not very unique in its ability to be addictive. Most hobbies are, that's why people continue to do them with as much open time as they can muster. As you said, this is common sense. The more you do something the better you get at it. If you want to be a role-playing wizard (please excuse the out-culture colloquialism) you will need to log as many hours as possible playing the game. Therein lies the great difficulty of this tip as it references real life. This game requires a minimum of two people to play (I'd say four, because I think that's the lowest appropriate number, but you can play with just two). That requires matching schedules of adults, or at least quasi-adults, and that can be a skill to try and attain mastery in, all on its own. Sure I'd love to be able to play at least once a week, but matching up the schedules of the busy people I play with on that regular of a basis is darn near impossible. C'est la vie, I guess I'll never attain true mastery. At least I can, as Gygax points out, still enjoy playing. :)
Unholy Antipaladins of Zon-Kuthon, I'm an idiot!!!! I had the category tab set to "Monsters" instead of "All." No worries, all my custom stuff was still there. I just couldn't see it because custom monsters only show up when "All" or "Custom" are selected.
Okay community, I'm counting on somebody (or somebodies) out there to be a lot more tech-savvy than I am. I'm also counting on you to have some time on your hands to devote to this great hobby of ours.
It's happened enough times now, over the years, that I've needed to populate a town with businesses, and NPCs. It's not terrible work but it can be tedious and monotonous.
There are several separate tools out there already. Things like:
What there is not, however, is something that does all of these things at once. Something that randomly creates a map, complete with a legend where specific businesses are numbered and named. Then provides a table of descriptions for the businesses wherein the proprietors and notable NPCs are named/described/linked to a stat-block.
Is this possible? I'm guessing it is. I'm not sure how much work it would be, but I'm guessing if someone could devise such a tool the community at large would be very grateful. They might even find it in their hearts to donate money freely to the developer/developers of such a program (much like they do for Kyle Olson's Combat Manager).
So, is there anyone out there that could accomplish this task? Likewise, are there other members of the community that would use such a program, and maybe even donate money/buy such a thing?
I know that if this program existed today, I'd donate money, and or purchase it right now.
@Ashiel - Thank you!
That is exactly what I was remembering.
3.5 DMG pg. 6 wrote:
When in doubt, remember this handy little rule: Favorable conditions add +2 to any d20 roll, and unfavorable conditions penalize the roll by –2. You’ll be surprised how often this “DM’s best friend” will solve problems.What I didn't remember was that this rule is also prefaced with this:
3.5 DMG pg. 6 wrote:
Often a situation will arise that isn’t explicitly covered by the rules. In such a situation, you need to provide guidance as to how it should be resolved. When you come upon a situation that the rules don’t seem to cover, consider the following courses of action.
Which means that the quote I have above, from the Core Rulebook on page 403, is the Pathfinder equivalent of that rule. I was obviously remembering that rule, but putting it into a different context. Thanks to all that replied.
Yeah, no, I get that. Rule 0, GM's word is law. I know as a GM I can do whatever I want, including cheat/fudge (which is actually in the rules), but I'm saying I had a distinct recollection that there was such a statement somewhere in the rulebook. Something to the effect that: "The GM might add additional circumstance bonuses or penalties afforded by in-game action." It's possible, as I previously stated, that I'm just losing my mind and no such statement exists anywhere.
I can all but guarantee you that this won't happen. The logistics/coding involved to have every possible offensive action of a PC/NPC/Monster "clickable," assignable (meaning aimed at another combatant) and trackable is mind-boggling. This is something that one of the players at the table should be responsible for. If one of the PCs is an INT based character you can assign them the task of keeping logs of the gaming session. In my games I actually hand out some XP for those players that keep track of activity at gaming sessions and then write it up in a journal/narrative format. I also have to ask, what would such a specific combat log be used for? I don't see how keeping track of specific attacks and their damage enhances the tabletop experience at all, obviously you do, or you wouldn't ask for it as a feature. So I'm curious as to what you'd do with such a log?
That's the rule I mentioned that's listed under GM Fiat.
CRB pg.403 wrote:
One handy rule to keep under your belt is the Fiat Rule—simply grant a player a +2 or a –2 bonus or penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules. For example, a character who attempts to trip an iron golem in a room where the f loor is magnetized could gain a +2 bonus on his attempt at your discretion, since the magnetic pull exerted by the f loor helps pull the golem down.
That might be the rule I was thinking of, but the fact that it specifically says this should be done in the case where the rules don't specifically apply bothers me. I thought for sure there was a statement somewhere in the book that said the GM had the power to add circumstance bonuses based off of game play.
I might be completely losing my mind (no, wait, that's probably a certainty, but I digress), but I could have sworn there was a statement in the Core Rulebook somewhere that said a GM has the capability of providing ad hoc circumstance bonuses to various rolls based off of game play. Did I just make that up? I have scoured the rulebook for about the past hour, and I can't find anything like that anywhere. The only thing I could find that was even somewhat like it was under the Cheating and Fudging or GM Fiat sections of the Gamemastering chapters. Is this just a phantom rule I've carried with me from a previous version, or something I dreamt up and put into practice without good cause?
That must be why rum isn't listed under Food and Drink, of course I don't see it listed under Poisons, or Drugs either... Perhaps this powerful poison is only available aboard ships, and is otherwise vacant on land?
Sounds like the GM is treating the bottle of whiskey like a potion--one time use. Unfortunately there's no real mechanics you can apply here. As previously mentioned the UE has a listing for a bottle that shows it holds about a pint and includes a cork. If you were doling out the entire pint in one sitting that'd be an awfully generous "glass." Again, though, this sort of thing isn't covered by any rules, except for the universal "don't be a d!ck" rule. Were I running the campaign I'd let you have several glasses out of a bottle of whiskey and unstop and restop the bottle as you please. However, I'm not running the campaign, and sometimes it's easier to let the GM win these little battles, because it will only make things worse trying to fight them.
I hope this doesn't sound too curt and abrasive, but, how about quickly searchable databases of: stock monsters (that I don't have to pay for), spells, conditions, and rules just for starters. Then add in a random treasure generator, and a database of magical items. Not to mention the ability to damage or heal multiple creatures simultaneously, and apply whether or not they made a save for half damage with the click of a button.
Don't get me wrong, I love Hero Lab. I own it, and have purchased several of the data sets. I love Hero Lab for character creation and maintenance. I love combat manager because it considerably increases the speed of play at the table.
I won't argue that, as use of spell slots go, augury is hopelessly inept at doing anything of real significance. That aside, my thread title and initial question remain. Do the members of this community believe the inclusion of such a specific focus element is an indicator that some type of fluff description, of the appearance of the sticks or bones, is intended to be offered by the GM upon completion of the spell?
Augury has listed as the focus component(s) "(a set of marked sticks or bones worth at least 25 gp)."
Under components in the Magic section of the CRB it says:
Core Rulebook pg. 213 wrote:
My guess is that the marked sticks or bones are tossed out upon the asking of the question that the spell augury is designed to answer, and that they "show" in some manner one of the four possible results as listed in the description. However, it does not explain that to be the case anywhere in the description. Can the fluff of tossing these sticks or bones be assumed by their listing as the reusable focus component of the spell?
Oh man! Holmes, you've sparked an idea that I've wanted to chat with knowledgeable people about for a while now.
The question is essentially one, but can, and probably should be looked at from two different perspectives. The question is: What is to be done when a participant in a running game isn't feeling emotionally enthusiastic about the game?
Being a human being I know that every other gamer out there will be able to empathize with that day that you really just "aren't feeling it," when it comes to playing an RPG.
The two different angles for this, though, depend on whether the person "not feeling it" is a player or the GM.
One could argue it's okay to continue playing with a player that is emotionally "under the weather." (Which is a ridiculous euphemism, by the way.) It's much harder to continue a game with a GM that is under that same proverbial weather though.
One of the reasons I ask is because I am the GM and I've almost cancelled a game session because of my own lack of enthusiasm, but I know that's not fair to the players. However, I wonder, is it fair to the players to play in a session where the GM isn't giving it his/her "all." Holmes post, makes this topic of conversation completely relevant.
First of all I feel it incumbent upon me to make very clear that I don't think the Dragonrider is a true martial class. I'd liken it more to the Pathfinder Magus class. Can they hold their own in combat? Of course. If they are riding dragon back they can more than hold their own. Not sure what you mean about the reflex save, as I look at it the saves for both rider and dragon are static across the levels.
As a GM who has had two different players play Dragonriders (the SGG one), I will tell you that if they are run correctly, they are not broken, or overpowered. The focus part of the dragonrider class is there to make the action economy balanced with other classes. It's also important to remember that having a dragon isn't always useful. Both of the dragonriders I've GMed for end up in situations where they are indoors in too small of an area for the dragon to be able to follow. This severely hampers that classes effectiveness, but not to the point of being inoperable. If you have questions about the class go ahead and ask. I'm sure either myself or someone from SGG will be able to answer.