We run a Houserule that Suprise rounds are a full-round. Makes the Rogue players a lot happier.
Lord Pendragon, Ultimate Combat has rules for called shot heart. Don't have the book in front of me but if you do enough damage it's a chance at auto-death.
The most Hated and Loved villain I've yet used was a cohort that the team left for dead after raiding a temple to an evil deity. They killed the cultists but the paladin's cohort fell in combat and they never checked if he was alive or not. They left him there to eventually stabilize and recover on his own.
He ended up becoming an Antipaladin of the very deity that they had been fighting, and when he first encountered the team again he used his knowledge of them well. Silenced the Sorcerer, Sundered the Barbarian's ONLY weapon, and used Dominated villagers to shield himself from the paladin. Though they survived, the party was furious that an Enemy would know their weaknesses so well until the sorcerer realised who he was.
They tried to redeem him multiple times until he ended up dying from friendly fire, after which the paladin buried him in his family's crypt. First time I ever saw a team actually debate resurrecting an enemy.
I have accomplished one of the items on my list already and that is - I managed to one-shot a Dragon 4cr above the team, as the first action of the surprise round no less! Great way to make a name for a character.
Played a Bladebound Kensai Magus that used a Bastard Sword. The party was hunting a BBG Red Dragon that was terrorizing a set of towns and cities near his Volcanic lair. We found his lair and were exploring when it attempted to jump us from concealment in a pool of lava. Good roll let me notice it and on the surprise round I won initiative. Cast Shocking Grasp, moved up to the edge of the lava and attacked it with a called shot heart (I like to try it every once in aWhile), managed to confirm a crit for enough to auto-kill it. The paladin in the party added "Lord" to my name from then on, regardless of the fact that I had no formal title.
I'm looking to build a character for a friend's game, and I was looking for help with building it. Basically I want to make a Spiritualist type character, someone who communicates with and controls spirits and corpses. Kind of an Necromancer that Binds souls as well as corpses. Anything that would work towards this?
VRMH: Pauldrons are the shoulder pieces of armor, so shoulder slot is the default assumption. They're an Immediate Action to use, to try and limit him from affecting more than one creature in the same round.
Marcryser: It's not about it scaling so much as it is about the effect described; He really wants to be able to force creatures to attack him instead of others.
Chaos: That's a pretty good point. going to talk with him about having a set DC and possibly making it have three tiers, such as lesser, normal and greater with each tier increasing the DC.
A player in my most recent game made a character based around the concept of being a "tank", something he is used to from years of playing MMOs. The character is a Paladin that follows a homebrew deity based around protection and duty above anything, and he recently came into a large sum of money.
The party was ambushed and he held off the attack alone while they retreated. A few incredibly lucky rolls later and he had managed to defeat a group of 4 equal level opponents by himself. The group told him that he earned all the loot himself and he was told to keep it all.
He asked if he could use the money to make a set of magical pauldrons that allowed him to maintain an opponent's attention. Here's what he submitted so far for evaluation.
These metal pauldrons look worn and battered, but are still comfortable to wear. Every enemy that you close with sees you as a larger threat, and treats you as such. Whenever a creature you can see that you threaten makes an attack against one of your allies, as an immediate action before the outcome of the attack roll is declared, you can compel that creature to attack you instead. The creature gets a DC (10+1/2 your character level+ Cha modifier) Will saving throw againts this effect when you first threaten it and use this ability. As long as you threaten the creature it does not gain another Will save to resist this effect, but if it steps outside your threatened range you must use this ability again, granting it another Will save. A creature that makes its Will save is immune to this effect for 24 hours. This is a mind effecting ability. The pauldrons take 24 hours to attune to a wearer, and must be reattuned if worn by another person.
Compel Hostility (1st level Spell)
Does this seem like a decently balanced item, or if not what would you suggest?
I have to add to this. Just be warned, we roll stats.
Jayce Wayland, Human Bladebound Kensai Magus 14.
Traits: Mercenary, Magical Lineage (Chill Touch)
Blackblade is a Bastard Sword made from a strange black metal that isn't adamantine. (Found in a ruined temple to a god of magic)
Jayce was raised by his father, the leader of a mercenary group that cared nothing for causes as long as the coin was right. As a teen, he fought alongside his father in a few battles but eventually got sick of the chain of command. He left the mercenary band and worked solo for a couple of years, and eventually joined with a group of adventurers to put an end to a raiding orc tribe.
After their initial job, Jayce stayed with the group out of a mutual respect for the two Half-Elf brothers that led the team and a slight romantic dalliance with the female Oracle of life. Now, he throws himself into battle to try and grow more famous than his father, and possibly win the heart of the Oracle.
It was a Roll and arrange for taste System. I am going to be the face of the team, so Charisma is my power stat followed by Intelligence. Or should that be switched? never played a Witch before. (Is it Warlock for males?)
Edit: this is getting quite a bit of attention for only posting it a little bit ago! Thanks everyone.
We're only allowed Paizo books, and only Pathfinder material not 3.5 books. The DM is also very against Psionics, so they're a no go.
Pretty much any core stuff is allowed, although no oriental gear or classes. Still trying to decide on what i should take for feats, and what weapon to use. :/
Could you please elaborate on the whole witch thing? I've only ever played Paladins (mostly the Antipaladin variety) and Magus as far as casters go. Do they get those kinds of abilities early on, or much later?
Basically, I've been wanting to run a pure spellcaster for some time now but haven't seen any ideas that struck my fancy. Now finally I saw something that I wanted to recreate as a character, but I have no idea how.
Powdered Bones for any necromantic or evil item.
Quicksilver/Mercury for speed or adaptation based items.
Vampire Fangs for undead bane weapons or bleed items.
Distilled essence of an Ooze for acid based items.
Sky Metal (Meteoric Iron) for protection or defensive items.
Volcanic Glass for flame or heat based items.
Diamond Dust for light based items.
As I understand, the GM is the one asking for the help with making a shield for a player of his. I was simply showing another way to reduce the price to make it within the budget. You could easily switch the Human requirement to Paladin or Fighter only just as easily to fit character flavor. I really don't appreciate having a suggestion to help another person called "Cheese" when I'm only trying to help.
Price varies a bit more depending on if you want to add restrictions to the shield. Say for example if the character is a Human, it could only function for humans and save you 30% of the item's cost.
So the breakdown would then be:
Then he could pay 1,750 Gp for each daily use he wanted to gain after the base enchanting was done, (1,750 is 70% of 2,500 IIRC)
Here's a good example.
Pathfinder PRD Magic Section wrote:
According to this, a wizard with a ring of sustenance can sleep for 2 hours, stock spells for 1, adventure for let's say 8 hours (travel and such, let's say he cast some spells right in the middle of this time block for fairness sake) and now they stop to make camp or get supplies. If he stays awake for 2 hours shopping and what else, then sleeps for 2 more, guess what? He can restock his spells! 4 hours after casting spells, plus 2 more shopping, and the 2 spent sleeping makes 8 hours, so he can even restock all of them. Add in the 7 hours before that and you're only at 15, so you still have plenty of hours left in the day. How is any of this preventing a Wizard from getting the benefit of sleeping more than once per day?Or is this process, which is seemingly allowed by the Core Rules, somehow illegal based on another rule that you have failed to mention?
You actually can regain spells more than once per day if you are an Arcane caster, but any that you have cast in the last 8 hours count against your newly prepared total. It says so right in the magic section. Nowhere have I seen a rule saying that you can only sleep once per day though.
Edit: Can you please just link or quote the rules in question that state that you can't sleep more than once per day instead of accusing me (or others) of just "creating something from a wish list that isn't there". Until then, take your own advice; "Please do not assume it's core rules just because you want it to be."
Why in the world can't you sleep more than once a day? I do it all the time in real life, and i'm not talking about naps. I'll routinely get 8+ hours of sleep, wake up and go to work for 8 hours, and then sleep another 8 to 10 hours before going to a different shift. If you can give a rules quote then that's another story, but so far it's just a house rule.
And as far as fatigue goes, strictly speaking they would have to not sleep for 24 hours before the fatigue sets in unless they do something that actually causes the fatigued condition such as a forced march.
The shrimping example above would actually work, as every time a wizard is woken up it only adds 1 hour to the total time he needs to sleep, so sleep for 4 hours, wake up and work, sleep for 5 hours and boom! Spells are ready to be stocked again.
Edit: not trying to sound upset or angry, just saying that as far as I can see there is nothing against the said actions as far as rules go. This is obviously the territory o individual GMs.
Diego Rossi wrote:
It wouldn't take much to turn that wagon into an enclosed and protected space. Some armor plates on the outside, a chimney or smoke stack to help ventilation, and depending on the technology level available a hand-crank to alter the height of the roof so that it can collapse down when not in use. Not saying it's a typical wagon, but that's not what we're looking for to make this work. It's now enclosed, relatively safe, and stable when not actively in motion. It has all of the needed equipment, and is not going to kill you while you're inside.And if you're worried about constant threats of attack, simply cast alarm and put someone on watch. That should help to relieve the threat of imminent attack.
That's actually the idea. Characters are told ahead of time that field repairs will be necessary, and there are plenty of ways to repair armor and weapons. Thankfully, armor has a lot of Hp, and most shields can take a hit. Even a buckler has 5 Hp, so it can take 5 hits before breaking. While a buckler isn't very sturdy and can be easily broken, a Heavy Steel Shield has 20 Hp and can take a better beating. It just makes sense.And yes, they will usually get the option to reforge a shield or piece of armor for significantly less than its cost to create. It mostly just takes time.
This is how we're looking at handling weapon and armor degradation so far, but any input is welcome.
Whenever you score a critical hit OR deal maximum weapon damage, your weapon takes 1 point of damage. If both occur, it takes 2 points of damage.
Whenever you take damage greater than the AC bonus of your armor or shield, it takes 1 point of damage. Damage is assigned from shield to armor, so if your shield gives 2 AC and your armor gives 4, if you take 5 damage it only damages your shield.
This system is meant to be difficult for players, but it also is meant to give some level of realism.
rkraus2: Thanks for the idea of the potion miscibility table. Thankfully i still have the 1st and 2nd edition books laying around.
blackbloodtroll: I should clarify that i meant Magical Item Crafting, not just crafting in general. It doesn't make much sense in a low magic world to have the PCs just create magic items like candy.
Gamer-Printer: thanks for the materials, i'll look at the adventure and see if i can use anything. The "survival horror" genre actually fits really well with this campaign idea.
Dyvant L'Stranj: Thanks for the idea about wild magic. If you know what books i could find info about that i would appreciate it.
Typically speaking, when you salvage a weapon or armor (Melt it down) you tend to lose a decent amount of material. Whenever we salvage anything in the campaign a friend of mine runs, we get half of what it takes to craft the item as usable salvage. This means that salvaging two short swords would allow us to craft one new one.
The general idea is that magic items aren't actually that available, as around Half of the magic items in the world have become inert. we're still working on details about magical item crafting, but we're definitely making it harder.
If you have any ideas about sanity rules I would love to hear them, as we already talked about insanity as a potential threat.
As of right now (Just had a sit down with a few players, looks like i'm definitely the GM this time) the consensus is to make spells a lot more rare by reducing all casting classes by 1 spell per spell level, and remove casting from Rangers and Paladins.
One of my players also brought up a really god idea. As the world slowly begins to die, many druids would try their best to save it. But there would have to be at least a few that see the world dying as part of the natural order, and try to help it towards its final rest. These "Death Druids" could potentially be some of the most dangerous beings on the planet.
My gaming group had taken a break from Pathfinder and moved to a few other games, but recently the call of our favorite system has beckoned us back. Now we're looking to play a campaign with dark elements and a very gritty playstyle, similar to Darksun and Ravenloft. Here's what we have so far.
The gods of the world have withdrawn, leaving few people with access to divine magic. Meanwhile, the unseen forces that allow arcane magic to function have become unstable and led to a culture that fears and hates this form of magic. The loss of these forces has caused civilization to falter, as monsters grew more numerous by the year and the magical aid that many cities received faded away. Wars are constantly fought over natural resources, and banditry has become a common problem.
As far as actual game mechanics go, no player is restricted in what class they can play, although a lot of roleplay may be required. We're using the piecemeal armor rules, and looking into various ways to have a Durability system where armor and weapons wear out. In addition, we're using the slow level progression, and the game's level cap is 10. After tenth level, players will gain feats at every uneven level, and a bonus at even levels that is yet to be determined.
Any input helps, and all discussion is appreciated.
I'm a huge fan of Magi, but I was also a fan of Duskblades from 3.5 as well. I'm not really partial to Sorcerer or Bard, simply because they use charisma as their casting stat and I'm not a fan of it flavor-wise.
Mark Hoover wrote:
After seeing this, we went with Knights of the Dragonforge for the guild name. And after another long night of gaming, we've established the main hall, which we did in fact name the Crucible, and fought off the Dragon's angry mate.We're working on a custom magic item for the Guild Hall that we're calling the Dragonforge, based off of the old 3.5 magic forges from the dwarven book. We're mixing powdered Dragon bone into the very bricks that are making the forge, and we're definitely going to be handing out specially made Scale-motif armor to venture captains. The first of such armor was actually made out of Dragonhide, and given to the Cohort of the cavalier.
Gnomez: The volcano is actually the highest peak in the mountain range, and although the volcano has no official name the nearby towns all refer to it as "the Furnace Peak". it's part of a mountain range known as the Crimson Fangs, as several of the mountains are actually volcanoes.
Mark: Our party is centered around a common drive to make a good mark on the world, although each character has their own individual goal. We're founding this to be a sort of "Hero's Guild" that spans several nations so that common folk can come to us to handle things that the local militia or guard can't deal with without significant losses. The entire party is actually either Neutral Good or Lawful Good.
During the course of the current campaign I'm in, my character (a fire-themed Magus that wears Dragonhide armor) was given permission to found an adventurer's guild that is similar to the Pathfinder organization but set in a different world. This guild's first (and eventually central) chapter-house is being built inside a mountain/volcano that housed the toughest and most respected enemy my character has faced so far, a quite powerful Red Dragon. Now that the guild hall is complete, I have to name the guild and have come up with nothing.
Mark Hoover wrote:
As far as getting them interested, let it rest for a little while and then have the NPC mention something about unlocking a hidden layer of magic in her sword to give them all a drive.Now, as for ideas for requirements/actions to unlock said powers...
I believe that tailoring it to each player is best. Have all of their items have a trigger within the same general time frame, such as planning on adventure that has multiple parts and each part has a different PCs trial.
Take the Dwarf for example; You want to have a sort of "Sonic/melodic" theme for him, so have him use his Hammer (and i'm guessing he's pretty strong) to ring large Gongs in a specific order to open a sealed chamber door. Have it lead to, or be in, a Dwarven ruin that houses great mysteries long forgotten to the ages.
The Wizard could have to solve an arcane riddle, or have a spell duel with another caster in order to unlock his next ability. Something similar to the Test of High Sorcery from the Dragonlance campaign setting could even be used.
Just remember to let each player shine during their particular trial, so that they know that this is meant for them.
I designed them from levels 5-10, and after that just went as they leveled. Gave the weapons a bit of a static "this is what it does", and after that developed it around the Characters themselves and what they were aiming for.
And yeah, i dropped the Lose a Spell Slot and such pretty quickly myself. It just seemed strange that using a weapon meant for a certain character would take AWAY from them. I got rid of the monetary cost because it was a relatively low money campaign, and it just kinda fit to do so.
Azaelas Fayth wrote:
The personal costs bit was something i originally wrote up, and then never used. I still required them to do certain actions to activate the higher tiers of abilities, but I removed the Gold piece equivalents.
That's one of the unique weapons carried by an Aasimar Paladin in one of my campaigns. He eventually died fighting a pair of Elder Red Dragons, but he made a huge mark on the campaign world along the way.
These were used by a Dwarven Barbarian that had a unusually high Charisma, and decided to get followers through Leadership. He eventually died fighting the before mentioned dragons, but not before collapsing the entire Cavern on them after they killed the paladin.
If you're looking for items that grow in power as someone advances, I'd suggest giving the 3.5 book Weapons of Legacy a look. It has some really cool ideas, and can definitely help to get the juices flowing.
I've been running a campaign that has slowly been working it's way towards a Spelljammer like scenario, with the players researching advanced tech such as that found in Numeria, namely these large structures similar to Silver Mount.
As such, they kept searching for a larger and larger bit of tech and have now found what they wanted; a ship (currently only capable of sailing).
Just throwing my concerns up here.
The strangest party setup I've experience came shortly after our gaming group allowed Ultimate Magic and we all read Magus. After everyone built characters without knowledge of each other's builds, the party of FIVE, repeat FIVE, Magi was born. We all died horribly in an antimagic field around 13th level. Good times.
I understand the idea about preparing more encounters (I usually have 3 or more sessions worth planned in advance, depending on the group's choices), but I'm a little more concerned with toning down battles. the group is only comprised of three steady players, and they are playing a Kobold Cleric, a Ratfolk Rogue and a Ratfolk Gunslinger. I'm a relatively experienced DM, but i'm not used to teams that don't have frontline fighters. any adjustments i should make to combat?
I've been one of the two DM's for the same group of players for about 4 years now, and I will admit that I've gotten extremely used to this group. As of late, clashing work schedules and personal problems have forced most of the "regulars" to either stop gaming or switch nights. One of the players had another group that he occasionally games with and invited me to run a game for them, and i agreed. Here's the problem; I'm used to running games with six to eight players, and this group consists of three or four (depending on the week, one player can only make it about half of the time). any advice for adjusting to the smaller group?