On Saturday I'll be running a session for a party consisting of a 3rd-level cleric, a 3rd-level fighter, and a 3rd-level rogue. A dozen bandits (a 1st-level fighter, a 1st-level rogue, and 10 1st-level warriors) are going to raid the small village that the PCs are in (which only has a watch of 6 1st-level warriors and a 1st-level fighter as a guard captain). I already have a variety of combat encounters worked out, but I do not want the entire session to be hack'n'slash.
I need a few ideas (3 to 5) for skill-based non-combat encounters that can happen during the raid (such as saving a child from a burning building) along with some rough mechanics for them.
For a while now I've been working on rules to run an E6 Fallout campaign using 3.5/PF as a base. I'd like to share what I've got so far and would appreciate some feedback. I have yet to finish the Bestiary as well chapters on Action Points, NPC Classes, Random Scavenging, and Vehicles & Maneuvers.
Character Creation and Advancment
Part One: An Early Frost
The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town's soothsayer, Old Mother Theodora, claims dark times like ahead.
As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.
Result of 5+:
Everyone says the weather is unseasonably cold for midsummer—it even snowed in the Border Wood! Most suspect magic is involved, and some fear Qadiran agents played a role in it.
Result of 10+:
Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off.
Result of 12+:
A farmer's son took ill a few days ago after falling through the ice over Wishbone Creek. The boy said he spotted a white stag in the forest—and heard it talking—then tried to follow it.
Result of 15+:
A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They're doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea.
Result of 18+:
Locals say a hunter named Dryden Kepp claimed he saw a giant white weasel on the High Ridge in the forest. No one believed him so he went back to trap it and prove them wrong.
Result of 20+:
Two weeks ago, Lady Argentea Malassene traveled past Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn't get alon and Lady Argentea caused a scandal by calling off the engagement and returning home.
Ionnia Teppen, a stern woman of middle-age and the leader of the village council, approaches you and tells you that the councilors have confirmed the rumors that a pocket of unearthly winter has recently appeared in the Border Wood and that a rider from Zimar has arrived in town the previous day bearing ominous tidings. The rider, an Ulfen mercenary named Yuln Oerstag, was part of the guard escorting Lady Argentea Malassene from Zimar to Oppara. As the caravan skirted the Border Wood, however, the noblewoman's carriage came under attack by bandits and strange, wintry creatures. Lady Argentea was carried off, and Yuln was the only one to escape. He is badly wounded, but he has been able to describe the horrific creatures that attacked the noblewoman's party. A native of the far north, Yuln recognized some of the icy creatures that emerged from the forest, and the tales he shared with the council have everyone rightly concerned.
Heldren is barely large enough to marshal a decent militia to protect the town, so they need the assistance of highly skilled individuals willing to become local heroes to investigate these events, rescue Lady Argentea and determine the source of the threat hiding in the icy heart of the forest. Councilor Teppen asks you if you are such a person.
TEJ's Reign of Winter Campaign: The Snows of Summer
I'm looking for 4 players who are able to post at least once per day. We will be using the medium XP track for character advancement and we will not be using the optional rules for hero points. I'll keep this thread open to submissions until 10 AM (central time) on Friday 2/22/13, and I'll make my final decision regarding the composition of the party around noon. We will begin by Monday 2/25/13 at the latest, but potentially as early as Friday evening. If you are not chosen for the initial party I may still contact you in the future to see if you are interested in joining if, for whatever reason, a position becomes available.
Please familiarize yourself with the content in the Reign of Winter Player's Guide. If we finish The Snows of Summer before The Shackled Hut is released on March 20th, then we will take a brief hiatus until then before continuing.
Character submissions should:
We have a GM and 2 players for the group currently, and are looking for 2 more players. Most likely we will be playing through either the Second Darkness adventure path using D&D v3.5 or a homebrew campaign using PF. We are looking at meeting 2 to 4 times a month; short sessions every week on most Monday evenings or longer sessions twice a month on Saturdays.
If you are interested please e-mail me at: firstname.lastname@example.org
Do you need line of effect to dismiss a spell?
If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.
On Wednesday I'll be kicking off a new campaign. I want the game to start on an exciting note. I've built the following encounter to jump right in and begin the session. I'd like a bit of help fine-tuning it. The party will be starting at level 1 and for non-combat encounters I plan on giving out XP for a CR equal to APL. Any suggestions on enhancing/improving/tweaking the encounter as well as comments on its relative difficulty/unforseen issues would be welcome.
Enounter, spoiler for length:
ENCOUNTER 1: THE SUDDEN SQUALL (CR 1)
This event occurs 21 days after the Autumn Wind has sailed out of Port Godless. about a day and a half out from Blackwind Port. Despite skirting the Eye of Abendego the sky and sea have been calm, and though the gulf is usually rife with piracy no threats have presented themselves.
It is late evening on your 21st day at sea. The stars hide behind, low dark clouds, which rumble with tell-tale thunder, and the chill wind picks up, pelting you with seaspray and causing the deck-lanterns to dance wildly and cast ominous shadows. A spiderweb of lightning crackles through the sky for the briefest moment illuminating the concern on the stern captain’s weathered face as she grips the helm. A wave crashes into the ship, nearly knocking you from your feet. “Ready yourselves, lads,”[b] the dwarf, Rolin, who serves as the ship’s first mate comments. [b]“Gozreh won’t let us skirt the eye with ease.”
This encounter takes place over the course of 10 rounds, during which 6 problems arise. The PCs must effectively handle 5 of the 6 issues to spare the ship from sinking. If the PCs are successful, they will sail into Port late the next afternoon, none worse for the wear, with the crew’s gratitude. If the PCs fail to save the vessel, they wash up on the beach in 2 morning’s time, nearly dead. During the encounter there is a thunderstorm in effect. This imposes a -8 penalty on Perception checks, a -4 penalty on ranged weapon attacks, and checks Small characters. All exposed flames are automatically extinguished and there is a 50% chance each round that any protected flame is extinguished. If all light sources are extinguished then dim light conditions prevail (the lightning is providing some illumination). A DC 12 Acrobatics check is needed for characters attempting to move at greater than half of their normal speed upon the wet, storm-tossed deck. The storm and the crew all act on initiative 10. each round. The crew generally have positions and jobs (such as fixing leaks or bailing water) and will not deviate barring extreme circumstances. Each round there is a cumulative 10% chance that a strong wave pushes or pulls everyone on deck in a random direction. This is treated as a bull rush maneuver with an effective CMB or +4. Characters pushed over a rail may attempt a DC 15 Reflex save to avoid going overboard. After each wave the chance is reset.
Round 1: The crew, having mostly just awoken by the sudden storm, and half-dressed and groggy, and very disorganized. They clumsily scramble about aimlessly, causing more harm than good as many of them file up on deck. The captain is keeping a tight grip on the helm and her shouts to command her team are being drowned out by the high winds and peels of thunder.
A DC 15 Diplomacy check or a DC 12 Intimidate check is sufficient to get the crew into proper order.
Round 2: A particularly strong gust of wind causes the mast to groan and the rigging to snap! It flails about in the high winds damaging the boat and injuring all who come in its path.
The rigging attacks a random PC each round with a +1 to hit, dealing 1d6 damage on a successful attack. Any attacked PC can attempt a DC 15 Reflex save to grab the rope and may tie it off to an object with a standard action. Each round that the rigging is held by a player the player must make a DC 10 Strength check or let go of the rope, allowing it to strike at another target.
Round 3: A slew of curses is heard near the helm where the wheel seems to have locked up. The captain struggles with all of her might as the ship steadily tips to its side, unable to right the Autumn Wind.
A DC 15 Disable Device or Strength check made as a standard action is sufficient to fix unlock the helm.
Round 4: A bolt of lightning explodes by the bow of the ship, narrowly missing Elyrn, the cabin boy, who is trying to coax his pet hound , fang, from where it cowers. Flames instantly ignite about him, sealing the duo from the rest of the ship. He screams with fright and hollers for help.
2 things need to occur to solve this problem. The fire needs to be extinguished and the boy and his dog need to be saved. The fire can be put out by smothering it, or dousing it in water; it may even go out on its own. Each round the ship may attempt a DC 20 Reflex save per flaming 5-foot-square. It gets a +2 circumstance bonus from the rain. If smothered or doused with water it gets an additional +4 circumstance bonus for each such attempt during the previous round. If the fire is not put out it spreads to another 5-foot-square in a random direction. If asked, 1d4 of the nearest sailors will instantly stop what they are doing to aid in the attempt to put out the flames. After the fire is put out the dog must be coaxed to safety, either with a DC 12 Handle Animal check, or by grappling it and moving it.
Round 5: The mast snaps under the pressure of a tremendous gale! It swings down at a 90-degree angle, barely attached dropping beams and debris to the deck below. A screech is heard from Adreaf; he hangs by his fingertips from the tipped over crows nest 20 feet over the deck!
A PC interested in saving Adreaf must climb the rigging 20 feet vertically with a DC 10 climb check and then brachiate 10 feet horizontally with a DC 15 Climb check to reach the imperiled crewman, spending a standard action aiding him.
Round 6: One of the beams from the broken mast tumbles down upon Rolin with a sickening crack! He lays limp under the heavy beam and blood begins to flow into the rain.
Lifting the beam requires a DC 15 Strength check, after which the dwarf must be stabilized via magical healing or a DC 15 Heal check.
The PRD, Combat wrote:
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB.
Does the above only apply to naturally Tiny creatures, or creatures that change size as well? For example, if I'm a 1st level halfling wizard with a 5 Str and a 20 Dex, I have a -4 CMB (-1 size, -3 Str). If I become Tiny via a reduce person (+2 Dex, -2 Str), does my CMB become -6 (-2 size, -4 Str) or +4 (+6 Dex, -2 size)?
I'm about to start a new campaign that will be based around settlement for about 6 levels. After building the settlement via the rules in the GMG I noticed that it would add some significant modifiers for skills (Sense Motive and Sleight of Hand, most notably). Should player's be allowed to have access to a settlement's stat block?
For example, the village that the game will be based around will have some skills modified by -8 and others by +5, with most of the other modifiers falling between -2 and +1. Should the players know about this ahead of time? After all, increasing the DC to pick a pocket from 20 to 28 while in town is a big difference, especially when starting at level 1. I've typed up a 6-page campaign guide and wasn't sure if I should include the stat block for when I print off a copy for each player.
The stat block also contains the town's limit on what is available for purchase, so it would give the players the knowledge of what level of gear they should expect to be on hand in relatively short order, but I'm unsure if the PCs should be allowed access to all that a stat block contains ahead of time, even though the information won't be as detailed or as immediately important as an enemy stat block would be. For those who use settlement stat blocks, do you allow your players access to them.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Deciding Between an Attack or a Full Attack wrote:
After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out and assuming you have not already taken a move action this round. If you've already taken a 5-foot step, you can't use your move action to move any distance, but you could still use a different kind of move action.
You don't have to decide whether you are full attacking or just standard attacking until after you see if your first attack hit. You only get an extra arrow for your first attack if you full attack.
If I am an archer with Manyshot do I:
Are you flat-footed while in the area of a grease spell?
Grease specifically calls out that if a creature doesn’t move during their turn while in the area of effect then they are not flat-footed, but the Acrobatics rules only state that a creature is flat-footed while balancing on a narrow surfaces or uneven ground, neither of which the spell creates, so there is no reason for a creature to be flat-footed anyway. The way the spell is worded leads me to believe that the intent of the spell is to make moving targets flat-footed, because while the Acrobatics skill doesn’t specifically call out balancing on slippery surfaces past increasing the DC of narrow surfaces or uneven ground, it covers a somewhat similar situation. If you supposed to be flat-footed due to the grease spell; when and for how long? Is it only while moving within the area of effect (basically only against attacks of opportunity)? Until the start of your next turn (or as long as you remain in the area until the start of your next turn)? Finally, due to a similar interaction with the Acrobatics skill I’m unsure as to whether a character who takes damage while within the area of effect of a grease spell is supposed to make a new skill check every time they are damaged or not, and whether or not if they moved during their round factors into that.
Is the caster level increase from Magical Knack supposed to count toward meeting the prerequisites of feats? For example, if I'm playing a wizard 3/cleric 2 with Magical Knack (wizard), is my caster level high enough to take Craft Magic Arms and Armor.
You were raised, either wholly or in part,
by a magical creature, either after it found you abandoned
in the woods or because your parents often left you in the
care of a magical minion. This constant exposure to magic
has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks. Pick
a class when you gain this trait—your caster level in that
class gains a +2 trait bonus as long as this bonus doesn’t
raise your caster level above your current Hit Dice.
Christian Identity Ministries is holding a three-day conference for so-called "white Christians" who contend they have been treated unfairly, the Rev. Mel Lewis told local TV station WSFA.
Because when I think of oppressed groups in the states, oh yeah...I think of of white Christians.
After being a bit incredulous several months back about the racism that still passes in the US I wasn't surprised to read this.
I think it is about time to cut a few states free of the union.
I’ve built my campaign setting from the inside out, focusing on areas I wanted run games in and building outward from there. As it stands, for the last few years most of my adventures have taken place in region that is more or less an analogue of feudal Russia and Mongolia. Over the last several months I’ve developed many ideas for campaigns run in a completely different locale, however; one resembling historical Mexico, a desire that has only deepened as I learn more about the Mexican history and culture (primarily through my fiance who is studying Spanish language and Mexican culture at the university). For a long time I’ve wanted a decent Mexican analogue to game in, but while most established campaign settings have areas which mirror various European or Asian regions (or even African ones), Mexico seems to be consistently neglected, which seems odd to me since Mexico has such a rich and exciting culture (Día de los Muertos comes to mind).
I’ve also been searching for a good place to introduce basic firearms into my campaign setting as well (several of the adventure ideas I briefly mentioned above would exercise firearm use nicely, actually).
Finally, dwarves have been unfortunately neglected in my recent games. No one has opted to play one for a while and I can’t recall the last dwarven NPC I’ve included in games that take place in the setting (though I have only focused on a narrow bit of it). Dwarves just haven’t yet found their societal niche yet.
It struck me that I could combine the above and introduce a country a bit away from where the PCs normally explore inhabited primarily by dwarves with a culture reminiscent of historical Mexican society with enough technological advancement to have primitive firearms. It seemed to fit well enough: Both dwarves in established campaign settings and real-world Mexico have cultures that are strongly steeped in tradition and religion, and dwarves are typically seen as fine craftsmen so they seem like they would be a fine race to have invented guns.
But then I worried that gun-toting, Mexican dwarves might come off as a bit silly to my players. Mexican artwork is typically very colorful, and not what one might expect of dwarves when used to more standard campaign settings, for example, so it might be a bit jarring.
Any advice on how to mesh Mexico, firearms, and dwarves in a serious, believable (for lack of a better word) way would be greatly appreciated. I guest I don’t have anything more specific than that, as for what I’m looking for. Also feel free to voice if you’d like the Mexican analogue including dwarves (or would at least find it interesting) or if the whole thing would be off-putting to you as a player (either because you would have no interest or because it would seem silly or an awkward fit for you).
Barbarian - "...A barbarian gains the benefits of rage powers only while raging..."
Rage - "...The effect is otherwise identical with a barbarian's rage except that..."
Phantom steed lists its hit points, armor class, and carrying capacity, but left out some vital information:
1. What creature type is the steed? Phantom steed is a (creation) spell, not a (summoning) spell, but its effects clearly list "creature." It states that it is "horselike." Does that make it an animal? It isn't extraplanar since it isn't being summoned.
2. What are its ability scores? We know its Dexterity modifier is +5, but that doesn't tell us much.
3. What are its saving throws? It has limited hit points, so resolving area of effects spells could be pretty important.
4. What are its senses; its Perception score and whether it has low-light vision and scent like a normal horse?
5. What are its defensive abilities; is it immune to mind-affecting spells and abilities since it is a spell effect as well as a creature?
6. CMD? At some point someone is going to want to attempt a maneuver on one of these.
8. What skill ranks does it possess, if any; what are its skill modifiers?
9. Does it breath? Is it affected by inhaled poisons?
10. Do you need handle animal or ride checks to control it?
11. It only disappears if it is dismissed, the duration wears up, or its hit points are reduced to 0. What happens if it is subject to a death effect that doesn't do hit point damage? What if it is subject to forced reincarnation?
A few questions about the magic stone spell:
1a. The spell states that the user of the spell makes a normal ranged attack, either by hurling or slinging the effected pebbles (against AC). Normally you apply your Strength modifier to thrown weapons and sling bullets, however the spell concludes by saying that the damage of each stone is 1d6+1 (or, double that, 2d6+2, against undead). Is that damage listed as set damage, reglardless of your Strength modifier, or intended to be like weapon damage dice, where you apply your Strength modifier since "...The user of the stones makes a normal ranged attack..." and you are attacking with a thrown weapon?
1b. If you do, in fact, apply your Strength modifier to damage with magic stone, do you also double your Strength modifier against undead? For example; is it 2 * (1d6 + 1 + Strength modifier) or 2d6 + 2 + Strength modifier?
2. "...If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls..." If you attack with magic stone via a sling to get the increased range increment is that statement only in regards to range and the spell does the listed damage, or, since you treat them as sling bullets, do they do 1d4 + 1 (+ Strength modifier, perhaps, see above) and you trade power for range?
I'm working on a villian that I'd like to be able to have throw a net (or lasso, whatever) from horseback at a foe (possibly after overrunning prone) and drag foes behind him to damage them. Unfortunately, the rules don't really effectively cover such an act so I'd appreciate a little advice on figuring up some rules on a fair way to resolve such an act in combat.
You can succeed at an opposed Strength check to keep foes from moving beyond the length of the rope connected to the net, but there is nothing about pulling them. The drag manuever specifically mentions that its intended use is to pull someone without damaging them as well, so that avenue seems closed.
A CMB check by the rider holding the net? A CMB check by the mount that would be moving? Opposed Strength checks? A Reflex saving throw? How far would be a fair distance to pull someone in a round this way? What should the damage be (right now I'm leaning toward treating the distance pulled as falling damage, perhaps with the first 10' being nonlethal, though figuring out a acceptable distance to be able to pull someone that isn't weighted to being overpowered or useless is the trickier part)?
One of the other GMs that I play with has gotten it into his head that the players at our table (9 including those of us who rotate GMing) metagame too much, as in trying to figure out enemy armor classes and saving throw bonuses during combat. As one of the other GMs, whose turn it is to currently run a campaign, I only see that behavior from one person (the one claiming to have a problem with it). He's informed me, that when his turn comes around, he is going to combat this by hiding almost all of that information from the players.
He said that he would roll all of the dice behind a GM screen; and by all, I do mean all, including player rolls. He wants to have player's say what action they are attempting and then he will roll behind the screen to resolve it to prevent players from trying to figure out DCs and how likely they are to succeed or fail based on what comes up on a die. He would rolls skills, saves, attack rolls, and so forth. I felt that it was needless and would consume extra time and expressed this too him (I honestly feel that the group for the most part is very good at seperating out of-game and in-game knowledge and not prone to abuse metagame information; in fact I often run without a screen and roll in the open because of this and have on occassion, when my dice have been forgotten at home, had player's roll monster's saving throws and attacks for me).
As the conversation rolled on he said that he also wanted to try hiding pretty much everything from the players, including their character sheets and statistics. He would want us to rank our 6 ability scores from highest to lowest and then he would randomly roll 4d6 dropping the low and place them in that order. We would also rank the skills we thought were the most important to least important and he would assign skill points to the most important skills as we leveled (we would not even know how many skill points we were getting since we wouldn't know our Intelligence modifiers) and to the skills he felt we used the most and what best fit the backstories that we wrote for them. We wouldn't be aware of our normal maximum hit points or our current hit points beyond "fresh," "above half," "below half," and "nearly down."
Pretty much the only things the players would be keeping track of would be their money and property, and their spellcasting (which they wouldn't even know the DCs of, theoretically).
When I continued to express to him that I don't think I'd be a very big fan of that style of game and neither would most of the rest of the group, I was told: "Of course you wouldn't, you're the prime offender." Appearently I have a tendency to rarely put max ranks into skills and just put enough into several different skills to reliably hit the DCs of actions I most care about and he had a problem with that because I wasn't "really roleplaying."
I was rather irked by the who'll ordeal and it just came out of no where. Discussing the matter with several of the others they also thought the idea was rather rediculous, but the GM is adament to give it a try, and between us we are debating which of us care to show up to the session at all. So far it seems like the primary issues for most are 4 things:
1. This style of game requires a lot of trust in the GM. The GM has lost the trust of most of us before when it was found that he has on several occasions cheated to kill characters either because he was annoyed with their players or was bored of GMing and didn't want to end the game like an adult. And he has been known to be a bit of a controll freak both in gaming and outside of it.
2. Rolling dice is a lot of fun. When I play casters half of the time I pick up fireball or chain lightning simply because it is fun to roll a few fistfulls of d6s, even if it isn't the most helpful option.
3. It will make leveling (specifically feat selection) a chore.
4. Its unneccessary and insulting.
I'm trying to decide if I feel like going or not. I'd like to give him the benefit of the doubt that it could be enjoyable, but I'm skeptical.
Has anyone else played in this style of game before?
Does anyone actually see any merit to this method?
Would never even seeing your character sheet somehow make you better at roleplaying for some reason I can't comprehend?
Would you give it a shot?
If a character is under the effects of both shield and spell turning and gets targeted with magic missile, what occurs?
Is the magic missile turned or negated?
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.
In an upcoming Legacy of Fire game I'll be playing a witch with the misfortune hex. As luck would have it, my friend is planning on playing a cleric with the chaos domain. If a save is forced on a target under the effects of of both misfortune and touch of chaos abilities, how many rolls must the target make? Can they endlessly trigger off one another? I've copied and pasted the rules text for both abilities from the PRD below. I'm sure that this has been brought up before, but I can't find a resolution to it anywhere (just how people would allocate it in their own games). Thank you in advance.
The PRD wrote:
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
The PRD wrote:
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
To a lesser extent the fate sub-domain's tugging strands ability, the ill omen spell, and the Persistant Spell feat may play into this within a few levels as well.
I don't recall if this has been brought up here before (it probably has), but a quick search didn't find what I was looking for.
What is the Spellcraft DC to create a magic item supposed to be?
PRD on Item Creation Feats wrote:
Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details
LINK Right under "Item Creation Feats."
PRD on Magic Item Creation wrote:
The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item (see Cursed Items for more information).
LINK First paragraph.
Thank you in advance.
To go with my psychic sorcerer bloodline.
A psychic warrior battles combats not only external foes, but also against the tide of mental energy that resides within himself and threatens to overtake him. A master of both body and mind a psychic warrior is able to release and direct these powerful forces, blending them with martial technique, to become a terrifying presence on the battlefield.
Shielded Mind (Su): At 2nd level, a psychic warrior gains a +1 bonus on Will saves against charm and compulsion effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Fluid Motion (Ex): At 3rd level, while wearing light armor or no armor, a psychic warrior may add his Wisdom bonus (minimum +0) as an insight bonus to armor class and combat maneuver defense. This ability replaces armor training 1.
Psychic Hammer (Sp): At 5th level a psychic warrior can batter a target within line of sight with a concussive blast of force. His target takes 1d6 force damage and is knocked prone. A Fortitude save halves the damage and negates the prone effect. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. This damage increases to 2d6 at level 8, and by another +1d6 for every three levels thereafter (to a maximum of 5d6 at level 20). This ability may be used a number of times per day equal to 3 + the psychic warriors Wisdom modifier. This ability replaces weapon training 1.
Empathic Feedback (Su): At 7th level, whenever a psychic warrior takes damage from a melee attack his attacker takes 1 point of damage per 2 damage dealt to the psychic warrior, to a maximum of the psychic warrior’s level. Mindless foes are immune to this damage. This ability replaces armor training 2
Psychokinetic Weapons (Su): At 9th level, any melee weapon a psychic warrior wields deals an extra 1d6 damage on a successful hit. This damage is not multiplied on a critical hit. At 13th level, any melee weapon a psychic warrior wields is considered to have the ghost touch property. This ability replaces weapon training 2 and 3.
Walk the Walls (Ex): At 11th level, while wearing light armor or no armor, a psychic warrior may walk on vertical surfaces as though under the effects of a spider climb spell. If he doesn’t end his movement on a horizontal surface he could normally stand on, the psychic warrior falls. This ability replaces armor training 3.
Force Field (Su): At 15th level, a psychic warrior and all adjacent allies gain a +4 shield bonus to armor class and a +2 bonus on Reflex saving throws against spells and effects that allow a saving throw to reduce or negate damage. This ability replaces armor training 4.
Offensive Precognition (Su): At 17th level, a psychic warrior gains an insight bonus on attack rolls equal to his wisdom modifier (minimum +0). This ability replaces weapon training 4.
Body Adjustment (Ex): At 19th level, as a standard action, a psychic warrior can meditate to heal a number of hit points equal to his level plus his Wisdom modifier (minimum +0). This ability can be used once per day. This ability replaces armor mastery.
Mind Crush (Sp): At 20th level, a psychic warrior may strike target a within line of sight with a crippling wave of psychic energy. That target must make a Will save or become permanently confused, as with the insanity spell. The DC of this save is equal to 10 + ½ the psychic warrior’s level + the psychic warrior’s Wisdom modifier. Once a creature has been the target of a mind crush, regardless of whether or not the save is made, that creature is immune to that psychic warrior's mind crush for 24 hours. Remove curse does not remove this effect. Greater restoration, heal, limited wish, miracle, or wish can restore the target. This ability replaces weapon mastery.
One of your ancestors was exposed to a great deal of raw psychic energy and its residual effects have long since lingered dormant in your family’s blood, culminating in you, allowing you to see and understand things with an ease others cannot hope to over the course of their entire lives. Your knack for foresight and fastidiousness may often lead you to become aloof and overconfident, alienating you from your peers.
Class Skill: Sense Motive
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. Add half your sorcerer level to the Spellcraft DC for others to identify the spells you cast.
Bloodline Powers: Your psychic abilities manifest in a variety of ever evolving ways.
Concussive Force (Sp): At 1st level, you can create a blast of mental energy directed at a target within 30 feet. This energy cannot cause damage, but can be used to make a single bull rush, disarm, or trip combat maneuver, using your sorcerer level plus your Intelligence modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Intelligence modifier.
Precognition (Su): At 3rd level, you gain a +1 bonus on Reflex saving throws and a +1 insight bonus to armor class. At 9th, level your insight bonus to armor class increases to +2. At 15th level, your bonus on Reflex saving throws increases to +2 and your insight bonus to armor class increases to +4.
Mindlink (Sp): At 9th level, you can forge a mental link with a willing creature within line of sight for a number of minutes per day equal to your sorcerer level. This functions as a telepathic bond spell. These minutes do not need to be consecutive, but must be used in 1 minute increments. At 13th level, you may include a 2nd willing creature within line of sight into the link. At 17th level, you may include a 3rd willing creature within line of sight into the link.
Perfect Awareness (Su): At 20th level, you can never be caught flat-footed, you treat all of your initiative rolls as though they were natural 20s, and you gain blindsight with a range of 60 feet.
20th Abadius, 4705 AR
7 years ago...
Thick, sausage like fingers, glittering with dozens of ruby-studded gold ornaments, gently caress the parchment wrapping of parcel some 6 inches to a side and carefully tied with a length of fine twine in a series of intricate knots (a cunning system, no doubt, to indicate whether or not the package had been tamper with). Your eyes slowly glide up the the arm of the owner of those digits to where it disappears behind the high back of and overstuffed, scarlet-dyed leather office chair. Normally a slave would not dare cast her sight up from the floor without invitation, but Lord Bartolo Mezinas, patriarch of House Mezinas (least of the 12 high noble families, but still only a stone’s throw from true royalty), seemed distracted. He was facing the picturesque view of the city of Westcrown’s Rego Pena, sprawled out several stories below the window of his ostentatious personal library, high in one of the palatial manor’s numerous spires.
The clock-tower tolled 7 times, its low bell reverberating through the metropolis; a sad, ominous sound-the dark face of its source just as stark and brooding against the twilight sky. The last of the fuchsia and pumpkin-orange that painted the horizon were quickly retreating as the sun nearly disappears completely from sight. Soon would be time of the shadow beasts and the Westcrown was as still and silent as the pale of death. Where other cities were bustling long after nightfall, even the bravest of burglars rarely braved the dark of night, lest they never be heard from again.
The corpulent noble heaves his girth to his feet and turns to face you, his thick lips twisted ever so slightly upward in a cruel smirk. His thin hair, streaked with gray at his temples, and numerous wrinkles left little question as to his age, but Lord Bartolo Mezinas’ many years spent on Golarion had done nothing to soften his vile heart. His beady eyes, barely visible beneath a heavy brow, flickered over to a small, brass lantern, filled with less than a half-pint of oil and back to the parcel that lay on his fine, darkwood desk. Atop it in crimson ink, scrawled in loopy hand, was the name Marcus Phandros, ruler of house Phandros, whose holding was at the far end of Coin Sector. The Mezinas family was rarely on speaking terms with any of those belonging to house Phandros. You’re lord’s intent is obvious:
This was going to be another of his sick, twisted, sadistic games. The oil in the lantern would barely be enough to make it halfway there taking main thoroughfares traveling at a healthy clip, to arrive with light to spare you would be forced to cut through alleyways and brave the increased dangers of both enterprising criminals with noses poking through windows and the mysterious creatures that stalked the night. To take the every so slightly safer streets you would be breaking the state-imposed curfew openly and risk the ire of the Hell Knights, who would not care if you were running errands at the behest of your lord. It was doubtful that old Bartolo actually cared if his his package was delivered (it was likely empty anyway, or contained something catastrophic, such as a curse or disease, for which you would be blamed), he merely enjoyed toying with the lives of his servants...his slaves.
The lord licked his lips in anticipation as he stood quiet for some time, enjoying watching these realizations dawn upon you. His cruelty-his evil-was stomach churning.
”I’ve a parcel for you to deliver, pet,” he utters softly and slowly. It was a rare occurrence that he graced any of his many servitors with a title other than “pet.” He thrived on respect, but rarely allowed for any trace of humanity to be shown to either halflings or tieflings. The bastard probably considered himself gracious by considering his slaves to be the equal of his many hounds. “It is to be delivered to the house of Phandros...promptly. I trust you know the way.” It wasn’t a question.
I was just doing a bit of thinking- Pathfinder already has a great RPG system and is soon going to have its own comic book. Isn’t it time to branch out into fields other than entertainment? Think of the profits, man. Profits! So much money could be made by extending into other areas:
Take food for example; who wouldn’t buy Desna Os (with marshmallow butterflies)?
Or birth control; you could market, successfully market, Calistra brand condoms (with cute black and yellow stripes), I gaurentee it. Maybe throw in a few Llamashtu tainted ones into every pack that are sabotaged to fail. It could be like Russian roulette, but with birth control. Strike that last idea, it may not go over well with consumers.
Other health supplies; in a few years Valeros vitamins could replace those Flintstones’ supplements for kids.
Light bulbs? Warm your apartment/house/place of work with Sarenrae’s light. Extend the same idea to tanning supplies.
Cutlery- I see every kitchen in America chopping onions with “Merisiel approved” knives inside this decade.
These are just some ideas off the top of my head. There are vast markets yet untapped by Paizo/Pathfinder.
Please download and read through the Council of Thieves Players Guide prior to finishing and posting your character.
Character creation information:
Last session my RotRL party made to the end of Hook Mountain Massacre. Although they were successful in defeating Barl, he along with 2 other villains over the course of the adventure managed to escape (the others being 1 of the hags at the Hook Mountain lair and Lucrecia, who has plagued the PCs with minor problems for several sessions since she was first encountered in Fort Rannick). Tomorrow I'll start the PCs on Curse of the Riven Sky, which fits well between HMM and FotSG, but afterward would like to have Barl and company recur. While I could have the trio either go their seperate ways or join with their more powerful brethern later in the adventure, I'd like to have theme scheme revenge together, perhaps in their masters' names (it would have been great if Erylium didn't take a critical heavy crossbow shot to the face and either Foxglove or Ironbriar made it out alive to round round out the foul menagerie), but I'm at a loss for what side adventure to concoct for these foes. Between them they have quite the arsenal of tricky magic. Any suggestions?
"That the Gulnare Freewill Baptist Church does not condone interracial marriage. Parties of such marriages will not be received as members, nor will they be used in worship services and other church functions, with the exception being funerals. All are welcome to our public worship services. This recommendation is not intended to judge the salvation of anyone, but is intended to promote greater unity among the church body and the community we serve."
Homebrew forum...I guess.
After browsing through the NPC gallery in the GMG I was a bit unsatisfied. I am happy that there was a list of fully built list of NPCs published to be on hand at all times, but the NPCs therein seemed a bit too fantastic (for lack of a better word) for my tastes as well as feeling somewhat inconsistent. I was interested in having a stack of NPC statistic blocks on hand to make GMing easier on myself but as fine of a product as the GMG was it wouldn’t suffice for my needs. Many of the NPCs in the GMG are built with primarily PC class levels as opposed to NPC class levels and are of a lot higher level than I would expect common folk to be. I wanted somewhat more toned down NPCs that followed consistent guidelines to emphasize just how exceptional the PCs are in relation to the world they’re in and just how much of an impact they can have.
So I set out to type up my own NPC gallery for personal use with the following guidelines:
The above 2 guidelines should be broken for specific NPCs, such as major villains or truly noteworthy people in the storyline, which kind of goes hand-in-hand with guideline 2.
I feel like I’m missing a guideline I set for myself in the list above, but I’m sure it will come to me eventually. Since I’m going through all of the math to achieve the necessary allocation of ability and skill points and effort to build and type my own gallery of NPCs for personal use anyway, I thought I’d share them with anyone who is interested. I’ll gradually add NPCs throughout the coming days/weeks, until I feel I have a nice list for myself. Up first is a guard captain, or sheriff if you prefer, and his watchmen.
Guard Captain - CR 1 - XP 400
Male middle-aged human expert 1/warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +6
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 20 (1d8+2d10+5)
Fort +4, Ref +0 , Will +3
Spd 20 ft.
Base Atk +2; CMB +3
Melee masterwork longsword +4 (1d8+1/19-20)
Ranged throwing axe +2 (1d6+1)
Str 12, Dex 11, Con 12, Int 10, Wis 11, Cha 9
Feats Animal Affinity, Improved Initiative, Mounted Combat
Skills Handle Animal +5, Intimidate +3, Knowledge (local) +5, Perception +6, Profession (lawman) +6, Ride +6, Sense Motive +5
Languages Common (Taldane)
Combat Gear potion of cure light wounds
Other Gear combat trained light horse , chainmail armor, heavy steel shield, masterwork longsword, throwing axes (3), 50 GP worth of mundane equipment, 13 GP
Guard Captain’s Mount - CR 1 - XP 400
Guard - CR ½ - XP 200
Male human warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +4
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 15 (2d10+4)
Fort +4, Ref +0, Will +0
Spd 20 ft.
Base Atk +2; CMB +3
Melee longsword +3 (1d8+1/19-20) or
ranseur +3 (2d4+1/x3) or
sap +3 (1d6+1)
Ranged heavy crossbow +2 (1d10/19-20) or
net -2 touch (entangle)
Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9
Feats Alertness, Improved Initiative
Skills Intimidate +3, Perception +4, Profession (lawman) +5, Sense Motive +3
Languages Common (Taldane)
Combat Gear potion of cure light wounds
Other Gear heavy steel shield, longbow with 20 arrows, longsword, net, ranseur, sap, scalemail armor, 40 GP worth of mundane equipment, 8 GP
Coming soon is a lady mayor, a small time crook, and a local priest. I'm sure I'll need ideas I may miss along the way to round out my binder at home, so if you have any requests for specific statistic blocks feel free to shout them out (though posting them will make it more likely that I notice them).
As one of the zoos on the boards (there's a big community here, I'm sure I'm not the only one around) I'm aware of my thoughts on the matter. But the statutory rape thread about that famous kid got me thinking about matters of consent and out of curiosity I was wondering what other Paizo posters think. Interspecies love: romantic or animal abuse?
Question is as the title.
I was reading the Shadow Demon's statistic block in the PRD and noticed that its Shadow Blend ability is not negated by artifical illumination. Looking over the Vision and Light section of the CRB, I must be missing where artificial illumination is defined.
Light spells must not be (since Shadow Blend states that it is not negated by articial illumination or light spells, implying that they are seperate), so that leaves alchemical items (sunrods), creature/terrain abilities (phosphorescent fungus), and mundane fire (candles, torches, and so on). The term artificial illumination is throwing me off, because I can't find it defined anywhere and fires provide very real light.
Hmm...if you made a silent image of light in a pitch black area, would only creatures with darkvision be able to see it since figments can't create real effects (like light)?
After running my latest group through Fort Rannick last week I noticed something that I never noticed before; one of the maps seemed rather familiar (and not just because I've ran the AP before). Then it hit me: Broken Spire Keep from the 2E AD&D Night Below box set. Pulling both modules out side by side- the second level of Fort Rannick and the main floor of Broken Spire Keep have only a few minor differences, but are otherwise very similar. It could just be that it is a rather basic floor plan for a fortress, I suppose (there are only so many few room layouts one can have), but has anyone else noticed this (does anyone still have Night Below to compare?).
Unfortunately we recently lost a great player due to a busy schedule, and we need a new 6th man to round out the team. Character submitted for consideration should be 3rd level (the PCs will be this level soon, by the the time you'll be able to hop in), point built with 15 points, 2 traits, and standard wealth for a 3rd level character (3000 GP). There is currently a two-handed fighter, a cleric, a sorceress, a witch, and a ranger in the group.
The ranger has been having computer problems and we haven't seen him in over a month. We aren't replacing him yet, since we want to give him a while longer to pop back up, but it would be nice to have a replacement ready and waiting in case we should need it.
Recruitment will remain open until a replacement is selected. Feel free to post here with questions. Game thread is found here in case you would like to poke around.
Obviously there are a lot of optimized builds and theorycrafting on messageboards and arguments over which class is better than which, but I'm just curious as to what awesome characters people are actually playing and enjoying in their games without having to compare and discuss the best way to minmax it out.
I'll go first. In addition to the PBP characters in my profile- after just hitting 3rd level (still need to pick spells, but he is otherwised leveled up for this weekend), here is Alphonse Zindelo; a naive, young (17 years old) Varisian enchanter with an acute fear of all things demonic. I'm having a blast portraying a 7 WIS, so Al finds himself duking it out in melee, TWFing without the feats, with his quartstaff (killed enemies with lucky criticals 3 times already this way). Pretending to be a monk on a small island off of Absolom, thus far he's back-flipped across chasms 20' wide and 60' deep, charged into battle on the back of a centaur through 500' of plains toward a tower full of archers, won drinking contests with gnome saliors, and bull rushed foes off cliffs, along with many other things he shouldn't be able to acomplish (but my d20 loves that 18+ on physical skill and ability checks), and has given himself delusions of granduer on account of his accomplishments (not bad considering he's the product of a 15 point point-buy). He's far from optimized, but I love him anyway, and am surprised as can be he's survived this long. He can even out bluff and diplomacy the party's bard (who joined when the druid bit the dust). I've decided to let him develop organically and haven't put much thought into him for than a level or so ahead at a time. *Shrugs*
In a spoiler for length:
Alphonse Zindelo - CR 2
Male Varisian Human Enchanter (neglected evocation and necromancy) 3
CN Medium Humanoid (Human)
Initiative +6 Senses Perception +3
Quickdraw Scrollcase: A waterproof, springloaded scrollcase that holds up to 8 scrolls. As long as it is held in a hand at the start of a turn 1 scroll can be drawn per round as a free action. Currently loaded with all of my scrolls that I have left (2x Mage Armor, 1x Protection from Evil, 1x Obscuring Mist, 1x Silent Image)
Beastspeaker Amulet: A tribal necklace which grants Speak with Animals CL 2 2/day (the GM lets me diplomacy with animals while it is active, so huzah!)
Spellbook: All cantrips plus break, charm person, enlarge person, mage armor, memory lapse, obscuring mist, protection from evil, silen image, sleep, touch of the sea, true strike, and 2 yet to be chosen 2nd level spells
Total wealth? ~3575 GP, just a bit above the curve for a 3rd level character, though it isn't spread out in the manner I would most prefer, so perhaps it balances out.
Every year I host a 4 part game in my area- I, along with a lucky group, play on Mardi Gras, St. Patrick's Day, April 1st, and conclude on Cinco de Mayo. This game is always anachronistic and breaks the 4th wall with humor on a regular basis. For example, this year the antaganist of the adventure was Al Gore, a mad mage insisting that Golarion would heat up to the point it would combust if he didn't do something about it was attempting to perform a ritual that would plunge the world into an endless Winter, assisted by his flesh golem, Man-Bear-Pig. Upon his defeat the party learned that he was being manipulated by an evil succubus, Hilary Clinton, and needed to put an end to her vile schemes. Every player strives to come up with the most mechanically sound, but rediculous character imaginable, be it through pop culture references or other inanity. Obviously the jokes are bad, and that is the point, see this year's plot above. Then every character is given quirk which they must follow, assigned via being drawn from a hat with recomendations from all included. This year our group's fighter could only speak if he included a bad pun, for example. Then we turn the adventure into a drinking game, which the rules change for year to year but have the same premise, of certain actions or saying certain words or certain die rolls force drinks. By the end of each night of "Drunk D&D" the players are so intoxicated that their in-character actions and impersonations are frankly as halarious as they are absurd, and we get to see some crazy choices and risks that would never happen in a normal game.
Normally alcohol isn't welcome at the game table (at least not drunk players) nor is stupid humor that would otherwise break immersion, but for this 1 4-part game a year everyone can go nuts and act like jack asses. And it is a ton of fun. Several years back when I ran the first I didn't expect it to catch on into being an annual tradition, but now it is looked forward to by all. Of course there are some limiations; the minors aren't allowed in these sessions at all, I do live in an apartment so being excessively loud or beligerant is out, and some other common sense rules for safety and consideration.
So does anyone else have an odd gaming tradition?
After a recent game session I was told by one of my players that I NEED to start rolling initiative for each enemy involved in combat separately because I was running encounters unfairly, and that enemies shouldn't all be allowed to go on the same initiative count because it makes fights more difficult by allowing multiple foes to easily surround a PC, use tandem tactics, or do damage to a PC without them having time to react between attacks. He went on to say that he felt it to be unrealistic that large groups of enemies act simultaneously. Not that I should consider it, or that it might be a good idea. But that I NEED to start running games that way.
I usually roll initiative for each group of like enemies separately. If a BBEG has a eight warrior minions and six expert minions, the BBEG will go on his own initiative, the warriors will all go on another count, and the experts will likewise have their own. I was under the impression that this was the common and accepted way to tackle initiative.
When responding to the player's audacious demand, I told him that there was no way I was going to be able roll and keep track of a dozen or more initiative counts and which constantly moving miniature each of them belong to on the map on a regular basis while still paying attention to damage, status anomalies, and so on. I also commented that the PCs aren't entirely without ways to interrupt their foes; AoOs (including those made with combat reflexes and/or reach weapons), readied actions, immediate actions, or even burning hero points to act out of turn. Finishing my argument for why I wouldn't be changing my methods I asserted that while not perfect, group initiative for enemies speeds up lengthy combat by not having to keep track of many enemies independently and is a concession for the sake of simplicity. Apparently my explanation, which I thought I delivered politely enough, all things considered, wasn't satisfactory and the player got quiet and stormed off.
So my question is this: Does anybody actually roll initiative for each enemy separately every single combat? How many enemies do you regularly get up to in one battle? How well does it work for you?
I haven't played 4e in quite a while- the last time I played was right after the release of the PBH2 (if that was the book with the deva race in it, if not, whatever that book was). I only got to play and DM the system a handful of sessions before my regular group decided that they didn't like it and went back to 3.X. I was alone in preferring 4e, so for a while now I've been stuck playing/DMing 3.X and PF (not a bad thing, but I get bored of playing the same system over and over again). While gearing up to move recently I found my 4e books (PHB, MM, and DMG) and decided that I was going to finally see if I could track down a 4e gaming group somewhere in my area so I can enjoy it as well. However, my 4e books are all from when they were first released. I was rereading the rules and surfing around on the internet, figuring I should probably reeducate myself with the system before I try to jump right in somewhere and realized that I was a bit lost.
Since I've been away from the system many things have been released. Aside from niche supplement books Essentials has been released, and I seem to be finding a lot of mixed information on it. I'd appreciate it if anyone could tell me just how essential is Essentials? Does it dramatically change the rules of the game? Do most people use it? Will my existing core rules work fine with or without it if I join a group? What exactly is Essentials? Do I need to read it?
I'm also having trouble tracking down a complete errata for my core rulebooks (it is possible I'm not as computer proficient as I like to think I am) since I've heard a lot of powers have been changed (the example I was given was magic missile auto-hitting again, I think). If someone could point me to a link, it would help me a lot.
I'm pretty sure I've seen advertisements at the local gamestore for Encounters? I've never been involved in any sort of organized play for any edition of any game, so I don't have much experience in the matter. Would Encounters be a decent way to get back into the system or would I be expected to have strong working knowledge of the current rules? Are these full adventures or just combat scenarios?
Basically, what do I need (past what I already own- 1st printing core) to get into 4e and be able to play with working mechanical knowledge of the rules? If anyone could help me get a sense of direction to help sort through everything and get into the system faster, I'd be grateful.
This probably could have gone in Gamer Talk as readily as here, but I made my choice. If it needs moving, no problem.
I like to spend a lot of my free time building campaigns and adventures. While for nearly a decade now I’ve played with the same core group, gaining a player here or there and every once in a while losing one for various reasons (people and their getting married and their having children- Pffftttt...LAME!), I’ve been recently expanding into PbP and even meeting other groups in my area. For the last several years I’ve gotten very used to the style of game my regular players prefer most, but since I’m now constantly gaming with new people I’d like to be able to build adventures that a greater majority of people I’ll play with will enjoy, so I’m trying to find what the greater majority of gamers prefer with a brief survey and promoting discussion. This is partly curiosity since I know people will probably vastly differ in their responses, but I’m just wondering if I can find a trend or average for game building that will be the most pleasing to the largest amount of players. Thank you for your time and questions/comments are more than welcome.
Obviously a lot of factors will alter how great a game is, including the people you play with, so I’m looking at purely an adventure as written scenario.
The survey, spoiled for length:
A- On a scale from 1 to 10, how technologically advanced do you prefer the games you play in to be:
1 being prehistoric, stone and bone cavemen
2 being Bronze age
4 being Dark age
6 being High Middle age
7 being Renaissance period
10 being late Victorian or even near modern era
B- How much action or violence do you prefer, again on a scale from 1 to 10:
C- What is your favorite setting type:
D- What level do you prefer to start at?:
E- Which level would you prefer for the campaign to end at?:
F- How quickly, in game, would you like to see your characters rise through levels?:
G- How linear do you prefer the storyline?:
H- How clear cut do you prefer morality and alignment to be?:
I-How fantastic do you like your fantasy on a scale from 1 to 10?:
J- What genre do you prefer to play in?:
K- How serious would you like the game taken?:
L- What game rating would you prefer?:
M- How difficult would you prefer the game to be?:
N- How detailed do you like the game to be?:
O- How character oriented do you feel the story should be?
5 Rova, 4711 AR, in Varisia...
Wartle’s only tavern and trading post, the Lean-To, has been surprisingly active tonight. Normally half-filled this time of year with trappers and furriers from the Mushfens to the South downing tankards of a cheap, foul, watered down, locally brewed ale that tastes of stale piss known as Bog Grog, travellers from all walks of life seem to be swelling it to bursting (which honestly isn’t saying very much, given its modest size). Traffic through Varisia’s countryside has been unseasonably high. Amid the rabble is a well dressed merchant obviously scanning the crowd, his nose wrinkled in distaste as he sits alone at an old round table in the far corner, its many seats remaining vacant. He impatiently checks a timepiece from his breast pocket, an expensive curio to show in these parts, especially given the wenches and rat faced sneak thieves obviously eying the trinket, and if possible his demeanor grows even darker as he takes a deep swig from his hip flask. Leaning back, he fumbles for a small travellers’ chest with a thick lock on it beneath his chair without looking, and for a moment his eyes widen in alarm until his flailing fingers find the parcel and he visibly relaxes. With his close cropped, dark hair, portly frame, and obvious Chelish ancestry, he’d stand out in a backwater Varisian township even without his garish garb.
You briefly lock eyes across the room, and for the shortest moment you see the gentleman’s gaze linger as he takes stock of you and motions you to join him with a casual yet firm wave of his hand, before gesturing to the barmaid to bring a round of ale for you. Over the next several moments he repeat this process several times, until half a dozen of so have been signaled. Casting about you can see the others he is summoning appear to be able bodied travellers, most with obvious weapons or even armor as though they may have only just arrived this day and stepped inside for a reprieve from the swamp mosquitoes. Winding through the drunkards and gamblers of the Lean-To to better see the lavishly attired Chelexian, you notice that on the tabletop before him is a parchment, covered in ornate scrawl, with a rather ostentatious seal of crimson at the bottom, beside it a fat sack of coin.
The waitress slides around you with a forced smile carrying a hefty tray of drinks and sets six foaming mugs before the empty seats around the merchant’s table. He sighs impatiently and fishes a couple of gold coins of Korvosan mint out of the leather purse and flips them to here with a grace belied by his appearance, shooing her away with a glare shortly afterward as he rhythmically raps his fingers on the tabletop, waiting.
What do you do?