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So a human monk/barbarian (I know they cant) The Monk has +10 move, the Barbarian has + 10 move. He is also wearing boots of striding and springing (+10 move), and has the fleet feat (+5 move), and has had haste cast on him (+30, to a maximum of twice the subject's normal speed). Like bonuses do not stack. So the greater of the 2 from barbarian/monk, which is +10.
My final query is concerning what happens when my gnome player (20 base) with the fleet feat (+5), boots of striding and springing (+ 10), gets hasted (+30). What speed is that little bugger? (40?) (50?)(65?) Question 1:
Basically, will a +4 stat item override a +2 stat item of any stat, Or will a +4 stat item override a +2 same stat item, Or will a +4 stat item and a +2 stat item = a +6 in that stat? Clarification 2:
Clarification 3:
So the Summoner lost controll of his Eidolon due to some nefarious rage inducing mists. Eidolon started wrecking the party, then the summoner dissmissed the raging Eidolon. I allowed it because I wasnt sure if that would work and I didnt want to slow down gameplay looking it up. But now, was that a legit tactic on the summoners part or should I have given the Eidolon a save to resist being sent away? So you had 5 friends stop by and say "DM for us!" and they brought cookies. Post your easy 1 page adventure. Dont worry about the details too much, just the plot and fun stuff. The “Where the hells are we?”:
The “Oh Noes!”
The clews:
The Antagonist/s:
The PCs eventually find “Base camp” The lizard folk are out and about hunting/gathering with a few holding down the fort. The PCs can fight their way in/out, bargain for Pips release, or stealth him out. Barganing may result in some sort of trade or co existance with the town, fighting will increase the violence, sneaking will probably confuse the lizard folk. The lewts:
Dear Paizo Web Monkeys,
So I just started a new campaign with a few folks (If you are my few folks leave! I’m going to talk bad about you.). I created a magic item kinda spur of the moment for a quiet player to give me more DM/Player interaction with said player to bring her more into the game. Her circumstances: Teifling rogue, chaotic neutral, literally fell out of the sky into a lake. Doesn’t remember anything prior. The magic Item: NikNak (name derived from the names of the 2 skulls) - A pair of small skulls. An imp skull and a owl arcon skull. Sentient. Think of them as a devil on one shoulder and an angel on the other. They can speak out loud, but usually speak in the owners head. This telepathy seems to only work one way. The owner has to speak to the skulls, often making the owner seem crazy. The skulls may just be messing with her though. Nikari - Imp skull abilities: Knows language abyssal/common. Grants owner +1 to listen checks. Tanak - Owl arcon skull: Knows language celestial/common. Grants owner +1 to spot checks. As a pair, grants +2 knowledge planes, and you can reroll a knowledge planes check if you succeed in a diplomacy check (dc 15 for easy questions, 20 for moderate, 25 for obscure, and 30 for secret) with one of the skulls. If you ask one skull the other won’t help you because it’s offended. When attempting diplomacy checks the player suffers a -2 penalty if they don’t refer to them using the skulls full name. I want to have the items get more powerful as she does, and need to give them personalities. One kicker is Nik and Nak know where she is from, and won’t tell her. I started the group at 3rd lvl. 3.5 Forgotten Realms by the way. I have a Monk with mad tumbles, a Ranger with a bow (duh), and a teifling rogue. No one picked a healer. So, I would like help with:
Dealing with Meta-Gamers and players trying to get away with murder. Meta Gamer – A player who uses rules knowledge or OOC (Out of Character) knowledge to try to drive game play situations. I'd like to put a Q&A together for common and not so common DM annoyances do to meta gaming, rules lawyers, and just messed up players. Try to keep the posts in a consistent format for ease of use. Basically if you have a player problem, post what they are trying to pull off and us learned GMs will try to post a appropriate answer. If you have a common issue and answer post it as: Joe player: "I XXX to YYY for ZZZ.” Joe DM Says “Dude, your not there! You’re inside getting drunk!” -------------------------------- Joe Player: “Hey, I saw this wheel of cheese in Waterdeep for 2 gold a wheel, its only 2 silver up here in Icewind Dale! I’m going to buy 100 and put it in my bag of holding and go to Waterdeep. Joe DM: “So, you want to retire the character and have him become a merchant. Ok, re-roll and make an ADVENTURER.” This response also works for:
-------------------------------- Joe Player: “I Detect traps on this 5’ square… I take 1 step, I Detect traps on this 5’ square…ect” Joe DM: “You pull out your thieves tools and pull out the pressure rod, drag the rod…..” This explanation should be long drawn out and boring. Indicating that this level of paranoia would drive even the most devout rogue insane. -------------------------------- Joe Player: I cast Grease over there, next round I light the grease on fire burning them all.” Joe DM: “Grease may be flammable but it is beyond the scale of this spell. Mayhaps it’s not literally grease, just a grease like substance.” This response also works for:
-------------------------------- Joe Player: “I pull wand and cast mage shield because the DM just rolled the die/asked me to roll a die” Joe DM: You should roll the die for no reason and ask the players to every now and again. If your party warrior starts this, have the enemies start getting the sunder weapon feat for free. -------------------------------- Joe Player: “Hey guys, come over here and roll spot because I failed mine” Joe DM: There are many rolls the DM can make for the player. The player simply doesn’t know when they make or fail some rolls. Spot, Listen, Appraise, Search (Find trap). One of my favorite responses to Find Traps is “You don’t THINK you find any traps” This response also works for:
-------------------------------- Joe Player: “The rogue sees treasure? I go over there.” Joe DM: “Really? The rogue told you he sees treasure? You have cast Mind Vision on him? You have no clue he sees treasure, put your mini back next to the spike trap, roll reflex.” -------------------------------- Joe Player: “I wanna stick my XXX in the YYY to ZZZ” DM rule 0. “No, I say so.” Try not to rely on this rule too often, but it is there. -------------------------------- What else am I missing? So I was originaly sold on RotRL and Pathfinder from the Goblin Songs in the book. I got a MP3 from these boards and played it during Spoiler: Well I wish I could go back and substitute it for this. This is the BEST rendition of a goblin song EVAR. GMs, imagion starting the event and having the players revel in distress from this aboratious cadence.
the Goblin attack on Sandpoint Safe for work, it is at youtube. Linkie! Goblin Song OF DOOM! So I ran my players through a little side trek that I made up while blatantly ripping off a major movie franchise. Hook: Hired to check on the status of a purveyor of fine delicacies by a local noble, and if possible expedite the order the noble has placed with William. Reward: reputation, thanks, traveling equipment, and some gold. The problem. “William was hired to make convections for (Insert inn, bakery, noble, whatever here), he is a good, reliable chap. Well off too, I can’t imagine him being beset by monsters or brigands, so please check on my old friend.” William may be a good friendly fellow, yet he doesn’t suffer fools too well. Which has lead William to reside and work some distance away from the city, set in a mountain range. The entrance to the establishment is overrun with kudzu and rust and wear. This seems like the place has been disused for more than the month it has been since last was heard from William. The gates are rusted off there hinges and do not bar entry. Room 1: The entryway to the building, which is partially set inside a mountain top, seems easy enough to push through; the kudzu does hamper movement though. When inside the players see an overgrown estate, the room is large, about 100 yards by 50 yards. There is a stream passing into and out of the room (1d4 acidic damage every round when in the water) with dark water. The plants here too restrict movement to half which makes it hard to escape the impending disaster that is about to beset them. There are other nefarious plants here too, use your imagination. The players hear from all directions a synchronized chorus of high pitched voices singing “Hop hop hop, hoppity hop hop hop.” These are jermalain. Lots of em. There goal is steal magical items from the party and take the magic items to there holy leader who disenchants them (6 hours per +1 modifier to item). Depending on the speed of the party they may get all there items back at the end of the adventure. The jermalain will persue, entangle, net, and generally piss off the party until they leave area 1. They have needles for weapons (1 point of damage per hit). If attacked they will retreat to holes in the wall or gopher holes in the ground and become entrenched while other jermalain attack from other areas. There is a boat at the far end of the room in the murky water. This seems to be the only exit. The jermalain should pincushion the party with needles and make off with at least 1 or 2 of the partys magical items they tried to use against the jermalain. Players will hate jermalain from this point on and have a true fear of the jermalain cadence ““Hop hop hop, hoppity hop hop hop.” Room 2:
The boat stops, no inertial impact, any players who fell into the water are now on a calm, moist, slick shore. There is 1 door. Room 3:
3A: Asylum: Inside the asylum the players hear pleas for help and maniacal laughter and other such sounds. As the players follow the dust it gets drawn to a room where the players encounter a human in a cell begging to be set free. The human has long fingernails and long unhealthy hair that falls out in patches. If the players let him out he wanders area 3. He has a memory of about 30 seconds. Questioning him should be fun roleplaying but ultimately fruitless. 3B: House 1: There is a single room house, bed in a corner, an apparition of a woman on a rocking chair knitting. She looks to the party as they enter and whispers “Shhhh” and points to the bed where a skeleton of a young person lay. If the party stays there for more than 1 minute, or gets shushed 3 times the apparition attacks. Have fun with this. The scarf the ghost was knitting has a feint glow to it. It is magical.
3C: House 2: This is another single room home with an apparition of a young man, in his early 20s, stuck in a hole in the ground, the party can only see his torso, head, and arms. He seems friendly, helpful, and intelligent. He asks the party to pull him out of the hole. He can tell the party the source of the gargoyles (the factory makes them) and offer them some magic items. If the players pull him out his hands feel cold and slimy but leave no remnant of slime or moisture. They pull him out and he is only a torso, head and arms. He doesn’t seem to notice the rest of his body is gone and he walks with his hands. He tells the party of the gargoyle machine in the factory and tells the party to break it. He points the players to a couple potions, a couple scrolls and a vial of Oil of Impact. 3D: The Factory: Disheveled stone building, inside is 30 feet by 60 feet and there is a machine dripping liquid stone. The liquid is forming a new gargoyle. There is a ghostly form pulling a lever to draw more liquid stone out of the gargoyle machine. If the players kill the ghost, the machine still pumps, if the players attack the machine the ghost attacks them. 3E: The Tower: on the far side of the area lay the tower. From every vantage point you look at the tower the moon is behind it. Just odd. The tower is 1 level deep and 4 levels up. Debris lines all the floors, it seems to be vacant, 3rd floor doesn’t prove to be so. Victoria, lesser vampire, opens a can of whoopass on the party. If the party doesn’t kill her in 3 rounds the turns to mist and goes to the 4th floor. The 4th floor has a doorway, not a window, a door. Open the door and it leads to infinite space. 3Ea: Infinite Space: There are 1 foot diameter bubbles floating here in infinite space. Red, blue, and green. There is also a doorway some 300 yards away and 200 yards up. There is no floor or bridge. Through trial and error or however it happens the bubbles are the answer. Green casts a 1 minute levitate. It should take 2 green bubbles to get to the other side. The red ones knock you unconscious for the duration of your stay in this infinite space area, there are falling skeletons in free space. The blue ones poison you. If the party member falls they fall 30 feet and get teleported 300 feet up. Roll randomly for hitting a bubble while falling. The other side: Vampires extra dimensional living quarters. Count Slugs Worthington. Vampire. If Victoria escaped this can be a very difficult fight. Proceed to open can of whoopass. The area consists of 3 rooms, bedroom, living room/library, and a domestic area (Kitchen/prep area). There is a window here, illusionary yellow sun, green hills, blue skies. The sunlight doesn’t hurt our vampire friends. Upon defeat of the vampires the horrid domicile reverts to that of the owners intentions. The castle is hugely illusionary; the infinite space develops stairs, rolling ones at that (Escalator) the bubbles when touched now explode and fill the players mouth with exquisite watermelon, cherry, and blueberry flavors. The tower can be seen it is white with purple ornamentation and the sun is shining and there are clouds in the sky the players can go through on there way down. The asylum has turned into a bunk house with beleaguered Halflings pouring out and a relieved looking human. The human they say in the asylum, he thanks the party for putting an end to the madness that took hold of his beloved factory, and he introduces himself as William Wonkem. (One of my players says “You did not just do what I think you did.”) They are gratefully welcomed to stay with William as he sets things strait in his factory, the player’s jermalain stolen items are returned to them, maybe slightly upgraded thanks to Williams mighty prowess. They are shown the rest of the factory as they hadn’t seen, the boat and tunnel were a far cry different. The tunnel walls played with lighthearted pictures, the boat didn’t speed up. The entryway with the jermalain is now a guarden of resources for Williams’s convections. And the river brims with sweet chocolate waters now instead of vile muck. The players are given the nobles confections. 10 boxes of chocolate bars from William Wonkems Chocolate Factory. Party grumbles at this point, 1 player cluelessley says, “What are you groaning about?” See review for the other half of this discussion Adventure Breakdown Front cover/Back cover and: 10 pages of text info, 2 of them have 1/3 art prints, all of them have 1/3rd of the page dedicated to a blank "Notes" section. So close to 6 actual pages of info. 2 1/3 pages of ok art. 2 pages of cool little NPC character sheets, 4 per page. (1 page ok, 2 pages = fluff) 1 page OGL (Umm, words, prolly going to be 1 page of every adventure) 1 page little ninja tokens (Neat, but Fluff) 3 map pages, 2 well detailed maps, 1 DM Map with baddys placed, 1 Player Map without baddys, 1 legend page (Legend page = fluff) And thar ya bee, Arrrrrrrgh! So I popped over to WotC to see what the hype is about and all I can find is "Log in or click here to join" Why do I want to join? Whats so cool about being a geek among geeks? A couple articles and a T-Shirt? Are they vague because its really nothing or is it just bad site design? Really, sell me on this. So I see this set on Amazon for 105 bucks (MSRP). Seperatly on Amazon there 23 (3x23=69 dollars). Paizo has them for 95.50 (10% off MSRP) some other site has them for 75 for the set. OMG where is the consistancy? Honestly a few bucks doesnt make a real difference to me, but the 35 dollar difference is enough for a whole other book. For the most part whoever can get the books to me the fastest will prolly get my money. If I can overnight them from Amazon faster then my FLGS then thats how it will have to be. So my halfling bard (2Bard/2Rogue) has finally gained access to 1st lvl spells, and has 2 spells to add to his repertoire, 1 is Cure light wounds thanks to no one playing a healing class, and from his other choices of Grease, Charm Person, and Sleep, I want to take Unseen Servant because it seems to be the most halfling thing to do. I mean honestly, the Unseen Servant can set off traps, carry up to 20Lbs of stuff, clean, mend, do anything with a skill check of 10 or lower. I think I will name my Unseen Servant God. "God, will you get me that cupcake?" How can I abuse this enough to make it worth taking over Sleep or Grease? Unseen Servant
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist. I would like to see each Pathfinder AP wrapped up with a few cool items at the end of the series. $5 - Slip cover $5 - DM screen - Major NPC stat blocks, standard game mechanics, a 1-30 number scale on the right edge or top to put a paperclip (Maybe a RotRL clip) at the #30 to count down initiative, Stuff like that. $ dunno price - Battle Maps/Flip Maps of important cool areas - Glassworks, Caverns, little goblin island (RotRL). $ Dependant on the nature/number of handouts - Player hand outs from the AP - Player hand out#1 Letter detailing nasty things Tsuto (RotRL) wants to do to Sandpoint. (Erotic pages in Tsutos journal a plus :)
I personally would like to see them available seperatly, and bundled at a minor discount. Yeah, buncha orders. I sent a fully detailed email concerning these orders, I just wanted to cover my bases in getting this message to ya in an expeditious manner to try and get as many of these placed in the same order to save on shipping and correct some oddities in the order. Emailed to 'customer.service@paizo.com' Subject: Goofy order status stuff. Thx SE A two page adventure. I have a product from DnD 2nd Ed. I would like Paizo to emulate and/or other GMs to create.
On the 2nd sheet there would be a picture related to the GMs knowledge. Dungeon map, castle map, trap design. On the other side there would be monster stats, goals, treasure, tactics and whatnot.
I understand with 4th ed coming along, product launch ideas are kind of at a stand still, so... Maybe they could be designed rule free, although I would be more interested if it had monster feats and hit points relative to the rule set. Or I’d like to see all you devious GMs come up with a 2 picture/2 page adventure and we can develop our own product until the edition war settles down. If there is interest in this idea from a production aspect great! Or for the time being just from a GM aspect, I'll start a thread and design a format. Basically open with (Picture Link) then write a few paragraphs on obvious things and oddities and throw in some DC5, 10, 15, 20, 25, 30+ rumors and spot and listen checks. Then link pic#2, and put in DM knowledge. Short, sweet, useful. SE Quoted “3.0, WTF, 2nd ed is just fine, the big bad megacorp is just trying to squeeze more money out of us, honestly what do you really need to change in 2nd ed?”
Quoted “3.5! WTFBBQKITTENS! 3.0 is freaking perfect, why the heck do we need 3.5? The big bad megacorp is just trying to squeeze more money out of us, honestly what do you really need to change in 3rd ed?”
I’m pretty sure if I’d been playing since DnD 1.0 my list of quotes would be a lot longer, but essentially the same. Looking back on my short trend here I notice a pattern. The “honestly what do you really need to change in X.X edition?” I stayed true to 2nd ed for a long time, scorning the idea of 3.0. Some of my players would come to the table with “Hey, here is a new way of dealing with this in game mechanic, want to use it?” And behold, the game flowed a little easier. After a while I had converted my 2.0 game to a solid 2.75 game. I was using so many 3rd ed rules I finally broke down and bought the 3.0 books. I felt ashamed. I learned the rest of the 3.0 system and fully converted my campaign and I was very happy with a lot of the changes. 3 weeks later 3.5 came out. I bought the 3.5 books, begrudgingly. It took me a while but I did find a lot of there changes but for the most part they were the same. If WotC would have play tested and thought out 3.0 better we could have skipped the 3.5 fiasco. 4.0... I will be getting the core 3 books as soon as I can. I really hope that 4.0 will be thoroughly play tested and finalized at release. 4.0 will not break the game of Dungeons and Dragons. 4.0 will improve game flow and game fun. This is the nature of DnDs progression. I say I started playing at 2nd ed but that’s not really true. I started with no books or edition. I had dice, and I had a few packs of DnD trading cards. I used the cards to figure out some core rules and made my friends roll some characters on lined paper, gave out magic items I had DnD cards for as rewards and we played. When I finally got the 2nd ed Players Handbook and DMG the game got a lot more fine tuned, but in essence it was the same game. I converted my players no rules characters and gear into 2nd ed playable characters. I ended up amassing a huge 2nd ed book collection. I still used them in 3.0, and I still use them in 3.5, and I will still use them in 4.0. I still have the few packs of DnD cards I started roleplaying with. Conversion is not that hard. Learning new rules is a bit of a chore but overall it will improve game play and allow for more time to be spent role playing. Don’t blame the rules on turning role playing into roll playing, that is your DMs and players choices. From my no rules, no books 0.0 campaign, my 2nd ed, 3rd ed, 3.5 and beyond games the root of Dungeons and Dragons is still there. DnD is what gets a group of us out of the house, away from work or school, and allows us to submerse ourselves in another worlds set of rules and ideologies and far off non existent places, and do a little tactical thinking, and hang out with some friends and have fun. As history has shown me, this can be done with no books and no money (I started when I was 12, I didn’t have any money). The core of my game will always be the people and the enjoyment of interaction. The rules and books are just icing regardless of edition, be glad to have them and be glad someone is producing them. Thank you Gary Gigax, TSR, WotC, Paizo, R.A. Salvatore, imagination, creativity, and friends. 0.0 is till the core ruleset. SE |
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