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I've just rolled up an oread archer, but I'm having trouble finding suitable minis. Any suggestions? It doesn't necessarily need to have a bow, but I'd like something that looks kind of stony.
If I make a Warlock 8/Eldritch Knight 2, does the warlock gain an effective increase in caster level and spells per day from the prestige class? Or does the talent-based mechanic for spell increases preclude him from gaining that benefit of the prestige class?
On the evening of July 3rd, I ran "The Night March of Kalkamedes" -- PFS scenario 4-19 -- for a party of 5 vigilantes. All PCs were level 5, 20 point buy. Since they weren't created for PFS, I did not enforce any PFS-specific rules, and just picked vaguely appropriate faction missions for them after they introduced their characters.
The cast, with linked character sheets:
Frank, playing Galannon, stalker vigilante (page 1, page 2)
Notes on the character sheets:
1) Frank didn't actually have Hide in Plain Sight -- I pointed out to him before the session that you need to be level 8 to pick that. He substituted the talent that gets you a Rogue talent, picking Fast Stealth. Also, he was clearly using a form-fillable PDF. I am uncertain why he printed it out and sent me scans of the pages (in two different file formats) rather than just emailing the PDF. There must be some kind of reason.
2) Connor's initial plan was to hide his full plate and a scythe in his Tattoo Chamber, popping them out and using Serren's Swift Girding to put them on when he needed them. Sadly, neither one meets the "fits in one hand" requirement. So he wound up hauling his full plate in a backpack, and switching to a trident for his weapon.
3) Andrew seems to have gone over-budget on his gear, but I don't think it mattered. The keen property on his axe might as well not have been there, considering he never rolled a crit threat during the evening.
We recorded audio of the full session. The session ran just over 4 hours. For convenience, I have split it into separate chunks of audio for each encounter in the scenario, plus one for cleanup after the privateers ("The Ballad of Laurie and Howard"), and one for post-session discussion of mechanics.
There was a television running successive episodes of Star Trek the Next Generation in the background, so there is some more or less constant background noise, but for the most part it doesn't get in the way.
In listening to the session after the fact, with more leisure to check rules, it seems I was running the Acrobatics check for Up Close and Personal incorrectly. We were using a DC of 10+opponent's CMB to go through its space, when rules actually specify CMD+5 as the DC, which would generally be higher. Galannon was rolling pretty well on his Acrobatics, but even so, he likely would have failed to pass through the opponent's square on at least a couple of occasions.
Up Close and Personal was very powerful as long as he had cover to use for Stealth; it will probably be at its peak at level 8 when a Stalker can take Hide in Plain Sight, allowing a pretty reliable way to get Hidden Strike. After that point, it will slowly diminish in power because it only allows a single attack; its damage output will be lower than a full-attacking fighter type. I do wonder how it will interact with feats like the Sap Master chain.
In retrospect, I also wonder if I interpreted the "aware of your presence" clause correctly or not. Gallanon always cover available to re-stealth. But the other bandits were well aware that their comrades were getting cut down by something fast and dark. Should that have meant that they were "aware of his presence" even if they didn't know quite where he was? The extra conditions for determining whether the vigilante gets his Hidden Strike, compared to standard sneak attack, seem a great deal more open to interpretation. I am unsure how I feel about the matter.
We double-checked after the session, and Connor's belief that the Warlock specialization does not gain extra spell slots for a high INT was incorrect. Even so, I am in agreeance with him that the Warlock and Zealot seem distinctly underwhelming compared to the Avenger and Stalker.
I hope this is useful. The class seems like an interesting idea, but the dual identity is difficult to integrate with existing published material.
On Friday I'll be running The Night March of Kalkamedes (PFS scenario 4-19) as a vigilante playtest, for a group of three vigilantes. I'm starting them at level 5 with 20 point buy, limited to Paizo-published products, and excluding the uncommon races from the ARG. They players are all fairly experienced; two of them are long-term GMs.
The adventure gives instructions for increasing or decreasing the difficulty based on "sub-tier". I've never played in PFS, so I don't know what a "sub-tier" is. Which level of difficulty should I be having them play at considering the above?
EDIT: Never mind, I found the answer to the above question.
I just had a session that was, in a word, disastrous.
The Long Sad Story:
I'm running a Runelords campaign, and the Big Bad of Book 2 survived. I invented an alter ego for her, Diana Baythorne, and the party spent the whole of Book 3 as her sock puppets, taking out her rivals in her boss's organization.
After Book 3, there was a long stretch of downtime, both in-game (6 months) and in real life (2 months). To fill that time, I ran solo sessions for each PC, in which they all got different hints and plot hooks leading them to suspect that Lady Baythorne was not really their friend. For her part, Lady Baythorne decided their usefulness was over and arranged an ambush to eliminate them.
Today's session was meant to be the big revelation of Lady Baythorne's true identity and agenda. She would personally lead them into an ambush and betray them, revealing her identity in the process. I'd been eagerly anticipating it as the culmination of a real-life year's worth of plotting and planning. It was set for 1:30 on Sunday.
Friday night at 9 PM, one player ("Alice") texted me to ask if a guest ("Jenny") could come, and would it be okay if she brought a level 10 lich? I said no liches, but I'd previously indicated that guests were okay, so I allowed Jenny to attend. I asked Alice and Jenny to come over Saturday to work out a character. They said 7 PM would be fine.
That left me struggling to figure out how to integrate another character in my carefully laid plans. I knew absolutely nothing about Jenny. Heck, I didn't even know her NAME at that point. All I knew was suddenly I had to figure out some sane reason for another PC to show up and work them into my carefully laid plans. I kept going in circles based on my lack of information. The best thing I could think of was to give her control of one of the NPCs. But I didn't want to give her Diana Baythorne. I wanted to do that myself.
On Saturday, when they still hadn't showed up at 9 PM, I texted to find out where on earth they were, and they indicated that they hadn't left a social gathering at a city 75 miles away yet, and wouldn't be there before 10:30 at the earliest. I spoke with Jenny on the phone, found out she had a reasonable amount of experience playing arcane casters, and asked if she'd be okay with betraying the party. She was downright enthusiastic.
So I modified the mission. Instead of Lady Baythorne leading them into the ambush, this new PC would do so on Lady Baythorne's behalf. Baythorne's betrayal -- but not her true identity -- would be revealed by orders found on the body of Jenny's PC.
I stayed up till 4 AM working up Jenny's PC, prepping materials to brief her on the character's capabilities and what she'd need to do. I made it a necromancer with lots of debuffs but not a lot of damaging spells. The one really big damaging spell I put in was Death Throes, a spell dealing large amounts of force damage on death. In retrospect, that was a stupid thing to do, but it was really really late and I wasn't thinking clearly.
Today, the session happened. The betrayal went down. There was a reasonably dynamic fight. But it turns out that one of the other players -- "Bob" -- strongly dislikes PvP. And his PC died as a result of the Death Throes spell. The PC was saved by a timely Breath of Life spell, actually. But Bob's fun was well and truly ruined even so. He really felt awful.
Worse, Bob had really liked Diana Baythorne as an NPC. He couldn't understand why she would turn on them like that. He felt so bad, I tried to explain that I'd been trying to figure out some way to integrate an unexpected player at the last moment, and finally let slip that Baythorne was the Big Bad from book 2.
The instant I told him, I regretted it. That was the revelation I'd been looking forward to myself, and Bob was the player who cared most about it. I robbed myself of that, and I robbed him of learning it in play.
Bob's fun -- ruined.
My fun -- ruined.
All of the work and plotting and planning I put into that sub-plot for an entire year -- ruined.
I've been a giant ball of heartsick frustration for the last 8 hours over how horribly this turned out. I've been wandering my apartment second-guessing myself, alternately punching walls and crying. I've been mad at Alice for not giving me enough warning to think things through properly. I've been mad at myself for not thinking faster, and for letting the big reveal slip because I was trying to comfort Bob.
The worst part is, right AFTER the session I came up with the perfect way to handle Jenny: one of the players has a cohort. I could have let Jenny run the cohort. There wouldn't have been any PvP to bother Bob. I could have proceeded with my original plan unaltered. I wouldn't have had to stay up till 4 in the morning building a character and modifying plans. Everything would have worked out so, so much better.
So. Lessons learned:
1) If you want to invite a guest to my table, you have to give me at least a full week's notice so that I can have time to adjust things. If you miss the deadline, your guest can observe or run somebody's cohort, but they don't get a PC.
2) It's vital to find out if any of your players dislike PvP before it becomes an issue.
I'm hope someone else can learn from my mistakes.
What kind of action is needed for a creature with the Change Shape ability to revert to its natural form? Standard? Move? Swift? Free?
Undercover lamia NPCs with plans to turn on the party in mid-combat want to know!
I don't understand how to use ghosts as a monster. They've got that rejuvenation ability which renders them basically undestroyable without dealing with the situation that's holding them back, so canny parties who do their research never bother fighting the ghost: they just find out what it wants, then go deal with that situation.
It can easily take a couple of hours to stat up an NPC, including applying the ghost template. If all the ghost's going to do is serve as a plot hook, spending all that time working up stats for it feels like a waste. I could just as easily have scribbled down some estimates of social skills and a save DC for its frightful moan and left it at that.
What other approaches should I try?
I've been working on a PC, and I'm so pleased with the outcome I thought I'd share some notes on it. It's not a min-max build, nor especially ground-breaking, but it should be fun to play.
20 pt buy
Primary class: Wizard, Admixture school, opposition Necromancy/Enchantment
Levels 1-5, Wizard, focusing on evocation stuff. The Admixtures school ability lets you swap out energy types to deal with energy resistances.
Level 6: Sleepless Detective from Paths of Prestige.
Level 7: Back to wizard
Levels 8-17: Arcane Trickster
Levels 18-20: Wizard
Totals: Wizard 9/Sleepless Detective 1/AT 10
For the early part of your career, you're just a wizard, and you play it like a wizard.
In the mid-levels things get interesting. The single level of Sleepless Detective lets you add your INT to Perception and Sense Motive. It also lets you add INT to Diplomacy for Gather Information purposes; the Student of Philosophy lets you add INT to Diplomacy when making a request, so you get INT on most Diplomacy checks. It also gets you a juiced-up version of Detect Magic as an at-will SLA, which frees up a cantrip slot for other things.
You're playing catch-up with sneak attack progression in the mid-levels:
6 - +1d6 from Sleepless Detective
So by level 11, you're 1d6 behind a full rogue, and 1 caster level behind a full wizard. Over time, you get full sneak attack progression (+10d6 at level 20). In addition, between Alertness, Skill Focus, and traits, you've got solid social skills.
It's feat poor, which is a drawback. But I think the tradeoffs are acceptable.
I've got a PC using this build at level 6 which I will start playing tonight, and I'm really looking forward to seeing how it works out in play.
I'd really like to see sets of minis built around the Summon Monster and Summon Nature's Ally lists. Say, one set per spell level -- so you'd have the Summon Monster I set, then in the next installment Summon Monster II, etc. They could either be builders series, or small box sets.
That would be handy for both GMs and for anyone who plays a PC that summons things.
Are the fringes of the Eye of Abendego at all navigable? I'm just trying to figure out the best overland route from Magnimar to Yamasa by mundane transport.
So far, it looks like the sanest option is to take ship from Magnimar to Azir in Rahadoum, then travel overland through the pass at Haldun.
Would be at all viable to sail from Magnimar, put in at Ilizmagorti for fresh water and supplies, then skirt the edges of the Eye of Abendego?
Hi! I wrote post #58 in the thread Magical Sleep or Natural Sleep. A large number of posts in the thread got zapped for derailing the original question, an action which I approve because they were.
Mine, however, was a substantive answer to the original poster's question. It did make one minor reference to the derailing posts, consisting of the phrase "as amply demonstrated by Username-was-here." The post was initially left intact, but later removed. When I noticed the others had been removed and mine left, I wanted to remove that clause because it no longer made sense. But by that time I was no longer able to edit the post.
So, would you please consider restoring that post, minus the offending clause? It even got a favorite, which is always nice.
Oh, and I would prefer to have made this appeal by PM, but as far as I can tell there's no "Send private message" link on Chris Lambertzs' profile page. Is that by design, or a bug?
Scenario: you work for a thieve's guild. Your guildmaster is soon to meet with the representative of a powerful client for the first time. He is suspicious of the client's offer, and wants a hidden spellcaster to use Detect Thoughts to learn as much as possible during the negotiations.
Unfortunately, the client's representative is equipped with a Ring of Mind Shielding. The guildmaster learned this in advance, and has managed to create a fake ring that looks exactly like the rep's ring.
Your job is to swap the two rings. The rep is currently traveling overland towards the city, and will arrive in about 3 days, then spend about 1 day in the city before the meeting. He's a cleric, and tends to keep the ring on unless he has a good reason to remove it.
How would you go about it?
I'm designing a one-shot in which a soloist PC (Bard 10, with fighter 8 cohort) will fight a Rakshasa. Before getting to him, the PC will encounter three helper NPCs who will test her worthiness to undertake the task and give her useful stuff if she passes.
It's the three helpers I'm having trouble with. They were chosen by drawing from a Harrow deck, and they are:
1) The Paladin
I need a challenge and a reward for each of these three.
For the Paladin, I don't have a good challenge. If she passes, the reward is Protection from Evil 1/day as a spell-like ability, to deal with the Rakshasa's mind-affecting spells.
For the Brass Dwarf, I don't have a good challenge. If she passes, the reward is the Holy weapon property on her rapier or shortbow (not both) to deal with the Rakshasa's DR.
For the Rabbit Prince, no idea for a challenge OR a reward. I've run The Harrowing before, so I'm familiar with how he was presented there, but I'm not sure that fits. Maybe I should take the card metaphorically, and have the helper be just a younger member of a noble house or something? Totally at sea on that one.
Setting is Varisia, and the Rakshasa is guarding a Runewell of Lust under Korvosa. Session is scheduled for Saturday morning.
Suppose I make a PC using the variant multiclassing -- say, a witch with the bard features -- and then enter the Evangelist prestige class. When the PC hits Evangelist level 2, I have to choose "a class she belonged to before adding the prestige class to be her aligned class".
Do I have to make a choice between witch and bard (primary and secondary), or do I get both?
The Antimagic Field does not have a "Target" line; it has an "Area" line:
Question: does the "you" in the Area line allow a wizard to designate his familiar as the point of origin for the emanation?
Because that would be super-useful. Cast Antimagic Field on your familiar and have it go hang out with the fighter.
As a result of some rather complicated events in my homebrew Golarion campaign, Cernunnos has changed alignments from CG to CN. In brief, he was wounded, and the cure became adulterated with pure chaos by a protean.
I'm just trying to figure out how this should change him. He's currently the patron of the PC, having granted her some mythic tiers. I've played him as impetuous and rash, but committed to the greater good, and willing to sacrifice himself in a good cause. Now he's busily re-evaluating his outlook on life, and I don't even know if he can be an empyreal lord now that he's not good-aligned any more.
This thread mentions another thread about altering Book 3 such that Barl Breakbones assaults the PCs at Fort Rannick rather than waiting for them to come to Hooktongue Mountain.
I'd like to read that thread, because I'm considering something similar for my group. But I can't find it. It's not linked in the post that references it, my google-fu has failed me, and I quail at the prospect of manually sorting through thousands of threads.
Anyone know where to look?
So, suppose a witch casts a quickened Ill Omen (CL 10) on a character with Mythic Iron Will, followed by a Dominate Person.
The Ill Omen spell requires the target to roll twice and take the lower result on his next 3 saves. Meanwhile, Mythic Iron Will allows him to roll twice and take the higher result on all Will saves.
So ... how should this be resolved?
A) Roll twice for the Ill Omen, make a note of the worst, then roll a third time for Mythic Iron Will and take the better of the two?
B) Roll twice for the Mythic Iron Will, make a note of the better, then roll a third time for Ill Omen and take the worse of the two?
C) Declare that Ill Omen and the Mythic Iron Will negate each other's effects, then roll once and take it?
This is very likely to come up in my game on Saturday.
So, in my homebrew game, Arazni has just attempted to hire the PCs to kill Count Ranalc.
Unfortunately, this offer was based on a misreading of the canon -- I somehow got it into my head that Nex and Count Ranalc were in fact the same person. I reasoned that Arazni is tired of being de facto ruler, and wants the full title -- which she can only get by destroying Geb. But Geb's a ghost, and will continually reform until the thing tying him to the mortal plane (namely his hatred of Nex) has been dealt with.
Meanwhile, Count Ranalc has been the primary antagonist at the root of the party's troubles for the last two years, so the party has a reason to be interested in the offer. The party is also currently undead (vampires, due to an unfortunate random encounter), so the fact that the offer is coming from a lich isn't a major problem. Arazni even has reason to believe they can credibly take on a demi-god, considering they killed Jezelda recently.
It all worked so beautifully in my head. Arazni hires the party to get rid of Ranalc. I stat him up as a demi-god (like an empyreal lord or demon lord -- something potentially killable, unlike a full deity). They take him on, presumably with direct aid from Arazni herself (possibly even Geb). Epic fight, and when the dust settles the party's path to completing their own goal (fixing the gates of Sevenarches) is made substantially easier without active opposition from Ranalc.
... except it turns out that Nex and Ranalc are not the same person after all, which totally undermines Arazni's reasons for hiring the party to do it.
At this point, the party has no idea why Arazni wants Ranalc dead. All they know is that's what she wants, and she'll be willing to discuss the details if they're interested. So if I can come up with another plausible reason why Arazni wants Ranalc's head, the idea could still work.
Suggestions? I mean, I could just declare that Nex and Ranalc really are the same person, but that throws all kinds of other related canon stuff out of whack, and I'd rather not do that.
The description from Bestiary 2 says:
Breath Weapon (Su) Although it deals negative energy damage, an umbral dragon's breath weapon does not heal undead creatures.
The ecology entry from PF #11, Skeletons of Scarwall, says that undead creatures often seek umbral dragons as mounts, because:
The wyrms’ ability to heal the dead with their breath and elicit fear from difficult-to-control undead minions—like mohrgs, spectres, and vampires—make them potent allies to would-be generals among the legions of the damned.
So ... which is it? I don't like it when the crunch and the fluff disagree with each other.
Here's a mythic reincarnate I came up with for use in a campaign I'm GM'ing. Add the following to the end of the spell:
According to the Knowledge skill description, the DC to identify a monster's abilities and weaknesses is 10 + the monster's CR. That's fine for stock monsters. But what do you do about templates?
Is it really supposed be harder to figure out what a template does when applied to a level 10 fighter compared to the exact same template on a level 5 fighter?
I'd like a map showing modern day Golarion with the outlines of the old Thassilonian provinces overlaid on it. I'm pretty sure I've seen one somewhere, but I can't remember where. Can anyone point me in the right direction, please?
This is a feat from Blood of the Night, and it's confusing. Here's the full text:
Blood of the Night p. 17 (page unnumbered) wrote:
Questions questions, so many questions.
1) Suppose a standard vampire who already has gaseous form takes this feat. Must she make a choice between Glitterdust and Mind Fog once, when the feat is taken, or each time she assumes gaseous form?
The "Special" line about taking the feat multiple times would suggest that you choose one when you take the feat, but then it goes on to talk about choosing a swarm type. That's clearly a copy-paste error from the "Improved Swarm Form" feat on the same page, but since it doesn't actually say you have to pick one manifestation when you take the feat, it's totally ambiguous.
2) Suppose we have a face-off between Vina Vampire and Perry Paladin. They are standing directly adjacent to one another, thus:
As a standard action, Vina goes gaseous. She has Improved Gaseous Form, and has chosen Mind Fog. The feat says that the Glitterdust/Mind Fog effects "apply only to creatures that enter your space while you are in gaseous form." Does this mean:
2A) That Perry has to voluntarily step into Vina's square? Or,
3) Assuming the answer to 2B is "yes, she can step into his square to force the save", how often can she force that save? The options are:
- every time she enters his square
If it's EVERY time she enters his square, she has 20 feet of movement, and can therefore force Perry to make 2 saves against Mind Fog in the same round that she became gaseous with a simple move action (in, save, out, in, save, out). If she can manage a double-move or a run using the same trick, that's a whole lot more saves.
Anyway, sooner or later, Perry is going to fail that Will save, and incur a -10 penalty on Will saves for AT LEAST 2 rounds -- plenty of time for Vina to curdle his brains with Dominate Person, and order him to murder his colleagues.
4) This is actually unrelated to the feat specifically, but can a creature in gaseous form fly into an opponent's lungs and just sit in there, thereby triggering the suffocation rules? Because that would be positively evil.
The vampire template says:
Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed.
And later it says:
If the base creature has a swim speed, the vampire is not unduly harmed by running water.
If a vampire gains a swim speed via a polymorph effect, does that remove the damage penalty for immersion in running water?
Or is that based strictly on the creature as it was at the time of death?
I painted up my copies of Baron Blackshield and Murgmo yesterday. They turned out nicely. Here are some pics:
I think Baron Blackshield is the better paint job, but the photo came out a bit blurry, especially from the shoulders up. It's painted according to the character art in the Thornkeep book.
I didn't realize there was character art for Murgmo till after I was done -- I never read past chapter 2 of the Thornkeep book, in hopes of someday playing through those dungeons. So he got painted as a fairly standard goblin.
Bestiary 4 says "Cernunnos’s holy symbol is the head of a stag, ram
I'd like to GM some short adventures for my brother, remotely via virtual tabletop. I don't want to run a whole campaign for him, just a few one-offs. PFS scenarios seem perfect for it, but I've never played any of them since I don't do PFS.
Which ones would be reasonably easy to modify for a solo PC? I'd especially like ones that include all or most of the maps they'd need, since I can get the PDF and export that image for use in MapTool.
I'm debating whether to go or not, and I need to make a choice very soon, since the lottery registration ends at 4 PM Pacific time tomorrow.
1) Sounds cool.
2) I could use a vacation.
3) I have a gamer friend who lives in Seattle whom it would be nice to see.
1) Out of pocket expenses would be about $1300 to attend, which is about a quarter of my total ready assets. And that assumes that I do not spend a single cent at the actual convention on anything other than food and lodging. Which seems unlikely.
2) I don't play in PFS, partly because there's no lodge closer than a four-and-a-half hour drive from where I live, and partly because the exceptional strictness of the rules does not appeal. I understand there are good, solid fairness reasons for it in the PFS environment, but it just doesn't sound fun. So, given that I'm not interested in PFS, that eliminates 80% of the open enrollment events and doesn't leave a lot to do if I were not to win some lottery spots.
My heart wants to say yes, but my head is coming up with "no, put that money towards another student loan payment".
I have a dwarf ranger 9/fighter 1. He's got the following:
- Favored Enemy (Undead) at +2
Last session we encountered an undead giant, and were uncertain which bonuses applied.
Adventure path spoilers:
It was an undead cyclops in Kingmaker.
Which favored enemy bonus do I use? Does it depend on the exact template that was used to make the critter? Do some undead templates remove subtypes like "giant" and others not? If it changes its primary type to undead, but retains the giant subtype, do I just pick the better of the two favored enemy bonuses?
Also, do I get the +4 dodge bonus to AC from the Defensive Training? Because that would be nice, these guys hit hard.
After the second or third time I misinterpreted the position of a guild in the land rush because the icons aren't labeled, I decided to fix that problem.
Mouse over a settlement, and a little box will pop up containing the name of the guild that currently holds it, a link to their page in the list of guilds, and the letter of the settlement.
Initial scale is 25%. A full size version can be seen by clicking "larger". Sorry, no fancy zoom effects, they would have made developing it a lot slower.
Guild icons can hidden or revealed with a checkbox.
Please note that I do not have permission from Goblinworks to do this, so this is totally unofficial, not affiliated with them in any way, and please don't sue me into little bits. I hopefully point out that I'm not hosting the images (they're still on the Goblinworks site) and it's all in service of furthering a community of people who are going to give Goblinworks lots of money over time.
I'll need to update this each time another round passes, so there will be a delay after each draft till I can do so.
EDIT: Oh, and what's that guild symbol at position T? It wasn't labeled in the legend on the Goblinworks site.
In a recent session, my soloist PC's cohort started drowning, as a result of an encounter with a Fossgrim, and the PC had no idea what to do about it.
She tried Aid Another to give a +2 bonus on the next fortitude save. When that failed, she hit her own cohort with a Steal Breath spell. That was awesome, so I ruled that it worked even though the spell talks strictly about air. The 2d6 damage from the spell came awfully close to killing her outright, so this is not a generally recommended course of action.
I've just gone hunting for other things she might have done, and come up dry. Is there really RAW way to evacuate water from the lungs of a drowning character?
Out of curiousity: What stuff do you use when GM'ing that wasn't originally intended for the purpose? The NPC Codex is nice and all, but I find myself using my 1994 copy of the Writers Digest Character Naming Sourcebook way more often.
It's got loads of inaccuracies, but I don't care. Since I began GM'ing on a regular basis, it's been SO USEFUL. Someone will say "What's the cook's name?" And I'll flip it open and say "Anniki!" Or whatever.
So what's in your GM toolkit that was never meant to be there?
I'm prepping an encounter with a particularly greedy fossegrim. He loves, loves, LOVES gold, gems, fine magical weapons, and other valuable goods.
In order to get them, he's been luring adventurers to his lair by distributing fake treasure maps. The only problem is that he can't risk going far from his lair -- both because he can't leave his treasure unguarded, and because the local druid order would destroy him if they found him.
So he needs an accomplice: some creature who can go frequent taverns in the city and distribute maps. And I'm stumped on what creature to use for that. Suggestions?
Note that the party already has possession of a map -- they lifted it off the corpse of an adventurer who didn't actually make it to the fossegrim's lair. I mostly need to figure out the accomplice so that I'll be able to answer how the fossegrim was getting the maps out, and because he is going to die REAL fast if he doesn't have a second creature to back him up.
EDIT: Party consists of a level 10 druid with 2 mythic ranks, a boar animal companion, and a level 8 witch cohort. Fossegrim may need some levels of something to stand a chance.
This is set in Sevenarches, in the River Kingdoms, btw.
Protection from Evil says two things about saves.
1) It gives "a +2 resistance bonus on saves [...] against [...] effects created by evil creatures."
2) It also grants a new save against existing mental control effects "with a +2 morale bonus, using the same DC as the original effect."
Those two save bonuses have different types: resistance and morale. Does that mean they stack, for an effective +4 on the new save versus an ongoing evil mental control effect?
Dominated minds want to know.
As the subject says, our entire party has been dominated. By a succubus.
1) It's a kingmaker campaign.
2) I'm a player, not the GM (but I was GM during The Harrowing as a side-quest).
3) The three succubi from The Harrowing got loose in the kingdom, because reasons.
The succubi, having gotten some excellent intelligence earlier, charmed, dominated, and profane gifted the ruler of the kingdom (me) before the rest of the party even got back.
Then, one by one, they've done the same to every other party member. With each new conquest, they've convinced their existing thralls to help target the next, because they really have our best interests at heart.
The only one currently not dominated is our elven ranger, Varen. He still has a profane gift from earlier that was never cleared up, his will save is lousy, and I expect him to join the ranks of the dominated first thing next session.
Our orders are currently to go about our business as usual, i.e. investigate this whole Varnhold Vanishing bit. The only exception is that we are not to reveal the presence of the succubi, or do anything to oppose them. Since we see them as our friends and allies due to the charm monster effect, this did not seem an unreasonable order, and no new will saves were allowed.
One of them is tailing the party and renewing the charm and dominate spells on a regular schedule, while the other two solidify control of the kingdom by dominating and/or charming key NPCs.
There doesn't seem to be a whole lot I can do as a PC. I'm not sure if my character is even aware that he's currently a sock-puppet for Team Evil.
On a side note, the save DCs for the charm/dominate effects a succubus throws out are pretty significantly harder than a CR 7 rating would suggest. Yowza.
So ... any suggestions are welcome?
Can a succubus' Profane Gift be detected with Detect Evil?
A PC in our campaign received one of these during a brief stint as the dominated sock-puppet of a trio of succubi. Nobody in the party knows, in-character, that this has happened. The PC was separated from the party when he received the gift, addled with enchantment spells, and failed a knowledge check to understand what was happening.
The player of our cleric reasoned that he might well cast Detect Evil as part of a routine examination after any demonic domination. Would that detect the gift's presence? The ability isn't a spell, and although the succubus herself falls into the "strong aura of evil" category, the same doesn't necessarily apply to the recipient of the gift.
So ... is this basically a call by the GM, or is there RAW someplace that I haven't found?
So, the player in my solo campaign owes a favor to Calistria.
I'd love to hear suggestions.
Some info which may be relevant:
- The player is female;
My group has recently lost two players (moved due to job), and gained two new ones. Both the new ones are also new to role playing.
Two of the more experienced players have expressed concern that the party is not working as a cohesive unit, and have asked for some kind of team building exercise. We're playing RotRL, about to start book 3.
I'm not sure what to do. Suggestions?
My group is in the process of recruiting a new player. Two of the existing players -- lets call them Kelda and Tom -- suggested a candidate (whom we'll call Jan). Jan has no previous experience with role-playing. I agreed to meet with her to discuss the game, answer any questions she might have, and perhaps start building a character.
The day of the meeting, Kelda introduced me, and casually remarked that Tom had helped Jan make a character, and that it was all done, but Tom still had the character sheet.
I was floored. No one asked me about this, or even let me know that it was happening until after the fact.
As planned, I had lunch with Jan and talked about the game with her. It became clear that Tom had done the following:
1) Not told her ANYTHING about the setting or campaign (Golarion, RotRL).
2) Built her a complicated multi-class PC (Druid 4/Rogue 3). I'm fine with Jan playing that if that's what she wants, though I generally try to steer new players away from magic-users for their first PC because they're complicated to run. Also, because I was not there, I worry that Tom may have railroaded her into the class choice. She seemed unclear on why she had levels of rogue, for example.
3) Used a stat generation method which was NOT the same as anyone else in the campaign (4d6, re-roll 1s and 2s, drop lowest) which resulted in massively higher ability scores than any other PC.
4) Given her three fairly weak feats: Animal Affinity, Stealthy, and Exotic Weapon Proficiency (whip). We're on 3.5 rules, so the PC only has 3 feats at level 7.
5) Assigned her one and only low ability score -- a 12 -- to Constitution. Since the PC is an elf, that dropped to 10, leaving a very small pool of hit points.
6) Concocted an intro story that involves the PC stealing from one of the other PCs.
The end result is a PC is a mess. In story terms, she is poorly integrated with the world. In mechanical terms, she's grossly over-powered on every ability except Constitution, making her a glass cannon. The PC uses an unusual weapon with weird sub-rules of its own, and has two different sets of class abilities to deal with, including prepared casting. In short, the character is going to be very difficult for a new player to run. That will slow down the game for everyone else while she's figuring stuff out -- at least until the PC gets herself killed, which is a distinct possibility given how few hit points she has and the range of a whip.
I am seriously annoyed with Tom over this. As the GM, I need to be involved when a new player is being introduced to the game. I know what's coming up, and can suggest character options that will both mesh smoothly with the setting and work well with the upcoming adversaries. Hopefully I can also help the new player build a PC which fits their idea of what the PC should be like and also give them an opportunity to learn the rules in a smooth progression rather than a giant dump of mismatched bits.
I plan to talk to Tom about it. Diplomatically. After I finish steaming out my ears. Any advice on how to address the issue?
Hey, check out this Kickstarter:
They're making braille sleeves for card games.
I see a bunch of familiar names on the list of supporting companies, but Paizo isn't there. Hey Paizo, take a look at this! Maybe they'll add the Pathfinder card game to their to-do list.
My player's druid wild-shaped into a large tiger for the first time last session, and we became more or less instantly confused by pounce and rake. How exactly do these two abilities work together?
Does it give you:
1) 5 attacks on a charge (bite/claw/claw/claw/claw)?
or 2) 3 attacks on a charge (bite/claw/claw), with the two rakes taking the place of the regular claw attacks?
... or something else? Is there something else that needs to happen to qualify for rake attacks, or does it just happen automatically?
A Moonbeast recently took up residence in the dreams of my soloist PC's cohort. The PC, a druid, found a way to enter her cohort's dreams to confront the beast and destroy it.
And then she stayed in the cohort's dreams long enough to cast Hallow.
I have some ideas on things that might happen as a result, but I'm interested in hearing from other GMs. What effects do you think Hallow would have on someone's mind?
I'm not sure if this is the right forum for this. If not, would a mod please move it to the correct spot?
I've been having the local copy shop print maps from RotRL for my group for some time. It's been my understanding that Paizo's fine with printing stuff out for use with your group, since that is after all the point.
Last night, I found a site called Banners On The Cheap, which prints vinyl banners up to fairly large sizes. As promised, it's cheap. And they got a very good review from a gamer who tried printing some battlemaps.
I'm very interested in trying this service out, but -- because I am crazy -- I read their Terms of Service in full, and there's a problematic clause in section 4.1:
You do not lose ownership of the Content that you design on, or upload to, the Web Site. By uploading Designs to the Web Site or creating Designs with Banners on the Cheap's design tools, however, you grant the following licenses to Banners on the Cheap: the nonexclusive, worldwide, transferable, sublicensable right to copy, crop, reproduce, publicly display, sell, and distribute the Design in or on Products and in advertising, marketing, samples, and promotional materials for the purpose of promoting the Web Site and Products; and the right to make modifications to your Design as Banners on the Cheap, in its sole discretion, finds necessary to achieve the above listed purposes.
I'm pretty sure I don't have the right to grant them a license to use Paizo's maps in their advertising. Does this mean I cannot use this service with Paizo materials?
I hope my reading is wrong. It looks like a very promising service for cheap, durable, mark-able maps. I'll certainly try it with maps that I've made myself, but it would be very nice to have the ability to use Paizo's stuff too.
While I'm at it, hey Paizo, have you considered partnering with these people to produce flip-mats? Maybe you could hammer out a deal that would leave a price point low enough to make it economically feasible. I know I'd rather have a nice rollable vinyl map than a folding cardboard-ish one that always needs to be weighted down a the corners to lie flat.
Suppose a Hezrou demon wishes to prevent the party from escaping. It has Greater Teleport as an at-will SLA, and +15 Spellcraft. Can it ready an action to counter any PC casting Greater Teleport using its SLA as the counterspell?
Similarly, a Babau demon as Dispel Magic as an at-will SLA. Can it sit there readying an action to counter any casting of Dispel Magic it sees? Or does its lack of skill points in Spellcraft prevent it from countering?