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Wizarddog's page

Pathfinder Society Member. 24 posts. No reviews. No lists. No wishlists. 1 Pathfinder Society character.


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I recommend doing some small adventures that may not be connected(at first) and let the players and the situations pan out(via roleplay) before you make a commitment to some great story arc. You might find it more enjoyable and the players more likely to lead the story where you want.

One thing you have to watch for is not to make this GM creation (neutral dragon) the center of the campaign. You are not a player, your the storyteller/referee/game master. If the story revolves around you, your players will not be interested. The dragon, just by how you described it as "your character" already sends red flags up for me.

If you want the dragon to be the center of the campaign then you need figure out why the PC's should care about this creature and why is it important. Is it the last dragon? Is it part of a prophecy? Is it the calling of the PC's to protect it? What will happen if the dragon dies? What will happen if the enemy gets hold of the dragon? Give them motivation.

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This one of those cases where its best to adopt the "yes or roll" philosophy. You don't deny the possibility but you may alter the probability or give them alternatives.

Several rules to consider.

1) When they can't see the target they have to target the square they think it is in in addition to the 50% miss chance. Then the target moves and they lose the space. if they pin point by sound then they can target the square. A move action perception check at -4 with additional modifiers for distance +1 DC/10 feet. Though it should be noted, that unless the dragon is using stealth, it can easily be pin-pointed in its square. Darkness is not as good as invisibility.

2) The characters have to use hearing (or smell if they have scent) and not sight sight because they effectively "blinded" and those checks automatically fail.

3) Magic missile says nothing about generating light, its a force. If you want to say it does then it would be no more than a candle because its the size of a dart, in which case the light would not penetrate the darkness well enough to be seen.

4) Fast rule would be to let them make the roll at -20 opposed by the creatures stealth. If they succeed, then same rules for targeting squares.

Is combat not being resolved fast enough for this group/DM? That would be the only reason to implement this rule IMO. If that's the case, simple reduce the hp of the foes. What? Now in combat monsters are falling dead from one hit! Oh no...we have problem...melee characters are sucking again at high level...Wait, didn't we have that problem in 3.5?

+4 because the weapons specifically states it is +2 better than the enhancement of the sword when the wielder is raging. The GMW increased the enhancement of the sword temporarily.

Pooka; in reference to the invisible friend of Jimmy Stewart character in the film "Harvey"

The Kytons are starting to look like Hellraiser characters.

Ahh, my old home town. Back in my day. Ernie's toyland was the place to go and the Marysville Library. Even old Gray Avenue Jr. High had a DnD Club. Alas, Los Angeles is now home, and family has moved on. Keep the Wayfinders shining! ;)

I would say #2 but I would prefer #3.
In my view the Eidolon is simply a "buff". Would the cleric get XP for the other party for casting bulls strength on the fighter prior to their separation? If you think they should, then add both groups and divide by the entire party.

I don't think PC's should get any XP from their "pets" outside the encounter.

The advantage of slow leveling can mean more roleplay by players since stats and abilities can't be relied upon. In addition, you can really challenge them in stories where villain and plot elements are not super powerful and while may be unbeatable at the current level, can be overcome later.

I am currently using fast progression and it allows me the following:
1) Combat encounters are few but very challenging
2) Move along small plot elements to make a complex story that is not bogged down in encounters
3) Concentrate on roleplay elements; I do give a some XP for roleplay but it is arbitrary and based on level. The fast progression allows the players to compensate for the amount of time they spend interacting in the world rather than exploring, fighting and plundering.

If you want extended time to past between adventures, then say so, but don't cheat out all of those craft and profession skilled people from doing their thing.

One of the most effective use of dice in your game is the "Yes or roll" philosophy. Either it happens automatically or you let a player (or GM)roll dice. In that way, you don't hinder the players creativity vs your lack of anticipation. And if they roll high or low, you can make the story flow positively or negatively.

In the case of random encounter, I use them only when I feel a need to push the tension and dramatics of the game such as urgency or danger. For example, PC's that try to take a rest when they are really in a dangerous situation. The Encounter chart, however should reflect the area and the threats surrounding them.

Otherwise, they just slow down play.

Letric wrote:

Up to a certain point. The Spell says you're asleep, that's all.

It actually says Magical Slumber, but you're just sleeping, it doesn't say there's no way to take you up.
If a slap can wake you up, why can't a noise of someone fighting with a sword wake you up?
I'm curious if someone is using this rules, or just "you asleep, you dead".

The spell specifically says normal noise does not wake you up and only by spending the standard action of slapping them brings the awakened state.

I see where you are going at with the sounds of battle and what it says but if the spell lasted only a single round during a combat then it becomes not so useful. However it would certainly be a way to limit its use if it becomes abused.

TGMaxMaxer wrote:

Cleric Domain Abilities: Air, Earth, Fire, Water, Weather.

Wizard: Conjuration School power, Transmutation School power.
Sorcerer Bloodline powers(Aberrant, Celestial, Elemental,)

Spells: Acid Arrow, Acid Splash, Meteor Swarm.

There are a dozen just from a quick scan of the CRB.

Though the cleric powers use non weapon terms, they certainly describe the manifestation of physical objects; jolt, dart, icicle, bolt. However, I seriously wouldn't apply the -4 because dex tends to be a cleric's dump stat unlike wizards and sorcerers. Too may times I have seen my cleric PC's use these abilities and never hitting.

I'm not so sold on wizard and sorcerer spells, however.
Conjuration create a dart and transmutation uses a fist.

Acid Arrow creates an arrow
Acid Splash creates a missile
Meteor Swarm creates 4 spheres-which you can argue is not a weapon if you want but its main focus is exploding 6d6 not bowling over a target for mere 2d6 at 18th level.

other questionable spells are snowball and mud ball which create "balls"

Produce flame was clever enough to indicate that it works like a range weapon in its text.

This is all interpretation but it should follow the premise that shooting into melee is difficult. Hell, in 1e and 2e of D&D it was not even allowed! If you bother going into the mechanics of a touch ranged attack, and don't expect it to garner any negatives or positives for accuracy then why make them ranged touch attacks? Just make them a saving throw.

First off, Step up & Strike is not a AoO per say, because it is just an intermediate action the fighter can use that uses up a AoO. It is triggered by the 5' movement, which has nothing to do with casting a spell. Because it is not an attack of opportunity, it won't effect concentration. Damage only effects if the target provokes from attempting to spell cast or from ongoing damage.

Regarding the issue of the DC of Distruot, Bonuses without a type always stack, unless they are from the same source. However, these are increases in DC that are the same type but come from two different sources (2 different PC'). IMO It could go either way but I favor placing the +8 DC squarely on the caster.

TGMaxMaxer wrote:
There are a lot of abilities/SLAs/Su effects that are ranged touch, but not weapons.

Can you give an example?

Komoda wrote:
I don't agree that it would give you sneak attack. Sneak attack works when the target has no idea you are there or when you make him look somewhere else such as feinting or flanking.

Not really defined by RAW

core wrote:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
core wrote:

Which is why you can sneak attack when a target is denied a dex bonus such as stun, flatfooted, cowering, helpless, paralyzed,or pinned.

An invisible weapon is lame as hell, but still effective for one hit because the target cannot defend themselves properly, assuming the PC learned how to fight with an invisible. Not the best use of invisibility and maybe I would place a negative to hit. I would worry about using it for a quiver of arrows but 5000gp per shot is kinda of silly. ;)

TempusAvatar wrote:

Where in the Pathfinder rules does it specify how experience is awarded for traps?

Gamemastering wrote:
Every creature, trap, and hazard is worth an amount of XP determined by its CR, as noted on Table: Experience Point Awards.

You need greater invisibility for an object not to be revealed when it attacks to become visible. Greater Invisibility cannot be made permanent. Therefore, after the first attack, the weapon will become visible.

I would argue that it would meets the criteria to make a sneak attack as if you were invisible for the first attack. Making it the most uneconomical way to get sneak attack.

TGMaxMaxer makes a good point I never saw/though about Range Touch Attacks are not consider ranged weapons; unlike a Ray which falls to that consideration. Which makes perfect sense; because otherwise we would have a whole slew of spells that would be getting all the penalties of a range attack and none of the benefits of taking feats.

However, many in the effects of spells (wizard/sorcerer) indicate they are rays, bolts, arrows, missiles, etc. By that definition, they are weapons and fall into the range weapon category. I did not find any ranged touch spells in the sorc/wiz 0-6 that doesn't describe their effect.

Therefore, the penalty (-4)when firing ranged touch attck like acid splash (missile) and acid arrow (arrow) applies because of the fefect generated--a weapon-like attack. They benefit from weapon based feats;including precision damage and critical threats. However, only rays can be WF. Disrupt undead is a ray.

Cover is an addition to a targets AC, so technically its -4 to hit against a target with +4 to its AC. Target can also gain advantage to AC against ranged attacks by being prone.

The skill falls under disable device. If you want to justify a rogues ability to open a door without a tool you simply rule he managed to open the door by another means; say by removing the hinges, or found a flaw in the mechanics, removing the stones around the bolt, etc. You don't have to take things literally.

However, if a door is specifically barred on the other side, we don;t even have a lock to worry about and that make it a better cell.

On a unrelated note, I was reading the Rules Cyclopedia for D&D and in the open locks description it stated that a thief that failed their open locks could not try to open that lock again (ever); it being beyond his ability.(Or at least until he gained another level in thief).

If you train your animal to hunt, it most likely will use stealth to move about. Be aware that only certain animals will probably use stealth: felines and canines. Horses, bears, and other large creatures not so much.

Yes,because you can fight defensively when taking a full-attack action. 3 ranks of Acrobatics increases your dodge AC to +3 (rather than +2). VCrane style add an additional +1 Dodge. Unlike other bonuses, dodge bonuses can stack.

So if you fight defensively with those feats and ranks you suffer only a -2 to hit and gain +4 dodge bonus to AC.

But remember, if you are caught flatfooted or denied your Dex, you lose any dodge bonuses (though uncanny dodge can remedy that in some cases.

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Probably no point. But a REMOVE REAR potion has potential.., ;)

Ope wrote:
It makes me wonder if their actions are why the other players drop in an out and not stay as consistent players.

It certainly would for me.

The TARDIS is plot device, so it can do whatever you want it to do.

And in the series, that is exactly what it does.

Turgan wrote:

Thank you for your suggestions so far.

Doesn't Elric wear superior armor (or do I just think he did because of the stormbringer rpg?)

@Lincoln Hills: I Like your suggestions concerning cultural background. As we until now exclusively play on Faerun (before the spellplague) some faerunish background would be more important to me than Golarion.

But I don't know about Unter or Mulhorand, are they not more like ancient persia/egypt? I thought about Netheril, too. Isn't there a floating city coming back in one of the later 3.5 adventures?

Is there a good trait like "aristocratic bloodline" or similar?

So: Elric should probably have the feat "brew potion" and the skill craft: alchemy. I don't know about the skill "heal".

Is there a possibility to fabricate a drug that emulates such a thing as a "belt of giant strength"? Perhaps a few levels of a specialized alchemist?


You have to consider Elric from two perspectives: Before he obtained Stormbringer and after he obtained Stormbringer.

The Elric before Stormbringer was sickly (also an albion even to his own race) and dependent on herbs and potions to stay alive. In this case, he most likely brewed potions of extended bears endurance to accommodate his low constitution.

Once he obtained Stormbringer, he did not need the potions as long as he reaped souls with Stormbringer. The aspect of his potion abilities take a backseat during this time.

Elric was also aided in his ability to summon gods with the Ring of Kings and he was talented in the mystic arts (though he allow that to wane while sitting on the throne in the beginning book). Magic worked differently in the stories than it does in the D&D/Pathfinder verse so it is debatably what he could do with magic.

In the stories he has donned full battle armor when need to fight a war or upcoming fierce battle. So he would be trained in medium or heavy armor. He favored using stormbringer two handed.

For stats you would give him a low constitution while giving him higher attributes in other areas like intelligence, wisdom, and maybe dexerity. I would give him moderate strength and despite being once the ruler of a kingdom, an average Charisma since he really was not an effective ruler of Kingdom (actually led to its downfall).

So base on that information you most likely have fighter and wizard with the Conjuration school. If you prefer the sorcerer route, then maybe arcane bloodline. As he progresses you can classes as needed in levels. An interesting addition would be to give him barbarian levels to simulate when he and stormbringer get "out of hand" and it would provide the boost to strength and constitution he would need in battle.

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