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Damian Magecraft wrote:
But since Universalist is the default for wizards and arcane bloodline is the default for sorcerer I thought the comparison accurate.
Universalist is no more the default than Necromancy or Evocation, or any of the other schools. It's just one choice of many (and the worst one by a mile).
Your comparison is about as accurate as Michael J. Fox standing in a hurricane at 500 yards with a slingshot.
Damian Magecraft wrote:
1: Any class ability that is governed by GM whim is not a good draw point for a class.
Completely and utterly irrelevant to the topic. I don't know why you keep bringing this up. Of course a monk is going to be better than a fighter if your GM only allows Unarmed Strikes for some god awful reason.
2: Claiming Spell, Feat, or School X makes Class Y equal to or greater than Class Z? Too situational, also not a good draw point. What if my concept does not include taking those? Does that mean I have to abandon my concept?
Huh? You just said "You can't compare each classes unique abilities with each other to see if one is better than the other." Uh, yes you can. That's pretty much the entire concept of discussion.
In order for the class to be viable it needs to be able to support more than one or two "optimal" builds.
Every class in the game is "viable". Hell, Sword and Board Fighters are "viable" but hardly "optimal". You can play the game and have fun just fine with a sub-optimal build.
At this point I think you are either just arguing to argue, or trolling.
You: Why should I play a Wizard?
Damian Magecraft wrote:
I play universalists.
You lost all credibility right there, bud.
I love how the "Wizards suck when compared to Sorcerers" crowd are using house rules and anecdotal evidence to back up their claims. Look at the RAW and compare them. They both have advantages and weaknesses. I'd put Wizards over Sorcerers for the early access to spells and larger variety of spells. Yknow, what everyone else said.......
If you want to argue using house rules or personal experience, House Rules forums is >>>>>that way
The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage.
The Air Bubble would repel the water created. That is how I would rule it.
Either way the Air Bubble would still allow the caster to breathe normally. Create Water can't cancel the effects of the ongoing spell. You would need dispel magic or something similar.
I've already included that in the number above. The Dire wolf has Acrobatics as Untrained, so it would be a basic Dex bonus of +2. Then factor in a base speed of 50', that grants an additional +8, leaving a total of +10 High Jump.
The Snake, however, has a trained Acrobatics at +7, plus an additional Racial modifier of +8, granting it a +15 Acrobatics check. With a base speed of 20, that's a -4 to the check, giving the snake a +11 High Jump.
So by RAW a Constrictor Snake is better at High Jumping than a Dire Wolf.
First off, why is it a DEX based check? Shouldn't high jump be STR? You don't need to be nimble to jump straight up, you need strong legs.
Secondly, a player of mine pointed out that the chart makes no sense for his dire wolf companion. Hilariously, by comparison, a Constrictor snake has a higher Acrobatics High Jump chance then a Dire Wolf. The Constrictor Snake as a High Jump of +11, while his dire wolf (Large-sized and quadrapedal) has an Acrobatics check of +10. That only allows a 2 foot high jump as guaranteed.
So, am I missing something regarding High Jump rules, or is that just RAW and I need to houserule something for the quadrupeds in our group? Would you suggest any existing houserules? Would you make it a STR check instead of DEX? I think it makes sense for bipeds but not quad. How would you handle no-peds, like Snakes?
Campaign: Return to the Temple of Elemental Evil
12th level Cleric (Fire and Evil Domains)
PC's: 6 players all level 7:
barbarian: Damage and more damage. About a billion HP
So I am trying to design an encounter that will challenge the PC's. I tend to run most of my more important encounters at epic level difficulty (at least APL +5) and this is one of those.
I'm looking for an interesting mechanic that I can throw into this, such as fire spouts, lava, ect.
The issues I have with the PC's:
The barbarian does stupid amounts of damage a round. 40-50 on a non-crit.
I guess with my example it would depend on the animal. A wolf is more likely to use teamwork tactics since it is natural for them then say an eagle. Tricks notwithstanding.
However, it goes both ways. A wolf companion, if attacking with two other allies might move out of optimal combat position to ensure the foe is surrounded. Think a triangle shape with the foe in the middle. No flanking bonus but surrounded.
Your snake is no different than a police or rescue dog. Let's use a rescue dog for example.
If a rescue dog finds someone, it starts barking/digging/whatever. If you could understand its barks, it's basically saying "person! person!", not, "There are two people here and one is unconscious!" A trained intelligence 1 creature will see the world in it's more basic form.
Another common mistake I see players try to make is flanking. "My bear takes a five foot step to flank." No, it doesn't. It either attacks or doesn't attack. Would a police dog flank? No, it would latch on to that bad guy and never let go (until ordered to).
Now, the example that you are using is the "Seek" Handle Animal trick. With a successful check, your snake will go look around for something alive. It's not going to understand "Check the perimeter of the building". It will understand "Go look", and it will make a reasonable search of an area that you specify. If it finds something, it will report back that it has found something (most likely with some sort of tell that you have trained the animal to give you) but if you were to directly ask it what it found, it would probably respond with "people" or "stinky" or "dogs" or "scary". Some base level interpretation that the creature will have. Your DM needs to work this out with you.
Using an animal companion as a real scout is a useful idea, but you really need to give it an Int boosting item to do it effectively (or spells as said above for a temporary boost).
Yea the croc was moving 5-foot away from us and the Trogs would charge stop 30feet from us throw javelins and then 5 foot towards us till they got within range of attacks
The only problem here is how incredibly boring your combats must be.
If you don't want to watch his monsters slowly march into combat, start taking 5 foot steps back, letting the ranger shoot the monsters in the face.
Either your GM will get the point and just charge, taking the one whole AoO from your reach weapons, or you can take 4 hours to arrow a few trogs to death.
Or you could, y'know, just move in and attack them.
I don't recall the distances involved. Will it take Chatrilon longer to get to town, maybe his allies need a day to prep the right spells, then all of them trek to where Bib Blue is - can the PCs regroup, rest, and reattack Big Blue sooner than that?
The moathouse is only about 15 miles outside of town. After the battle with Big Blue the party went to their alternate adventure location, the temple which is about 2 1/2 days travel.
Maybe Chatrilon doesn't go back to town right away. Maybe he tries to scout out Big Blue's lair first, maybe trying to ascertain if the people he's looking for are still alive or if there's no need to attempt a rescue at all. This could add a day or two of scouting to really figure out what's happened before he tries to return to town.
He might do this, causing enough delay for the PC's to get back into the picture.
If not, what about random delays? Maybe Chatrilon doesn't get to town right away. Poor guy has a random encounter and ends up injured (broken leg?) or even dead.
He is too high level to be threatened by most things in the area minus the dragon(he is level 7)
Spreading the word of a blue dragon nesting so close to the town should rile the pcs without involving the other evil clerics. Sense motive confirms that this is true, but there is more to the tale left untold. The village council will desparatly seek the PCs to take action providing the much needed supplies to confront this threat.
The PC's haven't even returned to town. They ran in, got almost eaten by the dragon, screamed LOL NOPE and decided that XP would be easier to get at the temple, 3 days north of the moathouse. So they didn't eve bother to warn the town. There was one other NPC that knew about the dragon, a trapper named Ol' Del, but he was promply murdered by Chaz to keep attention off of the moathouse. so yea, the town doesn't know yet, as the dragon hasn't been in the area for about a week or so.
Thanks for the thoughts so far.
OK so I'm running a converted version of the module Return to the Temple of Elemental Evil, and the players have run into a problem. If you are familiar with the module, you know that there is a lot of moving parts that go on behind the scenes. For example:
evil clerics have infiltrated the sleepy town of Hommlet and have been conducting expeditions into a nearby ruined moathouse. They have found what they are looking for but have become trapped in the dungeon due to a blue dragon deciding to lair next to the exit; not to mention the dragon thinks its hilarious that he has them trapped.
The rest of the clerics in the town do not know that the expedition group is trapped.
So the players decide in town to investigate the moathouse, and along the way they get trailed by Chatrilon, ally of the clerics. Chatrilon tried to join the party at the beginning but was turned down. When Big Blue showed up and nearly wiped the party, Chatrilon saw it and realized what was happening. As the party retreated he offered his services again, which they refused (again) and decided to find adventure elsewhere.
So here's the problem:
Chatrilon now realizes his friends are trapped by the dragon. Since the party will not assist him in destroying the dragon, he will surely report the situation to the remaining infiltrators in Hommlet. They should be able to handle Big Blue and rescue the other clerics. This means that the moathouse will be mostly empty (besides some undead and a possibly dead dragon), the clerics will move on to the crater with no hint of their next destination in play for the PC's.
So what I need now is some ideas for alternative directions to take this. I don't want the clerics escaping the dungeon. I want them there for the PC's to fight and to provide clues on where to head next. The best I can come up with is:
When the PC's arrive back at the moathouse, they arrive right when Chaz and friends are fighting the dragon. The PC's perhaps assist or watch, whatever, but eventually will come to blows when the Paladin in the party learns what's really going on (which he will)
Any alternate ideas?
It does if you use Rods. Rods do not adjust the memorization level.
Any self respecting Wizard should have several metamagic rods on hand. The Lesser Rods are so cheap you can buy several different ones.
GenericDrift hit the nail on the head. There are a lot of low level utility spells that start awesome and stay awesome. Greasing the BBEG's uber weapon never gets old.
I suggest doing something similar to what Velcro Zipper did with his Worlds Largest Dungeon Campaign. I copied his idea for mine and it worked great!
Basically, let the players find humanoids throughout their adventures, and encourage them to build a commune. Once a base is established, roleplay it as a shining beacon of light for any suffering humanoids. Everytime they return to home base, add a few new faces to the commune. Crack open the ARG, splash in a few NPC templates and bam! Instant PC Mart.
There are 3 ways to add a new spell to your spellbook as a Wizard; you get 2 free ones every level up, copying from a scroll/spellbook, or independent research. What your player is trying to do qualifies as independent research.
The wording is vague and left up to DM discretion, but I would make it more costly than using a scroll/spellbook. Just having a wand doesn't teach you the subtle incantations, wording and movements required to cast the spell. You are just triggering an item for a spell effect. Two different things IMO.
Independent Research: A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.
Also note, yes, Copying a scroll to a spellbook consumes the scroll. Copying from one spellbook to another doesn't remove the spell from the original spellbook.
I suggest you read the "Adding Spells to a Wizard's Spellbook" on the SRD.
james maissen wrote:
When I GM, it's a flat d20 roll, so no bonuses for the NPC's. The only time the bonus is applied is if every creature is identical, or there is only one creature.
Here's another question, do you have the party roll one initiative or individual? Why? Wouldn't it be 'easier' to just let the PC with the highest modifier roll and they all go on that? What's the problem with that?
The players have one character to manage. One. Maybe a pet too, or a couple of summons.
The GM typically has several NPC's to manage, along with encounter conditions the PC's may not know about (hidden creatures, buffs, traps, yadayada).
There is no reason to take individuality away from the players when there is minimal gain.
Think on it a bit. It's not hard to keep track.. use init cards, dry erase board, or special 'init' boards designed just for it.
I am sorry if I, as a GM, don't want to subject my players to having to watch me roll 18 initiatives for all of my kobolds.
Sometimes what is easiest IS what is best. Thankfully I game with a group of mature players, whom I can trust to:
If my suggestions don't fit into the OP's game group, then don't use my suggestions.
A couple quick tips for speeding up combat with large parties.
(1)When you, the GM, call on someone to act, hold up 6 fingers. Start counting down, losing 1 finger per second. Get to 0, and they haven't acted, call the next persons name.
You can make exceptions for the less experienced players in your group.
Players will learn quickly to have their plans ready once they start losing actions.
(2) Have your players use color coordinated dice, and roll to hit, damage, and miss percentages in one toss.
(3) Use an adjustable initiative tracker. Paizo makes one, there are several on iOS/Android platforms, or use a dry erase board.
+INIT items don't help either existing summons or creatures summoned during combat. Of course Summoners get a boost because they cast SM# as a standard action (meaning their summons will indirectly act sooner because the Summoner herself is acting sooner) but the only way to fix that is to houserule a fix to Summoners. Is that what you are suggesting?
I agree with what you said. Should the DM run each summon as an NPC? Of course. Should the DM run each NPC separately, with their own INITs? Of course. Should the DM monitor all durations? Of course. Will most DM's do all that? Hell no. I assign most of that to the players and keep the game rolling. Also, unless it's a particular battle that I want to run with a specific dynamic, all enemy NPC's act on the same turn. My players run their own summons, but if I see them trying to pull things that the summons wouldn't do I cry foul.
PC: My eagles fly around the enemy fighter and the enemy cleric and attack the mage in the back!
I put responsibility on my players to act accordingly. After calling them out on their metagaming a few times, they cut out the shenanigans.
james maissen wrote:
Not sure what your point is, as it's irrelevant to the conversation.
By RAW, creatures summoned during combat rounds act on the summoners turn. They don't get an individual initiative roll.
If the summons already exists before initiative is rolled, then yes, it gets to roll separately.
But we weren't discussing RAW.
I was suggesting that all summons go on the turn of who summoned them to keep things simple. Hence the "as above" remark because I wasn't the first to suggest it.
The concept of Drunken Boxing is all about agile maneuvers and unorthodox fighting techniques that catch your opponent off guard. Drunken Boxers are incredibly dextrous, so a high Dex is in order.
Assuming you are looking to emulate the Jackie Chan version of Drunken Boxing, take a look at the Drunken Brute Barbarian Alternate Class. Throw in some appropriate feats (Combat Reflexes, Catch Off guard, Throw Anything, Lunge), use unarmed attacks and you are good to go.
The key here would be to act out your characters actions as a Drunken Boxer while following the mechanics of the game.
As a Conjuror with a monster summoning focus, I suggest that you require your players to keep a chart handy with their summon's stats. Here is mine. The stats are with Augment Summoning and the Fiendish template applied (my character is Evil):
Also, as above, all summons go on the turn of whomever summoned them to keep things simple. Also, realize that most summons can't be controlled (unless you can speak their language) so they tend to just attack the nearest enemy. If you see your summoners trying to do complex tactical maneuvers you should call foul.
Make sure you enforce and monitor summons' durations.
AOE's tend to clear out multiple summons quickly.
2 Summoners is going to be interesting. I'm curious how your campaign goes.
A rich store isn't going to be easy to break into. This isn't real life, this is Pathfinder. Any merchant looking to stay in business is going to have invested in some type of security.
When I run, most stores that have anything of value to adventures (magic shops, Armor/Weapons, ect) have a myriad of tricks in store for would be thieves. The smaller shops usually employ a couple of henchmen 24/7 as security.
In the age of magic there is no reason why a low level adventurer should be able to kick down the door and loot the entire players handbook.
For casty damage, Sorc/Specialist Wizard would be fun. Just make sure you have at least 12 in both CHA and Int, and put your +2 human bonus into whatever class you plan on leveling (as you shouldnt level the other). 7 different cantrips memorized at a time, plus 7 1st level spells at the ready. Not bad. You also gain access to every Cantrip allowed as a wizard. Combine useful Bloodlines/Arcane Schools if you want to do blasty damage, such as Abherrant/Conjuration.
If you don't plan on leveling Sorcerer, the Fey first level ability remains useful forever. Same goes for the Divination school if you don't plan on leveling Wizard. Initiative bonuses are always welcome as a caster.
You can apply the same concept to Cleric/Oracle.
Here is a test guy I wrote up in PCGen. I woudl take the Raven familiar for the speaking and scouting ability. "Greenies over there! CAW!"
Face / Reach:
Sorcerer - Spells per Day: (0/4/0/0/0/0/0/0/0/ DC:11 + spell level); Known: Level 0: Dancing Lights, Detect Magic, Mage Hand, Ray of Frost Level 1: Enlarge Person, Grease
Chaotic means you follow your whims instead of tenets. It doesn't instantly make you bat-$*!& insane. Being evil means you have a dark heart, not that you instantly start eating babies. Just because you are Chaotic Evil doesn't mean you have to act totally off your rocker.
Think of the Joker in Batman:The Dark Knight. He does what he wants, when he wants. He doesn't feel bad about it either. But he doesn't just walk into the bank/hospital/orphanage and go all murderdeathkill on them. In the bank scene he only kills his henchmen (I think). In the hospital he waits until everyone is out before blowing up the place.
Do what you want.
Roll the percentiles. Not available? Wait a week.
I say roleplay it.
Joes House-O-Stuff is out at the moment but can send a runner to the capital city of Hugeistan and get what you need! Should be a two week turnaround at a premium price. OH NO the runner got eaten by a dragon. Go dig your dust out of the dragons stomach.
PC's walk into Joes and see another adventuring party buying all the dust. Tickle fight for it? Beg and plead? Back room favors?
Clerics have plenty on hand, but are also dealing with an evil temple in the mountains. Perhaps the PC's could help in exchange?
Just rolling percentiles for stuff is so.....boring.
According to the way the room is (terribly) written, everyone would have died if EVERYONE failed their save versus the sleep effect. The Non-lethal damage would not have awoken them. But, the people that were awake (or asleep but naturally and not as an affect of the trap) would have been alerted once they took non-lethal damage and had plenty of time to open the door for air.
This part is particularly derp-tastic and makes no sense at all:
A person who is awake during this period of time has a 1 in 6 chance to notice a creeping sense of fatigue in the last ten minutes or so before being overcome by sleep and subsequent death.
I'm confused, why did the PC's not wake up? They were being dragged around (enough to wake them) There was a battle nearby (enough to wake them) and the other PC's were poking them (enough to wake them). Is it a more powerful trap than just the sleep spell? I don't own the module.
Also, you didn't run suffocation right. They should have been under the effects of Slow Suffocation:
A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Small characters consume half as much air as Medium characters.
The non-lethal damage they would have taken would have woken everyone up and given plenty of time to get out of the room. The Unconsious > Dying > Dead Suffocation rules only apply in a vacuum/underwater ect where there is literally no air AT ALL. There is plenty of air in the room, it just lacks oxygen.
Lastly, if these are continual flame candles they shouldn't even use any oxygen since continual flame isn't an actual fire.
I vote mulligan.
Aren't undead immune to illusion effects like invisibility or am I missing something here?
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Invisibility is a Glamer. Undead are not immune to Glamers. An example of an Illusion undead are immune to is Color Spray, which is a Pattern.
DC 0 +20 for Invis + X, where X equals 1 per 10 feet to determine the square where the attack came from. As a GM I would reduce this if the victim is aware of the direction that the attack was coming from, and again if visibility if favorable.
2. An NPC is hit by a spell that creates a 50' deep pit, the bottom of which is full of acid. The Climb check to get out is DC 30. Can the NPC do anything other than make Climb checks each round? Is it even worth making the Climb checks if the NPC has a better chance of falling back in than of getting out of the pit?
Barring nothing magical (Potion of Spider Climb or Levitate comes to mind) Climb check to get out of the acid then either stay put and wait for the spell to expire or keep climbing depending on battlefield factors.
3. If a character is attacked by an invisible opponent in melee, he automatically knows the location of the invisible opponent, correct? Can he communicate that fact to his allies?
Of course. "Attack where I attack!" clarifies the 5 foot square the opponent is attacking from.
4. Suppose that the invisible opponent encounters a guy with a bag of flour in melee. What is the mechanic for using the bag of flour to bust the invisibility? A Reflex save to avoid? If the invisible opponent is hit with flour, what is the effect on that creature? Does the flour merely reveal its location, or does it reduce the miss chance? If it reduces the miss chance, does it reduce it to 20% or 0%?
See Combat > Throw Splash Weapon. Ranged attack versus AC5 to hit the square the invis guy is in. Just throwing the sack in their square should reveal the invis guy (Have you ever baked anything from scratch? Flour gets in, on and all over EVERYTHING)
5. Suppose the opponents decide to retreat and wait for the buffs to run out. How do they manage that if they move 30 or 40, but the opponents fly at 40 or 60? Will waiting for the buffs to expire improve his situation, or will it merely result in a few rounds of unresponded to punishments?
It sounds like the combat was simply played incorrectly. Something that happens all the time really, but it can justify was seemed like an unfair combat.
1)You can't run while under the Fly spell. A Barbarian on the ground is going to outrun a flying party. Hell, the Barbarian is going to outrun a non-flying party. The Barbarian would have known that he was at a tactical disadvantage and fled to find a better battleground. Either the party tries to catch him, all the while the archers shoot down the party, or the party lets him flee and fights the skeletons; either way the Barbarian wins.
2)Invisibility duration means that it had to be cast very close to the Barbarian. Remember, no running while under the Fly spell, so only double moves. The Barbarian should have either seen or heard them a short distance away buffing up, or the invis would have worn off by the time they caught up to the Barbarian.
Chalk it up as a misread of the rules, tell the Sorcerer to manage his spells better (it's not the GM's responsibility to manage everything, IMO), and move on. The PC's are supposed to win by default anyway.
Simple alarm trap I have used:
Entrance to the BBEG's lair leads down a bit to a 30' wall. At the top of the wall, the PC's can see a tunnel leading deeper into the dungeon.
In the center of the wall is a rope ladder to allow dungeon denizens to proceed, and is a convenient assist to the PC's..or is it?
Tugging on the rope ladder shows the PC's that it's sturdy..but that is because it takes at least 30 lbs to cause the weak twine holding the rope to break, and attached to the end of the rope ladder is a bunch of small bells. Or maybe a basket of poisonous snakes. Or maybe a tin of green slime. Or a bag of sneezing powder. Or maybe all of the above.
The true rope ladder is to one side with a permanent invisibility spell cast on it. The denizens know about it, the PC's do not. Maybe it's rolled up and out of their sight. Or maybe it doesn't even exist.
The benefit of a trap like this is the PC's don't get Perception checks to avoid it. They can't dice roll their way out of a trap like this. Since they cannot see any of the bad stuff, and the trigger just looks and feels like an ordinary rope ladder they cannot detect the trap. The PC's would need to bypass the rope ladder and climb up to see the trap mechanism.