Baregara

amir90's page

Organized Play Member. 104 posts. 1 review. 1 list. No wishlists.




Hey guys! I recently bought the S&S set, and my friends and I are loving it!
But we are having trouble understanding some of the basic rules properly.

1) When can you actually help out your companions? Do you need to be at the same location? Also, what kind of card can you use to help your companions? We are aware that you cannot use the same card type.

2) On one of the first scenarios (I think it was the third one, where everyone in the party had to summon and fight a pirate), can you attempt to close the location, where you fighting the pirate, even if he was summoned by another player drawing the bosscard?

3) What cards can we keep after a finished a scenario? Only our deck cards + the reward for finishing the scenario?

4) lastly, does one roll for the plunder on our ship at the start of a scenario, or does that only occur when you aquire a new ship (during a scenario)?

We are so sorry if these questions seems very basic, or even have obvious answers.


1 person marked this as a favorite.

I recently allowed traits for my gaming group, they have to choose 1 combat trait and 1 social trait. One of my favorites are Rich Parents, which gives you an addtional 900gp as starting wealth. What do you consider the best and most useful traits for your characters?

Are there any traits you like that adds to your roleplaying experience?


Hello duders!

I seem to have become confused about the attack of opportunity rules.
If I remember correctly (and correct me if I am wrong) the following situations will provoke an AoO:

- An unarmed attack (except those who are monks/taken a feat)
- A spell used in a threatening square
- A move action where you leave a threatening square (with the exception of 5.ft step or withdraw action, or if a character succed on an acrobatics check)

There are two situations I am not quite sure of:
If I am correct, a touch attack does not provoke AoO, however if it is a touch attack as part of a spell being cast, it does. But what if it is a (Su) or a granted power from a cleric domain? Does supernatural abilities count as spell, when it comes to attack of oppertunity?


Hello duders !
I am currently running a campaign where the party is investigating a case where all the alcohol has turned to vinegar. ( a quest inspired from this board :) ) The only alcohol that hasn't been affected are the ones made in the "Underdark" by the Drow and the Duergar. Who are currently making a killer profit (their booze is unaffected).

They have figured that the booze curse is in the air and covers all in the land. Their strongest lead is a giant (storm giant) who recently buried his wife. The ritual involved booze.

Others rumors they haven't persuaded are:
A cleric who commits sin at every opportunity , except alcohol which he hates.
A fey queen has cursed the realm, making the alcohol into fey piss.
The Drow and Duergar have sabotaged the alcohol (this have been disproven)
An antipaladin that wants to mock the god of alcohol (which is his opposite deity).

The giant they are going to interrogate governs a small community of humanoids in the mountain. His partner is a large undead lich, and he has a golem bodyguard.

The storm giant's nemesis is an Malik Efreet, they have fought over the same land for dozens of years. The Malik Efreet have 3 Efreet brothers.

Any cool suggestion to what I can add to the quest? Any cool battle tactics or RP moments? I usually just make up as I go. But many of these creatures are CR13 each, and the party consists of players at level 10. They are quite creative as a group, and they know when to run, and when to fight.

I am quite lousy at making battles a bit more varied, fighting on open planes with no terrain.

Setting: it resembles forgotten realms with some few minor exceptions:
- half of the dwarves are hippies, they hate metal, mountains and unescessary violence. The other half is like traditional dwarves.
- elves were the dominant race of the realm, but lost their position after an uprising from the other race. (Think the Roman Empire) they have also been affected by a curse which affects their mortality, which have been reduced to 250 years.
- drows are the dominant race of the underworld (Underdark). They are so powerful that they could in theory take over the realm under the sun. But currently they have a non violent agreement .

Thanks duders :P


Hey guys!
My little cousin wants a badass TWF shield + sword kind of guy.
I used a guide I found on the "Guide to the class guides", he choose the longsword with a spiked light shield.

Here is where things gets a bit complicated for me to calculate, I will add the info on his character so that you can see what he has available:

Level 7 Fighter, Human
STR 18
DEX 17
CON 16
INT 10
WIS 12
CHA 8

Weapon Training: Close (for his shield)

Feats:
TWF
Improved Shield Bash
Power ATK
Weapon Focus (longsword)
Toughness
Step Up
Dodge
Improved TWF
Shield Slam

So, what I need help with is the calculation of the atk bonus and damage with this setup. Also how bashing + shield spikes works.

What I think the correct calculation are:
Longsword 1st atk: +11 (mwk, wp focus, str, BaB, -2 TWF)
LongSword 2nd atk: +6
Shield Bash, free atk: +12 (magic, wpn training, str, BaB, -2 TWF)
Shield Bash, 2nd free atk: +7 (same as above -5)

If I have read correctly, shield spikes increase damage, as though it was one size larger, and Bashed magic effect increases the damage two size larger.
Does that mean his bash attack does d8+1 damage (without any other mod)?


Hey guys!

I am GM for two groups, one is quite small (3 players accompanied with an NPC) and a big one (6 players, quite powerful.)

They are all level 7, and we are hyped to some sort of halloween ish themed session. I am not certain I will be able to make a decent session with this theme, or in time for that matter, so I am thinking of buying a module for this occasion. Not more than 10-15 USD if possible.

Preferably, this shouldn't last more than one session, which is maximum 5 hours, but if the module is good enough, I can push it to two whole sessions (maximum 10 hours).

So, is there any halloween themed modules you recommend?
It can either be mimicry of famous halloween movie starts such as Frankenstein, Dracula, Freddy Krueger etc.
Or using undeads, werewolves or other iconic "scary monsters".

:)


Have any of you ever used "deus ex machina" to save a party or to do some convenient plot tool to advance the party further?

I was thinking about something more than cheating with dice rolls :)

I told my group that I will only use one "deus ex machina" as long as I am a GM :) After that, no convenient "several city guards with silver spears and arrows save you from the lycanthrop ambush" save.


Most of these rules questions came up during an encounter against a Lycanthrope druid by a bridge between two big boulders, which I GM'd.

General questions:

1A) Damage Resistance: Lycanthrope has 10 DR/Silver, does that only apply for weapon type damage? What about magic damage inflicted by weapons?
What about "energy type damage, such as fire and acid?
I told my players that fire acid bypassed DR. (My logic was that resist energy was a different category)

1B) What about the Spiritual Weapon spell that deals force damage?

2) The party faced an Owlbear and a grizzly bear, both of them having the grab ability, which gives them a free grapple action that does not provoke an AoO. A couple of questions arised, despite that we used the famous grapple table (I know, we are such noobs).

2A) Does grab action (grapple) the same for every creature? What about the grizzly bear? Does he hold the creature down prone? What about attacks after someone is grappled? Does the owlbear and grizzly bear have to use their standard action to maintain grapple as everyone else? Or can they maintain grapple and use bite?

I hope I am being clear, because I couldn't see the immediate advantage of a creature grappling someone (the exception being that the creature being grappled gets -4 Dex bonus and -2 atk rating, and that he has to use his turn to get out of the grappled condition).

2B) One of the player was holding a two handed weapon, would the grapple condition make him use the weapon one handed? (What penalty would that give?)

Spells and Magic, how do they work?

3A) Entangle, if the creature was able to dodge the initial effect (reflex), does the player have to roll the next round to avoid being entangled again? (He remained still and attacked nearby enemies).
3B) What if he tries to move out of the entangled area and hasn't been entangled so far?
3C) If one tries to move through the entangled area (from outside) does one check suffice?
3D) I might have screwed up the DC, but I came up with DC20 for a level 6 druid lycanthrope, does that seem a bit high?

4A) Call Lightning, if I have read correctly.
The caster must use one full round to prepare the spell, after that round, he can unleash a lightning bolt once every round.
What kind of action does that require? How many rounds?

4B) The druid got hit by a player in melee, was I right that he needed to do a concentration check?

5A) Heat Metal, can it be dispelled by a witch hunters spellbane, does it have to be lethal damage? (one of the PCs got hit by Heat Metal, can the Witch Hunter dispel it?)
Was I fair in saying that create water did not remove the effect of heat metal?

5B) Does the damage stack if you are using a metal weapon, armor and shield? Does the damage get reduced if he drops his weapon and/or shield. Does the spell only target one piece of metal on the target?

6) Storm Burst, are there any particular point of this spell?
The only use I saw was that it would increase the lightning bolt if the target was dumb enough to stay inside that area?

I have a feeling some of these questions are dumb, but I couldn't find any quick answers to these during the session, so I house ruled most of them. And I want to learn them properly for the next group's session.

Thanks again Paizo Community!


1 person marked this as a favorite.

Hey guys!

I have this monk in my group that I am GMing, and I am not sure what weaknesses I can exploit in combat.

He is currently level 4 and has a lot of experience with playing the monk class.
He is using a 20 stat build, monk of many styles.
The stances he uses are a combination of panther style (with claw) and boar style? Basically, he pwns small enemies, by running past everyone and hitting them hard. He has covered every "obvious" weakness.
(I forgot to take his character sheet from last session)

- Deflect arrows, self explanatory, but if I am lucky, and hit him with a ranged attack, he will deflect it. (naturally the enemies would start attacking other targets)
- +4 AC against attack of opportunity, which means that most enemies will not hit him during this free Aao.
- Monks have high will saves and good touch AC.
- He has plenty of monk weapons that deal different types of damage. (cold iron, admantine and silver)

Despite this, I have gotten lucky with a few rolls, and he is the only that have become unconscious in the group.

Is the only option to make him face big monsters that crit high, such as ogres? I am not interested in killing off his character, just so that I can easily create encounters that challenges everyone in the group. And he is the hardest one to figure out for me, since I am an unexperienced GM.

Thanks again Paizo Community!

edit: He has requested to houserule slow fall to have the same effect as feather fall, would you say that would be too OP in your opinion?


General Information

Difficulty: Challenging, but not impossible.
The Party: Everyone is at level 5, 10 point stat build, half expected wealth.
Ranger, Witch Hunter, Inquistor and a Fighter.
Terrain/situation: Basically the same as this guy*s homemade terrain.
Goal: Find a way to get past the gap or cross the bridge before it gets lifted up. The players are at the other side of the bridge controls.
Player Knowledge: All of them have some experience, but don't know their characters abilities by heart.

I sort of want to use orcs (advanced), but I have no idea how challenging they should be, or how many there should be on each side.
Maybe use big creatures like owlbears or ogres on the player side of the bridge, and bandits or something on the other side that fires arrows against them, but makes the bridge go up after they defeated the owlbears?

Also, does anyone have an idea of how the characters can get over the gap without the bridge? What if they don't make over the bridge before it's lifted? None of the magic users can show up for the session, so teleport spells are out of the question :p


I have bought the PDF, to use as an inspiration for my own homebrew system.

I have the read part about damage, but I am still confused.
Anyone able to explain it easialy for me?

Is it that the number that remains after you have had offensive bonus minus defensive bonus (where the result is over 0) and the table that contains the weapon uses (lets say medium slash) tells you what damage you did?

Sorry if I am not being precise, this book and system is very confusing..


Current status: Very thin and raw draft. No playtest has been drafted yet.

” An attempt to create a quick, gritty and satisfying %/d100 system that is going to bash the d20 system back to the 70’s ”

Hey guys!
I feel this community is the best one I can refer too.
The ratio of trolls is quite small.

I have made a word file of my current progress, which can be best described as a very raw first draft.

Sadly, google docs and other ways of sharing documents online, do not support the font Futura LT. So if the paragraphs seems a bit off, I am truly sorry, and I hope your eyes will forgive me.

You might also notice that I use parenthes for suggestions and clarification. I might seems a bit rhetorical from time to time in the document, that is only because I have not made a choice yet.

Is it possible to have a blog ish kind of thread on Paizo messageboard?
I don't want to update my progress by creating a new thread every time :)

Link to my work so far, anyone can view this

How can you help me?
1. If you have any experience with any kind of d100 system, please share with me what you feel is the common awesomeness and faults.
The only one I know off is that adding big numbers together can slow the game down.
2. If you feel there is too much read (it will only get bigger) read one or two paragraphs and comment on that.
3. Suggestions to what you feel is needed in a gritty and dangerous system.

4.When it comes to grammar, well.
Bear with me, the final project won't be filled with simple grammar mistakes. I rather you come with suggestions to what can be improved, what to avoid etc. Than teach me how to properly use then/than.

I originally wanted to cover stuff like goals, inspiration and copyright (basically none) on the thread, but I am too lazy to manually create several spoiler tags :/

Thanks for your help, I will try to update my progress as often as I can!

Edit: I think I should point out that I have no interest in making money of the finished project (if I ever get done), just in case this breaks any of the rules.

Sharing is caring :)


Hello fellow members of Paizo.

I am a GM in my group, and I think that I might have misunderstood on how the Hydra traits work.

The party consists of a Level 4 Samurai, a level 4 Martial Artist (monk) and a Level 3 ranger. 20 point stat system, very min/max players.

They were bringing a Drow to a Dayimo (Japanese Lord of the Realm)for questioning (the drow is basically the main enemy of all the common races). During questioning, the drow was able to get out of her shackles, and threw a red ruby by the players. She also threw a grenade at the Dayimo and his guards, making them stunned for 3 rounds.

The red ruby summoned a Hydra with 5 heads.
The stats were the same as in the Bestiary.

I made a quick house rule on the fly, the fast healing each round comes in effect when it's the Hydras turn. The grow of heads, happens at the end of the turn.

So the question I have is this:
Do the fast healing work when the Hydra is dying? E.g have negative hit points? Also, if the Hydra grows additional heads, logically, he would have more heads to attack with, the same being that if it has less heads.

Also, regarding sundering the heads, it seems to me that any player that is level 3/4 should easily cut off a head, since you only need to do HD damage (5). Do the players need to add acid after the cut has been cut off, what if they have a weapon with acid/fire damage applied to it?

I ask, because the Hydra got up several times, in the end making all the players unconscious. It was up to the now unstunned NPCs to take him out. I rolled a lot of 1, in the head growing rolls.

If you chop off a head, you do Hit Die damage to the boy (in this situation it would be 5 damage).

I like to point out that the players didn't figure out how they could stop the growing of the heads (my fault for not giving them a knowledge Nature check). Even though it doesn't matter, as they didn't have fire/acid available.

I like to point that they did have a fun time, but I feel I might have went too far. They even put on sad movie music when they were all dying.

Thanks for future answers!


Hey guys!

I was originally going to ask how to advance monster levels, but it seems that was easily found out through google.

However, the scenario I have set up involves 4 mites on an upper ground (the players can climb up to them), while a spider swarm and a big spider distracts them on the ground, this is against six level 3 characters, most of them are min/max. Whenever a whole round is finished, I roll a d4 to calculate how many mites will spawn at the beginning of the following round.

Any interesting way to make them more powerful? Other than giving them +2 on atk/dmg. (which would make them CR 1.3?
Doom seems pretty cool, but also a bit too difficult for the party, if the DC is increased too high?

Thanks for the future answers :)


Hello Paizo community!

I have a player in my group that is playing a level 3 sorcerer with draconic bloodline.
Which means she has claws, and can attack twice in a full round action.
How would melee attack with one or both of them work? Should I go twf rules?
I tried reading about the rules regarding natural attacks in the bestiary, but I am still a little confused :( it said something about primary and secondary attack, but not sure tbh.

And since she is also a sulis, would that mean she deals 1d4 (claw) + 1d6 (energy type) + str modifier? That's a lot more dmg than a level 3 monk (though she has less ac, con and probably don't have such a high atk bonus)

Thanks for the future answers.
By the gods, I love this community!


Hello "the great community" that is Paizo.

Edit2: I had an old thread about the samme issue, but when I tried to edit it, I got "kicked" out, and lost all my edited text. And now it's not possible to edit it anymore, I am not sure the problem is on my end, or the messageboard server.

Edit: I have a second group that is going to play the same session, and I feel certain parts needs to be done better. I will add visual aid so that it will be easier for you to understand my problem. I just noticed that you cannot link images directly here, so I hope a url link will suffice, let me know if the url does not work!

I am sort of a moderate experienced GM who needs help balancing out a level 3 adventure I have made.

The Quest:
The quest for the party is to question and investigate a dwarf paladin who claims to have been able convert undead creatures to warrior of light. The order claims he has been dwelling in evil magic (the party will discover that he has merely been able to hyptonosize/control them).
They have been ordered to either question or kill him.

The combat encounters are as follow:

The party will travel down a deep mountain with some mining carts (hanging, not wheels), during this travel, they will need to make split second decisions on which path they need to take, if they are lucky they will end up in a small room above the first room of the dungeon, this room has a small treasure chest. I like to have a d100 table for magic items. During all this traveling, they will encounter other mining carts about 20 feet away for the most part, (not sure what monsters to put here) and they will get fired at by the monsters, the mining cart gives partial cover at best, so they can either hide and wait them out, or try to shoot them down.

Imagine two of these on a dark table]
Edit: The first group encountered 3 mites, 2 of them that had alchemist fire. One of them was able to throw the flask over, doing moderate damage for the encounter. The party was able to make the right turn.
Should I add a relex save to turn the wheel for the right direction. Suggestion for DC?

There are no monsters in the first room, it is shaped like a half plus, sort of. It will contain some markings that will reveal to the party that this place is a mite lair. (their quest is about the end of the tunnel). Maybe I should add some history/religion check here?

The first door leads to a curvy cave like corridor, which are quite smelly, and its hard to travel through. The party does not know that if they spend too much time in this room, they will get sickened.
At random, a green mite (yes you read right, a green one, not blue), will appear, who wish to warn the party of the upcoming battle, however, he does not speak common, nor can see very well. If he gets scared, he will run away the mite hole he came through. I think I can do more for this part, but not sure yet.

I tried doing a Fortitude check DC 15, less than 10 result would make the players more slow, he would throw up every now and then, he would also get a -3 on attack roles and further fortitude save, a proper rest of 15 min would get red of this effect. If you got less than 15, but higher than 9, you would throw up once, then get a -2 on attack roles for 10 min. If a player would get lucky and get over 20, he would become immune to the effects, for the rest of the day.

I wish I made this room a bit bigger.

The next room is quite big, it is is very similar to DM crafts creation in this video. With similar strategy as he mentions at the end of the video. I want the encounter to end with that they needing to run away to survive, maybe have 3 mites be ready for the ambush.

I used a big spider and a swarm of spiders to ambush them by the rock seen on the picture. The biggest problem I have here with this part, is how strong each monster should be, last time, the mites couldn't hit anything, and never was able to withstand more than one 1 hit from the characters. Any good suggestions here?

THe miniatures are just for scale

The next room is a corridor leading to the main quest, the tower for a dwarf paladin. It's 3 floors, medium size. I am not sure how I should create this encounter. Should I add some traps? Should it be two encounters?
Edit: I added a treasure chest on the first floor, with two arrow traps close by, it wasn't made to be difficult to deactivate or notice, but some of the party just rushed for the trap. The party faced a dwarf paladin with 4 skeletons and 2 zombies. The biggest flaw here, was to give the paladin too much high ac, 24 for a level 3 party was not a good idea. The third floor was filled with treasure and a chest that contained a magic item (d100 to roll).

I will add furnitures and other props to each floor

Thanks!


Hello the great community of Paizo!

I was wondering how most of you guys manage your adventures/dungeons?
Do you you write in simple note books, and/or use notebooks with squares to draw your dungeon?

If possible, try to be as specific as possible.
Do you have a separate list of all the important NPCs with their personality traits, separate sheets for each room?

I am type of person that likes to use a table as a template, when creating an adventure. I usually don't write description for a dungeon, as I make my own terrain/dungeon, so it's a lot easier for me to describe.

NPCs: Dungeon room x: etc etc.

I hope you guys are able to understand my question.
If you could point me to a template that could make my adventure/dungeon making process easier, I would most grateful.

Thank you!


1 person marked this as a favorite.

Hello "the great community" that is Paizo.

I am sort of a moderate experienced GM who needs help balancing out a level 3 adventure I have made.

The quest for the party is to question and investigate a dwarf paladin who claims to have been able convert undead creatures to warrior of light. The order claims he has been dwelling in evil magic (the party will discover that he has merely been able to hyptonosize/control them).
They have been ordered to either question or kill him.

The combat encounters are as follow:

The party will travel down a deep mountain with some mining carts (hanging, not wheels), during this travel, they will need to make split second decisions on which path they need to take, if they are lucky they will end up in a small room above the first room of the dungeon, this room has a small treasure chest. I like to have a d100 table for magic items. During all this traveling, they will encounter other mining carts about 20 feet away for the most part, (not sure what monsters to put here) and they will get fired at by the monsters, the mining cart gives partial cover at best, so they can either hide and wait them out, or try to shoot them down.

There are no monsters in the first room, it is shaped like a half plus, sort of. It will contain some markings that will reveal to the party that this place is a mite lair. (their quest is about the end of the tunnel).

The first door leads to a curvy cave like corridor, which are quite smelly, and its hard to travel through. The party does not know that if they spend too much time in this room, they will get sickened.
At random, a green mite (yes you read right, a green one, not blue), will appear, who wish to warn the party of the upcoming battle, however, he does not speak common, nor can see very well. If he gets scared, he will run away the mite hole he came through. I think I can do more for this part, but not sure yet.

The next room is quite big, it is is very similar to DM crafts creation in this video. With similar strategy as he mentions at the end of the video. http://www.youtube.com/watch?v=JJLeo9pZ-Z0

How many monsters should I add? Should I try to somewhat force the party to realize that they might have to run?

The next room is a corridor leading to the main quest, the tower for a dwarf paladin. It's 3 floors, medium size. I am not sure how I should create this encounter. Should I add some traps? Should it be two encounters?

Are there any puzzle encounters you would recommend?

Thanks for the future answers!


I just lost about half a page of text because I got logged out after pushing the preview button, so my first question will not be as detailed, I am sorry for that.

1. How does the magus dervish dance build work? Specifically how he uses spells with his blade, and how we prepares spell. Can he prepare the same spell, as long as he doesn't exceed his amount of spells/day ? I think I even read somewhere that the Magus (Dervish Dance build) can attack twice in one round at a low level (before level 6), how is that possible?

2. Why isn't there any offical stats for easter weapons, such as katana and wakashi? I was lucky to find some good suggestions here on Paizo forums, but still, shouldn't it be written somewhere?

3. How would you guys fix the "star trek fallacy"? Where most common races and people speak common? Half of my group are easter based classes and wish to speak their version of Japenese and if need to, they will speak broken English for the rest of the group. Unless the other players use one of their language slot for that particular language.

4. Is it possible to enchant cloth or just simple regular clothes?
One of the players in my campaign is a monk and wishes to have some better armor, via magic. You could say he is a bit jealous of the other who have enchanted both their armor and weapon. The group is about level 3.

5. Regarding range weapons, if I have understood it correctly, only thrown weapons and composite version of a bow deals damage + str modifier?

6. Is Deflect Arrows considered OP for a low level monk?

Thanks for the upcoming answers, pathfinder is a lot of fun, and the Paizo community seems great so far.