Wizard

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Goblin Squad Member. Organized Play Member. 185 posts. No reviews. 1 list. 1 wishlist. 1 Organized Play character.




Anyone going to be glued to see who goes where? I'm a Blazer fan, and I'm hoping that things go well this year, as our recent history has been pretty pathetic.


I ran across a situation the other night that has me thinking I messed up as a GM. And I need advice.

We were doing a battle, and some Trogdolytes were about to storm the room where my PCs were. But one of my PCs heard the Trogs getting their equipment together in the adjacent room, and they decided to turn the tables and get the jump on their opponents before they themselves got jumped. They took positions around the door (Cavalier and Cleric adjacent to but not in front of the door, Rogue and Ranger with bows drawn some distance away, ready to shoot arrows at anything that went through the door). The trogdolytes opened the door and voila, arrows fly and we have some dead trogdolytes in the suprise round.

So question one, were the characters flat footed when the trogdolytes "stormed" the room because my characters were expecting them? I interpreted as no, and that in fact the trogdolytes were suprised to have a hail of arrows and two fully armored warriors standing ready to greet them the moment they took a step into the room.

On to question two...

Some minutes later, the Cavalier decides to get smart and peek through the next door to see what's on the other side (his idea was that the door would provide cover in case he got attacked). Low and behold, the lone Trogdolyte in the room failed his perception check at the door being creaked open, and the Cavalier manages to scurry back to the group and tell them of the trogdolyte chilling in the corner of the next room. The characters take up a similar formation that they had before, and the Cavalier, standing flat up against the wall immediately adjacent to the door, pushes the door open quickly with his hand while staying out of the way of the archer's line of fire...

...and that was suddenly a very easy dungeon for a group of level 1 characters.

Did I mess up my interpretation of the suprise round? Under my understanding, both sets of trogdolytes were "suprised" and the PCs weren't. But something just unsettles me a bit. What exactly does it mean to be "suprised?"


Im looking to create a pair of magical items that are based around the teleport object spell. The objects, which are two small bags, essentially appear as normal purses, but when closed, any items contained therein are instantly transported to the other bag. Unlike bag of holding, items that are transported still weight their normal amount, and items that cannot fit into the bag will not be transported ("if it fits, it ships!").

I just need to know the specs and cost of the item. Here's my best guess:

Twin Bags of Object Teleportation
Aura: minor conjuration (teleportation) CL ?
Slot --; Price 14,000 gp x CL; Weight --

These small bags, each large enough to carry a single large book or roughly 12 apples, are made of leather and are unexceptional except for their clasps. Each clasp is round, made of gold, and contains a single ball-shaped sapphire at its center. When the bag is closed the sapphire momentarily changes color to red, requiring a Perception DC of 20 to notice the brief color change. The gem remains red for approximately 1 second, after which time it returns to normal. Any items that were stored in the bag when it was closed are transported to the other companion bag with no obvious sign except for the change in weight. If the holder of the bag is not distracted (ie in a battle or focused on casting a spell), the perception DC to notice the change in weight is a DC 12 - 2 per pound of weight of the item. If the person is distracted, the perception check is 20 - 2 per pound of weight of the item.
Players should be warned that receiving a heavy item at an inopportune moment can instantly effect encumbrance.


For those of you who follow college basketball, that time of year has finally arrived. That time of year when you kick back and watch as the best college players take each other on into a heated and passionate display of awesomeness that is only transcended by the student sections complete insanity.

March madness has begun.

My questions for you pathfinders, are three fold. One, will you be watching any/all of the games. Two, who will you be rooting for, and three, if you were to make a bad-A basketball player using typical pathfinder generator rules, what class(es) would you pick and why? Would you want the agile and wise monk as your star point guard? Would you want the ferocious barbarian as your star forward? The gifted wizard shooting from downtown (with the ball somehow magically changing direction three times to circumvent would-be-blockers and go in the basket)? Or would you do some kind of multi-classed combo guard, to tear apart the opposition based on what the opposition throws at you?

In other words, have fun. Even make a character if you want in all his basketball prowess.

One more thing...no AM barbarians allowed. Nothing could possibly stop that menace from utterly destroying the opposition...the hoop...the ball...the opposing coach...his own coach...the fans....the refs...heck even how own team, the moment he went into a rage. So no AM barbarians. K? Good.


Hey everyone. I know that this isn't the first person who has screamed "I'M NEW TO GMing HELP!" but I thought that maybe I could get a little specific advice.

I'm not new to 3.5. I played in high school with some friends. But I haven't picked up the game for years and only got back into it as a friend of mine was interested in starting a game. As I was the only one with any experience at all in the game, I became the GM. Now before I know it there are four other guys, mid-20's, who have never played before, all in my party.

I bought the core rulebook, advanced player guide, bestiary, and have pulled some stuff off this site to boot.

So here we go...

Seeing as how I am a dental student and strapped for cash, I decided against buying any more than I did. Which meant building a world from scratch. In short, here's what I've thought up.

The characters meet in a city about to hold a series of tests for the "olympics." The olympics are overseen by the officiator, who is the equivalent of the liason between the three main countries on the continent, who don't particularly like each other. Whichever country wins the olympics wins honor for his country, and holds a certain amount of political persuasion over the officiator.

So here's my problem.

Having met twice and had a great time gaming, it has come to my attention just how easily and quickly the players can do things that I didn't plan for. The first time actually ended up being a more or less good thing, as I had to improv two new NPCs on the fly, and one of them I've decided to make a recurring character. But I'm not so certain that my improvization skills will be up to the task to doing this repeatedly. So maybe this is a difficult question, but what do you do when your players decide to push forward, when you want them to turn around and head the other direction?

Problem number two.

As a result of creating my own adventure, I've taken upon myself the job of creating an entire world, complete with cities, various political interests, stereotypes, animosities, allies, and at least two major continents. Not to mention a main story arc that will bring in as many of these things over the course of the stroy as possible.

In other words, DAUNTING.

So any advice on creating a whole new world? How much detail do I do ahead of time and how much do I just do on the fly for simplicity? How much do I attempt to control my players decisions without infringing upon the freedom of the game (which makes it so very fun)? Any other general advice for a new GMer would be appreciated too. Thanks guys!!