Pirahna

hexa3's page

Organized Play Member. 61 posts. No reviews. 1 list. 3 wishlists.


RSS

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>

I Would Rule That Whatever It Is Equipped With In The Tattoo, Is Also Equipped With When Summoned, No More, No Less.


Is This Still Going? Really? I'm Impressed


Already Made, It Is Here. But Don't Post In This Thread, I Hear There's A Curse...


I Recently Did Something Like This Actually. There Were 7 Goblins (with various class levels) Initially Against A Duo Of PC's. They Had To Display An Awesome Amount Of Force To Knock Over A Giant Tree To Cross A Swamp, While Every Round An Additional (random) Goblin Showed Up. At One Point, One Of The PC's Tried To Call Them Out And Use Himself As A Decoy, So I rolled Something Like 2D6+1 For Every 5 Points On His Intimidate Check.
Hope It Helps.


Xabulba wrote:
Llamas?

Worse....Ducks!


Sex, Drugs, Rock And Roll!
These Are Things I Love The Most
Glad I'm In My Twenties


cibet44 wrote:

I've been playing with the same group for over 25 years. Some things have changed some have not.

- 4E was the first edition of D&D we looked at and quickly concluded we would not be playing. If not for PF we would have just stuck with 3.5 for the duration. A seminal moment for us as we always enthusiastically supported the most recent version of D&D.

- We no longer have interest in "sandbox" type free form campaigns. We only play campaigns that have a story with a beginning, middle, and end, then we restart a new campaign from level 1. We don't play characters past 15th level or so.

- As DM I don't make up adventures or worlds or even parts of worlds any more. As a group we only have interest in playing published stuff. After all these years we've been through all of our own ideas so now we only use what other people have thought up for us.

- We don't bother with things like evil campaigns, or in game romances, or detailing our characters family tree. The characters are tools for the game and story and we only flesh them out enough to enhance the current campaign. When they die or the campaign is over it's into the garbage and roll up the next one.

- We can still occasionally pull an all nighter (or a very late session) but for the most part we don't. We usually wrap up around 9:00 at the latest.

- We still make fun of Monks and Bards and almost never have them in the party. When we do we just assume they will be dead soon (and they usually are). We love this.

- We still start every campaign with a slight variation of "you all meet in a tavern". We would not have it any other way.

- Despite that fact that we have probably slayed hundreds of dragons in our history it is always exciting the "first time" this party faces one.

I See A Lot Of People Use +1 When They Like Something. This Deserves A +5 In My Books. Well Done


VM mercenario wrote:
Leafar the Lost wrote:
..and sent to my Labyrinth where you will pay dearly for your crimes against me!
You threaten us with a David Bowie movie?!? I don't know if this is ridiculous or fiendish...

+1


Investigated Eh? As Long As there's No Cavity Searches Involved, I'm Fine With It...Oh Ignore Those Arson Papers Too, They're Nothing To Worry About *cough*


Necromancer wrote:

I didn't say the caster should be able to do all of the above. Just a few things.

Sounds Like A Powerful Mage Would Be Able To Do Some Of The Above And Not Necessarily All. I Agree With Necromancer.


Sorry I Skipped Right To The Last Page By Accident. What's Going On In This Thread? Is It Too Late To Hate/Love Rogues? No? What About Question The Paladin Code? No? Don't Post You Say?...Are You F&#~ing Nuts? It's A Messageboard...


The Text Of The Spell Even Mentions Cursed Items As An Option, Which I Would Think Is Even More Dastardly Than A Shield. Tell Your GM That You Plan On Getting The Necklace Of Strangulation Instead :p


Cleave. Characters Are Not Rock Em Sock Em Robots, Therefore Can Swing A Weapon In An Arc If They Need To.


Mostly Everything On The List Can Have Several Uses, Even If They Are "it's useless, let's put it in the fire". I Had An Elven Swashbuckler Once Who Carried Around Soap Because He Wanted To Stay Clean; The Party Was Happy To Have Him When We Fought A Mimic :)


My Girlfriend Plays In My Group And Dies Just As Often As The Other Players. Keep The Romance Out Of The Game, It's The Easiest Way.


93 Abyssal Kitten Compulsion:

The room is occupied by many kittens and cats, meowing and streching lazily about. If any of the PC's pet any of the cats, they trigger the compulsion to continue to pet them. These cats are evil, their fur is full of venomous spines that drain your wisdom (as well as dealing d4 piercing damage as you pull a handful of spines away). Will DC 10+trap CR+ number of cats in the room to resist the compulsion.
Alternativly, the compulsion could be tried when the PC's hear/see the cats *as well as* petting them.


Ekeebe wrote:
dave.gillam wrote:

cast "grow" on his hat (and just his hat) while he's wearing it.

Wizarding Father: Don't you think that hat is a little big?

Wizarding Mother: Don't worry, he'll enlarge person into it!

+1


So what if a creature with reach, uses a (sized appropriatly) reach weapon? Does this effectivly double their threat? Furthermore, is there an area that is considered inside their range?

EX: An Ogre has a reach of 10 feet, and is using a large longspear (10 foot reach as well I think?) does this mean he can hit 20 feet away in melee? Can he not hit something at the 15 foot mark?


MultiClassClown wrote:
No matter how well prepared you are, you can bet that at least one of your players will think of doing something that you DIDN'T prepare for. Roll with it.

I have a player that tends to ask me questions I haven't thought of at all, especially when gathering information.

"Oh hello shopkeep, what's your name? do you have a family? how old is your middle child? what made you decide to open shop here?" etc.
Now to some, this might seem normal, but our group has a general understanding that NPC's like shopkeepers, hobo's, and random streetwalker #9 don't have any useful information/names/anything worth talking about unless they've given reason otherwise. IE:if the shopkeep already gave you a name and a bit of backstory (the herbalist with the colapsable stall that's been fleeing from an assasin's guild for some age old run-in, for example) then it could be an adventure hook and it's understandable. But if you're looking for a random general store, then just buy your items and get out.


Convince thieves/lower level mages that one of the wizards is carrying a very powerful artifact (something mundane) that would end their existence if he saw them trying to take it. Then sit back and watch them do stupid things, trying to obtain something useless.


Jadeite wrote:


Start here:
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/highestPossibleACInTheCoreRulebook

Wow...just wow...


Isn't there a boss-type character of some sort in one of the Adventure Paths (RORL series I think) that has around 25 ioun stones, including ones that stack?
I'm playing in the game at the moment and therefore can't really look it up, but I thought I saw something along those lines a few years ago when flipping through the books.


So when Pathfinder makes a VT release of their own, will it be be supported for us MAC users too? Kind of a pain when my windows tower isn't in the room we play in (not really an abundance of room etc).
I find a lot of great tools when searching around, but never get to use them in game because they only work on windows :(


Can you play True Neutral alignment?

Meh


Well first of all, we've worked the issue out in a way that keeps the game rolling and everyone is happy. By the paladin player's request, his story arc is being altered so that he can retrain himself to a class that's more suiting. He has decided to playtest the samurai, and has a great backstory that explains the change well and how he will fit back in.
Secondly, those of you calling myself, my players, or anyone else on here for that matter things like "idiots", "dumb", "stupid" etc can go F$*k yourselves - you don't know us personally/every detail of the game so far and you can keep that kind of oppinion to yourself. I asked for help, not insults.

Thank you for the input, it's helped.


That Monk sounds Awesome with a capitol A.

I was hesitant to mention the paladin's CG side for two reasons 1) I know how much everyone hates the idea of non LG paladins, but frankly it makes sense to me either way. 2) He made the paladin CG, but so far has mostly played from a LG point of view, only hiding behind the CG part when he does something evil by saying "well I guess I can't play my alignment right then". An example of the later being commanding other party members to break into people's homes and steal their furniture to board up the city gates before the undead attack, while there were similar materials in plain view.

I'm on my way to discuss the final details of the compromise/sacrifice that all involved will come to now, I'll see my results on Sunday. If they won't cooperate on their own, I'll have Hellstrom or Borloch (as they don't know his story yet) force them to work together. If that doesn't work, we'll discuss character re-creation.

Thank you everyone for your help.

+1


Heh Okay, so now that I'm at home and not at work, I've watched the video over and admit, he's got a LOT of energy - which is pretty important for keeping the players interested. I feel like i've seen that dungeon before but I can't quite put my finger on it.

Also, the Burger King idea sounds hilarious. I'm not sure what HOL is, but I'm up for dragging my players to some random places for the fun of making those around us uncomfortable Mwahaha!


I forgot about grell! Nicely done.


I got about 3 seconds in. I agree with BenignFacist, public gaming is just wrong. I don't know why, but I know it is.


Maybe it was said and I missed it...

Time Stop + a number of other spells


Wow, didn't notice this was 2 pages long. Yes they are both playing from the point of view "I'm just playing my character" which has a bit of immaturity on both sides and might just end in making new characters or crashing the campaign entirely, however I don't want it to come to that and ruin the fun for everyone else. Now to answer some questions i've come across.

I chose the title based on the paladin's code vs the alignment of the assassin, aside from that it's a title, I've seen worse, deal with it.

The previous party all died fighting undead and accidentally blowing themselves up with powder kegs in the process several game-time days before the big attack on the city. The only survivors were the rogue that runs a thieves guild (as he stayed in town while the others went questing) and the paladin's previous character who ran off into the woods and lost sanity, as the player decided it would be easier to make a new character with everyone else.

The group did not discuss much before making their characters, but they all knew each other's plans: thief running guild, rogue going assassin, a pair of bar-brawling/alcoholic barbarians, and the paladin who hired them all as mercenaries.

Part of the argument is that the mercs still haven't been paid. Yes they have a lawfully binding contract. Yes they've met the literal end to it, though it is to be assumed that they will continue to work together now that they know about the evil necromancer who got away blah blah blah.

As previously mentioned, this is the first sign of the paladin intervening/objecting at all. The rest of the group doesn't care either way, seeing both characters as heros that have fought beside them.

If it helps, the paladin's playing with a chaotic good alignment, but his viewpoint has been mostly lawful so far anyway (I was thinking of talking to him about changing to LG anyway). Originally, the CG alignment would be no problem in working with an assassin, but the personality just doesn't fit.


Kobold Cleaver wrote:
I'm siding with the paladin here. His player showed great maturity in having the character delay in vengeance until the apocalypse was over. The assassin, on the other hand, sounds like somebody who doesn't know how evil works, and who decided it means "kill whoever, even if it'll turn out badly for me."

I'm trying to do this without siding with anyone actually. The paladin lost his abilities until he atoned, for associating with murderers (and something else he did while preparing for the battle, but that's another story) and the rogues are getting fined for the murder (as there happen to be bigger fish to fry in this case and the captain of the guard still needs them).

The problem now is that the paladin is claiming that he just wanted to talk (by drawing his sword and throwing a pair of manacles at the assassin) and the assassin is avoiding him like the plague. So even if/when they come to a compromise as players, they have put their characters in a position where they won't be willing to make said compromise.


Jason Beardsley wrote:
Dabbler wrote:
hexa3 wrote:

It's at this moment, a nearby drunk begins harassing the half-elf rogue (assasin) nearby for being a half-elf. The pair of rogues, in their current state of mind, instinctively shoot him (clockwork era guns)killing him in the middle of the bar. The ominous silence is broken by the paladin who, at this time, rounds up the whole bar to his side to fight against the undead and wanders off like nothing happened.

Now that the undead have been purged, the paladin is going after the rogues for killing the innocent drunk, to which they've argued "but you did nothing to stop us/him".

Sounds like bad play all round, frankly.

Shooting somebody in the bar for insulting you? Stupid Evil.

Not doing something about it until later? Stupid ... er, well just stupid.

A Suggested Solution: paladins do not have to be up-tight douchebags. It is more important for a paladin to redeem an evil-doer than to kill or punish them. I suggest that you pull the players aside for a chat and explain it to them something like this:

"In character, you are friends, you both know the other is capable of serious heroism and together you've saved a city. At certain points your characters had the stress get to them and did things (or didn't do things) that they shouldn't have (or should have done things they didn't). So here's what can happen: the assassin can realise he went to far, and apologise to his friend and ask for the chance to atone with more heroic deeds, and the paladin is going to apologise for being an ass over it and forgive him on those conditions to redeem him from the grasp of evil. The rogues are going to try and remember that they are meant to be heroes in future, and the paladin is going to bear in mind that everyone makes mistakes.

"Or, if you cannot handle that, you can ALL go make up new characters."

This. Exactly this. I'm gonna copy this in my "GM Notes" for future reference. Hope you don't mind =)

Meeee Too. +1

Mr. $mith it is the Witchfire Trilogy, this all started just before the Longest Night began (shooting the dwarf in the bar), and ended about an hour after the undead were fought off (sword drawn, manacle chase).

I've talked to the assassin already and given her a compromise situation that she can work with, and explained that if things aren't resolved, they will both be making new characters (the rogue has managed to keep himself out of harm's way for the time being). Next stop - paladin conversation.


Mr.$mith wrote:
hexa3 wrote:

The assasin has made enough evil acts to gain levels in said presteige class, but has since been one of the most heroic characters in the party (riding a warjack into the center of a swarm of undead to detroy them).

Sorry about that last post I'm new here

I might be focusing on the wrong thing here but you did say "WarJack" So I have to assume this is in an Iron Kingdom's setting and then looking over your party who is the healer, because the IK setting has some pretty harsh healing rules if your alignment is close to the person whose doing the healing. Any way its kind of a side issue to what you brought up but I just wanted to know. But if your not in IK and are just using there stuff its not an issue at all.

So then its already been said several times that it really comes down to your players and if there willing to do some compromise, once again if you are in IK and the rogue did just kill someone out right the local guard can over look that for a short time for a greater danger but then would come looking for her after the issue was taken care of, and that’s just because the IK governments can be like that. Also if its not IK…well I’m sure the governments can be like that too. I’ve read over most of this and I just don’t know what you want to happen, or anything about your players to give more focused advice. Like is the person playing the assassin kind of a b@stard or just doing it for fun or what?

Spot on actually, it is in IK, which is why the capitain of the guard was witing for things to settle down, given the current situation (undead invading blah blah blah). He intends to merely fine them since they did save the city afterall, though it would still be a hefty fine.

The paladin has never healed the assasin since she became evil, so there's no worris there so far on IK's heavy healing rules.
The non-assasin is running a small gang of theives on the side, but that's something that the players are working out in a way that the paladin can let it go (or use it to his advantage as part of the greater good).
It's mostly the assasin vs the paladin that is the core of the problem, and yes they've brought it on themselves, and yes worse comes to worse i'll have them both re-roll characters in a bloody fight to the death or something. The key is trying to find away around making them re-roll entirely, as they've both played big role's in the party so far, and have potential for the future.


The scenario is as follows: The players have made their way to the bar, where they are to meet the capitan of the guard about an investigation they held on necromancers in the area. One rogue enters the party here and finds out from the party that his current companions died while he was away, they were unable to recover the bodies (he's not impressed).
With a piece of evidence about the necromancers launching an attack on the city this night, the paladin turns to round up the group. It's at this moment, a nearby drunk begins harassing the half-elf rogue (assasin) nearby for being a half-elf. The pair of rogues, in their current state of mind, instinctively shoot him (clockwork era guns)killing him in the middle of the bar. The ominous silence is broken by the paladin who, at this time, rounds up the whole bar to his side to fight against the undead and wanders off like nothing happened.
Now that the undead have been purged, the paladin is going after the rogues for killing the innocent drunk, to which they've argued "but you did nothing to stop us/him".

I like the ideas so far. Set, screaming-flea and r.doyle, you're making this easier for sure. Thanks to everyone else as well of course.


My level 3 wizard managed to find a wand of fireball with 10 charges left (playing rise of the runelords) and then ventured off to Thistletop where I found very little to be challenging :D


BenignFacist That made my day :)


I've always takent he somatic and verbal components in this spell to be a conversation that the caster has started with the target (they're a hand talker haha)gesturing while they suggest something that they would both enjoy (under the effect of the spell). A lot of enchantment, illusion, compulsion and general Bard abilities/spells can be played up this way, though intelligent casters might still notice what's being done with a spellcraft check.


The rogues were originally neutral, but due to killing in cold blood, obvious stealing etc, they've begun shifting in alignment.
Our last session ended with the paladin confronting the Assasin, throwing a pair of manicles in front of her and saying "make this easy on yourself" when she told him where to shove the manicles, he drew his blade and chased her till she dissapeared to the rooftops :s
I can understand him wanting to make them attone, but the message so far seems to be that he's going to arrest them, and obviously they refuse to let that happen.
The assasin has made enough evil acts to gain levels in said presteige class, but has since been one of the most heroic characters in the party (riding a warjack into the center of a swarm of undead to detroy them).
I forsee this tearing the party apart, resulting in new characters or the end of the campaign. Obviously this is frustrating for the whole group since no one wants to lose their character or stop the campaign.


My party is of various alignments, the Paladin just found out that one, possibly, two people in the party are evil. One of the rogues have prestieged to Assasin, the other one is looking to go Shadowdancer (no evil required, but he's done some evil acts anyway).
The party have already had to make new characters due to death, is there anything I can throw at them to force them together regardless of alignment?

Party is:
human paladin
human rogue/assasin
human rogue
human barbarian
ogrin barbarian


I see Paladin's as a "(un)holy knight" (using brackets if they apply). As long as a Paladin fights for a cause and is not neutral, it's good in my books. Of course this is also where the Antipaladin, Hellknight, Cavalier, and Blackguard can come in.
It's all a matter of how the player wants to flavour their character, unless it's Pathfinder Society of course.


HaraldKlak wrote:


Page 30. Table 3-1: Character Advancement and level-dependent bonuses

I don't know how I missed it...wow. Thank you.


I know I'm really late on this, but can someone give me a page number reference from the core book? I really only just found out about this odd level progression thing as well and have never come across it in the core book.


Was there ever a table made for this or anything to keep it clear?
Something akin to:
18-19 4 points
19-20 5 points
20-21 5 points
21-22 6 points?

I may have just missed it (the math had my head spinning after a long day of work so I skimmed some posts).


I used to have players bet against percentile dice rolls. Example being 50% chance of stun, I roll a 60 and ask them "high or low?" if they said high (the higher percent being 51+) they would pass in this case, if they said low (the remaining 50%) they would fail in this case.
Sounds kind of complex, but it worked for a while. Though I guess it kind of made everything a 50/50 chance.


My wishlist would be made up of mostly things that Pathfinder are not allowed to publish such as illithids, umber hulks, and beholders :s
I misses them


meabolex wrote:


Yeah I did a 4d6 drop lowest for my current group's stats. The core problem with dice rolling is that dice rolling's random probability doesn't care about anything else. For instance, the players in the group who were the most experienced rolled gigantic 40+ point buy equivalent stats. The players who were brand new to 3.X/PF rolled between 10 and 12 point buy. I added some balancing mechanisms to try and bring the other players closer to the "good" group, but that ultimately messes up balance. Now I'm altering encounters, adding additional challenge rating, and doing GM alchemy to make things challenging. It's working, but I'm unsatisfied that I have to do significantly more work because I picked rolling over point buy.

I lucked out in a way, the campaign I'm currently running is The Witchfire Trilogy (converted of course) which provides a lot of overwhelming hordes, low amounts of gold, and even lower amounts of magic. Arcane magic has dangerous potential, and divine magic is dangerous if you're helping someone of opposing faith; so although my party balance is skewed, the game runs them through some trials anyway.

In one round, they have managed to take out the Gorax in Fort Ryhker, which was 1 CR higher than the EL. The paladin and one of the barbarians (two of the 40ish point characters) also took on an astral stalker at level 3 by themselves.


Sounds to me like you're too frustrated to care by this point anyway.
Talk with your GM and explain your thoughts on the game so far, maybe compromise to try x amount of sessions, and if there is no gain from them, drop the campaign entirely.

I've run several games that my players eventually lost interest in/found too difficult/didn't have time to play anymore and had to end before I felt they saw the greatest parts. It just gives you a chance to try something new for a while, and maybe come back to this campaign some time down the road with a new plan and more ideas.

Any other advice on this (from someone not familiar with the story/campaign) seems to have already been said: get fire protection, hide/sleep in pocket planes, and try your best to advance the rest of the plot. Maybe next time you teleport, you go FAR from where you are, then teleport back a few days later while the dragon is on his way to your first spot. Once you're back to your last ambush spot, start scouting to new places and make use of those knowledge skills.


My players use 4D6 - lowest for their stats, though their most recent characters have quite a range of power in their stats. Personally, I like playing with whatever I end up with, good or bad; but this group has some characters with around 40 points, and some with around 15. I don't alter the CR unless it's in dire need, but as you can guess, this makes some PC's utterly useless in some scenarios, and some "boss-like" monsters don't stand a chance.


Someone mentioned the Warmage somewhere here (I forgot to quote it and now I can't seem to find it).
I agree, they had some neat spells and the ability to wear armor, making them able to withstand attacks for a change.
The evocation wizard has the equivilent to the warmage's edge, but is there an archtype somewhere that I may have missed that can wear armor?

1 to 50 of 61 << first < prev | 1 | 2 | next > last >>