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How does it actually work?
The party is playing RotRL and about to face Karzoug.
Karzoug has Time stop and it says you act freely for 1d4+1 rounds.
So on Karzoug's turn he cast metoer swarm and then does a Quickened Time Stop. So he can do 2-5 additional items during this time stop correct?
And if it's an area effect and the duration last longer than the time left, he can also cast it against the party? correct?
How does the ability from the Runeforged Weapon work exactly?
As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day.
How does this work? Do I ask for a save and say it's a transmutation effect and they decide before the roll if that want to weapon to absorb it or after I tell them they fail, does it absorb it?
So I'm looking to create my own personal adventure/campaign. The last time I did this was when I played 3.5 D&D and it was based around Yuan-Ti. I've looked and don't see any Yuan-Ti within Pathfinder.
Are they copyrighted by Wizards and the Forgotten Realms setting?
I would also like to create this campaign to be located in an area where no previous Adventure Path has taken place.
I've got the Inner Sea World Guide as well as the Pathfinder Chronicles Campaign Setting so I can start using them to get basic information for an area, but then everything after that will be all new.
So any ideas or suggestions would be appreciated.
Only 36 hours left to get in on the Ultimate Bestiary for Pathfinder. They already did this for 5E so all the stretch goals that were reached for 5E are automatically applied to the Pathfinder edition. All we need to do is hit the goal of 10,000.
Here is the link for the Ultimate Bestiary Kickstarter: Ultimate Bestiary
They just finished a kickstarter for this product for 5E and seeing how well it did and the demand for a Pathfinder addition they started another Kickstarter just for Pathfinder.
So the party is currently within Spires of Xin-Shalast and it seems they are walking over these encounters like they are nothing.
1) The ranger and Wizard/Rogue have Fog cutting goggles.
I had one enemy try Control winds to dissipate the mist, but the cleric went next and says he casts control winds and says it negates my control winds, since he's pushing wind other direction. I try to argue stating the obscuring mist would still be dissipated and he argues.
Then if the creature has true seeing, and was a Rune Giant which is 40' tall, the wizard used sleet Storm and cast it above his vision level. So no the party sees him and he can not see them.
Then, after a battle if they are low on supplies, they Wind Walk until they are outside the Spires(Occluding Field) and then they Plane Shift back to Dwarven Strong hold.
I'm not trying to kill the party, but I would like to encounters to at least be interesting. Other then Barbarian attacks and criticals 1-2 times and is doing about 160 damage, and then Ranger and Wizard attack next, and bring the creature down under 30 hitpoints left.
So between Sleet Storm and Obscuring Mist, how do I make the encounters more balanced?
I'm running the RotRL and the party is about to face the giants in Chapter 6.
So how does this work?
Next, the person has the following weapon
What is the Hardness of this weapon?
Is the giant rolling his single attack to sunder this weapon?
On the in play, with power attack and vital strike it says
And the +24/40 Sunder
Thanks for any help
Jack of Dust wrote:
But it also states - If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Which would require them to make a Fly check.
If they fail, do they move only 10'? or don't move at all?
So how does this spell basically work?
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.
Whispers in the Wind:
So the party has encountered Silas Vekker and had to seek out the remains of his brother Karivek.
Every has Boots of the Winterland which helps them walking on the snow and ice and to endure the cold.
The mage casts Wind Walk allowing them to turn gaseous form and walk this way.
Next, they arrive to the location with the bones. Since the wizard could not do the whole party one of them was riding on a wonderous figurine, a griffon.
They moved to were the bones were and I had the Advanced Frost Worm appear.
It used it's breathe and then when it was time to attack they stated he could not see any of them that were wind walking because they were gaseous form.
Is this true?
Gaseous Form spell:
The one party member that was on the griffon failed his save against the Frost Wurm and paniced and ran.
I could not find anything within Wind Walk or Gaseous Form on whether this is accurate or not.
Plus in Gaseous Form, you lose everything, attacks, spells, etc. So if you are visible to the creature, Then you are a huge disadvantage.
So a player wants to cast Permanency on the following spells for some of the part members
Will there also be encounter releases for this complete adventure for HeroLabs?
I definitely will get the hardcover, but to be able to also have this integration within Realm Works and HeroLabs will definitely be great.
So instead of a bolt/arrow of spell storing they can potentially create an Arrow of Silence correct?
I would think only thing not allowed are area effect on arrow.
yes, on the arrow it would be ridiculous since you can fire multiple.
Next, if I allowed a bolt to be spell storing. For something like obscuring mist which would go off regardless if you hit or not since even if you miss the bolt will hit something and go off.
So how would you handle this?
Fried Goblin Surprise wrote:
Thanks, that's what I was trying to find.
Seems like a cheap way to overcome these spell level increase's.
And if he can cast 3 a day maximized.
So the player has this rod and uses it to cast fireball against something with SR.
Piercing Spell (Metamagic):
Level Increase: +1 (a piercing spell uses up a spell slot one level higher than the spell's actual level.)
The question is, does this spell need to be prepared as 4th level?
Blake's Tiger wrote:
Hard cover blocks AOO. Soft cover (an ally, for example) would impose a -4 to hit on the AOO.
So if this is the setup
The Cleric enters at position 1, which would not provoke AoO at this time.
But are you saying he only provides Soft cover at all times and I should be able to AoO every time the Cleric tries to Heal the Barbarian?
What about 10'x10' with 10' reach creature?
Cleric moves to position 1 and heals the barbarian, stating he has cover and never provokes AoO.
Again based on your statement this is soft cover and only provides +4 to AC, does not prevent AoO.
Plus it states:
Are natural attacks considered a reach weapon?
Here was the scenario.
Can the Cleric when he casts PfE use items like Rod Piercing Metamagic, Dweoner of Essence, or feat spell penetration when putting the PfE onto a party member?
And yes, the Demon did use his Call Lightning, but 3d6 is not a lot of damage compared to his normal attacks. And majority of time they make there save or avoid damage altogether, rogue and monk
And he did try feeblemind, and all slow did was counter their haste.
Ranger is shooting 5-6 arrows and he's cast Gravity Bow, favored enemy, etc. So he's hitting every shot and doing easily 70-80 damage.
And even if Barbarian swings, he's doing massive damage, more than Ranger. He crits on 17 or higher I believe and does 100+ damage with all his attacks
Piercing Spell only works against the SR of the spell's target which in this case is the Barbarian. It doesn't have any effect on anyone else, including the Demons. (And since PfE ignores the SR of the target, it wouldn't do anything against the Barbarian either.)
Ok. So let's say they are in combat.There's a summoned Demon and the Cleric puts PfE on the Barbarian.
Now the Barbarian stands in the hallway and blocks the Demon from advancing.
When the Demon tries to either Bite or Claw the Barbarian what happens?
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
The Demon has SR 25. Who's SR is being overcome?
I was using 3rd level as example. The party is 13th levelWhat do you mean did they beat the SR of the Demon?
The cleric is casting on a member of the party, there is no SR against them.
Where does the SR of the Demon factor into this?
So this spell has been used twice in my last 2 session's. The party came into a room and there was a Demon Succubus and a Demon Nalfeshnee.
The barbarian was immediately hit by the Demon Nalfeshnee, but the the next round the cleric just walks up behind him, no AoO since the Barbarian gives him partial cover.
He cast Protection From Evil on the Barbarian. All of sudden the Demon can't hit him.
They then enlarge The Barbarian and he now blocks the passageway so neither Demon can't do anything to him and the Ranger starts shooting both of them with arrows from behind the Barbarian.
The wizard also has cast PfE on himself and other plays. So within 2-3 rounds all members are protected.
Any spells the Succubus does have pretty much fail, because everyone has great saves. And if not the Cleric has other spells up his sleeve that if something does happen to a character he just counters it.
So basically it becomes a fight of how long until they pincushion the Demon to death.
For a 1st level spell, this to me is very overpowering. I mean 1 min/level seems high.
Your saying a 3rd level character could run into a summoned demon, cast protection from evil and has 3 minutes to escape, since #3
Can the Demon use Dispel Magic against the PfE?
Mike J wrote:
Yeah, we also have ditched the XP. I basically just send out an email when I feel they need to level up.But my party is one to 2 level's lower than what they should be in RotRL at times because there are 5 in the party.
They make encounters look like a joke at times, walking over everything. They are very strategic in their combat and scout ahead with arcane eye.
I've got to boost the BG's AC by 1, and the BBEG by 2 sometimes. I max their HP. Even with DR the party has no problems.
What happened to bringing the item to large city, finding someone in town to help identity these wonderous items?Boring. And what's the guy in town going to do that the Wizard can't?
That's the aspect of the role playing within the campaign. The interaction within the world.
Lots of potential.
You find an old sage, he's willing to help you truly identify the item but you must perform a task for him.
You can the these tasks into the module/storyline of the campaign your running. It helps introduce information that the players needs but are missing and your sitting there wondering how do I provide them this information without just saying, here it is, just to carry on.
I use the DM 4th Edition D&D Monday night games at the local game shop. It was those pre-made modules, that you complete in 4 hours.
Pulling some of this, especially when characters are level 10+ and there spellcraft rolls are well into the 30's
Take a level 10-12 character
Then the question comes. What if they fail? Can they retry? How long do they wait? Or does another member try? if so, since they failed, can they aid this person?
I disagree with this. I don't think that the player/character should gain complete knowledge of what the item is including the name.
For example, let's take the following item; Necklace of Strangulation
Party is exploring some old ruins, you stumble upon a decayed body.
Your Elven wizard is 5th level, has skill focus in spellcraft and has spellcraft with 5 ranks. So spellcraft would be 9 currently.
Wizard rolls a 20, with +13, My total is 33. Tell me everything.
To me, I would give them strong conjuration, but I would say you noticed that even as a skeleton the necklace seemed very tight around his neck. Tighter than normal.
What happened to bringing the item to large city, finding someone in town to help identity these wonderous items?
Yeah, I've got 5 players, and the Barbarian and Ranger have ridiculous hits and damage
The Ranger is usually minimum +26 to hit. So unless they have AC higher than 28, he is usually hitting with all his 5 attacks.
So I bump the creatures AC by 1, I max out hitpoints. But all this usually do is drag the encounter longer, because Barbarian AC is like 28.
So the player has a nice spellcraft bonus and they found a black robe of the archmagi. They detect magic and then he rolls his spellcraft and knows it's the robe of the archmagi.
Another play looks this up in PHB and then asks what color is the robe. Which I say is black and they are like. Don't put it on, it's evil.
Is this considered player knowledge and not character knowledge?
So we started plating RotRL campaign back in 2012 I believe. We game on every 4th Saturday of the month from 4pm till midnight. Most sessions start between 4:30-5pm once every arrives and we do a recap of last session.
Currently they are in the 5th module, Sins of the Savours.
This group is very heavy into role playing and tactics. They could spend 30 minutes coming up with a plan for combat prior to the encounter starting.
I could easily see this campaign running well into late 2016, maybe 2017 with their pace and based on the content left in the book.
Just this past weekend they only did 2 encounters. They finished up in the Shimmering Veils, and then started on the area of Lust after reading the journal.
I was running RotRL and the party is within the Runeforge area. They've already defeated the Hall of Greed and were in the Shimmerveils were they encountered the Succubus's.
They learned about what was need from the journal and that they need to go into the Lust section.
So since they fought the succubus's in the Shimmering Veil they knew that they used Suggestion, Charm Monster, and Dominate, Vampiric Touch.
So they wizard sent wizard eye into the area of Lust and got a layoff of the area and what lay ahead.
They then cast the following on everyone; Invisibility, Bless, Blessing of Fervor, Protection from Evil, and then silence.
True. I can always say it's similar to Mirror of Opposition.
Once your Rogue went down, the duplicates should have disappeared.
Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely.
For my group I know they will know the rules and about the mirror, so they know if that member goes down, then they duplicates will disappear.
What if they realize what this person does the other duplicate does. So now he just stands there while the party just defeat the duplicate with no effort.
If the mirror creates an exact duplicate of the PC, if the PC was the first to enter the area by scouting ahead. I don't see how the original party will know who's who in the melee.
The other member's would see 2 PC's fighting each other.
So if PC's come up on 2 members in melee, I would assume they both will say, help me, he's trying to kill me.
No. They wouldn't.
So who should run the duplicate characters?Can the PC's distinguish the real PC from the duplicates?
Should I have the PC play his duplicates and play them like he plays his character?
how tough is this encounter?
Do the duplicates only attack the PC? Or once other party members attack them, will they turn there attention to one of them?
This is a combination of a few items. Mainly when you have a large creature whose a 10'x10' section and has reach of 10' from his natural weapons, claws, bite , etc...
Lissa Guillet wrote:
Really looking forward to these dice. Always loved Q-Workshop.
I really like how it has the Pathfinder "P" for the 20, 12, 10, 8, and 6.I'm getting a set of all 3, silvery, copper, and gold. I would have loved to get a 10 pack of the silvery and give my gaming group a set each but once they announced the copper and gold I decided to get these instead for myself.
My wife thinks I'm crazy to spend that much on dice... She asks how are they any different from the dice I have now. So I show here the elaborate photos of these metal dice, and how they are Pathfinder dice.
"Still rolls a 1 or 20, same as other dice though", she said. but if you want them. Get them.
I asked how much is my limit. Her response, "Get what you want, you don't need my permission."
What a lovely wife I have...
Not sure how many of you have seen this kickstarter by q-workshop but there's less than 2 days until it funds. Hurry up and pledge to get yourself some nice looking silvery, copper or even gold dice set.
You even get a set of goblin dice with your pledge since this pledge level was reached. If it hits 300K then you will also recieve a dice tower with each dice set you purchase along with all the other rewards.
So the party learned they need to go back to the Pool of Elemental Arcana. They used the revelation Quill to learn they need something from the Vault of Greed.
They climbed into the water searching it, and gathered around the pool. Some of the party failed their saving rolls and I rolled the d6. After they learned they need water and retrieved it they left the room. The Cleric then wanted to cast Lesser Restoration to restore the ability scores he lost. The question I had was, was this loss temporary or permanent. It doesn't say anywheres within the discription of the room
During last session the bad guys had Greater Invisibility and the party was also invisible but they knew of there presence and there was 2 ways in, so 2 of the bad guys cast fireball's on each entrance.
They said they should have become visible once they attacked and I said no, they have greater invisibility, and they were fine with that.
But one of them argued they should have been able to see whereabouts they were because they cast the spell, and in the spell description it says;
So he says they should get a perception to see to point of origin of this pea-sized bead.
What kind of DC would this have been? It was after the fact of casting.
I agree with this. But the problem was the minute the ranger was under the confusion and it said attack nearest creature, even if ally, they knew the ranger fires 4-5 shots and would probably done a lot of damage to the wizard and almost kill him.
The one person tried to say with Int of 1, he wouldn't know how to use anything except a basic club to fight with. Like a caveman.
At times, I don't want to argue during the session since we are there to have fun. So I made the ruling they get only one attack then
So during the last session the Ranger of the party was hit with a confusion spell for 9 rounds. On the next round he was hit with Feeblemind and his intelligence and charisma went to 1.
During the confusion he was supposed to attack the closet person, even if an ally.
Immediately one of the players said he can't because he's feebleminded and won't know how to shoot his bow. We argued for after a few minutes I finally said he can only shoot once then, with BAB only.
Then a few rounds later the Ranger was to act as normal and this same player got upset when he wanted to shot into combat and I said he has minuses. He said he has those feats.
My response was they were not allowed when shooting at ally, so not allowed when shooting an enemy now.
So if your feebleminded, can you still shoot your bow, or if a barbarian, rage and fight?
So I'm running Rise of the Runelords campaign. They are in Sins of the Saviors within the Runeforge. They started in the Greed section and they returned to where they portaled into Runeforge.
While resting the Wizard decided to cast Arcane Eye and they read the description and looked to me and said we are going to go down every area and see what's there. So just give him the maps since it says a invisible eye and no one would see it.
I read the description myself, trying to see if there was anything I could do to prevent this but found nothing?
Is it that easy to use this spell?
I believe they have spell book which probably does contain that spell. The unfortunate problem is there wizard can not cast it.
Break Enchantment will not work. Flesh to Stone is 6th level and Break Enchantment only works on spells 5th level and lower
Character break down
So the Cleric carried the scroll since he was mainly a back support person.
It will be very difficult for the 3 of them to tackle any other section within this module without there true healer.
Yes as a GM I can fudge things and let them find a scroll.. But they also know I got lucky on my rolls, and sometimes bad things happen.
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