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Good evening, sir.
My name is Cato Taldanius. You may have heard of me. I am a story-teller extraordinaire with some, ahem, additional skills mixed in.
I was born in Oppara in 4677 AR and lived most of my life there before venturing out into the world at the ripe of old age(for adventurers) of 25.
I have been to many distant lands and seen many strange things. I enjoy documenting my experiences and relating them to folks orally and with the written word. I possess excellent oratorical skills- in fact, I can relate a tale so stunning that my fellow compatriots well up with passion and fortitude even during a battle with beasts.
Many wondrous things exists to be found for those able to find them. I have the skills to find them, while at the same time noting every minor detail of our adventures for future recitation. I would be a valuable asset to any group of adventurers seeking treasure, glory, or even death itself.
So, sir, Restov, I will not disappoint you. I am no front line warrior, but rest assured I have valuable political skills to compliment those front line brutes. If you shall have, I would be honored. If not, please take a free copy of my most recent chronicle on the dangers of Opparan Women's Societies.
Tobaris, thanks for reading the intro. I have never played PbP and have been watching the boards for a good AP. I currently run a house game with 6-10 rotating players. Played DnD for over almost 20 years through high school and college. Just recently converted to Pathfinder in 2010. So far so good; run the Golarion game at home, play PFS at cons, local stores, and at home. I have never played Kingmaker and never played a Bard. I plan on making the Bard a half-elf from Taldor. No special stat quirks or anything, just a basic orator-performance jack of all trades guy, good charisma for politicking.
I wasn't sure if you wanted acceptance before a roll for stats or not, but here goes if so. Appreciate the time.
1) 2d6 + 6 ⇒ (4, 4) + 6 = 14
If accepted, I would take the middle gear choice: B: 4,000 gold to buy any gear.
This was my 3rd year at GenCon. I thought the mustering was a dramatic improvement, as well as the acoustics in the hall. I have difficulty hearing as it is and I heard everything I needed to.
What are the chances the games could begin at 9am rather than 8am? I'm begging!
It was my first Gen Con special, too. I will certainly be doing those again.
All my GMs were great. My GM for the special, I think his name was Trevor, was great, too.
I did find it strange during the special that generics weren't allowed in but there was an entire table empty with a GM sitting there by herself...
I'm a GM at home for a group of folks, and every time I go to GenCon and play PFS I learn a new interpretation of the rules I was doing wrong. I think that's great. This year, I learned that, as a player, if the GM was not in "voice" of a character, I found it difficult to tell whether or not a character in game was speaking or whether it was the GM. I find myself slipping into my natural voice as well, so I vowed to pay attention this.
The GMs really put up with a lot. I find that at my table at home if there is more than 6 people it can get frustrating, especially when they aren't paying attention. Doing this for 8 hours is enough for me. Now skip to GenCon, when the GMs do this for 3-4 days...hats off. I would GM at GenCon, but this is the only time I get to really play a my characters, as my players never want to GM :(
Was the boon dice loaded in favor of the players? ;) I rolled 20 twice!
I played Bonekeep both nights; went in nervous the first time but we succeeded, feeling very accomplished after hearing horror stories. Second night I got stuck with a Cavalier who had to bring his horse with him...not so good. Our alchemist died but rest survived. We didn't finish. GM was great then, too. Fair and balanced (but not like Fox news).
I didn't think the generic ticket holders were a problem...we practically begged for one in Bonekeep 1 with a small group. Unless a ticketed person didn't get into an event, what's the big deal with generics?
I will say none of the games I attended began on time; this due to even split between table being filled or GM not ready. Just so much going on. No big deal unless it was for timed event like Bonekeep. Bonekeep 2 we lost maybe 30 minutes or more due to "stuff." As a GM you got to put your foot down and begin. And players, don't get to the hall at start time, get there BEFORE the ticketed start time, sheesh. And dont blame the muster folks, either. They are bombarded, literally. I'
I played Bonekeep level 1 at GenCon and contracted the Red Ache. It states:
Bonekeep Malady: You suffer from a lingering malady after your exploration of Bonekeep. While any diseases you contrcted there (below) seem to have faded upon leaving the dungeon, you still seem to suffer from sporadic coughing fits and fevers. You take a -2 penalty on any Fortitude save against disease.
When I played Bonekeep 2, the GM told me the penalty only applies while in Bonekeep. However, the text seems to imply otherwise.
Also, does this need to be removed with prestige? I also gained the boon Personal Physician, and was wondering if this would remove it if I pay the costs.
I cannot find in the rules where it says a 1st level spell costs 10gp to scribe into a spellbook...
I see a table in creating magic items that says 25gp for 1st level...this table: Table: Scroll Base Costs By Scriber's Class
I bought Tide of Morning at a local game shop but realized there was not a Chronicle Sheet with it...
Is there somewhere I can download a copy? I have searched for it but have come up empty...
EDIT: It isn't the Chronicle sheet that is missing; it is the GM reporting sheet that is missing. guess this isn't necessary after all!
My two main questions were whether or not the wraiths would "have the knowledge" that they -could be- encased. The player says no that this is metagaming. I ruled it is not metagaming in this case since it is an effect of the spell and they need not know the spell itself- only that they could be frozen if they didn't do something.
That being said, Gilfalas shows the ice wall created would not be substational enough to prevent the wraith from moving, due to their incorporablity.
The rules DO state: An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass ENTIRELY through an object whose space is larger than its own.
This would suggest they can still pass through
A player wants to use Polar Midnight on several Dread Wraiths.
He says the wraiths, can be affected because of this line in incorporeal rules:
"An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own."
I tend to agree, since the spell encases in a wall of ice, but how big is the wall.
Second, the player says the Dread Wraiths wouldn't know the spell would freeze them unless that knew what spell was cast. I said it is likely they would know they were being frozen, since it takes roughly a round or so for the encasing to begin. It would seem if one were starting to freeze they would attempt to move away from the area. Using the player's argument, I would relate that to: if a player was on fire, he would have to know he was burning in order to put it out...
This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules.
Apparently u as the dm arent having fun anymore and EVERYBODYs supposed to be having fun. How are the other party members doing? Are they having fun being outshined by this person?
With this character, he plays by himself, since there is only one other person with a level 20, and he rarely plays. So I actually created hirelings for him to use, decent hirelings that could easily be played as characters with great equipment. Maybe I should just disallow the use of these, too, since they aren't in the rules?
Pauper Princess wrote:
It sounds to me like the DM is upset that the player has a high AC and BAB, not just that he combined Vorpal with the Flash of Insight tattoo. It seems that the DM is begrudging the player for making smart moves and steering the PC in a direction that caused him to have high stats. What's next, only being able to heal a certain amount of hit points per day?
LOL. It seems to me the GM allowed 3rd party items in the game when he shouldn't have. They will be promptly removed. It's too bad this GM was so generous to even allow such a thing and the player took advantage and still blames to GM, even after the GM was willing to compromise to make things balanced. Talk about arrogance...
Kirth Gersen wrote:
Combat at 21st level SHOULD be nearly instantaneous. Once enemies learn his his super-move, they'll kill him in ways that don't bring them within melee range. This is part and parcel of DMing epic-level campaigns. Combat at 21st level should not run the way it does at 1st, or something is very wrong.
But this would imply that all future enemies know the character...and know his strengths and weaknesses...isn't that GM metagaming?
As a GM you should have known not to give a player such a magical item, whether its a magical tattoo or a crafted wondrous items. Some items just aren't suitable for players.
I didn't "give it" to the players, he purchased the item with his money. He is level 21 and can craft, but can't craft tattoos. He has many connections in the game as well as rogue Black Market talent, so he is able to get any wondrous item (except artifacts) within a reasonable period of time.
That's why I allowed the wondrous tattoo, using the 3rd party book Inkantations. I'm not a big fan of tattoo magic myself, preferring to stick to those in Core, much like I am with wondrous items. But if he is able to craft, which he is, virtually anything, why not allow him, per rules, to make a +10 Headband of Mental Superiority?
If he had Craft Tattoo, why not allow him to make the tattoo giving him Flask of Insight? As I said, I am not a big fan of the 3rd party stuff (and may have to limit 3rd party from now on) but a lot of 3rd party things are fun and interesting. Obviously, having a CR 20 devil killed in one shot isn't fun for a GM, though.
If a crafter can make a magical item and sell it, why can't a tattoo be sold? This is where I was coming from from he obtained it.
-blackbloodtroll- Of course, it would seem to reason that if he can kill easily such high level monsters, why would I bother to GM? If I'm not having fun, it ain't worth it. I can seek to balance it out, though- by giving him, as mentioned, enemies with add-ons, like fortification, or even an enemy with the same tattoo and sword. But this would be sort of powergaming and metagaming on the GM's part...
-Icast- he purchsed the Vorpal sword.
In the case of the character, it IS pretty much an auto-decapitate. With a BAB of +31, the character can almost hit any creature with a head. NO SAVE...
Going by the bestiary, there are 2,099 monsters that could be hit with AC 32 unless the character rolls a 1 on the critical confirmation hit.
There are only 2,297 creatures listed on the database. That means a use of the Flash of Insight and NOT rolling a 1 on the confirmation basically auto-kills 91% of all creatures listed!!!! The highest AC creature listed is something called a Pizuzu at AC 49.
Take a look at some iconic high level creatures:
Great Wyrm Red Dragon AC 39 Dead on a confirmation roll of 8+
Not many creatures a character encounters will be able to do anything whatsoever.
Pointing out that it can only be used once per day is a red herring- who cares. Typically there is only 1 encounter per day anyway, and if you kill the big bad boss, of which there are usually just one, the encounter is over anyway. Plus, most creatures players encounter have heads, so that is moot. Unless the GM powergames and only has the character face those without a head, or ads 2 or more big bad bosses to negate the effect of vorpal...
Higher initiative doesn't matter at all since the enemy doesn't have a one-shot kill ability. All the player would have to do is move in, use flash, vorpal, dead. Initiative order has no bearing in this case.
Attacks of opportunity is a concern, but not when the AC is 47. And especially not when the enemy still doesn't have autokill.
Rolling to confirm the critical is a joke when all that is usually needed to fail is a roll of 1.
The 4 goals to accomplish you list are very easy to do.
1. Usually only one encounter per day, one bad boss per encounter. This point is moot.
2. Initiative doesn't matter unless the enemy can kill you with one shot, which isn't possible 99% of the time (because this would be unfair to players and a game breaker like the tattoo has become).
3. Attack of opportunity doesn't matter- read above.
4. Confirming a crit is easy when all you have to do is roll not roll a 1.
A character in my world has a Tattoo called Flash of Insight. It allows him to:
Flash of Insight (Su)
Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
He also has a vorpal weapon.
He has been using this to one-shot kill opponents, such a a CR 20 devil.
He says he can choose to roll a "20" on the first hit then simply roll to confirm the critical. As a high level character himself with a large BAB, he only misses on a 1-5 mostly.
My question is: does the Flash of Insight for the tattoo allow him to roll a "natural 20" that needs to be used for the vorpal to work?
Well my question wasn't answered...
The +6 Belt of Mental Superiority states the GP worth is 144,000.
If you take the chart:
Ability bonus = bonus squared x1000
This would seem to be, since the headband gives +6 to 3 different abilities, that is should be
ability bonus is 18 squared, then times 3.
This equals 324,000. But wouldn't you also use this price feature, too:
Multiple different abilities Multiply lower item cost by 1.5
Not sure how 144,000 GP was computed...
A wizard wants to create a portable hole with an alignment restriction and make it to where a user must use disable device, too. He wants the 40% discounts from these restrictions.
He wants to make some, then sell them, then keep one for himself.
My question is, how to adjudicate the skill portion. Can he pick the DC to be added on disable device? Will this increase the cost or the cost to create? Or does simply putting a skill restriction on an item mean it to be a simple skill must have ranks in it?
For instance, say he want to put a skill restriction of acrobatics. This doesn't make much sense, since everybody has acrobatics but not every has a rank in it. What would a skill like acrobatics have to do with using an item anyway, unless it was specific to motion and movement or something.
Could he place the disable device skill use on it, making it DC 100?
A caster in my campaign wants to craft a +10 Headband of Mental Superiority, rather then the listed +6.
He is caster level 21, but also has Profession, Master Craftsman, with 20 ranks.
In trying to compute the cost and caster level, we have run into issues.
The +6 belt is listed for 144,000 GP. The rules in magic item creation don't show the price as being this; therefore we are having trouble computing the price of the +10 headband. I'm not even sure +10 is allowed, but can't find anything RAW restricting this, especially since weapons and armor can be +10.
I figured we could take the +6 belt and divide by each bonus (6) and then multiply that times 10 to get a price for the belt. In this case a +10 belt would be 240,000 GP.
Assuming caster level is 21, does the weapon and armor bonus restriction (caster must be 3 times bonus)the wizard may not be able to make it anyway.
Does the slime automatically fall on characters when they enter a room? The text doesn't say there is any save or attack roll...
Green Slime CR 4
This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone.
This seems to happen quite a bit... GMs giving players break left and right, but when one break isn't given, they complain. Threatening them with going to RAW usually clears them up, especially when you make them realizes all the breaks they have been receiving. GMs create this problem, however, by not sticking to RAW in the first place- players and GM alike get used to breaks being given, thus the players get used to a certain style of play. it's like a football game where both teams get used to referees who let the players "play" by roughing up one another despite penalties which should be applied. When one penalty appears too egregious, the flag is thrown, and the players are like wtf, we have gotten away with this before but now this?
Players get used to these breaks and expect to keep getting them. The GM just looks bad by not allowing certain breaks; believe me, I know, it's happened to me many times. It's like if you loan someone money and they don't pay you back, you are the jerk for trying to get your money back.
Would banishment work on the incorporeal azata?
Incorporeal: Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
Banishment doesn't seem like a corporeal spell...
Here is how this ended up laying out.
The rogue began the round flanking the devil with a clay golem on the other side. Several feet away stood a ghaele azata and hound archon.
The rogue began the surprise round by throwing the breakable flask of sovereign glue at the devil. The devil was predetermined to be standing, weapon sheathed, arms away from body but legs together, hands open. Rogue is unaffected by fear aura.
The rogue succeeded and the flask broke on the devil. The golem took no action, the hound archon moved within 15 feet from the devil, who is unaffected by the aura of menace. The Azata moved to within 25 feet of the devil and zapped him with a light ray attack.
Initiative for the actual rounds is:
1. Rogue 24
At the beginning of the Rogue's turn, the glue hardens. The Devil's weapon is stuck fast as well as the devil's chainmail. Thus, he cannot teleport now. His legs are also stuck closed so he cannot walk.
Hands are open and arms free, however. I have removed his dexterity bonuses.
Rogue attacks with full round action, sneak attacking for gobs of damage. He failed his last attack and took the devil down to 8 hit points!
The devil then didn't have many options... needless to say he perished.
I would think the encounter would play out thus:
1. Clay Golem grapples devil, succeeds.
*If initiative was Devil 17, Golem 12
*If inititative was Devil 12, Golem 17
Since the devil is wearing chainmail, and he is large, it would seem it would weigh 80 lbs... but why would greater teleport be included in his description if he couldn't use it. He would have to take it off to teleport...does the description concerning 50 lbs mean 50 lbs of unowned, unheld objects? For instance, the devil could teleport with all his carried gear, but not grab an enemy who weighs 150 lbs, or he could teleport away with all his gear and not grab a magical anvil or something...
What if a 600 pound creature covers himself in glue then leaps onto the devil? The devil lists that only 50 pounds or less can be teleported. Seems like this would effectively prevent teleportation...at the expense of the creature.
The rogue has a clay golem he is now asking about- he wants to coat the front of the golem with the glue and have him grapple the devil. They are acting in the surprise round.
Since the glue takes one round to set, and if the golem succeeds his grapple, would this mean the glue has set and one round has passed by the time it is the actual devil round to act in?
A hole host of other issues come to mind- golem sovereign glued to devil- permanent grapple situation!
If the golem has glue on his chest, and simply wanted to touch his chest to the devil, would this be a touch attack or grapple attack? Grapple seems much more strict, but touch attack seems too less for an action such as this...
I have also noticed this: the greater teleport ability the devil has says himself and 50 lbs or less of objects. he is wearing chainmail, which weighs more the 50 lbs. does this mean his chainmail has to stay if he teleports away in a basic use of teleportation?
The devil is standing on a dirty plain in the worldwound. A rogue wants to pour out the sovereign glue on the feet of the devil (Baal), taking the AoP.
Question is, can the devil use teleport...does he teleport away with gravel and dirt attached to his feet as well. Or is the spell auto-failed?
What if the devil was on a stone wall, would part of the wall go? Wouldn't this be a strength check or something, since stone would be hard to break?
If he did have boots, could a caster even choose to not teleport his stuff? Would this extend to a caster being on fire, using teleport to get away from the fire too, or would the fire follow the caster?
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result.
Clarify the *** sentence? Not sure this makes a lot of difference. It is for the GM to roll secretly correct, so the player doesn't know?
If I were a judge, I would rule in Kazaan's favor.
Valid arguments bolded.
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.
<b>When used against an object</b>, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field...
The spell can be cast <b>on objects</b>, which receive saving throws only if they are magical <b>or</b> if they are <b>attended</b> (held, worn, grasped, or the like) by a creature resisting the spell, in which case the <b>object uses the creature's saving throw bonus</b> unless its own bonus is greater. This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects. A magic item's saving throw bonuses are each equal to 2 + 1/2 the item's caster level.
This should be the end of discussion. People who aren't seeing this are are using convoluted logic trying to argue that this spell cannot target an attended object.
A character has a wand of acid arrow.
His enemy has an item hanging from his belt.
Can the character target this item with the wand of acid arrow?
Acid arrow says Ranged touch attack. Since the item doesn't really have AC and is being carried, does this mean the ranged touch attack would be the enemies?
If so, the character makes a ranged touch attack v. the enemy and hardness and hitpoints then come into play, correct?
What are the rules for Lantern of Revealing?
Does this item have to be outside of the character?
A player of mine says he can keep this in his backpack, covered and protected, and have it still work.
I do't think it works this way.
Does the character have to hold it? He wields a two-handed weapon, so I don't think he can hold it and and swing his weapon.
I do believe he can activate it and set it down, though.
Yet he can't do any of this by himself unless a much higher level than his enemies...