Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

Ashiel's Guide to Adventure Preparation


Advice

101 to 150 of 329 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
RPG Superstar 2008 Top 32

1 person marked this as a favorite.

I removed some spam.


Artemis Moonstar wrote:


Also... I liked MacGuyver... And anyone who has the brains to act like him should be rewarded for doing so.

Can you be my GM?

I often find they get really upset when my 1cp solution wrecks their 500gp plan.

Andoran

Shifty wrote:
Artemis Moonstar wrote:


Also... I liked MacGuyver... And anyone who has the brains to act like him should be rewarded for doing so.

Can you be my GM?

I often find they get really upset when my 1cp solution wrecks their 500gp plan.

The problem comes when (and I'm not saying you do this) what you think is a great idea...isn't.

I generally let players try to do whatever they want to do, but I follow it to it's logical conclusion.

And so sometimes that "brilliant" idea has unintended, but realistic consequences...and as a result isn't that brilliant.

But still fun for the rest of us.

Also, I hope you have a handy haversack for all the crap you are carrying around, as the monsters aren't going to wait while you dig through your bag, then take the time to set up whatever your plan is...

Andoran

Adamantine Dragon wrote:


Our group uses the PFS rules so that potions are priced in a somewhat logical manner. We consider the ranger/paladin potion exploit to be seriously cheesy and obviously not RAI. But other people interpret things in a much more favorable manner to their PCs...

I think it is clear that this was intended to be a nerf to Rangers and Paladins that has become an exploit...as usual going back to why we can't have nice things because people are always looking for loopholes...

Caster level issues have been an ongoing issue of debate in a number of areas, and probably need a major FAQ.


ciretose wrote:
Adamantine Dragon wrote:


Our group uses the PFS rules so that potions are priced in a somewhat logical manner. We consider the ranger/paladin potion exploit to be seriously cheesy and obviously not RAI. But other people interpret things in a much more favorable manner to their PCs...

I think it is clear that this was intended to be a nerf to Rangers and Paladins that has become an exploit...as usual going back to why we can't have nice things because people are always looking for loopholes...

Caster level issues have been an ongoing issue of debate in a number of areas, and probably need a major FAQ.

I concur ciretose. I understand why rangers and paladins get spells like they do. I don't understand why potions and wands are priced the way they are. This should have been a five minute "uh... guys?" conversation in the first play test session...

But it is what it is. I suppose if I played with a group exploiting this rule, I wouldn't demand to be charged more just on principle... I'd want my cheapo potions and wands too...

But as a GM I don't have to worry about that. :)


ciretose wrote:


The problem comes when (and I'm not saying you do this) what you think is a great idea...isn't.

Oh I get that, its just that quite often things that seem pretty reasonable get GM's a bit upset. Tying a glow-rod to an arrow (oreven making one into an arrow) was too much for some GM's. Should have seen the hue and cry over strapping a thunderstone to an arrow.

Andoran

Shifty wrote:
ciretose wrote:


The problem comes when (and I'm not saying you do this) what you think is a great idea...isn't.
Oh I get that, its just that quite often things that seem pretty reasonable get GM's a bit upset. Tying a glow-rod to an arrow (oreven making one into an arrow) was too much for some GM's. Should have seen the hue and cry over strapping a thunderstone to an arrow.

I'd allow it, but it's going to have hella penalty to any kind of accuracy, and you better be clear how it's getting attached. It does weigh a full pound and is a foot long. A thunderstone is even more awkward, as it it basically adding a pound of weight to the end.

You'd be better off throwing it, if you really think about it.


Wasn't really that worried about it being real accurate, more that it could cover distance. An Elven Ranger of a decent level with a High Str compound bow should be able to get it further than it could be thrown.

Similarly the stick is a foot long with essentially a match on the end, why cant you get them simply made into arrows?

Thunderstones are a bit heavy sure, but doesnt say they have to be round, couldn't they also be a lozenge? Why not a thunderstone in the shape of an arrowhead?

So many options imo.

Yeah halve the range, make them -2 to hit, still going to be worthwhile on a Longbow.

Andoran

Shifty wrote:

Wasn't really that worried about it being real accurate, more that it could cover distance. An Elven Ranger of a decent level with a High Str compound bow should be able to get it further than it could be thrown.

Similarly the stick is a foot long with essentially a match on the end, why cant you get them simply made into arrows?

Thunderstones are a bit heavy sure, but doesnt say they have to be round, couldn't they also be a lozenge? Why not a thunderstone in the shape of an arrowhead?

So many options imo.

Yeah halve the range, make them -2 to hit, still going to be worthwhile on a Longbow.

But the sunrods do weigh a pound as well. For comparison, 20 arrows weigh 3 pounds, so a sunrod or a thunderstone is going to be nearly 7 times as heavy as a regular arrow.

Your GM saying that will have a very significant effect on accuracy and range is being completely reasonable.

RPG Superstar 2012 Top 16

2 people marked this as a favorite.

Think of trying to launch a softball tied to the end of an arrow, and you'll see the point the DM is trying to make.

It really doesn't work.

If you want to add extra range to thrown objects, use a staff sling. That's exactly what they are made for. Even a normal, outsize sling would do the job. But really, no form of bow less of a size then an arbalest (siege crossbow) should be used for the heavier stuff. When you start multiplying the weight of arrows and bolts they get pretty useless, pretty fast.

And no, there's no reason you couldn't custom-make a glow-rod as an arrow shaft...but you'd have to pay for it. Likewise, sticking a thunderstone on the end of a club and calling it a 'grenade' should improve the range a bit.

==Aelryinth

Andoran

Aelryinth wrote:

Think of trying to launch a softball tied to the end of an arrow, and you'll see the point the DM is trying to make.

It really doesn't work.

If you want to add extra range to thrown objects, use a staff sling. That's exactly what they are made for. Even a normal, outsize sling would do the job. But really, no form of bow less of a size then an arbalest (siege crossbow) should be used for the heavier stuff. When you start multiplying the weight of arrows and bolts they get pretty useless, pretty fast.

And no, there's no reason you couldn't custom-make a glow-rod as an arrow shaft...but you'd have to pay for it. Likewise, sticking a thunderstone on the end of a club and calling it a 'grenade' should improve the range a bit.

==Aelryinth

I agree completely. And that glow stick isn't something you can throw together on the fly and expect it to work properly.

If you invest in craft, and take the time and we discuss possible issues, sure it can work.

But it isn't something you can Macgyver in a round without a really lax GM.

A softball actually weighs less than 1/2 of a pound, so it is even worse.


Aelryinth wrote:
Likewise, sticking a thunderstone on the end of a club and calling it a 'grenade' should improve the range a bit.

I had a half orc do this once. Except tended to wrap several of them to his club at once... Walk into melee and smash the first thing he sees in the face, deafen himself and the entire front line.

Since no one's done this yet. *Gives Ashiel a bag of cookies*

Edit: Forgot to address Shifty.

Shifty wrote:
Artemis Moonstar wrote:


Also... I liked MacGuyver... And anyone who has the brains to act like him should be rewarded for doing so.

Can you be my GM?

I often find they get really upset when my 1cp solution wrecks their 500gp plan.

I typically allow MacGuyver strategies within reason. I wouldn't allow a glow-rod attatched to an arrow, or a thunder stone. Having done some archery myself I know how much in perfect balance arrows actually are. Even LARP arrows, that is arrow shafts with puffy squishy heads of very light foam, tend to drop rather quickly.

On the other hand, taking the time with craft skills to actually craft a thunderstone into an arrowhead, or a glow rod into an arrow shaft, I'd lay out the penalties to attack rolls, and say go for it.


Sure, but those suggestions on range and accuracy penalties were mine.
Similarly, flaming arrows would suffer when you are essentially firing a burning torch at something.

I'm arguing that particular GM's have said it can't be done. Period.

Smokesticks and Tindertwigs shouldn't be a problem, they are an alchemically treated stick, how much does alchemical treatment weigh? Apparently these weren't ok either.

As to crafting, in all cases my characters always took the relevant Craft Skills, from weapon crafting to 'tinkering'.

In all cases I have accepted some performance result as a by product, but it just seems the 'no' bat is the first thing to come out.


2 people marked this as a favorite.

The "that's TOTALLY reasonable" response from players has been exacerbated by decades of totally implausible movie and TV actions that many players try to emulate. In many cases players may be trying to directly duplicate things they've seen in a favorite show, or even from a favorite video game. In their minds it seems completely reasonable and plausible.

On some thread not so long ago I saw someone suggest tying a 50' hemp rope to an arrow to shoot into solid wood to use as a temporary bridge across a chasm.

Um..... really? Hemp rope? Fifty feet? Climb across it? So long as you go first dude!

But then again, we're talking about worlds where hulking barbarians wield two swords that are as big as they are...

I'm all for MacGyvering, but I do have some limits to my suspension of disbelief. Fun is fun, but silly is silly.


Well maybe not a hemp rope, but could a gnome tinker make a grappling arrow that might trail a lighter cord attached to a sturdier rope that feeds a caribiner to the grapple and locks in place??

It could be made of mithril...

At the end of the day, stone or not, what I usually find disappointing is rather than GM's have a chat about how something might be done or might or might not work, it gets pretty disappointing when they just arbitrarily say no. In the same game that someone can take their sword and simply cut through a castle gate in a round or two. There's far greater leaps of imagination happening imo than worrying about whether a trick arrow being able to light up an area or put a bit of smoke into a 5'x5' square is truly 'game breaking'.

The irony is that you could just as easily have an arrow with the equivalent of continual light on it, but somehow that seems less entertaining.

Who's ever going to want to play a gnome tinker in that environment.

What about an Alchemist Archer going all Green Arrow on things?

Seems to me a bit...bland.


Shifty, I would be fine with listening to the proposal. You could conceivably construct something like that, but it would not be cheap. In the end, in a world of magic, you're probably better off having a magic item that does the same thing more reliably. A magic arrow that trails a rope behind it and magically affixes itself to a wall doesn't sound like a high level magic item to me. Probably cheaper than trying to build a mithril grappling arrow... More in keeping with the milieu as well...

Update: I'm all for the Green Arrow approach. My 4e ranger has an endless quiver full of magic arrows that do all sorts of fun things. I love it. He has arrows that will teleport him to his target on a hit. Those are friggin' awesome. Broken in fact. But fun.

I like to think I'm the kind of GM that will try to work things out so they are fun and memorable, but I do have limits beyond which the sublime becomes ridiculous, and I will let my players know when their desires have gone beyond that limit.

Sometimes I might be wrong. I don't claim to be omniscient or infallible. But for the most part I think it keeps the game balanced. After all, if a PC can pull of totally implausible MacGyver things, well, the NPCs can too.

RPG Superstar 2012 Top 16

Pretty sure there's a 3.5 item that does that, AD!

==Aelryinth


Aelryinth wrote:

Pretty sure there's a 3.5 item that does that, AD!

==Aelryinth

LOL, I'm sure there is. There's a 3.5 item that washes my car, feeds my dog and gives me a +6 morale bonus to attack and damage. Or if there isn't, I'm sure there would have been by now if we didn't have PF and 4e instead... :)

RPG Superstar 2012 Top 16

Since we're mentioning MacGuyver, it's time for Ael's Word of the Day.

The word is: Bricolage.

MacGuyver is considered a master Bricoleur, using everyday items together to do incredible things. Basically, a great Bricoleur is the super jack of all trades, to the extent that he's often better at getting results then a specialist.

The Wikipedia article specifically cites MacGuyver and the A-Team as exemplar bricoleurs.

And did you know that in the Phillipines, Swiss Army knives are called MacGuyver knives?

:)

===Aelryinth


Let's stop derailing the thread with arguments people. This is exactly what Ashiel specifically asked not to happen. If you want to argue or discuss something, please do it in another thread.


Who is arguing Tels? Not me. I'm engaged in what I consider to be a reasonable conversation about how to use ordinary objects to do interesting things, or use cheap magic items to do the same.

Which seems to me to be exactly on the subject of Ashiel's thread.

Your post.... on the other hand....


Magic bows are expensive, but magic ammo is cheap. you can get alot of cool effects for cheap, like a pack of +1 spellstoring arrows at 160gp a shot. Fill with your favorite spells from the party casters.

At the very least a cleric can give you up to inflict serious, but i prefer Blindness


Brambleman wrote:

Magic bows are expensive, but magic ammo is cheap. you can get alot of cool effects for cheap, like a pack of +1 spellstoring arrows at 160gp a shot. Fill with your favorite spells from the party casters.

At the very least a cleric can give you up to inflict serious, but i prefer Blindness

Pretty sure that spell storing is for melee weapons. As in, it is a melee weapon enhancement; not a ranged weapon enhancement.

Osirion

1 person marked this as a favorite.

All I know is my backpack is about to get a whole lot heavier. :)

I'm curious: What items would youall consider "essential" to have for this kind of tinker problem solving? I'm going to try to start doing some of this as it fits very well with my current campaign but my pack is currently empty of tinker tools.
I'm playing a small Necromancer cleric character and have very little weight to spare. In addition I'm curious to see what some people take that others feel they don't need and vice versa.


I'd be interested in hearing the rationale for 160g spell storing items.

Brambleman, what happens after you shoot your spell storing arrows? Can you recover them and store new spells in them?

What if you made them durable spell storing arrows?


I play a lot of gnomes . . . go figure. If I dump strength I make sure the fighter of barbarian stocks up on a lot of things . . . or I buy them anyway and stash them in the fighters gear.


Well, the rationale is that as a +1 equivalent ability, that's the price for a +2 arrow. It appears that it may be melee only however. It's not on the ranged property chart even though there was no mention in the ability description (I haven't actually used this in game yet, just planned so i must have missed that.)

Spell Storing:
Aura Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.

Description

A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.

Osirion

6 people marked this as a favorite.
bfobar wrote:
Animal Cruelty For a second and more nefarious use of your donkey, purchase an alchemist's fire 20gp) and a bag of spice (cinnamon, 1gp/pound) before you have to travel through high CR monster territory with low level PCs. If your 2nd level party encounters something particularly dumb, hungry, and nasty (like a Bulette CR7), dump the spice bag on the donkey and smash the alchemist's fire on it. The donkey has 13 hp so it will survive with at lest 1 hp, and will likely panic and run off screaming and smelling of savory spicy BBQ. Run the opposite way and hide.

Our pack mules kept getting killed and eaten by wandering encounters, so we got in the habit of saving any poisonous critter parts we found and clay jugs of green slime and other horrible things and keeping them in the saddle bags.

Anything eats *our* mule, it's gonna die soon after, 'cause that's how we roll.

"Aw. Spam's dead again, but hey, he took a Carrion Crawler with him!"


Pathfinder Roleplaying Game Subscriber
Choon wrote:
May I suggest that this be put into a google-doc And posted in the guide to the guides? That'd be a good way to keep track of it and make it updatable. :)

Is there a Google doc for this yet?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Ashiel wrote:
Double weapons are defined in the equipment section says you may use it to preform the Two Weapon Fighting special attack, but you incur attack penalties as if fighting with a one handed and light weapon. It has no effect on damage. It's still a two-handed weapon, and there is a separate rule that triggers when you are wielding a 2 handed weapon, in the combat section, that provides a 1.5 strength modifier. It also does not stop it from being a 2-handed weapon for the purposes of power attack. You are not required to fight with it as a double weapon (you can use them only as a 2 handed weapon), and using them in one hand prevents you from making the TWF Special Attack, nor can you use only one end of the weapon to make TWF attacks (you cannot for example use only one end of a staff to make your dual-attacks).

This is based on an unreasonable reading of the entry, since it conveniently ignores the clause that you only get to wield one end 2-handed if you forgo the use of the other. And that it mechanically stops being a 2-handed weapon as soon as you TWF with it.

That said I can see how one can spin the rules in favour of themselves given the inherent ambiguity of words, not that I find it reasonable. In that case I am just left with pointing out that every official statblock ever posted of someone wielding a double weapon in fact does not follow your reading.

Quote:
This has been discussed on the boards before. If you are uncertain about it, I would advise doing a forum search and discussing it with your GM. Many people house rule damage penalties onto double weapons, but they are not part of the core rules as they are written. Personally, I think adding such penalties is unnecessary, given that it's the thing that makes double weapons special.

I know, I've been part of some of those earlier discussions. In which above mentioned points were conveniently ignored.


I used to have a standard adventurer's pack back in 2e. 20gp, 50lbs of all imaginable gear you might need beyond weapons and armor. I can't even remember the whole list of stuff in it anymore but the highlights were 50' rope and a grappling hook, a sheet of canvas and a bedroll, an iron pot and a mug, 10 pieces of chalk, 2 changes of clothes, etc. There was so much that it had to be contained on a pack frame, in a backpack, with a pair of lg sacks and 2 large pouches hanging off of it.

The next game I was a player in my 1st level fighter come's toddling up with his ADV pack and my brother playing a 3rd level fighter looks over my character sheet and the adv pack list; starts nixing things like that scene in platoon. His character was grabbing stuff out of the "newbie's" pack and stating "you don't need this...or this...dump this..." Until now I've debated the need for the whole thing.

Thanks for filling up our adv packs again Ashiel!

Andoran

Tels wrote:
Let's stop derailing the thread with arguments people. This is exactly what Ashiel specifically asked not to happen. If you want to argue or discuss something, please do it in another thread.

When someone proposes an idea that isn't going to work, letting it go unchallenged only sets them up for conflict at their table when the GM says no.

It isn't derailing to discuss the viability of proposals in a thread about improvised uses of items.

It's kind of the whole point.

Andoran

Adamantine Dragon wrote:

The "that's TOTALLY reasonable" response from players has been exacerbated by decades of totally implausible movie and TV actions that many players try to emulate. In many cases players may be trying to directly duplicate things they've seen in a favorite show, or even from a favorite video game. In their minds it seems completely reasonable and plausible.

On some thread not so long ago I saw someone suggest tying a 50' hemp rope to an arrow to shoot into solid wood to use as a temporary bridge across a chasm.

Um..... really? Hemp rope? Fifty feet? Climb across it? So long as you go first dude!

But then again, we're talking about worlds where hulking barbarians wield two swords that are as big as they are...

I'm all for MacGyvering, but I do have some limits to my suspension of disbelief. Fun is fun, but silly is silly.

For example, duct tape hangliders in 2 minutes while under mortar fire.

One persons "creative solution" is another persons "Jump the shark" moment.


Tels wrote:
Kyoni wrote:

Decanter of Endless Water + metamagicked bless water = holy water cannon

your dm should allow this just for giggles :o)
Could you explain this a little more? What metamagic would you put on Bless Water?

I guess it would need a wee bit of DM leniency, as there is no proper rule to increase the amount of water that this spell can affect... but I feel like Intensified Spell or Heighten Spell could do this.

If I were the DM I'd probably say it works for a number of rounds equal to the heighten spell increase...
so heighten +1 would be 1 round, heighten +3 would be 3 rounds?


In the spirit of less is more.

Soap, or a candle can pull off the make a casting of a key or royal seal without the need for carrying plaster.

Flour, water and paper makes paper mache' supplies this all can make less detailed castings of things that are much lighter than plaster. It can also be used to disguise things by covering weapons and shaping them as more inocuous items. Your party of four is moving through a dangerous area with a wagon. Naturally the wizard is in the wagon scribing scrolls and other such fun inside. Perhaps with others so the rogue makes a few paper mache' dummys and dresses them in the extra gear (vender trash) that we are hoping to bring back to town. Now there are several more guards on the wagon. Might not pass close inspection but the scout at a distance might think that a group of 8 or 9 more formidable than a group of 4.

In the spirit of peace.

Chalk or flour (10 or 15 pounds of flour which might be reasonable to carry)is not going to completely negate invisibility but it might give your magic missle something to target or mitigate some of the minueses to hit. Which can turn the fight from lost cause to fighting chance.


Pathfinder Adventure Path Subscriber
Kyoni wrote:

Decanter of Endless Water + metamagicked bless water = holy water cannon

your dm should allow this just for giggles :o)

Or you could try a pump water canister filled with holy water.

1 flask of holy water = 1 pint

8 pints = 1 gallon

The Pump-water cannon if full of holy water pumps 1 gallon per round for 16d4 dmg per round (avg 40 pts) with 10 ft range touch attack if each flask's worth deals 2d4 dmg.

Not bad against undead.

"Who you gonna call?"


It amazes me how rarely we have a shovel. Especially when the task is something like "Explore Ancient Ruins."

Sure enough the GM says, "You find a set of steps that have filled with dirt and you can make out the top of a door frame."

"We dig it out," the natural response.

"That will take about 12 hours by hand."

The noble paladin suggests, "I will use my shield."

"That will help sum but it will still take 8-9 hours and ding your shield pretty bad when it hits the rocks."

Cheliax

+1 on the Google doc :)

I know there are a lot of arguments on here about RAW and such, but if you read something like this and cut and paste the ideas exactly then of course it may not work. The ideas presented on here as I see them, are good examples of thinking outside the box with certain materials and items to be used as a loose guide to come up with ideas that will fit with your own games and groups dynamic.

Look forward to reading more.


Gnomez, the advantage of plaster over papier mache or some flour-paste approach is durability. In the case of duplicating the Royal seal, my witch had to open and reseal half a dozen scroll cases. Plaster can handle that, papier mache, realistically, could not.

Plus I admit to a bit of bias here. I make terrain and so I use a lot of plaster, and I have a soft spot in my heart for plaster, so my characters carry it.

On the shovel thing... yeah, everyone should have a shovel. I live in the mountains, and not having a shovel in your car can be a real problem in winter. If you like 4-wheeling and/or camping in the mountains, you better bring a shovel. So, much like the plaster above, my characters tend to bring shovels. Usually they bring just the shovel head part and will cut a pole to fit it when they need to use it. Or use a spear or something.

Rhea, I am all for "thinking outside the box", but those people who read through this thread, or read through the eventual google doc, need to realize that Ashiel is one of the more liberal interpreters of rules in a favorable manner for her characters or players when she GMs. That's a style of play that some people like, and some people don't.

I can tell you that of the three games I am currently playing, none of the GMs are remotely as generous as Ashiel in their interpretations of the rules.

People just need to know that going in. That's all. If you like something you read here (even if it's something I proposed) be sure to ask your GM about it before you assume it's going to work. It's their call in the end, and they have to maintain their own sense of balance and verisimilitude.

Andoran

1 person marked this as a favorite.

There are a lot of good ideas here, (heightened continual light seems so obvious now. . .) but there's some really badly read rules here as well and pointing that out is just as important to the thread as the creative solutions are because people should have realistic expectations of what will happen.

If you can't stand disagreement with your interpretations of the rules, I'd advise you to stay away from making announcements that some things work when it is very much a grey area.


Adamantine Dragon wrote:

Gnomez, the advantage of plaster over papier mache or some flour-paste approach is durability. In the case of duplicating the Royal seal, my witch had to open and reseal half a dozen scroll cases. Plaster can handle that, papier mache, realistically, could not.

Plus I admit to a bit of bias here. I make terrain and so I use a lot of plaster, and I have a soft spot in my heart for plaster, so my characters carry it.

In that application definatly plaster would win. This begs the question of in my backpack verses. We are in town and need to make a forgery of the royal seal.

My 1st level rogue who knows his way around a good forgery recieves a mission to make a copy of the seal of a local Korvosan merchant house. I drop a few gold in the market to get exactly the right tool for the job.

My 1st lebel rogue is in the wilderness with the party tasked with reporting on enemy troup movements. Our genious wizard comes up with on the fly the notion that we should forge a number of letters in the name of this army's commander to misinform his allies. However if the commander knows its gone that causes all sorts of problems. So the rogue looks around, "Do we have plaster." No we are out scouting in the wilderness however we do have water, one of the PC's has some ranks in cooking hence some flour and we have several sources of paper. Using all the rogues art skill he makes a wet soggy wad of sticky paper. He makes a deep casting of the seal to use as a negative for the seal. Cleans off the seal and sneaks back out of the tent. Using the paper mache' cast the party's jewler makes a copy of the seal.

Now if I was in your party AD I would just ask for the plaster;)


Gnomez, the funny thing is, that we were actually in the wilderness when my witch realized he needed to forge copies of the documents we were carrying. We were supposedly on a diplomatic mission to some local humanoid tribes and carrying treaty documents. Being somewhat suspicious of the mission, my witch decided to take a chance and open one of the sealed scrolls for the tribe that we really didn't believe would accept any treaty, and discovered that the document offered our group as a food source as a gift to the tribe. At that point he decided to open all of them and discovered they all said the same thing. Then he forged new copies that were more favorable to the group and used his plaster to make a new seal.

Yeah, when he pulled out the plaster everyone at the table was like "you have plaster!?" Indeed I did. It worked like a charm too. Luckily my group is aware of my plaster activities since I use my terrain in our games, so they were all quite well aware of what you can do with plaster.

Now, to be fair, this is the only character I have who carries plaster around. And he's a sort of MacGyver type character. He's used plaster before to make masks.

Andoran

1 person marked this as a favorite.

+1 to chalk, all Alchemical items, morning star, and most other things mentioned.

Weapons
-Lasso:
Similar to the net escape artist and concentraion checks at 5 lower. But it can be used as rope and can be reset faster allowing 2 characters on opposite sides to hold a creature in place. Can be made Ghost Touch just as a net could. Only 1sp

-Bear Trap:
Along the lines of nets and lassos, great with invisibilty cast on it. Can apply poison to it to. Use when on watch. only 2g for a CR 1 trap, normaly 500+g.

-Spiked armor:
1d6 light piercing weapon always threaten still have both hands free. Allows TWF and carry shield or TWF with THW and armor spikes. Great when put on a grappling animal's armor. Fun.

-"Unarmed" weapons and the Cestus:
I prefer spiked armor because in our games using these as a weapon means your hand is not free to cast.

Edit:
-Bola Ranged Trip, better with quick draw.

Permanant Duration spells

-Continual Flame: For reasons noted by many others.
I had a half-elf cleric with a glass eye who put this spell on it, he would close the eye and use an eye patch when it wasn't needed.

-Animate Dead:
For the less than good party, make skeletal horses or oxen disguise them with illusions if you need to (apperance and smell). Have them pull your carrage and you never need to stop. Undead dont eat sleep or become fatigued not subject to non-leathal. 20+ hours of travel in a day, with a hussel speed. Instead of 8 regular speed.

-Explosive Runes:
Need i say more, I belive there is a thread around here devoted to this spell's many uses.

-Shrink Item: 1day/level close enough
Allows you to turn 2 cu. ft./level of lava into cloth and be used later on. Water to. Turns dead bodies into dolls prevents decomposition, also halarious. Carry around large objects for field control, block halways and charging. Drop heavy things on your enemies heads; ect.

Magic Items
-Feather Token:
Any and all, have many varied uses.

--Anchor: Big anchor stops boats (see shrink item for more uses)

--Bird: delivers message unerringly. better than animal messanger.

--Swan Boat: Very big boat for 24 hours

--Tree: Makes a very big tree (See Shrink item for uses)

--Whip: Use to Trip and Disarm, less useful with the CMD system

-Pipes of the Sewers
Summons 1d3 swarms of rats, cheep and re-usable

-Marvelous Pigments
Make any item you will ever need in a matter of minutes. At one time I thought you could make doors and holes and such but that doesn't seem to be the case. Still a very useful item.

-Imovable rod
Soo Amazing! There are too many uses to list. I like to combine with Levitate, either yourself or something like a tower shield.


This reminds me of a 2nd edition game I was in. My halfling had a decanter of endless water and we were facing off against some monsters. I used the decanter as a scooter to get to the end of the hall and then braced myself against the wall. As the monsters approached I turned on the geyser and poured marbles into it. Fun times.

I think Ashiel's (and others') suggestions are just fine. Since the idea is to do things unconventionally, it will be up to the GM to allow or disallow some of the ideas. I'm a big supporter of using less magic to accomplish things. Too often players and GMs get stuck in the "it's not in the rules" and they forget that sometimes you just gotta go with what's fun and makes sense.

RPG Superstar 2012 Top 16

There's been many threads made, and even a Dragon article, out of all the uses for a Decanter.

Heck, there was a waterworld in Spelljammer that had at its core a Decanter opened thousands of years ago.

==Aelryinth


1 person marked this as a favorite.
Pathfinder Campaign Setting Subscriber

Used nets, bolas, and mancatchers on my party. It really knocked their hubris down a peg or two when hobgoblin slavers took them down without doing a single point of lethal damage.


Can't spray what can't see The single most deadly spell against level 1 - 4 characters is colour spray. It can turn a challenging fight into a TPK in one round. Also, if your GM is cutthroat, you know that any smart caster you face will have colour spray.

So Buy a pair of smoked goggles. They give +8 to saves against colour spray and other nasty sight based spells. All it will cost you is a 20% miss chance, but that is a small price to pay if your will save is normally -1.


Just wanted to pop in and give everyone a quick update. I'm busily working on a google docs version of the advice in the thread; cleaning some stuff up; formatting; adding side bars; and building it into a pdf for ease of download and use. My gift to the community.

I also wanted to say thank you everyone! 65 favorites on the OP! Thank you again. ^-^

Finally, just so I don't leave this post with a lack of new advice, there's a great tool I recently noticed for fighting those infamous shadow demons. An oil of bless weapon (1st level paladin spell) applied to a weapon makes it hit as a +1 good aligned weapon that auto-confirms critical hits when used against an evil creature. Lasts 10 rounds. Slap that on a cold iron weapon and you're in business on a budget. Combined with that heightened continual flame mentioned in the OP, you're half way to overcoming those dirty demons. Now just to deal with their accursed spell-like abilities. :P


9 people marked this as a favorite.

*flops down on the desk* Bwhaaaaaaaaa! Q.Q

So...much...typing...even for me. *exhausted*

I give you, friends, colleagues, associates, and enemies, the very first (incomplete) draft of Ashiel's Adventuring Guidebook - Google Docs PDF.

*falls down and crawls to the kitchen*


Know that your efforts are appreciated.
Now rest, before the inevitable barrage of complaints, rebuttals and nay-sayings begins...

101 to 150 of 329 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Advice / Ashiel's Guide to Adventure Preparation All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.