Aside from what other posters have mentioned, it might be a good idea to discuss this issue with the other players at the table. Are THEY happy that their summoner is getting knocked around all the time and wasting all their healing resources? Probably not.
A bit of peer pressure should put him on track quickly. Failing that, start hitting him hard.
+1 agree. Let the rogue do a trip as he goes by to get to the front. or let the paladin smack him with a shield a few times.
You've taught him that he is invincible. When he throws a fit because he did something stupid and got killed for it don't be surprised.
When the paladin doesn't offer to fix him up, I wouldn't hold it against him either.
I've always found it odd that the CR of most of the critters that can turn you to stone are really fairly low. Much lower than the 11th level caster you need to undo it.
Was this designed to interrupt sessions so the party had to go back and spend some money to the local high priest?
By the time you can undo flesh to stone, you (and the rest of your party) generally have enough save to not worry too much about it.
I'm waving the BS flag.
We don't have an AI that you can simply insert the manual and have it design a fleet for you. Doug had to do a lot of work to turn the rules into something that the AI could work with. That alone would impart some sort of bias.
***
The fact that he was able to make a stationary torpedo mine field win is just showing the game designers the weakness of their game. If the objective was changed to "get past the opponents fleet" the enemy would just go around, or blow a path through his stationary fleet. Doug and his AI would lose.
***
As an old Battletech player, it was often the guy that loaded up on the little fast hover tank that won the game. Not pretty when the big walking bots are supposed to rule. But it would work and make die-hard players pull their hair out.
Incorporeal creature attacking from within the walls.
Kinda Disneyish, but he has to poke his head out to see what he's hitting and his arm to hit...full round attack and that is where he stays. This should give him hard cover (+4 to AC)as well as being incorporeal.
Now, if he only makes a single attack and then moves back into the wall...kinda cheesy. But you can still get him with readied actions after you know what's coming.
Incorporeal only seems to mean you cannot be criticaled/immune to death magic/etc. Not a miss chance that I see in the pdf.
my party summoned a lantern archon. Set up out of reach of the lemures and eye rayed away... The crowed liked that, but the party's summon ended.
The rules stated that the other party dismisses his summon, then they both resummon the same thing. Had to change that as it would end in a draw each time.
The encounters still ended in a draw, and Thrax could see that he would run out of summons before the party's cleric that had totally loaded summons for the event.
Back in the oooolllldddd (1e) days of D&D, there were several 3rd party companies that produced adventures (modules from one-shots to campaigns). Most of these companies are no longer around.
Some of the products produced would be worth updating to PF or 4e (or maybe both) by an enterprising person. But at what cost?
THE QUESTION:
Who owns the copyrights on these old modules now that the publisher is no longer around?
The original author? (my guess)
How would one get in touch with the owner to get permission to update the product?
What would be the 'normal' amount that the original author would be entitled to of this update?
Is the convoluted nature of this why we don't see updates of lots of the good old modules?
WOW, talk about great customer service. I wish all businesses would follow this model.
***
Cosmo. Thank you again for the offer, but we've finished the module. No need to replace and even though it came unbound, I was able to get through it. (even helped a bit taking out the map page).
I mainly posted to give you guys a heads up. Hope my issue was a one time thing (first book, cold hot glue, after a 3 day weekend, etc.). Instead of a "your publisher had a QC problem." issue.
As I used my AP#26, the pages started falling out. Not that I bent the book backwards or threw it across the room at the players - then I would have expected it.
Instead, after I turned the page, it simply let go of the binding.
I get the only bad one (I hope) or a bad lot of lead-based Chinese glue?
Fortunately or unfortunately, the guild rules force me to let you have a break instead of continuing to try to get something presentable out of you rabble.
This goes back to the "buy from Paizo and get a free .pdf" or "support your local brick & mortar and have to pay extra" issue.
Those that buy direct and get the free .pdf have it to print for their use.
Those that support their FLGS have to pay additional for the .pdf.
As I do not use a laptop at my DM station, and perfer to support the FLGS, I see no need for the .pdf most of the time. A few color copies and some cutting and pasting generally does what I need. (handouts.)
Paizo used to provide free .pdf's of (most of) the graphics in a module.
Towards the end of the Knot, there is a room of doors. If the PC's have managed to collect any of the magic items, the doors do additional things:
Glave, in the prison with the devil. If the devil leaves, does he take the glave with him?
Symbol, on the island.
Book, Where? I read through twice and could not find the book.
The Ghoul's description specifically says that "elves are immune to this paralysis." Does that mean that half-elves are immune also per their elven blood description (immune to anything that an elf is.) or due to the specific wording, are elves only immune?
Forgive me, but you didn't have greater darkeness. The light spell and the sun rod create normal light. Darkness moves the light down one level, turning normal light to dim light for 20 or 30 feet radius (longer than most places in here have a sight line).
As the darkness spells don't stack, casting repeated darkness would not make it darker....
Spoiler:
The normal eyed pc's would have to make miss chances vs. the Teiflings, hounds and skeletons.
from the SRD:
Quote:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.
They have to have their eyes/noses exposed to see the PC and breathe.
This should give some sort of perception check:
dragon eyes in the snow..
Very small (tiny? diminuitive?)
Dragons activly hiding
terrain bonuses (coverd by snow)
distance
blowing snow
Without a rule book in front of me, the perception is very hard.
But the perception of the party by the dragons is a piece of cake: distance (white dragons have snow vision)
blowing snow. (white dragons have snow vision)
unless the party has some way of moving stealthy out in the open.....
Our party consists of 4 guys and two female players - one of them was absent the night of the play.
It seems our lead actress suddenly could not speak on the night of the play. Our female PC (rogue) was slated for one of the non-speaking parts suddenly got to be a stand-in for the female lead. One other minor shift in roles and off we went to the big theater.
I had purchased the theater flip map for this event (not necessary, but way cool for atmosphere.) I flipped it over as the part of shuffling them into the green room was brought up. They all went "oooh."
If I had deducted for flubbed lines, they might have owed me money at the end of the night. Between watching our 'female lead' struggle through the lines that she was not prepared for (and blushing because of them) and the trick-or-treaters ringing the doorbell, we had to pause often for a giggle break.
Loved it. Most of my player did as well (one hard core roll-player being the possible exception - but it was good for him to have to do some role-playing for a change.
Really cool would have been to split the back side into halfs. One half the dressing rooms / lifts under the theater and the other half the catwalks & riggings above the stage.
Channel energy beyond Level 3, I just don't see it as being that useful.
At 10th level, you be channeling 6d6 (no adds, no mods) of energy for an average of 21 points of heal/damage. At 10th level.... A 6th level mage can do that with a fireball. And the saves are pretty easy.
further thoughts since I've had a weekend to think on it:
I'd probably have to do some major rework of each adventure. Just to keep my players from having an advantage in a real society game. I'm just not feeling that it is right to play a module 'as is' that way.
The characters in an ongoing campaign are not faction oriented like the society characters are. They are out to solve the main puzzle. They are not going to send 'cool' magic items back to society hq - they will most surely pocket them. That alone may need some rework. They also won't care as much about any of the other secondary goal (faction goals) unless specifically told as a party or as a character to do them...
3.5:
Cast detect magic
Cast identify
Learn about the new sword, etc.
now?
cast detect magic
cast identify to add to spellcraft vs. item's DC.
Success = know everything about that item? or separate rolls vs. each attribute? (+3, flaming, icy burst, dancing longsword)
Failure = you know "it is magic."
??
cursed items?? (loadstones, etc.)
I think the OP original concern is that in one instance it is class level and the other is caster level - caster level may be above that of the actual level of the caster. (ioun stones come to mind = cast at caster level +1).
I've started running an adventure path at home. With the number of players at my table, they may not be quite at the level they need to be at the end of a book.
What are the problems with using some of the society modules as fillers to gain the xp between modules?
Pluses:
Modules are inexpensive.
Modules are designed to be played in one session.
Minuses:
XP would have to be calculated as the modules don't use the standard XP system.
The characters would never be in a Society table, and society points would not be earned.
The players would not get credit for playing the module, but if they did in society play, they might have a leg up on the adventure.
Some rolls are done in secret.
For instance, if there is a secret door nearby and the elf gets a perception check to see if he notices: If I ask him for a perception check, and he rolls low, the player is now on to the fact that something is there and they've missed it.
But if I roll it ahead of time or even as they pass, looking like I'm checking for wandering monsters or something.... Then the elf either senses something is wrong with that wall or they pass by oblivious.
I don't know of another company that you'll get the CEO to come out and explain a delay and tell you of the cure.
Thank you, Lisa. And thank you Paizo for doing it right and even close to on time.
I've seen too many other companies that either never get out their product on time or rush it out the door all half-finished. It is very refreshing to deal with a company that for the most part has done neither.
And once you see daylight at the end of the catch-up tunnel. Let James have a vacation and a few weekends. Burnout is a terrible thing.
so if you are running slow advancement, you'll have to add additional encounters or side quests to keep with the adventure path.
That allows some change in the story line awards as well. If they do additional work (more encounters) shouldn't they get more story award as well? Just wondering as I see the story line awards as a place the DM can fudge a bit to keep the party 'on track' with the story.
My table tends to run full (6 players) so I'm usually amping the encounter numbers a bit: 2 becomes 3, 1 alone generally gains a level, etc.
After dividing by 6, this leaves them about where they should be.
Unless the rule has changed from 3.5, he can use it as a secondary attack at a -5 penalty from his full BAB. Ergo, if he had improved two weapon fighting and +8 BAB it would go like such.
+6 main hand, +6 offhand
+3 Bite
+1 main hand, +1 offhand
Hope that makes sense :)
Wouldn't he have a second main hand (+8 bab) for a +1 ?
Back in 1e and 2e, one of the scariest things you could meet was a Lich. Worse than a dragon. Able to produce multitudes of magic missiles as a last ditch effort and fireballs that were visable for miles away.
Now, they do not deserve their CR's. Unless they can get a meat sheild up to stop the fighter, he'll have a lich chopped up into zombie bits before he can get any but his quickened spells off.