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I had a circumstance occur in my game today (which I DM) and I had to revise due to unintentionally creating a potentially unbeatable encounter.

So a specter (or any incorporeal undead, really) for whatever reason has the means to cast AMF on itself. Two questions:

1) Can it fly? It's flying ability doesn't seem to be magically based, so it should IMO.

2) How do you kill it? Spells that would normally affect an incorporeal creature won't work in an AMF. Magical weapons are suppressed. Summoned creatures can't hit it in the AMF. Only thing I can think of is lots of holy water.

3) Does its incorporeal attack work? I ruled that it could attack and do the 1d8 damage, but the energy drain couldn't work as that is an SU ability.


In a game I am running, one of my players wanted his character to perform a Coup-De-Gras on himself (due to circumstances, it made perfect sense). I ruled that you could voluntarily make yourself helpless, and as such ruled that he could make the attempt. Due to something else he failed to do so, but that's beside the point.

I know it's my game, but strictly RAW, can you perform a Coup-De-Gras on yourself? Can you voluntarily be helpless (including to yourself)?

Got the following question:

If you have Spell Focus or Elemental Focus, and you cast a spell that those affect, and that spell has a secondary effect with a DC, do those feats raise the DC of the Rime-Blooded Arcana effect?

"Whenever you cast a spell with the cold descriptor, you may select one target of the spell to be slowed (as the spell) for 1 round. A Fortitude save (DC 10 + the level of cold spell + your Charisma modifier) negates the effect"

I can see the argument both ways.

I have some rule questions I can't find definitive answers for. Some might be my mind filling in blanks from house rules and/or 3.5 and/or other games. Thanks in advance.

1) if you get hit multiple times in a round from something that level drains (say, a vampire) do you get 1 negative level each time?

2) Monster is under water (lets say 10 feet under). PC in on shore, right above. PC Casts cone of cold. Does:
a) Monster get the benefit of evasion/bonuses to save?
b) Water freeze?

3) Monster is under water (lets say 10 feet under). PC in on shore, right above. Monster casts cone of cold. Does:
a) PC get any benefits?
b) Water freeze?

RAW answers and "no RAW but I would rule....." answers both welcome.

I am the DM, and this is my take:
1) No, that ability from a specific creature can only affect a PC once per round. Multiple vampires can each use it to apply multiple level drains. I forget why I think this way though.
2a) +2 circumstance bonus
2b) No

3) Hasn't happened yet so I haven't needed to rule it.

Ok, so basic idea:

Start with Golarion/similar world and Pathfinder as it currently is.

All spells level 4 and higher no longer work. All abilities that use those spells no longer function (replace with a lower level spell MetaMagicked in general, others will be on a case-by-case basis. For instance, major hexes would have to be looked at on a case by case basis). So no teleport, plane shift, raise dead, restoration...etc.

Items that need those spells to be made can't be made anymore.

Classes still get the spell slots, but can only fill them with meta magic.

Now other then the obvious issues created because of this (no means to get back negative levels, no plane shifting) what's the effect on the more martial classes?

The setting would be 1000+ yrs after the "no spells above 3rd work" went into effect.

Negative and positive input welcomed.

Starting July 23rd, Pathfinder game running every Saturday from about noon to 5:30pm.

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....I wish the team that made PoE would get the Pathfinder license and make a game using the PoE mechanics. I am playing it now, and while I am enjoying it - game wise and story wise (It really is an upgraded Baulder's Gate!), and the visuals are great, I wish I could play Pathfinder that way too. Heck, just turn APs into modules for DLC.

Ah, a man can dream, can't he?

Ok, these are the classes (as far as I understand them) that, as part of their core, they are devout followers of their deity. I have them listed from what I see as "caster centric" to "melee centric".

Caster centric
Melee centric

Excluding the commoner faithful, and those that are followers but don't draw their powers from the deity, how would the 4 classes (did I miss any?) serve the deity? Like...

Cleric - Forms the body of the followers, acts as teachers
Warpriest - Like cleric, but more combat focused
Inquisitor - Solo field agents, works behind the scenes
Paladin - Solo leaders, looks to lead through actions

Does this sound right? Please feel free to correct my head cannon. Also feel free to add any prestige classes (like Holy Vindicator) or other classes I missed.

Basic Starting Point
Ruleset – This campaign will use the Pathfinder rule set. If you’ve played D&D 3.0/3.5, and/or other d20 games, then you’re familiar enough with the mechanics. You can find the ruleset here: PRD
CRB or Core – This stands for “Core Rule Book”. This is akin to the Players Handbook and the DMG in one. The link above has all the information you need from the book, if you don’t have your own. The campaign will start with the players just having access to the CRB to avoid complications at start, as I assume most players haven’t played Pathfinder before. There are *LOTS* of options even in just the CRB.
Ultimate Equipment – Book with lots of equipment. Found at link above. This is allowed from the start to allow access to additional items.
Paizo Source – Paizo is the publisher/creator of Pathfinder. If it’s found in the link above, it’s definitely a Paizo Source. There are some items that are NOT found in the link above, with can be found at the following links: Here and Here
These links have more Paizo stuff, but also have non-Paizo 3rd party stuff for Pathfinder. Keep an eye on the “source”.
Campaign Setting (World) – Golarion, which is the default Pathfinder setting. The deities available to worship are listed here . No Evil God worshiping allowed.

Classes - All allowed from Core. Others unlocked as campaign progresses. A lot of the campaign will be underground.
Races - All allowed from Core. Others unlocked as campaign progresses. A lot of the campaign will be underground.
Feats, Spells, Archetypes – All allowed from Core, others allowed on a case-by-case basis. Players are encouraged to avoid the crafting feats. Also, the Leadership feat is not allowed.
Stats – 25 point buy, no stats below 7 after racial modifiers. Max hit points per level.
Starting Level – 1st
Starting Gold – Max of starting wealth.
Available equipment – No single item greater than 15% of your total gold limit. All available from CRB and Ultimate Equipment. Other sources allowed on an item-by-item basis.
Traits – All allowed from a Paizo Source, except Regional and Campaign Traits. Go to here for a good database/listing.
Alignments – No Evil, CN, or Lawful Stupid. No worshiping Evil deities or causes. All others allowed.
Experience – GM will keep tally of party experience. No additional experience for doing things alone. Solving/resolving situations without violence will result in the same (or more) experience and equivalent (or better) rewards where possible.
Character Building – Link to a free program called “PCGen” here . PCs encouraged to use PCGen or HeroLab, save to PDF, then sent to the GM for printing. Handwritten sheets are allowed.

House Rules
Use of Critical Fumble cards – All combatants. A confirmed fumble brings two cards.
Use of Critical Hit cards – Players always have option to use them, important enemies get to use them. A confirmed critical brings out the multiplier in cards. If it’s a PC, the player chooses.
Rolls – All players rolls in open, on the table or in a dice container. Any dice on floor is rerolled.
Combat and Spell Rules – Trust the GM about the combat rules to expedite combat. In generally, if GM is really unsure, GM will side with what is advantageous to the Players and look into it after the session. GM reserves the right to change a rule after research, and will let everyone know at the start of the next session but won’t reverse an occurrence that benefited the party. It will just have been a one-time effect.
No PvP - Willingly attacking a fellow PC, stealing from them, or just being a jerk will put you into the Evil category and will become an NPC. If you want to change characters, there are ways to retire them without being a jerk.

GM-Player Agreements
Campaign Setting (Local) - The campaign is set on the island of Arazan, and starts in a trading port. The trading port will grow and develop resources as the campaign continues. There are some minor islands off Arazan, as shown on the player map. Characters that travel abroad the trading boats to leave the islands (i.e. the map) or chooses to stay in town to be a merchant becomes retired and a NPC and the player will be asked to create a new Character.

Avoiding the Loot Cycle - To avoid abuse, this campaign will use special scavenging rules when it comes to dead PCs.
PC dies, but is reincarnated/raised – Provided the other PCs have their stuff, then the revived PC gets all their stuff back.
PC dies, new PC is made – Provided the other PCs have his stuff, then the other PCs get the consumables (arrows, potions…etc). The other items are assumed to be in unusable condition. Note – if this gets abused (i.e. make a character that just uses their wealth to buy consumables and then dies purposely) then this will get revoked.
TPK, new PCs are made – If it’s in a location where intelligent creatures would reasonably be, then the creatures would find the items and use them, and possibly be available as loot.
Exception to the Above – Anything found adventuring (not bought) during the campaign can be passed from character to character, and in the event of a TPK used by creatures as appropriate (and is re-findable).

Recently a priestess of Desna has been getting visions of a great evil coming from below the remote island of Arazan. The PCs have been tasked (volun-told) with finding – and cleansing – this evil. Players are welcome to provide additional backstory if desired.

The campaign opens with the PC’s being dropped off from a river boat in the trading fort.

Howdy all! I have a fluff question about the HV.

Besides the Stigmata (which is amazing for the fluff and I love), what give the HV it's identity vs a Paladin or a Melee Cleric? That is, since it's a Prestige Class, and I am going to be making a character that's Paladin 5/HV 7, *WHY* would she do that, from a roleplaying perspective? I am trying to get into the right mindset. Why would she choose to be a HV vs continuing the path down of a Paladin? This is what I have so far:
Aasimar (no special bloodlines)
Follower of Iomedae
Lawful Good
Paladin 5 levels (no special Oaths)

The campaign isn't specifically heavy with any specific enemy type. The Aasimar in this setting are current/ex-jailors, so there's that to work with for a reason to be a HV. I will really develop the background once I get a good feeling why someone would be an HV, but I am just not getting my mind around it. Pleasefeel free to insert your opinion here why one would be and HV over continually being a Paladin - I think I have read all of the official fluff, so I guess I am asking for head-canon and ideas.

Muchly appreciated!