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A 6 episode Rise of the Runelords game, much like Telltales The Walking Dead game?
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Do I get the feat Extended Spell permanently, or does the book grant me Extend Spell for one summoning spell only?
Asmo
Robert Brookes: in your spoiler, you are referring to .Where is it located on the maps?
Asmo
Thanks for the answers!
Another one: we have found a wand of Lightning Bolt (my guess,I´ve not been able to identify it yet). Lightning Bolt belongs to my opposition school, so I wonder what the rules are regarding this? I´ve been reading the rules (p. 458 of the Core Rule book), but i´m not sure if I´m understanding the rules.
- Can I use the wand,even if it´s from my opposition school? Perhaps with some penality?
- Do I have to make some check? Spellcraft or Use Magic Device, or somesuch?
My wizard is currently lelvel 4, so she can´t cast Lightning Bolt yet.
Asmo
Danny Atwood wrote: Asmo wrote: Is Maffei statted somewhere, when fully healed (all 3 negative levels removed)? Bestiary 3, page 242 is a Shae with no negative levels.
Each negative level removed is going to be +1 to CMD, ability checks, attack rolls, combat maneuver checks, saving throws, and skill checks;; +5 HP, and +1 to caster level for spell-like abilities. Maffei is a Shae and a 2 level rogue. These 3 negative levels, are they Shae levels or a combination of Shae and rogue levels? Or does it matter? I´m trying to stat her up in Hero Lab, but I´m not sure how to do it right.
Asmo
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Is Maffei statted somewhere, when fully healed (all 3 negative levels removed)?
Ok, I´ll try again: when I level up, I will raise my INT to 18. I´m assuming that it will affect how many new spells I get when I level up.
I think that I will get one new first level spell to add (because of 18 INT), two new second level spells (two new spells when I level up), and one second level spell (because of 18 INT).
Do I get 4 new spells to add to my spellbook when I reach level 4 and raise my INT to 18?
Asmo
So.. is that a yes or no to my question?
On a related note: next session we will reach level 4, and I´m going to increase my INT to 18.
Would that give me one bonus 1 level spell and 1 bonus 2 level spell,(and 2 regular 2 level spells) for a total of 4 spells?
Asmo
Quick question:
I know that when I level up I don´t have to chose a Conjuration spell. But what are the rules when I prepare my spells?
Must one of the spell be of the Conjuration school? The rules says:
"Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot."
Why I ask is in Hero Lab you must prepare a Cojuration spell in the bonus slot, but is seems to me that the rules say "can" and not "must".
Asmo
I can´t find anything in the rules about this. Where is it written?
"Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment."
to me it seems that it´s possible to copy a higher level spell.
Our 3 level party have discovered several spellbooks, ranging from level 1 up to level 5. I´m playing a wizard with INT 17, and I thinking about copying some spells.
If I meet the requirements, can I copy a 5 level spell into my spellbook, make a scroll, and then cast it from the scroll? Or a level 3 or 4 spell?
Asmo
loocsileinad: wow, impressive work. I´ll use this when my players comes to Magnimar.
Static Hamster, where is the code from? Link?
What would Iomadae say to a Paladin of hers, if he Coup de Graces Color Sprayed kobolds that are unharmed but unconscious?
That sounds great! Happy gaming. If you get stuck in the Crypt, you can always check out this thread. http://paizo.com/threads/rzs2jtjz?Crypt-of-the-Everflame-GM-Reference
Asmo
..and in the end, do you remind the switch hitter to pick up the bow after the combat, or, if he/she forgets it, well, to bad.
Remy Balster wrote: Sundering a weapon you've claimed already needs a good reason. "Sunder" was a poor choice of words: the intent was "destroy it".
Asmo
BigNorseWolf wrote: Asmo wrote: You are playing a Switch hitter: you fire an arrow, drop your bow and quickdraws you greatsword and engages the enemy.
A round later, an enemy picks up the bow, and uses it/sunder it, runs away with it. How would you feel about this, as a player? Asmo It seems mildly metagamey. Why on earth would someone risk running into the rangers sword and drawing the aoo for this? My experience (as a GM) is that the switch hitter drops his bow, and then takes up flanking position somewhere elso on the battlefield, leaving the bow behind.
Asmo
andarsis wrote: I just recently downloaded the Combat Manager to my Pad Mini and so far I really like what I am seeing. One thing I have not located either on the Combat Manager site or here is a user guide?
Did I miss it along he way? I've figured out how to save encounters and my player group but I'd really like to import them from Hero Lab. My campaign is NPC heavy so I tend to run more characters than straight up monsters.
A nudge in the right direction would be appreciated...I did try searching for it prior to posting just in case it was buried in the thread.
I´ve been asking for some sort of tutorial/user guide for quite a while.
I don´t think it's high on the priority list.
Asmo
You are playing a Switch hitter: you fire an arrow, drop your bow and quickdraws you greatsword and engages the enemy.
A round later, an enemy picks up the bow, and uses it/sunder it, runs away with it. How would you feel about this, as a player?
Asmo
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Very few survives to page 335?
The Rise of the Runelords pawn box is pretty nifty to have.
Dear forum.
The party have just started book 2, and we have a new player (huzzah!). I'm aware that I have to add some more monsters and max hp, and all that stuff, but how do you calculate xp with an extra player?
I have to give out xp at the end of each session (the players wants it), but I don't want them to be dragging behind the xp progression.
Thanks!
When creating a character, are you assumed to use the regular 15 p. buy?
I can't find anything about this in the module.
Asmo
The low-level party was in a very bad shape during a battle that had gone horrible wrong. The lone, standing ranger wished that the whole party would be transfered 8 hours back in time, to the room at the inn where the began planning the attack.
I let the them do this, without having the bad guys follow and crowd the room even more..
Kyle Olson wrote: Asmo wrote: Will there ever be a tutorial video how to run Combat Manager? I want to try it when I run a game, but it feels very daunting. I don´t know how to use the program properly.I´m using Hero Lab. I spent many hours one weekend not so long ago working on a tutorial, but I wasn't happy with it and it was ultimately lost when a HD crashed.
What is it you find yourself needing the most help with? If I do try again to make a video it would be helpful to know. Completly forgot this: well, mostly a walkthrough how to run Combat Manager during a session, with focus how to make combat easier for me as a DM (handling monsters and pcs, initiative, the dice roller, etc).
My grup has never left the train once since we begun playing years ago.
It was a very long, drawn out fight with Entangle and zillions of failed saves, but in the end they defeated Gogmurt and Tangletooth.
Game in a couple of hours, and the party will fight Gogmurt,Tangletooth
and a summon monster. Party is lvl 4 (fighter, wizard, cleric and a rogue), so I´ve upped Gogmurt to a lvl 5 druid.
Now to the question: Am I correct that Tangletooth and the summon monster don´t generate any xp if killed?
Will there ever be a tutorial video how to run Combat Manager? I want to try it when I run a game, but it feels very daunting. I don´t know how to use the program properly.I´m using Hero Lab.
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Just to make sure that they don't forget anything: do they have any unused Hero Points?
113:
A group of seven men approaches. They are following the road east, and are making good time, neither tarrying nor running. Their faces are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not soldiers by their haphazard way of walking. They do not seem to be joking loudly or singing as they advance.
Name of PC:Farak Bararr
Class/Level: Dwarwen Cleric 3
Adventure:Burnt Offerings
Catalyst: Nualia
Name of PC:Hurrg
Class/Level: Dwarwen Barbarian 3
Adventure:Burnt Offerings
Catalyst: Nualia
Story: Both was taken prisoner after a party split. The 3 remaining adventurers tried to take Thistletop, but had to flee to survive.
Farak and Hurrg was beheaded by Nualia, and their bodies were consumed by Yeth hounds. A glorius sacrifice to Lamasthu!
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The pool with the human skulls in B 13: it fills no function and are mostly a cool feature of the room, if I'm reading this correctly.
Has any anyone done something with it, a nice extra feature?
One of my players filled his waterskin with the filthy water from B 12 with his bare hand (got some ideas there), and went straight to the pool and poured some of it in the water. My mind went blank when he asked me if something happens. I felt later that I could had handled it better.
Asmo
http://www.enworld.org/forum/showthread.php?308795-Dual-Shield-Ranger-build -help
Asmo
I´m not really sure; last session ended with Tsuto fleeing into the Catacombs. His goal is to hide and then flee to Thistletop.
You should reconsider: play that fighter so the dm can concentrate 100% on the game.
I´ll try another question: I could have sworn that I read somewhere that Abstalar Zantrus has a Wand of Cure Light Wounds? I can´t find it, or have I just made that up?
One important difference: the Anniversiary Edition uses the Fast Advancement Track when leveling (p.11).
I´m searching for some easy to print monster cards with stats for the Anniversiary Edition. Was that ever done?
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If I'm wearing a bracer of armor, and someone casts magic vestment on my clothes (no armor worn), do they stack?
I cannot accept heals.
Ghostalker does not approve.
What do you guys think of this?
So over the last several weeks my group has been going back and forth about how to make this class be combat effective. While much of their flair can be fully realized I find that it's borderline impossible to make them effective melee combatants with the severe limitations placed upon their class abilities. A fighter of equivalent level is near impossible to match, I understand that the fighter is SUPPOSED to be the best at what he does, but at the same time many other classes can find a niche in combat, where the duelist is forced to forego nearly all their offensive capability to be capable of using even their most basic class ability - Parry.
So I'd like to hear some thoughts on the current state of the class, have any of you had any success in overcoming their shortcomings, or perhaps I'm just missing some cog in the machine that makes them tick.
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