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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


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


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


What would Iomadae say to a Paladin of hers, if he Coup de Graces Color Sprayed kobolds that are unharmed but unconscious?


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


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!


So, what did you buy? I couldnt resist the temptation, so now I´m waiting for the Curse of the Crimson Throne super bundle to arrive.

Asmo


Tonight my players will fight a Chuul: lets say that the Chuul grapples a party member and transfer him or her to its paralytic tentacles.
The player fails his or her save and is paralyzed.
If the rest if the party wants to attack the Chuul - melee or otherwise - is there a risk for them to hit their friend rather than the Chuul?
I can´t find anything about this in the Core Rule Book.

Asmo


Does the Rust Monster attack with each antennae, or is it one attack?

Asmo


Core rule book says" The form chosen must be that of an animal with which the druid is familiar"
How is this handled ingame? How does the druid know what animals he or she is familiar with? A druid from the far north wants to Wild Shape into a monkey that she´s never seen?

Asmo


How big is the island of Nal-Kashel?

Asmo


We are playing tonight, so I jump right into it; (this is somewhat long, sorry about that)
the group finished (sort of) City of the Golden Death, and returned to Tamran to report to Reginar.

The problem is as follows: the didn´t kill Iramine, the subdued her and took the key (the amulet) and left the city. They also knew that she and Egarthis has a way to teleport (this a side quest that isn´t written into the module, it´s a part from "The Looking Glass Deep" module which I used to bridge the players from Masks of the Living God to City of Golden Death, which includes a minor artifact called "the Key of the Way").

So of course she wont stop until she has the amulet again. The party has given one of the parts to Reginar, and the other two parts will be transported back to Crypt of Everflame. The party failed to tell Reginar that both Iramine and Egarthis is alive, and other influencial Razmirans from the destroyed temple as well, Rennec is one of them.

We are now on a timer: the talk with Reginar occured early in the morning, at lunch he´s informed that Iramine is spotted in Tamran. He sends runners to gather the party for a new meeting at dinner.

At the same time one of the party members is approached by a man that informs her that the Razmirans has her sister, husband and their newborn child as hostage (What the party don´t know is that her sister and husband are followers of the cult).

They will be released when the party hands over the amulet, or else there will be problems. Reginar will not part with his part of the amulet at any cost.
He´ll also try to convince the party that they hand over the rest of the amulet. If he succeds, he will depart for Absalom as soon as possible.

I´ll set up a meeting with this contact later the same evening at a tavern, where they need to show that they are willing to cooperate.

My problem is that I feel that I don´t have any back-up plan. Iramine will not kill valuable members of the cult, on the other hand she´s willing to take some risks to get as many parts of the amulet as possible.
If the party handles over the parts to Iramine, the Pathfinders and Reginar will hunt them down. If they give the amulet to Reginar, what would Iramine's reaction be?
Argh, this happens when you don´t follow the script; it feels that I´ve cornered myself badly. I´ve a feeling that the party want to finish of Iramine and friends for good, but I can´t find a way to set up a scene that doesn´t feel forced. Good folks, please help me out!

Asmo


I really can´t visualize how this works according to the text and the map.
The text says "Each of the eight mayor intersections in the First Ring is bordered by a channel carved into the street and untouched by the gold, enclosing a 50-foot-square area"
What is stopping the players from just taking the way through the channel, avoiding the intersection completely? Or walking around the intersection? Obviously we are missing something here.
Thanks for any help!

Asmo


My players are about to enter Xin Grafar this sunday, and I´m wondering if it´s worth the hassle with the countdown.
How did your group handle it? Please share!

Asmo


I´m aware of the information from the Inner Sea World Guide. I wonder if somebody has fleshed it out a little bit more? My players are there and Í need to liven up the place somehow.

Asmo


Got my Legacy of Fire bundle and some other stuff. I just wanted to say how pleased I´m with the packaging and handling of my order.
I´m quite impressed!

Asmo


Hi all!

We are - I think - nearing the end and I´m not sure when we are
supposed to level up to 4 lvl.
The thing is that our current dm has begun a new job that takes a lot of his time, and it shows when we are playing. I´m not really sure that he knows when to level.
We have just killed 6 acolytes in a secret area after getting our gear back. We have been with the cult for about 2 weeks and done everything - more or less - what they asked of us.
We have discovered the tunnel to the tavern och checked the office.
Should we be 4 lvl by now?
I guess that next move will heading upstairs and confront Krank and his men.

Asmo


That´s the question; are there any other official multipart campaigns that are linked like Price of Immortality?

Asmo


I´ve a cg elf in my campaign. We are currently running Mad God´s Key in Greyhawk. They have been fighting the Green Daggers, and when he downs a rogue he always CDG:s them on the next round. He has done that at least 3 times.
So, I´m hinting that he´s going cn, if he not considers his action - bring them to justice, etc.
What are your opinions?

Asmo


First of all let me say that I´m new to 3.5 and trying to catch up on the rules, coming from 3.0.

I´ve finally found some players and going to run this adventure for them,wich I hope will be enjoyable, bot for me and the players.

This will be long, so grab Dungeon #114 and get started!
(I´ve posted on this board earlier about this adventure,but it didn´t work out well with my player, so we never got that far into the adventure).

First of all: is Irontusk stats correct? He´s a 2 lvl Bbn with a Jump check at 12. I don´t know how it´s possible, perhpas I´ve missed something?
(At lvl 1 he should have 4 skill points invested in the Jump skill, adding one more at second, and that would give him 5 ranks in Jump. With his Str.at 17 he have a +3 modifier wich would give him a total of 8. Correct?

Since the adventure states that "Irontusk´s Jump check is high enough that he automatically makes jumps of 5 ft or less."
And that leads me to another question: what are the DC for Jump checks in this area? The DC for Climb checks, Swim checks etc are listed, but not the DC for Jump checks. Or have I missed something?

If we assume that we start the encounter at D2 ( wich I find horrible rail-roady btw - why couldn´t the players just as likely search for Irontusk from the other two roads that leads to Barge End? )the chance that Irontusk will be surprised must be very small beacuse of Solnia (D3) watching out for him.Irontusk also have Improved Initiative so he will most likely go first.

If we assume that Irontusk goes first and with a speed of 40 ft/round in light armor and he doesn´t need to make any Jump checks and taking a double move I just can´t see how the party ever could catch up with him( The game I was referring to earlier, this exact thing happened: he just easily slipped away with his boat and was gone).The only thing that can stop him as I see is that he gets incredible unlucky at D5 or D7.
The first PC that will make a Jump check from D2 will have a hard time: to make a Jump check you need a running start wich requires that you move at least 20 ft in a straight line before
attemptng the jump. Otherwise the DC is doubled.
Where will the PC:s find that 20 ft in a straight line?
If they try to jump from the slippery boat D3 there are still a 10 ft gap that seems impossible to make. The other and only option is to jump from a narrow edge from D4 to D7 wich is 5 ft,
or a 10 ft jump from behind the barrels at D4 to D5.
I don´t know the what the DC:s for those Jumps should be. Any suggestions?
At least 2 of the PC will be wearing meduim or heavy armor that will reduce their speed and give them a - 4 armor check penality.
I just don´t see how they can start a chase and succeed with these conditions!
Well, I´ve probably done some miscalculation or did something else wrong, but I need some help to run this encounter smoothly.
Please tell me there´s a way to catch Irontusk without cheating.
And what did you do when he got away? I´m sure that that must have happened alot of times.
I need some help here.

Asmo


I´m looking at the entry for Marek and Flegon - both War1 - (page 22 of Dungeon 114): it says "HD 1 d8+4; hp 10".
Marek and Flegon both have the Toughness feat (wich gives them 3 extra hit-points): 8+3=11. They both have a CON score of 12 wich gives them 1 extra hit-point,alas a total of 12.
Why does the entry say hp 10?
Is this an error or have I´ve missed something rules-wise (wich I probably have, because I´m incredibke rusty at the moment :))?

Asmo