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SlimGauge wrote:

Do you mean something like the Peacebond spell ?

Wow, what the hell. I tried using the search bar in the pfsrd and typing in a bunch of different keywords. I've never had to use a spell like this and it's not a common choice for PCs.

Thank you!


So in my campaign I am running, the party has to infiltrate a grand party at the castle. One of the ways I see them getting in is convincing the guards/greeters they belong in the castle. If they are successful this way they're weapons are supposed to be bound in their sheaths.

I have seen similar scenarios in other modules where they talk about wrapping white "tape" around the weapon, however I was wondering if there was a magic binding spell that I could use instead.

If there isn't, does anyone have any suggestions on what might work for a spell or what is something else you have seen or done as a DM to bind weapons?


My group wanted to do a game based around this idea. Only in our case, you wouldn't assign stats for yourself but instead everyone at the table would.

The problem was, when looking at the list their are a few things that people could qualify later down the list but not qualify for some of the prior things. For example: In Strength it says at 14-15 "Visibly toned" but then later down the list for 18-19 "Can break wood with bare hands".

If I had to stat myself I'd say I would have...
Str:15
Dex:15
Con:14
Int:16/17
Wis:16
Cha:14

I think the only thing the people in my group were debating about was my INT score. Even though I'm good with both math and science, you would never get that vibe off of me during a game/know I'm a Chem major.


Normally I write my own adventures, but after doing this now for three years I've come to a sort of writers block/lack of interesting ideas.

What are some suggestions for Pre-Made adventures for characters level 10-12? Preferably ones that could be a bit more open ended for the party. My players tend to get annoyed with being baited down a single path.


Thank you everyone for your feedback, I will be running the game again today and we will hopefully go over some of the things mentioned above.


I'd like to apologize, I don't have their sheets in front of me right now, but will around 6:15pm Central time.

I can say however that most of them have either items that allow them some sort of effect, extra attack, or skill bonus. The ones that do have magical armor or weapons don't have a good magical bonus, and instead they focus on magical effects.

Quote:


Good rule of thumb: Are there AC's 1.5 their level+15? = Good AC.

Do they have between 20 (bad for level) to 25(average) to 30 (good) and 35 (tank)?
Why is 20 bad at level 10? Everyone will hit them.
Why is 25 average? Most will hit them.
Why is 30 good? Some will hit them.
35 is few will hit.

How does their AC fare.

Also most their ACs don't follow this rule of thumb. Most of them have an AC probably between 19/20min-28max...

EDIT:

Quote:


Well, not every group is trying to max out stats with these "core" items.

If you are running custom encounters, you could go with enemies that are easier to hit. You can also customize the loot dropped to include these "core" items as a hint.

If you don't just want to outright say it, you can drop in an NPC to show them the usefulness of buff/debuffs, etc., if that is their issue.

You can just keep challenging them with hard enemies until they realize it themselves after a while. Though, you'd like to think after 10.5 levels they would have.

And I have done this, recently I gave them some pretty level equivalent magical gear found on the dead bodies of some adventurers in a dungeon they are in.


justaworm wrote:

Not every list is going to look like that though. There may not be places to get > +2 items, even if the PCs have the gold, for example.

Keep challenging them to rethink their combat tactics and their gear. Do they have suitable potion/scroll/spell/wondrous-item buffs? Do they have suitable debuffs? Etc...

So, I should keep sending level equivalent encounters at them until they learn they may need better items?

Is there any other way to hint at it other than telling them straight out, "Hey, get better s%+&!"


Chess Pwn wrote:

How are they doing on the Wealth Per Level (WPL) guideline?

So they are lv 10 and 11?
lv10 is 62000
lv11 is 82000

Weapon +3 = 18000
armor +3 = 9000
ring of protect +2 = 8000
amulet of natural armor +2 = 8000
Belt of STR +4 = 16000
this is 59000, so your level 10's should have at least this. That puts it at AC +7 and attacks +5

Also note, CR = APL should be a pretty easy fight that uses like 25% of their daily resources.

Most of the party definitely has enough magic behind them to match, maybe even surpass their WPL guideline. The rest might be a bit below.

But it doesn't seem they are as focused as your list. They tend to buy cheaper things with smaller bonuses instead of buying advanced versions of items, or they tend to buy one really powerful item instead of spreading out their wealth.


So my party's APL is 10.5 at this point, and I've been trying to stick to giving them CR equivalent encounters. The problem is, they can barely hit...and they are too easy to hit to the point where the monsters barely need to roll. Is there a different way anyone runs encounters?

Also, how do I make sure as a DM they have level equivalent gear? I don't want them to feel to overpowered and I don't want them to feel under powered.

Any advice?


We're going to be playing in an hour, I guess I forgot to mention that my players have an APL of 10.

Does anyone else have any suggestions for cool ideas for a room in this temple dungeon?


Orthos wrote:

Nest/egg/breeding rooms

Shrine/chapel

Den of some sacred creature(s)

Bizarre healing/medicinal room (using strange herbs, venoms, etc.)

Rain-collecting room

Room designed around the god's footprint (could double as one or more of the above)

I already have an breeding room, a shrine, and den.

But I like that last one, I'd just have to add some sort of twist to it.


So today my group is entering a temple made by the God of all monsters. I have 12 or so rooms planned out but I don't feel like I have enough non-encounter rooms that will make an impact and hint toward the fact that this temple was crafted by him (Since they have yet to figure it out).

Thank you ahead of time for any suggestions.


Yes, she has stated several times, "All I want to do for the party is heal and be useful."


Hey everyone,

Someone who used to be in the group I run (who couldn't make it anymore due to work) has finally returned. The only problem, she's new to the game, is being boosted to level nine, and is easily intimidated by the verbage of the rules.

We have gotten everything to work out rule wise, but then she saw all the spells a cleric has to choose from. She now feels intimidated and confused by all the lingo used to describe spells.

There are two things I feel I need help with:
1) Trying to get a beginner player to understand all the information on the spells page. I feel I can do this, but I would like some suggestions so she doesn't freak out on me.

2) What spells would be suggested for this character to use due to the fact that she's a beginner. I would normally be able to help widdle things down...but the crazy thing is...we've NEVER had a cleric in the party (We've been playing for about two years) and I have no idea what to widdle it down to.

Edit:Apologies, I feel maybe this thread should have gone in Advice


Why wouldn't you be able to use wildshape after becoming a large?

But, let's say you could become a Gargantuan, the easiest way I think would be to start off as a large PC and get someone to cast Mythic Enlarge person and then permanency. Otherwise I think the max you could be is a Huge creature from medium.


Suma3da wrote:

The kind of Role-Model a Paladin is supposed to exemplify depends on the the culture of the area. Trying to be a Shining White Knight in a setting that has no Cultural Identity with that Archetype is a fallacy. Someone used to Western European fantasy would be peg Paladins as Knight's Templar. A Japanese/Tian person, may envision an honorable Samurai when they think of what Paladin should be. However both of those types would be radically different than what a Native American/Mongol/Shaonti would picture as their LG Role-Model.

If you're from a society where smoking and drinking are sociably acceptable and non-taboo norms, I see no issues with this concept. If you're from an area with a more repressive and Puritan viewpoint on this subject, then sure I could see this character having a few issues.

Yes, I agree with you on this, such as what I meant by this argument kind of just funnels to then point where it doesn't matter and I should have seen this coming. It all depends on the society at hand and how the society judges activities as right and wrong. I will admit I am looking at things funneled from a western point of view, but as the original poster stated drugs, specifically asking about pesh, are illegal in their setting.


Aelryinth wrote:

One thing I did in my home campaign to formalize this is a simple ruling.

Gold and gems sub as a material components for anything with a GP value concerning magical item construction.

The value of gold in terms of magic is absolutely known. 1000 gp/day is the maximum a normal artificer can consume in gold per day without special training. That volume of gold is known and an absolute quality.

1000 gp is thus short termed a 'goldweight', the weight of gold an average crafter can consume in one day.

Other material components can be clearly and precisely measured to how much gold they substitute for in any usage of material usage. Silver is 1/10th as good as gold, platinum is x5 better. Gems can be perfectly graded on value by how much gold they sub for.

"Craftsmanship" effectively creates 'extra gold.' It's how craftsmen make money. Taking 350 gp in gems and gold and turning them into a 1000 gp necklace 'makes' 650 gp from the crafter's skill...the necklace is worth 1000 gp as a material component even if it only has 350 gp in raw material.

"Material Components finding" is also an entire career for people. Catching the last leaf to fall off a tree on midwinter's eve may net you a component worth 100 gp in making magical staves. A dram of blood from a virgin on her wedding night might be worth 10 gp. A shield which has withstood the impacts of a hundred different hurled spears might be worth 100 gp, etc etc etc. It all subs for gold.

And since using gold in magical items and the like consumes the gold and it is gone forever, magical components are preferred to using gold whenever possible.

Also note, that because other metals and some skill is involved in making coins, a thousand gp of gold coins has less pure gold then a Goldweight. Most coins are, however, magically unsuitable for use in making things, and would have to be melted down to the valuable gold to actually be able to be used as components.

Priests of the gods of cities and commerce can, however, use straight money for any...

Thank you Aelryinth for everything you said. What you're saying makes a lot of sense and this ruling makes things fairly simple. I would quote you on everything, but especially liked the comment you made on how the diamond needs to be worthy of the spell and therefore you can pay whatever amount it is you want for it.

In this case, it makes it so that it's kind of up to the player's appraise skill. Does the character think that this gem is worth such a powerful spell? If he does he tries to use it an sees where it goes from there.

Naketo wrote:


Blake, you assume that the issue is of a player being unhappy with the circumstance. It could very easily be a matter of the character being unhappy with the fact that they are no longer the race they used to be. The player might actually be enjoying it in their own way despite roleplaying their character as hating the current circumstance and being willing to take rather extensive steps to remedy it. Now, I could be absolutely wrong about this, I don't believe the OP has mentioned what the actual feelings of the player are on this, so I may be incorrect.

Personally, I like the "Quest for a gem valuable enough." It doesn't cause the party to take a hit to their WBL, and allows for a little more world expanding and creativity. There might be some problems, but as long as the other players are okay with going along with it, (because their characters hate seeing their friend in anguish over his new form, and also maybe out of guilt for doing it to him) I see no real issue. The GM might even use this side quest to introduce a new plot hook to drive the main story further.

Naketo, you are absolutely correct. I should have specified that it wasn't the player that was upset but instead his character. My friend is very good at roleplaying and although it does always sting to lose someone, he knows that he needs to be extra upset because he has turned into something he hates.


Rynjin wrote:


Who says it's Chaotic?

Hell, in the VERY DESCRIPTION you just posted: "Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should."

He makes the right decision for him (It feels good and has no negative effects on me or those around me) in full confidence that everyone else will ALSO make the decision they should (which is: Don't, because addiction is a very real and very detrimental side effect to you).

I am starting to see the stupidity in this argument, not because of your claims, you make some fairly valid points. The problem I see with this is more of the fact that I picture Paladins as leaders by example...not just in faith and battle. I personally feel you are correct in the fact that the actions the character would be making are not necessary lawful or chaotic (though if they believed in the philosophy of Hedonism, passing on the beliefs that everyone should only look for what is their max pleasure that, that sounds somewhat chaotic in nature.) Though this argument is fairly meaningless due to the fact that lawfulness is determined by the type of world you are playing in, which was not specified but Rumpin did note that it is illegal in their game.

Also, I found this on the Paladin page:
"Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth)" Wouldn't drinking in excess and taking drugs still technically be poison even though after a certain point it no longer effects them?


Rynjin wrote:


Law implies honor: Check (nothing about Pesh is dishonorable).

Law implies trustworthiness: Check (It doesn't make you lie).

Law implies obedience to authority: Check (it's not illegal, and Lawful doesn't necessarily require you to follow the law anyway The only time this would come up is if anauthority figure he recognized told him to stop directly, and only while he was under his authority)

Law implies reliability: Check (it doesn't impair him in any way).

Not seeing the issue. That second half is 100% irrelevant (CAN include does not mean DOES include).

I agree with you on your first and second point. Your third too if in your world the towns you are in have no code or law on drugs.

But sure, pesh doesn't effect he Paladin because he or she is immune to all effects...but are the citizens he or she has to be an example for not effected by it? If a paladin is promoting a party hearty type of party, then it is chaotic in nature. A good feast or ball would be much more respectable under someone of law.


Chengar Qordath wrote:
LazarX wrote:
A major part about being a Paladin is setting an example.
That is one of the many valid ways to play a Paladin, yes. But nothing in the Paladin Code requires the Paladin to be a perfect role model who spends all his free time telling kids to stay in school, drink their milk, and not do drugs.

Well, considering you have to be Lawful good, if you went by the book you're stuck under this.

A quote from the PFSRD::

"Law Law implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include closed-mindedness, reactionary adherence to tradition, self-righteousness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should."


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LazarX wrote:

A major part about being a Paladin is setting an example.

It's not about exemplifying behavior which would be chaotic, and self destructive to anyone not blessed with Paladin gifts, just because your metagame knowledge about rules crunch says you can.

I agree with LazarX. Partying, drinking, and drugs is not a exemplary behavior and is neither righteous or virtuous as a Paladin has to be. Most GMs will put this idea down on the spot, not to be a buzz kill but because it doesn't follow the class alignment prerequisites.

However, you did mention "Warpriest"and therefore you can do whatever you want in the name of your God, but you'd have to wait for a later level and get magical items to get the powers you want to use to party hardy.


Thank you all for your feedback. This is specifically a wish used to undo a misfortune because one of the party members reincarnated their fellow Elf into a Half-Orc.

I now see that there is not really a set rule for it, so I will have to decide in game how he will find the perfect diamond to return to his normal form, but I have made it ever so clear this will not be an easy task.

He wanted to pay the church 6,000 gold and work off his debt and they laughed at him because they were asking the church to front 19,000 gold for him. He then tried to go to my worlds big trading guild with the same amount of money, but he quickly found out that if he did that he'd lose the character to indentured servitude.

We shall see what happens next, but once again thank you all.


Ah, not to dig on Pathfinder...but from the sounds of it maybe it's time you ask them if they actually enjoy the game? If this game isn't peaking their interest maybe you can find something that your friend group really enjoys and find a different tabletop game?

If you really think they are interested in Pathfinder, then maybe just take a hour out of the next session and run through their characters again with them until everything is cleared up.

Just remember, you can't force anyone to enjoy the game. For some people it just doesn't click on for them. I for one can sadly say that I have seen many people come and go because they lost the joy for Pathfinder or never had it to begin with. I hope this is the last case for your group, but if it is I'm sure you guys will find something else cool to do.

Edit: I totally and fully agree with Captain Yesterday. If they seem like they just want to have fun, loosen things up a bit!


Well, if you're working with someone new I strongly suggest taking an hour or two to flesh out his character with them. This includes helping them make a backstory so they feel included in the world

Module wise I really enjoyed Flight of the Red Raven, though it is a level four module and leveling character with beginners may be overwhelming to start off with. Most of the time though I make up my own campaigns and worlds, so due to bias I think that'd be really cool to do if you were up to it.

Also, if you wish here's my advice I just gave on a different thread for for helping new players move along in combat. You didn't ask for it, but I feel it could pertain.

Other Thread Combat Advice:
When it comes to combat I strongly suggest having your new players make combat notes. They take the time to write out all dice they roll, so like "To swing longsword: Roll a 1d20+5 on hit roll 1d8+3," etcetera etcetera. There is a space for this on their character sheet, but some people do get taken back by all the information on the sheet.


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It seems there are multiple things here that need to be touched up on. I may not consider myself the best DM but I've been writing modules up since my dad introduced me to Advanced Dungeons & Dragons when I was 10 and running them since I was in high school... so maybe I can help?

First off, if you're bringing in new people...always play for a shorter amount of time or if you want to bait them lie to them. I know this sounds like it sucks, but I have come to notice over the years that when I focus peoples attention on the amount of time we'll be playing for they tend to freak out and not enjoy the game. Instead, say you'll probably play for about two or three, this will make them feel more comfortable, like they are testing the waters. They'll hopefully feel more focused on having fun and when the hours all of a sudden go by, and you've made things interesting, they'll hopefully beg to stay and play a bit longer...if they don't ask for more time offer it, if they seem hesitant to take it because they have "things to do" it is sadly time to look for more players.

When it comes to timing and moving things along, you need to be the one to push them along. If they are chatting outside of game, get them refocused. My favorite thing to do is tell my players that for every time they get off task I will minus EXP. The first couple of times you do it, but then you just say it, and then hopefully they stop talking ridiculous amounts outside of character like they eventually did with my group.

If they are sitting in a room and won't move and an HOUR literally goes by...it's really time to throw a strong encounter in to get them moving or have something happen. One time I had a party who thought they beat a thief up a mountain, but they didn't and they were just camping out in a cave system. To freak them out further up the mountain, I "Rolled" a random encounter and had them hear the cry of a Wendigo. That brings me to another point, if things are getting a bit stale feel free to deviate from your module, no one likes a stale story and if not enough is happening then the players will get bored.

When it comes to combat I strongly suggest having your new players make combat notes. They take the time to write out all dice they roll, so like "To swing longsword: Roll a 1d20+5 on hit roll 1d8+3," etcetera etcetera. There is a space for this on their character sheet, but some people do get taken back by all the information on the sheet. For smaller battles if things are going a bit slow but it is because they are planning too much, slightly insist or hint that the battle doesn't need this much planning. If they are planing for a hard battle and things are taking a bit of time between turns, that sadly is what happens. No one wants to die to a dragons breathe, so players will always question their teammates before diving into a tough fight.

When it comes to getting people together, sadly there's no changing that. With my group it took me a good month to settle in a good day for us all to play and get around work schedules and school. If the people can't make it, I strongly suggest you reach out and find more people willing to play.


Jeraa wrote:
Azure Falcon wrote:
So one of my players wants to cast Wish, but you need a 25,000 Gold diamond. How big is this thing?

Somewhere between a grain of sand and a breadbox.

It is really hard to say. Gem value is based not only on size, but cut and clarity. A 25,000gp uncut flawed diamond would be larger than a 25,000gp flawless diamond with a magnificent cut.

As far as the game is concerned, gems are weightless. So not very big.

Okay, thank you for clarifying.

I was picturing a crappy uncut one, because he's trying to order one into the town.


So one of my players wants to cast Wish, but you need a 25,000 Gold diamond. How big is this thing?


aetolius wrote:

Looking at the Additional Resources for PFS, none of the inhaled poisons are legal for play (at least the ones from UE). The ninja's poison bomb ability requires inhaled poisons.

So...? Am I missing something? Are there a ton of inhaled poisons from a different source I'm just not aware of?

Thanks.

None of them are legal, it's kind of a broken rule-set. If you're playing with a group of people who really care about that stuff I'd just choose a different trick. You could also try to work something out with your GM, maybe s/he will give you a poison effect that you can use.


So as much as I love my players being able to get around simple encounter hooks...I don't.

I was wondering if someone were to use a natural or chemical sleeping agent would that not be considered magic and get past a PCs race "Immune to Magic Sleep" condition. Or is that still considered magic in the rules of Pathfinder?


Xah Doom wrote:

Awesome Blow (Monster) Feat

If you are willing to allow him to take a Monster Feat, this would work well.

Thank you! That looks like what he'd be looking for. I'd allow it, but sadly he doesn't have a single one of those prereques, besides being large.


We're playing today and one of my players is asking if there is a way to launch enemies with a swing. He's a large character and wants to be able to do something (A little less dramatically) than this Link

I would like to know if there is an enchantment for weapons that adds knockback or a push effect or rules for smacking away smaller creatures.

Thank you.


Thanks, this helps me out quite a bit. My players tend to think outside the box a lot.


So recently me and my friend were talking about what happens to vampires when they are incapacitated/being slain.

My friend was wondering if you could use an anti-magic field or spell to stop a vampire from turning into its gaseous form. Is this true? I thought they turned into a gaseous form automatically. If not, does this mean they just end up laying on the ground knocked out if it gets canceled?

Full Name

Crowe the Self-Aware

Race

Half Orc

Classes/Levels

Blood Rager

Gender

Male