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Hi @all Already searched the internet, but dind't find anything at all, so here is my request: Next week, my players will (very likely) defeat Ardimarchus and return to Cauldron, finishing the Shackled City AP. Unfortunately there is very little information in the book of what happens after the heroes's return. After two years of gaming I want to give the players and their heroes proper respect and a great celebration. There is already mentioning of statues in their honor in the book, but i need something more: I need a rousing speech honoring the heroes of Cauldron (written by Jenya because she was elected temporary "ruler" until a proper one is determined - but it is not that important that the speech is written from her perpective). Does anyone has an idea where to get "demo-speeches" or does someone did something similar and can send me a pdf or something? Any help would be appreciated. Thank You.
Hi all, on p.316 (Nightmare spell) there is mentioning of a "condition" called "defenseless". here is the relevant text (this is repeated by another spell whose name i forgott): "You are defenseless, both physically and mentally, while in the
So what exactly IS defenseless. Unless I'm blind, this condition is nowhere explained and the given examples are insufficient. I would assume it is like helpless plus the given examples plus something more? something less? something completely different? Any thoughts, hints, clarifications? Thanx
I have some questions about evasion: 1) in the druid animal companion entry, it is not stated if the animal can only use evasion if wearing no armor, light armor, etc. When can the animal companion use evasion? 2) In the ranger class feature, evasion can be used with no armor, light armor and medium armor. In the rogue class feature, evasion can only be used with no armor and light armor. When can a multiclass ranger/rogue use evasion? thanx
PRD: wrote: Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. I always wondered why a character wielding a reach weapon cannot use it to attack adjacent foes (or more preciscely, targets within his "natural reach") - I would imagine that you can use such a weapon against such enemies by simply holding the weapon at a position more toward its damage dealing end or you could knock the weapon's haft cross-wise into the enemies face. For a houserule I propose the following:
Anything to take into consideration?
I remember asking this same question in a thread about this awhile ago. Now I have "an official anser". Thank you Paizo. No more discussions with my players about this *g*... "Ranged Touch Spells in Combat: Some spells allow you to make a ranged touch attack as part of the casting of the spell. These attacks are made as part of the spell and do not require a separate action. Ranged touch attacks provoke an attack of opportunity, even if the spell that causes the attacks was cast defensively. "
1) Quivering Palm: I assume this class feature can only be used with an unarmed attack? 2) Cleric Aus: I assume the Auras level is equal to the cleric's class level. 3) If 2) is correct, I assume a Paladins/Cleric levels of a multiclass character's Aura stacks? 4) Companion Animals Tabe (p.86): The natural AC bonus: cumulative or total bonus? and finally: 5) Channel Energy: Cleric class level and Paladin level stacks for a multiclass Cleric/Paladin? Thanx for answering. PErhaps more if a read on...
Hi there. Have some difficulties understanding the rules of a Wizard's Bonded Object. Can anyone explain to me how this class feature works and/or give an example? Some specifities: a) When is the wizard able to add magical properties (aside from from being of high enough class level) - when there is time, when he has the money, whenever he wants?
thanx for answering
Some clarification requested: Spoiler:
This evening my players had a fun fight against Embril in Shatterhorn. They recalled her chest from the Ethereal which is trapped by a Greater Glyph of Warding (Slay Living), triggered by anyone opening the chest and not being Embril. The question now: is the chest-opener automatically affected by the Slay Living spell (because he touches the chest or because a Glyph spell does not require a touch attack) or is a touch attack required (as stated in the sly living spell's description) and if so what attack bonus is used (possibly the caster's because there is no bonus listed in the traps description)? Here the trap description from the book: "Trap: XXX's secret chest has a greater glyph of warding placed on it (caster level 14th) that triggers a slay living spell if anyone other than XXX open it. Greater Glyph of Warding: CR7;spell;spell trigger;no reset;spell effect (slay living, 14t-level cleric, death, DC 20 FOR save for 3d6+14 damage); Search DC 31; Disable Device DC 31" I have ruled to use a touch attack with XXX's attack bonus to cut short discussion, but just wanted some clarification. Thanx
Last thursday my group confronted Lord Valanthru/Orbius in Oblivion. We had a 5 round stalemate and stopped the fight because it was too late. The battle will continue next thursday, but I fear it will continue this way: Our cleric had cast an Antimagic field on him. And all other PCs are near him to profit from it. Thus my lovely Orbius hovering below the celeing is unable to do anything with his eyestalks. And the characters are unable to cast spells (because of the two antimagic fields) to do anything except firing some X-bow bolts which are unlikely to hit the beholder. Orbius's spittle is useless, only immobilizing the enemy. Orbius won't come down to bite them, because this would be certain death Orbius would likely only survive in melee for 3 or 4 rounds. The cleric's antimagic field lasts for another 100 minutes or so and no one seems willing to step out of it to fire a devasting fireball or something like that and sacrifice himself (hehe) when Orbius' turn comes in the round. Kind of stalemate here. Kind of boring up until now and I have no glue of how to continue the fight. Should Orbius takes his chances and come down to bite? Should he try to immobilize the rogue with his spittle and then come down and bite? Any ideas? Thanx My party composition:
On Friday we had a discussion about ranged touch spells in combat. Our Spellcaster is adjacent to the enemy and wants to cast a ranged touch spell against that enemy. No he concentrates to avoid the AOO. Now the question: The act of concentration prevent the AOO because of casting a spell, BUT what about the spell being a ranged attack which would also provoke. Does the enemy get an AOO because the spellcaster makes a ranged attack although he is in melee?
As mentioned inanother thread and since I didn't want to hijack said thread, I repost a though / concern here: It has to do with powercreep and the number of feats a character gets under PRPG-rules (i.e. 1 feat at every odd level): As PRPG stated, "core" characters are made more powerful because of later 3.5 product's powercreep. Now, I can't see then, why a feat at every odd character level (mind you) makes "core" characters more powerful in relation to say any later claaes/prestige classes from 3.5 as these classes also get the increased number of feats. The result is not only a powercreep in core characters but ALSO in the 3.5 characters of later books. (although optional from UA add flaws and traits - my players like them - and perhaps a "background feat" for free and you have even more feats) Thoughts?
Until other Design forums opened, because I tend to loose notes scribbled on many small notes... p102 clarificytion: weapon size, explanations are confusing (to me) p102 clarificytion: weapon cost for tiny weapons (where?) p105 possible rule's change, Net, Spellcraft check DC should be spell level dependant p109 error: (also p110), Buckler and Shield: "...loose shield's AC-bonus until your next TURN..." p112 possible rule's additon: Hooded Lantern / Bull's Eye Lantern: it's a move action (or whatever) to open/close the shutters. p112 error: Grappling Hook, there is no Rope Use skill anymore p115 possible rule's change: Tanglefoot Bag, Spellcraft check Dc should be spell level dependant p115 clarify: Tanglefoot Bag, what amount of damage to scrape off? p117 error: Thieves Tools, "...you must USE improvised..." p118 clarify: Cart, what cargo and number of passengers? (also for p119 Carriage) p118 add: Riding Saddle, 50% chance to stay in saddle and remove that part from military saddle, so it only gives the 75% text p119 poosible rule's change: Hirelings, wage: should be adjusted by hireling's character level p119 clarify: Sailing Ship, number of passengers? p119 clarify: Row boat, cargo capacity? p119 clarify: Sled, cargo capacity and number of passengers? p124 error, Tremendous Strength, "...the numbers in THAT COLUMN by 4..." p132 error: Surprise, surprise round, "...take a standard OR MOVE action..." p133 error: AOO, threatened squares: "...when it is not your TURN..." p136 contradiction with p161: Touch, "...1 friend as standard action, 6 friends as full round action..." p141 error: Effects of damage, 2. section, delete one IF p142 error: Dying, delete one IF p143 clarify: temporary HP p144 clerify: Move through square, "large creatures are..." p152 error: Throw Splash Weapon, "Thrown SPLASH weapons require no weapon proficiency..." p155 possible error: Entangled, DC should be 15 + spell level p156 error: Bonus Types, last sentence, "...have NO type..." p160 dublication: p171 "Designer's Notes: Polymorph" section from p.160 p161 contradiction with p137: Touch, "as many as you reach in melee..." p166 contradiction: Copy om Another, 1 section, last sentence : "disappears" and 2. section: does not disappear p168 error: right column, 2. section, last sentence: "...access TO..." p171 dublication: p160 "Designer's Notes: Polymorph" section from p.160 p194 possible error: Schools, save should be modified by Intelligence modifier not Charisma modifier
As per 3.5 SRD Attacks of Opportunity are defined as: "Sometimes a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity." So my question: since combat meneuvers such as disarm or trip are (as the name suggests) combat actions why do they provoke AoO. The attacker still attacks the enemy and I (personally) cant imagine why he lets his guard down if he makes a trip attack or a disam attempt. So my suggesstion: so simplify the rules, remove AoO from combat maneuvers. This (or course) requires the reworking of some feats (such as Improved Trip) but this can be done fairly easily by just giving a character s +2 (or +4) competence (?) bonus when executing such a maneuver if he has the approrpiate feat.
Eleminate percentile miss chances (as the current rules stand) such as for arcane spell failure, concealment, and invisibility. There is one more roll to be made (sometimes two if you are murky eyed for example) which is unnecessary because there is a simpler solution: just apply a -1 penalty per 5% (or perhaps 10%) miss chance to your attack roll. This leaves the "problem" with arcane spell failure. I can life with the complete removel of such a rule, but for "3.5'S sake" keep it. A possibility would be to reduce effective caster level by 1 per 5% (or 10%) or arcane spell failure. Just some suggesstions. Thoughts?
The problem with I (as GM AND Sorcerer-player) have with the Concentartion skill is when it is used when casting a spell in a threatened square. Not only do higher level casters always make the check and thus avoid AoO, but there is also no taking into account the opponent's training/ level, exp etc. As was mention in the tumble threat, I would like to see an opposed mechanic for this perhaps Concentration vs. REF-save, removing the simple Concentration against spell DC rule. This would give the threatening character a better change to "take the opportunity" and interrupt spellcasting...
i have already brought this up in alpha 1 a couple of weeks ago, but i find it worth mentioning again (especially since there was no response to the thread). So here we go: The elf's and dwarf's "auto-detect" feature for secrets/stonework(the part "may make a search check as if actively searching for...") should be removed or changed. Reason: As a GM i have to constantly roll the dice when my player's enter a new area (and I have 1 elf and 2 dwarves in my group). This is rather annoying. Second: I forget to roll more often than not and my players constantly remind me to throw the dice. Very game-flow stopping. The characters walk the circumference of each room because this lousy ability only has a range of 10 feet (formerly in 3.5 only 5 feet for elves but luckily this was changed to make both abilities work at a unified range.) So what can we do about this: 1) leave it because you are one of those people who like it as it is
I know there's a lot of discussion about the PRPG, and it also has been asked for in several other threads, BUT: can we please have some errata-files for existing products (AP, GtK, etc). I know of the GM-Reference threads, but its a pain in the ass to read them all and puzzle together the information... Thanx
What about giving the fighter the exclusive ability to use and specialise in various fighting styles. I never saw anything done with in this direction with 3.5 Perhaps something like this... Fighting Style Mastery
Or make it "more complicated" and assign special benefits to different fighting styles.
Make it more usefull. A static +4 is boring and less usefull at higher levels: So my proposal: TOTAL DEFENSE
ALL-OUT ATTACK
INITIATIVE
I say remove them. One less roll which does not really contribute to the game. Just fold it into an attack roll: MISS CHANCES
(ARCANE) SPELL FAILURE
My player's generally do not like the idea of paying with XP for creating magical items or casting powerful spells. It is a riduculous rule. Why would someone "loose" experience by doing such things...If you would simulate a "personal sacrifice" as stated in the rules, there would more "realistic" ways...So here is my proposal: XP-COSTS
this rule is derived from the fact, that if you buy a spellcaster's service, you pay 5 gp per XP.
The Alpha 1 approach to turning Undead is a good one, but somehow I do not like the healing effect and i'm not fond of the undead receiving a WIL-save. It's just a gut feeling, but I guess that the Turning Rules stray to far from the "original ones" in effect. So, here is my approach to the Turn Undead rules (and perhaps they need some additional work or clarification)...beware long post ahead (although its the complete write-out)... Turn Undead (Su)
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells. A cleric may attempt to turn undead a number of times per day equal to 3 + his CHA-modifier. Turning Undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. The cleric must present his (un)holy symbol to turn undead. Turning Undead is considered an attack. To turn undead, the cleric makes a Turning check. He rolls 1d20 + his cleric level and then picks a target within a 60 feet radius. He must have line of sight and line of effect to the chosen target. The cleric can only affect undead with HD equal to his 3 + cleric level or lower. A cleric with ranks in Knowledge (religion) gets a bonus on turning checks against undead. This bonus is +1 per 5 full ranks. Some clerics have the ability to turn other creature types. Their bonus to Turning checks depends on other skills: Clerics with the ability to turn elementals or Outsiders use Knowledge (the planes) to calculate their bonus. Clerics with the ability to turn magical beats use Knowledge (arcane), etc. If his Turning check result meets of beats the chosen target’s Hit Dice, the target is turned / rebuked and flees. If his Turning check result meets or beats twice the target’s HD, the target is turned and destroyed / controlled. The Turning check result is then reduced by the target’s HD. The cleric then chooses another target and compares the reduced Turning check result against the new target’s HD. The Turning Undead attempt ends when the cleric can no longer choose a target or his turning attempt against a chosen target fails (because of his reduced Turning Check result not being high enough or because the chosen target is too powerful to turn). A turned and fleeing undead is panicked. If unable to flee, it is shaken. These conditions have durations of 10 rounds (1 minute). A turned and destroyed undead immediately crumbles to dust. A turned and controlled undead is treated as if under the influence of a Control Undead spell. Turn Undead was had its own subsystem of rules which was constantly referenced by players and gamemasters alike. This was an unnecessary complication and slowed down game play.
Take a look here: http://www.wizards.com/default.asp?x=dnd/mi/20080207c. Although mini-game rules, one can project them onto 4e. There are some interesting things we will most likely see in 4e. Chief among them the cleric of pelor's combat healing and aura. Aside from such a ridiculous ability as combat healing, what bothers me most is the fact that there seems to be many situations or abilities having an effect on other characters(allies and enemies) where one has to remember and keep track of bonuses, ranges, (perhaps duration), etc. I always though that 4e is made to run games smoother and faster. What they are doing to make the game run faster (such as reducing number of attacks) seems to be nullyfied by things such as the cleric's aura.. Feel free to discuss...
So I had the chance to read a friend's Races & Classes from cover to cover. It was an ok-book until i came to page 68 where I read in first paraphraph the following line: "But when was the last time you saw a PC make a profession check that has a usefull impact on the game? (Hint: If it was recently, your game is proablity not as much fun as D&D should be. Sorry)" I don't know, why I was so upset upon reading this, but i stopped reading. Perhaps it was someone telling me my games are not fun because my players use skills such as Perform, Craft or Profession. That someone dictates how I should play the game? /sarcasm on/ Man, your so right: these skills suck. They can be used for roplelaying purposes and if you are using them you are not cool. Roleplaying is not cool. Cool people play cool characters with cool powers. Cool people rollplay. Who would play a character with ranks in profession. And what GM would use such skills in his game? Let me tell you something: I use things such as Craft and Profession. Not only does it help fleshing out a character, but it can also be important and helpful - So you have fumbled your attack roll and your sword is damaged. Make a Craft (weaponsmithing) when camping and all is good again. Or do you want to travel to the nearest town which is a few days away and look for a smith. Or, alternatively, you can fight on with that sword until its destroyed and you can continue with your bare hands... /sarasm off/ I'm not someone usually ranting around. What i wanna really say is this: Do NOT use such commends or sentences in products yoo want to sell to future or current costumers. That's bad business...
I would like to subscribe to Pathfinder and order some GM-modules, because our shops here in germany don't have them or all are sold out and no new arrive. Problem is i do not have a credit card. So, how can I orderand pay you? I have a paypal account, but there are no other options for paying you...Or did i overlook soemthing? Thanx & Keep up the good work! |