Grim Reaper

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17 posts. Alias of xanthemann.



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I have been away for far too long, but I am staging a comeback. Everyone from my original group seems to be very happy about it, too. I want to start off with something special for them, but I need a bit of advice and/or input.
My campaign plan is to incorporate some items most of us grew up with or watched or however you wish to say it. I am talking about He-man's Sword of Power / or King Grayskull's power sword, the Sword of Omens, Thundar the Barbarian's Sun-blade etc...
You get the idea. The problem is I don't have enough info on these weapons to fully incorporate them into a Pathfinder game. Any suggestions?


Off and on for several years I have been writing several books, but for the last few months I have concentrated on one in particular.

Sloan's Law. It is a story about an orphan who grew to become a cop. Sloan eventually made detective, but after gaining a large sum of money and his father's company, he is kicked off the force.

Now equipped with enough gear to start a small army he wages war against the criminal element in his city. If only he knew how to use the equipment properly...

Sloan's Law ebook
is where the ebook can be found if anyone is interested.

Just thing of 80s-90s action flicks plus James Bond, plus Batman and the Punisher with a dash of Johnny English and you kind of get the idea.

There is also a Facebook page dedicated to the book...after all, it is my first novel.


This has been covered by someone somewhere on this board I am sure, but I cannot find it at this moment. That leaves me with the option of creating a thread in hopes someone can give some helpful info on the subject.

I see that one has to be three times the level of what they are trying to create when it comes to arms and armor. I take it that means a 6th level character can only create a +2 weapon, right?

Next up is I have a fairly large list of things I would like to imbue my weapon with...Invigorating, keen, linming, neutralizing, phaselocking, planar, quenching, seaborne, thawing, transformative, glamered, ghost touch, called and anchoring...due to the material it is made of and some other factors I calculated the cost at around 40,000 gold, but being that my character would craft it the cost was cut in half ... right?

The weapon is a +2 weapon, but are the enchantments too much for one item or am I not charging myself the proper amount?


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I cannot count how many times I have had players that have decided to buy major items when they get treasure. I'm not talking about ordinary run of the mill stuff, I mean major magic items that have to be custom made and major equipment like a ship.
In one of my campaigns the crew got a ship as part of their payment for mapping the world for a Pathfinder. In turn they picked up a food shipment from one country and delivered it to another...what they didn't know was the food was for Absalom and they went to Alkenstar. In Alkenstar they picked up some weapons and some passengers (thanks to the thieves guild). They made over 300,000gold and stopped in another town to have custom magic items made.
I told them it would take a couple of months to make and he needed gold up front. They agreed and later went back to get it...too bad so sad.
The mage told them he had been robbed of the items and the gold. His bluff was high enough that none of the players disbelieved him.
Another campaign someone wanted to buy a ship...on the blackmarket. He put 10k of gold in the mans hands...he went back the next day to see if he had his ship and found the man had skipped town.

When will my players learn they will get what they need instead of forcing the issues?


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It occurs to me that I have yet to see a Transformers RPG, so ...
Any one have any thoughts on how to go about it?
I am figuring you can play either human or a transformer, but have yet to figure out how to stat up the transformers...maybe there is a way with the Ultimate Race Guide...


I was laying here in bed when a thought occurred to me. If your pc has higher than average attributes, should you increase their cr rating? They are more dangerous than a run of the mill npc and some attributes can easily reach 20 or more.
Any thoughts?


This is where I post some of my images. The rest I post on my groups site, but I would like to get some input from outside the group.

Thank you in advance and have a blessed day!


Instead of buying them outright, why not pay half price to rent a magic item from a mage who has something of a return spell on the item. This way when the contracted time elapses the item returns to the mage...and the player's character is left with...a lighter purse and any deeds performed with said item.
It is a thought we kicked around with my group today, so I figured why not ask other peoples opinions and now here we are.
What do you all think?


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My friends and I normally hang out after hours discussing how the game went along with any ideas ideas we have to make it better next time we play. Today Prestige Classes came up, as in there ain't any good ones for Monks. This gave me the idea to create some really kick @$$ prestige classes and some of the ideas I had were entertaining enough that my group told me to post them here.
So here we are. This thread is to entertain more than actually submit 'for real' ideas, so feel free to submit your own or comment on ones that are submitted. That said, here they are:

Bad @$$

Prerequisites: Must have defeated 5 'creatures' of equal CR to your character level at one time.

Leveling: Your character advances a per the class you were before changing to this prestige class with some modifications (if you are of 20th level when you change over then you need 1.415 times the XP to reach each level after.)

Skill Points: +4 addition points per level on top of what you would already receive.

Feats: +1 Feat for every level on top of what you would already receive.

Additional Bonuses: Intimidate is a class skill for you and you gain +10 skill ranks in it, if you already have it or not.

The Man

Prerequisites: Must defeat a 'creature' 10 CRs above your character level (can be with a group, but must be the killing blow).

Leveling: You advance just as described in Bad @$$ per level in relation to level and XP.

Skill Points: Your normal progression times 2

Feats: +1 per level on top of what you already gain.

Attributes: +1 for every 2 levels instead of 4.

Additional Bonuses: Intimidate as per Bad @$$. You gain all knowledge as a class skill.

CHUCK NORRIS

Prerequisites: You must enter combat with (but defeating is not a requirement) a being of 19 CRs higher than you level by yourself. All stats must be a minimum of 18.

Leveling: You advance just as described in Bad @$$ save for one difference. There is only one level in this prestige class. There is only one level in Chuck Norris.

Skill Points: Multiply all your Skill Points by 2 retroactively and all skill are considered class skills for you.

Feats: Multiply all Feats you have by 2 retroactively including racial and/or other previous classes. You may take any Feat whether you meet the prereqs or not.

Hit Points: Multiply your Hit Points by 2.

Attributes: Multiply your Attributes by 2.

BAB and Saves: Multiply your BAB and Saves by 2.

Addition Bonuses: Your intimidate transcends beyond any language barriers and is always on. Only by sheer force of will can it be 'turned off' on a case by case basis.
You gain 3 Roundhouse Kick Attacks per round, because the time is always 2 seconds away from a roundhouse kick. These attacks always strike your target and does exactly what you intended.
You automatically grow a beard with a fist as a chin. This grants you an additional attack per round. Opponents are treated as flat footed against this attack.
You gain immunity to all fear effects and mind control effects.
You are can never be caught off guard, flat footed, backstabbed (even at range).
You sense whenever you are being 'looked' at.
Gaze attacks effect the would be attacker instead of you.
Above everything else, all rumors and stories told about you, if you agree with it, are true.

That concludes this installment of Bad @$$ Classes, for the time being. I hope you find it entertaining and comments/suggestions are welcomed.


Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Does this mean that if you are using a rogue, who has take certain rogue talents that allows them to cast a cantrip and later a level 1 spell,can select this feat, or for that matter, any other class that has picked up the ability to cast a spell or two?


So It was recently suggested we come up with a name for our band of merry players. The reason for this being everyone seems to be doing their own thing in the game and not really concerning themselves with anyone else.
It is our hope that gaming under a team name will help with this...it didn't take long to figure out this wasn't going to go well either. No one could agree on a name either, but we have yet to give up on it. We just need to get a name everyone can agree upon and see if it brings the characters together.
So far the lead name I am aware of is Dread Mercs...this is the evil side of our campaign.

What are your suggestions/experiences for/with this issue?


What is the rub here? The game is called Pathfinder and we have these images of the iconics of the classes, but their relations are kind of fuzzy to me.
Like a lot of my friends, when Pathfinder came out I got the book and started playing. I didn't get much time to read the history of the realm and from what I have read over the years it isn't complete, but there is a lot of it!
What I gather the Iconics are mercenaries for hire by the Pathfinders...? Pathfinders by association?


Did I miss a similar class or are they not covered?
If I did miss them, where are they?
If they aren't covered, why not and how would you go about creating them?


I know I can be hard headed at times (sorry about that guys) and it takes awhile for some things to sink in (probably due to the fact I hit a house with my head when I was thrown off my bike in my youth). I apologize for my problems, but I do have sense to ask when I don't understand something.

One thing I don't fully understand, but would like to incorporate is Words of Power. The premise is what my group has been looking for, but we need a better understanding of it (especially me, seeing as how I am the GM most of the time).

I would be grateful for any help. Thanks in advance.


I have an idea for campaign flavoring, but I am unsure how to proceed. The PCs will get a heads up on an upcoming mission and determine they need help. The first people that should come to mind (if I do this right) will be some 'adventurers' they have seen in pictures/calenders.
The idea is there are a couple of really fantastic looking 'posers' who follow some adventurers or go to places deemed safe by the Pathfinders and collect some pieces around the area as well as take 'pictures' of themselves at the locations to sell later in Absalom.
What I need are suggestions for 'poser' classes, as in people who can fake being an adventurer, but not really be effective at it and an item to replicate images and/or capture images onto parchment.

Any suggestions would be helpful. Thank you in advance.


Recently in our campaign we ran into a ship captain named 'Peg-eyed Pete'. Yes, he had a wooden peg eye. It even points where he looks.
Only one person was willing to ask what everyone else wanted to. He got 10 extra experience for manning up.
Why a peg eye? He grabs the eye by the peg and pulls it out. 'It's easier to pull it out for cleaning.'


Campaign Spoiler:
Today we were running a campaign in Absalom (The one with the kidnapped dignitaries wife and a ship full of gnolls) and the party was questioning a grit addict. He gave up the info pretty easily that she was on the ship No Return and it was full of gnolls.

A party member asked,'A ship manned by gnolls?'
The grit druggie answered,'Wouldn't it be Gnolled by gnolls?'

Everyone lost it. I suppose you had to be there, but it is something I had to share.


Here is a 'new' class I have been working on for my group. This idea started with an image of a character. He had a huge sword and a battle gauntlet. The player didn't want to use anything else, so he wound up spending a lot of feats to use these items the way he wanted and he also had to disregard a lot of bonuses granted by the fighter class. We considered this character an innovator of the class 'Battle Master' and those that came after him would have a slightly easier time mastering certain abilities due to his initial research and efforts.

Battle Master (working title)

Some live for battle, even if they only use it as a last resort. If a dispute cannot be resolved with words then the Battle Master will strive to ensure others will see the merit of their argument by other means...Namely their carefully personally crafted weapons and/or armor wielded by them in combat.

Role:
Battle Masters are the Goliaths and the Achilles (I would say not the heel, but that depends on the person) of an army. They are the ones called upon to perform feats of battle no sane fighter would attempt (they might think about it though). Some Battle Masters take to adventuring instead of enlisting into an army. These are the truly dangerous ones. They think for themselves and their friends.

Alignment: Any.

Hit Die: d12.

Starting Wealth: 2d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less. Battle Masters also start with 2 items of their own creation (so boost those skills early), be it 2 weapons, a weapon and a shield, 2 shields, or armor and shield or weapon. This will be the first rolls the character makes (after initial creation), meaning they will have to create their gear from the start. The cost of doing this has already been taking into account by the reduction of starting wealth, so no 'cost' is incurred at this point.

Class Skills

The Battle Master's class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Stealth (Dex) and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier.

Table: Battle Master

Level......BAB.....................................Fort..Ref..Wil-Special
.1st...........+2.....................................+0...+0...+0---Bonus feat
.2nd.........+3......................................+2...+0...+0---Bonus feat, Battle Master Craftsman
.3rd..........+4......................................+3...+0...+0---'Armor ' training
.4th..........+5......................................+3...+1...+1---Bonus feat
.5th..........+6/+1................................+4...+1...+1---'Weapon' training
.6th..........+7/+2................................+4...+1...+1---Bonus feat
.7th..........+8/+3................................+5...+2...+2---'Armor' training
.8th..........+9/+4................................+5...+2...+2---Bonus feat
.9th..........+10/+5..............................+6...+2...+2---'Weapon' training
10th........+11/+6/+1.........................+6...+3...+3---Bonus feat
11th........+12/+7/+2.........................+7...+3...+3---'Armor' training
12th........+13/+8/+3.........................+7...+3...+3---Bonus feat
13th........+14/+9/+4.........................+8...+4...+4---'Weapon' training
14th........+15/+10/+5.......................+8...+4...+4---Bonus feat
15th........+16/+11/+6/+1.................+9...+4...+4---'Armor' training
16th........+17/+12/+7/+2.................+9...+5...+5---Bonus feat
17th........+18/+13/+8/+3................+10..+5...+5---'Weapon' training
18th........+19/+14/+9/+4................+10..+5...+5---Bonus feat
19th........+20/+15/+10/+5..............+11..+6...+6---'Armor' mastery
20th........+21/+16/+11/+6/+1........+11..+6...+6---Bonus feat, 'Weapon' mastery
Class Features

The following are class features of the Battle Master.
Weapon and Armor Proficiency

A Battle Master is proficient with two items of their own creation, their own hands and an alternate means of using their creations (normally thrown). The two items a Battle Master is proficient with is considered to be 'exotic proficiencies' and if they loose these items new ones will have to be created. Until new ones are created they will suffer a negative four using any weapons other than their own natural weapons. It takes 1.5 times as long to recreate the original items due to them needing to be 'exact' duplicates and costs 1.5 times as much.

Bonus Feats

At 1st level, and at every even level thereafter, a Battle Master gains a bonus feat in addition to those gained from normal advancement (meaning that the Battle Master gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a Battle Master can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the Battle Master loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A Battle Master can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Battle Master Craftsman (Ex)

Starting at 2nd level, a Battle Master gains a +1 bonus on crafting items. This bonus increases by +1 for every four levels beyond 2nd. They may imbue their creations with 'magic' as per the Craft Magic Arms/Armor feat at this point. Like an artist, the Battle Masters 'art' is never finished. Unlike others, the Battle Master can modify the items he has created at a later date. The cost of modifying existing equipment is modified by half of what has already been done.

'Armor' Training (Ex)

Starting at 3rd level, a Battle Master learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. If the Battle Master has no armor they add a +1 to AC when using their weapon(s). This bonus increases another +1 every four levels thereafter (7th, 11th, and 15th)

In addition, a Battle Master can also move at his normal speed while wearing medium armor. At 7th level, a Battle Master can move at his normal speed while wearing heavy armor.

'Weapon' Training (Ex)

Starting at 5th level, a Battle Master becomes more attuned to his weapon, or shield or armor. Whenever he attacks with this 'weapon', he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a Battle Master becomes further trained in another of his weapons (i.e. a created weapon, natural, throwning (as in throwing a non-ranged weapon or shield) and/or shield/armor. He gains a +1 bonus on attack and damage rolls when using this 'weapon'. In addition, the bonuses granted by previous 'weapon' increase by +1 each. For example, when a Battle Master reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon and a +2 bonus on attack and damage rolls with the weapon selected at 5th level.

A Battle Master also adds this bonus to any combat maneuver checks made with these weapons. This bonus also applies to the Battle Master's Combat Maneuver Defense when defending against disarm and sunder attempts.

Armor Mastery (Ex)

At 19th level, a Battle Master gains Damage Reduction 5/— whenever he is wearing armor or using a shield or using his weapon.

Weapon Mastery (Ex)

At 20th level, a fighter chooses one of his created 'weapons'. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a this weapon.

This is my first attempt at fleshing out the idea of this class, so I know it is far from perfect and I am not sure how balanced it is. Any input is greatly appreciated.

Thank you, in advance.


Me have problem reading common human.

Is there any difference for masterwork and/or magic armor when it comes to the max amount of Check penalties and/or Dex bonus?

I remember in some early campaigns that magic armor allowed you to use your full Dex bonus, so I had to ask.


So far all I have read on these subjects informs me they both came to the planet of Pathfinders before intelligent beings existed. Aboleth were here before the ancient gods and dragons prior to intelligent beings.
Who was first?
Where do the Aboleth come from?
I already have read up on dragons, so I get them, for the most part.
I have read rumors of Aboleth being spawn of the ancient evil one himself/herself...I can work with that, but It would be nice to get some slightly harder info.


Pathfinder on Saturdays! We have an open game every Saturday from 10 am til 5 pm. Every 2nd Saturday of the month it is open from 9am til 10 pm. If you are in the area stop by!


Or instead of meta magic feats, just upping the capabilities of the cantrip by making a full scale spell version of it for several different levels?


Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

This is how the cantrip is described and yet it leaves a bit to the imagination. This could be why there are so many threads on the subject. I have seen some things come up now and again in these threads, but never did I see a firm answer, so here is the question.

If the spell allows you to continue using it for an hour, stirring, heating, cooling and cleaning, what about items you created with it? Do they simply vanish or do they stick around?
Finally a special question. Soiling...would it or could it be considered dying something with color? As an example, an image the caster sees or imagines 'printed' or 'soiled' onto a parchment.


Seeing as how Pathfinder is including different worlds what about stars? Constellations? Does something like this already exist and I missed it, or is it asking too much? Sure we ask the world of our favorite game and they delivered several of them (though it would be nice to have complete maps of them...). Is the visual universe too much?

All I need is a tall ship and a star to sail her by.


In every campaign I have ever been a part of, when a magic item was destroyed it exploded. The only exception was when a barbarian purposely broke the item in question (the original ones any way, seeing as how they didn't care for magic items.).
The force with which they would go bomb with was the mid-line of min damage and max damage from the magic left in the item.
I have heard from some that magic items don't go boom, they just break and no longer function.
Which is right?


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It occurs to me, with 2 Batman creation threads, that we need a general Heroes thread. Who is your hero? How would/have you build/built them? These surely will only be close approximations; especially considering most heroes don't kill (save for some abominations)

Currently I have 2 hero builds and 1 villain build based off of fighters and their arch-types.

1. Captain America: Armored Fighter (not the shielded due to some difference of abilities)

2. Merlyn (the Green Arrow's nemesis: Fighter Archer.

3. The Punisher: Fighter (straight with the ability to use firearms, 'cause I didn't want to use grit)

I can expand on these if people wish me to, but remember these are just variants.


One of the only shows I actually will watch (other than N.C.I.S.) I love the premise of the show and I think he could give Bond a run for his money, especially if he has the help of his Miami team! Sure I could have posted several years ago, but the ending of the recent one...
Okay, last Thursdays ending brought a tear to my eye. When Michael was about to get the man who set up Fi and the man was shot, taking out Michale's brother in the process.

Am I the only one?


I wasn't sure where to post this, but I felt I had to post my idea somewhere, so here it is.

Character Sheet Folios. We all have them and none of us use the whole thing. There are always some blank, or not fully filled out pages. Worse yet, when we do get it filled out and have everything just right...the character is killed off, or the campaign ends (one way or the other).

Why not make folders for various classes and or groups/organizations with clear sleeves for the character sheets, equipment sheets, advancement sheets, feat sheets, etc...

The 'folders' cold also have slots for equipment cards. Things people take for granted could now be kept track of easily like, back packs, bedrolls, rations, etc...When it's used up, damaged or stolen the card is removed. No card, no item, no erasing.


The question popped into my head after reading 'haters gonna hate' in another post in regards to people talking smack about optimizers.
To me that would insinuate those who can't complain about those who can, but it also brings to mind that some people don't wish to optimize, so as to prevent lop sided encounters.
This is not for argument, just for posting the whys and why nots. We all know if this gets out of hand then the thread will get locked, so please, be civil.


If a caster can create a new spell, why can't a fighter create a new feat?

Sure, schools exist to teach what is known to work, but that doesn't mean it's the only way to do something. The ones who came before and figured out how to perform a specific thing were pioneers, so who is to say someone else can't figure out another way to do the same thing?

Something I am working on with my group is people having the ability to perform some feats they don't posses, but have some of the prereqs. They have a negative 4 to do so, but if they perform it enough times then they may be able to pick it up, seeing as how they 'paid' for it with deeds.


Mind you. this is just a quick and dirty thought on creating spells that rank above 9th level.

Method 1: Using metamagic feats on top of 9th level spells to 'create' a 10th level spell. If used in this way it could be considered a new spell and not need the actual feat to treat the spell in such ways seeing as how it is a 'new spell'.

Method 2: Combine different spells of various levels. The levels of the spells together equals the new effective level. Cantrips being 0 level may be added for flavor to any spell at epic levels.

10th level spell

Go to Jail (do not collect $200.00) A combination of Alarm 1st and imprisonment 9th

Casting time 1 standard action
Components V, S, F/DF (a tiny bell and a piece of very fine silver wire)
Range close (25 ft. + 5 ft./2 levels)
Duration 2 hours/level (D) and instantaneous upon triggering
Saving Throw Will negates; see text; Spell Resistance yes, but alarm still functions.
Description: functions as both Alarm and Imprisonment (see spell listings)

11th level spell

Suffocating Mist (hold your breath! He let one go!) Obscuring Mist 2nd and Suffocation 9th

Casting Time 1 standard action
Components V, S, M (a vial containing a bit of the caster's 'air')
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 3 rounds plus 1 round per level
Saving Throw Fortitude partial; Spell Resistance yes, for the mist part of the spell Saving Throw none; Spell Resistance no
DESCRIPTION : See individual spells

These are just two examples. Feel free to give your opinion, or some of your own combos!


A friend of mine (off and on several times over 30 years) was always the GM. He sometimes had a character of his own in the campaign to act as a guide. The man was always prepared as far as how he saw the campaign going. He always had NPCs, maps, special items, plot twists based on the characters, snacks, sleeping areas when the game went past our own endurance and in the later years he even had multiple monitors and a projector! He wasn't able to get reliable people to join the group, so that fell to me. I recruited around 5 people that was a mixed bag, but reliable and strangely enough, played well together. Things went well for some time.

The only thing he wasn't prepared for was life getting in the way. His second wife had left him, but he was able to get past it off (eventually).

I found the woman of my dreams,and married her shortly afterwards (still together 3 years and still going strong). I couldn't play for days on end anymore and 5 to 6 hours wasn't enough for our professional GM. Some things were insinuated and I left never to return.

Later, I was running games at the local hobby shop (the Hobbit) and a friend of mine showed up. He told me about what happened in the following weeks after I left.

You see, my friend was recently married himself and had the same issues I had with playing late. The GM had confronted him about it and said he had a choice. Get rid of the wife and play, or go.

It wasn't a choice. My friend is still married.

I harbor no ill feelings towards the man, and I pray he is well, but This person once said he was told I was an addict to the game. That is another story, but still...who do you think has the problem?


Here is a question that provokes a bevy of different answers. What constitutes being:
LG : Abiding by the Laws of your country no matter what? (Superman)
CG : To hell with Law, do what feels right? (Conan)
NG : Follow the Law, as long as it doesn't get in the way of doing what is right? (true good) (The Shoveler)
LN : Abiding by the Law of your country no matter what? (Communists)
CN : Cater to your whims? (Tribal)
N : Keep everyone happy? (true Neutral) (Sweden)
LE : Abide by the Laws of your country no matter what? (The Alliances 'Man' in Serenity)
CE : To hell with everyone and do whatever strikes your fancy? (Jabba the Hutt)
NE : Follow the Laws of your country unless they get in the way of your enjoyment of others suffering? (true evil) (Hillary Clinton)

These are rough definitions my groups have come up with over the years. We normally have in depth discussions on who embodies what alignment, as well. Our biggest separation of opinion is what category does Batman fit into.
Agreements, disagreements? How do you tell them apart?


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Our crew is using the AC as DR option. I was curious as to how does the Monks AC bonuses count in the AC as DR option?


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Short, green, pointy ears, sharp teeth, a speech impediment, and lives to be 900 years old.
This is Yoda and Yadal, two of the only 3 known beings of Yoda's race, or so you would think.
Save for the 900 year life span, there is another creature that fits this bill...Goblins.
The big difference between the two is goblins life expectancy is 10 years, but their death are not stated to be due to natural causes.
Our groups theory is, if a goblin were 'protected' from its own curiosity and wild actions, it could reach a level of maturity that it could control itself. The reason goblins can reach this age is because none have really ever lived long enough to die of old age, so their body doesn't know how to 'grow old' and it would take nearly a thousand years for it to figure out how to do so.
Any thoughts from other amateur biologists?


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Have you ever spent hours planning, researching, and building an NPC for a campaign only to have the players destroy it within seconds?

In the last campaign (today) we went up against a possessed mayor. He was possessed by a magical stone. I was told the GM had planned, plotted, and created this npc for over an hour.

I killed the man in one shot. When he rose again it was because the stone was using his body. It realized it had been used by the mayor and now it was free. It recruited us to gather it's brothers...(plot hook, if we don't we die). We agreed and those that didn't...we don't have to worry about them any more.


One of my house rules is the multiplier to carry for size is also the multiplier to bonus Str dmg. A simple rule, I have found, that puts the fear of dragons back into players.

Normally when they pass the dragon fear check the players would then just charge right in.

After one encounter with a very large dragon, with the Str bonus in place, the fear was back in place. The party barbarian got stomped into the ground in one stomp. They proceeded with a whole lot of caution from then on.

Any thoughts on this house rule?


What are the most amusing experiences you have had using them, and do you use them for anything else?

I sometimes use them for any nat 20 roll and it is up to the GM to determine what to use and how it effects what is going on.

Example...
A great demon tried to intimidate the party...he failed.
In response the Goblin of the party laughed at the demon and rolled a nat 20 on intimidate.

With use of the crit hit card the demon wound up stunned and wrapped up in his own equipment.

It was the break the crew needed to get the drop on the demon, otherwise there would have been far fewer characters walking out alive.


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What do you, or what have you heard from players, as you/they charge into battle?

Spoon!

Leeeerooooy Jenkins!

Pie!

It's clobberin' time!


Some Feats require a certain level of skill ranks before you can take it. Basically it is saying you can't take the feat until you are of a specific level.

Some feats are not really picked up due to there being so many others that are more useful...the skill boosting Feats are some of the ones I don't pay attention to. I would rather take my chances with the dice and use a more useful feat.

What would make me consider the Skill Boosting Feat?

If it counted towards Skill Rank requirements for other useful Feats. At least then you could pick up the feat you want two levels sooner and once you surpass it you can drop it (as per the rules on that situation) and replace it with a different feat.

Then it would actually be useful and people would use it as a stepping stone to something greater, even if it were to be dropped later. At least it would get some use.

Any thoughts on the idea?


I loved this series and I felt my heart drop when I heard Robert was dead.

One of my favorites was when Aahz convinced Skeeve to try out for court mage. Brilliant use of illusion spells!

I have used it in campaigns before.

In later books, Guido and his cousin Nunzio, infiltrated the Postilium army. The description of their experiences in the service was so very accurate!


Am I the only one who thinks this feat thing is running wild (bad pun)?

Can't we cut down on the raw number of feats?

Here is my idea...The skill feats...right off the bat, most skill feats give a +2 to 2 similar skills (those could be brought down as well to speed up play as well). Why not make one feat for skills that allows a player to give a plus 2 to 2 skills in general.

Skill Feat: Benefit: You may add +2 to 2 skills which have base similarities.

Point blank and simple. There are a ton of other feats that this can be done with I am sure.

Any thoughts?


Our crew was taking part in a 3.5 game. The party was fighting Goblins in a ravaged town. As the fight progressed we were all separated for having chased goblins to various areas in the town.

The group cleric stayed in the center of town and every other round, up to her ability, she was casting mass heal.

Here is where the problem comes in...We were not dealing enough damage to kill the goblins outright, so when the mass heal was cast it healed the goblins as well (I wasn't sure if it worked on evil and good, but the GM said it did and it was his game).

After a few rounds of hitting the goblins and them healing my character yelled, "We're fighting baby trolls!"

Everyone lost it! We did finally beat them though.


I loosely named this thread so others can post things that has happened to their characters or campaigns which is highly rare, unusual, or down right crazy.

What lead me to start this is, for the first time in all my years of gaming, I have rolled stats for a character that are all 18s! I have found one other person that has done this. Anyone else?


I may not be looking hard enough, but I can't seem to find the range for throw anything. I know it depends on what you are throwing and how heavy it is (as well as if it resists). I did find a chart on line, but I don't know if it is cannon for the game.


There are a lot of feats (a whole lot) and no one character can ever take all the ones they want (and at the same time they are limited about what they can do because they don't have the feats).

There are a good number of feats that seem to duplicate others as well. This confuses matters. To be on the safe side of feat choices I'd like to ask about certain feats, and if there are any others people who are curious about other feats they can ask here.

Missile shield, snatch arrows, catch arrows...do these stack for a character using only a shield and an empty hand?


It is stated if you have certain feats a character without magic can craft magic items. It could be armor, weapons or other items.

What I can't seem to find is how and what. I see you have to take Master Craftsman, and then one of the Craft Magic feats...no explanation of what spells you can craft into it or how...

Does anyone know where this is referenced and or the how and what?


Using the Advanced Race Guide to rewrite a race to take into account certain flaws for individuals...is it wrong, or is it acceptable?

Blind, deaf, mute, etc....


Every now and then I build a character for use by the GM, me, in the campaign. Sometimes it is for a missing class, like the healer. Sometimes, more often than not, I use them to point the characters in the proper direction for the campaign.

Sure, it is actually classified as an NPC, but when it is being used with the party, I consider it a PC.

Thoughts?

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