Seeking players for our Pathfinder/D&D 3.5 campaign. We play every other Saturday from around 2 p.m. to 9 p.m. in Greenbelt MD. We are located just off the beltway. The campaign takes place in Golarion and stays fairly close to the Paizo rule set. If you are interested please email me at walksinchaos@gmail.com
If the party uses minimal tactics (i.e. Summoner hastes at least the ranger, and the barbarian and the Oracle casts Resist Energy (cold) on as many members of the party as possible the the party should win without losing anyone. The ease of victory depends on overcoming SR and if the Oracle Channels Energy and whether enlarge person is cast on the Barbarian and the Ranger. The addition of the Cleric and the Bard to the party should ensure victory.
I once ran a campaign with mostly evil characters. Once character crafted items for the party members at about 75% of the purchase cost, thereby pocketing a profit. That could make some coin, also items you create can be sold for half price, the same cost as making the item. So you would not really forgo much in the way of magic just sell it all in a large city when you need to transition.
The trick is for the GM to provide a reasonable challenge for his players while at the same time make it enjoyable for the players. The GM does not want be creation frustration among the player's. I agree with Stabbitydoom, as I do the same thing, if player's have questions about how an encounter was ran I will generally tell them how I did or what rules I applied.
False vision should not negate true seeing. False vision is a illusion spell and true seeing can see through illusion. False vision only interferes with Divination (Scrying) spells, which False Vision is not. False Vision This spell creates a subtle illusion, causing any divination (scrying) spell used to view anything within the area of this spell to instead receive a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static. True Seeing You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. However Hide in plain sight combined with the sniping ability of Stealth would mean that the Cleric could snipe and do a stealth check as minus 20 afterwards to remain hidden. Would have to have a extremely good stealth and be high level. Lets see:
Give the halfling the swift as shadows ability to cut the minus for sniping to -10. Cast Greater Invisibility as well Final result when using hide in plain sight from shadowdancer is a 58 for the perception to beat if you have true seeing and 78 if you do not.
Fighter boss takes a potion of blur and gains concealment, no SA. cost for 2nd level potion is worth it as concealment negates sneak attack, even just 20%. Concealment is concealment. RAW The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
With the way you are doing B you, as the DM, should check the treasure you are giving out and make sure the PCs have a pretty equal amount of useful treasure found as well as give out gold and other treasure that will be traded or sold. At times as a DM you need to alter the treasure the adventure has the character find. With A, the character chose to save a dying ally. The player may be being a little petty in demanding repayment. I do a mix of A and B. Potions, wands, scrolls, and other charged or consumable items are group treasure, period. If sold the party splits the money. Other items are only group treasure if being kept for a purpose. I do have to change the treasure the module states the party received to ensure that all members have a chance at equitable loot.
It requires a full attack action to make two attacks when dual-wielding, regardless of whether you have the feat or not. See RAW below. Full Attack If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
David Fryer wrote: Okay, so this has come up in my last two sessions. Our sorcerer casts Color Spray, the enemies fail their save, and suddenly instead of a combat encounter, the players walk around and coup de graux everyone. So I'm left wondering, does anyone else find that Color Spray is overpowered for a first level spell? Even the power gamers in my group think that it is overpowered. At low levels the spell may be overpowered. However, in PFRPG and in SRD/3.x a stunned creature is generally not considered helpless. Coup de Grace may only be used against helpless creatures. Thus you would be unable to Coup de Grace a creature that failed a save versus color spray.
When I GM I do not worry about what the players choose to play as they know that the ememies will exploit any holes that they would be able to notice with the knowledge they would have at their disposal by using gather info, scrying, etc. This means in short that the party has to have all of the bases covered in regards to the necessary roles, or characters will die. As long as they have the healing magic, defensive magic, offensive magic, trap finding at above a DC20, spot and listen, gathering information, front line fighting, and ranged combat roles covered to a degree consistent with character levels it does not matter what classes they choose.
I have sprung virtually all of the things you listed on my player over the years. However, these have had both good and bad results for the campaign. Number 1 and 2 are never a problem for my as a DM. I am also playing in a Freeport campaign which has the party doing making deals with all sides in the conflicts, using deceit to get ahead, and using poison questionable techniques to get things done. The characters in the party are not banded together due to trust or moral obligation, they are banded together since they all want to keep the most dangerous individuals for their characters where they can watch each other.
I use the Eberron content in Dungeon along with the rest of the WOTC Eberron material in my Eberron campaign. My wife uses some of the Realms material in her FR/Freeport campaign. The other material fits into one of our campaigns with some re-tailoring. After 25 years as a DM I find that the Eberron material fits into my campaign concepts better than most other settings that have come out of TSR/WOTC over the last 30 years. |