Just wanted everyone to know that I am lucky enough to have a good gaming group. Even though they are far away and we have to game remotely, I adore every session I have with this group and always look forward to playing with them each week.
If any of my players see this, feel free to pass it on to the rest. If you're not a member of the group, what about your group do you like? Is it a good group, or a bad group? If you could change it, what would you change?
This short shadow puppet film inspired me to start a thread about imagery in gaming. What do you do to show rather than tell in a game? How do you get your players more immersed in your campaigns?
I use some of the NPC cards that Paizo provides from time to time, and I've also thought about using backdrops. During a Harrowing for one game we turned off all the lights and only used candles to see.
We play mood music, but that's not the kind of thing I mean. What things make your players or yourself visualize what's going on?
I hate to do it, but I have to return my 3 day badge for PaizoCon. I'm gonna miss not being able to go. Paizo store credit is fine if it's easier for the refund.
I'm not a fancy big city lawyer, but it seems to me that Spell Combat just isn't working the way I think it was intended to work. Even though it tries to up the number of actions that a Magus can perform on a given turn, it also causes them to have a number of problems such as a 15-minute work day, failure to cast successfully, and a fairly large penalty on subsequent attack rolls.
Honestly, something about this just isn't that fun. I hate losing spells, and worse is that I hate to miss in combat. It's frustrating to waste a turn AND lose a spell. Especially at lower levels, where you don't have many spell resources to spend.
One solution I see, and has been said before, is to move Spell Combat to a higher level where the penalties are less burdensome. They really do make the class less enjoyable at lower levels, where you'd like to use the ability but have trouble with it. Moving it could be the solution.
I, however, think that maybe the ability should be replaced. Certain domains, spell schools, and bloodlines give extra spell-like powers to augment a character at lower level, such as Dazing Touch in the enchantment school for a wizard. I'm thinking that these might be the solution.
If the Magus had an ability to gain spell-like or supernatural touch attacks that it could channel through its Spell Strike ability as free actions or even just move actions this would also increase the action economy of the Magus and allow its most flavorful ability to shine a little more. A variety of abilities could be possible here: extra elemental damage, something similar to stunning fist, dazing touch... yada.
I'm getting together with a friend Monday night, I'll playtest this some then and report my comparison. I am also wondering what others would think of something like this instead of Spell Combat or if anyone had a similar idea.
We've all seen somebody with a crazy-high skill, and we've all probably played a character like that. How have you beaten a skill check, ability, or modifier so far beyond what you need that it became almost- or fully-comical?
Having found it in the best interest of the nation of Off-Topicia, we do hereby ordain and establish this senatorial body. Is there a motion from the floor?
This place is for all those who couldn't make it to PaizoCon this year. We hope everyone has fun there, but in the mean time lets just try to keep from sinking.
This thread is for you to post the heroic things you hear of or see! There are many deeds deserved of praise that don't make it on the news, everyday things that people should be congratulated for!
For example: just today I heard that our very own Ambrosia Slaad stood up for what she believes in, standing up to a much larger person for his littering. Good work Ambrosia Slaad, you're my hero!
I just had an interesting question pop up from another player, and we're chatting with our GM about it so we decided to level the question here as well to gain a little more input.
It typically costs money to cast a spell, and we would imagine that cure spells would be one of the most common spells paid for. However, if there are a number of people injured the cleric might use Channel Positive Energy instead for a quick fix.
If that is used, what should the cost for it be? I am thinking that as the level increases it should scale like a spell in terms of cost (maybe use the actual spell cost progression). What do you guys think?
I for one find that bees are annoying! They give the outside a certain dangerous element. If one manages to get inside... the worst could happen! Oh how terrible that would be!
I demand that the government create legislation to control the Bee population... or to naturalize them and make them speak English instead of constantly buzzing. Then we can annex their colony and there will be free honey for everyone in the Off Topic area... since we thought of it first! I hate to bring up politics in the Off Topic area, but someone had to bring up this most attrocious of dangers... non-naturalized Bees!
The government should refrain from mouse traps too. Elitist Cat Lobbyist control our government! Their plight makes them the bravest of rodents, unlike those muddy Nutria and staticy Rabbits.
***The objective is to create a thread that is both non-sensical and overly political all at once.***
So I head out for a while from work and go over to the local convenience store (in this case a wal-mart) at lunch. I head straight for the center isle for the discounted valentines day candy... and there is nothing good to be had!
I'm greeted instead by a wall of peeps. They aren't even stale yet!
:grumbles:
Its only two days after valentines. Where is the good stuff!?
Everyone is there to have a good time, and bringing hostility with you to a gaming table is a surefire way to diminish everyone's fun. If you're angry because of something out of game don't take it out on anyone at the table. If you're angry at someone you're currently gaming with then you should find a way to resolve it or forget about it if you can. This is true for everyone at the table, especially the GM. They can quickly ruin everyone else's fun.
We all have different play styles, and most gaming groups will be able to accomodate any playing style. That means everyone must be willing to conform, players and GM alike.
Arguments will certainly arise from time to time, don't trouble yourself with them too much. They'll be in the past soon enough. If you feel like you're being targetted for whatever reason, then at the very least you should act like an adult and find a means of resolving the problem and not escalating it further.
Ultimately, you have to convince yourself to have fun. Most of the problems you'll have at a gaming table you'll be carrying there yourself. Its up to you to save the day.
I know this might seem like common sense, but sometimes common sense needs to be said for it to actually be common.
When I read the description for creating potions, it says that I cannot make a potion from a spell with a range of personal. However I've come across many potions that are of personal range spells in various sources. Is this just my misreading, or are these unintentional overlooks.
Thanks
Studpuffin
Edit: thought this link might help. Its just over half-way down the page. Magic Item Creation
PRD wrote:
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
I couldn't find anything similar with the search feature or a glance through this section, so I made a new thread. So...
I am reading through the feats section of my PFRPG book, when I notice that now Combat Expertise is base attack bonus dependent on its bonus. I also notice that Deadly Aim and Power Attack are also this way. This isn't my misunderstanding, though.
My trouble comes in where it says that I may choose to take a -1 penalty for a +1 dodge bonus... then says the penalty and bonus increase. It doesn't explicitly state it, but does this mean that I cannot choose which penalty to take for what bonus. Am I stuck with a -3 at BAB +8, or can I choose to take a lower penalty for a lower bonus still?
I had decided to forshadow some of the events that lead into the final parts of the adventure, specifically the chase. I decided that "torturous" masculine screams could be heard coming from the castle as the queen "sought information" that would incriminate someone else in the death of the king. I had previously noted that many of the male guards were being replaced with females as well.
One of the players came to the conclusion that every single guard was being given a sex change operation!
I must've laughed for a good three minutes strait before I got my composure back. It did fit with every bit of forshadowing I'd been giving, but now they're worried about the queen being somekind of genoicidal amazon.
In my current CotCT game I have a player who is a multiclass Bard-Warmage. He wants to take the Battlecaster feat. Neither one of us is sure what exactly this means.
Does he take the feat for each class that grants the ability to cast arcane spells in light armor, or does he take it just once as a blanket feat for both classes?
Since the Acadamae just sits there and taunts my PCs, I was wondering about prestige classes for the Acadamae. In another thread I had thought about allowing Varisians (who have magical tatoos) to become Red Wizards. What kinds of Prestige Classes would the Acadamae likely produce. I don't want to give my players too many options, but leave enough options to make it a viable path for their characters in the future.
Hey everyone. I've seen lots of the "What will you play" threads pop up (I even started one myself :p) but what level will everyone start playing? Are you a tried and true 1st level DM or player, do you think you'll start higher?
Thanks,
That Studly Bird
Full Name
Init +2; Perception +3
Race
Fort +8, Ref +7, Will +10
Classes/Levels
AC 17, touch 15, flat-footed 15 // hp 50
About Toro
Toro's Stat Block:
Toro
Male Half-Orc Druid (Serpent Shaman) 5 Monk 1
LN Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 15, flat-footed 15 (+2 Dex, +2 natural)
hp 50 (6d8+17)
Fort +8, Ref +7, Will +10; +1 trait bonus vs. effects that require the Perform skill, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities orc ferocity (1/day)
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Offense
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Speed 30 ft.
Melee Unarmed strike +7 (1d6+4/x2)
Special Attacks flurry of blows -1/-1
Druid (Serpent Shaman) Spells Prepared (CL 5):
3 (2/day) Remove Disease, Call Lightning (DC 16)
2 (3/day) Barkskin, Flaming Sphere (DC 15), Flaming Sphere (DC 15)
1 (4/day) Faerie Fire (x2), Obscuring Mist (x2)
0 (at will) Guidance, Stabilize, Light, Detect Magic
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +6 (+8 Grappling); CMD 21 (23 vs. Grapple)
Feats Improved Grapple, Improved Unarmed Strike, Natural Spell, Power Attack -1/+2, Stunning Fist (2/day) (DC 16), Toughness +6
Traits Deft Dodger, Trouper (Perform [dance])
Skills Acrobatics +9, Climb +9, Escape Artist +9, Handle Animal +8, Heal +7, Intimidate +2, Perform (dance) +5, Stealth +10, Survival +9; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ ac bonus +3, animal companion link, nature bond abilities (animal companion, snake, constrictor), resist nature's lure, serpent wild shape (2/day), serpent's totem transformation (standard action) (, serpent's totemic summons, share spells with companion, spontaneous casting, stunning fist (stun), totem transformations (serpent's scales), trackless step, unarmed strike (1d6), wild empathy, wild shape (totem animal), woodland stride
Combat Gear Oil of bless weapon (3), Potion of Cure Moderate Wounds, Potion of Restoration, Lesser, Wand of cure light wounds; Other Gear Amulet of mighty fists +1, Cloak of resistance +1, Druid's vestment, 15472 GP
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Special Abilities
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Natural Spell You can cast spells while in Wild Shape.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Potion of Cure Moderate Wounds Add this item to create a potion of a chosen spell.
Potion of Restoration, Lesser Add this item to create a potion of a chosen spell.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Serpent Wild Shape (2/day) (Su) Shapeshift into a snake one or more times per day.
Serpent's Totem Transformation (Standard Action) (5 minutes/day) (Su) At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (climb speed 20 feet, swim speed 20 feet
Serpent's Totemic Summons (Su) At 5th level, a serpent shaman may cast summon nature’s ally as a standard action when summoning snakes, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman abi
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stunning Fist (2/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (Beast Shape II: Tiny - Large totem animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Animal Companion
Snake, Constrictor
N Large Animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 17, touch 12, flat-footed 14 (+3 Dex, -1 size, +5 natural)
hp 47 (+25)
Fort +8, Ref +7, Will +2
Defensive Abilities evasion
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Offense
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Speed 20 ft., climbing (20 feet), swimming (20 feet)
Melee Bite (Snake, Constrictor) +10 (1d4+10 plus grab/x2) and
Constrict (Snake, Constrictor) +9 (1d4+10/x2)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 24, Dex 16, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +11 (+15 Grappling); CMD 24 (can't be Tripped)
Feats Power Attack -1/+2, Toughness +5, Weapon Focus (Bite)
Tricks Attack [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Stay [Trick]
Skills Acrobatics +9 (+5 jump), Climb +19, Fly +1, Perception +5, Stealth -1, Swim +15
Languages
SQ attack [trick], attack any target [trick], defend [trick], fighting [trick]
Other Gear You have no money!
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (20 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
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