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Organized Play Member. 19 posts. 7 reviews. No lists. 1 wishlist. 7 Organized Play characters.


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Grand Lodge 4/5

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I won't speak for Mike A. but what I think he is trying to convey is that sometimes you need to make a judgement call instead of playing as written in order to create a fun experience for your players. Creating an enjoyable experience is a hallmark of a great GM.

You need to know your players well. Some thrive on adversity while others will never return to your table if you are too harsh. If this haunt is going to frustrate your players to the point where they lose interest in the scenario then modify it to the best of your abilities as Mike and others suggested.

Besides...We all know the Painlord is the imminent authority on how to be a great GM...he has as many rules for it as the Ferengi has for acquisition!

Grand Lodge 4/5

Congratulations on your fourth star! I'll be joining you soon there!

Grand Lodge

I have been cured of intelligence and common sense! Thanks thread!

Grand Lodge

In the Shrunken Head tavern, the party was ambushed by rival faction agents. The agents flanked the cleric in the first round and two of them killed the cleric.

Gabriel, neutral cleric of Urgathoa

May be rest in pieces!

Grand Lodge 4/5

I'm really stoked about it! Got to run out and get my ticket as soon as possible!

Grand Lodge 4/5

The real reason that elephants are afraid of small creatures is because of the Death Star Flaw. They know that a little creature could crawl inside their exhaust port and take out their main reactor...

Grand Lodge

Sebastian, save us!

Let's go to the lollipop kingdom Sebastian!

Shun the non-believers Sebastian!

Grand Lodge 4/5

I had an uncomfortable few minutes in the tavern when two of my players were trying to gain evidence of Dallard's Andoran ties. They tried several things but could not figure out how to find the tattoo. Finally they came up with two plans. The first was to lure him outside and club him and then look. The second was to seduce him and check when he disrobed. The problem with the second was that no one in the party could do it except for the male alchemist who drank an elixir of disguise self. The next few minutes were a little odd because I am male and he is male and we kinda had to RP a seduction/sex act. I quickly said that they found the tattoo and moved on. My players are pretty sharp but they thought that asking the barkeep would violate the stricture that Dallard couldn't know they were looking.

Grand Lodge

For some general gaming I highly recommend Fear the Boot. The hosts are great and they have a separate series of interviews with some industry leaders.

Grand Lodge

I play in a group with a player who is selfish and greedy in real life. All of his characters are the same. He rushes into danger to get loot and then expects the rest of the party to bail him out.

The DM set up a trap especially for him where a magical orb was hidden in a drawer. The player used Detect Magic to see it and then left combat with giant spiders to get it. The group withdrew to survive but he grabbed the orb. The sole purpose of the orb was to attract swarms of wasps. He would not let it go even after the GM hinted that the orb was the source of the swarms. The character reached the negative hit points and the player threw a fit at the table because the rest of us would not go back for him. Finally we braved the swarms to get him but only after cutting his backpack free of him to get rid of the orb. He still complains that he lost all of his gear after we paid for healing.

As a concept, the greedy kleptomaniac may sound interesting to play but it ends up hurting the party and detracting from the group's enjoyment. At least this is true in my experience.

Grand Lodge

I love combat on boats. It ramps up the difficulty level of run-of-the-mill encounters. Players have to really be careful where they move and what spells and abilities to employ.

I can't wait until this arrives next month!

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I am already formulating uses for this creature. With its ability to devour certain materials this creature could be a useful tool to thieves. Could this creature become a familiar for the Alchemists?

I do understand the idea of their intelligence decreasing over time without sustenance. Its the same concept that drives clockwork; you need to wind the gears to keep them working.

Grand Lodge

This is an interesting addition to the plethora of demons out there.

If your party relies heavily on magic then this monster could be an awful challenge. With abilities like Smite and feats like Alignment Channeling, this creature could go down quickly.

I look forward to the results of the voting.

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I look forward to killing a Urus on the plains of Gollarion. I'll have to wear the skin of course! I'll add it to my Gnoll skin, Troll skin, and dragon skin suits.

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I see a lot of theoretical discussion but no one seems to have actually played the class yet. I am gearing up for a game in the coming days and will be playing an Inquisitor. After reading the flavor text from the handout, I picture the class being somewhere along the lines of a high planes drifter crossed with Dirty Harry or perhaps a divinely driven Batman without the ninja skills.

So far, the first problem I encountered was picking an alignment. Many of the judgments lose their effectiveness if you don't have a certain alignment. I selected Iomedae as my deity and lawful neutral as my alignment. I figure, as justice is blind so will my Inquisitor be blind to the good or evil and solely follow the letter of the law.

With the addition of traits, the BAB deficiency can go away...

I'll have some actual experiences to share in a few days.

Grand Lodge

It does not say that it must have an enhancement bonus from magic or that it must be masterwork. The book states that magic weapons are also masterwork weapons but that the enhancement bonus to attack does not stack. This is on page 467. On the next page the book states that a weapon must carry +1 enhancement bonus to be able to gain a special quality. The book does not say that the +1 enhancement must be from magic.

Grand Lodge

From my understanding orisons can be cast an unlimited number of times per day but the different orisons you are able to cast is limited by the number you can prepare each day. So a 7th level cleric can prepare 4 different orisons each day and may cast these spells an unlimited number of times per day. Is this correct?

Grand Lodge

A fellow player and I are having a dispute over the cost of magic weapons. The rules state that a weapon must have a +1 enhancement bonus to gain a special ability which means that the weapon must already be enchanted, or so my fellow player states. This means that if you wish to create or have created a holy longsword it would cost 18,315 gold pieces because the sword would carry a +3 enhancement bonus. My position is that the weapon must be of masterwork quality which gives a +1 enhancement bonus as stated on pg. 149 of the manual so a holy longsword would cost 8315 gold pieces.

It seems that you would have to be around level 7 before you could ever really afford anything past +1.

Well, what is the consensus?