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479 posts. Alias of Donald Robinson (RPG Superstar Season 9 Top 32).


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I know I'm not exactly a publisher, but figured this would be the best place to post.

The DM Doctor looking for an Artist
Project Length: 1-2 Monsters (plus possible future projects)
Pay Rate: Negotiable
Additional details: Adding the finishing touches to a self-published adventure. I am looking to have one or more creature concept drawings professionally made (as I am a terrible artist). Though I am looking for a classic, old-school RPG sketch-style drawings, I am open to other concepts. There is the possibility of being my exclusive artist for future projects.
Respond by: June 9th.
Contact: dmdradventures@gmail.com (Links to galleries and portfolios appreciated but not required).


I would like to thank you for the above comments. I like to try to keep games fun and wish that these things didn't happen.


This is by far the greatest article I have ever read about hair. Or hobgoblins!

XD


zainale wrote:
i was recently murdered well my Pc was murdered by a well placed shatter spell. he was not the target of the spell but all his alchemist fire glass vials were effected which encased my Pc in fire that lit the fuses to the many hand grenades (of differing types) he was also carrying because fuses be flammable.

Moral of the story, don't carry enough expendables to one-shot yourself. J/K. I am sorry to say that if I had been a player in that game, I probably would have laughed uncontrollably. Terrible luck there.


The rule is for targeting (excluding crystalline creatures). So it is not a matter of being unable to damage, but just being unable to target them.

Think of the spell having to encase the entire creature being similar to the maximum radius of a [/i]create pit[/i]. If the creature is too big for the pit, the creature will not fall down into it. In the case of shatter, the creature is just too big to be encased in the vibration zone.

That'd be just one way I see to describe why it will do no damage to a target too big (weight being used as the equivalent to mass in the spell if you'd prefer a sciencey answer).

EDIT: Though I should note, the single object, weight version of the spell does not work on most creatures because it is for objects only. Crystalline creatures can be targeted regardless of their weight.


A brilliant energy shield (with or without spikes) will not harm nonliving creatures or objects.

The reason I say this is that the shield (without spikes) is the significant part of the weapon. When you add spikes, it improves the effectiveness of the shield as a weapon. The spikes themselves are not the weapon.

Spiked Shield rules for reference:

Benefit: These spikes turn a shield into a martial piercing weapon and increase the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you (see “spiked shields” on Table: Weapons). You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.

An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.

Source: Core Rulebook

(Bolded important info.)


Well, depending on exactly what you are trying to fool the spell into thinking, you could look into the Vigilante class and the Everyman/Any Guise abilities. Also, see the Infiltrator story feat from the Spymaster's Handbook.

Those are the only things I can really think up right now. Good luck!


I did completely leave out the entire "use in combat" portion.

When it comes to a potion, though the unseen servant can bring the bottle to the lips of the person needing to drink it. This saves the space of hands or for having to use an action to find the potion (should you have it at in a normal bag). The action of drinking a potion is still a standard action for the person drinking the potion (if unconscious it is a full-round for both because it has to be done carefully). So in this case, the imbiber of the potion is not saving a standard action.

In the case of an oil, things get a bit trickier. This will really depend on what the unseen servant is applying oil; if the person or object in moving, if is is an object is it in someone else's possession, can the servant apply it to the appropriate surface, etc. This would be a more case-by-case scenario best left to the GM in the field.

With both potions and oils in combat, I see either the unseen servant or the potion/oil getting destroyed by an attack of opportunity since it is a really low AC to hit in most cases.


Your assumption about the power attack with the sap is correct in that you could get two free intimidate checks (If both are successful, you use whichever has the longest duration).

When applying the Frightening thug ability to your example (enforcer and 4 nonlethal damage), you are given the choice to either cause the shaken condition for 5 rounds (the 4+1) OR you can just make the target frightened for the single round and no shaken condition after.


The Unseen servant can apply oils and potions if instructed; however, it cannot activate any magic items that would require a roll (use magic device). As it is mindless, it would most likely be unable to operate something such as a horn of fog.

In the case of the dust of appearance, tossing dust should be considered a simple enough task.


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I know it has been a long time since I updated. Getting things back on track.

Starting tomorrow I'll be adding product reviews to the site. In addition to the reviews, I will be having a monthly giveaway of one or more products I review that month.

Please help share my site The DM Doctor with others and let me know what you guys think.

Also, it's my birthday! Like Today.


Hey guys, I know that there are not very many people here that know me. I run a small-time blog, The DM Doctor. I do mostly free stuff to help out GMs and players.

Recently, I started working (okay, free help) with different up-starts and random groups. One such group is a podcast group that has yet to launch. They brought me on board to help get them going in the right direction (or really a reasonable direction).

To cut things short, I am looking for anyone that has RPG material (preferably Pathfinder Compatible) in need of playtesting. This means adventures, classes, spells, feats, etc.

If you are needing some feedback and playtesting, please post here, send me a PM, or send me an e-mail (contact@thedmdrDOTcom). I've scoured the boards and a bit online looking for any requests that seemed recent-ish.

Thank you everyone!


I, too, am no cartographer (or artist). Looks good and clear to understand.

Great work so far on your world. Thank you for sharing it with us and can't wait to see more.


Interesting. I will definitely consider some solo/duo short adventures.


The changes help, but I think you are looking now at the CR 8.

Compare the Base attack bonus (Yours at +10) and average damage per round (39.5 on full attack, some elemental) to other base monsters within the CR 7-9 range. I know there are some that seem really out of place.

One thing you have to consider is a variable elemental resistance and variable elemental attack is a bit more difficult than a single straight up resistance/attack for players.

If a party of four level 4 characters were to meet this as an epic encounter (boss fight) where it is a CR 7, things will end pretty badly for them.

A Party of four level 5 characters facing this as a CR 8 might not consider it exactly a hard Epic encounter, but it would still be appropriately taxing on their resources.

(I'm only looking at a "normal" party, not min-maxed characters and meta-gaming).

In any case, pinning down the CR of a monster can be tricky, and play-testing can help here. It is still a great concept and a monster I would very likely toss at a party over a large APL range.


I think you have under rated this in CR. Personally, I think this should be a hard CR 9 or an easy CR 10 (based on the extra abilities).

Refer to the Monster Creation Rules. This should help you narrow in the stats and adjust the monster to the challenge rating you are seeking.

It is a very creative monster, and I think it just needs some final tweaking to place it in an appropriate CR category.


Currently, I am planning out a line of free, Pathfinder Compatible Adventures. I want to tailor many of them towards aspects that are seen very rarely.

Because groups are all different, I am trying to find out what aspects of adventures people would like to appear in an adventure, but that they struggle to find.

Mostly, I am looking for virtually anything, themes, monsters, you name it. Thus far, I have been given a suggestion of a Darklands-type adventure. It was noted that there are very few "underdark" type adventures for Pathfinder.

Any other wishes or suggestions would be appreciated. Again, these adventures will be made available for free (no memberships, user accounts, or anything).


Yes; however, there are a few differences as described in the Eidolon section on the summoner class (such as when they are sent back vs. killed).


I know it has been a long time (took a long break from October through February), but I'm back!

Currently up to Part VI in my GM Tips series (I know, I'll get back on track with the "Making an Adventure" portion). Please check it out and share!

As always, feel free to send me any questions you have!


In this case, taking this revelation just has your character gain the resistance. There is no action required (though a GM could argue it does).

Also, there is no length of time with this revelation. As stated above, you just gain the resistance as part of your character.


Very close.

A Paladin's caster level is actually Paladin Levels -3. In this case, the trait will make it so you are always only a single level behind (CL 9 @ 10th level).

As far as being worthwhile, it depends. If you are focusing a lot of your character towards casting, then the CL boost is quite substantial. Just remember that Paladins do not get very many spells per day (though the increase in CL does make them count more than usual).

In most cases, focusing on a different aspect is better, but if you want to improve your casting as a paladin, then definitely take it!


Yes; however, it must be as readily available as your weapons (you can't quick draw a dagger buried in a backpack because you have to look for it first).


When your BAB reaches +6/+1 here are the breakdowns:

(Assuming a 16 Str (+3 bonus) on melee attacks and 16 Dex on ranged, no other modifiers for simplicity).

One weapon only:
You have two attacks, the first is +9 (6+3) and the second is +4 (1+3).

Two-Weapon Fighting Feat (Assuming off-hand weapon is light):
You will have three attacks with the following bonuses: +7 (6+3-2, main weapon), +7 (6+3-2, off-hand weapon), and +2 (1+3-2, main weapon).

If you also have the Improved Two Weapon fighting feat, you will get that fourth attack which comes from your off-hand weapon at a +2 bonus as well.

Rapid shot will be similar to the two-weapon fighting feat as you will have two attacks at +7 (6+3-2), and a third attack at +2 (1+3-2).

Hope that helps break it down easier.


As the Fly skill mentions, the skill check is only needed if the flying creature moves less than half their speed (though they can also attempt to hover at a higher check).

So in that regard, the answer is, "No, it does not need to roll a skill check if it still uses a normal move action (as long as it moves the full, halved speed due to being entangled).

As for the side question: There is not additional negative impact beyond what the entangled condition already creates.

Hope that helps.


I have already notified those also on the private forums group, but came here while I have a chance to announce some bad news.

(The following copied from private forums message):
I do very much regret to pause in play. Things have been a bit unavoidable due to some personal family issues and (more important to the group) work-related issues.

Since teaching the classes last week, I have returned to a lab in disarray as records from certain staff have not been properly kept, mass disorganization, and the people responsible are ending the year on vacations. Not only am I now taking on yet more positions (thankfully only temporary), but one member of the staff is leaving to fill a vacancy in another department (after they return from vacation). AS the document control officer and technical manager, I will be filling vacancies (not by hiring, but by doing the work) as well as sorting out the mess of records and record-keeping that I thought I had fixed last year...

What this means, is that now semi-crises are hopefully over, I am taking the time to connect with you all. At least until vacations are over (there will be a break from vacations December 7-16th), I am not really sure if I can keep up with the game as I had in the past (if at all) until that break for a brief time and then again resume at the start of the year. I highly doubt that many of you would be into take a basically two month break (after these last few slow weeks already).

(Not copied over)>>>

For the time being, I'll be listing this game as inactive. Once everything has been taken care of at least at work, I will send messages out to see if anyone wishes to return to the game. I know 2 months is a long time (almost 3 because of recent weeks). So, I do understand those that wish to chuck this up as a lost cause.

Again, I am really sorry about this everyone. Hope you all find some other, better games to enjoy.


Kiroto leads the way to the yard, but stops to note the statues. The 5-foot tall statues are incredibly worn, but it can still be made out as a dwarves holding aloft a great stone hammers. Moss and creeper vines cover most of the surface. He believes he notices an inscription around the base. Removing the vines around the base uncovers the old dwarven inscription that reads “All praise, [this part is defaced].”

A couple of roosting crows caw at the adventurers from above, but not not attack.


Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

Though it doesn't matter...

Drakroo leaps at the oversized bug and smashes it between his teeth.

Umm... end of battle? lol

After the taxing battle, the group returns to the map. They think they have a good sense of direction to their final stop: The Dwarven Monastery. It takes roughly five hours for the group to push their way out of the thick forest. Finally, the group arrives with at the foot of the mountain valley.

Sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow. The old path that leads up to the ruins ends about 50 feet from the monastery. Before entering the yard, the path passes between a pair of old stone statues.

Map to be added soon. Link in campaign info and top of page.


Yes, 1 night would be 1 hp/lvl. And yeah, the dice roller must have been stuck on awesome or something.

Not long after getting into the woods, Kiroto spots a giant mosquito the size of a small cat trying to quietly make its way towards an easy meal.

Roll Inititive. Kiroto and Drakroo (and anyone else that gets a 26+ on perception) can act in the surprise round).


DM Required roll 1: 1d4 + 4 ⇒ (2) + 4 = 6
DM Required Roll 2: 1d10 ⇒ 7

Despite some uneasiness, the group makes it through the night without any problems. Everyone finishes their daily preparations, gathers their gear, and heads out.

DM Roll: 1d20 + 16 ⇒ (10) + 16 = 26

Need Perception checks and at least 1 survival check (for navigating)


Tincorva tries his hardest, but cannot make heads or tails of how to use the magic from the shrunken head.

Sadly, the check is a DC 25 to activate an item blindly.


Tincorva detects that the faint aura is an illusion.


Tincorva's Knowledge Arcana: 1d20 + 7 ⇒ (8) + 7 = 15

Maybe I'll let you roll since I failed the check.

The aura Tincorva detects is faint. Need Knowledge (Arcana) check


After one round of concentration, Tincorva determines that the shrunken head is the only magical object.


The clutter and shear number of herbs, concoctions, and filth slows your search efforts down. After several minutes of searching, Kiroto and Drakroo find a few items of interest: random small statutes and rare looking gems, a bag with strange salt-like powder, a strange, thin vine ending in a point like a rat's tail, and a disgusting shrunken head.


After a few good, bangs and a final splash of acid. The pot breaks and loses the magic animated it.

The witch's hut is cluttered, and smells of herbs and filth. No other danger seems to be present on first glance.


Drakroo tries to bite the cauldron, but the cookware moves too quickly. The cauldron misses Jordi once more. as stated above

Kiroto's sword clangs hard against the over-sized pot, but it still remains animated.


Though clearly banged up, the pot presses forward with its attack.

I sent Ilya a message. He can still act when he checks in, but we will just press on for now.

Also, was going to post the cauldron's attack, but forgot that we still have Drakroo on the top of the next round. The cauldron missed, on this posting, so I'll the rolls that were made.


Drakroo, if the extra damage is Sneak Attack, The cauldron has already acted (surprise round) and is not flat-footed. Because it is aware of you and you can't flank with the bow, there is no bonus damage.

Tincorva's bolt of force clangs against the giant pot. Drakroo looses an arrow striking the cauldron dead-on, but the arrowhead fails to penetrate the hard exterior.

Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

The Pot tries once more to bite at Jordi. Once more, Jordi is able to just deflect the pot off of his armor.


Ilya Init: 1d20 + 4 ⇒ (7) + 4 = 11

Phase A: Tincorva and Drakroo
Phase B: Cauldron
Phase C: Everyone Else.

Begin Round 1 from the top.


While taking a more careful look at the corpse, Kiroto discovers that it is simply bundles of branches, mud, and linen.

A clang behind alerts everyone to the real danger. The cauldron comes to life and attacks.

Surprise Round
Nearest Random Character (alphabetical): 1d5 ⇒ 3

Attack against Jordi: 1d20 + 2 ⇒ (6) + 2 = 8 Miss
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

initiative: 1d20 + 0 ⇒ (12) + 0 = 12


Inside, the cottage is dank, reeking, and filled with shadows. Haphazardly hung shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios and remnants of a bone grinder’s artifice. A rusted iron cauldron, with a mouth nearly 5 feet wide and a depth of at least 3 feet, dominates the hut’s single room, its ash-covered surface shaped with a relief of capering fiends and leering devils. Across from the door, against the far walls, stands a highbacked chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. In the chair sits what looks like a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.


Because I'm nice, Kiroto "aids" Tincorva (but fails).

With a great push from the small gnome Str DC= 10, the door his burst from the rotten hinges and falls away inside the hut.

Drakroo is so busy keeping his eyes looking for wolves, he is startled by the crashing of the door behind him.


Been half-dead at home with everyone sick >.< Back though. The door to the hut is still stuck. Only option inside is to break down the door, or the walls.


The wolf attacks Batya as he tries to get up.

AoO: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Batya moves just in time to avoid the other wolf's bite. Batya in turn delivers a powerful bite of his own rendering the wolf unconscious and dying.


There is a -4 penalty for firing into Melee Ilya. Also, your wolf is currently on the ground from being tripped. He can stand up (provokes AoO) and attack, or attack from the ground.


Wolf is nearly dead and Ilya is the only one left to act.


Kiroto's furious blow leaves the wolf unconscious and dying.


The wolves charge in to attack. One notices the wolf with the party and rushes it. The other goes for the tastey meat in the back I believe this is Kiroto or Jordi.

even/odd: 1d2 ⇒ 1 Odd Kiroto, even Jordi

Wolf #1 Bite Attack vs. Batya(wolf companion name?): 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip if Bite hits: 1d20 + 2 ⇒ (18) + 2 = 20

Wolf #2 Bite Attack vs. Kiroto: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip if Bite hits: 1d20 + 2 ⇒ (12) + 2 = 14

The first wolf bites Batya's (?) neck and drags him to the ground.

The second misses Kiroto on the charge.

Okay, you guys can go.

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