Dr Lucky

DM Says NO!!!!!!!!!'s page

30 posts. Alias of Spacelard.


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Atracious wrote:


It's not about attacking with the staves..it's about a wizard being able to have say, a quicken/maximize metamagic staff and an extend/intensify one so that he can spontaneously apply more types of metamagic to his spells...

I'm wondering if this seems like it could be within the rules, or if this is a big no-no... and if so the rules stating why not ...

Show me the rules saying you can and you'd be good to go...


Now if I was an evil GM who actually warned the players about this trip before hand and they ignored advice it would only be fair for me to remind myself this. Unless they have Endure Elements on every living thing the food intake in such cold climes is huge...I think about 10K calories per person.
First bit of kit I buy for PCs? Ring of Sustenance. Second bit, Handy Haversack.

Is this Jade Regent?

EDIT: I hear ogre is tasty...Perhaps have them find "The Halfling Cookbook" full of delicious halfling recipes...


Well I'm not the GM and this is a build I was knocking up for a friend so I'll just point them here and sit back!

However the Strong Jaw + Vital Strike + Behemoth Hippopotamus with +5 adamantine vorpal dentures wearing the pink tu-tu of striding and springing is staying...with a fiendish template.

Thanks for the input people


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Nefreet wrote:
You can't Spring Attack / Vital Strike, sadly =(.

I'm sure SKR or JJ said its totally legal even for PFS play if the hippo is wearing a Pink Tu-Tu of Striding and Springing...or was that a cheese dream...


Nefreet wrote:
Strong Jaw + Vital Strike + Behemoth Hippopotamus = Hungry Hungry Hippo!

Now if you get Spring Attack in there as well I'd be impressed.

Along with Vorpal Dentures...


Kazumetsa Raijin wrote:


It can be perceived multiple ways, hence my searching. >_>

LOL.

I did a search and checked the FAQ before posting however my search-fu is weak.

I'll leave it up to the GM how he wants to rule it unless someone can point a yes/no official response.

Thanks for looking!


Kazumetsa Raijin wrote:
I swear I saw a FAQ on this before... but I think it only effects whatever natural attack is selected. I'm digging now to try and find that FAQ

There's no FAQ on the D20pfsrd hence my asking.

The "touch a jaw, claw, tentacle" bit implies only that attack but then it goes on and says "each natural attack".

I have no vested interest in this so it really doesn't worry me.


A friend asked me to rebuild his Druid...it was rubbish.
Now its kinda shifted the other way. He's in for a shock!!


Drejk wrote:

"Each natural attack that creature makes deals damage..."

"... double the amount of damage dealt by each of its natural attacks instead"

Implied? It seems quite explicit for me.

Touching one of the natural attacks is a gesture part of the spell but does not mean that it limits its effect to touched part.

Hmm...

One happy wild-shaping STR based Druid.
One unhappy GM...


DESCRIPTION
Laying a hand upon an allied creature's jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature's natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature's size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.

I take it the enhancement is on the touched natural weapon ONLY and it doesn't effect each natural attack is implied in the test?


Hendelbolaf wrote:


In no way or shape should the ranger need to make a 50% miss chance to touch himself. That should be considered automatic.

You may wish to rephrase that...

:)


If you're not comfortable about it just say no.

My cheesy-build sense starts tingling when I see things like this. And it does bug me a little when players automatically assume a right of entitlement when a new book comes out. That said anything below 20 points shouldn't be a problem (Drow Noble aside) just be very careful if they want to build a custom race...

Most of as long as everyone is having fun...who cares?!


When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level's class abilities and then roll for additional hit points. Finally, add new skills and feats.

Until you do all those things you will stay at 9th... So nope.


Read up and understand the skills being used and stick to the RAW. 90% of the "OMG this is broken!!" is down to players/GMs not understanding the built in limitations (sometimes intentionally most often due to misunderstanding). When I say "understand" look at ways it can be abused and then see if there is a counter within the rules.

Don't try and screw the player over because he made an effective build.


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Kazaan wrote:

Jacob Saltband wrote:
VERY few players are as smart, wise, or charismatic as their characters can be. So asking them to RP beyond their normal capabilities is just asinine. Asking someone to RP a low ability score is doable.
How exactly is that equitable; a high-stat character isn't obligated to roleplayed as such due to incapacity of the player but a low-stat character is obligated to be played as such? And it still doesn't answer the question as to how the quantity of your intelligence which is reserved for mechanical benefits can dictate the quality of your intelligence when it comes to roleplay. If a 25 int character can fail to come up with an intelligent solution, why can't a 7 Int character succeed in coming up with one? If there's a threshold at which a character is not intelligent enough to come up with a solution, what is the threshold at which a sufficiently intelligent character will simply be handed the solution by the GM and, if such a threshold exists... what's the point of roleplay? I discussed above the matrix of how the quantity of any particular stat interacts with the quality of that stat as...

This is the way I would put it if my personal CHA wasn't so low.

I guess I am fortunate that the maturity(?) of my fellow gamers is such that we don't even bother rolling stats anymore but assign whatever they feel like based around their particular concept...and I have NEVER seen all 18s or all 16 and above. Its always around (oddly) a 20 point buy.

And yes at my table people DO try and pull the silver tongued CHA7 stunt. My reply has always been "Yes, that is what you think you said..." and give my measured response at what would be (IMO) more reasonable and let dice decide the outcome for a Diplomacy check for instance.


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Jacob Saltband wrote:


VERY few players are as smart, wise, or charismatic as their characters can be. So asking them to RP beyond their normal capabilities is just asinine. Asking someone to RP a low ability score is doable.

If you could point out that asking them to do any of those things I would be grateful.

All I am saying is people get their panties in a twist over this for (IMO) no reason. Everyone seems to come down hard on the Player who RPs his low CHA PC as some kind of sliver tongued charmer and I don't know why.

To some it is annoying to me it isn't. If I make a Diplomacy check I use the Artificial Game Construct CHA bonus/penalties. I don't base it off what the Player has said. I MAY give a +2 Circumstance bonus but that's it. If as a GM you choose to ignore those rules then who's fault is that?

If the player of a CHA17 PC kept RP the character as a mouthy irritating douche are GMs everywhere telling that person they are playing that PC wrong? Or a WIS7 PC is the player forced to make rash choices?

As long as everyone at the table is having fun I don't care.


Jacob Saltband wrote:
Jacob Saltband wrote:
How many players feel they can effectively potray a 25 mental stat?
Ignore this post. I was misreading something in one of Kazan's posts.

Actually I think this is relevant...

makes me smile that everyone gets hung up on low stats (especially INT and CHA) but never a squeak about high end ones.

a stat is an artificial game mechanic nothing more, what you do with it outside that mechanic (rules) I don't personally care.


RickA wrote:


Except it's not an Attack, it's a Move Action by the caster. That's relevant, is it not? I know the word "attack" and the technical term "Attack" are being conflated here, but they shouldn't be.

The mage directing a flaming sphere to move into an enemy is not making an Attack, he's making a Move Action. Therefore his invis doesn't drop. At least that's how I read the OP's question. The distinction with a Move Action vs. an Attack is relevant.

GM: Your Invisiblity drops, you attacked.

PLAYER: No I didn't attack. My Fighter just moved his sword through him! Its a move action!


Armchair DM wrote:
Mr.Fishy wrote:
Speaks in the thrid person.
Stupid fish can't spell anything right.

That will be his flappy fins.


NOOOOOOOOOOOOO!!!!!!!!!!!!!
::runs screaming from thread::


What about Gish-Horses? Are they viable?


seekerofshadowlight wrote:
DM Says NO!!!!!!!!! wrote:


"You can't say "NO" you're squashing my concept! You're a bad DM!"
::runs away from thread::

Hurls +3 ban hammer of throwing 1d20+7

HA! My Black PJs of the Master Ninja provide a +10 Defelection Bonus and misses.


seekerofshadowlight wrote:
Firest wrote:


Would a rule be included to prevent a player from ping-ponging between Paladin/Anti-Paladin?

Because there's always that one player...

That rules is called the GM saying "NO"

Paladin is LG the Anti-paladin is CE.....I really can not see someone being corrupted so bad they are CE coming back to LG or many gods taking them back as paladins, they have just spread to much evil to ever be the shining example of good.

"You can't say "NO" you're squashing my concept! You're a bad DM!"

::runs away from thread::


NO!!!


wraithstrike wrote:


You are so strict. It's not like I asked to become a deity. I demand you give me a good reason why I can't play a dragon.

I AM THE DM WHO SAYS NO!!!


Demon Lord of Tribbles wrote:
DM Says NO!!!!!!!!! wrote:
Mirror, Mirror wrote:
wraithstrike wrote:
DM Says NO!!!!!!!!! wrote:
Because I said NO!
If I give you cookies can I play a Dragon?
Dragon? Are we playing Rifts?
NO!!!
"Just curious. What you say if we offer to hook ya up with a group of succubi, Immunity to energy drain,oil and a pack of Viagra?"

Yea thats what they all say...I'm just curious...

NO!!!!


Mirror, Mirror wrote:
wraithstrike wrote:
DM Says NO!!!!!!!!! wrote:
Because I said NO!
If I give you cookies can I play a Dragon?
Dragon? Are we playing Rifts?

NO!!!


wraithstrike wrote:
DM Says NO!!!!!!!!! wrote:
Because I said NO!
If I give you cookies can I play a Dragon?

NO!!!


I find throwing myself on the floor and screaming for an hour solves the munchkin problem at my table.


Because I said NO!

Classes/Levels

Stats:
HP 16/16 | AC 17 T 13 FF 14| F +1 R +3 W +5

About 'Archie', Mk II

Basics:
Female Angelkin Aasimar Oracle (Winds, Clockwork) 1, Arcanist (Elemental Master) 1
LG Medium Outsider (native, good)
Init +7; Senses Perception +8, Darkvision (60')

Defense:
AC 17 (+3 Dex, +4 armor), touch 13, flat-footed 14
HP 16 (1d8+1d6+2)
Fort +1; Ref +3; Will +3
Defensive Abilities Air barrier (+4), Resists (acid, cold, and electricity 5)

Offense:
Speed 30'
Melee scimitar +1 (1d6+1, 18+/2), dagger +1 (1d6+1)
Special Attacks none

Statistics:
Str 12, Dex 16, Con 13, Int 17, Wis 12, Cha 23
BAB +0; CMB +1; CMD 14
Feats Improved Initiative
Skills Craft (jewelry) 7, Craft (mechanics) 7, Diplomacy 13, Heal 5, Knowledge (arcana) 7, Knowledge (religion) 7, Perception 8, Sense Motive 4, Spellcraft 8
Languages Common, Celestial, Draconic, Abyssal
Traits Cleansing Light, Exposed to Awfulness, Demon Smiter
SQ Oracle mystery (winds, clockwork), wind revelations (air barrier), clockwork revelations(clockwork familiar), oracle curse (haunted), channel energy, deity (Iomedae), arcane reservoir (4 points), elemental master (air)
Combat Gear scimitar, dagger; Other Gear wooden holy symbol (Iomedae), healer's kit, leeching kit, pathfinder's kit (replace hemp rope for silk, add 6 pitons), weapon cords (for weapons), 2x caltrops

Magic Casting - Clerical:
Spells per Day all/6 ; DC 16+; Concentration +8; Melee Touch +2; Ranged Touch +4
Spell-Like Abilities: 1/day - alter self
  • 1st Level: bless, cure light wounds, shield of faith, alter winds, crafter's fortune
  • Orisons: detect magic, purify food & drink, light, stabilize, mage hand, ghost sound

Channel Energy: 1d6, 9/day

Magic Casting - Arcanist:
Spells per Day all/3; Spells Prepared 4/2(+1); DC 13+; Concentration +8; Melee Touch +2; Ranged Touch +4
  • 1st Level: stunning barrier*, magic missile
  • Cantrips (typically used): open/close, jolt, detect magic, breeze
  • Arcane Reservoir: 4

Arcanist Spellbook:
  • 1st Level: body capacitance*, stunning barrier*, shocking grasp, color spray, magic missile
  • Cantrips: All sorcerer/wizard spells available

• Spells with an * next to it come from the Advanced Class Guide (ACG)

Special Abilities:
Skill Rank Progression (w/bonuses as applicable) 1/1/1(+2)/1/1/1/2(+2)/1/2
Channel (Positive) Energy - This class ability can be performed 3+Cha mod per day
Native Outsider - 'Archie' is considered an outsider (native) for any effects that involve the class
Darkvision - 'Archie' can see in the dark at a range of 60'
Spell Affinity - 'Archie's' race allows her to cast alter self, once per day, using her class level as her caster level
Skilled - 'Archie' receives a racial bonus of +2 to Diplomacy and Perception, and these are added to her class skills
Celestial Resistance - Aasimars have resistance to acid, cold, and electricity 5
Arcane Reservoir - Creates a pool to be used for fueling various exploits:
• Maximum pool size equals 3 + the arcanist's level; it refreshes daily at a rate of 3+1/2 arcanist level
• A point from the reservoir can either:
○ Increase the caster level of the spell by 1, or
○ Increase the spell's DC by 1 (not both)
• (Elemental Master) - Allows the ability to cast an additional spell per level/day, but only if that spell has 'air' as part of its descriptor
Wind Revelations - Archie has the following additional abilities:
Air Barrier - Currently provides a +4 armor bonus
Clockwork Revelations - Archie has the following additional abilities:
Clockwork Familiar - Shaped as a miniature metallic (red) dragon. Has all the features of a wizard's (psuedodragon) familiar.
Cleansing Light - May reroll a nat 1 on any channel energy use that involves damaging undead
Exposed to Awfulness - Reroll any save that can prevent death or incapacitation
Demon Smiter - Once per day, may add +4 to attack a demon
Improved Initiative - Adds +4 to initiative rolls

Treasure/Items Found:
8gp, 8sp