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Hi I was hoping some of you fine minds on here could help me out, I have a Bard player, and while he enjoys combat, he never shines as much as the others, so to give him a chance to stand out, I've come up wit the idea of having a performance duel against a satyr, to allow them right of passage without having to resort to combat. The difficulty I'm having is how to run it mechanically, I've read the Duelling rules in the gamemastery guide, but I'm struggling to come up with something a little more flavourful than alternate performance rolls with so many successes indicating the victor, I was wondering if anyone had any ideas how I could make it more flavourful? Thank you
Hi The adventures my players are in is set in a mages tower, in the library level to retrieve the key they have to read certain books, these books will teleport them to a demiplane, where they will fight a denizen to retrieve a fragment of the key. I'm sending them to a graveyard in one of the demiplanes and would like a good solo undead beastie for them to fight, what are your recommendations?
Hi a rules question came up in our game last night and I'm not sure of the correct answer.
Thank you for any help
Hi The answer to this is probably right under my nose, but my players and I couldn't find it while searching the rule book. We were playing through the Skreesire encounter in the Shattered worlds module, when it grabbed one of the players, it had left its pool of acid at this point to engage the players. What are the rules for it being able to take the grabbed character back to the acid pool? I ruled it to be a roll to maintain the grapple at the beginning of its turn and then half movement, but couldn't find any official rule
Hi sorry if this is in the wrong forum. Currently I'm DM'ing the temple of the 12 adventure path, and one of the group has become infected by the carrion spores from the Ksarik encounter. Unfortunately for them they have failed 3 saves and are now on the 'impaired' level. My query is how they cure the disease, at the end of the session the character made his first save, does this move him back to weakened or does he have to succeed in another save to move to that condition, or does two consecutive saves cure the disease completely? Thanks for any help
Hi Just started the game and I'm loving it so far, however I have a quick question about the operatives trick shot ability.
When he misses with his attack but beats the save for trick shot he is saying that it still applies the flatfooted condition against the opponent, is this correct? I assumed that for any trick shot affect to apply (The bonus D4 + flatfooted) you must hit with your attack Thank you
So my group consist of six players, and there are only five roles available in a starship I can see that for Engineers, Science Officers and gunners (depending on weapon mounts) you can have more than one person, my question is do they get to act in the same round? So if I had two engineers, would they both get a go or would only one have a go and they other be able to aid them somehow?
Hi All First post - so a big hello from sunny England :) Its my turn in the DM's chair shortly and I'll be running rise of the Runelords, I've sent the players guide out and have had some response back for characters, and there is one that is a little problematic. He wants to play a Barbarian that has been raised by Wolves in the wilderness, and he hates civilization and will not enter towns, which is a big problem for the beginning Swallowtail festival. I'm going to try and work with the player and hopefully he'll tone the will not enter towns bit down, however I wondered if you guys had any ideas as to how to accommodate the character without compromising the concept too much? Cheers |