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This is something that's been biting at me for a while now. I've never used it myself because I haven't played a caster the last two campaigns.

So, the rules state: http://www.d20pfsrd.com/magic

D20PFSRD wrote:

Touch

You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

One interpretation: You can cast a touch spell (say, Cure Light Wounds) with everyone standing around you (up to six people) and for a single casting of Cure Light Wounds you heal all six people. Effectively that makes this a 6d8+caster level heal spell at first level.

The way I've always played has been that to cure a person you have to cast the spell - so in the same example I would have used up six spell slots to cast that many. I do realise I might have played it wrong.

How does it actually work? I'd prefer the former over the latter, that's for sure! Is it dependent on the spell?


Yes, I'm not seriously asking.

I frequently read posts like "No plot survives its first encounter with the PC's", and in our group it unintentionally goes that way. I think we've broken more plots than we've played, however that works.

As it turns out, last night at the end of the session our GM says "Well, from here on out I wing it, because there's nothing in the AP that covers what you guys are doing."

However, the part that worried me was when he cracked his knuckles and said "But I like it, this is going to go really well. I'm happy with you guys."

I'm freakin' terrified, what can we do to resolve this situation???

Either:

A) TPK is in our immediate future
B) Awesome roleplay is about to occur

I lean towards A, probably destruction of the known universe. Does your GM often exhibit excessive signs of eager enjoyment for future sessions? How well does that work out for your characters? XD


Sorry to use the word "tank" but that's what one of my fellow players wishes to do - by which they mean they want to soak damage. I keep saying to her that she will need to be threatening for people to wish to attack her, and in our first session the GM has been nice and made stuff attack her, but yeah, he's going to use intelligent combat whenever we're against intelligent foes.

We're starting at level 7 for the adventure path. I don't have access to the build til our next session, however I am helping to put the character together and was hoping to find something to suddenly make her character concept work. Stats are something like:

STR: 10 (spend 0)
DEX: 16 (spend 7, 4th level add 1)
CON: 12 (spend 2)
INT: 9 (recover 1)
WIS: 14 (spend 5)
CHA: 12 (spend 2)

First, what's the consensus around here on clerics trying to be a fighter? What about if the cleric's character concept was completely against buffing?

Second, what sort of things can you do to mitigate combat casting, as her health isn't awesome and she might want to heal/cast in combat.

Third, she's trying to use damage spells as a Positive Energy cleric, I'm guessing that's kind of gimped?


Hi,

First - not sure if this is the right forum or whether it should be in the "Compatible Products" category. Apologies in advance.

In our weekly game we decided that our ranger was going to tank. They've taken archery feats and as of last week refused to be at the front any more, so since the only other option at the moment is a sorcerer my halfling Shaman is going to hit the front lines. I've never multi-classed in Pathfinder before, it seemed so much easier in 3.5 for some reason, anyway if people have a second to help me with transitioning my shaman into a tank (or at least into a character that can take the lumps) I'd love to hear suggestions.

The character is from the Tome of Secrets, a shaman. We're not a long way off Level 3, so hopefully I can move into a class that lets me tank better. (I would like to take this opportunity to let Adamant Entertainment know exactly what I think of a caster with Channel that can't heal humanoids...)

Some base stats/feats/abilities::

Level 2 Shaman (Tome of Secrets)
Str: 12, Dex: 10, Con: 13, Int: 14, Wis: 16, Cha: 13
Feats: Improved Initiative
Traits: Classically trained, Dangerously Curious
Abilities: Simple weapon/light armor, Spirit Energy (channel)
Draws spells from Druid tree, has one domain (from spirit Guide, can change daily)

I was thinking of grabbing a fighter for the extra feat, but I'm open to anything.

For anyone who just went "O.o" we built role-play characters with zero regard for anything other than what our back stories would have as appropriate. We also normally have a fourth player who's busy with university at the moment so having sub-optimal characters is getting tough.

Suggestions for "Re-roll something good" probably won't go far with my DM. :)

Regards,
Dan


Hi,

Wondering how much interest there is to play through the Carrion Crown. I was fascinated by the idea of running a proper horror game with the Pathfinder system and I find myself with enough time to focus on being DM. I've recently created a website and forum through which I'll be running it.

I live in Eastern Australia (UTC +10) so people in that timezone would rock (not required though) but let me know if you think a Play by Post adventure would be something you could contribute to and enjoy. There's a few rules and I'll be modifying the adventure path slightly (changes involve not using the Harrow Deck and removing an item). There's a lot more detail on the website, check it out for the detailed rules: www.luduswerks.com

Please list:

  • Character Name, Class, Race, Alignment(Play style) and two possible character development subplots I could expand on

  • Download the Carrion Crown Player Guide if you're unfamiliar with the setting, but it'll be a horror story and your characters have to know the professor. If you've already played the adventure this isn't for you.

I'm looking for four more players who think they've got time to post roughly once per day, you're free to use the Core Rulebook and Advanced Player Guide, and also the Tome of Secrets if you want. I won't be stepping outside of those rulebooks.

I check this board pretty much daily so feel free to ask any questions and I'll do my best to respond.

Enjoy the rest of your weekend!

Regards,
Dan


Hi,

First, apologies if this is the wrong forum, and for the wall of text. I'd love some feedback from experienced role-players about a problem the group I'm in is experiencing (or maybe it's just me, I acknowledge it might all be my fault!).

I've been lurking in the forums now for a few weeks reading a lot of informed posts about different aspects of roleplaying and rules interpretation. I've done a search of the forums and couldn't find much specific detail to do with Party interactions (lots about GM/Player interactions but not Player/Player).

Current Party Interaction:
On a regular basis I find my character totally at odds with the decisions of a party member. For example, my character is a LG cleric and we have a CG wizard in the party. In our adventure (not an official adventure) we had a seer come and give us some information about where to go next. He was sent by our ruler, and the PC wizard took an instant dislike to him, began ridiculing him and got tripped by the seer twice for impudence.

I try not to be a jerk, but when the wizard decided to use Shocking Grasp as the seer said goodbye I began arguing that there was no possible reason why anyone would do it. To my mind there's a major difference between tripping (0 damage) to dealing out 5d6 damage - which could easily kill a 5th level Wizard/Sorceror. As the PC wizard fled my cleric cast Doom on the wizard before the seer stopped him and left (the seer's SR absorbed the damage).

Would anyone like to volunteer how they'd role-play that differently or if it's even legal? These sort of things occur almost every session.

Here's a few examples of party politics/play that spring to mind that I would LOVE to hear people's comments about (oh, and I'm well aware a neutral or evil character MIGHT do the things below, but to what extent?):

- Stealing from the party (how about if you use party loot that another party member claimed?)

- Lying about other party members (how about TO party members, perhaps about a perception or knowledge check)

- Attacking/Damaging other party members

- Actions that bring the entire party into question (drunken brawling)

- Revealing information about the party to guards

Have I maybe missed a chapter or something in the rules that details this? Could someone point me to the right place - we've been playing Pathfinder for a few months now and we're getting better at it, but these player interactions are really slowing us down (We spent 4 hours in our last session doing nothing but talk in-character and OOC - sure it's great for character development but seriously, there's stuff to kill out there!!! *cough* I mean, we have heroic deeds to perform.)

(I play with good friends so this is purely an in-game problem we're having with resolving disputes like this. You can say "Role-play it out" but in some cases I'd leave the party (See above spoiler - bar GM fiat our party would be down one member).