Scott Romanowski wrote:
Good questions Scott! And thanks guys for confirming what I thought ... I did have it correct. Just wanted to check. I guess a waterfall could block it as the water is kind of running down. But it's probably based on streams and rivers ... I guess a running-water stream completely blocks it no matter how high or how far below. But I am happy to be over-ruled! Also, there could be an underground stream that the players cannot see if they cast it in a city. What about water flowing through sewers?
The adventurers were looking for a person who was being held captive in a dungeon below a building. The Witch Level 7 in the party has "Locate Creature" so she cast it and I could see no reason to not allow the spell to locate the missing person under the building (he was tied up in a dungeon within range of the spell). The whole idea of them "searching" the place to see if he was there was blown away. They knew he was there. I simply told them the boy was detected beneath the building. Simple question: Did I get the spell right? The adventurers had previously met and talked to the kidnapped boy. Also, I had decided that no nondetection/misleading spells were in effect. Secondly, running water blocks Locate Person, but the spell acts like Locate Object, which is blocked by a thin sheet of lead. So would lead also block Locate Creature?(not that the boy was in a lead-lined room).
You could have them breaking into the extortionist cult of Razmir in "Masks of the Living God." I and the players loved that scenario and you could have all the cultists off on some mission leaving a skeleton crew of the barbarian Krant and a couple of senior clergy. They are not the "mafia" as such ... well, actually they are in all but name. They are a divine magic-free cult of extortionists/bullies/murderers. It7s basically an outpost of Razmiran in the heart of a foreign city (Tamran in Nirmathas) and the locals are terrified of these "cultists."
If you want to miss you don't attack.
For initiative you can delay your turn and take up a new initiative order below everyone else. You can not attempt to save from spells. But you cannot just take a 1.
In a fight if the vampire successfully dominates one of the heroes and tells them to go and wait in the next room, can it then in the next round try and dominate another hero and tell them to go and wait in the next room? So that if the vampire is strong enough eventually all party members could be in the next room for the next 1 day per level. Also IF one of the party members in that room then has Dispel Magic can they try and dispel the dominate effect as surely they know they are all dominated as they are not mindless and are fighting against it? Or can they discuss how to get rid of the domination?
BigNorseWolf wrote:
It's just as I thought. I was just checking. I might have missed a rule somewhere. So folks, it is pretty clear what the rules are. Me as DM will just deal with the situation as always. I could feasibly have them find maybe a lesser but useful scroll as backup so they are not too bummed out if it messes up.
Rathendar wrote: You could allow knowledge checks of the appropriate type on the 2 monsters to 'realize one is too powerful for the effect' if you desire to help hedge their guess. Nice idea, but the monsters are real close in power at the climax of a big scenario, so it's really not obvious. And they're pretty weird monsters. It's not like one's a vampire and one's a ghoul. I am more concerned with the general rule. I guess there isn't one. So it is just total luck. The players just don't know if the spell will work or not.
Val'bryn, I don't know why it wouldn't be used up, hence my question. I kind of want to double check here because I know my players will question it if the spell fails in the upcoming scenario.
A sleep spell causes a magical slumber to come upon 4HD of creatures. What happens if you cast the spell off a scroll only to find the creature has 5HD. I mean, the caster has no idea how many HD the enemy has usually. Is the scroll wasted or not? And can someone point out where this is in the rules (not just Sleep but other spells, what happens if a Disrupting Weapon Caster Level 9 scroll is used against a 10HD vampire? Is the scroll used up?) Thankyou.
MrVergee wrote:
Thanks. You seem to be pretty sure on the sources and clearly have access to those books. * I did speed read two short stories including The Fencing Master during my research.* I like printed matter and the Guide to Korvosa is out of print and too expensive online. I've garnered a lot of info and formulated my own Guide to Korvosa, but dueling is not yet in it. Thanks for that information. I will add that info to my own Korvosan Guide. Right now I think I will have it banned. I am tempted to go with my original plan of seeking permission from arbiters. I am also very happy if people would tell me what they think would be a good idea.
Nathan Nasif wrote:
Yes, if I make my own decision on it ... I was thinking of the parties must be noble or held in high esteem and that if they go to an arbiter it can be authorized. I didn't think of a fee but that's cool, because if it's expensive then it kind of favours nobles or rich people anyway and the so-called "riff-raff" won't be killing eachother left, right and centre. Cheers
I have integrated much of Curse of the Crimson Throne into my own campaign and the party are at the Blood Veil plague stage. A PC just asked me if dueling was legal in Korvosa. The PC is Tour Kegbelly, a CG dwarf fighter level 7 of some fame (he routed Barvasi and was awarded the Drake's Mark medal) from Janderhoff, and he has an ongoing dispute with Jukk the Juicemeister, an influential LE dwarf rogue/merchant from the same dwarven citadel who is in charge of the trading between the two cities and has very tough bodyguards. Both dwarves now live in Korvosa. I was doubting dueling would be allowed as arbiters/magistrates exist to settle disputes. In extremely lawful and supposedly more advanced cities dueling would unlikely be allowed, replaced by trials or rulings by said arbiters. When the dwarves clashed in Janderhoff earlier I had a trial by jury and Kegbelly was jailed for one week on trumped-up charges of impersonating Jukk (casually in a bar) and thus interfering with dwarven trade. Kegbelly now seeks revenge or to put an end to the feuding once and for all. Can someone tell me if anything has been published on dueling? Or give me their own ideas.
Thankyou for the opinions. There is no way I am changing systems. I will continue with Pathfinder. Like I said at the start, I just want to try and shorten combat, which is exactly what I will do, one way or the other or many ways. Also I am not interested in the other "ideas" put forward. I have read numerous threads on this. I already know about 99% of them and some I use, some I don't. So back to my original post ...
Athaleon wrote:
I am thinking of having fumbling on the first roll only. Not on each roll if a PC or creature has multiple attacks. Also, one has to confirm the fumble roll with a miss roll. Anyway, surely the +2 on attacks compensates and gives a massive advantage to martial folk. I was thinking of now introducing this attack bonus as +3 after 3 rounds rather than +2 after 5. Doesn't that balance things out. I I think Johnico's suggestion is interesting but going up to +6 is surely overkill. Anyway, action will be taken because these combats have to end quicker.
Johnico wrote:
Hmm (about fumbles). After reading the last couple of posts I get what you and Athaleon are getting at. I need to seriously think over the fumble rules. I am looking for a more gritty realistic game, admittedly, as Athaleon guessed. The Escalation rule looks good. I think I will switch to that (I had considered it actually, not knowing about the game you mentioned). Good.
Athaleon wrote:
It's a work in progress ( as stated). Don't get over-excited. Thanks for the input regarding martials. I agree. It all needs a further overhaul and could even be scrapped. The fumble table is not as critical as the ... critical table.
This is my latest plan (but my next session as DM is not until December 9 so I can mull it over further)... Starting Round 5: +2 to hit and -2 on AC for everyone. FUMBLES
Fumble Table
CRITICAL HIT On a natural 20 a critical hit is scored and double damage is done, with all your usual bonuses. (Remember some weapons might do a crit with an 18 or 19 too) Now make a second roll. This acts as a confirmation roll to do a crit with certain weapons (if you rolled 18, 19 on the first roll) and also to do x3 or x4 damage with certain weapons. If you roll a second natural 20 then you roll on the Serious Injury Table. CRITICAL INJURY TABLE 20 Death Blow (Slashing) Foe's head flies off in a random direction landing 3-18 foot away. (Or carteriod artery is severed, fountain of blood erupts, and foe dies within a minute) (Piercing) Eye and brain pierced leading to instant death (Bludgeoning) Blow forces foe's jaw upwards into lower part of brain. Foe falls to the ground, twitches for a couple of seconds and then lays still. 19 Loss of leg below knee (half movement with crutch/peg leg, cannot charge, -1 Dex, but not for manual actions; -5 ride, climb.) 18 Loss of arm (-5 climb, disable device, heal, swim; cannot use 2-handed items/shield) 17 Loss of hand ((-5 climb, disable device, heal; cannot use 2-handed items) 16 Severe blow to head; possible brain damage (in coma for 2-5 days; Fort DC15 or loss of 1 INT) 15 Loss of eye (-2 on visual perception, -1 in combat, -1 on AC) 14 Major facial scar (-1 Charisma, +2 Intimidate) 13. Severe head blow. (Coma. Make Fort DC20 roll per hour to awake) 12. Loss of ear. (Deafened for 24 hours) 11. Minor but visible facial scar. (Blinded for 24 hours) 1-10. No further penalty (bar the -2 AC)
Stockvillain wrote:
From level 4 or 5 on, the adventurers should have enough defence mechanisms (magic etc) and sufficient hit points to absorb the odd crit from a lowly minion anyway.
PodTrooper wrote:
Thanks for your input. The thing is, I think it's simply that monsters and PCs have too many hit points. Hence my plan. An alternative could be, I guess to wipe out 25% of hit points of all PCs and monsters. Also damage resistance recently became an issue as in the last two humungously long battles they fought vampire spawn and wererats and didn't all have the best weapons (i.e. silver etc). But that wererat battle in Curse of the Crimson Throne literally took an absurdly long 2 and a half hours last week (I even cut 2 regular wererats out of the battle; party was anInquisitor level 7, paladin level 3, witch level 6 and brawler level 5; although the die rolls to hit were admittedly dreadful from the party and there was almost a TPK, finally just the paladin retainer died). Players not knowing exactly what their character can do is an issue and I have cracked down on this, so I count down 6 seconds all the time if they dawdle, but still we sometimes need to look stuff up. I guess I don't want a PC to die because of a rule mistake, but there's no way I can know every rule and sometimes I forget stuff so I tend to look it up. As for minis, I love the minis so I can't cut that, but I understand what you mean.
I run an intrigue-packed campaign and I want to dramatically curtail fights that last 2 or 3 hours so that we can get back to politics and role-playing. I have tried many things so I don't need obvious advice on how to quicken combat ... I just want to ask would there be any major problems if I made a house rule that a natural 20 is an auto crit and a natural 1 is a fumble (with result you get -2 AC for the rest of the combat or can only take one action, move or standard). Also after 5 rounds of combat everyone gets +2 to hit and -2 on their AC. The idea being the faster people hit eachother the more damage done and the faster the combat ends. What are the main drawbacks of such a radical house rule??? I'm sure I am missing some major potential problem. (Note: Currently the party level is 6-8)
Another thing about Alter Self. How come people viewing the altered creature don't get a save or a perception check to sense that something weird is occurring, a hunch even that all is not what it seems, especially as it seems when altered the creature cannot do exactly what the other creature can and also would be acting in a kind of alien way as its brain is not of its species. Even if it should be a really high DC to spot this. Or am I missing something?
Wei Ji the Learner wrote:
Yes, I am the DM so I know I can do whatever, and this situation actually involves NPCs (the barbarian is an NPC). But I like to have a rule grounding as much as possible even in what NPCs do. I guess I should not worry about the rules so much in this kind of situation. I will mull over the Polymporh Any Object spell a little longer. Thankyou.
Doomed Hero wrote: Sounds like you want a Greater Hat of Disguise That could work if there's no other way. An item achieving the aim would be ok. Thankyou Doomed Hero.
I want a medium human barbarian to appear to be a kobold and infiltrate a town alone and stay in the kobold form indefinitely or for as long as possible. The barbarian will have to stay in the town for 2 or 3 years and pretend always to be a kobold. He would not have direct access to the spellcaster who polymorphed him in the first place as the town is very small and in the wilderness. That spellcaster could perhaps visit once every two or three months. It seems permanency does not work with this.
The vast difference in coloration would be obvious with Darkvision and not just in low light. Dark elves are coal black or dark purple in colour and the regular elf is pale and would be unlikely heavily suntanned. It's easy to tell the difference with Darkvision. if the Drow wanted to appear as regular elves they could use Disguise skill and apply makeup (and vice versa for eleves wanting to appear as Drow).
Your unconscious comrade is knocked out in the next square to you. If you bend over/reach across and lay on hands or heal or give a potion to this unconscious ally, do the foes within striking distance of the helpless comrade get an attack of opportunity on you? Or are you considered to still be in your own square for attacks of opportunity?
The body parts of dead monsters surely retain magic or have intrinsic chemical properties otherwise they would not be so prized by alchemists and wizards and the like, and used as material spell components. I recently decided that the dwarf fighter in our party will receive 30 gold pieces for each Xill egg he has been carrying since they were surgically removed from his stomach a few months ago. If he had sold them fresh he would have got a lot more.
The players in my group often try and eat monsters/creatures they have killed. This is not an issue with things such as wild boars or even owlbears, but last session they ran out of rations in the wilderness and chopped up a basilisk they had just killed. Fresh basilisk blood has certain unique properties such as returning a creature from stone to flesh if applied soon after the basilisk's death. Would it be edible? They also have xill eggs? Are xill eggs edible? Or would they get diarrhea? I usually use common sense as a DM but the basilisk steaks got me thinking.
No. Because it is a divine scroll and not an arcane scroll. Even if a wizard and a cleric have the same spell on their lists it is not written in the same "language." The one draws from divine sources, the other arcane. Rule: The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells.
It should specify in the basilisk's Special Ability info whether you need to make a Fortitude saving throw to return (alive and ok) from stone to flesh using the basilisk's blood. I saw an old thread here and no answer was given. Recently, is there an official answer? I might have missed it somewhere. It happened right at the end of my game last Saturday. I didn't ask for a saving throw at the time, although now I am thinking it probably (common sense) is required. Basilisk creature (no mention of save): "A creature petrified ... that is then coated ... with fresh basilisk blood ... is instantly restored to flesh." Stone to Flesh Spell: "This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process."
This exact issue just arose in my campaign. Two players got turned to stone last weekend. A surviving PC saw a carving in the ceiling of the basilisk's nest depicting one of the lizard's strung upside down, throat slit and blood being collected in a bucket by some dwarves (a clue installed by me as DM). So the remaining adventurers then smeared some blood on the petrified and I ruled that the part of the statue momentarily softened and became like flesh. Then they covered the statues with blood and I allowed the characters to return to flesh and I did not have them make a save (maybe because I had NOT checked the stone to flesh spell. This happened right at the end of the session so next session I could get them to make the FORT 15 save, or I could let it go. I think I will let it go ... although to be quite frank the "realism" side of me says that they should really make the save, as basically the process of stone to flesh is arduous, that's what the spell infers, and if it is arduous spell or no spell then it is STILL going to be an arduous process. Hmmmmm ... a head scratcher is this.
Thank you all for the comments. I enjoyed reading all of them on an interesting topic. Some of the comments may help, in some lovely bizarre ways, of improving this quest scenario I wrote myself. Just fyi ... the cleric wants to complete the quest because right now he is level 5 and has no spells until he atones ... also, though, he has been aware that he was about to go on the quest for some time so he has had plenty of time to organize himself. The scenario is now ongoing and if anyone is interested they can watch the videos on the facebook page "Pathfinder RPG Tokyo." It's been a long-running issue for the cleric and he's dealing with it while the other half of my campaign group deal with the wonderful Curse of the Crimson Throne.
John Mechalas wrote:
That's good advice. Thanks very much.
John Mechalas wrote:
I'm not the killer GM type. I try not to be anyway. I often post here to help me rein myself in when I feel I could be being too aggressive, so as to help me be more reasonable as DM. I agree that it's fair to let him go back for forgotten supplies. Can you think of an activity where the stat penalties WOULD kick in? I guess if he went on another non-linked adventure, or just pursued non-quest activities in the city for 24 hours or longer. He has been warnnd that when the quest kicks in he must pursue it or face penalties.
Example: If the atoning spell-less cleric PC runs out of cure potions after battling some dungeon beasts while on the quest is he allowed to travel 2 days to the nearest town to re-stock (and 2 days back to the dungeon) or would this be seen as NOT obeying the geas/quest and thus incurring the stat penalties. Or what happens if the PC decides a levitation potion would help, is he then allowed to go back and get one? Or if he encounters a strange monster may he return home and do research on the monster through an NPC or library, thus delaying achieving the goal of the quest by 2-4 days etc etc??? It seems like it's up to the DM. Background: As DM, I have warned the party ahead of the quest including the quested individual that they are going into the wilderness and may be there for at least a week to complete the quest.
Nox Aeterna wrote:
Thanks for the Three Clue Rule mention. I didn't even know about that excellent rule advice. I had included two pretty obvious clues, but I think a third will not go amiss!
Nox Aeterna wrote:
You've given me a great idea with the carvings. Thanks. Sorry I can't go into detail but there is an outside chance that one of the players may read this thread. I have already blurred my initial description to throw such accidental peeking off scent.
One of my players, an elf, can be defeatist in attitude. His ally, a human, will probably be killed next session (don't ask why; it is a plot thing) and I am concerned the elf will just give up and return to the town. However, a Raise Dead device is located a little further on in the dungeon. If the elf does not give up he may be able to discover it. (And Raise Dead is unavailable in the town) What kind of hints should I drop about there still being hope without outright telling him that there is a raise dead device there? How do I phrase it? I've written this lengthy scenario and finally my wellspring of creativity has run dry so any ideas would be welcome. Finally, if nothing works and he walks away, would you say he only has himself to blame? or should I be to blame for not directing him more.
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