![]()
Search Posts
![]()
![]() Our gaming group has decided to give this system a try, but I'm having trouble wrapping my brain around one specific section of it pertaining to natural armor. According to the variant rule: A creature that has both DR from a source other than armor and a natural armor bonus gains the effects of an enhanced form of DR, similar to how the composition of the armor grants special DR/armor defenses (see Table: Armor Composition and DR). If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor. For instance, if a creature has natural armor and DR/magic and is wearing adamantine armor, that creature’s DR/armor functions as DR/—, and can be bypassed by Gargantuan or larger creatures, since the adamantine armor provides the best of the two damage reductions. How is it determined what the 'best form' of damage reduction is? I understand that DR/- is the best (excepting DR/epic if running a mythic game), but the example doesn't address other forms, like DR/Bludgeoning, or DR/Chaotic, or DR/Silver. What is the hierarchy involved? Which of those is better than the other? ![]()
![]() So, I'm starting an all dwarven campaign, and I've decided to add a few traits of my own to add some additional dwarfy flavor. I could use some suggestions on what sort of trait bonus to give a food-based trait. Red Meat off the Bone
Thanks! ![]()
![]() My group and I have decided it would be fun to run an all Dwarf campaign. What I'm looking for is an adventure path or modules that could easily be modified or already thematically appropriate for a group of all Dwarves. Note that we had originally attempted to play Rise of the Runelords, but that path focused too heavily on the town and its people, so I'm hoping to find something that doesn't involve so many NPCs. Thank you in advance for you suggestions! ![]()
![]() I have a question with regards to the Frightful Presence monster rule. You'll notice that there are three distinct conditions mentioned in the ability description, which I show listed in bold below: Quote:
So which is it? Does the creature become frightened or panicked if he fails and is 4 Hit Dice of fewer? Conditions
![]()
![]() Is it possible to multiclass the same class? For example, 3rd level character. 2 Levels of Monk (Sensei Archtype)
Ultimately, I'm attempting to replace Strength and Dexterity with my Wisdom modifier for use with attacking, as per the Sensie ability: Insightful Strike (Ex) At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level. The only other way I could do it is through the Guiding Hand feat - which would mean I'd have to get Channel Energy from somewhere (In the campaign setting we're playing in, there are no clerics or paladins, so I'd have to go with priest or oracle with the life mystery). ![]()
![]() The story so far: The players were hired by the lord of a city to escort him to a "secret meeting" being held atop the land's highest mountain. There have been assassination attempts, some political intrigue and unseen enemies attempting to thwart their journey. The center of dwarven society, and greatest dwarven city, is build into the mountain the PCs are traveling to. When the PCs reached the dwarven city, they learned of plans to kill the current king (the believed end of the royal line) and seat a noble being controlled by the BBEG. The reason for this, is that only the king or someone of the royal bloodline has access to the ancient vault, wherein an artifact is kept - an artifact of elven make we will call "The Key". The PCs discovered this plan, and also learned that dwarf in their party is a lost heir to the throne. They prevented the King's assassination, acquired "The Key" but don't yet know what it does. They PCs were also tipped off that the Lord they have been escorting isn't what he appears to be. When we resume game, they will likely attempt to ascertain his true identity. What is actually going on: I need help bringing all of these things together. Sort of... the tie that binds. -There is no secret meeting. At the top of the mountain is actually a prison, a magical "bubble" holding an elf queen. Accessible only by someone holding "The Key". -The lord that hired them is actually an ancient elf in disguise (the king/lover/husband of the imprisoned elf queen), and knew the dwarf in the party was an heir to the dwarven throne and thus would have access to "The Key" - he obviously wants to reunite with his love. Here's where it starts getting difficult. I want the reason for the elf queen to be imprisoned to have something to do with a lost elven city. Releasing her reveals the ancient city along with its power/treasure, but I also want something bad to happen (maybe several bad things to happen). Perhaps in doing so the Tarrasque is awoken. I like that it gives the PCs choice. Do they help the elven lord reunite with his lover knowing the consequences (the PCs may or may not be powerful enough to fight a tarrasque by the time they reach the summit). Do they prevent the elven lord from releasing his queen, saving the lives of people? Also, there is still a BBEG in the background, that just wants the power/riches he believes can be found in the lost elven city. So, I guess I'm just looking for a few suggestions to help pull all of this together. There's a good framework, but there's a few holes I'm having trouble filling. ![]()
![]() Per the pathfinder rules: Breaking Items When a character tries to break or burst something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to determine whether he succeeds. Personally, I've always had a bit of an issue with this - with ability checks in general. Let's use, for example, a burly warrior and a frail wizard. The warrior has a strength of 18(+4) and the wizard has a strength of 10(+0). The two of them come across a simple door and decide to break it down. The DC to break down a simple door is 13. The warrior rolls poorly (he rolls an 8, which gives him a final check of 12) so he fails to break down the door even though he's broken much stronger doors in the past. The wizard smugly steps up and tells the warrior to move aside. He rolls a 16. Bam. The door breaks open and the wizard scoffs at the clearly inept warrior. Okay, so. I realize the following: I know that something like bashing open a door with a strength check is something that can be repeated, and the chance for the warrior to break the door is ultimately higher due to his strength score. Additionally, I can appreciate the humor that comes from the scenario I depicted. It bothers me a little though. I haven't actually run the math, but I think the warrior with an 18 strength, and thus a +4 modifier, only has a 20% advantage over the wizard. It just does not feel right. An idea I had that might work as a possible fix for it, is to allow characters to spend skill point ranks increasing the modifier on ability based checks. So, one would have Strength listed as a skill (I haven't decided yet if I'd make certain abilities class or cross-class) and it would go like this: Level 4 Fighter with 18 Strength Skills
This now reflects that the fighter has learned how to bash down doors well, or how to control his strength better. In essence... strength training like those that compete in strength competitions. Anyhow, I'm not sure how or if the idea will fly. I figured I'd toss it to the wolves and see if it survives. ![]()
![]() Recently one of my DMs decided to make a medieval/fantasy Japanese themed campaign. In an effort to create a character with an interesting roleplaying twist, I decided on making (or attempting to make) a blind Samurai with the Sword Saint archetype. As we've seen versions of this type of character in various films (Ichi and Ninja Scroll for example), the DM has already expressed approval and has asked me to look into the feasibility, including any homebrew rules we'd need to come up with to make it possible. Blindness has severe penalties associated with it, as follows: * –2 penalty to Armor Class
It also states the following: "Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them." - however it does not go into detail about what precisely happens. Additionally, there is a 3rd level spell that cures blindness completely, whether natural or caused by a spell or effect - which quickly invalidates the character's theme. It would be like Geordi La Forge getting his true vision back in the first season of Next Generation. Now, as my DM pointed out, people that have been blind their entire lives could plausibly have improved hearing. I've looked into the Blind Fighting feats, and they do make sense to take for this character, and the DM is prepared to give me bonus feats to offset the blindness a bit. Anyhow, I wanted to get some community feedback and suggestions on this, see where things go! ![]()
![]() I'll start: Suddenly Soggy:
This room is 40' by 40', players enter this room through a door on the southern wall. A Permanent Image spell has been cast upon this room, making it appear as though the party has traveled outside. The image will also depict an old dwarf, leaning up against an oak tree smoking a pipe. He will engage the party in idle chat and entice them with apparent knowledge of the location of great riches. The illusion's purpose is distraction. There is another door to the North hidden by the illusion and sealed with an Arcane Lock spell. As soon as the party enters the room, the southern door will quietly close and also seal with an Arcane Lock. A reservoir above the room begins filling with water as soon as anyone enters the room. The reservoir takes 1 minute to fill. Once it is full, 4 tiles in the ceiling will pop out and allow the water to flood into the room. The room will fill completely in 3 rounds, at which point you get to dust off the rules for drowning. Obviously, don't put the party in this situation if they can't deal with Arcane Locks. The difficulty of this room can also be increased through Walls of Force. Additionally, you can also have a Summon Monster spell go off as well, forcing the party into some underwater combat while trying to get out of the room.
Your turn! ![]()
![]() These are the healer feats I'm considering adding to my games: Cure Focus
Cure Specialization
Cure Mastery
I realize the names are a bit cheesy/overused so those are open for suggestion. I just really feel that healer feats are severely lacking and this is my attempt at filling that gap. Thoughts? ![]()
![]() Here's my idea: New Feat: Metachannel Prerequisite: Channel energy class feature, any metamagic feat. Benefit: You may apply a metamagic feat to your channel energy. Doing so uses a number of channel energy uses equal to 1 + the metamagic feat level increase. For example, a quickened channel would use up 5 channeling uses. Thoughts? ![]()
![]() Is it just me, or does there appear to be a distinct lack of feats that improve healing? I realize you can increase healing effectiveness with metamagic feats, but I'm looking for passive bonuses. So far, the only one I could find is the 3rd Party Mystical Healer feat (which is rather nice). It would be great to see some more. Perhaps a feat that increases the die step of your cure spells from d8 to d10, or adding your Wisdom modifier to your cure spells, etc. |