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so, a party of 4th vs a single harpy. They are going along a cliff side trail and encounter the harpy. when she sings there may be a couple to lose their saving throw. 1. what if they are already at the brink of the cliff. will the first saving throw failure drop them off the cliff since they don't have to move to the edge in the first place? I'm thinking not, that they get two chances to save regardless. 2. how deep a ravine should I have. I don't want to kill them on a suck or save concept. I'm thinking 4d6 for 4th levels, or something like what the harpy would be doing if she were to attack. which would be no more that 2d8 + 2d6, which still seems way to much because normally all 4 attacks would not hit. so maybe 2d6 falling damage?
I have an idea for my party that would add some color to their game. A magic trap that gives them something like rabbit ears, monkey tail or such for role playing. but other than baleful polymorph I don't see much to accomplish this. they would either get slipped a magic draught, drink from a magic spring, or such. other than 'just make it up', is there some spell to do this?
I'm designing an encounter with a magma elemental at the bottom of a mine ending in a volcanic area. There is thick lava everywhere,with areas of small rock islands. It will take the party a few moves to get to the elemental and I thought surely it could have a range weapon of throwing gobs of thick lava at them as it moves towards them. I'd guess 2d6 damage on a hit with the 1d6 afterwards for a round or two.
hello.
so, any advice on how many goblins it actually takes to be a level 6 encounter? and then there is the how many hobgobins would it take or bugbears. I don't want to overwhelm the party but 18 goblins doesn't seem like even a speed bump.
hey, as a DM i've a question. if the party is walking down the passageway all the monster has to do is roll a DC10 perception to hear them. yet if someone is sneaking ahead of them it is a perception vs stealth roll. and at level 1 it's stealth + roll, so if he rolls low, say 2 + bonus say, 5, the monster could hear him easier. am i seeing this correctly?
I have the party facing a hydra. it looks like they are not to hard to kill if everyone goes for the body. but i thought if it was in a tunnel only as wide as it was they couldn't hit the body and would actually have to hit the heads. the question is what if they could enmasse bull rush it back into it's cave so they could get to the body. it says bull rush is only 1 size larger, and this is huge. so, if they get desperate to push it back as a tactic, could they do it enmasse. i like the idea of them working as a team. they are not rules sticklers, but i'd rather not take to much liberties with the RAW.
So the intrepid party enters a room only to find the wall is closing to squish them into goo at the end of the room. Fighter starts to push against it and calls for help. say the DC str check is 20. He pushes and rolls a 16, and +3 str gets a 19. the three companions all roll to aid and two get a 10 adding their str modifiers to achieve this. for a total of a +4 which meets or beats the DC20 so the wall is stopped that round. I'm guessing this is how the rules work. the question is, if the fighter blows his roll and gets a 5, his feet were not set well on the stone floor I'd guess. but one of the others roll a 16, 11, and 12. would you then say that the 16 is the main pusher and the other two are aiding him for a total of 20 or was it a failure since they all said they were aiding the fighter. and if the wall is wide enough for all 4 to push on their own is it a different matter on how this plays out? or is this not a str check at all and a 'bull rush' or such with a CMB vs a CMD?
Ability roll Race Mod Final
I just put the higher numbers in his normal best abilities as seemed fitting. I can think of druid, maybe archer warpriest, or cleric, but any advice is cool. you can move stats as seems best if you want.
If my players met one of these and as far as they know they could all have the curse of lycanthropy, and send them to the local cleric for a cure? and if they met a cleric of less than sterling alignment, he's sell them a 'cure' for 800 gp that they didn't need? and could a player tell if ones of these animals was indeed a lycanthrope without running a lab test on it? lol. Or would they get a knowledge nature to tell it was a lycanthrope? as in, how could a player know if a regular animal was cursed or not.
As young characters grow up, we all know they start low and grow up. Old school an 18 was rare indeed, and if you put a +2 on it for a 20 that was phenomenal. Using a couple of famous guys, Schwarzenegger and André the Giant, I'd guess a Str of 18 and 20 respectively. Trying to put realize to fantasy is always a trap for me. Also, would you actually allow the numbers to exceed 18 or 20 as they level up? The question is, would any GMs out there limit the lvl 1 stats to 18 for their party? Somehow it always seems mind boggling to me to have a party of basically teenagers starting out with such incredible numbers. True, they are heroes, but I'm sure even Hercules wasn't as buff as some of the guys at my table. :P Which makes me wonder what his stats would be like as a demigod.
If you are on a 2 foot ledge, the acrobatics is a 5 and is considered negligible unless under certain conditions to make it dangerous. What about if you are fighting on a ledge? I'm guessing maybe a +5 as if it were slippery to make the player need a acrobatic check of 10 to stay on the ledge. Does this sound right?
I have a small keep with a werewolf in charge, however the staffing would be a problem with all the guards worried about being attacked once a month. Does wearing wolfsbane keep werewolves away? How would the guards stay safe when their liege lord became a werewolf? or is it a case, that they all ran for it and the keep is now abandoned? and would silver holy symbols do the job or is that for vampires only?
um, with the 3 forms of lycanthropy, human, hybrid, and beast form. can a player catch it from any bite or scratch from any of the three? say, John Q Citizen in human form is a brawler in a bar and ends up biting the player in a tussle, but however he is a werewolf unchanged in the day time. Is the party member in danger of contracting the curse? And on a side note, during a full moon and the man is in wolf form, when would he ever be in hybrid form? just for the short round while changing into a wolf? I wonder what I am missing.
hi, I'm looking at making a large dungeon without the party being able to get back to town. I hear that after 4 to 5 encounters the party should be tapped out for spells and such. So,how do you design it so the party isn't sleeping down inside of it day after day after day in order to work their way through it. It's easy enough to leave healing potions to keep them alive, but the spell casters would suffer without their nightly beauty sleep. is there a standard way to deal with these issues? the GM guide is silent (or i over looked that part). what is the norm when designing encounters quantities?
hi, if I have a lvl 1 fighter with a heavy flail and 18 str, my CMB is 7+(my roll) and I have to beat a (say) 14+10 to disarm. That means I need at least a 17 to disarm. But if it has an AC of say 15 I only need to roll a 10 or more to hit to do damage. The odds are always better to hit than disarm. So, when is it better to try disarm? is it mainly for monks or lore wardens? should I try it mainly on those non-melee foes like a wizard to get his wand out of his hands? or is it when I start getting more than one attack and try it first and if I fail, then continue on hitting?
The elephant is a huge animal, but if you look at animal companions there are medium ones and large ones. Could I wild shape into a medium elephant and then two levels later opt for the large elephant, and then two levels later ratchet it up to the normal sized huge elephant. The stats are already laid out for these other sized elephants, it seems that it should be ok. It doesn't say, (as far as my limited knowledge nature tell me) that you can't take smaller types of creatures. Say I wanted to play a young version of an elephant, as that way I could fit into a 5' hallway or such.
We are seriously looking at Mummy's Mask. Using a spear could I keep a mummy from laying hands on me while the others attack at range? Hoping it wouldn't walk up the spear shaft like in the movies, lol. And if there is a spear running through it's body, would it have a lower attack bonus? I'd think it kind of hard to fight normally with a spear stuck in you.
I look at a few of the brawler types, bruiser, brutal pugilist, and wonder how they could fare at high levels. I don't see Fezzik using a +5 weapon or wearing mithral armor. throwing rocks or using ox yokes as weapons sounds neat, but in the long run, could you do enough damage without having a strength of 40 or survive? overcoming some heave DR seems impossible to me. I don't know the rules and all the bits and pieces of archtypes to know how to pull it off. Is it even possible? I can't see Fezzik ever using great axes or swords even, he's more a rock, club kind of guy with a lot of combat moves to boot. No combat expertise for him though with a subpar intelligence. he's no monk or unarmed fighter using monk weapons. any clues?
from a reincarnated druid
how does this work
just what does "before it is revealed" mean?
It looks like we will play Mummy's Mask. I did roll 4d6 drop lowest, man. A 2 1 1 1, right off the bat. I can only think of int or cha, but both seem risky with Mummy's curses and such. I rolled my race, half orc, and I have a 15 high score, a 17 does sound nice with the +2. but should I raise up the 4 to a 6, or keep the 4 and just where would I put the thing.
we may be playing the 'way of the wicked' so i thought of a vampire type character without actually playing a vampire. i have to go tiefling for the fangs. (1d6) I'm guessing an unarmed fighter for class. i grapple and bite. not to sure of what feats to actually take to a degree. the weapon has me stumped. the creature vampire uses no weapon, not even a bite. odd I thought, just a slam. I'm not even sure how to achieve a slam for me, lol. feats as i imagine, i took the prerequisits for the unarmed class features, drag, grapple,trip and dirty trick and threw in a couple more.
1 Improved Grapple
so, do you think i have the race/class correct?
I'm not so concerned about actually getting a bonus from the blood like a damphir. that whole negative energy concept caused to many problems with a cleric trying to heal the rest of the party. and a whole party of negative energy affinity won't be happening. this is all for role playing, not min/max uberizing.
I like the concept of a small mounted character on a medium mount starting at level 1. is that possible? i like the idea of a beetle, ant, or such as a mount, race is secondary. it seems ranger would have to wait until lvl 4, unsure how a fighter or barbarian could pull it off. and i don't know that much about druids to know it it would be feasible. i know he wouldn't be uber, just looking for non-gimped. the only reason for small character on a medium mount is the idea of a large mount in a dungeon being non viable. i can't see a horse climbing through a cave to well.
Trying to figure out how they do things. I took a few PC types and subtracted the bonuses to achieve a stat block of 8,9,10,11,12,13 where they then added a couple of +2 and a -2. but some races are 8,10,12,13,14,15 quite a lot more. and the stats on monsters say all lvl 1 seem to have no rhyme or reason. Is there a guide line on what the total stats add up to per level or some such? I'd think a lvl 1 monster with 18 down the row is not to happen, but where is any of this written? do you just add 1 pt per every 4 levels like a player when he levels up? something is not adding up here. I'd like to make a few monsters to throw at the guys who know the books backward and forward and sure could use some rules to go by.
is it possible to make an improvised weapon fighter good all the way to lvl 20 without multiclassing? i don't have wisdom to be a monk or dex for rogue. basically looking at an orc for the way of the wicked with nice str and 13 int. the other stats suck, lol. anyway, i have read about needing magic weapons down the road and unsure if a magic oxen yoke of smiting or such random item is viable down the road or is it all flavor early on and then every fighter must end up with magic weapon this or that. and what kind of build is possible? the unarmed fighter archtype seems what i have in mind or possibly cad. any thoughts would be welcome. even if it's "don't try it"
As a wizard, a friend said I should be Lawful instead of chaotic, because it's actually meaning I would be disciplined of mind and not basically scattered brained. I perceive lawful as obeying the law, and many laws can be not good or down right evil, therefore to have no issue in disobeying the law I should be chaotic. Part of my back story is of the Bellflower faction to help escaping hobbits get away from the evil Cheliax slavers. So I thought I'd be CG, but then I want a CE familiar later on "ratling" so I chose CN to cover both the faction and familiar issues. So, how do I interpret the lawful and chaotic titles with a wizards mind?
with a first level eidolon it says 3 max attacks. if i were to only have a bite as an attack, would that be he could bite 3 times a round? or would i need to have a bite and two claws? and what difference does it make between primary and secondary? could i have an eidolon with two secondary attacks and no primary (for the sake of learning what means what)?
hi, early in life there are not alot of spells to case, so the question is asked. our group has never run a real wizard/sorcerer type. the perception is blam, one spell shot, wait for the next day to do it one more time. there are those spells that are 3+modifier, but still, one fight could use that all up, and then what for the next room in the dungeon? i think we are missing the big picture for the arcane casters. the cleric has armor and a weapon to smack the evil guys with. a weak caster? gnome? 1d4 if he even wants to get up close with no armor on? a bit of basic advice would be nice. this time around i drew the straw and will be trying a ratfolk wizard or gnome sorcerer. and ask.
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