My wife and I are expecting our first child in October, and have both come around separately to the idea of doing a dragon-themed nursery. I figured who better to ask about dragon-themed items than the Paizo community. So, has anyone else done similar and do they have any good resources for nursery decorations? I'm talking crib bedding, wall decorations, toys, etc. Thanks for any help you provide!
Killer Power wrote:
It hasn't been the hardest campaign that I've run or played in. There have been some rough patches, but not too terrible. Council of Thieves is way deadlier, IMO. I've had one player in CoT with an equal number of character deaths himself than all six of my Kingmaker players combined. In Cot, each of my players has at least one character death. I still have two players with PCs they started with in Kingmaker.
Runnetib wrote:
The ability is obviously modeled after bestow curse (-6 to an ability score). I'd go with what is written in bestow curse. EDIT: As a matter of fact, I did rule it took a remove curse to get rid of it. Of course it was a moot point since the Paladin that was affected in my party was killed by the Grimstalker and the Assassin Vine soon thereafter. On the flip side, you're the GM, and what you say goes in a situation like this. Of course, if you feel that having to send them someplace to get a remove curse cast would be detrimental to the flow of your game, you might be better off letting the lesser restoration handle it. I run into issues like this with my group because their only divine caster is an oracle with a limited spell list. He never bothers to pick up scrolls he can use to counter his limitations either.
Hobbun wrote:
Actually, they don't receive a ton of rainfall, but it rains a lot more often in Seattle. All this is taken from wikipedia. For example, Birmingham, AL, where I'm from, receives 54 inches of rain per year in 117 days. Seattle, on the other hand, receives 38 inches of rain and 12 inches of snow per year in 155 days.
DoomCrow wrote:
I've had four PC deaths in my campaign thus far. I'm just getting to the end of Varnhold Vanishing. One of those deaths occurred in a side plot I ran when several players had to miss an evening and I sent the remaining on a side quest of my own creation. Don't know that that one really counts. I had one ripped apart by an assassin vine in the evil fey towers, one ripped apart by a shambling mound infested with a centipede swarm, and one ripped apart by a piscodaemon. Interestingly, I think they all died of being constricted during a grapple. We've only had that decided to come back, and that was the latest who was ripped apart by the piscodaemon. The one that died on a side quest in Mivon was caught in a winter wolf's breath weapon.
Name: Lanthorr
The Gory Details: Lanthorr stood up and challenged the satyr to one-on-one combat. He thought he'd be able to simply use his smite ability and chop through the satyr. Unfortunately, the satyr is CN and his smite did not work. Lanthorr finally changed tactics and began to Feint the satyr to take him down. This was working well, and would've probably killed him in the next round, but I rolled out a Vital Striking Power Attack in front of the group and landed a 20. I then confirmed the critical hit and struck Lanthorr with 4d12+22. I rolled at least two twelves. Thankfully his ally, a halfling cavalier riding atop her dog with a lance, charged in and critically hit with her charge, finishing off the satyr and intimidating the redcaps into following her. The party chose to reincarnate him, and he has come back as a half-orc.
Name: Mutumbo
The Gory Details: Before entering the guard chamber, there was the nasty problem of dealing with Stygian Fires trap in the Daemon Shrine. The rogue couldn't find a trap associated with the strange door, so they decided to open it and move on to take out the strange creature in the next room (one of the PCs can see through thin walls). They opened the door and triggered the trap. Mutumbo took all the damage from the trap and lost a chunk of his Wisdom. The Piscodaemon cast a stinking cloud at the group and took the bard and rogue out of the fight temporarily. Mutmbo charged in and began hacking at the Piscodaemon, but the Piscodaemon got a hold of him with a claw. Mutumbo was bleeding and grappled and the Piscodaemon continued to hold him with a claw and squeeze him until he split apart. Luckily, they took the daemon down soon thereafter, though the party was pretty decimated because a Greater Shadow (my addition for a six-man group) had attacked them from behind a closed door. Had a couple of people almost incapacitated because of Strength damage. In addition, the bard had a scroll of raise dead and they were able to bring back Mutumbo. They slept the night in the guard chamber with the doors barred, and the next morning, the wizard teleported them (and the imprisoned centaur) out of there.
James Jacobs wrote:
Do you ever sit back, shake your head, and think to yourself: "This is my job, contemplating boob sizes of elves."? Edit: I'm not jealous or anything, really ;)
So, just going through some prep work for Sound of a Thousand Screams, and I noticed that the DCs for some of Nyrissa's spells don't take into account the Fey bloodline arcana. The following spells should have their DCs increased by +2: - dominate person
Jim Cirillo wrote:
Email:
rdfisher1542 at yahoo dot com
I have a guy in one of my games doing the Paladin/Rogue thing. Seems perfectly legit to me. It's just someone who has a fighting style focused around catching opponents off guard in a fight and hitting them in the soft spots to end the fight quickly. My guy even took Combat Expertise and Improved Feint. The downside is he doesn't hit nearly as often as he should (especially when power attacking). When he does hit (Power Attack + Vital Strike + Improved Feint), he's rolling 7d6+12 damage, I think (2d6 greatsword + 2d6 vital strike + 2d6 sneak attack +1d6 electricity).
James Jacobs wrote: We'll do the next one when we have the time. It's not an easy thing to write these; it basically takes about a day for an author to come up with a name and a story for an iconic, and when we're trying to gear up for a huge pile of deadlines that are compounding due to PaizoCon and Gen Con, we simply don't have time to have one of the few folks at Paizo I trust to write an iconic's backstory take a day out of their schedule. Could make for an interesting contest for the community, though. I tend to get long-winded in my backstories, though. I had a Shugenja with a nine-page backstory once. Would probably need a word limit.
Frank Williams 624 wrote:
I broke down NPC gear based on level from the Core Rulebook, and if it was icy burst, it would give him gear about 10k over the recommended amount. I went with frost.
Inquisitor seems to be the best choice IMO. You add a decent skill set that can back up the cavalier. You also add a good spell complement to the witch's list. You're pretty decent in a fight. You get the abilities of one domain (Travel is pretty good). You gain some outdoorsy abilities (like Track). I think Inquisitor would be a good add to your group. Now, if the DMPC was something else (like a rogue), then I might lean more toward the paladin.
Scharlata wrote:
Agreed. My players have been scared smurfless thinking they're about to encounter a pit fiend. I had to metagame tell them that the fight won't be as difficult as they think, and I'm not pitting them against a CR 20 pit fiend. Otherwise, they were thinking of abandoning this ship.
I was tired of my players being too cautious, so I had the Dovan mount an assault on Oleg's while Svetlana, Kesten, Jhod, and two other NPCs I'd introduced were away. Dovan and his bandits took on Oleg, three soldiers from Brevoy, and a couple of redeemed bandits who were helping out around Oleg's. The bandits managed to kill everyone except Oleg, who they left handless. They then strung all the bodies up over the entrance to the compound and set fire to some new structures the PCs and NPCs had been building. My party arrived at Oleg's the day after a tornado had whipped through the hills and plains around Oleg's. They had seeked refuge in the forest in some low-lying areas. and watched the tornado head off toward the northwest (as they often do). They spotted the smoke from Oleg's and quickened their pace. They then spotted the bodies, and one of the player's who had a love interest in one of the NPCs took off toward Oleg's. Only Jhod (returned from the temple of the elk and stabilized Oleg) and Oleg were there. They forced Oleg awake and made him tell them where everyone was because they couldn't find bodies. Oleg says they went to Bokken's for potions. They sigh in relief until they realize a tornado was headed to the northwest just yesterday. They take off in the late evening, lame a couple of horses, and get to Bokken's where his hut is collapsed and a tree was barring a door into a cellar of some sort. They move the tree and rescue Bokken and the other NPCs. After all this, they decided it was time to take care of this Stag Lord. I had a seven character party at the time. The ranger and rogue decided to loop around to the back of the fort since it wasn't guarded too well. They even managed to spot the trap door at the back of the fort. They started to make their way up to the palisade to investigate when the zombies attacked. The two of them managed to get away without being spotted. The next day, they decided to take the tricky approach and show up as bandits. Well, one of the players is playing an Animus from one of the 3PP books and has a bear head, so they make him stay in the woods 300 feet from the entrance. They gain entry to the fort and begin moving into position. My group is about as subtle as a tarrasque, so they almost immediately open fire and begin taking out bandits. Once the Animus druid is in, the rogue jury rigs the gate so it can't be opened; it's a fight to the death. The alarm is raised and Akiros and Dovan begin fighting the PCs with the bandits. Dovan opens the gate to let the owlbear out and calls for Auchs to get down here. With all the ruckus, the Stag Lord finally makes his entrance, totally sober because the PCs drank all his booze. He steps out with his bow, spots the Animus Druid who is fighting the owlbear and uses insightful strike to sneak attack, nearly taking the druid down in one shot. The battle basically turned into a huge smorgasborg with every bandit in the fort on the field against my seven PCs (and one animal companion). Auchs took a burning hands from the party witch who then began slumbering things. Akiros turns sides and helps the ranger flank Dovan. They cornered the Stag Lord back into his room where he fights to the death. Akiros is the only one who survived of the bandits. My party took the charter rather seriously with regards to the unrepentant bandits shall be punished with the rope or the sword. It was a pretty epic fight with lots of close calls. I didn't have any deaths in Stolen Lands. The party was smart enough to not go chasing the one will o'wisp I rolled on the random encounter table. Rivers Run Red was totally different. Had two PC deaths in that book.
Phasics wrote:
I accept that some players want to get to the highest level spell levels, but in alchemist, I personally don't think their higher level extracts are worth worrying over too much. And for the record, entering rage is a free action. There is no wasting a round to activate rage.
Aelryinth wrote:
Stefan Hill wrote: Would Intensify therefore work on Inflict Wound spells because they deliver damage modified by level. Aelryinth makes a good point. The feat specifically says dice in the wording, so +1 per level increases wouldn't work by RAW. I'm starting to come around to the no intensified MM by RAW party now as well. Aelryinth did some of the convincing with his discussion of scorching ray above. That said, I don't believe that letting scorching ray have 1 more ray, magic missile have 2 more missiles, or even cure light wounds heal 5 more hp is all that game breaking, but I know that's not the argument here. The argument here is RAW. I think my mind has been officially changed to the anti-intensified magic missile per RAW, but I'll always allow it in my game.
Kingmaker has been 7 levels in 2 years. Council of Thieves has been 8 levels in 4-5 months. Rise of the Runelords has been 8 levels in about 3 months. Even in APs, it's pretty varied. A lot depends on how fast players want to keep moving. Kingmaker lends itself to a longer time because PCs wanted to build the kingdom and craft. In CoT, I've asked my players at each break point how long they want, and they've wanted to keep trucking. My KM group has a lot of crafters and item creators. I don't think a single person has those skills in CoT. It totally depends on the party, in my estimation.
james maissen wrote:
I would allow intensify spell to work with wall of fire with respect to the damage for walking through. The difference between this damage and the damage from acid arrow is that the damage for walking through a wall of fire and MM is instantaneous in the same round. At any point with acid arrow, it deals 2d4 instantaneous damage (unaffected by level). Only duration is affected by level, and there already is a feat that extends durations that doesn't have a level cap like intensify spell. And keep in mind: while I agree with JJ's response and interpretation of Intensify spell, he has said before that rules that are unclear are left to the particular GM to interpret, even in PFS. He said earlier in this thread that he would change the RAW of telekinesis with respect to hurling gargantuan arrows at targets so it became AOE. EDIT: to clear up the quoting.
Kryzbyn wrote:
I know I'm quoting from a long way back, but AT&T still has a large unionized work force. I believe it is around 60-70% Communication Workers of America.
Ambrus wrote:
We did it with a raging, power attacking, vital striking, greataxe-wielding barbarian and a fire-optimized dragon disciple. Also, APG spell Blessing of Fervor helped as well. Our barbarian, already with a massive movement, used the extra movement from Blessing of Fervor to catch up. Also, it doesn't hurt when the GM forgets spell resistance.
james maissen wrote:
So that a year down the line some relative newcomer will find this thread, have some new interpretation of the rule, and resurrect the thread. Then we can all be nostalgic about it. If it stays active, it won't be the same. And TOZ, can I get a huge-sized beaststrike club, become a large earth elemental, and use monkey grip to wield the club? And can it be a greatclub instead of a regular club, and can I channel a wild shape into it to increase the damage step one more time?
I can't believe this argument is still going on! The last 50 posts were just reiterations of the same argument over and over again. Everyone should leave it alone, let the post die and agree that in their own games they'll run it how they see fit. If you're a PFS player, clarify with the GM before the game starts how he rules it because as James Jacobs said, even in PFS, there is room for GM interpretation. In my games, I'm more than happy to give you 2 extra missiles if you want to make it a second level spell with this feat. (It's not 3 extra missiles because MM level caps at 9th caster level and the plus 5 from Intensied Spell only takes you to 14th caster level, so you get a missile at 11th and 13th caster level). If you're playing in TOZ's game, then know that this feat will be limited to dice per level spells like burning hands, fireball, and lightning bolt. Let this thread make its way to the archives...
Surprise Spells says it adds the sneak attack damage to the spell not to each missile. That's how I'd rule, anyway (and I'd allow intensified spell on magic missile). So in my game, you'd at most get 14d4+14d6 damage in the round for a 6th level (5th if you take the trait) spell. This averages 84 damage no save if done to a single target. Or... perhaps the sneak attack adds to each target. If you break the spell up to multiple targets, then I could see applying sneak attack to each. Either way, I don't see this doing 14d4+98d6 to one target. That's just me, though.
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