Mummy

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Stretched Mage Haunt (CR 9)

CE haunt (30-ft.-by-60-ft. parlor)
Caster Level: 9th
Notice Perception: DC 30 (get a distinct feeling of being spied upon)
hp: 16; Trigger: proximity; Reset: 10 minutes

EFFECT
When this haunt is triggered, each PC sees their self as an elderly woman studying by the hearth, suddenly besieged by four mercenaries lead by a heavily pierced elf who teleport into the spacious parlor. The mercs grapple and gag her, tie a rope to each wrist and ankle, and then pull her in four directions while the robed leader silently watches. Everyone in the haunt’s area of effect must make a DC 15 Will save or believe they are being violently stretched. Each affected victim falls prone, stretches out their arms and legs, and takes 1d4 Dex damage for up to 6 rounds. The victim gets a new Will save every round after the first to end the effect.

DESTRUCTION
The remains of the mage, which are now stuffed in the privy, must be given a proper burial.

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What do we think? Is the CR about right? Any issues? Thanks in advance.


What do you think about allowing a druid to wild shape into a smaller or larger version of an animal or magical beast she has access to (aka, she is able to wild shape into the ‘original sized’ version)?

For example a 6th level druid could wild shape into a tiny hippopotamus or a large rat .

How it would work:

She would gain the size modifiers to ability scores of the ‘new’ size as described in beast shape .

Natural attack damage dice go up or down one damage category for each step between the new size and original size.

Size Steps: Diminutive -> Tiny -> Small -> Medium -> Large -> Huge

Damage Categories: 1d2 -> 1d3 -> 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d4 -> 2d6 -> 2d8 -> 2d10 -> 2d12 -> 3d4 -> ect.


Opinions and other ideas are welcome.

Deadly Misfire with a Firearm: Each time the damage from a firearm misfire takes the gunslinger to negative hit points, she regains 1 grit point. Such a deadly misfire must happen in the heat of combat. A deadly misfire that resulted from an attack on an unattended object, a helpless or unaware creature, or a creature that has fewer Hit Dice than half the gunslinger’s character level does not regain grit.

Mass Scatter Shot with a Firearm: The first time a gunslinger successfully hits 3 or more enemy creatures with a single Scatter shot attack during the course of a day she, regains 1 grit point. Such a mass scatter shot must happen in the heat of combat. A mass scatter shot that deals damage to an ally, a helpless or unaware creature, or a creature that has fewer Hit Dice than half the gunslinger’s character level does not regain grit.


I recently started playing in a game with a just-moved-back-to-town-after-several-years old/new GM (does that make sense?). Since the last time I’d played with him, I have gotten much more familiar with the rules. This was apparent to him during character creation and he expressed his concern. The way it was expressed though raised a huge red flag for me. I’ll admit I can get somewhat rules-lawyerly (sometimes in a bad way) at times, but who is going to be excited by (I’m paraphrasing), “This is my world, my game and I don’t want you questioning or correcting me on rules.”

I explained that while I respect that he is the GM and puts exponentially more work into the game than I do, I am going to chafe under tyranny. We talked about and worked out that I would only rules-lawyer in two circumstances.

#1 My character’s abilities are nurfed during play. He is the type that would not nurf without proper compensation, but the middle of a fight is not a good time for the ‘what about if this is how it works’ or ‘pick another feat instead’ discussion to take place. Not only for the disruption, but also because it’s very difficult to pull a balanced alternative out of your ass on the spot for many abilities/effects. I said something to the effect of, “You’re the world creator and I’m fine with you just not liking how ‘X’ works and throwing it out, but to expect me to not even say ‘What the hell?!’ is asking too much.”

#2 The rules are different for each player. This is the one I anticipate being the more common scenario of the two. The last time I played under him he had a significant favoritism problem and his ‘golden-boy’ is also in this new group. My statement went something like, “I’m not going to let it turn into Golden Boy* and his gang of ineffectual sidekicks again without speaking out against it. Just because you’re the GM doesn’t mean how things work should be based solely on what you and Golden Boy think is fun. The rest of us want to have fun too, and we shouldn’t have to be your best friend or have the exact same idea of what’s fun as you for that to happen.” *Pseudonym used to protect the guilty.

We've only played one session so far and there were no issues, but there was also no combat and all the characters haven’t even met yet… we’ll see how it goes. Overall, he is an entertaining GM – creates interesting settings, NPCs, plots and combats and roleplays well – and I enjoyed playing in his past games for the most part. I’m willing to give the game a go and want to make it work for everyone.

I am a bit concerned though that my strategy of ‘rules lawyering to fix his GM shortcomings’ is not the best way to go about it. He does agree that he has had problems in past games with the two issues I’ve described above, but that took a lot of convincing. Only after I, backed up by another player from those past games and even Golden Boy, gave him multiple specific examples of him houseruling arbitrarily in the middle of an encounter and playing favorites did he ‘see the light’. Though, I have to admit I’m a little worried that without Golden Boy backing me up, it would never have happened. Putting that aside, I truly don’t trust his ability to self regulate these behaviors based on how hard it was to convince him that he actually does those things – if he can’t see the problem as it’s happening, why would he stop himself?

So, my questions for you good people are thus.

When is it okay or even good to rules lawyer?

Do you think I’m doing the right thing by insisting I be ‘permitted’ to rules lawyer in the two situations described above?

Is there a better way to help him recognize and fix these issues without resorting to rules lawyering considering he is willing to try to change his ways, but is unable to recognize the mistakes while he is making them?


Is the following an accurate interpretation of how a Giant Frog animal companion’s Pull ability works? Thanks.

Pull: A giant frog can choose to make a free combat maneuver check with a successful grab against a creature of its size or smaller. If successful, it pulls the opponent 5 ft closer. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.


Here is what I’ve taken from my adventures playing PF bards through low-mid levels. I’m interested in hearing about others’ experience and opinions and how they compare.

Bardic Performance:

Inspire Courage – Obviously a powerful buff, but it’s a pain getting people to remember to include it in their math every time. Constant verbal reminders do sink in eventually though and is the only method I’ve gotten to work (visual aids had little effect). Even a small group is generally going to have at least two members using weapons/natural attacks.

Inspire Competence – Blah on paper, a lifesaver in practice. Now, it won’t come up much but if you can manage to remember it’s there when the moment comes, you can save the day. But, you need good communication with your group and ‘game-awareness’ to make it work to its fullest, not every check gets a retry.

Countersong – Again vary situational and easy to forget it’s there, but you’re all but guaranteed to encounter some nasty language/sonic-based effects and it’s basically an ‘I win” button for those saves.

Spells:

I won’t go into specific spell choices, but there are two spell selection methods I’ve used that worked out well. The first is to pick up only the ‘must have’ spells (will vary by group/game) because there isn’t a primary arcane/divine caster in the group or so that character doesn’t have to fool with memorizing them. The second method is to let the ‘primary casters‘ have all those boring spells and mostly pick up the bard-only and more situational spells that traditionally only come into play as scrolls if at all. A combo of these methods should work too. Whatever you do make sure you discuss it with the other casters.

Skills:

Use Magic Device - Starts as a nice boon that allows a bard to better fill the role of a primary caster in a 3-4 member party if need be. It eventually evolves into ‘I have the perfect scroll/wand/item for… everything.’ A bard in a 5+ person party is like the youngest son in a family with 5+ boys. The hand-me-downs will all eventually make their way to him and he always gets the irregular or discarded piece. At first it can be frustrating, but over time getting the pick of everyone’s ‘last-level’s fashions’ means you’re decked out without dropping a dime. Plus those fun, odd-ball items may actually see some use.

Knowledges – Possibly the single most useful aspect of the bard. ‘I know everything and everybody. No really, try me.’ It’s lame that players have to be so ‘aggressive’ to get the benefits from knowledge skills when they should be treated like perception, but until things change you’ll have to remember to initiate the check yourself anytime there is something you might want to know something about.

Performs – Other than the RPed benefits, they are required to fully utilize magical instruments. Some of which are quite useful and/or powerful.

Social Skills – Be proactive about cultivating relationships and contacts (heavy use of disguise and aliases helps. They can reap fruitful benefits in the form of information, prestige, propaganda, financing and even direct aid or support. If it at all makes sense try talking before fighting, you just never know.

Other Skills – There’s just nothing you can’t do, don’t forget it. The bard is like an understudy that knows everyone’s part.

Combat

The first few levels (more or fewer depending on your stats, race and feat choice) are all about staying alive while trying to either fill a primary role, find a specialized niche or become a jack-of-all-trades. But by low-mid to mid levels the bard can easily (proper feat/ability score choice) become a viable secondary melee or ranged warrior in addition to everything else they provide.


Would performing a dazzling display (using the feat) with a bow expend arrows?


Any feedback is welcome… thanks.

Summon Simple Camp
School conjuration (creation); Level bard 1, sorcerer/wizard 2, ranger 1
Casting Time 10 minutes
Components V, S, M (a chip of stone, a scrap of leather, a scrap of cloth, and a wood splinter)
Range close (25 ft. + 5 ft./2 levels)
Effect assembled campsite (25-ft.-radius), accommodates 1 +1/level medium or small creatures (max 8)
Duration 10 hours (D)
Saving Throw none; Spell Resistance no

You conjure a nondescript campsite made of material that is common in the area where the spell is cast. The campsite contains a small circle of stones usably as a fire pit adjacent to one or more unadorned pup-tents, each containing a clean, dry bedroll and blanket. Each tent can accommodate one medium or small creature and the gear they carry. The tent(s) can withstand up to strong winds and protects the creature and objects inside from rain, sleet and snow.

You can summon 1 plus 1 per caster level tents (with bedroll and blanket) up to a maximum of 8. The number of tents must be chosen at the time of casting. If any of the summoned objects becomes damaged, it disappears. Otherwise the summoned objects disappear after 10 hours or when the spell is dismissed by the caster. When the objects disappear they leave no trace of their presence. Other signs of the campsite such as ashes from the fire or depressions and footprints left by the inhabitants remain however.