Johnico wrote: APL is Average Party Level, right? If the players are all the same level, wouldn't the APL (and therefore ship tier) be the same regardless of whether there's 3 of them or 9 of them? The level gap has crept in as some of my players are more consistent than others with respect to attendance. So average-average party level is the way to go it seems.
If I'm reading this right, the Tier of the PC starship is equal to the APL of the party.
I guess the sensible thing to do is have an average-average party level and some weeks the ship
I like that idea more than having different versions of the same explorer-class ship week to week
Anyone come up with any ideas about this? Is it a going concern?
Jeff Morse wrote: How are you going to get the eagles to do this though? They arnt equipped to do complicated things. Well, they're celestial eagles, I speak celestial and carrying off prey isn't a foreign concept for an eagle, although working together to do it might be. We also usually have a druid in the party, maybe he can instruct them at my behest. Might be an easier sell to the GM if the target is small, like a gnome (a certain gnome high on Flayleaf comes to mind). I figure the hard part is all of them managing to effect a grapple on the target before being slain or the spell expiring. Still, 4d6 fall dmg per round of lift while the target is largely incapacitated is pretty good at level 4. If I'm right, with augment summons, the eagle gets a +1 CMB instead of -1 and three eagles assisting add +6. It's a long shot, I have to be successful on the 1d3+1 summons roll (Superior Summons Feat) to even have a chance at pulling it off.
DesolateHarmony wrote:
Ty for the formula. Given the above, my Wizard and his equipment would weigh a little over 30 pounds. I wasn't thinking about riding my raven so much as she just grabbing me by the shoulders or a special harness and taking off w/me. The suggestion that I use Ant Haul instead of bull's Strength would make it possible after I reduce myself and enlarge my familiar, as her adjusted carrying capacity exceeds 30 pounds. Bestiary eagles have 10 STR, however, my wizard has the Augment Summons feat, granting +4 STR/Con. So 3/4's of 58 lbs is 43.5 lbs... So about 4 eagles could possibly grapple and lift-off with an enemy weighing no more than 174 lbs, likely a spell caster or someone not wearing heavy armor. Thus, the eagles would ascend 40 feet per round (half their 80 ft fly speed), that's 4d6 damage per round lifted into the air. As it stands my eagles last for 6 rounds, so lets say ideally one round of prep and 5 rounds of lift, so 20d6 damage from the fall.
Ok, so first scenario I'm a level 4 human wizard and I have a raven familiar. I'm medium size, the raven is tiny. I can share spells w/my familiar. If I cast reduce person on myself and enlarge person on my familiar, is that sufficient for my familiar to be able to pick me up and fly me to another location? will I also need to cast Bull's Strength? Will that be sufficient ? Second scenario, there's a medium sized opponent, given that RL eagles are known to be able to carry off sheep, how many eagles would it take to carry said opponent off the battlefield (or at least to a lethal drop distance)? Is that viable?
Radnor Acton wrote:
I've played seven modules and GM'd one. You are allowed one combat animal and as many non-combat animals as does not hinder the adventure. If a scenario wants you to be on horseback, it generally puts you on horseback (The Wardstone Patrol). Having your own mount is only really necessary if it's a class feature, like for the cavalier. One of the regulars I play with has a Gnome Cavalier that rides a medium sized mount, so no problem fitting into a square, or tight spaces. Seeing as how your eidolon will always count as your combat animal, the horse is just to get you from A to B and most of the time it's unnecessary.
If the goal is to increase the AoE of Color Spray, I concede that Widen Spell is the appropriate feat to effect same. I think my argument for using the Reach Spell feat to displace the point of origin of the spell is valid. Zhayne wrote:
I disagree with that interpretation. The description of close range inherently includes spells with ranges expressed other than as quoted above based on their values falling within a particular range category. Color Spray is much like a three-legged dog, it won't meet the reasonable definition that all dogs have four legs, but it's still a dog. Color Spray is 15 feet, which one would reasonably qualify as within the limits of 'close range'. Let's say Color Spray was expressed in such terms as you have described above. There would be problems, the area of effect would be too large for a level one spell that renders unconscious, blinds and stuns multiple creatures and because the point of origin of the spray is the Wizard's hand it would lead players to presume that the cone continues to expand as the range increases with every two wizard levels. The definition of close range reads "The spell reaches as far as 25 feet away from you". 'As far as' is just as good as "no farther than". Color Spray would be described as close range because: it's longer range than touch and closer range than medium. Fifteen feet is certainly no farther than (25 ft. + 5 ft./2 levels). If the point of origin of a touch spell (a wizard's hand) can be displaced with Reach Spell, then why not a spray? The area of effect is merely displaced and not expanded as per "Widen Spell". That is the point of the feat after all.
I thought Color Spray is considered close range because close range is defined in the PRD as... "Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels." Clearly 15 feet is within the described limit of close, too short for medium and obviously a longer distance than 'touch' range. Color Spray isn't affected by the 5 foot increase per 2 levels, but I don't think that is necessarily a disqualifying factor. While the Reach Spell paragraph states: Spells that do not have a range of touch, close, or medium do not benefit from this feat. To me I simply interpret this as 'there is no category beyond long range' that a long range spell could be increased to. Given what the Widen Spell feat achieves (and the relative difference in spell level needed to prepare color spray as same), I'm inclined to believe that Reach would merely displace the starting point of the spray rather than increase its overall scope (if in fact Color Spray is a legal target).
Sorry if this has been answered, but I haven't found it searching within the site or through google. The normal range of color spray is a fifteen foot cone. If modified by the Reach Spell metamagic feat to 'medium range' (100ft) does the cone start 100 ft away and spread until 115 feet or does the cone start with me and spread until it reaches 100ft? Honestly, either one would have been fine had I not already snapped up "superior Summoning" as my 3rd level feat. I'm guessing now that I'm into tier 3-4, this would have been the sweet spot to use a range enhanced color spray to incapacitate foes.
One thing to bear in mind, ‘Magic Marts’ are only supposed to exist in cities with populations of 5000 or greater. So long as the party is out in the field or going from hamlet to village there isn’t really a justification for finding a scroll & potion shop with everything you happen to want and need ready for purchase. At best, there’s a low level cleric NPC in the church who can scribe scrolls or a druid in the woods that brews potions. Maybe there’s a single wizard in the ‘tri-hamlet area’ that’s willing to scribe something low level, for a premium... when/if he has time, if the PCs run some errands for him... So periodically, perhaps the PCs or their agents can return to a capitol city or such to make purchases.
http://www.myth-weavers.com/generate_dungeon.php Generates a map using 90 degree angle type rooms, squares and rectangles, no cave walls per se. It might be just me, but the content generator is a bit borked, it seems to populate many of the low level dungeons I generated with a pair of Lawful Good Mountain Dwarves under the heading "Monsters". There's nothing stopping you from swapping out their suggestions for yours, and while its tuned to 3.5, you can adjust the CR as commonly suggested.
Hi, new to Pathfinder, but raised on 2nd edition. Used to run a campaign something like 10 years ago with a large group of players. Recently had a surprise gaming session and it has inspired three others and myself to form a new D&D circle. I would be DM'ing (or GM'ing) but if you are more interested in running a game, feel free to discuss it. A bit about us, we're 30 somethings (closer to 30 than 40) and anglophone. We all speak French to varying degrees, however I'm not capable of running a game in French. I'm located close to Snowdon Metro, that's likely where we would be playing. We're looking for 1-2 more players, late 20's through to late 30's would be a good fit. The campaign is a blend of sword and sorcery (early game) and High Fantasy Epic (endgame). Dragonlance would novels would be a good comparison, you've got this adventuring party with distinct personal goals and ambitions that get drawn into an epic conflict. Anyway, if you're interested I can be reached on this thread, or if you prefer at pathfinderplayer@hotmai.ca
To OP, It happens to all of us. I recently went on vacation to my buddy's cottage, he surprised us with a friend of his who GMs. I was rolling a Dwarf Cleric, he had me make concentration checks for every heal, in or out of combat, threatened or not. "All spells have a chance to fizzle", I'm like yeah, if someone actually hits me, or sticks a blade of grass in my ear while casting(thanks rogue). I've done some GM'ing of my own, there's a lot going on, lots to remember, and the GM isn't perfect. As for that tightrope scenario, my expecation is 9/10 times the rogue is just going fall, resulting in injury or death. One heck of a reflex save to be sure. If both ends of the rope are secured (they must be for the rope to be tight), then the first act of the spell is going to be to untie one of the ends or to vibrate or shake the rope. If the rogue feels the rope moving, that might motivate him to gtfo of there fast. |