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There is an imp sitting on the rails of a balcony that overlooks the area below. He is on the corner where the rails begin to go down the stairs.
X= floor bellow
Each letter reresents a 5ft square. Does moving through the bottom left S provoke?
Question: One of my players is attempting to pick up a cursed weapon without touching it. He is using a bedroll to wrap it up. The group is in combat so I wanted to make him use some sort of DC to accomplish the move. What type of DC? The Weapon: Cursed Corrosive Shortsword of Light - Along with normal damage, it does an additional 1d6 acid damage. Curse: Every time the sword gets a killing blow it glows brighter with rage. The brightness is faint at first (5ft) but with every kill it gets brighter (5ft per kill). When the weapon lands a crit it releases its stored energy with an explosion of acid. The acid is strongest at center point and splashes outward depending on its stored strength. For example if it had 25ft of stored strength the crit explodes 5d6 at the point of impact, 4d6 at 5ft, 3d6 at 10ft...etc. A reflex save gives half damage. DC save to sheath, drop, or give up the weapon is Will 10 + Users HD + Number Stored kills. The Situation: The group ran into a horde of zombies, eight on the ground, and twelve hanging from nooses in a large tree. APL is 5 with four players and an NPC helper. As you can imagine the rogue with the sword was going around slaying the helpless ones hanging from the trees, alas building a massive amount of "rage". Talk about fun seeing a rogue hoping not to get a crit. He says "I'm going to sheath it and use my other sword." I request a will save of 22, he fails, I tell him he has to attack with the sword, he crits in the middle of 4 zombies, two player summons, a monk, and the ranger's hawk. He passes his Reflex save and with evasion takes no damage, everything else in range dies or is in critical condition (monk 1 hp). On the ranger's turn he disarms the rogue, then the monk bull rushes him away. I tell him he has to make another Will to not go for the sword and he finally passes. Now the ranger is trying to pick the sword up using a bedroll.
As of now it's a green lightly glowing corrosive short sword. The corrosive adds 1d6 acid damage. Every time it gets a killing shot or a crit the glow gets brighter. At the time that it was available to my player it was too OP (level 1), so to try to discourage him from taking it I had an NPC tell him it was cursed. Surprisingly, four levels later, he has gotten his first kill shot with it, but not a single crit. What I need is some good imagination on what will happen when it gets X amount of kills or crits. Or a percentage cumulative or not that activates said happening. There is always the couple of people who say, "then why did you let him take it" so here's the story on that. They were to be saving a level 6 NPC at the time, but instead they stayed back. They are very weary of NPCs in the wild, and most of the time are over paranoid. The creatures attacking the NPC kept getting insanely lucky crits so after defeating the baddies she had low hp. They finally conversed with the NPC and the sorcerer said Eff it and magic missiled her. Luckily it was by a river so the rest of the gear was lost.
I have an all new player group that started with Skulls and Shackle's, they made it through the first book and just finished squibbing their first ship. Once they ran into their first enemy ship they felt that adventure path was too open ended and that they all agree that they want to run a more "on the rails" adventure. I gave them a list of the paths I had and Shattered Star was their choice. They are about to hit level 5 and don't want to start fresh. So my question to people who have ran the first few books is: where can I slide them in so I don't send them through the first book all OP. Or shoulld I let them walk through everything. I want them to do a few quick ennounters to get the first two shards then maybe start book 2 off normal. They are on their way to Magnimar now, so I have some time before they get there. Hook wise they received a letter to head to Magnimar to help find one of the characters missing sister (Vancasterkin).
I created this to help people with events while traveling on the ship.
Ship events. 1-2 Good Fortune
I have been adding, taking away, and adjusting some events. You don't know how they work until you try them.
The first one is to promote the evil side. When they kill an opponent they get bonus xp for an overkill. For every 1 hp they get 10 xp. For example when a pirate submits at 2 hp and they decide to kill them, hitting them with 10 dmg and leaving them at -8hp, this gives them 80bonus xp. It seems like a lot at first but by the time they collect thousands of xp this isn't much. Plus I have 5 players so it helps not having to bump up the CR or force more random encounters. The second is because we kind of hate rebuilding characters so we have a injury/death chart. When a character reaches 0hp they roll on it. The roll is 1d20 + heal bonus + con bonus + their current negative xp. So the bigger the hp loss the more likely the major injury or possibly death. The roll outcomes are as follows: 1 or less. Death
After they roll on the death chart they then replenish hp in the amount equal to their number of HD. For example a level 2 monk would rol 2d8. This leaves your group open to look like pirates. Not too far in and we got a monk with a limp, a sorcerer with a disfigured nose, and a fighter with missing teeth. We are just waiting to see who gets the first pegleg or hook hand. Here is how our first "death" went down.
So, not thinking ahead I gave my group a Bag of Holding that they raided from the Man's Promise. For their last night activity they got Grok drunk and robbed the crap out of the quartermaster shop. They successfully stashed the full bag on the Man's Promise and now it's the last morning on the ship. They are already boarding the Mans Promise and they think they are in the clear. Do I let them get away with this or how should I deal with it from here?
How does this work sense the person with snatch arrow can immediately throw the weapon back or keep it for later? When they throw it back does it just vanish?
Snatch Arrow: Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. Hand of Apprentice: As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon. |