Danse Macabre

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Have a few short questions all relating to the Mythic Ability Amazing Initiative, this could be an up for debate style unless I am missing something but I am looking for opinions if not a quote somewhere.

But if a user is staggered (condition: 1 movement or 1 standard, plus swift and immediate), could they pop the ability gain the standard and spend the movement/standard as a Full-Round Action?

Is a full-Round Action just that? No extra standards? Right kinda like Dimension Door states you get no more actions, is a full-round action something that takes the full round and leaves no room for anything else besides a 5-foot?

(RAW TEXT): A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

What do you guys think?


Currently I am running a PC built by my GM (Anguish on the forums).

An ex-human who once served as a high priest of Aroden. He was devout in helping others. One day he found a prophecy that told of Aroden's death. He brought it to his superior who refused to accept it. After a while of infighting he was disbarred and wiped from the books of the church to be forgotten. He kept at it though, secluding himself with his family. Eventually becoming ill and with the goal of extending his life to continue his research to try and save the world from the eventual chaos of Aroden's death. He sacrificed his family and his humanity, becoming a Hellbred.

After thousands of years Aroden has died, but he continues to try and help the world, knowing that his soul is forfeited, but for the better of mankind. He has a contract with an unknown dark force that keeps him alive. He is a Magus.

That is the summary. Currently he is in a party with a cleric of Pharasma, and he does not get a long well. Since he is angry at Pharasma's silence over Aroden's death.


Ultimately yes you can interject yourself between the enemies that have been lumped together in initiative order. Since literally each of those creatures should be acting at different times in imitative. Due to individual rolls. But the GM clumps them like that to speed up combat and to help organize the system.

As a GM I can tell you that I will not stop you from breaking apart of the clump and spreading out the creatures. But when you do this, remember that this is at the cost of the pace of the game, and the ease of the GM.

It is allowed but will probably annoy your GM.


Thank you.


Spell Recall
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

My question to you is:
If you prepared a Intensified Shocking Grasp. Then cast this Intensified Shocking Grasp in round 1. On round 2 as a swift action you use spell recall to bring back that spell you just cast, is it brought back as a Shocking Grasp, or as a Intensified Shocking Grasp?

And please provide your evidence, either way. Thank you.


Ahh thank you, ya the book I was using sort of has some of the earlier pages falling out, apparently they had some bad habit of falling apart because of bad glue. Thank you for the info I appreciate it.


What level should the players be on average after beating liebdaga at the end of the infernal syndrome?


Yup Claxon and Dave Justus' remarks of the working of Protection from evil does put a fast stop to this. As I re-read the spell you are correct. Sounds good looks like my party live one more day with their clothes on.

Thanks for the heads up.


I didn't really intend for a debate on rape or sexual morality. I am sorry if anyone feels offended by my intentions.


You have a very fair point williamoak. But luckily for me, my players are in it for the fun not min maxing. I will be suggesting to the player what his character wants to do and I leave it to them to act on it in a role play fashion.

They have run into domination before, and laughed the whole way through. I never take the dice from my players, sometimes I let them roll my dice for kicks. I simply tell them what there character is feeling and enjoy the show. They tend to come up with the antics.

So ya I am not concerned that they will take it poorly.


There are a lot of posts here so this may get drowned out. But hey here is how I deal with it......

.....I don't.......

My game days and times are always the same on a schedule. So if you do not have the character sheet done by the time the game is starting. You play with your last known good character sheet. If that means a lvl behind your fault. If that means 3 lvls behind so be it.

After lvling or creating I expect my players to send me a copy via Email. This allows me to keep a backup copy of them for many purposes. I look them over to confirm everything is OK and not horribly done wrong, either in the favor of the DM or player. (at this point in play my players don't need me to correct anything)

If the lazy player does not lvl his character sheet for multiple sessions eventually he will be out lvled by the enemies and either killed off or his fun lvl will be diminished. If his heart is not at the table, I don't want his body at the table.


I am currently GMing a game of sort of new players. They have played Tabletops and have played through 3 books of Council of Thieves. They have just had a run in with their first succubus. The fighter had protection from evil, and the succubus casts dominate person. He failed his first roll succeeded on his second. The succubus got away. Now if you read protection from evil the dominate will still be in effect caster lvl days later, in this case 12 days.

So I am looking for some cruel things to do to the party to cause confusion and fun.

My current plan is to have the succubus pick up a potion of invisibility and convince the fighter to get naked (she has the hots for him). And then use her dominate for that day to try and get the Sorc to do some damage to people.

The more fun that can come of it the better. I am not looking to TPK, just mess with the party.


I think the answer is in the description. "You can observe a creature at any distance."

Just because it is focused on a mirror or water doesn't mean your allies can see what you see in the water. Perhaps they just see water. Or their reflection in the mirror.


parizzio wrote:
Also, does maptool allow for things like I'm asking about?

How exactly do these work? If I create a map, can all my friends access it at the same time? Can they move their characters on my map and it show for everyone connected? Can I limit each individual player to access only certain things on the map?

Are the programs simple to use?

your answers to the one above regarding Maptool.
1) Creating a map is really just creating a jpg file with the layout. and you have your PC act like a server. So as long as port forwards and firewall settings are proper yes your friends can connect.

2) Yup you can create the tokens and decide who has what power to move what creatures. And everyone will see every movement in real time.

3) yup you can setup permission power to see or interact with doodads you may or may not create on the map.

and the most important question:
4) is it easy to use? Absolutely f#%!ing not. I am pretty good with PC and code, and in order to get the most out of this I had to learn a lot of code and also learn to use photoshop. And the even bigger issue I had, the players had to learn to use the tools and that can be tough depending on your team.


How exactly the online experience is, differs on the program you are using. I have 1 suggestion that has a lot support and video tutorials.

Rill20.net

To be fair I have never used it myself. But I have done a fair bit of research into the VTTs. The one above is so far my favorite for depth and simplicity.


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I have viewed a lot of advice comments and things people say to new DMs.

Things that range from, "My player thinks I role played this wrong, was he right or am I?", to "Did I use this rule right?".

CONFIDENCE. CONFIDENCE. CONFIDENCE. CONFIDENCE. CONFIDENCE. CONFIDENCE.

I have been DMing for many years now, I make rule mistakes ALL the time. If I make an obvious mistake my players point it out, I go oops and deal with it. The key is make them think you know what your talking about and they will not question you. If you changed a rule or made a slight alteration out of either a mistake or not, who cares your the DM.

The rules are not set in stone for the DM. They are guide lines to help you make a fair and fun game.

Fair is easy. As long as your players are having fun, the rules don't matter.

As DM you are a leader, and confidence is what makes the players follow.


Any other ideas I think is a good addition, based Scaevola77's comment it sounds like this is a fairly common issue. I am sure ideas could help others as well.


My players are going to be spending their next sessions, doing a whole lot of locate object. They made this very clear. I am tempted to put it in walcourt that seems to make sense, but they probably wouldn't find it since that is like 4-5 miles away and locate object only does 400ish feet.

I really really like the wallcourt idea, I think it also matches. But in order to get my players minds off of this object I think I am going to go with the contract with the erynies. But if my players weren't so new at this I would probably be a little more mean to them and make them suffer for losing it.


Sorry if I am late to the party but I think the deeper question is needed here.

"What would your character do?"

I as a GM would let the party split and say screw em, you live, you die, you learn.

But as a player I would not be asking what "I" can do or what "I" want to do. I would ask, what does my character want.

My character in a Rise of the Rune Lords campaign, is a brash, gun totting tiefling who thinks because she has killed everything in her path nothing can stop her. I as a player am not dumb enough to go into a room filled with baddies. But my character, knows the dangers and wants to face it. SO I do the dumb thing and hope I can shoot them all.

That being said, your character may not be as stupid and want to convince the party to stay.

As a GM I have a rule, if there is an argument within the party, could be as simple as "go left or right", and we have someone who does not want to budge. Then I have the party role an opposed Charisma check. Winner convinces the other character that his idea is better. And if the Player cannot deal with this separation of character to player. I probably don't want them at my table.


Ya my ruling has so far been similar to Scribbling. The fame points are directed more towards the "children of westcrown" rather then an individual member. Basically my ruling goes as follows, if the residents of Westcrown do not notice that the Children of Westcrown are not same people. Then how would they feel any different? Key is they wouldn't. Anything aside from a TPK would maintain their Fame Points.

The bonus to this is, since there are other members of the children "the NPCs". It is very hard to have a total wipe of the Children of Westcrown. Thus very hard to lose the fame points. That being said, my party has already lost 1 member to the runecurse word. Who's to say by the end their are no more NPCs? I guess that depends on how the PCs treat and work with the NPCs.


Ohhh I like that Andrea, very cool idea. Very in the theme of council of thieves.


pretty straight forward answer I like it.

Thank you.


Due to poor perception checks, they did not notice till the next morning after resting.


Ok this is a specifically related to Bardic performance, if it matters.

The rules state:
"Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect."

And more specifically for the Bardic performance:
"Distraction of a nearby combat or other dangers prevents the ability from working."

So I guess this is a "your interpretation" situation. So let's hear some opinions.

What classifies as "nearby combat"? 5ft, 10 ft, within the battle mat?

Do potential threats include enemies not focusing their attacks on the fascinate creature?


So my players have picked up the Marrowfall from Delvhaven and have now seen the mansion go boom. While exploring the ruins of Abarion's Folly, there was an encounter with the vampire Jerusen. He simply wants the Marrowfall from the players to give to his master. Well my players sorta, lost the Marrowfall to the vampire and he simply flew away. As is his goal.

I am looking for a way my players can get the Marrowfall back without it looking like I just gave them the Marrowfall. I want it to be a "wow you got really lucky he was still around." So far I have come up with, he is staying at the location specified in the adventure path the guardhouse, until further instructions from his master. This gives the players one more opportunity to kill him and take back the Marrowfall.

Anyone have anything better or different? I am just looking for more thoughts then my own.

Thanks in Advance.


My GM, loves to work on the idea of Evil being subjective. He ends up constantly bringing this up and it is a consistent theme in our campaign of RotRL. We have a pally of Iomedea and his sword gets moist when he detects evil. (That is a pun to say he wants to swing his sword at anything that detects as evil). Because of this it has become a theme, A very good theme based in complex phsycology. But now I am about to play a LE character, and my GM is excited at the possibilities of "Evil but not Evil"

This is not something that has a rule that can just fix your problem, you have to sorta play it by year based on every player. And come up with your own opinion.

I tend to support a more grey area with my current players, but before I had a player that could word sling anything in his favor. So I was a little more draw the line and never cross it.


Perfect thank you for the information gentlemen appreciate it greatly.

Sounds like a , ya it's allowed, by strict PF rules


I am having difficulties with this, I seem to be viewing contradictory rules. A player in my campaign is attempting to use a tyrano as a mount. Now at LV7 he can make this a large Tyrano, which allows his medium creature to ride. But the issue I am having is not with the size, it is with these 2 glorious lines of text about BeastRider mounts.

http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo---ca valier-archetypes/beast-rider

"At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, giant snapping turtle, tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval."

vs

"beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments)."

The first paragraph states he can choose a Tyrano, but the second paragraph, only about 2 paragraphs below in the PFSRD, states the mount has to have 4 legs, which a Tyrano last I heard has 2 arms and 2 legs.

Contradictory info. Anyone have an opinion or clarification?


I think we are making this far to complicated. The rules use very specific words for a reason. It states you can wear 1 item in each slot and that slot takes up a location on the body part. In short, you can only wear 1 amulet,if you want to swap amulets you spend a movement to un-equip, and another movement to re-equip.
If the rules don't say clearly you can wear multiple amulets than you can't. Just like Ray of Frost the cantrip cannot freeze objects. The spell does not say it can, therefore it cannot.

Simple.