Harsk

Joe Hell's page

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Well I'm the GM. The party transmuter has just turned an enemy archmage into a porcelain doll which dropped from a great height and broke.

If the items weren't affected they would have fallen to the ground (possibly with some slight falling damage). If they melded into the porcelain doll, I'd rule they were smashed to pieces, should the party break enchantment on the remains of the doll.

And they're in a bit of a hurry. And no they don't need the items (in fact, although they don't know it the items aren't really of any use to them anyway).


Unless you turn into a humanoid, outsider etc in which case the gear resizes...


Right; so if you turn them into a living thing the gear melds into them but if you turn them into a chair or a book or something the gear just falls to the ground?


THis should be pretty straightforward but I can't find the answer anywhere; if you cast baleful polymorph or polymorph any object on an opponent, is their equipment affected as well (as is the case with beast shape etc).


I'm not too familiar with the whole vampire/werewolf thing. Is this what you're talking about?

https://www.youtube.com/watch?v=Cv568AzZ-i8


Thanks guys; Trueheart in my games there is generally no visible effect of a spell unless specifically stated (eg. displacement yes, shield no until it causes an attack to miss).

I agree Vamp; obviously if you have dominated someone and then that domination is dispelled you will be aware that the mental link is gone, for example.


Specifically, if a caster leaves a glyph of warding somewhere, or an alarm, or a wall of force, and leaves the area, are they aware of a successful dispel of that spell? I believe they aren't.

Following on from that, is a spellcaster aware when a spell affecting their person, such as a shield or protection from evil is dispelled? How aware are casters of what spells of theirs are active?


Karlor? Karlor?


Yes that's how I saw it. Thanks!


Would a menacing weapon provide its bonus if three characters, one with gang up, were fighting a single target, even if they weren't flanking it(ie on opposite sides of it)?

I think it's in the spirit of the rules for the weapon and the feat to allow this.

Any other thoughts?


Why doesn't your GM just photocopy the handouts?


Flip this is funny. Especially the giant lobster bit.


So.... This thread's got a bit of life in it. I'll be ordering two more beginner boxes for Christmas, one for my sister's kids and one for the son of one of the guys in our group... What I'm trying to say is that I would buy many Sandpoint boxes, were they to be made.


It's two handed. Go pick up a bastard sword some time - come around to my gamesroom, I have plenty - and ponder how, without exceptional strength and a fair bit of practice, you could possibly wield one proficiently with one hand.

The FAQ is clear to me.


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I have seen this come up quite a few times on the messageboards, and the sages all nod their heads and agree that 'fighters are useless' and no one would play a martial character past 10th. I've even seen examples of whole parties of spellcasters who have finished this or that AP... And I don't get it.

In all of our campaigns, from 1st through 3.5 to Pathfinder we've always had players who love spellcasters, but never a shortage of warriors. At low levels the fighters have all the glory; holding the line, dealing the damage, being the last on their feet.

At mid-levels a fighter can be an absolute beast, dealing 30+ damage a round, while a wizard casts one of their three fireballs per day for approx 21 damage.

Even at higher levels, when a spellcaster's options really open up a single hit from a giant, or single area affect spell is likely to kill them. Fighters who are hasted and can fly can make mincemeat of anything.

I'm curious to know how your spellcasters are so powerful that they're taking out enemies before your martial characters have a chance to engage them.


It's really not worth stressing about realism in d20. Some rules evoke reality, but in no way is the game realistic. Play WHFRP 2nd ed if you want more realism in your gun battles. I'm happy with the sound of the gunslinger class, even if they wouldn't appear in our games.


Do it. Do it.


Our group loves the game. No problems at all.


James Jacobs wrote:
Joe Hell wrote:
I'd like to see that too. I'm running Rise of the Runelords at the moment (the adventurers are just about to fight Nualia) and the amount of errata identified here is a bit overwhelming.

Turns out, a missing +1 here and there isn't going to ruin your game. If you feel the errata is overwhelming... just run it as is. Your players won't notice, and if your game is anything at all like the games I run, the errors you and your players introduce accidentally in the game will be on par with playing with the "errata" ignored anyway. And while the thread is big, there's also a fair amount of errors in the supposed errata as well.

Don't let the possibility of errors get in the way of having fun, in other words!

Haha good point James. Yeah, we've missed a few things in this thread already and no one noticed/cared. And we've had a BIG break from d20 as a gaming group so we forget rules stuff all the time (last night we were arguing about whether using a ranged attack always provokes an attack of opportunity). Thanks for the advice!


I'd like to see that too. I'm running Rise of the Runelords at the moment (the adventurers are just about to fight Nualia) and the amount of errata identified here is a bit overwhelming.


Interesting, thanks for that James

I have six PCs; the players have been together for 14 years now and most work fairly well together. We're using the medium track, so they're a level behind (as ROTRL indicated they would be) and it's just fine.

They cut their teeth on my murderous 2nd-ed campaigns, so 3.5 and Pathfinder are walks in the park compared to those days.


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Oh man, wait til Pat Robertson gets wind of this thread. 'FLEE FROM EVIL'!

PS. Killing goblin babies is evil.


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We ran this two weeks ago and the fight was great fun. Although there are 6PCs (5 2nd-level and 1 1st-level) they were tired and out of spells by the time they found the temple. I'm also mean, so I got her to create a couple of sinspawn to hold the PCs off.

The party consisted of:
Human fighter (leader)
Human rogue
Human warlock (witch)
Elf ranger
Dwarf cleric of Torag
Half-elf magus

The players work well together tactically (even if the player with the warlock hasn't quite figured out 'spells' yet) and flanked and slaughtered the first sinspawn in one round. The ranger kept her bow ready for the quasit and shot her when she first appeared (no damage though, DR was too high). Encouraged, they stormed up onto the platform at the end of the temple to face the second sinspawn, only to get hit by the quasit's fear spell...

The fighter, rogue and ranger took to their heels, racing off into the darkness. Summoned hounds tore down the magus and flung him down the stairs, leaving the cleric and the warlock to battle the quasit, sinspawn and summoned creatures. And battle them they did! The cleric, calling on Torag for strength, stablised the magus then beat down the summoned creatures with his hammer. The warlock unleashed every scroll and wand he had on the sinspawn (to little effect :P), and all the while they made save after spell save. By the time the warriors returned the combatants were all exhausted. Erylium's spells were all gone, and sinspawn was dead and it looked like a long, drawn out battle of attrition was ahead, with the quasit attempting to whittle down the PCs with her dagger (1d2 damage!?). That is, until...

The fighter, ranseur in hand, leaps off the bank of the cleric as the quasit swoops low to fling her knife. Natural 20.... threat.... and promise! 36? (my memory fails me) points of damage later, the quasit is spitted on his spear.

I had her blood summon yet another sinspawn from the runewell, but even so it was game over for Lamashtu!

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