yukongil wrote:
I think it might be a good time to point out that we're on the rules section of a website that is devoted to a written ruleset of a game and you're accusing me of being absurd because I suggested that basing ad-hoc rulings on NO! may go over poorly to players when your values of NO! are based on whimsey. Quote:
Yeah, you're either missing the point or being willfully obtuse. Set to 3? Good. Great, even. The point is that this is a house rule and surprising players with ad-hoc house isn't a fair thing to do. If you're GMing Pathfinder and are suddenly struck by an insatiable urge for realistic dropping rules that will fly in the face of other Pathfinder rules, then good for you. Put your dropping rules out on the table before you start your dropping-based campaign. Quote:
That's fine. But we're not talking about players attempting something that is not clearly defined in the rules. We're talking about players attempting something that is clearly defined in the rules, being told NO! and trying to infer the actual ruleset.
Quixote wrote:
I've seen "politics" used as a shorthand way of saying, "Touchy subjects that people may feel strongly about and are likely to make others uncomfortable or argumentative if you bring them up and have a high likelihood of completely derailing the task at hand, especially if you say something that someone feels is inaccurate." Quote:
I was thinking about this thread and accuracy depicting a culture, and it reminded me of this article about an anthropologist studying the Tiv people (and the Tiv people studying the anthropologist's culture through her). They ask her to tell a story, and she tries to tell Hamlet to them. The article is from the 1960's, which I feel illustrates my point that things don't age well (she seems openly condescending to her audience in a way that feels uncomfortable through 2020's lens). I also feel that it illustrates the difficulty in portraying a different culture accurately, as other cultures are always seen through the lens of your own and it's hard to understand concepts that don't exist in your own culture. That is to say, we may get the "what" accurate, but will struggle with the "why" unless we've lived in the culture (or unless we were born into the culture). So, if we're destined to get things wrong despite our best efforts (most probably offensively so, if we have a wide enough audience), what's our solution? I mean, really? What is our solution if we're trying to create an inclusive gaming experience that isn't jarringly offensive?
avr wrote: The class lacks unique abilities. It doesn't match up to any other classes, and it's just not that interesting yet. It needs more. I agree with this. The class has 13 "dead levels" out of 20 and is really only marginally more powerful than the Warrior NPC class (if at all). You should have at least 13 more powers throughout the class so that players have incentive to take the next level in Adventurer. Honestly, Trap Sense is a weak enough ability that you could add abilities on those levels, too. If you're looking for ability suggestions, something to supplement torch use/fighting would be nice. Maybe improved Keros Oil firebreathing (improved damage, range, and/or area), improved attacks with simple and/or improvised weapons (or maybe just with the torch), more torch bonus feats, trap use as per Trapper Ranger (or maybe even access to some traps at level 1), weird (i.e. Su) detection abilities using your torch light, ability to impose Dazzle as part of an attack, inspire others with your torch-bearing moxy, etc. In general, for any class to meaningfully contribute in the game, you're going to want to consider the following and how your class would accomplish these and react to these being imposed: - A way to restrict the movement of enemies (wall)
Remember to keep scale in mind, where high-level challenges require much different obstacles and much more damage to hamper them due to the number of resources they'll possess and where low-level challenges can be trivialized by certain abilities (like flight).
Rennaivx wrote: Another fun formula I like for culture-specific swears is (deity name)'s (body part) - it doesn't even have to be anything particularly inappropriate to work well. Desna's thumbs! Yeah, blasphemy works really well when you have so many gods. Pharasma's (Un)Holy Daggers! -- And if you mix in a little bit of Gadzooks or 'zounds, you can get something like Rasdag (also spelled Razdag), an abbreviation/bastardization of Pharasma's Daggers. You would use Holy Razdag for a pleasant surprise and Unholy Razdag to refer to something that is unpleasant. "Holy Razdag, am I glad to see you guys!" or "What the unholy Rasdag are you doing here? You're supposed to be keeping watch in the tower!" Also, "Razdag it!" as a suggestion that Pharasma stab something or someone with her (presumably unholy) dagger. Three-eyed -- A reference to Lamashtu's holy symbol, most often referring to some rundown or foreboding place (a place where you would most likely see the symbol flying) or to the type of person who would lurk in such a place. Also three-looker to describe such a person. "I'm not going in that alley alone. I'm sure some three-looker's in there just waiting to put a knife in my back." Zon hook 'em/you/me -- A reference to the god of pain and... well... his hooks. Often shortened to Hook 'em/you/me. "I'm gonna throw a fireball into the mix next round. If the guards can't get out of the fray by then, hook 'em." Cal-slapped -- Suffering a beatdown or some misfortune, presumably as a result of one's own actions or misdeeds (as if suffering retribution at the hands of CalIstria). "After getting Cal-slapped so hard last time you charged in here, I didn't think I'd see you come back." Sacred Suds -- Or simply suds. Having the guts or chutzpah to do something outlandish or risky. A reference to Cayden Cailean and his mythology's propensity to portray him drunk. "I didn't think you'd have the suds to face me alone, but here you are!"
Sara Marie wrote:
That's kind of the problem, though, even when we're trying to be "good" about potrayal of cultures that are not our own. The world has changed a lot, and consequently our fantasy RPGs are a reflection of the modern world, most often with a thin veneer of Western culture streched out over a 5000 year period, broken into pieces, and assembled into a fun, accessible mosaic. And adding other cultures seems only natural if you want to be more inclusionary and expand your RPG world. But this turns into "defaultism" and "exoticism" where the improperly portrayed cultures in the base game come across as familiar, inviting, and fun and the faithfully portrayed cultures come across as rigid, alien, unfriendly or even wrong. Or worse, it turns cultures into designated enemies when the values of 500 or 1000 years ago clash with modern sensibilities, even when we're trying to be sensitive and avoid this very outcome. My opinion which nobody asked for is that erring on the side of fun, accessible and modern is generally better than erring on the side of accurate-but-jarring, and that modern movies produced by the culture you're including are probably a better source to emulate than straight historical fact. And I do agree that you should research at least enough to be able to identify a sensitive subject in a modern environment (and, indeed, your group of gamers).
John Woodford wrote: Speaking of necromancied threads, over in Website Feedback there's one that's over fourteen years old. That's a product review. Does that count?
What are you working with? Is the problem that you have a lack of magic that cures HP or is the problem a complete lack of a way to cope with statuses like Blindness, Petrification, Poison, Death, Fatigue, Intestinal Hedgehogs, etc? Are you mostly running from published adventures, or homebrewing the encounters? What classes do you have now, and what levels?
The proper choice is to postpone adventuring and devote your lives to rearing the goblin children. You will need to establish a homestead away from Sandpoint and other settlements in case the goblins aren't able to overcome their early learnings and resort again to violence. You must raise them as your own, hoping that that they take any and all of your teachings to heart, bucking the norms of their society and becoming their own people. Perhaps learning individuality will help them understand that what their forefathers did was wrong and allow them to become members of civilized society. Once they're adults, you can perform summary execution on the lot of them; they reach adulthood at 13. But seriously, you should ask the GM what the tone of the game is. Any GM who uses morality traps is just asking the campaign to get derailed, especially if the campaign expects the players to partake in genocide without batting an eye.
By the rules of fiction, he's done for. The protagonists have defeated him. His threat is over. Now, if he's back as the henchman for a greater evil, that's another story... If you want him to come back, he should be part of a bigger evil. Maybe he's stitched together, vomiting blood and warnings about his master (Juju Zombie template). Maybe he's been reanimated by fungus invading his corpse to benefit the colony (Fungal template). Maybe he made a deathbed deal with a greater power (Devilbound template). The point is, if you want your old villain to server some sort of role in your new story, he's going to need to put over the new villain.
Have a target If a fighter needs to survive past level 15, he needs to plan his feats a lot more carefully than he does if the campaign only goes to 8. Let your players know how far they need to go. If the fighter or rogue doesn't have to be competitive with high-level summons, they might not feel like they have to go full-tilt from the beginning to keep up with the curve. Have a goal Feats, skills, traits, and class features are all limited resources. If your players know which direction they need to focus, they will be able to move away from the "safe" choice of being better in combat. Be skeptical
Be realistic Not all classes are made equal. Some classes trivialize an encounter if they have the right spell prepared. Some classes are damn near useless in most situations until level 5. Wanting the Paladin to spend this level's skill point on Profession(Haberdasher) is a lot to ask for. Wanting your demihumans to buy their 8s into 10s will get you a lot of humans. Weak point buy creates more pets and fewer Magi or Monks. Etc. * * * In short, consider doing something to help the feat-hungry, skill-starved classes who inherently have fewer options. Maybe something like the Background Skills option from the Unchained book.
To put this into a bit of perspective, a barbarian can rip your still beating heart from your chest and it will grow back in 1-4 days.
For anyone interested, I put together an ability cost estimation (since a "How do I into Lich" method was something I'd been meaning to work out for a while). Thought I'd toss the draft here Ability Cost Estimation:
+1 Light Fortification Masterwork Haramaki (2) 4153 gp (or +1000 for Mithril Buckler) +1 Moderate Fortification Masterwork Haramaki (4) 16,153 gp +1 Heavy Fortification Masterwork Haramaki (6) 36,153 gp Darkvision (Permanancy) 5000 gp +2 Perception, Sense Motive, Stealth 900 gp
Resist Cold and Electricity 5 10,500 gp (6000 ea); alt 7000 gp for ring
+2 resist death effects, disease, paralysis, poison, sleep effects 2600gp? Maybe twice this?
+2 resist mind-effecting effects 3500 gp, possibly 7000 gp since it is not resist? (mind sentinal medalion)
DR 2/Bludgeoning No more than 6000, I'd say. Compare with 1/- for 5k for Adamantite Haramaki.
Touch attack 1d8 negative energy +1/2 levels ??? Somewhere between 2000 and 10000?
Require 4 hours sleep
+1 Natural Armor (as per Amulet of Natural Armor) 2000 gp
Path from 1-9: Cumulative costs are in (parentheses) 1. (15k) Darkvision, Light Fortification, +2 resist death effects, disease, paralysis, poison, sleep effects, +2 Perception, Sense Motive, Stealth 2. (30k) DR 2/Bludgeoning, 5 Cold and Elec resist, +2 resist mind-effecting effects, +1 Natural Armor 3. (45k) 2 Con Drain, Moderate Fortification, +4 resist death effects, disease, paralysis, poison, sleep effects, Require only 2 hours sleep 4. (60k) DR 5/Bludgeoning, 10 Cold and Elec resist, +4 resist mind-effecting effects, +4 Perception, Sense Motive, Stealth 5. (75k) 2 Con Drain, Heavy Fortification, +6 resist death effects, disease, paralysis, poison, sleep effects, +2 Natural Armor, Touch attack 1d8 negative energy +1/2 levels 6. (90k) DR 10/Bludgeoning, 20 Cold and Elec resist, +6 resist mind-effecting effects 7. (1lvl) Become Undead, Touch attack 1d8 negative energy +1/2 levels, Paralysis 1d4+1 rounds 3/day, +6 Perception, Sense Motive, Stealth 8. (120k) DR 15/Bludgeoning, Cold Immunity, Elec Immunity, +8 Perception, Sense Motive, Stealth, +3 Natural Armor 9. 2lvl Become proper Lich, Rejuvination, Natural Armor +5, Fear Aura, Paralyzing Touch at will, DR 15/Bludgeoning and Magic,
Let's look at mechanics... The cost of becoming a lich is 2 levels (if you're counting its CR as level equivalents) and 120,000 gp. At level 15, this amounts to exactly half of your WBL. Remember that this is one hell of a sacrifice for your player to be making for his goal. He probably won't be able to attain his goal until he is a 13th level caster (Character level 15), so unless you're starting out at this level, he's going to feel the weakness of this process. If you're set on 9 steps, then I'd suggest giving out the powers for each step. The powers are: ● DR 15/Bludgeoning and Magic ● Immunity to Cold ● Immunity to Electricity ● Touch attack dealing 1d8 negative damage and paralysis ● Fear aura ● Natural Armor ● Bonus to Perception, Sense Motive, and Stealth ● Undead creature type ● Darkvision 60' ● Immunity to mind-affecting effects ● Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning ● Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. ● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). ● Rejuvenation (the big one) If we divide these into chunks, we should be able to get small bonuses that our process can grant every step of the way. ● Darkvision 60' ● +2 racial bonus to Perception, Sense Motive, and Stealth (to +4, +8) ● +2 racial bonus to resist death effects, disease, paralysis, poison, sleep effects (to +4, +8, Immunity) ● +2 racial bonus to resist mind-effecting effects (to +4, +8, Immunity) ● 5 Cold and Electricity Resist (to 10, 20, Immunity) ● DR 2/Bludgeoning (to 5, 10, 15) ● Touch attack 1d8 + 1/2lvl (to add paralysis for 1d4+1 rounds 3/day) ● Light Fortification (to Moderate, Heavy) ● 2 Constitution drain that may not be overcome, cured, or prevented by any means (to 4 Con drain). ● Require less sleep per night (to requiring no sleep) ● Gain Undead Type
The costs at each step can be divided (as a cumulative total): 1. 15k
... where steps 7 and 8 are particularly dangerous because you're Undead but do not yet have the Rejuvenation power.
Java Man wrote: Witch has a few culinary based hexes and archetypes. Agree. I would like to point out the Gingerbread Witch archetype, especially. Pastry summons, confectionary familiars, eating your enemies... I like it. You could have a gummi tardigrade familiar
Claxon wrote:
That's kind of the problem, isn't it? If you're going to use CheezeMagik, then there's no way that the PCs can actually do anything. It's actually pointless to try. As the DM, you don't even need a Wizard to accomplish this, actually; you can just design a dungeon with infinite traps, effects, and monsters. The Wizard is just the justification for doing so and feeling clever about it. If you're going to encounter the Wizard's spells and traps without SpellCheese everywhere, then it is indistinguishable from a normal dungeon. There will be monsters, traps, and treasure. The Wizard has no reason to stick around. If you're going to have them physically encounter the Wizard, then you're going to have to make him dumb. There's no reason that a Wizard of that level should ever involve himself in a fight with anything (especially not anything that has a chance of killing him). I can only assume that the question refers to paragraph #3, since #1 is pointless and #2 is Business As Normal.
Claxon wrote: The most abusive form I've seen it take is repeated castings of Augury to bolean search things and figure out the best path forward. Of course how the wizard got augury is a question, but it's possible. To be fair, the Cleric can do this as well. On top of this, the 14th level Cleric's WBL is actually higher than the 20th level Wizard NPC's suggested wealth (185,000 gp vs 159,000 gp; Multiply that by 7, and you're on the wrong end of that arms race as the Wizard). Seems like these would be your limiting factors as the Wizard: * 159,000 gp wealth limit (if this is ignored, it's a fight against GM fiat instead of a fight against a lvl20 NPC). Ring of Freedom of Movement costs 40,000gp. Gating in an Olethrodaemon costs 12,000gp. A Symbol of <X> costs up to 5000gp. That Orange Prism Ioun stone costs 30,000gp. It adds up quick * Action economy. You may have around 9 creatures trying to attack you between your actions. Every action could be your last. Your summons, barriers, debuffs, etc. have to last through 9 creatures each round. * Spell slots and order. You'll probably have 6 slots for levels 7, 8, and 9. Desirable spells compete for each other in these slots, especially if you know every action must count. Time Stop, Gate, Summon Monster IX, Disjunction, Quickened Dominate Person, Quickened Wall of Force all compete for the 9th level slots. Mind Blank, Quickened Black Tentacles, Quickened Dimension Door, Summon Monster VIII, Discern Location all compete for 8th level slots.
If they don't have true seeing, you can rain on their parade of blows by using Mirror Image or Displacement. You could make the Monk nearly useless with retaliatory effects like Fire Shield. You could be able to draw out the combat by making multiple weaker enemies who do not group together (since his style strike which allows him to move and make a full attack is one per round). But the real solution starts with a question: How is the rest of the party contributing?
I'd often thought of taking the "Guns Everywhere" rules and turning them into "Crossbows Everywhere", with the Bolt Ace being the default Gunslinger build, "Crossbow Training" being granted at level 1, and the "Amateur Gunslinger" feat becoming "Amateur Bolt Ace" What this would end up accomplishing is giving Dex-to-damage with a 1 level dip and having a feat that would grant a Grit pool, allowing the user to spend 1 point to target touch AC for the crossbow's first range increment.
You could always have your villain monologue with Perform(Oratory) in conjunction with Bardic Performance: Fascinate Anarchy_Kanya wrote:
...Or Inspire Competence
Balkoth wrote:
I've promised myself that one day I will have a TPK and take the "IT WAS ALL A DREAM!" out. This will eventually fade into an "I don't think we survived that fight..." moment followed by an official, "Welcome to Hell. You're dead." speech. The major conflict/goals will shift to escaping the plane where they don't belong, finding a way to keep from losing themselves to the plane as Petitioners, finishing that last thing that they needed to do in life, and eventually retiring themselves to their proper places in the afterlife. Maybe one day.
You could use existing items and describe them all creepy. Examples: A Varisian Tattoo (31,000gp) -- A piece of flesh carved off of a Varisian caster. May be attached to a spellcaster to give a +1 to caster level (as an Orange Prism Ioun stone) and allows the caster to use the Mage Hand cantrip at will A complete set of Minor Shadow Piercings (19750gp) -- Tastelessly carved into shapes of demons dangling from the wearer's skin by various methods. These are sold as a set and include the following: Vrock (Suspension Piercing) -- Constant Feather Fall; Succubus and Incubus (Chest Piercing) -- +2 profane bonus on saves against effects that cause the dazed, nauseated, and sickened conditions; Many Larvae with their bodies twisted into spikes (Body Piercing) -- +2 competence bonus to CMD against grappling attempts; A septum piercing which is a tiny Glabrezu head connected by a pincer claw (Head Piercing) -- The wearer gains a +5 competence bonus on Intimidate checks; A whispy Shadow Demon eyebrow piercing (Eye Piercing) -- The wearer gains low-light vision. If the wearer already has low-light vision, the ability’s range is doubled Also, there are some neat Fetishes (https://aonprd.com/MagicJujuFetishes.aspx) and Demonic Implants (https://aonprd.com/MagicDemonicImplants.aspx) to browse.
I made an excel at one point. I can stick this on my google drive when I get home if you'd like or if I'm not clear here. It looks accurate to me, but I haven't checked it in-depth. You'll notice that some number of successes will be statistically impossible to be able to achieve, depending on your target number or the number of rolls. I started to make a crit-20/confirm section at one point, but I'm not going to include that. Format excel as follows: A1 "Successes; A2 = 0; A3=1 and pull down so that the cells are numbered sequentially B1 "%"; B2 =COMBIN(E2,A2)*(1-(21-D2)/20)^(E2-A2)*((21-D2)/20)^A2 and pull down. Excel will change the letters that the cell refers to automagically. Format these cells as a percent to make it easier to read. D1 "Target Number"; D2 =N1; D3 =D2 and pull down. This will make each cell refer to the one above it. I do this because I can't figure out how to make only some of the cells to change in column B, as they all need to refer to their corresponding A column, but always to N1 and N2. Also, I don't care enough to fight with it. E1 "Total Rolls"; E2 =N2; E3 =E2 and pull down. This will make each cell refer to the one above it (like in D). I do this because I can't figure out how to make only some of the cells to change in column B, as they all need to refer to their corresponding A column, but always to N1 and N2. Also, I don't care enough to fight with it. F1 "d20"; F2 =ROUND(((G2*100)/5),0) and pull down. This is what number on the d20 that you would roll to get the number of successes in A column. You'll get some repeats. Pick the first or the last; up to you. G1 "d100"; G2 =B2; G3 =B3+G2 and pull down. Format this as percentage with 0 decimal places. This is what number on the percent d100 (2d10) that you would roll to get the number of successes in A column. You'll get some repeats. Pick the first or the last; up to you. H1 "d1000"; H2 =B2; H3 =B3+H2 and pull down. Format this as percentage with 1 decimal place (Alternately, you can set this to =G2*1000 and pull down, creating a custom format for ‰). This is what number on the per mille d1000 (3d10) that you would roll to get the number of successes in A column (expressed as percent with an extra place). You'll get some repeats. Pick the first or the last; up to you. M1 "Target; M2 "Total Rolls" You'll make your changes to target number and number of rolls on the N column. D and E columns refer to N1 and N2, respectively. N1 Target number. This will break or not make sense for values over 20 or below 2. N2 Number of rolls to make. Number of NPCs that you're rolling for, presumably. You'll get a lot of #NUM! if you drag down more columns than you have rolls, but it won't hurt anything.
I've rarely seen people actually enjoy puzzled when they were played straight (most end with "but you didn't say..." arguments). That being said, if you have your heart set on a puzzle you might be able to play it for comedy or subvert it, depending on your group... Examples:
A dip into Master of Many Styles will net you a Style feat and the ability to have two Style feats active at once. Use this to have Ascetic Style and Panther Style active. Be a Cleric or Warpriest or Paladin of a Hammergod and take Crusader's Flurry. Provoke AOOs. Retaliate with AOOs. ALT: Become large. Gain Longarm spell effect (or go Abyssal Bloodrager level 4). ALT: Get a buddy to use Broken Wing Gambit, Improved Trip, or Improved Overrun.
I had a concept for a Varisian Pilgrim that did something similar to what you want. The archetype lets you use your domain powers on party members you have a morning group-prayer with as if they were you (at a range of 30'). The following deities seem like they would work the best: Shelyn (Love and Luck)
Note that an Arshea group prayer may get awkward Love lets you intervene when a party member is about to get hit, casting Sanctuary as an immediate action. Luck (std action from you) lets the target roll d20 twice and take the most favorable result for the next round (but range improved to 30'). Liberation is Freedom of Movement against magical effects as an automatic action. Freedom gives target another save against an ongoing effect as a standard action (but range improved to 30') Trickery lets you give a target a single Mirror Image as a Move Action. ***** The feat, War Blessing allows you to get two Warpriest Blessings (Charm and Luck, we'll say) and Channeled Blessing allows you to cast your Bessings at a distance at the cost of a Channel Energy usage. The Charm Blessing is like Santuary, but only breaks on the subject of the target's attack (not to anyone she doesn't attack). ***** I only played this character once or twice. It seemed like it would get annoying for the DM (so I rebuilt) and had some range/LOS issues, but otherwise seemed to work okay. I picked Liberation, which trivialized one encounter (but didn't come up other than that). I probably would have gotten more mileage out of Luck. ***** Maybe this is a good starting point for what you have in mind, to participate in combat (without fighting) and give a vibe of "peace"?
Jared Walter 356 wrote:
I'm not saying that you can't make up rules that do reasonable things like you've suggested. I'm saying that RAW is silly.
Gray Warden wrote:
And this is really where the arguments come from. If someone can't be Good when they're not willing to perform good actions, how can someone be Evil if they're not willing to perform evil actions? If someone isn't willing to perform evil deeds even when there's no chance he'll be caught, how can he be considered Evil? He's just a Neutral person, going along with the least-resistance flow of society. Alternately, he's Lawful Neutral, rationalizing the need for and binding himself by a strongly enforced set of laws that prevent people from doing things that he would want to do. PRD section on alignment wrote:
Presumably, this also applies to evil. After all, a person who has good thoughts and recreationally kills orphans can't be Good. Also, a person who doesn't feel devoted to the concepts of Good and Evil, but likes the praise he gets from helping people (and does so at every chance he gets) can't stay Neutral.
I read this quandary and had been thinking about it. It occurs to me that if you have a group of mooks that hit only on a 20, you can aggregate their hit chances together into a single d20 roll, determining how many hit their mark by figuring probability. For example: If you have 8 Hobgoblin longbowmen firing at a PC with and AC of 23 or higher, they would each individually have to roll a 20 to hit. A few computations show us that roughly 65% of the time all will miss, 30% one will hit, 5% two will hit, and 0.5% of the time three will hit. On the dice that translates to: 1-13: miss
They're weak enough to consider one hit a kill (great cleave would be very effective and a fireball would wipe the lot). The downside is that you would have to keep track of a chart to figure out hit/damage probability as their numbers dwindle. Also, you'd have to keep track of each individual die as a separate attack for damage reduction or deflect arrows or the like. For example: 4 longbowmen
24 longbowmen
Anyway, it's a thought.
Yqatuba wrote: Well, ok. Say you have some big elaborate dungeon. What keeps the pcs from just teleporting right to where the big bad is and skipping the whole dungeon? One of the following might keep the PCs from just teleporting in: 1. Who and where are unknown qualities (and consequently finding those are major goals of the adventure). 2. The Big Bad hides behind a powerful henchman. 3. Killing the Big Bad doesn't resolve the goal of the adventure. 4. The Big Bad's hideout is somewhere fundamentally dangerous to the party in a way that isn't immediately evident upon viewing (no breathable air, negative energy floes, electrified floor, poisonous environment, etc.) 5. Confronting the Big Bad will set off a "bomb" that will cause some sort of disaster to occur. The PCs must diffuse this first. 6. The Big Bad has warded his area against teleportation. 7. The Big Bad has an active Contingency that teleports him away when someone teleports near him. 8. The Big Bad resides on his own demiplane. 9. The Big Bad requires some item or action to be performed in order to defeat him permanantly 10. The Big Bad has planned for this to occur (surely everyone has heard of this tactic by now) and all hell breaks loose once the PCs teleport in.
If you wish for more wishes, you deserve what you get. The best case scenario is that you'll get a Noble Djinn teleported to you who says, "I'm willing and able to grant 3 wishes to you! Now, what I need from you first..." For the normal/expected case scenario, you should probably have a backup character ready before you make that wish.
Asmodeus' Advocate wrote:
Let's say you're a goblin. You can play nice-nice, live a peaceful life of helping and sharing, go to Heaven when you die, and live peaceful eternity of helping and sharing. Alternately, you can stay Neutral Evil, eventually turn into a Daemon (if you survive long enough in Abaddon as one of the Hunted), and devour souls. One of these options is more attractive to a goblin (and to evil people in general). Worshiping an evil god, then, fills the same purpose as worshiping a good god: You hope to find some favor with your god by advancing his/her/its goals, making your afterlife somewhat easier/better.
I agree that Lamashtu is the go-to for those who have lost their mind and want to become full-fledged monsters, but there is another class of people who would worship Lamashtu: Parents. Lamashtu's Mark gives your children the "fiendish" template. If you live in a cruel, uncaring world where your children's only chance of survival is to be strong and feared, then Lamashtu provides something valuable (and probably a useful philosophy also). While that certainly qualifies as "off your rocker" in the real world, it's closer to "slightly unhinged" in Golarion.
LordKailas wrote:
I came here to suggest this. Also, here are some other options:
Better Adventuring Through Husbandry
Val'bryn2 wrote: Falling onto spikes specifically requires an attack roll, so is an attack, and deals damage as daggers in addition to the falling damage. The kinetic blast is a corner case, where we really do need an answer, it would probably be good to have an updated definition of damage reduction, perhaps that it affects piercing, slashing, or bludgeoning damage. The issue is that Energy Resistance tells you what it protects against, Damage Reduction tells you what it doesn't protect against. On the PRD at least ( http://paizo.com/pathfinderRPG/prd/coreRulebook/glossary.html#energy-resist ance ), Energy Resistance protects against energy damage suffered from an attack. So, you might be immune to being injured from a fireball, but not from a candle.
Backlash3906 wrote:
You've obviously never run afoul of a peacock Quote:
Level 4 in Mad Dog Barbarian will allow your Swan to rage. Primal Companion Hunter will add Evolutions for 1min/lvl. 3 levels of Divine Hunter will add the Celestial/Fiendish template. 2 levels of Eldritch Guardian Fighter will let your Chicken use your combat feats.
I'm saying that when Hide From Undead affects the undead in question, it prevents them from seeing you, hearing you, smelling you, feeling the vibrations of your movement through the ground, feeling the vibrations of your movement in the air, or perceiving your displacement in some fluid (in most cases, air) according to spell text. Hide From Undead prevents you from being perceived (but does not make you Invisible). Glitterdust outlines Invisible creatures (which you are not under Hide From Undead) and makes them visible. It also covers you in dust. It does not specifically do the following: 1. Prevent you from being "you"
If you want to rule that Glitterdust defeats Hide From Undead because "it's basically Invisibility" then that's a fine houserule. If you want to rule that anything the warded creature carries remains to be warded even after the creature drops it (horses should be able to carry about 100 gal of holy water, right?), then by all means do so. But that's not what the spells say that they do. You'll want to be upfront with your players about what these spells do in order to stop mid-adventure arguments.
The Black Bard wrote:
Keep in mind that this is actively evil intent and not evil thoughts as per spell description. Man fantasizes about revenge killing? Does not detect evil.
The above examples assume that the targets are 5HD or greater Also, remember the HD limit for Faint, Moderate, and Strong auras (especially for normals like those mentioned above, who must be 5 HD to register "faint", 11 HD to register "moderate", and 26 HD to register "strong". If some schmoe is registering Moderately Evil, then something is likely awry.
LordKailas wrote:
Strangely, the Overland Movement Rules say that a skeletal horse can hustle/move forever unless it is being used as a mount, in which case it dies just like a normal mount (but doesn't become fatigued doing so). The PRD wrote: Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches. Since the damage is lethal, undead mounts have no immunity or resistance to it.
Zarius, I'm glad that you've been enjoying the hobby for a while. I, and many other posters, have been enjoying the hobby since 1st Edition AD&D (and some even before that). In that time, I've seen a lot of DMs try to screw over players, either through technicalities or "hands are tied" literal rulings. I want to get across the point that technicalities swing both ways, and that rulings don't occur in a vacuum (consider a Kitsune Paladin sing Dominate Person to cause a king's chef to poison him because he isn't technically murdering or poisoning anyone). I also understand that I am basing my opinion on this from the one line stating that a Paladin must "willingly" perform an evil act. But you should understand that you're basing your opinion on exactly zero lines that say that a Paladin should fall from unwillingly performing an evil act. In short, surprise rules that run contrary of written rules that completely trash your character aren't fun and tend to cause havoc in a game.
Tarik Blackhands wrote: Dominate Person/Monster for the easiest example. Suggestion can also be fenagled as can Charm spells with a passed Cha check (maybe). Violating your code is an obviously self-destructive action and "obviously self-destructive actions are not carried out"as per Dominate Person. Charm Person cannot make a person do something he/she would not ordinarily do. Edit: Noting that Suggestion has similar verbage to Dominate person as to self-destructive actions.
What I want to know is why people expect Lawful Evil folk to twist the meaning of everything that anyone every tells them while at the same time expecting a Paladin to try to interpret his enemies' demands as favorably as possible. Paladins should act like a Lawful Good version of a Cleric of Asmodeus, considering what's at stake. Wizard: Suggestion!: Your Lord is a traitor and you should attack him.
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