Red Raven

Lambec's page

5 posts. Alias of Cathawk.




I'm really lucky and I've had the same group for 3+ years. We've gone 4e to PFRPG.

We were using the FR campaign setting and for the longest of time I wanted to put players into my own created world. The time is near.

I have a story arc in place now that is prepping this shift. It goes something like this:

1. Party has been assisting a small lumber town and were out on a routine quest for the town.

2. Party has killed cultists from both Vecna and Orcus (Orcus and Vecna cultists in this story are both using the party to do in the other cultists) over time.

3. Party arrives back in town to find it taken over by Vecna cultists that want revenge.

4. Fight ensues.

5. Orcus cultists arrive. They are very strong and want to do away with party & Vecna cultists.

6. Vecna cultists start fleeing by means of 'portals'. Somehow party will be coerced into fleeing into portal to 'live'.

7. I think at this point an Orcus cultist will cast a spell that impacts the portal while the party is fleeing and BAM... transported to new setting. Magic gone haywire :)

8. I need a plausible story for this next part. I want to strip the party of all/nearly all equipment. Basically arrive in their skivvies. I just need a logical reason why. I can't strip the Sorcerers spellbook because that would completely break his class. My other players can find new weapons.

My idea was to de-gear them and throw some lower level encounters at them until they gear up. They'll have to equip some tree branches and rocks until they get a game plan going.

I just need a story to explain why they were stripped of gear (minus the sorcerer spellbook)


Okay masters, I'm coming here for more insight.

I have a cleric in my campaign and I just want to make sure I'm understanding what spells they can access properly.

Info you might need:
Cleric Level 6:
Deity: Irori
Domain #1: Knowledge
Domain #2: Healing
Alignment: True Neutral

So my cleric player, being true neutral chose positive energy for her spontaneous casting. (This was easy).

My real question is this: "Being True Neutral and the information provided, is there any spell school and/or domain she's flat out not allowed to cast?"

She's neither lawful/chaotic so that stops the opposite there and she's neither good/evil so that stopped the opposite there too.

I'm assuming, for the most part (as long as the level is proper) this cleric can cast any spell?

Thanks!


Okay, first, my background is heavy 2nd edition and 4e. Honestly I played about one session of 3e back when. My group tried 4e for a while and decided to go Pathfinder for more options/possibilities.

So last night I was running our campaign and I got caught up short on something.

The party was fighting a group of ghouls. Obviously the ghoul has a special paralysis attack if it hits you with its bite or claws

Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)

My problem was this. Player A is hit. According to the monster stats the Player has to overcome a DC 13 to not suffer paralysis. This is where I was lost. What is the DC against? Does the player get any bonus? Like sometimes you'll have "make a DC 14 Acrobatics" check. Obviously it's a d20 + any Acrobatics skill you might have. The paralysis completely threw my group. We spent about 5 minutes looking for rules to clarify and then just flubbed it to speed up the game and not slow it down looking up a solution. The thought was if it was simple a true d20 roll against a DC 13. If so, that seems awkward because then a ghoul could equally paralyze a level 1 or level 20 character.

Question #2 - The length of paralysis. For the ghoul example, it reads 1d4+1 rounds. Does this mean if a player suffers paralysis they're suffering that condition for the entire random duration or is there some sort of check to break per round? (I read it as entire duration with no check).

So that's it. The DC is really what threw me for a curve here.