Why would any cleric get bitten or otherwise be threatened by a zombie that is confined in a 20-ft. deep pit? These zombies are specifically characterized as "relatively harmless in their pits".
EDIT: +1 for what Lorax said
My players are thinking of cutting the bridge as well, to see if the goblins have another way out of Thistletop. They suggested it last session and our next game is tonight, but I had a lot of time to think about what the goblins and Nualia would do. Fortunately for me, I still have time to suggest (via Shalelu) that this might not be a good idea because it would warn the occupants of their arrival (Gogmurt didn't have time to send the message) and because time is against them.
At first Ripnugget will not bother Nualia with it and he'll have his goblins repair the bridge at night. They might succeed, depending on how alert the players will stay -none of them has darkvision or any means to gain it, so the goblins are at an advantage.
Mooncairn wrote: Let me start by saying that I'm a novice GM and RotR AE is my first campaign. I've yet to master creating ad hoc balanced encounters. Hey, we all learn in the process! The point is, as you say, to have fun. Now to your problems. It seems to me that your biggest concern should be that the players skipped a large and important part of the story. Not to mention that the PCs didn't enjoy the 'Sandpoint Heroes' status they're supposed to! The Glassworks incident needs to hapen for a number of reasons, just to mention a few: it organically ties the PCs to Sanpoint, its history and certain inhabitants; it can be an opportunity to reveal part of Nualia's background and motives; it introduces aspects of ancient Thassilon; it foreshadows later events.
Still, there are various more options. People have already suggested some possible ways to handle the situation. If you are worried about a TPK and don't want it to happen, you can always nerf foes at the last moment or fugde some rolls.
If return to Sandpoint, have them investigate Glassworks and the Catacombs. If they finish Thistletop first, have the Glassworks incident happen anyway, maybe with goblin commandos instead of simple warriors and a few more sinspawn down at the Catacombs -to make things more challenging for 3rd level PCs. You can always replace treasure and/or foes from one dungeon to the other, so don't worry if for example you think that the shadows will be too overwhelming, since they didn't have the chance to find an extra magic weapon (on Koruvus). Concerning similar future mistakes: remember that there are no 'right' or 'wrong' choices for the PCs, story-wise. My party also wanted to track the attackers after the initial goblin assault. I had the tracks lead to a beach and then stop -Tsuto took a boat from there precicely to avoid being tracked by land. If you cannot change things on the fly, you can always do it afterwards to fit everything together. Oh, and one more thing: I hope Aldern didn't die outside Thistletop, or you'll have to rewrite most of book 2!
As someone else already mentioned, I also used Sheila Heidmarch, Pathfinder venture-captain from Magnimar, as an extra NPC visiting Sandpoint. Though not as part of the Shattered Star AP but To foreshadow:
the appearance of Lyrie Akenja. We know that she wanted to become a Pathfinder and that she killed a competitor, then fled Magnimar -this happened over a year ago (in my timeline). Yet recent divinations suggest that she is hiding somewhere near Sandpoint. So, Sheila had to do her duty and report this to the Sheriff, where one of the PCs is working as an Investigator. Hopefully the PCs will grap the opportunity to gain a very helpful contact in the big city! Also, many thanks to Yossarian, who compiled and posted an amazing guide to Sandpoint with lots of new characters, especially for the Sczarni and the Pixie's Kitten -you rock! It' somewhere in the Community Created Stuff.
I just checked the module and realised that you're reading the entry wrong. In Valero's entry the line "Longswoord +3 (1d8+3 ...)" does not mean that the sword is magig. +3 is his total attack bonus:
The same goes for Merisiel's dagger. She has +3 attack bonus becausse she's using it as a ranged weapon, hence the DEX modifier (+3).
+3 longsword +6 (1d8+6 ...)
Edit: ninja'd and in better wording
Troubleshooter wrote:
I was aware of this change, it's just that at first it seemed to me that you couldn't sneak up on someone if your movement didn't end in cover or concealment. Nevertheless, it is logical and realistic to be able to do it for the various reasons already mentioned. And good to have it in RAW as well.
1) Yes, that's right. Note that some creatures (as elementals) cannot be flanked, others are completely immune to sneak attack (incorporeal creatures mainly). 2) No, once someone leaves cover or breakes concealment, they cannot use stealth. So there's no apporoaching unnoticed, unless the rogue is invisible or has some other feature like 'hide in plain sight', which allows stealth without cover. A hidden rogue can only sneak attack once, while using a ranged weapon.
For spell preparation, see section "Magic" in the PRD: Preparing wizard spells wrote: When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells. Hope this convinces you :-)
Lesser restoration does the trick! Can't say right now if there's any other spell or effect...
The answer lies in the description of the Polymorph subschool, in chapter 'Magic': Polymorph wrote: If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell. And: Polymorph wrote: If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size. Since weapons are part of your equipment, the rules should apply normally.
Generally, after an admittedly quick read, the rules seem fairly consistent and clear. I loved the part about Abduction, heh... Just one thing though (for now, at least): NEW STEALTH RULES wrote: A creature observing you may use a swift action to actively observe you, gaining a +4 bonus to all opposed Perception checks with you until the end of the round. Why is this neccessary, especially since you clarify that they can see you or at least know your exact location (and that you provoke AoO as normal)? This part is a bit unclear, to me at least.
Gauss wrote: No, you cannot use Detect Magic and Knowledge Arcana identify the magic trap or spell. You can only identify the school of magic. In Skill Descriptions it states that you can "Identify a spell effect that is in place" using Knowledge arcana (DC 20+spell level). Doesn't this mean that you can determine exactly which spell is in place? It seems a little vague...
Magic traps have spells in effect. I would say yes, they can be detected with detect magic and their aura can be determined as well. Dipel magic can suppress the effect for the given duration. This does not make magic traps useless, there are ways to conceal (or alter) the aura of a magic item or a spell in effect. Besides, determining the aura does not neccessarily reveal the item or place as trapped. As a GM you could place a few lingering auras (not connected to any traps) to derail the players. Or the auras from a trapped chest could be so many as to overlap and confuse anyone detecting them ;)
That was more in response to describing torture as 'inflicting pain', which is what most people here assume. Torture is also about causing fear -and undead are clearly immune to that. I was also thinking of spells like pain strike (and a few others) that require a Fort save. Ok, it's a bit of a stretching of the rules saying that undead don't feel pain, but they are masses of dead flesh (or bone) and one could assume that they have other ways of determining when to heal, just as they obviously have other ways os seeing without eyes -and with darkvision at that! So, I don't think I would feel cheated if a GM ruled that you can't cause pain to undead.
I was under the impression that undead just don't feel any pain. Their bodies are dead, including their nerves. Besides, even RAW, they should be immune to pain effects, since they are immune to effects that require a Fortitude save (an pain effects are such). So, strictly, torturing undead has no basis and the players shouldn't have gained anything from this :p
What does your defense/buff spell list look like? There are the mass versions of all the ability enhaching spells and there is repulsion and antilife shell. blade barrier is an all time classic 6th level cleric spell, both for offense and defense. However, summoning spells are the most versatile, definitely worth investing a high level slot. Especially since you can access all the lower level monsters!
Harry Canyon wrote:
If it's a spell enhanced with the Silent Spell metamagic feat (emphasis mine, above), they can do it. The same with a Still and Silent spell.
Have you ever played Baldur's Gate II? Let me introduce you to... Lilarcor, the Talking Blade
The descriptive text mentions that, if the target is a creature, a caster level check is required to remove the curse. It also states that remove curse counters and dispels bestow curse. So, wouldn't that mean that the caster level check is only required when the source of the curse is something other than the spell bestow curse? Since, for example, haste counters and dispells slow automatically, wouldn't it be the same? It came up during a session and I ruled that, since the source was the specific spell, then remove curse could take effect without a check. Is there an official ruling saying otherwise? Thanks in advance!
Don't mistake the concept of 'hell' as we use it in everyday life with the outer plane named hell (or abyss). Evil clerics/worshipers don't go to a 'place of eternal punishment' when they die but to their deity's domain (provided they were good at being evil!). This probably won't be a merry place but it has nothing to do with being punished for their sins. Evil clerics in particular might hope for an elevated position within the ranks of the souls of the dead. After all, they will be close to their deity's essense, which is in a sense the point of heaven (whereas the point of hell is for the souls to be as away form a god's mercy as possible).
Conjuration is the answer! Spells from this school never allow for SR, plus they're good at capturing/slowing enemies: web, solid fog (no save), black tentacles, acid fog (though many outsiders are resistant to acid), wall of stone, wall of iron, summoned monsters to block escape (or grappling monsters, even better). I'm sure the APG or UM have many more interesting spells (create pit from APG perhaps)... Well, Conjuration probably is the school of magic with the greatest variety and utility of all. Dimensional anchor to prevent them from teleporting away; it states Spell Resistance yes (object), so creatures shouldn't get a save, though the spell does need a ranged touch attack. Dispel magic always comes in handy to dispel freedom of movement. These are just after a very quick search or from the top of my head. Hope I did help!
Why was I under the impression that casting from a wand didn't need an attack roll? Do I misinterprete the following? Activating a wand wrote: Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
That's a tricky one... 1) I don't believe that magic (or a dead meagic area, for that matter) has anything to do with what happens to one's soul when they die, on the Prime Material Plane or any other. But it is probably related to the world you're playing and it's rules about afterlife etc. 2) PRD wrote: Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled. I guess the above could apply to breathing as well. Eternal suffocating without dying while in the demiplane, and when he escapes... retroactive suffocation? :p 3) and 4) I think that it is impossible to move a portal. But I believe you can destroy or suppress it with antimagic. The problem with an antimagic field would be to make it permanent, since it is not in the list of spells that permanency can be applied to (and therefore it's subject to GM's approval whether it can be done). Alternatively, build a massive, compact building on top of it. Made of iron. Or teleport a mountain :p Don't know if it actually helps. Your real problem is GM's opinion. On the other hand, it is an interesting plan to gat rid of an annoying opponent and i think your GM should reward your creativity. And even if the necromancer finds a way to escape, this would just mean that the campaign would go on -the game never ends!
Ii seems a good build, except for one thing: Dexterity! AC, initiative, ranged touched attack and Reflex save, you need them all. My opinion: Str 8, Dex 14, Con 15, Int 12, Wis 10, Cha 18 Granted, you'll lose some skill points. But it's far more preferable to losing your character :p
Hyla wrote:
Still, I'd say that the link is necessary for the commanded creature to carry on with the command. If the dominator dies, the dominated 'wakes up'. At least, that's how I would rule it, were it my option. I guess it's one of the things that are in the GM's hands :p
Dominate Person wrote:
I believe this implies that you cannot control the dominated person if you're dead -i.e. both incapable of mental exercise and being on another plane. As a vampire's dominate is directly compared to the spell, I'd say that upon the vampire's destruction, this link ends.
BigNorseWolf wrote:
And here I thought, the game was Pathfinder :p On a serious note, keeping track of material components could either be fun or frustrating for the players, depending on how harsh you make it on them. Generally speaking, it is not good GMing if the GM is too strict regarding unimportant matters (and I mean unimportant by RAW). On the other hand, if the players feel that hunting an exotic bird for a feather (windwall) is a fun adventure, then go for it. Though in certain environments (e.g. desert or subterranean settings) this could rob the party's fun -especially the wizard's.
Talynonyx wrote: Like umm... Giant Form? In the Core Rulebook? Well, not exactly: Giant Form I wrote: When you cast this spell you can assume the form of any Large humanoid creature of the giant subtype. As I read it, the polymorph spells grant the form of a certain creature, along with several listed abilities connected to the type, not the type or subtybe itself. Generally, the way to change a creature's subtype is for it to gain a new template, in which case the transformation is permanent. So if there would be a spell to do this, it should be pretty high level. Not even shapechange states that the change applies to subtype as well.
LoreKeeper wrote:
he's got huge sharp... he can leap about... look at the bones! Sorry, could not resist :p
It seems to me that the feat Step Up doesn't have that high a cost, it just demands a feat spent. Granted, the Pursuit mechanics isn't the same but it's still kind-of-like granting a 'free feat' from which mainly melee types can profit. So this should probably come hand in hand with another 'free feat' to compensate for other types in general (casters or ranged fighter types) -as Rory suggested above with Combat Casting.
I see, my bad :) In the game I'm running there is a constant whining about the 5-ft-step a caster can take to cast a spell, while I believe that there are ways to either prevent or circumvent this. Your suggestion could be one method, though imho it could become a bit unbalancing under circumstances... Don't know; maybe we'll try something like this and then I'll post again!
A melee character threatening a spellcaster can ready an action to "attack the spellcaster as soon as he starts casting". This would include a 5-ft-step in response to the caster's 5-ft-step, provided that the melee fighter did not move during his/hers turn, before readying the action. I believe that this tactic does introduce a measure of risk for the spellcaster and that it doesn't violate any rules, right?
Nasty tactic vs. wizard: the cleric casts silence on the melee fighter (or better still: animal companion) ; melee fighter/companion engages spellcaster; somebody forgot to prepare a few silent spells?
If it is a healer examining a possibly pregnant woman, I'd say the DC wouldn't have to be very high, like 20 or 25 in the early months. it should be less at later stages; and as already mentioned, different races would call for different DC.
KaeYoss wrote:
This could also work as a Bluff check, I guess. Well, paladins usually have a good Sense Motive bonus but they're not immune to being fooled.
Lobolusk wrote:
That probably was a binder, from "Tome of Magic: Pact, Shadow and Truename Magic". Strange class indeed, it gave me the main idea for an entire campaign :-) I have a player who's barbarian/wizard and it's so funny when he flies into a rage, when he's literraly the "expeditious retreat" type! And it's not as strange as it seems, he has a good excuse for the combination. |