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If a creature bite has poison and you have to save once per round for 6 rounds, 2 consecutive saves cure it.
If yes, someone could take 6d3 str. Damage if they failed all the saves? That sound right? ![]()
Nefreet wrote: The Octopus can strike with a tentacle, grab, pull the fighter adjacent, free action let go, and repeat for arms 2-8. Then make the bite its last attack. It should have 1-8 tasty targets conveniently in reach of its beak. Wow that was my next question. Thanks will make sure I get the swimming and drowning rules (hold ones breath) down. Thanks a bunch...... ![]()
Ipslore the Red wrote: Now: what happens when the octopus grapples a succubus? Only read the first page, but Brilliant! ![]()
mplindustries wrote:
Thinking of grabbing the fighter(the group will be on the warf) grapple him, drawing him into the water, then as a free action letting go. Now he has to start swimming?Then second turn attack the rest of the group and with all the attacks each one is a free grab and as long as I don't try to do a grapple I'm at a large minus to keep them grappled? that sound right? ![]()
First off, I have my books in my night stand and my wife is asleep so doing this from memory, sorry if my terminology is a little off? I have a huge Octopus attacking the group this weekend and want to see if I will play it right? If I have a Octopus arm grapple someone, I can only move the Octopus 15 ft in water? usually 30 ft but a grappled person makes the Octopus move at half move. If I have 2 Octopus arms grapple someone that counts as aid another in the grapple? If the Octopus "jets" with one or more P.C's it moves 100 ft? (half the jet distance of 200 ft) If the Octopus successfully grabs someone can it bring the P.C adjacent to it's self? or does it have to grapple the opponent first then move it adjacent to it's self?
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Have not read the thread, sorry if anything has been mentioned before. Aboleths. We've heard a number of times that they have something planned for the aboleths, typically when mentioning how they keep shooting down races being connected to aboleths because something is planned and they want everyone to be in attendance. An underwater ans/or darklands AP is probably the place that would happen, but there might be a hardcover Environment book tied to that. A big revision and update of all the environment (and hopefully weather) rules. Lots of terrain, both mundane and magical. Rules for deserts and arctic and more. ![]()
Make it Digital?
Like a living compendium rulebook. You also make it in print friendly format so people who want that instead can print it up and organize how they want? maybe? ![]()
MagiMaster wrote:
This option sounds good just as well. Forgot the mention never made a magic item before so the core rulebook would have all my choices? correct? ![]()
[QUOTE=On the other hand, if the Runestones are permanent or if the bag never runs out of Runestones, then I would treat this item exactly like a magical Staff. I would use the same rules for creating a Staff, except he's making a magical Bag - but mechanically it should be exactly the same thing - 10 max charges, multiple spell abilities, and a recharge mechanic that lets him replenish Runestones by spending spell slots. In fact, it would not matter to me whether he called it a Bag of Runestones or a Staff of Walls, the game mechanics would be identical - the only thing different is the fluff about what it looks like and how he uses it. This gives him a huge advantage in that the Bag of Runestones would use his caster level rather than the (very low) preset caster level that wondrous items normally use. If you use that last option, it takes the "random" element out - staves don't require the user to to randomly roll for which spell he uses. If you want to add the randomness back in, you might simply reduce the casting cost of the Bag of Runestones by, say, 20%. I wouldn't go lower than that since he knows, at least, that he will always get a wall. I hope that helps. I think he would like this option more, reuasable and have to cast into the stone. And yes the bag is just a simple bag that randomizes the spell so a reduction is needed. ![]()
One of my more enjoyable players (wink) wants to create a magic item. He likes to add fun to the game as well, so something that has a negative is encouraged. His current item is a deck of Summon monster cards that summon creatures at random to the battlefield even if it's a Dolphin in a Dungeon :) He enjoys the use of props so has a special Taro card deck he uses for this. The next venture I need help with he plays a Halfling Wizard who just had to kill one of his long lost exiled brothers who had turned to the Whispering way, Ala lichedom. So he is a specialty Evocation Wizard of 9th level and has a set of rocks with runes on them. At 8th level he has been using the Elemental wall theme from his School and wants to carry on the theme.
So how the heck do I price out something like this, I myself am not to well versed at item creation, so please help out a D.M to make this? ![]()
Can anyone at Paizo please consider having a variant subscription (or allow this variant for International subs) that does not give a PDF of the item purchased?
Please post here if you also would like a variant subscription also? If you are posting to justify I (and others) should support Paizo stop now, you are actually derailing the conversation, I will STILL PURCHASE PAIZO PRODUCTS but from another source and Paizo will still make money from that purchase but they can make more by selling to me directly. Please keep it civil.......... ![]()
With a heavy heart I have to decided if I want to stay with Paizo or go to another source for my needs?
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What Divine and Arcane level 1-3 spells should a wizard and cleric take? They would be for a 6th level character. I ask as the most knowledgeable players in are group are no longer playing with us and the 2 new (really all of us are new) need help with what spells should are wizard and cleric take? Thanks for your help. ![]()
First off I know nothing of the Pathfinder Society.
I'm looking for a Pathfinder Society Scenario (or Scenarios) that will fill 5-6 hours of playing to introduce 2 new players to how skills,combat and ROLE playing. Can someone here point me in the direction of some Scenario(s) that will fill that many hours and have a good mix of ROLE AND ROLL playing? Thanks............... ![]()
Thanks for the comments. I'm running the second book in the Carrion crown series and the trap is set for 6th level players so they are not that weak, mend will really repair anything that survives. It's the minor stuff (low hardness) that will get really hurt. I may modify the spell to give items a save of a d10 and they save if they roll equal to or under it's hardness value? thoughts? I will also let the party use hero points to save say d6 items per hero point? thoughts? ![]()
I have the trap coming up for my party which is Acid Fog. the spell deals Acid damage to creatures and objects in the area of effect of 2d6 damage. Potions should be fine, glass should not get affected by the spell, should the item that seals the potion get damaged and ruin the potion? Also how would you handle a party of adventures in an acid fog? I can see scrolls on a belt getting destroyed right away but how about a spell book in a back pack be handled? ![]()
Been awhile since I have played getting slowly back into it and have a Question about the feats creatures have in the Bestiary. The group is going to be battling a Huge Air Elemental. Do I add a +4 to initiative from the Improved Initiative feat? or is it already worked into the Initiative stat for the creature? Do I add Iron Will to the Will save for the creature? or is it worked in? I assume Mobility is added into anytime it moves? Thanks for the help.......... ![]()
harmor wrote:
The DC would be to train the animal to eat the apple whole so no potion gets spilled out of the horses mouth (excuse the pun) |