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Dot for further interest.


I agree with all the above posts for class choice (is that possible?) But, having had to help fellow players realise just such a desire I will say this : Do not try to make the game setting fit with "what is Jedi." Rather, think on how a Jeri -like character /class /organization would be if it had developed in the campaign world. Square pegs, triangular holes, and all that. I haveknown players that get so obsessed with trying to have every power that a certain character had that they end up with a mostly unsatisfactory character.

Also depends on what kind of Forceuser the player want to be. Remember that Jedi use the Force not just as spell -like abilities by itself (Eldritch Knight) , but also to enhance their combat abilities (Monk) with greater speed, jumping, more powerful blows. The "Clone Wars Adventures " series had a great Mace Windu solo story showing this.


Have a function where it can be wrapped around your fist(s)/arm(s) and any enhancement bonus now count toward your unarmed attacks, along with DR bypass for the metal type?

Or maybe let it also be able to be thrown at an enemy and (have a chance to) entangle/grapple /pin said enemy. Ranged incapacitation, letting you move on to another foe.

Or combine he two. On a successful attack them item can entangle /grapple /pin the target, but you would lose the benefit to unarmed attacks.


Cranewings, "rolling for sense motive" doesn't mean that the PC is taking out a magnifying glass and examining facial tics, or holding a finger to their neck to check for elevated pulse, or holding a hand to their forehead to see if the other's temp is risen. It merely means the PC is actually attentive to what is being said and the body language of the speaker, and listening for inconsistencies in the story.

Also, spamming Perception in character would speak to a paranoid state of mind. Or post-traumatic stress disorder as you mentoned. Neither of those mental states indicate complacency. If anything Id give such a character perception bonuses in certain situations, but Charisma penalties for many social situations. Spamming Perception simply to be an out-of-character jerk? Yes, penalise that.

But, on topic: Dotting to follow. I've had the same question and would love to see what this thread produces. Because I'm lazy I think that, for now, Ill just call for Sense Motive checks at regular intervals during certain conversations. (Partly because I have players new to rpgs and they might overlook this skill)


As a horseman myself I might say that saddle would be acceptable, but a druid shouldn't need reigns. Yes, even reins with no bit.


At first I thought this was silly. Then I re-read it. If you are saying what I think you are saying, then I think I like it. But I would only let it work for heavy crossbows.


This is a really neat idea. I like the idea of dual super power states facing off.

OR

Go for a "Days of Future Past" feel where the player-created country WAS the dominant super power, but by the time the players start the "modern" game this country has falllen and is only an entry in the encyclopaedia, has just recently been destroyed, OR (my favorite) is being invaded (possibly subjugated?) by the political entity that was an antagonist in the fantasy game. Then the PCs could fight to liberate their country.


My mother-in-law made up dwarf wizard for my up-coming game, and as we were diiscussing the build I noticed the dwarf racial attack bonus against orcs and goblins. And I had an idea: Would this reasonably, and with balance, give a +1 to the spell dc save against such creatures?

(If this is covered by a trait, such as in APG, I apologise. I have only Core Book, Bestiary, and Beginner's Box. I know of the PRDs, but try not to use them much.)


+1 to all of this. Definitely stealing these ideas.


I will +1 what Anguish and Locke wrote. You are not a bad player. Unfortunatelty your GM isn't letting you be a player at all, good OR bad.

You need to have a serious talk with your GM. Ask him what he enviisions for this "campagin" he is running. Ask him what he has planned for your character. Then tell him what YOU want for your character.

Also, what do the other players think of this railroading? (Railroading is a term used when a GM forces-through various means-the players to do and act in a way the GM determines is best)

If I may be so bold as to say something on behalf of this wonderful gaming community: The reason many of the responses might seem harsh is that if you take away a player's free will, remove their ability to develop the PC's personality as they like, take away creative thinking, then we all may as well stay home and play a video game.

And welcome to Pathfinder. I've found the players and developers of the game to be very helpful and supportive on this site. I hope you do too.


Maxximilius wrote:
The more I read, the more this thread smells funny.

There is something rotten in the state of Indol.


Sounds like a good plan.

With out knowing your specific game world, there might be more than one red dragon in the world. Since you are immortal try making some promises to the dragon that it will have a seat of power once the new order of things comes around. Same thing for the lich, now that I think of it. Maybe open the bid by exposing a weakness of one of the PCs.


Duna the Explorer of Indol wrote:
Of course I don't get to choose what I want to do, the GM does.

Fixed it for you. I'm glad you are enjoying the story being told, but I weep that you do not seem to be given ANY choice about how YOUR character is played.

You mentioned you need six items to save the world, but have already failed to recover two of them. Is there any way to try again? Otherwise I'm thinking that you may as well give up. If you must have all six items and can no longer obtain all of them, then there seems to be no way to "save the world."

Also, from what are you saving the world? If it is utter annihilation I can understand a lawful evil character working along side (presumably) good adventurers to gather the items and stop the destruction. If you are only "saving the world" from being ruled by a BBEG (Big Bad Evil Guy), then perhaps you, being lawful evil now, might want to throw in and work for or with the villain. Only to stab him in the back once you've won over the forces of good and take his seat on the throne.

2cp


Brilliant. Also, once they depose Master Blaster, the party could help establish the new overseer. Thusly gaining some renown, new quest options, and some new enemies.

Be sure to throw in the line "Dyin' time's here!"


If the PCs withdraw from a dungeon before "completing" it, perhaps whe they return they bump into another (NPC) party on its way out, having cleared the monsters and taken the loot. Sets up some good plot hooks and twists, and shows that while discretion may be the better part of valor, fortune still favors the bold.

Had this done to a party of mine once, it was great fun. Hilarious conversation with the NPC adventurers while we tried to convinve them to give to us the one item we needed.


Weables wrote:
'ReportRing In'

This gave me the idea for "Ring of Rapid Rapport"


Sphen wrote:
Longshot405 wrote:

It doesn't require a 2-year contract, does it?

Anyhow... Whisper Slip Ring.

No, but you get a discount on the rings if you sign one.

And when you do sign a contract the ring becomes cursed and cannot be removed with out also losing the finger.

"Ring of Tactical Communication"
"Ring of Rapid Duologue"

Also, I will second the WhispeRing suggestion.


This is highly relevant to my interests. Dot.


I think that the NE character wouldn't care about the murders so long as the repercussions did not hinder or inconvenience the NE character.

As for LE character, it might depend on the reason the murder happened, and where the murder took place. I know you said CE did the murder "for no reason," but there is always a reason for such action. Even if the reason is "His shirt is ugly". Otherwise I think LE might feel similarly to NE as mentioned above. However, if such things occur too frequently LE might want to distance himself from CE because he deems CE too erratic to trust as an ally for long-term goals.

2 cp


After having read THIS article on the blog Intelligence Check, and knowing that it is quite likely one of my players will want to play a bard in my new game, I have been tinkering with stream-lining the bard ability 'Versatile Performance.' Here is what I am considering:

§ The Bard class will have two types of Perform skill. Theatre, and
Music.

  • The skill 'Perform: Theatre' will encompass the following skill
    groups listed in the Core Rule Book: Act, Comedy, Dance, and Oratory.
    'Perform: Theatre', as such, will also encompass the related skill
    synergies as listed under the Versatile Performance found on page 38
    of the Core Rule Book.

  • The skill 'Perform: Music' will encompass the following skill
    groups: Keyboard, Percussion, Sing, String, and Wind (and any other
    instrument related music skills). 'Perform: Music', as such, will
    also encompass the related skill synergies listed under Versatile
    Performance found on page 38 of the Core Rule Book.

This game will be taking a cue from the Beginner's Box and I would like to simply some things as all my players are not only new to Pathfinder, but new to role-playing. Your thoughts?

Edit: Non-bards wanting to gain a rank in a performance skill must still select a specific type of performance. Keyboard, Sing, Comedy, etc.


Lobolusk wrote:

not trolling But dont characters have the right to make any PC they wish?

I have always found it strange that a party of heros that is thrown together by fate is always perfect and all the strengths compliment the other persons weakness ect..
if it were really random and fate it would be the kleptomaniac rogue and the mud wrestling wizard along with Rolf the father issue barbarian. and fancy pants the the cleric of ....Dance those type of partys are fine I think and a bit more realistic than the shining paladin, the cleric of the god of healing the wizard of fire, fighter who is not arrogant and bold. yadaa yadda i like non formulaic

but if you make a rogue who secretly loves to dance and enters dance competitions at night instead of breaking into peoples houses
you have to be ready to deal with the inevitable character death/ridicule

Ah ha. But "randomness" and "fate" are very different. Fate implies a deliberate driving force in the lives of the characters.

Also, the first thing that stood out when I read OP: The Question as a DRUID!? Has he even read a comic? Regardless of whether he's playing Vic Szasz or Renee Montoya, there are so many better, and more obvious, choices.

As mentioned before, one does not have to have 18 int to be "smart". This speaks somewhat to a trend I've noticed that players may not feel an ability or skill is worth using unless it is maxed. Even bards fail their diplomacy rolls. Just because the 10 CHA barbarian has no ranks in Diplomacy, he still has a chance to succeed.


I agree. As you say you are a blaster, go for the selfish buffs. Mage Armor and Mirror Image last forever. Pop them at the beginning of the delve and have fun burninating everyone in battle.


I will second the nomination of 'Cure Light Wounds' as best spell.

As for my favorite (arcane) spell I must say 'Web' I've used it to bind enemies, climb walls, cross chasms, block doors, confer concealment bonuses, bring down flying winged creatures . . .

I love that spell


Seems nifty. However, the last time I encountered a Bladesinger was in 2e AD&D.

Maybe add a requirement of "FEAT: Weapon Focus <Any sword>"?


Another question: Does the force created via spells have any mass? I've always assumed not because it's magic. As such I've always assumed that "force fields" have no friction coefficient. Maybe it only seems like a wall, but really is just a spell that pushes against anything trying to move through the area. Like a mime isn't really in a box, but his hands (the application of magical force) will still present some kind of hinderance.

2 cp


I noticed that the armor listed in the HERO'S HANDBOOK doesn't have a maximum dexterity modifier bonus to armor class listed. While I have no problem with this, has anyone found it to be problematic with, say, a dex-rogue or ranger wearing full plate?

Or is it more the thinking of: "If a non-fighter wants to waste a feat to gain heavy armor proficiency, then let them get the extra AC?"


See if your GM will allow Nature as a class skill in exchange for something else. Most of the monks of this type worked gardens and farms around the monastery. Also, Heal, (which I know already is a class skill) as many of the items grown in the garden were of medicinal value. Extra language proficiencies could also fit the theme.

And he doesn't have to be unarmed, though it does make sense. Pretty much any tool used for farming/shepherding: staff, sling, flail, spear (spade), trident (pitchfork), scythe . . .

I also think the Bard mix would go well thematically.


I think you may be looking at him in slightly the wrong way. What if we make the big guy in red (or green if we go pre-Coca-Cola) a god or demi-god? What domains and portfolio?


*Best Columbo impression*

Just one more thing. I've always viewed having ranks in any skill or profession to mean that person is especially good at that/those things. I myself have no ranks in Profession: Carpenter, butI know how to use all the tools necessary. And I could make a table if I wanted to. Same with Acrobatics. I'm no seasoned jongleur, but I can juggle and tumble a bit. Lacking ranks in a skill does not make the task impossible. Merely very difficult.


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Anguish wrote:
Don't take away their choices... let them earn more.

Well said. This quote should go right up there with the maxims "Say 'Yes', or roll for it" and "Don't say 'No', say 'Yes, but . . .'"

Nothing wrong with having a variety of adventure settings. If the players choose not to invest in certain skills then that is their choice. Just like a warrior who chooses to not bring a variety of weapons when going into a dungeon. They can still succeed, but it may be more difficult.

Cranewing, your line about the PCs being "murderous hobos" nearly made my drink spurt forth from my nose. My wife's, too, once I read it to her.


A friend of mine is running a 4e game and we were brain storming ideas for his campaign. He came up with the idea that zombies (most basic type) require 2 or 3 successful hits to destroy, regardless of damage dealt on each hit. I really liked this idea. The intention being to show they keep charging regardless of wounds received. Also was done to prevent his players (nearly all melee fighters) from pulling a Glorious Chainsaw Method (Make thy swords become things like unto chainsaws) and wiping out a horde in a single round.


Bobson wrote:

I'm a big fan of the "Yes, but..." school of GMing. If the player asks to do something weird like this, say "Yes, but here's what that will mean in play:"

Some suggestions for the "but": Since he can't see through the sheet either, he's effectively blind in the direction that it's providing cover from. That means anything on that side has concealment from him (which could let rogues sneak close to sneak attack), he can't see what he's walking into, he can't search for traps, and so on. He also has to move very slowly, as Happler pointed out. 15' a round, total. No double moves or charges.

I would, however, let the US understand an instruction like "Hold this sheet up in front of me at arm's length."

Completely agree. Allow for a command like: "Whilst holding thusly, keep this cloth between myself and that dude with the crossbow." With all the penalties that apply. And it would require some work on the caster's turn to readjust for cover against a different assailant.


Am I the only one who's sees some sort of bard/fighter combo? He plays music, tumbles, jumps, swims, uses magical devices, but still has proficiency in many different weapon types. And manages to sweet-talk his way into everyone's life with out even saying a word. That's cult-of-personality-high-charisma I dare say. Bards, too, have a high charisma. And Id say elf or half-elf, naturally. Probably a high(er) dex for Dodge, Spring Attack, Whirlwind Attack, etc. Also only ever wears a (mithril at higher levels) chain shirt.


I played a cleric of a sun god. His preferred time of meditation was at dawn to greet the emblem of his patron deity. However, there were times when morning just didn't happen and the cleric made his prayers at noon when the sun was highest and strongest. Even some times at dusk to bid farewell, thankful for a day and grateful for the knowledge that "the sun'll come out tomorrow."


Hilarious. Maybe treat it as a haunted or cursed item?

Or, if they want to exorcise the stowaway they'll need a few castings of 'Reduce Person' to go in and "kill" the Grave Knight. And then rely on a part member/friend/passerby to open the bag and pull them out.


Seems simple enough. And effective. Thank you, very much. Very excited to run this next month.


Are the outside world's weapons considered exotic, or would your secluded kingdom see them as simple and crude. A long sword, no matter how finely crafted, is certainly not as elegant or impressive as perhaps a scimtar or katana. Compared to the latter two a long sword is little more than a sharp club.


I own: Core Rule Book, Bestiary, Beginner's Box.

I know about: The PRD and D20PFSRD.COM

My experience: I GM'd Deathwatch briefly, but otherwise have no GM experience. However, I have played AD&D 2e, 3e, 3.5, 4e (Don't judge me too harshly), and many other non-D&D rpgs.

My players: Five of them. One has played D&D 3.5 in the past and has played some Final Fantasy. Another has extensive experience with World of Warcraft. Yet another has played many Final Fantasy games. And finally, two of them played 1st ed D&D so long ago they don't even remember how it worked.

I list all of this to give you good sages as much info as possible that might be needed to answer the topic's question.

I know how the effective challenge level works according to the Core Rule Book. I plan on using the adventure provided withe the Beginner's Box as the first for my players. However, I do want to allow them to play any of the races AND classes from the Core book. Considering all these factors: Should I simply throw more enemies at the per encounter, and/or make the enemies tougher at each encounter? I bow to experience here


Larry Lichman wrote:
<Clever things>

I like this very much.

Now, are there any astronomers available to help chart when which moon will be in which phase and when?


Take any mount or item that enables one to Fly. Potion, magic carpet, 'Enlarge'ed harpy.

Then toss on an illusion spell. Or even a magical item that simply allows for the appropriate illsuion to be cast on the object/mount/ nun's habit.


(This is credited to my friend James)

OxyClean! (tm)

Group of adventurers passing through a small village decide to bilk these poor folks out of some coin. The spokesman takes a bottle of plain water and begins extolling the virtues of this wonderful new cleaning solution. He takes a soiled rag, dips it into the water, and when the cloth is removed it is miraculously bright and clean . . . Thanks to the charlatan's mage friend who had cast the level 0 spell to clean the rag at just the right time while out of sight from the audience.


While I think it would be interesting to have the option and opportunity to have followers, cohorts, and companions in a D&D-style game; if you spend too much time managing a stronghold and arranging men-at-arms I feel that would take too much time away from adventuring with the core group of "PCs".

I do think that what you propose could be a good and fun game, only not one called "Pathfinder." HOWEVER: If we take your proposal and call it "Kingmaker," - make it an expansion for the core game where one takes their higher level characters - and use them to do what you propose, then I think we may have something.

As an aside: For those of you who played "Temple of Elemental Evil", but thought it far too short, look up the Circle of Eight (Co8) mod pak. It triple the playing time and raises the level cap. Also adds many items, spells, and feats.


joeyfixit wrote:
fictionfan wrote:

There are a few things mosses did

1. turned the nile to blood (not sure how to do this)
2.plage of frog (command animals, summons)
3.lice(Summon swarms)
4.flies(Same thing)
5.Pestilance (Plague Storm)
6.boils (not sure)
7.Locusts (Summon Swarms is there anything it can't do)
8.Darkness (no idea)
9.slaying the frist born (no idea)

hail somewhere in there.

1. Wish

2. Wish
3. Summon Swarms
4. Summon Swarms
5. Plague Storm
6. Wish
7. Summon Swarms
8. Enlarge Deeper Darkness? Ooh, ooh - Wish.
9. Wish

1. Consider this a version of the water to mud etc spells. Maybe metamagic feat to enlarge the volume. Or just an impressive illusion

2. For all of the summon <creature> events, treat it like a normal (but maybe older ed D&D) spell. A mundane frog probably has something like 1/10 of a Hit Dice (if even that muc).

3 - 4, 7. See 2, or Summon Swarm or Creeping Doom.

5 - 6. Plague Storm or a super mega Curse or Diseas spell

8. Metamagic'd Deepr Darkness or a high level illusion

9. This, too could be done by a higher level summoning/conjuration spell. Open a gate for a greater celestial being to come forth.


Dot.


jemstone wrote:

Create Spell: Vorpal Raven (Make sure it's reversible. You never know.)

Take Weapon Feats in throwing. Lots of them.

Flip that bird right at them.

And as a nod to LazarX:

"Maybe we should take a stand. Maybe we should say this is the one thing that must not be used for evil."

Why not? There is 'Magic Fang' and 'Greater Magic Fang.' Why has there not been spells such as 'Keen Fang?' And if you get a sufficent caster level why not go for fiery burst and so on?


D&D 3.5 had an ability where familiars could deliver touch attacks. I don't remember exactly how it worked, but imagine this:

Night time. A lone sentry mans the guard tower over looking the pass leading to the bandits' lair. A gong on the platform near him. From the shadows alights a raven, landing on the shoulder of the bandit. The talons contact the guard and discharge the 'Ghoul Touch' spell readied by the familiar's wizard. The now paralyzed sentry never got near that alarm.

I would only use something like this stealthily, much like a sneak attack and not the main frontal charge.

Also, I'll second the "drop alchemical bombs" idea.


I agree with Sloanzilla.

The idea that poisons (by any other name) are "evil" has its roots waay back in early D&D. This was when only humans could be paladins, they couldn't lie, and had to fight their foes in a straight forward manner.

The idea (not unique to D&D) was that poisons were cunning, sneaky, cruel, and cowardly. It was more honorable and good-er that your foe die cleanly. There was no honor to be had from winning over a weakened foe. Much better to salute your opponent before engaging. And while the paladin was busy saluting, the enemy would kick him in the codpiece.

Obviously this line of thinking has more loopholes than the U.S. tax code


My big question: If the main drow society is evil, why are they exiling ANYONE? I would think that those who do not toe the party line would swiftly find themselves sold to slavery, sacrificed for dark rituals, or simply killed and their remains thrown into the nearest bottomless pit.

So, something to consider: Who are the special cases that do get exiled? Chilfren of powerful nobles? Blessed by Lloth?

, personally, love moral ambiguity in my games and enjoy when the players have to second guess charging into some random orc encampment.


Aiken Frost wrote:
BigNorseWolf wrote:
Do elves move faster if they're in a snit or if they're in a huff?
When I asked that question to my orc-loving friend, he said: "Red 'uns go fasta!" I have no idea what it means.

In Warhammer 40k Orks believe that red paint applied to any thing (usually vehicle) makes it go faster. The crazy thing is that due t the weird psychic aura generated when groups of orks congregate the red ones actually DO go faster. Simply: It works for orks because they think it should.

So now imagine an elf dipped in red paint streaking through the forest with a pack of hungry - or bored - orcs chasing. The elf should win.


As said above this very much depends on your GM. If you're not careful you two could basically get into a counterspell match where you try to thwart his tricks and he makes up stuff to counter yours.

So talk it over with your GM. But remember, just because you know WHERE the Big Bad Evil Guy is hiding you must still get there.

Also, push for circumstancial bonuses, if nothing else.

And, a blind spot can be just as informative as being able to clearly see a room in a dungeon.

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