The book doesn't say anything about high winds, or even mild ones, in any of the caverns.
Some Map details:
The cavern is about 150 feet long and maybe 70 feet wide. There are some caverns below this one that are described as having magma and burning gas vents.
If I understand the science, warm air moves up, so that could create some air movement, but there's only a very small hole connecting the caverns.
I guess I need to go google some science.
My group ended our last game rather abruptly, but my players warned me about their plan to use control weather in the upcoming session to blow away the smoke that was in their way (which I unfortunately forgot until now, a few hours before the game.) The problem is that they are underground and the source of the smoke is not natural.
Reign of Winter book 6 details:
They are moving from one underground cavern to another(pg 44 if you have the book), this next cavern is filled with smoke from an eversmoking bottle. The description states that the smoke can be dispersed with wind, it doesn't completely dissipate until the bottle is resealed. The entire area is in a sort-of mini dimension.
I'm figuring that if the spell can control wind, that can blow the smoke away or maybe thin it and increase the visibility range. The problem is that I'm not convinced this spell works underground. Is there such a thing as underground weather?
Thanks everyone, I appreciate the advice.
First it could get rather spoilerish, unsure how far you (and any other readers) would want me to go.
Yes, please be careful about spoilers. As for what books I can use, any of the advanced or ultimate books are available.
Daedalus the Dungeon Builder wrote:
Yeah, the classics. This is what I'm looking for. Thanks for the link, it really helped me go through the spells quickly without much trouble. But man, I didn't realize that white type on a black background could be so annoying (ahhh... my eyes....). I think I've managed to get a pretty good list of spells from the Archive.
Battlefield control spells are good for this - in fact, they may even work better on unintelligent enemies depending on how your GM plays them, since they may not have the wherewithal to find the clever solution around the controlling factor.
That's my theory too and I intend to put it to the test. Of course the demilich (should we survive to see it) is another matter since I assume its intelligent.
I've put together a possible spellbook (though I still need 3 more first level spells.) This isn't accounting for any scrolls or spellbooks I buy and spider climb is not on the list because I intend to carry a wand of it.
1st level: Break, Feather Fall, Grease, Liberating Command, Mage Armor, Magic Missile, Protection from Evil, Summon Monster I, Shield.
2nd level: Badger's Ferocity, Blur, Create Pit, Glitterdust, Invisibility, Rope Trick, Web.
3rd level: Invisibility Sphere, Magic Circle against Evil, Wind Wall.
4th level: Dimension Door, Greater Invisibility, Remove Curse.
5th level: Either Wall of Stone or Wall of Force
Do I have too much Invisibility? Any other suggestions?
My question in short: What are some good spells for a wizard likely to be in very dangerous situations with monsters that are immune to mind-affecting effects, but who isn't looking to be a damage dealer. While I'll probably have a few buff spells, I'm figuring to leave most of that to the cleric, I really want a number of aggressive spells (not to say blast spells like fireball, but spells that attack the enemies ability to damage us).
For the record, I'm a 9th level Ratfolk with a 24 INT.
My question in long:
My brother is going to be running Tomb of Horrors with his wife, two of his kids and me. I'm frankly terrified, excited, yes, but terrified. To increase the chances we survive, I've been trying to make sure we have a party that can meet just about any challenge (except diplomatic, I'm not really worried about that.)
After confirming that my niece is playing a druid, my nephew is playing a sorcerer (blaster), and my sister-in-law is playing a cleric and a paladin (with some kind of channel energy focus, the adults get two characters each) I determined that the cleric I wanted to play would be redundant. I decided one of my two characters should be a scout/trap finder (I couldn't get excited about playing a rogue, I don't know why, so I built a ranger with an archetype) and my second character should be a support caster. After debating for a while about different classes, I decided to just play a wizard, no archetype.
Here's my problem: the wizard spell-list is huge! The only arcane caster I've played before is a witch (and I didn't play her very well) so I'm not very familiar with the wizard list and I also can't go for just any good spells because I want to cut out any mind affecting spells. I'm kinda assuming, with the undead theme, that most of the stuff we'll fight will be immune to mind-affecting, but a lot of the ones I'm at least a little familiar with tend to be mind-affecting. So, being lazy and not wanting to click into every spell ever on d20pfsrd to see if it's mind-affecting or useless, I decided to ask you all for help.
Last fall I started GMing at PFS but my friend took all of the reporting sheets and reported the sessions (well, most of them, I'm still bugging him to get the last couple of them in the system). In January he tapped at his phone for a little bit then told me I was all set up to report. When I got on after that session there was an event listed under Events I'm Organizing with several sessions already listed. I clicked on report and successfully reported that session and figured that everything was good.
I ran a session last week that I've been trying to report but I've had one major problem. When I'm filling out the reporting screen, I have to select a scenario, but when I click on select scenario it comes up with a list of scenarios we've already played and reported but the scenario I'm trying to report isn't in the list. How do I get the scenario we just played to show up in the select scenario list?
Having played a semi heal-bot, in my opinion, it's no fun, so I'm all for finding options for playing without one. My group does potions and CLW wands. It's a little more expensive, but then no single player has to use up their whole spell list on healing spells. Another view is if it's dead, it can't deal damage that needs to be healed, so focus on quick kills. Members of my group have talked about a past game where they hired an NPC oracle healbot to follow them around and patch them up. And then there are some people who can create an interesting character who is also able to keep up with the party patching up. Whatever solution your group comes up with, it's a solution you and the rest of the group should come up with together and a solution that anyone who has to put in extra effort for should feel ok with, including you.
On another note, I've noticed that some people who have GMed previously feel some kind of authority or responsibility for the group and, without even realizing it, can seem very firm or demanding when they suggest something. I think it's important to understand that it's not intentional, usually, and that it stems from a previous, or current, responsibility to make sure things run smoothly. I don't know if this is happening with the other game master you're playing with or what the best solution is, but it might be good to be clear with them that you know what kind of game you want to run and ask them to help the group find solutions that fit within that game.
I looked up the gauntlets and it looks like the +10 only applies if someone is trying to disarm you, not with any other combat maneuvers. If I understand it, you get one gauntlet with a chain or something that you can use to attach your weapon to the gauntlet, so you can still wield the weapon with that hand, but can't do anything else with it. Because of the chain, you can't drop the weapon and other people will have a harder time ripping or knocking it out of your hands. I'm not really seeing any benefit to chaining the weapon to both hands.
I've temporarily taken over GMing for my regular group and I found that I have to redo some of the treasure in the AP we're playing, since it was designed for 4 players and we've got 6-7 PCs if the 7th guy ever shows up. I started thinking about how much effort my previous GM must have put in to make the treasure drops on the last AP work. Personally, treasure was never interesting to me. I'm terrible at math and shopping is my least favorite part of the game. Trying to make sense of the magic item we were just given when I was more interested in reading the letter the bad guy was carrying was always frustrating too. So now I'm looking for ways to make it more fun for my players.
While in my situation I'm looking at loot for levels 1-4 with a sort of winter theme, I'm certainly interested in any sorts of cool treasures you guys know of or have designed. What's the coolest treasure you found in game? I'm also interested in any ideas you have to make the process of finding, identifying and dividing treasure more fun and less tedious.
A few ideas I've had:
Since my players have lots of survival and Know Nature skills, I've designed two magical plants for them to find.
Bearberry-unique berry that oozes a sticky, glue like substance when squeezed. When used on cuts and injuries the glue like substance seals the injuries closed, preventing infections, and the nutritious, near magical qualities of the juice help the injuries to heal. When applied, the berries will immediately heal 2 points of nonlethal damage per berry used, and if the juice is allowed to dry and left on for an hour, the healing properties of the juice will heal 2 points of lethal damage per berry used. The berries last about 7 days after picking.
Sarrot- These rare, tiny, magical roots are long lasting and, when powdered, can be used to empower spells. Throwing a pinch of Sarrot powder into the air while casting adds a material and somatic component to the spell, as well as the effects of the Extend Spell feat. Alternativly, the roots can be used to create the Extend Metamagic Rod. Doing so reduces the crafting costs by 250 gp per root used. Up to 1/3 of the total crafting cost can be reduced this way. Each plant tends to have 1 - 3 roots and each root creates about 1 pinch of powder.
I also want to place somewhere scrolls with jokes written on them. If the group identifies them, they discover that they are scrolls of hideous laughter. Now I just need to find some thematic jokes.
I thought of another one, though this McGuffin isn't a magic item. So there's someone of particular importance, maybe a king or someone even more important, and it's so important for them to be able to resist curses and charm spells that they've had some kind of permanent anti-magic spell cast on them. The problem is that an assassin has poisoned them or that they've caught some kind of rare disease and the doctors can't seem treat it and magic healing won't work because of the anti-magic. Enter McGuffin legendary sage and herbalist living some distance away or even better, recently captured by kobolds or the assassin or something. Or you could do something where the healer hates humans or something and refuses to come and help the king, so now the heroes have to find some way to convince the healer to come back with them before the king dies.
The farmers in the local area haven't had rain in two years and anyone who can make the treacherous journey through the mountains already has, leaving the poor and weak behind. Anyone brave enough to look for a solution quickly hears rumors of an ancient artifact that can control the weather. Of course, some villain has already found it and is using it to keep the rain away, the only question is why.
I don't know, just some random idea that popped into my head.
By the way, I'm not sure where in the rules this is, but my friends swear you can draw your weapon while moving from point A to point B (as part of the same move action) and still be able to use a standard action if you have at least +1 BAB (Base Attack Bonus). As a level 1 Fighter you should have +1 BAB.
So there’s basic, all-purpose AC and then there’s touch and flat-footed.
Touch AC is usually targeted by spellcasters and monsters (found in the spell or special ability description), so you probably won’t have to worry too much about it. Flat-footed comes into play any time you were not aware of your opponent before they attacked you or if you haven’t had a chance to do anything in combat yet (in other words, you haven’t reacted to the situation yet.) Of course, it works the other way too. If you catch the enemy off guard, you get to target their flat-footed AC.
5-foot step is simple to use, but difficult to explain, because it’s movement, but it’s not a move action. A Move Action can be used to draw a weapon, move from point A to point B, pick up an item, get on a horse, or pull something out of a bag. There’s more you can do with it, but that covers the basics. A 5-foot step is a free action, you can use it on top of any other actions, but you can only use a 5-foot step if you haven’t done a point A to point B kind of move action. So you can take something out of your bag and still move 5 feet. Does that help, or just confuse you more?
Sorry, but I have no idea how locked gauntlets work, I’ve never even heard of them. I wanna say that you'd buy gauntlets as a set, like a pair of gloves, but I really have no idea.
I think the way I would house rule it, is that you have to destroy the material first but if you had enough momentum built up (like say the damage was # over the amount needed to destroy the material) you have a chance to hit the person behind the material (I don't know why, but I picture this better with a thrown hammer then with a bow and arrow). What I'm not sure about is if it's a malleable material, like say an enemy is standing behind a curtain.
I think I'll have to talk to him and get a better feel for what's bothering him. He doesn't have a lot of experience and his options in combat have been very limited. His spells have mostly been eaten up by endure elements, but they should reach level two next session which should help a little. I'll see if he feels better about buffing than throwing daggers. Or maybe doing non lethal, ect. They are in the Lodge right now and, if I remember right, the encounters after the lodge are much more interesting. If he's still not having fun, then we'll have to rethink doing this AP (which is sad, cause I think it's an awesome AP.)
I don't really understand how the combat could be too realistic. He seemed to have trouble expressing the problem and I think he was trying to be careful not to offend me. It could be that having his only combat options as healing allies or throwing a dagger is making it boring. I'm just not sure what he meant. I'm not very descriptive with the combat, I don't talk about blood and gore, and I just don't think it's that violent.
I'll try giving him some more options in combat like dialog or a wand of hold person and I might try dropping or adjusting some of the upcoming encounters to keep the story moving and interesting.
We've been friends for about 18 years and I guess it's kinda bothering me that one of my best friends doesn't think pathfinder is as AWESOME as I do. Guess I'll just have to accept it.
I've been playing pathfinder as a player for about a year and a half now and I feel I'm fairly familiar with the rules. So when a couple of my friends showed an interest in the game but weren't available on Saturday for PFS, I figured I could GM a home game for them. I have tried GMing before (to disastrous results, turns out you really do need to understand the rules to GM), so I had a little of an idea what I was getting into and I was certain I needed an Adventure Path rather than trying to make up a story as we went along (that was part of the problem with my first attempt to GM). I gave my players some options and they chose Reign of Winter. I'm kinda of regretting this now.
Reign of Winter Spoiler:
Reign of Winter starts out with a string of combats as you journey into this forest trying to find a kidnapped noble woman and the reason for all the snow in the middle of summer. The first half of these (not including the talking stag, they loved the talking stag) are kinda boring and don't have a lot of RP value to them, they are just stuff to fight.
The problem is with an Oracle/Bard (when he gets to second level) who we have nicknamed the Pacifist because he starts every combat with a diplomacy check. He told me at the end of our last session that he doesn't enjoy combat because it feels more realistic then combat in a video game, like Final Fantasy. I didn't really think it was that realistic, but it's hard for me to tell as the GM. The other two players don't seem to have a problem with it, but they are more experienced and their characters are designed for combat.
If I let the Pacifist talk his way out of fights, that will leave the other two players without much to do (and won't work very well with the story line) and there's only so much he can do with his +10 Diplomacy check. On the other hand, if I just move on and hope the story begins to interest him, he'll still be pretty bored through the dungeon crawls I'm sure are all through the AP. Besides, it's been 6 sessions and we are maybe a quarter of the way through the first book. Is that normal? If we are going that slow, can the story interest him? I just don't have the confidence, experience or time to adjust the AP to have less dungeon crawl and more RP. What can I do?