Kazim

Mortiana27's page

Organized Play Member. 16 posts (22 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.


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So, being a map nerd ... what are the contour intervals for the elevation lines on the islands map?


I have allowed each party to have the spell done their way once each, despite having a really good suspicion that I was reading it correctly (as you've all confirmed).

At the next game, I'll address the confusion and be done with further arguments regarding Spear of Purity ;)

Thanks for all your thoughts on this spell.


1 person marked this as FAQ candidate.

So, my group of players has gotten into a hollering match with each other every time this spell is used. One (the one using the spell) says there is no save, unless you are an evil outsider. The other says that all creatures get the save to half the damage.

Can anyone else tell me what they think?

Quote:

Saving Throw Will partial (see text); Spell Resistance yes

An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil outsider instead takes 1d6 points of damage per caster level (maximum 10d6) and is blinded for 1 round. A successful Will save reduces the damage to half and negates the blinded effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not blinded. The spear has no effect on good creatures.


Hi all,

I was using your PDR site today in my game, but noticed that there is no entry for the Fire Snake spell ... it is in the advanced players guide.

Thought you might want to know

Ann


Quote:

Boots of Speed

Aura moderate transmutation; CL 10th
Slot feet; Price 12,000 gp; Weight 1 lb.

Description
As a free action, the wearer can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.

Construction
Requirements Craft Wondrous Item, haste; Cost 6,000 gp

The reason the item says CL 10th is because it allows the wearer to use Haste up to 10 rounds per day. In order to achieve 10 rounds of haste requires a person to be a 10th Level Caster. It is totally plausible to craft these at a lower CL but then the duration per day would be lessened as well.

Quote:
The DC to create a magic item increases by +5 for each prerequisite the caster does not meet.

Would that +5 allow you to then create a longer duration item?


Pan wrote:
Thats too bad, but not as awful as players who plan the "build" to level 20 with magic equipment based on the WBL.

What is WBL?


Thanks for the wallpaper!


godsDMit wrote:
cblome59 wrote:

In this kind of game, EVERYTHING is constantly under review. It would be nice to have notice to changes, but frankly, with some posters, it would only just drag out the whining. Imagine some of the hot topics that just would not die. If they had been known ahead of time it would have been worse, and more people would have felt betrayed when 'they weren't listend to. I really fell this would just make matters worse.

+ 1,000,000.

Agreed 100%.


Indeed. Thank you all very much for taking the time :) It was great fun!


Jonathan Greschler wrote:
2nd: The charter was issued on 25th day of Talistril, Umm that I think translates to February. The adventures is only a few hundred miles form the polar North, OK so is the charter incorrect? Any idea what month it is supposed to be? Is it summer in February on this planet in this area? Thoughts?

Nope, it is still winter when things start. Our group had tons of snowy/muddy days of exploration. Try trudging through "knee-high" deep snow when you're a gnome!

As to the location and it's proximity to the north pole, I think that it's more than a few hundred miles. In fact, with the new material being put out ... there is a new map of the world. Despite our original map containing a "white edge" to the north to suggest ice caps ... the big map shows an entire continent to the north of Avistan :)


It took a bit for my players to even begin to warm up to the NPCs but eventually made them all friendly. It helps that two are beautiful women ... I've got several members flirting with Sasha, and another trying to figure out the best way to approach Aerys without getting beat up.


InsideOwt wrote:
Kerobelis wrote:
If they explore the Jenivere, they get a basic map of the island.
Did you just give them a map ...

They most definitely explored the Jenivere, so I printed out a poor-quality copy of the map and gave it to them. Given all the other stuff you need to keep track of for this ... it's just easier to have them point at a general spot on the map and say "We're going here".

I just picked up the map pack for this AP and there is a wonderful poster-sized map of the island with no location markers on it. I wish I had it from the start!!


Sir_Wulf wrote:
It's unrealistic to expect any GM to have every situation's rules perfectly memorized, so give yourself a break there. It sounds like you made a reasonable call after the player forgot his party member's request to keep his ape in check.

100% Agreed.


jjaamm wrote:
THANKS for any help, as im still new to alot of these rules in which most of my players know better than I do.

What happened wasn't really a rule thing, so it's nothing to worry about :) You do pretty darn good as a GM.


Tiffany the Harrower :)


Father Dale wrote:
That being said, yeah a humanoid polymorphed into an elemental can speak any languages it can speak otherwise.

What if the elemental only speaks one language (Pathfinder Bestiary ... I only can find that they speak their native language, no others)? Do you only get the one language while polymorphed? or do you still get all your known languages as well as the elemental language?