Mystic Theurge

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38 posts. 5 reviews. No lists. No wishlists.




Before I get into my question(s), gonna post the spells here for reference:
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/bladeBarrier.html
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/confusion.html

So here is the gist of what happened in one of my recent games. A confusion spell was cast during an encounter, causing two melee bad guys to fall victim. Shortly after, a blade barrier was put up on top of both of these confused bad guys. After saving throws, they both failed and were engulfed in the blade barrier.

During their turns came the tricky part. One rolled this effect of the confusion:
Do nothing but babble incoherently

While the other rolled this effect:
Deal 1d8 points of damage + Str modifier to self with item in hand

I made the argument some sort of self-preservation would click for the poor confused guards and they would move/stumble/something out of the blade barrier then take the effect of the confusion. Another player made the argument that since the spell states "This spell causes confusion in the targets, making them unable to determine their actions.", they wouldn't have the mental capacity to do this unless the "Act normally" result happens. Although this goes against the RAI that confused creatures have some sort of self-preservation against outside threats with the attack clause, we went down this train of though.

Before we go further down this rabbit hole, which train of thought is RAW correct? Would a confused creature move out of a blade barrier/wall of fire/other hazard without first getting the "Act normally" roll?

On down into this rabbit hole, we now have two guards standing inside a blade barrier, doing very confused things only magic would have them do in this situation. Under most persistent spell effects, we figured they would save or take damage again at the end of their turn if they failed to move out of the area of effect. But the spell only states "Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.". Here is where our confusion sets in; they aren't passing through the wall again, so RAW they aren't triggering the effect. And if they do trigger the effect again, we have effectively created a double dip on the spell's damage because of the first bad save. One failed save assumes they are stuck in the wall's square, and moving technically passes a wall's boundary. Staying in the wall isn't addressed (although logically you'd take another save against the blades).

So second question: What happens to creature who fails their save against the wall when it is cast on them? Do they stay in it? Or do they get shunted to one side or another?

Third question: If they stay in the wall, what happens on their turn? Do they have to make another save? Or can they finish passing through the wall without ill effects?

Last question: What happens if they have to stay in the wall? Are they subject to save vs damage each round? If so, is it at the beginning or end?

As for the fate of those poor guards, they were cut down into a bloody heap by whirling blades while either babbling incoherently or hitting themselves with their own weapons. May they learn in their next lives to not bring swords to a spell fight.


I dunno about you guys, but I'd love to see some Pathfinder content get pre-built for Roll20. Roll20 is probably the best way for me to get into a d20 game consistently with my friends, and with 5e now building their adventures right into the Roll20 store it's tempting to start talking my groups into 5e instead of pathfinder.

Anyone heard any plans for Paizo to bring content to roll20 in the same way?


I dunno about you guys, but I'd love to see some Pathfinder content get pre-built for Roll20. Roll20 is probably the best way for me to get into a d20 game consistently with my friends, and with 5e now building their adventures right into the Roll20 store it's tempting to start talking my groups into 5e instead of pathfinder.

Anyone heard any plans for Paizo to bring content to roll20 in the same way?


I have a group who's been itching to play some higher level stuff, but no one wants to commit long term to the characters. After seeing what modules I had sitting around on my bookshelf, "The Demon Within" seemed like the winner and a good fit.

We all use an online digital tabletop platform for our games (we're all around the US), and I like to have the map images to use as the board's backdrops. Does anyone have some fan created maps or links to maps they would be willing to share with me and my group for this module?

Thanks ahead for your time if you post something back we can use (or any helpful post really)!


Been looking at the Mythic ruleset, and it seems like the upper tiers just bring too much. Ive also heard that it gets out of hand from people in my group.

My question is how much mythic is reasonablr? Tier 2? Tier 4? Just looking for experience and opinions here.


Looking at the Wraith's stat block, and I came across something that isn't clear to me. On the "Constitution Drain" supernatural ability, it states:

Constitution Drain (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.

Do the temporary hit points get awarded on each successful touch attack, or only when the target fails the Fortitude save and suffers Con drain?


Sometime next year I'll be DMing an AP for my group, and I'm having a hard time deciding on their rules for rolling HP. My group likes that feeling of being lucky or unlucky, but at the same time they all get very attached to their characters. To that end, I'd like to soften up the randomness and still give opportunity for a "bad" result.

The current system I'm using is to roll once, and if you roll below half, round up to half. For example, if one of my player's rolls a 1-3 on a d8, they round up to 4. If they roll a 4-8, they keep the roll. Although this keeps things above average, I've noticed during the current campaign player's who get one or two good rolls don't have any excitement for HP. They feel set for a few levels cause they've already beaten the odds as there isn't a chance for that "bad" result.

What other rules has everyone else used? How was the experience for your group during the game


I'm currently running the City of Golden Death for my group as part of the module trilogy, and they are getting ready to depart Tamran to head to the isle and chase the Razmir cultists.

Does anyone have a good image of the isle of terror not taken from the PDF? I'm trying to get my group a map of the island so they can explore the path of the cultists without having the give me red line on the map.

As an FYI, my photoshop/GIMP skills are pretty bad at best, so something done by someone with a better hand at it would be amazing.


Had a question about a rule. The channel energy ability states:

"Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric."

Does the cleric qualify as creature in that burst, or is he/she excluded?


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I'm running a game in an urban setting on roll20, and I'm starting to get very dry on maps for shops and the inside of buildings. Think of the place as your standard LN city where commerce is very important, but no one establishment really outshines everyone.

What I'm looking for are some links to both free and maybe paid art to use as map backdrops. Alchemist's shops, magical shops, blacksmiths (both weapons and armor), inns, you name it and I could need it. As I did say paid, I don't mind paying a few bucks for good work, but I'd like to keep my spending to sources I can trust payment information with.

Any links, advice, or recommendations are more than welcome. Between running my game, keeping up with friends and family, and a full time job I don't have the free time right now to create my own content. I'm really looking for work already done.


I currently GM for a group of friends around the Columbus area, and we're are looking for a new player or two. My group consists of high school friends who still hang out 5 years after graduation and some of our family members. Right now I only have 2 consistent players, so I'm looking for another person or two to join the group.

We are rather casual group that don't take the RP part of the game overly seriously. I make attempts to weave story and setting into the games, but overall we just like to hang out and have a good time over the weekend. Currently we try to play at least once every 2 weeks on Saturday or Sunday, given out work schedules.

If anyone is interested, send me a message on here or shoot me a post back.


Played a couple sessions with Conquest of the Bloodsworn Vale this weekend, and during an encounter that converted to PF a little harder than I expected, one of my player's 2h fighter died. His fighter was leaning toward evil, but I talked him down to being chaotic-neutral to flow better with the story.

Now that the fighter is lost, that player is set on bringing out his antipaladin idea to turn the trade route into something he can wickedly rule. He's mentioned about making this character in the past, so I'd much rather play along than force him into another character.

Does anyone have some guidance or campaign experience similar to help me with this? The rest of the party leans toward good, as does the fort. I'm worried about the party ending up on against the keep.

I'd be OK with this as long as we can finish the adventure ,(and this does have some things that could lead into a good campaign after), but I don't want the adventure to implode because of one player.


I'm putting together a game to run through Conquest of Bloodsworn Vale, converted to PF, and I'm looking for expansion ideas. I have some ideas myself around the random encounters, but I'd like to hear of anything other GMs have put in that worked well from the past.

Also, I took the time to convert quite a few things over to PF, so if anyone wants the conversions I'd be happy to share.


So I just started GMing CotCT, and my party is currently getting ready to head to Eel's End. We are playing with the pathfinder Core Rulebook and Advanced Player's Guide, and I'm making my party follow a medium exp progression.

My main question is will there be a need to insert side quests, like another module or some homebrew content to keep my players up to pace with the challenges? I'd like to throw in some content, and can make the decision dynamically as we progress, but getting some advice would be good so I can plan ahead.

Thoughts?