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My party is in the Fey, and started a blood feud with the Centaurs that live there. The Centaur's have asked for the help of an Erlking (CR18) against my APL9 party.

They are MEANT to run away, and have a chase scene where they escape it. Currently they are saying:

"We can take it".

I need them to FEAR it, and choose to run. And I have 5 minutes to fix this at the start of the session, or it's a party wipe.

(Note: I know Centaurs are not meant to be Fey, I changed them because they originate in Greek mythology. Just like Nymphs and Satyrs.)


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The party is complaining the Swashbuckler is OP, so I want to take his sword away. This will ruin the Swashbuckler, making the party realize he's fragility.

What are three ways I can steal his sword within the game rules?

They are currently in the Fey. They've also eaten food of the fey, screwed some fey and promised their first born. At this point I can throw the book at the swashbuckler.

(I'll give the sword back. After a few encounters of course)


So the party killed a Fey being, in the first world.

It will re-spawn after a while. Where? How? What does it look like?

I've run this as it being asleep, and made of golden light until it solidifies into the fey creature. This was at the Fey's house, and the party was there. So they killed it mid-respawn.

Any material on this I can draw from?


So I've got a swashbuckler in a game where I run the crit hit and crit fumble cards.

First, these cards are excellent. Highly recommended.

The swashbuckler has a wicked crit range, and spends his Panache like every combat will be his last. So he mills the deck.

Is it within, or against the rules to award crit cards for non natural 20 critical hits?


I've recently run a failed boss, it was a neutral enemy that simply had a different point of view to the another neutral antagonist.

Needless to say, it didn't work. The party leader just decided it was evil and needed slaying. This felt hollow, as the party did not have a strong opinion of him either way. I've elicited stronger emotions out of the party with glass bottles.

So I want to build something they can hate, and smash with delight.

I've currently trying to understand what makes Joffrey Baratheon and Delores Umbridge so reviled and translate it into Pathfinder.

But it's probably simpler. Like maybe cursing the pirates hat or taking their gold.

What can I do to make my boss hated?

Note: I do NOT mean hated in the meta, as in a boss that cheats for nothing but 20's, uses plot armour to escape death or one-shots a PC for 9999 damage at the DM's discretion, instead of by the rules. This kind of boss sucks ass.


I have an NPC I wish to use as a boss against the party. I want her to have absolute magical immunity. I'm a sith DM, so mean COMPLETE magical immunity without any caveats.

To kill her, the party should resort to weapons.

Bonus: It can be turned on and off as an immediate action.


I have a human NPC I wish to use a boss. I want her to be able to become incorporeal at will for a round or ten.

What item/s can do this?

Bonus: If it could be activated as an immediate action, that would be amazing.


They're complete useless garbage that slows the game, screws the story and leaves players ignorant and helpless.

Say I've got a party entering a big dwarven city. I can either risk withholding valuable information about where to find the king, or pre-write a bunch of fluff about pretty stone architecture.

On the spot, if asked about symbols or history, I just need to make something up. What's the point, when I could pre-write this properly and hand it over via dialog or a prop (note)?

Important stuff, like the age of a dungeon is either useless or crucial to the success of the party.

WITHHOLDING INFORMATION SUCKS ASS


In the first world is the city of Anophaeus, held constant in this changing plane by the will of the Imbrex.

I'm sending my adventurers there, because it's awesome.

Are there modules or information I can use? There's sweet FA near as I can tell on this wondrous place.


So the Theives have a guild, resplendant with modules and maps.

Do the bards have an equivelent?

On a similar note, the book series "The Name of the Wind" has groups of traveling Bards, that perform as a group. Most people think they are like gypsies, theiving and dirty, but the Ruh really just get a bad rap.

Is there something similar in Golorion for this too?


At my table (I'm the DM), I've got two players who are new to pathfinder.

What's some good ways to help them get to know, and use their classes?

I was thinking some metagame challenges.

1) Cast three spells this session, and you get a hero point.

2) Use a new combat move (bullrush, withdraw etc...) and you'll get bonus XP.

3) Use a class ability at the perfect time, and your weapon will get +1


My party has cleverly figured out how to get an enemy to lead them to a duergar settlement beneath the earth.

Easy solution, party is killed/chased off by occupants of said city.

Fun solution, party figures out how to get in, go shopping and even do a few side quests for the locals.

What are some modules involving forbidden cities I can draw inspiration from?

Party:

Human: Swashbuckler/Sourcerer: CN
Dwarf: Monk : LG
Half-Elf: Cleric: LG
Elve: Ranger: NG


Hey,

I've written a 6-8 week campaign, and run the first week of it. The party found loads of plotholes, found the main quest hook to be 'meh' and had trouble progressing.

Where should I post in these forums to get my campaign torn to shreds to that I can run something much better?

(All the faults with the campaign are mine, not the players.)


As per Paizo art, campaign descriptions or other official material?

I imagine them as wands, exactly like what Harry Potter calls his wand.

I wish to 3D print props for my party, I'm the DM.


So I've got an invisible bard eluding a Rogue that is trying to kill him. The Bard must roll stealth to move about, but he is trying to put some distance between he and the Rogue.

The roll for stealth is:
+20 for Invisibility
+5 from skill ranks
-5 for moving the full 30ft instead of just 15ft

The bard however will summon Monsters next turn. What penalties to stealth does this bring?

The bard will then perform, inspire Courage. What penalties does this bring?


One barbarian PC charge attacks a Silent Image.

The silent image is a mimic of the Bard who cast it. The bard cast it while concealed, and had it advance into the open.

The Barbarian saw it, and has not interacted with it. So the barbarian charge attacks it, thinking it is a squishy Bard. DC17 to realize that it is not, but here is the real question:

Does the Barbarian fall over according to the rules?


I've got a Sourcerer, Wizard and an Arcanist. The Arcanist merges the slots and the spellbook of each into a mega-class with no drawbacks I can see. You could argue about the fewer feats for Arcanists, but they get just as many Exploits as the Wizard gets bonus feats.

Although the total spells they get per day are a little different:
(INT20 or CHA20, L8), it's not enough to put the Arcanist at any disadvantage. All it would take to catch up to the Sorcerer on Spell slots would be a metamagic rod of echoing.

CLASS 1st 2nd 3rd 4th
Arcanist 6 5 5 3
Sorcerer 8 7 6 4
Wizard 6 4 4 3


Where do I find the pre-generated sheets for Enora, Reiko etc..?


I'm trying to build a good Arcanist to throw against my party and am a little miffed in how to construct the class. If there is a pre-built sheet for Enora (Iconic) I'd love to see it.

With intelligence I get more prepared spells. With charisma, I get more innate spells. Can I archtype an Arcanist into Wildblooded in order to access the Sage bloodline and then have only one primary stat?

What else is good for an Arcanist?


So with a level 8 Druid, I get an animal Companion, that can increase intelligence up to 3 whereupon I can up the INT to 3 and start getting silly with access to the regular feats.

What are the restrictions on this?

For example, I could have a Velociraptor with Amateur Swashbuckler, and get 2 Panache to parry attacks (very powerful).

Or I could make a T-Rex/Lion an Ametaur gunslinger that can dodge being shot at twice with 2 grit, and add Gunsmithing on top of that.

Even better, what stops me from giving that velociraptor leadership and getting 6th level cohort? And what if the raptor's cohort dislikes the druid?

I could even give a bear full plate, and a heavy shield getting the AC up to 29.

This is all wonderfully silly, and I imagine it's up to the DM to mitigate some of the weirder ones. But in this case, I am the DM and unless I'm very much mistaken, I can use this to create some very entertaining sessions/encounters.


I'm building every class in HeroLab and running them all in a Tournament to better understand Pathfinder (and be a better DM) and the Druid has me confused.

Wildshape III at level 8 lets me take on the form of any Diminunative-Huge animal 3 times a day for up to 8 hours each time. I am also restricted to a mixed bag of abilities like darkvision, scent, web and more.

Um, this is insane. There are three Bestiaries packed full of animals, plus plants, elementals and Magical beasts plus campaign based creatures. The only restriction is that the Druid "Know of" a particular critter, which is an opening for PCs to argue with the DM over dinosaurs or Mastadons.

How the heck do experienced druids players deal with this? Do you spend months studying the books, then build tables for several favourites? Is there a tool online somewhere that would let me refine search creatures?

I'd need to attend university for 2 years full time, and get an Advanced Diploma in Pathfinder to make the optimal decision for each combat!


If I use Divine bond at level 8 (+2), I can turn my mundane sword into a +2 sword for 80 rounds.

At any round after that, I can then use defending on the start of my turn, dropping my sword to a +1, but getting +1 AC.

On the turn following that, does my Sword return to +2? Or is that bonus consumed? And my +1 AC on that turn is also gone, yes?


I've got a Paladin (Lawful Good) vs a Cleric (Nuetral Evil). The characters do not know each other, and thus don't know each other's abilities and classes.

If either of them channels energy (positive for both, or negative for the cleric) do they need to roll a spellcraft to identify that the other has channelled energy?

In the case of the Cleric, can he the spell Protection from Energy to defend against the positive channels?

And can the cleric also use Aura of Protection to protect against positive energy from the Paladin?


During combat, if an NPC/PC wishes to identify what an opponent is wearing/wielding, what are the rules?

Example 1:
A barbarian is attacking a fighter. He wishes to sunder the Fighter's equipment, and needs to decide whether to attack the shield, armour or weapon.

The fighter is wearing field plate, and wielding a heavy steel shield and a bastard sword.

Example 2:
The same barbarian encounters a Wizard wearing one of those fancy leaf cloaks, but it's been enchanted and it's masterwork. His weapon is a wand of magic missile, but the Wizard has not used it yet.

The barbarian wishes to smash either armour or weapon again.


An attack of opportunity occurs when an enemy moves within your threat zone. But what if I rotate in my threat zone without moving?

eg. I have a rogue behind me, and barbarian in front. If I rotate to face the Rogue, will the Barbarian get an attack of opportunity?


My campaign will be returning to it's 40th session in the new year, and I'm using this time to become a better DM.

I bought HeroLab and am creating a level 8, and a level 16 NPC for every single class, excluding the prestige classes. Then facing them in an Arena against each other to learn classes, rules, spells and feats better.

What other stuff can I do to learn the rules, and become a better DM?


My party (APL10) are having a terrible time with the higher level encounters. Here is my most relevant example:

Half Dragon Battle Mage, Advanced 1 (CR8), against an APL9 party with an invisible Accuser Devil (CR3) stealing their weapons.

The Dragon flew into the air, and cast spells. The players just whacked at it every turn, until it finally died. As a DM, I expected them to debuff him, dispel his mage armour and use targeted attacks to damage stats like DEX to drop his AC. (1 guy did go for the Wings, which was cool)

I think it's correct to build encounters expecting players to drop the stats of an enemy before taking it out, but is this really the case in your own experience?

If I make anything with an AC at or over 18, I get complained at. And if does something special, like the Swashbuckler parrying a Critical hit successfully, I get more complaints. For weeks after in the case of the Swashbuckler.

But as a DM, my minions are never disarmed, sundered and only very rarely hit by enfeebling rays and such. So combat is just WHACK WHACK WHACK.

How do I encourage PC's to treat their characters like the multi-faceted tools they are instead of just clubs? (None have played characters above L8 until meow.)


Hey!

My level 10 party fought 3 vampires, and did not do so well. Between 3 of them, they have 11 negative levels.

I wish to use a quest to provide the 15,000 worth of diamond dust they need, but don't know where in Golorion this substance can be found, created or harvested.

The Minumum cost for the cast is L17 (Cleric) x 7 (Greater Restoration) x 10 for 1190GP without the cost of the Diamond dust, which is 5000gp on top of that.

My final question is: Is there an item that prevents temporary negative levels from becoming permanent? Allowing daily rolls until they finally go away? I want to them to fight Vampires again, but this negative level business is getting them down.


I'm the DM, and I pre-calculate loads of DC's in my material. But I encourage the party to try to break my campaign, and do what they want (as long as they work as a constructive team), so they ask me all sorts of weird stuff.

On of them even has a deep brown sphere ioun stone, and loves asking me or my co-DM how high he is above sea level when we're concentrating our hardest. It's quite funny.

Any ya'll got a quick reference chart for DC's for skills, knowledge, locks, doors, strengths, hardnesses etc...?

The back of the DM board is only of limited use, and I need something better. Digital is also good.


I'm the DM, and I want to be more generous with hero points. Currently it's one per level up, and when my gut says so.

What are some great standard issue reasons to chuck out a hero point? They rule.


So I'm the DM of a regular game of Pathfinder. I link my game with other games whenever possible, usually just background characters, shared events and items.

I've played some PFS style play, and decided to stick with the classic game, but I want to include PFS as a faction or something.

Any particularly well defining modules or moments in PFS lore that I can hook into?


I'm the DM, and just threw a half black Dragon, half Elven dude at the party. He could fly, spit a beam of acid and attack intelligently.

I've also read 3 books from the Dragonlance books (a Dungeons and Dragons 3.0 Campaign setting) and found the Draconian race to be absolutely marvellous.

Is there anything like the Draconian in Pathfinder? Half Dragons are much too rare for my liking.


I'm the DM, and I read that Vampires have 10 Damage resistance to Silver. Did I misread this?


In what moments in a memorable campaign did you or your party do something incredible? Something not just based on a few lucky 20's, but the result of cleverness or teamwork?

My Party reasoned with a band of Bandits instead of killing them, converted them Erastil and now they have a shop in town.

The same party also slaughtered a village of innocent Goblins, resulting in the campaign being derailed by them being taken to the King's Court to speak for what they had done, and were tasked with rebuilding it.


I've just run a bunch of really complicated stuff, and I want some really traditional vanilla stuff.

What's some good simple stuff?


I want to create a unique encounter where my 5 player PC party, faces up against a party of bards.

NPC Party:
3-6 Members
6-12th level each
All human
Mixed Genders

PC Party:
3 Humans
2 Half orcs
8th Level
Mixed Genders
Magus, Fighter-Cleric, Paladin, Barbarian-Wizard, Bard

As a DM, I've only run Goblin bards for their +1 or -1 performances, and I know I can use each member to cast spells like blink, cat's grace, glitter dust etc.. to buff or control the battlefield. But I want to know what special stuff I get access to when bards gather in numbers.

Like a sweet performance, that causes a high level earth elemental to crawl forth from the soil before their stage, and rampage so long as the performance goes on.

That last one could be easily houseruled, so I want to know what's in the rules first.


I'm a DM with 5 PC's, and at week 20 we've finally got the party behaving as one unit. They are reluctant to split, distribute loot well, and take time to share information.

It's great!

So I need team focused encounters and puzzles. Stuff where everyone has an important role, and they must all work together or everybody loses out.

Party:

Magus(6)/Bard(1), Nagaji
Bard(7), Human
Paladin of Erastil(7), Human
Druid(5)/Monk(2), Drow
Barbarian(4)/Wizard(3), Half Orc

What is some fun team-focused stuff I can this lot through?


I've got a PC at my table who counts the stats of everything he fights, and does his best to work our their stats, focusing on AC of course. Then he basis combat choices on his results.

While doing this, he miscounted and thought the encounter was impossible, and designed to kill him or TPK. I can't tell him what to think, nor can I control his behavior. So I want to obfuscate stats in a way that makes stat counting impossible, or useless.

This is a party that plays on a tabletop with miniatures, but each person has a laptop/tablet with a digital character sheet and Skype.

So I have a few questions:

1) Is this an issue other DM's bother to deal with?

2) What options do I have for making the stats untrackable by observation? (outside of spellcasting/potions)

3) Should I begin concealing damage information, and taking the results of their hits through Skype? (Revealing only Bloodied, near death, injured etc...)

4) I've already spoken to him. Old habits are hard to break.


I'd like to spice up my campaign with the moral dilemma of neutral or good aligned undead. Do these exists?

Perhaps some Twilight-esc vampires?


Hey!

I'm the DM, and my PCs cut off my NPC's hand and kept it in a jar of alcohol. What spells/rules/necromancy allow me to flip this to my advantage?


Hey,

The Rule for Wild shape has this restriction:

"The form chosen must be that of an animal with which the druid is familiar. "

What the heck does that mean?

I'm going to replace this with a house rule:

"You may take the form of any creature you have seen and touched.", since "Familiar with" means almost nothing in regard to exotic races like Drow and Nagaji.


Sooo.... I'm the DM, and one of my beloved (evil) NPCss had his hand chopped off, and the party kept it in a jar of alcohol. That NPC survived.

If this NPC tried to Scry his own hand:

1) It's a dead hand, but part of a creature. Will the spell fail?
2) If it succeeds, will he scry himself, or the location of the hand?
3) Does he need to beat his own will save?
4) Can he throw his own loch of hair into the spell to score bonus, in addition to the target being familiar? (-15 to the will save total)
5) If the Jar is on the move, can the sensor fly around 150ft with sight of 10ft?

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