Soulbound Doll (Bear)

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You could house rule that Spell Penetration applies to Dispel Magic attempts as well or create your own version of it where the checks apply to Dispel Magic attempts. That I know of though it's a function of straight caster level, making Dispel Magic kind of hit or miss. I rarely take it for that reason when I could just Fireball the offenders instead. Not a bad thing to have a wand of though!


I started right around 2000 with D&D 2nd Ed and Rifts. Hopped on board fully for 3rd ed and White Wolf OWoD and been playing ever since.


Thanks for the replies all and for the find from Sean, Troubleshooter. I appreciate the input! As many of you said, I don't want to penalize the player for taking a feat they then can't use. I think imposing some of the percentage limits is a good middle of the road solution. Fun's the name of the game, after all. Much appreciated!


I never used to do them because for being a 'random encounter' it seemed like a lot of work to do that stopped play. This was back during D&D 3.0/3.5, but I'd often encounter charts and say I roll Drow Scouts. I need to roll again for what size. Then again for what the leader is. Then again for their levels. It's just... too much paperwork.

Usually I'll use the encounter charts to size up likely encounters depending on how the PC's travel and spring something on them with that. So it's 'random' but still pre-planned, I just check for it in advance... does that make sense?


When you issue your players starting wealth, do you allow them to pay half price for items they could create with feats as if they made them themselves? My players generally favor this view (of course) but I worry about the unbalancing effect as it more or less doubles their wealth and/or rewards casters while penalizing melee classes.

I could always increase challenges and such but was curious what your thoughts were.


D&D 3.5 had a feat for Ranged Sunder which was in the Complete Warrior, I believe. It could be adapted easily enough to Pathfinder if one were so inclined.


Profession (Sailor/Sailing) for out of combat travel, which you could argue would encompass navigation as well. Survival would help to avoid being lost using stars and such but I could also see that covered under the Profession skill function.


Threeshades wrote:
Geno wrote:
Can a tiger do Kung-Fu?

Only while crouching.

Sevorev wrote:
blackbloodtroll wrote:
Feral Combat Training will allow you to choose a natural weapon, and Flurry with it.
Which book is that in, by chance? Sounds like an interesting feat.
When in doubt ask the SRD, it holds all the answers. In this case the answer is Ultimate Combat.

Thanks!


I tend to vary it by situation/mission. Some adventures are time-based so back to back. Every few levels at least though I try go give some downtime so the PC's can craft/learn new spells/do whatever they need to. Usually I'll let them be the judge of how long they take and do a general 'what did you want to accomplish over X period of time?'. Let's them do mundane tasks without spending excess time at the table, there's always email or google docs if more detail is required/desired.


blackbloodtroll wrote:
Feral Combat Training will allow you to choose a natural weapon, and Flurry with it.

Which book is that in, by chance? Sounds like an interesting feat.


This situation sounds... very odd. I won't speculate on what happened; as other posters have said, it's evidently between the GM and the player. Just something in the situation smells really wrong, especially if you're getting emails from Peter to 'drop it'.

Investigating IC seems a perfectly reasonable course of action, Speak with Dead being a great option. Assuming the group is okay with that? If they act odd, well...

If this is an OOC thing it gets far more nebulous. From your description though this isn't the norm with the group.


A general SR rating of the monster's CR +10 would probably make them a challenge without completely negating their main ability (which is probably the bulk of their CR as-is, immunity to magic).


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When you're the only one who stays to guard the caravan you should be the only one who gets paid. If I were the one hiring adventurers, there's no way I'd fork out the gold to people who abandoned their posts.

As that's quasi-aside the point, I'd talk to your GM about it. See if there's a way he can incorporate your character, mention your concerns. When you're left alone on guard duty, is the caravan attacked? If so, do the other party members face reprecussions for not being there? Otherwise, maybe he's not making it clear enough that the adventure expects you to go after these people in-progress? It's not much fun to sit for a session doing what you're supposed to be doing and staring at mules pulling wagons.


Like Bearded Ben said, it should be more expensive if it's a Dodge bonus since that'll stack with other Dodge bonuses the rogue might gain. I don't think it breaks the item in and of itself; just a better bonus than an armor one.


I would also be curious to know, having little experience in this.


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I hate fighting mid- to high-level spellcasters, especially Wizards who've used Divination spells to prepare for our assault. While not a monster per se I've had more characters destroyed by spellcasters than any other creature/class.


freduncio wrote:
I constantly need to rise monsters HP on the fly (see below), or give them a quick boost on the rolls.

As an idea, have you considered giving your monsters the 'elite' template that they created for the Warcraft pen and paper RPG? It'd increase their staying power significantly.


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As others have said, if you want to remain a Paladin then talk to the GM about how he views Lawful Good and the code of conduct. If not, perhaps he'd allow you to trade in Paladin levels for Fighter on the basis that you'd been unaware of what the class requires from you in his game. Paladins have been, historically, one of the most persecuted classes in my opinion with regards to their alignment and code. It mostly comes from two peoples definitions of 'good' varying and so talking to the GM is the best bet.

Or some GM's are antagonistic who see the code and deliberately plot ways to make you fall by presenting fail/fail choices. I don't know that yours is that type but it's something to be cognizant of. You can't fight city hall, as the saying goes.

As well, the GM is running the game, not your fellow players. If you ask them for advice or help, it's one thing, but they shouldn't be critiquing your every action. That's the GM's job if he feels there's a conflict with your alignment or code. Ask your fellow players to leave you be and, if they don't, ask the GM to get involved. It's his responsibility to moderate in situations like these.

As a last resort, as Herbatnik above suggested, you could be playing with others who are naturally antagonistic. I've known many male players who feel awkward playing with a female and if you're the only one that could be a part of it? I'm not sure on the maturity level of your group. And, if this situation is unresolvable, you may need to leave the game to look for one more welcoming. I know that can be difficult depending on how popular gaming is in your area. Something to think on though, hopefully this advice is useful.


Not having a penalty on your Will save would be helpful but you also add your Charisma modifier to it so it balances out some. If possible, I'd almost recommend you stick with 16 Str and do 18 Cha; Cha affects your heals, your saves, your smite evil... everything. I think you'll get more utility out of it there.


I vary stats by how high-powered I want the game to be but usually just give everyone a 16, 15, 14, 13, 12, 10 to play with. Makes for a more robust group without one person rolling higher than another and point buy, while I see the value in it, hurts my head some to keep track of. Math is not my friend which is ironic given how much of it is needed for games like this usually.

I also often borrow a page from Star Wars Saga and let people start with max HD x3 plus Con modifier so a Fighter with Con 14 starts with 32 HP. It evens out some as levels go on but provides a nice bonus in the beginning.

For HP, I let people roll and if they roll below average (half on an even level, half plus one on an odd) it gets adjusted up to that. If they roll above average, good for them.

These usually make for much more powerful PC's but it also fits the groups play style. They tend to like larger-than-life heroics or deeds rather than a gritty dungeon crawl where if the Wizard sneezes too hard they might burst a lung. Anyways, ideas for fodder if anyone likes.


I worked up a conversion for a FR game I was going to run;

Genasi (Air)
As written in the Forgotten Realms Campaign Setting save as follows:
+2 Dexterity, +2 Intelligence, -2 Wisdom. Air genasi are quick of hand and sharp of wit, but easily distracted.
Spell-Like Abilities: Air genasi can use levitate once per day using their character level as their caster level.

Genasi (Earth)
As written in the Forgotten Realms Campaign Setting save as follows:
+2 Strength, +2 Constitution, -2 Charisma. Earth genasi are tough and strong, but stubborn.
Spell-Like Abilities: Earth genasi can use pass without trace once per day using their character level as their caster level.

Genasi (Fire)
As written in the Forgotten Realms Campaign Setting save as follows:
+2 Dexterity, +2 Intelligence, -2 Charisma. Fire genasi are fast and intelligent, but impatient and quick to anger.
Control Flame: Fire genasi use their character level as their caster level for this power.

Genasi (Water)
As written in the Forgotten Realms Campaign Setting save as follows:
+2 Constitution, +2 Wisdom, -2 Charisma. Water genasi have high endurance and are insightful, but are cold and emotionally distant.
Spell-Like Abilities: Water genasi can use create water once per day using their character level as their caster level.


If you have access to the D&D 3.5 DMG II check out their mob rules. It could work for mass combat with a bit of adaptation.


lol, how's this for a plot twist? Have the Cavalier's mount kill the would-be-thief.


Like other's have already said, ask him why he's acting that way. Maybe there's something in his personal life going on or whatnot. It's not cool for him to be acting like that and I don't know if he has a history of this or not, but you've got to say something.


In the past, playing 3.5, I've ruled it that beheading will effectively stop the creature but it's not permanantly dead unless they do the steps listed in the entry (fill the mouth with holy wafers, etc). Otherwise, if the head is re-united with the body, it'll reanimate. As written though, anything reducing it to 0 HP just makes it go gaseous. Was the vampire meant to be a long term foe or a generic baddie at the end of an adventure? What do you need it to do for your story?