|
Nofx Johnson's page
Organized Play Member. 26 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
|
|
2 people marked this as a favorite.
|
Was reading Goodman Games "the dungeon alphabet". When I got to "p", there was an option to make the random potion have addictive properties. I thought, this is genius, cure light, moderate, serious wounds should have addictive properties, especially since the PCs are drinking like 3-4 of them sometimes after combat. I've searched the threads, and couldn't find my answer, so figured I would ask it. Are potions addictive in Pathfinder? Should they be? Like each time you consume one, the percent chance of becoming addicted goes up? The description in GG book, just states that the addicted party would start to consume that potion, even when not needed, as the Pathfinder addiction rules actually harm the player. This seems a little less damaging. When I suggested it to my players, was met with hostility, lol.so just curious what the actual rules are, and if it is actually a thing?
Thanks!
Playing Iron Gods,(still), and was reading the Valley of the Brain Collectors, and radiation came up. I read the Technology Guide, and it describes radiation as a poison effect. There are 2 PCs which are immune to poison, a monk, and a barb. Soooo, are they immune to radiation? Seems like a straight yes, but, not sure if it's saying radiation is LIKE a poison effect, in that it drains con, and damages strength, or if it IS a poison effect and should be treated normally as if it was poison. Thanks in advance.
P.S. On a secondary note, just out of curiosity, how long should it take to generally get through an adventure path such as Iron Gods? We've been playing mostly every Saturday for about 6 months around 4-6 hours per session, and are just starting the 4th book. Are we unnecessarily dragging this out? Or does it seem about right? Or doesn't it really matter as long as everyone is enjoying it?
thanks again!
Playing through Iron Gods, and I have a PC in my group, who is utilizing this. Just wondering if it is legit. I'll pry continue to allow it, seeing as most of the enemies either have high DR, or are incorporeal. But, for future reference, the monk can use adamantine gauntlets, right? And doing so, can he still use a lightning elemental fist attack along with it? This is allowing him to overcome DR, and deal 1.5 damage to the constructs in this adventure path. I remember reading that if an adamantine weapon also has magical properties, they don't stack, you go with the better bonus. But these are two different attack scenerios, where the magic is coming from a different source than the weapon itself. So, what we end up with, when he uses his KI, is 2 claw attacks, fury of blows, with elemental lightning fists...so like 4 attacks, with multiple magic damages stacked on top. Are we doing this correctly, or am I dumb for allowing it?
Thanks
The class "Summoner" comes with this game, which is really cool. Now granted, I haven't read the rules cover to cover, because I assumed they are similar to the original base set. I did however scan through looking for any rules on summoning, and it seems very vague. So, how do you summon a monster card, by defeating it? Then, after you've summoned it, where does it go? Just displayed on the table like your familiar? Or in your hand? What exactly is the benefit to summoning? Do you add the "aquire" number to your skill roles? Or, does it simply add another die for skill roles? Then, once used, is it banished to the box? Like I said, very vague. Seems like a fun class, depending on the actual benefits of summoning. Thanks in advance!
What hurts a poltergeist, assuming you've found a way to target it? Does arcane strike hit and do damage, since they are incorporeal? If yes, then does adamantine, since it is considered a "magic" weapon? Or are they immune to ALL physical attacks, regardless? Would fire hurt them? A grenade, or arcanist bomb? They regenerate, too, right? Ugh... Thanks
In the Iron Gods, during the first book, there comes a time in a cave where the PCs battle a gremlin, "Jeznik". In the same room, there is a door, that's clearly not supposed to be opened yet. One of the PCs is a Wizard of metal. He wanted to get into this door, so he casts warp metal on it over and over again...I was not prepared for this. The door has 20 hardness, 720 hit points, and a break DC of 45, against what are presumably level one PCs. Since there will be several more locked "super doors", I'm sure this will come up again. I guess I'm looking for advice, on how to let him use his spell, but, without breaking the game. Or, more clarified rules on "warp metal", because, there's going to be alot of metal... The only justified reason I could give him was, that it was sky metal, so it didn't work, he didn't seem satisfied with the response, and I wasn't really either. Thanks in advance!
|