I'm thinking of running Skulls and Shackles, and as I'm reading through the books it occurs to me that any ship-to-ship combat scenario is entirely made moot by a singular fireball to the sails.
The cheapest cannon available costs 6k gold, not including the price of cannonballs and blackpowder, ontop of requiring 3 mooks to fire the thing. After that, it requires an attack roll with a 5% chance to jam, and no guarantee of damage (6d6, which is quite laughable honestly). Oh, and a range increment of 100ft, which at that point you may as well start getting ready for boarding action.
You could get three cannons and have them fire one after the other, but that's 18k down the drain, 9 mooks, and that much more gold for ammunition.
For 18k a year, or even 6 months if you wanna be generous, you could easily get a cadre of 6 mages to fart out a single fireball each per day, two casts of scorching ray, and three casts of obscuring mist for ship stealth purposes.
So other than flavor, is there any good reason to have cannons rather than wizards?
Players mess up bad, super bad, like, besmirching the entire religion of Iomedae bad.
Should they be punished for their actions by the church who has 100 witness of their crime of attempted theft of one of the churches greatest relics to date?
Or, should I start excluding certain items out of loot hordes, making them less and less useful for the players in question (not the whole party), as well as throwing more enemies at said players that are more apt to counter them?
The overt punishment is clear and defined, there is a reaction to the action that can be obviously understood. Unfortunately, this punishment would lead to either excommunication or forced service, things the players in question wouldn't really care about, or indefinite imprisonment or death, things the players would shrug off by making new characters.
The covert punishment is not direct or obvious, but it the effects can be felt almost immediately as the players become less and less effective. I'd eventually send them a vision or sign that they've earned Iomedae's displeasure, but in the interim, the players would start to become a burden on the party, rather than being solely punished.
What should I do? There's no way I can't punish the players for such a blatant act of heresy, but it seems like they've goofed up so hard that punishing them isn't feasible.
So, two players committed some serious crimes after having been fooled (not mind controlled) by a succubus.
They were led to believe that Radiance is actually a demonic artifact, and they decided to trick the paladin wielding it in order to steal it away.
This plan bombed spectacularly, and the paladin army, along with Irabeth all witnessed the two players attempting to make off with Radiance. Along with this, the paladin army saw one of the players convulse upon touching Radiance as they had the succubuses profane gift and took 2d6 cha drain on the spot.
So now I want to plan out a court martial for these two, and see what crimes can be levied against them, and what an appropriate punishment would be.
So far I'm thinking treason, heresy, cowardice, possibly desertion, consorting with the enemy, and espionage.
Now that we have Spell Cartridges, is the Gunslinger class still useful at all?
To me, it seems like Magus is gonna be the new sheriff in these parts, especially with the ability to fully bypass all DR.
Even if the issue of proficiency is brought up, you're going to be hitting touch anyways, and Arcane Strike applies to all your weapons so two-weapon fighting is now incredibly viable.
Context: Running Wrath of the Righteous wherein there is a (shocker) paladin of Iomedae.
No spoilers here aside from mentioning mass combat.
At the end of the battle, the paladin wanted to 'run down the tieflings like the dogs they are', my words. I thought this was a little bit overkill and told them that Iomedae was raising an eyebrow at them for wanting to cut down a fleeing opponent who'd clearly given up the fight.
Everything else they've done so far I've been fine with, aside from splitting off from the group during the same combat to fight more enemies on their own, which also earned a slight raise of the brow.
So I'm joining a game that's a bit of gladiatorial combat crossed with professional wrestling, which means that we're as likely to fight humanoids as we are aberrations, monstrous humanoids, and animals
I want to make a lucha libre inspired character that focuses on beating a gentleman with another gentleman.
As far as I've found, most stuff that would allow me to grapple above my weight class doesn't stack with itself and I'm sadly stuck at only being able to grapple huge creatures as a medium luchadore.
What I'm trying to ask is, what can I get so that I may swing a whale at my fellow man?
So I've got a paladin of Iomedae who's come across a legendary longsword that's yet to be awakened, and I was thinking it'd be fun to make it a progressive thing rather than all at once.
To that end, an achievement list based on the tenants of Iomedae sounds like the best way to go. Some of these will be done as a matter of course, others will have hints in the form of suggestions based on context.
So far, this is what I have:
I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
I am the first into battle, and the last to leave it: Be the first to deal damage in combat five times across separate battles and remain standing after at least half of your allies are unconscious in one battle.
I will not be taken prisoner by my free will. I will not surrender those under my command.
I will never abandon a companion, though I will honor sacrifice freely given: Suffer four attacks of opportunity within 1 round and have an ally who is at 0 or less hit points healed within that round, whether through your own actions or an ally you coordinate with.
I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
When in doubt, I may force my enemies to surrender, but I am responsible for their lives: Knock unconscious 10 enemies of equal CR or higher through nonlethal damage, or restrain an enemy of a CR that is 4 higher than yours for 24 hours.
I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest: Face a creature of equal or higher CR in one on one combat with no outside assistance.
I will suffer death before dishonor: As an immediate action when affected by a mind-affecting effect that would cause you to act against the tenants of Iomedae, you may reduce yourself to -1 hit points and stabilize. You can only do this while wielding a longsword.
I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection: Attempt and succeed at a diplomacy check with at least 10 enemies of evil alignment whose CR is equal to or greater than yours.
I am not a scholar of Iomedae myself, so if any of these seem off base then please do tell me and feel free to suggest alternative achievements for these.
Where is the line drawn between steroid-dispenser and building your own magical army, with blackjack, and succubi? Actually, forget the succubi, and the black jack.
I've been in parties where my sole job has been making the Fighter OSHA compliant and making sure the Barbarian doesn't confuse his teammates limbs for that of his enemies in his limb-tearing rampage. While I always feel helpful in this regard, I'm starting to think there comes a time where maybe a singular helmet is enough for each teammate and I should cancel all the teams bubble-fitting appointments.
I've recently had a bit of a crisis of faith as I found myself scrapping further and further down the barrel in seeking players as folks seem to migrate en masse from Pathfinder to 5e.
I greatly enjoy DMing for Pathfinder but I can't DM for a game that has no players, but at the same time I just can't bring myself to switch over to 5e, it's just far too streamlined for my liking.
So, I want to ask folks what it is that brings you to the table so that I can get some perspective as to why folks might be migrating from one system to the other, whether it be the simplified mechanics, better world feel, just a bigger pool of players to play with, or what have you.
Personally, I greatly enjoy tabletop games that have a lot of switches and knobs to play around with, customization is my bread and butter and I love being able to finagle all sorts of characters within a games mechanics.
This is my attempt at completely stopping somebody from getting away via nonmagical means during a capture mission, knocking out the target first then putting the following on them:
Broken Splint Mail, +3 AC, -14 ACP
Anyone got anything to add to this?
So I've got a game next week that I need some help choosing equipment for.
As the title says, there is no magic in this setting but alchemy is kosher.
We are starting level 4, with appropriate wealth. I am a half-orc slayer, vanguard archetype, that will be dipping into Barbarian starting level 8. This is a demon/devil heavy campaign, and special materials are allowed.
Anyone got suggestions for my shopping list?
There's plenty of threads singing the praises of the fauchard and falcata and wakizashi and so on and so forth, but what about those of us who don't have the feat to spend on EWP or go out of our way for weapon familiarity at first level?
From what little I've found, the Falchion seems like a pretty good contender as far as non-reach weapons go.
AC Bonus wrote:
Iron Skin wrote:
Does the ironskin monk also lose the bonus to CMD since it's only specifying AC? I'm reading this as RAI and thinking that CMD is nixed as well
How would you rule multiple webs being shot at the same character?
My gut ruling would be that each additional web increases the DC to break out by +2, and at a certain point, maybe 10 above the base DC, the character is just treated as entirely immobile as they're encased in the webs
Anyone here ever rule differently?
I've been looking through a lot of alchemical items lately, mostly to separate the wheat from the chaff for future games. I've found a handful that I'm rather fond of, some that are pretty fun for what they do, and others that I wouldn't touch with Sun Wukongs extending pole.
Anyone here got a favorite alchemical item? Either because of its usefulness or just comedic potential, I'd love to hear about what people do with alchemy.
Just been giving it some thought and I wanted to put levels, abstract as they are, into some sort of context. For example, level 1 is your average joe shmoe, level 6 is a veteran general of many wars, level 10 is a hero out of myth, and 20 is a demi-god.
Does that sound about right? Anyone got any more examples?
Is it 200 gp of diamond dust? 400? Or both?
So in my campaign, one of the players comes from a family of spies. This family is regarded as high nobility, and they're under jurisdiction of the government of the metropolis where they live. Yes, I know, having a well known spy family seems counterintuitive but that's the players backstory and I'm fine rolling with it.
The other part of the players backstory is that they're not well regarded by their own family, not having been able to follow in the family business of being a spy. I'm planning on a murder mystery happening where the player is framed for the murder of one of their own family members, and thus the family is going to apprehend them under their own jurisdiction instead of local law enforcement.
The other side of this is that the party, including the framed player, are all part of the city guard of the metropolis, and the chief (or whatever the title would be for the head honcho of a city guard is) of the city guard is aware that there's more to the situation than just a familial homicide, and send the rest of the party to apprehend the framed player first in order to save them.
How would this situation work out in terms of legal procedure? I know I can just handwaive everything, but I'm honestly curious now how this would work. Who has jurisdiction in a case that involves a large police department and the fbi or cia or whoever else is more apt for comparison to the situation at hand.
I at first thought you could move the orb in any direction, including upwards into the air, but reading the bolded part, it's giving me the impression that the orb is landlocked.
Rather than having all this handily available diamond dust, what if gold was the actual material component for spells?
Not just talking about mechanics, what would happen with society? Would Wizards just aggressively hoard gold so hard that silver just becomes the de facto currency? Do dragons stop hoarding gold because wizards have become so g~%&*&ned determined to get it that being a dragon is just not enough to deter them?
As it stands, Diplomacy is a player-only skill that's far too simple for my taste. After some discussion with friends who are old hands at not only Pathfinder but DnD style games in general, I'm starting to feel like Diplomacy should go one of two ways:
Make Diplomacy into full fledged social combat a la Exalted, and making it applicable to both players and NPCs with the same caveats as Exalted (no unacceptable suggestions, such as things players are clearly uncomfortable with out of character or things the character would just absolutely never do such as a character who has opposed killing their whole life being told to kill someone without the aid of mind controlling magic.)
Or, do away with Diplomacy altogether and treat it as fiat as is often done when PCs get into discussions/debates with the NPCs, leaving the result up to the DM whether they feel the arguments/offers presented are enough to sway the NPC.
Even mundane applications of diplomacy can be simplified into fiat or a single roll decision, such as looking for information being a percentile roll, etc
Diplomacy as a skill just doesn't sit well with me as a player only tool when it has no opposition to it, such as Perception vs Stealth or Bluff vs Sense Motive.
I'm gonna be doing a 1 on 1 campaign with a friend of mine to introduce her to Pathfinder, and she's mentioned wanting to play as a Necromancer.
I have had 0 experience with any sort of undead controlling character, off the top of my head I know Necromancy is a school you can focus in as a Wizard, and that there's the Gravewalker Witch Archetype.
Anyone got any more suggestions? Feat suggestions are also appreciated.
I'll start off quoting two spells to illustrate what I mean;
First there's Discordant Blast which lets you cast the spell as a 10-foot Burst or a 30-foot Cone.
Next is the Form of the Dragon family of spells which grant you a breath weapon which can either be in a 60-foot Line or 30-foot Cone
Both these spells list different possible shapes for their effects, and thus I assume that Pathfinder/Paizo treats these areas as equivalent to each other in terms of their areas.
A 10-foot burst is equivalent in spread to a 30-foot Cone which is equivalent in spread to a 60-foot Line.
Jumping from there, we can pare this down to mean that a 5-foot Burst is equivalent to a 15-foot Cone, which is equivalent to a 30-foot Line.
And then go the other way around, where a 120-foot Line is equivalent to a 60-foot Cone, which is equivalent to a 20-foot Burst.
Does this sound about right or is this all conjecture? I'm trying to come up with some special abilities for my players and I want to make sure that I'm doing it right when it comes to making effects with area effects.
I don't just mean in terms of amazing effects with little to no drawbacks -coughspellscough- but also in terms of the rules that govern them.
How easy is it to become addicted to something? Does it take only one hit and a bad save and you're hooked for life? Can you be a drug fiend using every day for a year and stay squeaky clean?
I've tried giving the drugs page on the pfsrd a read through but I'm having a hard time wrapping my head around it and would prefer to hear others experience with drugs or even just theorycrafting.
I'm suddenly interested in running a campaign where the players are either part of a large city guard, either working for it or pressed into service for one reason or another.
Does anyone have any good info on what to take into consideration in terms of how a city guard would operate? I was thinking of just reading up a lot on police chain-of-command and process and all that sort of thing, but I figured I should also look into the differences they would've had with a city guard in a medieval city.