Pablithor's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Bruno Kristensen wrote:
You could even include the +1 hp by giving a fractional bonus to the saving throw (+1/5 per level taken, for instance)

You're right, on second thought I'm going to do it that way. :)

What about the other mecanics? Note that I intend to use this system with grown-up, non-munchkin players. One of my goals are to help the narrative of the combat by eliminating the "the gnoll hits you for 12hp" type of sentences and replacing them by "the gnoll wounds you".


Hi everyone!

Having grown tired of minute-managing hit points I have thought of an alternate health/damage system that I want to subject to your opinion.
I have found other posts related to the subject but they issue the matter in different terms. If I'm duplicating threads please accept my apologies and please point me to the original one.

It is based on the WOTC 3.5 Unearthed Arcana Injury System which I'm sure you have heard of. Have you tried it?

Here are the rules: Injury System

I have never tried it myself but I have thought of some changes that can make it suit better my needs.

The changes are:

- For heroes:
1) When failing the fortitude save to resist injury by 10 or more, instead of becoming disabled -which fills the battleground with disabled people-, the PC has to pass a Fort Save (DC15 + nº of hits). If he succeeds, he is disabled, if he fails he falls unconscious.
2) No PC death unless total party kill, character left to die while rest of party flees, coup de grace, or other inevitable and gruesome circumstances like falling in lava or the like :P

- For monsters:
1) When failing by 10 or more they are unconscious/dead (DM choice)

I am aware of the issue of +1HP per favored class, but it is of little importance to me compared to the benefits of the system change.

¿What do you think?

Thanks in advance


Thanks everyone!
I think I'll stick to Oil of Warp Wood because it's effective and stealthy while being affordable for a 3rd level guy.
The other are good ideas that I'll keep in mind for more advanced adventures.


Hi everyone:

I'm writing an adventure in which an enemy 3rd level sorcerer (or wizard) and his six 1st level warrior lackeys break into a ship throug it's hull to try to steal something that the heroes have stashed inside.

It takes place in the high seas during thick fog. They approach the ship on a rowboat that they will use to escape with the swag.

The problem is that without gunpowder (my universe has none), and with only 3rd level, I can't find a convincing way for him to drill a hole big enough to fit a man through the ship's hull.

I've thought of tossing against it one or more potions of fireball the guy could have bought, but it doesn't convince me a lot.

I need something that get's the job done fast and I don't care if it's noisy or messy.

I would appreciate if you lended me a hand

Thank's in advance!


Ok, my mistake.
Sorry for the inconvenience, but I looked to the D20SRD and checked that there's no such rule in 3.5E, it must have been some kind of houserule the DM made up to make the game easier for us.
I blindly believed that was in the official rules and I war wrong :P
Your amazement made me double check.

One never stops learning.
Thanks


I think this is left to the DM's discretion.
I would personally consider that either of the 2 options (unstowing and strapping / just strapping) would take only a move action, since what is time consuming is traping it to your forearm; retrieving it would be done rather fast if stowed correctly.


Hi!

I'm having my characters face an Aboleth this weekend.

Looking at it's "slime" special ability I was shocked to see that one successful save did not grant you immunity to this specific monster's ability for the rest of the day as was the norm in 3.5E.

I also looked up the Ghoul and the same goes for his "paralisys" ability: no immunity on a successful save.

Am I missing some part of the rules in which it says so or is this how things work in Pathfinder?
In other words: Do the PCs have to save each time they are attacked with this type of special abilities regardless of whether they succeed or not?

Thanks in advance.


Thanks a lot, that was really useful!


Hi everyone again.

I separated this from my previous post on Chuuls in order to keep the topics separated and the messageboards easily browseable.

I'm concerned with my 6th level PCs being totally wiped by two phase spiders that appear in the "From Shore to Sea" module. Do you know the ways the PC's have to defeat them?

For example: it possible for them to ready an action to attack them just when they appear next to them? I ask that because, as they are not aware of them while they are ethereal they will be surprised when the monster "appears" and not be able to attack, thus ruling out this option.

Thanks in advance!


Hi everyone.

This is my first post on this forum.
First of all: Thanks Paizo for thinking in us 3.5 people.
I am grateful for your effort.

To the topic, then:
I am DMing my first Pathfinder module: "From Shore to Sea" and I found some issues with this monster.
After searching through the messageboads i came up with some answers but I'm not quite sure I got the thing right. Can you help me please?

1) Regarding the Chuul and it's many ways of fighting: please tell me if this is possible:

surprise round:
(standard action) attack with 1 claw -> if successful then grab ->if successful then constrict

regular round:
(standard action) attack with one claw -> if successful then grab ->if successful then constrict
(move action) transfer grappled PC to tentacles and try to poison him.

regular round: with PC already on it's tentacles
(standard action) grab to maintain grapple -> if successful then constrict

2) Regarding the Chuul's mandibles:
When does the damage from them applies?
When it transfers the PC to them?
At the beginning of the grappled PC's turn?
At the beninning of the Chuul's turn if he's got a PC grappled in it's tentacles?

3) Does the Chuul needs to sustract 20 to it's CMB in order to be able to attack with it's claws when he's got the poor PC in it's tentacles?

I'm asking those two questions because it seems to me that this monster is extremely powerful for 6th level PCs and I fear I'm misinterpretating the rules and thus buffing it even more.

Thanks in advance!