Mathmuse wrote: Badaxes are respected enough to name a city after them: Bad Axe, Michigan. I was going to point this out! Grew up twenty minutes from there. :)
Should probably be in the PFS forum, but I'll say that you mostly want to be prepared for almost anything. Have ways to deal with DR of all kinds (silver, cold iron, DR/good, etc), swarms, mindless creatures, a source of flight/climb and some light to counter darkness effects (oil of Daylight is good at this). I'm sure others can be more helpful as I've been out of the game for a while.
I'm playing a druid in Serpent's Skull, and it's a blast! You get so many useful utility spells, and wild shape is quite versatile. Huge dino for killing? Check. Tiny flyer for scouting? Quite. Elementals for passing through walls and private conversations on the wing (not to mention carrying your while party long distances)? Loads of fun. :) Had a friend who played a treesinger with a treant companion named "Rustle Rustle." He mostly cast spells from atop it and turned into various mushroom forms to spread poison, I think. (The biologist in me winced at the idea of calling fungus plants every time, but that's Pathfinder for you!) I don't know specific forms, but there are some okay ones if you look.
It sounds like a lot of this depends on perception. You see the woman as kind and doing the best she can - did your players pick up on this? You've mentioned how she followed downcast behind her son, which has a certain meaning for you, but it's easy for players to misunderstand cues. In someone's imagination, she may simply be following respectfully and showing commitment. One interpretation makes her seem much more wicked. I've generally found it helpful to be explicit about my intended meaning, both when role-playing with NPCs and describing events as a GM. I've had many misunderstandings that were cleared up by simply explaining what I had been trying to imply. I like to give the players a bit of fluff description, followed by any specific impressions their characters would have, especially if they're engaging and using sense motive (your players may not have). A simple change from "She walks behind, looking at the ground" to "She trods along as if resigned to her fate." Anyway, I don't know what your interactions are like, so this may or may not be helpful. In any case, that's my advice.
Indeed, adding hordes of underlings would probably be fun for the players at least. Just be mindful of AoEs. I have a friend in PFS and a few home games that enjoys massively overpowered characters. His father is one of our top GMs, and often slips in extra monsters to give the paladin their own fight, so to say, while the rest of the party fights the rest of the battle. You could have a badass demon challenge your player to a duel to the death while the other players fight the remaining enemies. Try playing to his ego or something.
Hi all, I recently moved to the area, and I'm looking to get back into playing Pathfinder with a group of relatively mature like-minded individuals (I already miss my gaming buddies up north!). I can play in the Barstow/Fort Irwin area, or can travel a bit farther if you're willing to play on the weekends. I value roleplaying, intelligent play/characters, and fun people to hang with. Hit me up if you know any opportunities! :)
Dalindra wrote:
There's an intriguing implication there. Animal blood might do the job, but human blood is just so... invigorating.
Luckily, we encountered a crazy hermit-priest of gozreh during our travel, I figure my druid chatted with him for a while, at least. I'm thinking I might go with some kind of torpor for a day. Maybe less, like being unable to wake for guard duty one night. And I'll use that dream idea, meet my scaled god or something. I suppose it'd be much easier to play it as a gradual shift if I hadn't traded the totem transformation (I asked the GM to allow the natural armor bonus to stack, and we ended up with just boosting my natural armor by 1) :p Thanks for the suggestions!
Hi all, I'm currently playing a lizardman saurian druid in a Serpent's Skull game (great fun so far, just starting book 2). I'm on the cusp of gaining wildshape next level, and I'm trying to imagine ways that my character would go about practicing how to change forms before fully learning how. Unfortunately, I've hit a bit of a mental block. Any suggestions that might help fuel my creativity? Thanks in advance!
I don't remember the exact scenario, but we recently encountered a water elemental (or genie maybe?) that we needed something from. The particular character I was playing frequently makes crass attempts at flirting, and early on gave a compliment on her "frothy ripples." Honestly it didn't sound so dirty until it left my mouth. XD
I don't think I've ever played a PC below 12 CON in PFS. I have a tengu ranger that softens up targets with arrows before moving into melee, and that works well enough for the most part. I added +2 CON to my strength belt when I could, and try to keep his AC up. Sadly, they changed the Amatuer Swashbuckler feat, so no more parry without giving up a level. =/ I wouldn't recommend frontlining unless you had some other defenses, like a reliable means of blur or something, or a swashbuckler with really high AC. Don't forget saves, too.
This is a silly question. Use common sense like the developers have said (multiple times) and realize it's just a variation on sneak attack. HibikiSatsuo wrote:
It would be odd for Uncanny Dodge to mention "unawareness" specifically since it was only recently defined. HibikiSatsuo wrote: Hidden strike isn't sneak attack. Hidden strike applies in all ways that sneak attack does dealing d4s of damage. It also applies in two ways that sneak attack doesn't. It applies when the target considers the vigilante a friend and when the target is unaware of the striker. In these cases it does d8s of damage. In addition to all this and to solidify that Hidden strike is definitely a new thing it also applies against targets with concealment. So yes Pathfinder did change that. A rogue attacking an unaware target (I.e. a failed perception check) would still get sneak attack. They could also get sneak attack if they attack a supposed "ally," though it would probably require a bluff check. Both of these work for the same reason: they effectively make the target flat-footed.
dragonhunterq wrote:
That's a reference to a fighter (for example) training away martial weapons or heavy armor proficiency for another feat. I think a kensai, who has to choose a single weapon to specialize in, is a bit of a different animal.
Anonymous Warrior wrote:
(Emphasis mine). Just a quick clarification: a natural 1 isn't auto-fail for any skill checks, including UMD. There are just penalties if you roll a 1 on UMD and fail (if you succeed on a 1 you're in the clear). On topic, I personally like the idea of subbing in different attributes for skills in specific situations. I thought there were other systems that called this out (D&D 4 or 5e, maybe?). I think L5R was another system that had 'typical' attributes for skills, but allowed switching them if the situation called for it.
As others have said, it's especially damaging for a witch. In the interest of personal feelings and keeping players interesting in the game, targeting a familiar/spellbook should be rare, and there should be a good reason to do so. It also helps if your players know that you aren't out to screw them by wasting their money destroying their spellbooks (or witch's familar). Little reminds at the start of campaigns like, "FYI, sundering/stealing items are free game tactics in my world, but as a GM I'll make sure that you are appropriately/evenly equipped for you levels and challenges you are intended to face." Or something similar.
There are two relevant spells that are easy to confuse: * "Command Undead" is lower-level, and is more like a Charm effect. * "Control Undead" is higher-level, and more like Dominate The undead channel feat uses the high-level spell effect (I.e. Dominate). Command Undead feat emulates the Control Undead spell. Confusing wording :p
I had a similar character (spell slinger is so bad, but fun!) that wanted to animate a wicked trap that we found and disabled. The pricing for animated objects is weird though, and can give multiple answers depending on how you do it. I think I ended up using a permanent animate objects (and shrink item so I could carry it around).
Howdy, A friend of mine came up with an interesting idea during a discussion we were having. To be clear, we haven't seen this come up during play. Would Life Bubble provide immunity to Suffocation? The main suggestion is that Life Bubble allows the subject to "breathe freely." Would it work? Is it intended? For consideration, I also brought up the effects of Chokehold and a called shot to the neck in relation to Life Bubble and whether one so afflicted would still be able to breathe. Additionally, I just thought of a cave in as another example to consider where breathing might be difficult. What are your thoughts, rules forum? |