pride_assassin wrote:
Calzone golem anyone? http://www.wizards.com/dnd/files/Cooking.pdf
Hiya all, One of the characters in a campaign that I'm in has a ring of freedom of movement. In the last session he got hit by a canoloth and failed his save against the poison which paralyses the victim. An discussion ensued about whether the FoM would protect the character from the poison's paralysis. Any offers?
I've been playing a 8th level wizard and a staple spell has been Summon Monster III. At the lower end when you first get SMIII a Fiendish Ape appears and equates most battles as its fearsome! I've also used a centipede at a doorway to get AoO as people run passed. NPC stopped and started attacking it - missed it on bad roll and attacked again. Thats two rounds when the NPC would have attacked a PC. Thirdly, a PC dropped as was coup de grace bait but he summon monster was present and focus went to it instead of the throat. One PC saved by SM.
Going round the corner wouldn't require a Hide check- its automatic. If items existed round the corner that permitted a Hide (half the height of character or whatever) then roll the Hide, if nothing exists then whent eh character rounds the corner it will automatically spot the thing. The character may just walk passed the thing - maybe it wedged itself under the pot when the character performed its 'spot' check. Just because it mentions that it has camoflague it shouldn't make any difference unless specifically stated. Thats what teh Hide mod is for.
FilmGuy wrote:
Yup - surviving is enough by me. Barbarians just walk through them.
Firstly, If you have DEX of 6 do you have a better AC when flat footed than after you have acted. As far as I can see this is true but it doesn't make sense. Surely flat footed is essentially stationary, so -DEX mod seems to launch themselves at the attack. Secondly, a trap has a too hit 'factor'. Are you flat footed? Cheers PS I have no idead which forumn to post these questions too anymore! Sorry in advance.
Old Guy GM wrote:
Its more the enchantments that matter. Two guards at gate, "No you ain't coming in", wizards waves arms, "Okay in you come old mate, and how are you today"
jreyst wrote:
Interesting - since 3.5 i thought fighters became more complicated. I started my 6 year old as a fighter but that got too hard and we the character died went for sorcerer next. He just sits at the back and casts scorching ray...
TBH I never get to play high level wizards or sorcerers but on reading much of the fighter v wizard, wizard v cleric, wizard v... I wondered if anyone had tried slowing the spell progression down a bit to balance spell casters to 'brutes'. 1 lvl = 1st lvl spells
or may be give them the same progresssion as sorcerer are now?
I have changed the Trapfinding ability to mean that they are always Searching when moving at Dungeoning rate (a bit like elves). If they walk passed a hidden door, or on to a trap trigger I roll and warn them that they spot something. The other classes can find traps over DC 20 but they have to be stating that they are searching. A quote from Uncle Parnick "Trapmaker" Pardfart
PC Name: Tabitha (female human wizard 5)
Tabitha, the rogue and ranger rested in a rope trick untill they saw grimlocks moving around decided to bail out and attack. They did not expect the cleric and when the rogue failed the will save vs Hold Person things went wrong. I should have coup de grace the held rogue but instead I tied him while the others pushed forward to attac kthe ranger and wizard. A wizard on 15 hit points does not far well against a 8 damage rolled on a critical hit with a battle axe for 33 points of damage. SPLAT!
PC Name: Barg (male half orc fighter 4)
PC Name: Travis (male human cleric 4/wizard 1)
In a prolonged fight in the horseshoe cavern the party had allowed one of the grimlocks to get away and warn the others. The grimlocks grouped above the cliffs to each of corridores (added cliff to route to cleric too) and waited. When the party got close they attacked from above with long spears and swarmed from the other locations. From atop the chieftain hurdled abuse (which the party could not understand) and Barg reciprocated it back. The chief raged and attacked. Barg took the brunt of the attacks from the entire camp and it looked like he was going to survive. But then a crit came in and his hit points suddenly looked a lot smaller. Barg eventually dropped leaving the route open to the trest of the party. Travis took a hit and dropped from another critical leaving a ranger and wizard (a rogue no one had spotted) to fight 5 grimlocks. Fortunately the chiefs rage stopped and he went to negatives. They retreated so that the ranger could use missile fire and eventually - with the fresh rogue - they killed all the grimlocks.
Gosh wot a heated debate! If all the nastiness was removed it would have been so much quicker to read. Oh well. I won't pretend to be a vastly experienced player and only tend to play to around level 6-7 before restarting with new characters. I know spellcasters get more powerful later on but so far, outside PFRPG (TBH) things have been balanced. Maybe in PFRPG that is still not the case (I haven't played it enough) but when I first looked at the PHB for PF I thought that the melee types had been improved so maybe it is being addressed in part. Everyone take a deep breath before posting please. Stop the flames its upsetting me. Please don't flame me the smell of burnt kobold makes me feel sick first thing in the morning.
Never played a druid before so created a druid with a wolf companion. Have I got it right? I have a 6th lvl druid giving +4HD, +4 AC, +2 STR/DEX etc Now +4HD gives 6HD making the wolf large. Do I add everything in to give 6d8+12 hp. Natural ac increases for companion and now being large? And the same for STR and DEX? STR 24 (increased as ability too) DEX 15 (+2 companion -2size increase) etc I get Bite +12.
yellowdingo wrote:
What level were they both?
...why isn't druid a racial class for gnomes? I loved the fact that sorcerer was made a racial class - that fitted. It always struck me that halflings were the chatty singy race rather than gnomes. I'm just creating a PF gnome druid and as I've been going through the racial abilties they just scream that they are nearly sorcerers/druids anyway! Any opinions?
PC Name: "Fate" (male human rogue 4)
I had this scenerio where two of the characters got captured. I had switched things around so that the enterance to the mine (elevator) led to the Temple, and then on from that it led to the room with the pool (the temple is the first line of defence to the inner central cathedral). When they eventually wiped out the temple they found their comrades hangs above the pool with their blood dropping in. Just to be really evil I had them infected with Slow Worms in the hope that the worms would either break out in one of the the other temples, or even better in the town above (inspired by the film Relic).
Could I ask who/when it was said that this was for six characters. All the modules in the mags say 4 characters (I think). My campaign has fallen apart because of the discontinuity caused by characters being killed (and other stuff). If I'd have started with 6 to begin with I might still be getting my moneys worth from my magazine purchases.
I changed the temple to a temple of warforged which made it tougher as they needed no supplies so could wait out an assault too. This module is really tough. My group of veterns really got bogged down in the Temple and really felt helpless. You should give them a way of getting out and getting help if things go really bad. The Summon Monster 3 was a real killer - literally. I also struggled to get the characters to move in to the arena. They moved in once but not in the numbers I had hoped so I din't close the doors else the brave would have been killed and thats just not right. Did I mention this module is tough?
Name: Rhianna
Vetern Group Party were: (32-point buy)
This module was modified - the Temple of Hextor was replaced with a temple of Lord of the Blade. The Elevator room was split in two, the elevator was in a separate room leading to the temple as normal, but the actual pit was in another room connected to the others via another entrance in the arena. Long story short... After last time they were holed up in the elevator shaft but then the sneaky ones decided to scout ahead. They scouted and heard movement ahead, but decided to attack. All kicked off and after two waves of warforged commoners and fighters then main guys showed up. The summon ape was planted on the opposite side of a barracade and this caused immense problems. They piled in the attacks to the ape but it dropped the cleric even with her Diehard feat and with that dropped=dead. BTW Tully and Eburn were later dropped but the remaining clerics took them and hung them in the chamber above the pit and let the blood drain in to the cold liquid so they could be found later - so they could have been deaths too. My group are finding this arc too hard and they are demoralised by the mortality rate (4 pcs, 2npcs) so the arc may be finishing - shame really.
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