Kobold

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I'm toying with fighter/cleric with enlarge as domain spell. Did a test combat with figh4/clerc4 vs 10 1 st level Fighters.

Characters got initiative and Enlarged (holding long spear). Combat Reflexes and AoO nailed 3 straight off.


pride_assassin wrote:

Hi all, I have enjoyed this discussion on FoM ... as the DM who had to make the call I decided to research the issue a little further at the end of the game. There was a considerable amount of persuasive argument for and against. I was wondering ...

If one of my players characters was constipated would this effectively free his movement ... ???

Or am I just talking "Bristol Stool Chart Number 4" ... google it!

LOL ... seriously though... all in all everyone that contributed to this has done me and my group a great service. Harding Grim will be unparalysed by the Canoloth and will fight on ... however if his movement does become hindered by a monsterous calzone ... there is little I can do for him.

Calzone golem anyone?

http://www.wizards.com/dnd/files/Cooking.pdf


Thanks all


Thanks for the quick reply. That was exactly my thoughts at first. Then I began to wonder whether poison is treated different to say, ghoul touch etc.

Is paralysis always the same irrelevent of the how the paralysis manifests?


1 person marked this as FAQ candidate.

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'm interested - regular player but not PbP.

I'll look through the character creation and submit proposal.


why not add summon monster n to the spell list that acts like the normal spell


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.


Anyone know the eta of release?


Zohar wrote:

Smilodan, That's gross! I like it! :D I think they will go well in the Hospital Area. :3

And thanks for the link LMP I will look into it. I didn't think to look through the Paizo store for past adventures. Thanks!

Just be careful who you use that with :-~


Thanks all - I had forgotten about the multiple spells on a scroll -doh!


Can you scribe two scrolls in a day or does it take one day to scribe a 1st lvl scroll or one day to scribe a fifth lvl scroll.

Could you scribe 2 3rd lvl spells? Each would be 350gp worth (I think).


I've lost track of whats available. Is there a PDF version only price?

I live in UK so I get really stung by the shipping costs.


FilmGuy wrote:

I am a little bit confused on how to award XP for traps. I know the CR assigned to the trap determines the XP just like a monster combat encounter, but what constitutes "overcoming" the challenge of the trap? Obviously successfully disabling it would overcome the challenge, but what about setting it off, but successfully making the save to avoid the effect? How about merely surviving it?

I am leaning toward mere survival being enough to award the XP figuring that the "I'll never do THAT again" factor would be pretty strong after setting off a particularly nasty trap. How do you handle awarding XP for traps in your campaign?

Yup - surviving is enough by me. Barbarians just walk through them.


Dawn of the Dead. Original scared me to death when it first came out but the remake was just fab!


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.


Isn't Elemental Body a personal spell?

Can you breath while gliding?


For traps with attack bonus are th 'victims' considered denied DEX or flat footed?


Old Guy GM wrote:

It does seem a bit odd, but after looking at the description, I dont think it will be that big of deal when you look at the odds. At 15 + spell level, the chances of an untrained person recognizing a spell as it's cast are pretty slim. Even so, there really isnt anything they can do about it anyway, considering the fact that if you are untrained in Spellcraft, you probably cant counterspell in any effective way.

So your peasant, if he is very lucky, (maybe he saw a fireball show at the local fair?) gets to yell "fireball" before he/she/it gets roasted. In practice I dont see it affecting the game all that much.

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:


One thing to keep in mind, there is a certain appeal to having at least one relatively un-complicated class that newbies in the group can feel comfortable playing without having to worry about excessive choices and decisions. Fighters have always been the class we give the younger, new, or temporary player to the group. If we make it just as complicated as every other class then the newb will just feel intimidated. I'm in favor of making the class more interesting, and at higher levels more powerful, but I'd like to see that done in as simple a way as possible, ie, avoid point systems like ki or rage, as well as avoid powers where the player has to make a dozen choices each round.

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...


Are there PDFs for the other classes too?


Xaaon of Xen'Drik wrote:

I feel Rangers should have Trapfinding in their favored environments.

'Nail', 'head', 'hitting' are words that spring to mind


I had a player that used a sorcerer/monk. He was only third level but he was such a clever player that he scared me from the outset. I dread to think what he could cook up with the bloodlines on top.

He danced around AoW TFoE like Jedi.


Jason Bulmahn wrote:

An interesting thought.. but I am afraid this is a sacred cow that we will be keeping nice and healthy.

Jason Bulmahn
Lead Designer
Paizo Publishing

"Shame. Just a thought" - says the Kobold putting poison on the hay


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
2 lvl = 1st lvl spells
3 lvl = 1st lvl spells
4 lvl = 2nd lvl spells
5 lvl = 2nd lvl spells
6 lvl = 2nd lvl spells
7 lvl = 3rd lvl spells...

or may be give them the same progresssion as sorcerer are now?


Do all these little add-ons (selectable talents, rage powers etc) seem like the old 2e Skills and Powers to anyone else?


I've been using auto searching for traps for a while. Just before the trap goes they get a auto search to stop it. Its been working well for me/us.


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
'Them pesky dwarven rangers keeping finding our neatly hidden traps all of a sudden. They didn't used to a few years back!'


<Naff looking maniquin turns to camera>
Oh yes, there will be blood!


Slightly off topic but I thought Detect Magic at will was a little powerful for a wizard, etc.


PC Name: Tabitha (female human wizard 5)
Adventure: 3FoE
Location of Death: Grimlocks Cliff Chamber
Catalyst: Not rested for long enough and critical with battle axe

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)
Adventure: 3FoE
Location of Death: Grimlocks Cliff Chamber
Catalyst: Trying to out intimidate the chieftain

PC Name: Travis (male human cleric 4/wizard 1)
Adventure: 3FoE
Location of Death: Grimlocks Cliff Chamber
Catalyst: Grimlock struck a lucky critical

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.


If a person (human) is standing still - say in total darkness and a PC/NPC is next to him what is the Listen/Perception check DC.

A Hide/Stealth does quite seem appropriate.


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.


Gnomes should have druid as favoured class.

Gnomes has 2 favoured classes in 3.x because the bard class wasn't very good so they added another class but keep the backward compatibility.

Most of the gnme racial trait hint to druidic abilities...


I was going to post a view point but there is far to much aggression and negativity in the thread so I'll take a rain-check too.


Thanks all


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.


The way I do falling is each 10 feet increases the die.

10ft = 1d4
20ft = 1d4 + 1d6
30ft = 1d4 + 1d6 + 1d8
40ft = 1d4 + 1d6 + 1d8 + 1d10
50ft = 1d4 + 1d6 + 1d8 + 1d10 + 1d12
60ft = 1d4 + 1d6 + 1d8 + 1d10 + 1d12 + 1d20
70ft = 1d4 + 1d6 + 1d8 + 1d10 + 1d12 + 2d20
etc


yellowdingo wrote:

A quick playtest today.

My Druid encountered a Monk in an Arena Fight. The Monk killed my steam Pistol toting Druid. Despite being reduced to one hitpoint from a bullet wound, he closed the distance and kicked the druid to death.

How about your encounters with the New Monk?

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)
Adventure: 3FoE
Location of Death: Horseshoe Cavern - Chokers
Catalyst: Bad hit points and bad balance rolls
Long Description: Fate had been the lynchpin of the group, but he had only 17hp. He had stood toe-to-toe with the grimlock barbarian and survived but fate waved an ill hand when he failed his Balance check and fell to the mercy of the chokers. The chokers had already been spotted and Fate had nearly killed one of them with missile fire forcing them to flee. When he fell with only a few hit points left I saw revenge. In a scene like from Jurassic Park 2 they swarmed him, one got taken to 0 hit points and fled - dying in the process and other got a hit in place taking Fate to negatives. The grapple was automatic and no one hit the choker before it squeezed the life from Fate...


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?


Vic Wertz wrote:

There are no PDF-only subs. PDFs will be available individually for $13.99, which, you may note, is the subscriber cost for the product. So you can choose to look it as subscribing to the PDF and getting the printed copy for the cost of shipping...

Thanks. Hadn't thought of that.


I was just about to hit the subscribe button whan I noticed the $5 shipping costs. Can you/are you offering subscription for PDFs only so you don't get the physical book only the PDF?


Name: Rhianna
Adventure: Three Faces of Evil
Location: Chamber of Guardians
Catalyst: Holding the line to against a fiendish ape

Vetern Group Party were: (32-point buy)
Tom Halfling Rogue 4
Tully, Human Monk 2/sorcerer 1
Memorial Warforged Fighter 3
Daermon Wizard 3
Rhianna Cleric 3
Eburn Fighter 3

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.


Do you have to be able to see someone/thing to use Hypnotism spell - and do they have to be able to see you?

The same question for hearing - does it work if the target can only hear you or does the mind affecting aspect negate all that.

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