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![]() alexd1976 wrote:
You said it. You see it that way. I don't. For me, if I treat X as Y in certain situations or for certain things, then it is Y for these things. I'm still sure a straight up two-handed weapon Fighter or Barbarian using a greatsword with Enlarge and Lead Blades will be FAR MORE terrifying than what the OP is trying to accomplish. ![]()
![]() Cold Iron is the weakness of Fey and some other nature-y magical creatures. It seems feasible to me to say that iron (cold or not) is somehow disrupting the magic. It's also a common thing in fantasy literature that people accidentally or against their will get saddled with items that weaken them, especially if taken prisoner and the enemy knows how to combat that type of foe. So I would let it work at my table. Though I might require a Knowledge Religion check to see if the Characters would actually know about this weakness. ![]()
![]() Hi I'm trying to build a half-succubus character for an upcoming game, using the ARG rules. I'm not 100% positive yet on how many RP I have to play with, but assume either 10 or 20. Class is going to be an Enchantress, so a Bard or Sorceress or something along those lines. Spellcaster definitely. This is mostly to gather options for abilities, feats etc. that are fitting to the idea. Not necessarily make the full race yet. Though if you want to, I won't stop you of course. For quick reference, full Succubus is here The Abilities should either mimic those of a Succubus or be somehow related to one they have. They can be the same power level but should not be stronger.
So, what do you think? Any ideas on other abilities that would make sense and I could use? ![]()
![]() While most people have some "free feats" somewhere in their progression where they have finished their "must haves" and don't qualify for the next tier of feats yet, players don't always have those at the same time. So one player would have to take the teamwork feat at level 5, just to then wait till level 7 or even level 9 when his buddy can finally pick it up as well.
Now tell me, would you do this as player 1? I probably wouldn't. That might not be the main reason TW feats aren't used often, but I figure it certainly contributes. ![]()
![]() I would say pinned would count, because you can't do anything and are at the mercy of whoever is pinning you. But I also don't think the grappler can deliver the CDG, another person would have to. (I'm pretty sure you need to spend a standard action to maintain the grapple. So if you spend a full round action instead on CDG you release the grapple, losing the condition for CDG to work) So it takes at least two rounds, with multiple grapple rolls, and occupies two people. Guess that's why it's not standard tactics. ![]()
![]() ExiledMimic wrote:
I don't know, a lot of your ideas seem to center around "The paladin could...". Honestly, in this case, I don't think the Paladin should have to do anything to accomodate that concept. The cleric player knew there would be a Paladin, and still he made an evil necromancer.I'm not the hugest fans of Paladins, but in this case, I don't see how the burden of making this work should be on the paladin's shoulders by adjusting his code, picking some weird 2nd ed thing or just playing dumb and never noticing. Honestly if you got a weird gut feeling already, so that you have to ask "Does this work in the long run?", the answer is probably "No" and you should just say "No". ![]()
![]() "Specific trumps general" would be if Bludgeoner said "with any melee or ranged weapon" for example. The situation in this specific instance the rules make no mention of this restriction one way or another, so the general rule would still apply. That said, if you'd use your firearm to club someone over the head, I'm pretty sure the feat applies. ![]()
![]() thecursor wrote: As other posters have pointed out, if you're not making you're player's enjoyment as the number one priority then you are failing. I actually have to disagree with this. The GM is a person too and he has just as much right to have fun at the gaming table as everyone else. He is in no way obligated to put his own fun behind that of the players. He too dedicates the time to play the game, just like all of his players.If the players constantly break the game by derailing the plot on purpose, because they enjoy wrecking the GM's work at preparing this stuff, then that's just as much of a dick move. Because now it's the GM that's not having fun. It's not his fault "for being stupid enough to plan ahead". The problem arises if one side (GM or players) use "their fun" as the only viable measurement for fun and ignore the fact that some other people might think something else fun. As with everything that involves more than one human being, it's a give and take, and sometimes compromises have to be made.
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![]() DM_Blake wrote:
A very long post, but a very good one too and I have to really agree with everything you said there. In my game the PCs are lacking a healer as well. The closest they have is an alchemist, and that doesn't really count. I'm not even sure at the moment if an alchemist can use spell trigger items without UMD. They also don't have access to CLW wands yet anyway (just level 2) and kinda away from civilization. So yes, there's a NPC cleric with them, among others. So that's not always a bad idea. But I'm saying NPC not GMPC, because it's an NPC (non-player character) not a GMPC (GM's Player Character - which honestly is an oxymoron in my mind). I do like the character, but if they'd decide to leave her in the next town, then that's what's happening. The thing is, they picked her up themselves, as they did all the other NPCs (about 6 at this time - 4 PCs). They're stranded on an island after a shipwreck. One of the PCs went and tried to save the cleric when the ship went down, they swam to shore together as they went overboard. They left signs and clues for other survivors to find them and searched for them specifically so they did find a few more. The cleric is a complete non-combatant, she's just an apprentice and usually afraid when things get tough. Enough for a few heals after the combat to shorten recovery times, but nothing overpowered. The other NPCs have little to no useful skills. Two were sailors, and now without a ship are kinda lost, one can use a sword, the other can't even do that. Another is a nobleman, so he's trying to order people around most the time, but everyone ignores him. The most useful is probably the NPC they found on the island who's been living there by himself for a few years now, and wants to get off as well. He knows the place so he's their guide now. So why am I writing all this?
Also everyone should feel useful. The more social rogue character (even though they're in the wilderness, far away from any town) has enough to do to keep the horde of NPCs in check. The barbarian got enough stuff to kill. The alchemist and gunslinger help with that in their own way. Right now those two build a few fire bombs and are planning to set the enemy's stronghold on fire next time ;) ![]()
![]() I would say neither grappled or pinned character can stand up. You need to be in control of the grapple and use the "Move" grapple-action ( http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple ) to get yourself AND your opponent up. Reason: It just doesn't make sense otherwise. How can you be grappled by someone, stand up, and still be grappled by the same guy who's still lying on the floor? Also it states you can't move. Like you said. And standing up sounds a lot like moving to me. ![]()
![]() I'm sorry, I don't see that math work. At least not till you get ridiculous Charisma scores. (Sorry, lots of math following) You need to cast Dispel Magic against a spell of equal of higher caster level than you. Since you cast it yourself, it's your CL. Making the DC for the Dispel Magic 11+(your caster level). It's caster level of the spell, not the spell level! Your roll for the dispell is 1d20+(your caster level)+(your charisma mod) You always have to expend one Arcane Point to even try this.
Now lets look at the numbers. At level 11 we're looking at the following DCs: To simply dispel: 22
Opposed to that we have your roll to dispel:
Say Cha Mod of 5 (bit on the low side for level 11):
Need a 6 to hit the DC 22, though that doesn't really help.
So 50% of the time you have a loss of 1 Arcane point.
Ok, it clearly doesn't work with just Cha of 5. Each increase in Cha reduces the total failure chance by 5%, and increases the chance for the +2 return by 5%. The tipping point is a Cha mod of 8 (mathematically 7.5, but you can't have that): 35% for losing 1 point (anything below 8)
You now have a tiny average profit of 0.05 points per attempt. That's still pretty bad and fairly unreliable. At Cha Mod 10 we'd look at a profit of 0.25 points per attempt. That's better already, of course, but still nowhere even close to the 1.6 the OP claimed.
A Cha Mod 13 is required to get a net return of 0.65, but I'm not sure how realistic a Cha of 36 really is at level 11. The CL doesn't even matter in this equation at all, since it's the same on both sides (DC and check), it hinges alone on the Cha Mod. ![]()
![]() I just LOVED "We be Goblins" as an introductionary module. It let's them do completely silly stuff and at the same time learn the rules. It's also a great way to break the ice with a new group. Here's another one that might make a good first adventure:
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![]() Spoilering just in case players are reading this: Spoiler: Ok, so I got a real problem with the end, namely Kassen's Ghost, Kassen's stuff and Kassen's Curse. I get why people bury their dead with some of their possession. I get why those people would enchant the items so anyone stealing them would get cursed. What I have problems with though is, why the heck would a good ghost actually care? He can't use the stuff. It's just lying there, rotting away, probably till some grave robbers come and steal it and either suffer the curse, or manage to break it. Either way after that the stuff is gone and used for god knows what. Why would Kassen's Ghost be "Ok, thank you for killing Asar and returning the undead back to their rest, but TAKE YOUR FILTHY HANDS OFF MY THINGS!!!" Why wouldn't he say "Ok, I don't need that stuff anymore, and I wish for you to have it and put it to good use protecting my town" instead? I'm almost tempted to leave Kassen's Ghost out of the story entirely, have them piece together what happened from Asar's ramblings, the dead tomb raiders and Dimira's report, just so I can avoid that problem.
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![]() Are you sure it all was supposed to happen in one round. The GM might have thought "Ok, you're stunned, so you're helpless and I got a few turns to have fun with you". Well problem with that is, that Stunned condition does not mean helpless. Nor does helpless mean "willing" or "fails all saving throws". So that's the first problem. Second issue is that Teleport requires you to be willing. Stunned does not make you willing. Technically even unconscious wouldn't make you willing I believe, though that's possibly a bit of a gray area.
Then of course there's the fact that Nightmare doesn't work that way.
The -10 however could work, the kiss and resulting exchange of bodily fluids could count as "body part". But seeing how much else was wrong with the entire encounter, that last part doesn't make things right. I would mention that list of everything that was wrong with it to the GM and straight out ask, what the hell was going on there. ![]()
![]() Wizards want to be more than "taxi" or "taxi builders". And they certainly don't like other people telling them what to do.
Could they make money with this? Sure. But a 10th level wizard can make money with other ways far easier. If he even still needs money and isn't just content with what he has (or the things he wants to acquire might require something other than money to get). In other words: Merchants might be up for this. Wizards probably aren't. ![]()
![]() Kazaan wrote: Dumped Int hardly means you're pants-on-head retarded. It just means you find it difficult to pick up new things, thus you stick to a few closely practiced skills. It just means you're not broad-minded; you don't need to talk in caveman speak, you can still understand tactical maneuvers at least as well and most likely better than most animals, etc. You lack the broad-mindedness represented by Combat Expertise to employ highly efficient defensive tactics, but that doesn't mean you can't fight defensively at all. Sure, without access to CE, you can't take the "smart" improved combat maneuver feats like trip or disarm, but that just means you can't figure out how to do it in such a way that you don't open yourself up to an AoO. [...] I don't agree with all you say about Charisma, but your take on Low Intelligence Characters I can support fully. Int 7 means you're slow to grasp new things, you're that guy that laughs about the joke that was told 5 minutes ago because you finally understood it, stuff like that. You're not a drooling idiot that walks repeatedly against the wall, because you don't realise the door is two steps to the right. About Charisma: I don't agree that a low charisma character has to have a pessimistic outlook on live and be all gloomy. It's certainly a possibility, but it's not necessarily the only one. He can be quite sure with himself in certain fields, like the ones he's good at, but might just be inexperienced in social situations.
In other words: Your appearance is totally up to you. If you make yourself super hot, but have a Cha of 7, think about why that is and play that way. ![]()
![]() How well do you know this player? Is he a good friend that you want to have in your game at all costs? Because to be frank, what you tell sounds like the general archetype of a "problem player", that just argue over rules for the fun of it or to disrupt the game. Tell him, that if he doesn't like this particular rule, then that's bad, but everyone will run into situations where they can't do something. You think the fighter likes that he can't charge through an ally's square or the rogue thinks it's fair you have to be flanking to get sneak attack? Tell him that GMing is a lot more work than just sit there and read stuff from a notebook/book/PDF at them, it involves a lot of preparation, and the same rules debates that have been done 5 times now are not fun for you (and probably none of the other players eeither) and if he doesn't stop it might be time for him to find a different GM.
That sounds harsh, but might be the only way. ![]()
![]() Ok, looking for some honest opinion from other GMs and also players of course. I'm still relatively new to GMing, so I'm aware that I make mistakes. I just don't think this was one, but I got into a little bit of an argument with a player about this, so I want to see if my perception on this matter is correct. This was an encounter in the Jade Regent AP #2. It's just a tiny side-encounter and not a huge spoiler, but I'll spoiler the AP text anyway: Spoiler:
A drunk and angry Ulfen warrior named Gorvald
Thrimbyrson approaches the PCs. Gorvald’s favorite hunting hound was recently poisoned, and while he was drinking to his misery, a hooded stranger advised him that the PCs were the perpetrators of the crime. Gorvald demands weregild of 50 gp from the PCs or he will declare a blood feud. If the PCs pay him weregild or convince him that they are not the culprits (by changing his attitude from hostile to friendly with a successful Diplomacy check), Gorvald goes away mollified. If the PCs refuse to pay, he immediately rages and attacks (note that he is not so drunk as to take any penalties in combat). If a battle ensues, the PCs gain 3 NP. Gorvald has no further information. So what happened was this:
Just to make this clear, the PCs were innocent of the crime, and got framed for it. What she did instead was basically tell him "F*$§ off or I kill you", pretty much in those words, and shove her way past him.
For me that meant however he was now convinced that they really did it, he's drunk and he feels honor-bound now to his threat before to declare a blood-feud (which apparently is a big thing to Ulfen), so while he was shaken from the Intimidate he'd still rage and attack.
All that happened over 4 months or so ago, so details of the exact happenings are a bit fuzzy but I do remember that much. As I said I was fully prepared for them to just buy him a drink and convince him it was not them, I was really surprised by the way the face reacted, so that stuck with me. Now this week I had a talk with the player and this situation came up.
He then said, I should have let him make a Sense Motive check to figure out that Intimidate wouldn't have the intended result, and that Diplomacy might be the way to go. Mind you, he had never asked for that, if he had, I'd probably would have told him.
I also don't want to tell players when they say they do something "No, you don't, because X", because I kinda hate that. It's their character, if they wanna attack someone, it's not my place to tell them that their character wouldn't. (unless it's obvious the player is drunk and really would not attack the LG king in full view of his bodyguards or something) So I think here's where the issue is:
He kinda agrees with that last part, Intimidate takes time after all, so does Diplomacy, but not really the first one. So I guess the points I want to hear opinions on:
As I said be honest, and if you think I should have acted differently, or that you'd be pissed too if that happened to you, then tell me that. ![]()
![]() It depends on the skill in question. Perception is a prime example where really everyone can make their own check. As long as they don't step on each other's toes it really doesn't matter if the rogue searches the same area the wizard before him already checked. If they do it halfway smart, it won't even take more time. It's kinda like, when you're searching for your keys and then finally ask your wife if she's seen them. She gets up from her chair, glances around once, points at the cupboard and says "There they are", even though you could have sworn you searched that area like 5 times already. You both individually searched the area, and one of you saw it. Sense Motive is another one that should be rolled individually. Everyone can get that "gut feeling" that something is wrong, totally independent of the others.
Now talking to someone is a different story however. Usually only one person can speak at a time. I mean sure, all 4 of you can speak at the same time, but it probably will not have the intented effect :)
Or generally: If failure doesn't influence the situation, then everyone can roll. Failing to find something doesn't cause it to not be there. If failure however changes stuff, like the disposition of your conversational partner, then Aid Another is usually the way to go. ![]()
![]() Flaming and Shocking need to be activated though. Most groups just ignore that I think, but by RAW they have to be activated. Therefore the shocking or flaming would stop working as soon as it gets melded into the wildshape. A normal +1 enhancement on the amulet would keep function however, as that's a constant bonus that doesn't need to be activated. ![]()
![]() Hi I got a few questions about the Shielded Blade archetype for the Soulknife (Psionic Unleashed) and hope someone can help me. There are just a few things I'm not quite clear on, I'll try to structure it into separate questions. Since the character is for an E6 game, I'm going to look at examples at level 6 mostly, but most of them are general questions. a) At 6th level a Shielded Blade (SB) can enhance her Mind Shield (MS) with a +2, correct? Together with the Improved MS blade skill that be a +5 to AC total? b) As the SB gets the MS blade skill for free, does that +2 bonus apply always, even when the Mind Blade (MB) is not formed? Even when sleeping or flatfooted? Would he only get the +2, +3 from Improved Mind Shield or the whole +5? b2) If not, what action is it to form the MS? c) What happens if the SB has her MS formed and then decides to grab the 1-handed Mind Blade with both hands for higher strength/PA damage? Not possible to do at all because she's wearing a Heavy Shield after all, or does the Mind Shield simply vanishes for this round? When does it come back? Once the hand is free once again? d) In case c) is impossible to do, can the SB decide to use only the base Mind Shield blade skill and not the Form Mind Shield ability? Aka just get the +2/+3 but not the enhancement, but not actually be treated as if wielding a heavy shield. e) When the MS and the MB are formed at the same time, it states the enhancement bonus is 1 lower for the MB. Does this -1 penalty also apply to the Mind Shield? What would the enhancement bonuses at level 6 be? +1 on the blade, +2 on the shield, or +1 on both? f) "a shielded blade can use the mind shield as if it was in all ways (except visually) a masterwork heavy steel shield". What does it look like then? Completely invisible? Translucent disc attached to the arm/hand? Blue glowing forcefield?
Ok, I think those are most of my questions that had bothered me. I hope I'm not too confusing here. ![]()
![]() I mentioned to my players early on, that I'm usually very lenient when it comes to allowing stuff. If I'm asked I'm usually more inclined to allow it than not unless it's completely over the top. However, I also told them "What's fair for me to use is fair for you too, and vica versa". Meaning I'm not making special rules for my NPCs. I'm not going to have my NPCs swallow healing potions as a free action without AOO for example and force my PCs to provoke and use a Standard on it. If I'm gonna rule that my NPC can do X, because of Y, than a PC in the same position could do it too. But on the other hand, if one of them comes up with a really broken combination of feats, items and spells that clearly wasn't meant to work that way but by the rules does, then they shouldn't be surprised if suddenly NPCs start having the same stuff. ![]()
![]() What you say there is completely wrong WrathW1zard. From here:
Quote: For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level. For other magic items, the caster level is determined by the item itself. Quote: While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal. To answer the OP: Since RoE is a 1st level spell, you can set it to CL 1 or 2 (CL 1 is actually the default when you buy it), and get 1d6 strength penalty. However it's duration is also measured in rounds/level, so it only lasts 1 or 2 rounds then![]()
![]() What's with all those threads? I mean there's not a single day where I don't see a "How can I make X fall?" thread here on the forum. I'm just waiting for "How can I make a fighter lose his bonus feats?" and "How can I force a rogue to sneak attack himself?", pretty much all other classes have been covered already I think. ![]()
![]() Elves aren't just "humans with pointy ears", they're a completely different species. Aasimar are also not simply "humans with glowing hair" or some such.
I think an elf maybe would be for 3-5 years in diapers. Or who knows maybe they're potty trained fresh out of the womb?
Does that make them outcasts (same for Aasimar)? Heck yeah.
It's not quite as extreme with Aasimar children I would believe, but similar. So all this said, let me add: Some of this seems stupid, I agree, but it's in my opinion the least stupid way to explain the given ages.
However nothing stops you from changing this in your own game.
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![]() Arizhel wrote:
That seems logical, when reading it like this, but lets put that in game terms, and see if it holds up. First lets take a look at a failed Intimidate check - which is really what you're describing there:
Now lets look at a successful intimidate:
Does it really make sense to penalize this next roll? I'd say no.
If in the first example, after he doesn't do what you say, you actually hurt him, and proof you're willing to go through with your threat, then that would give you a bonus on your Intimidate check.
Both kinda make sense here, and is up to the GM (by RAW you would take both penalty and bonus) All these examples are of course attempts to Influence Attitude, not demoralize. Let's look at that for a few seconds.
You try to whirl your sword around in a menacing fashion to show off your combat prowess. Unfortunately you slip and nearly cut off your own hand, making you the laughing stock of the entire encounter. Now for obvious reasons, even if you try this next time again, and this time it works perfectly, that display is tainted by your previous embarrassing performance. So you take a -5 on it. And now a successful check might look like this:
Next turn you repeat that, or show off a different trick. People don't think "Oh, that old trick again... that's just worth a -5..." they think "Oh damn, that guy really knows what he's doing" so the duration gets stacked, and they don't take the -5 ![]()
![]() That houserule has a lot of problems from my POV: 1) It's really hard to actually ignore someone that you know is swinging a big greatsword your way. You might hear it, see the the movement out of the corner of your eyes, etc, and you'd flinch. That's pretty much an involuntary reaction. And if you managed to really ignore all that, you would certainly be at least a little bit distracted when said big greatsword sticks out through your chest.
2) This houserule seems simply and only there to nerf and screw over rogues. Why?
3) Lots of large or huge enemies have very low dex scores, sometimes in the one digits range. Which means when they lose their Dex bonus, they lose nothing. So the +2 from being invisible is the same they'd get from flanking anyway, so hardly a difference there either.
To be honest, a more honest way to show "Don't play a rogue because I hate them and I will make your life hell" is to say just that and not make up houserules like those. Sure a Ninja could circumvent that by level 11 by taking the Invisible Blade trick, but none of the other rogues can.
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![]() You're the cleric, he's the fighter. He's your shield, your armor and your HPs. Well you know what I mean.
By not healing him, you pretty much remove his protective function from your group, and in reality you're punishing the entire group. Better to say "Do that again, and we kick you out. Here now let me patch you up" or dock a cut of his share of the loot till he promises to behave better (at which point you'll give it to him). All that said, I can understand your frustration with the situation, and you should consider if this was simply an IC behavior or actually is an OOC problem, in which case above methods will not work, and only a talk with the player will.
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![]() Witches don't have "extra spells known" they get 2 per level automatically, thats independent of any stat, and can learn from scrolls and familiars, and don't have an actual max-amount of spells they can know. You probably mean "bonus spell slots"? I actually think that's an oversight. Everything was changed from Int to Con just bonus spells weren't? That seems rather strange if you ask me. ![]()
![]() On a good day a level 18 caster probably goes to bed with twice as many spells still ready to cast than a level 3 character has the entire week. It's quite unreasonable to assume that that guy wouldn't cast a few of those low level spells to make his study secure, especially since they either got durations of day/level or can be easily made permanent. It might not be enough to keep out people of a level like him, but those level 3 thieves, that think the naive high level caster must have some riches hidden somewhere? Yes absolutely. Think about it this way: That guy didn't get to 18th level by being stupid and careless. He knows the dangers of the world. What I'm saying is: It might not be possible or at the very least quite dangerous. ![]()
![]() Kikko Armor is just 20 gp cheaper than Scale Mail, which also is a +5. Honestly it's really only interesting at level 1, when you actually are limited by money. After that 50 gp more or less won't make the decission for you, and you'll most likely get the best armor in the category you can wear.
Four Mirror armor does seem a bit cheap, but only a +2 Dex and a -5 ACP, so some people might get scared by that and pick Kikko or Scale Mail over it instead. After that you'll not be using it instead of the Breastplate again. Less Dex, more ACP and most importantly more weight, which will become a factor later. So I really don't see either that as a huge problem.
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![]() Honestly that reminds me a lot of something that happened in a game I was playing a while ago. Just that was maybe a little bit more extreme even: I was a NG druid, we were playing in a homebrew world, loosely based on ancient Greece, but with PF races etc.
We took a break pretty much at this point, but I said "Seriously, I don't know how I can justify my character sticking around after this, if there's no consequences at all". I mean believing in the Circle of Life etc is one thing, but this is something different.
My point is this: this completely hampered my enjoyment of the game and my character as I would have to ignore a major aspect of my character.
So yes, you definitely should impose consequences. The enemy/government has wizards too, diviners and whatnot. They can figure out who is responsible. Clerics can put the suspects into a Zone of Truth and interrogate them. There's enough options to figure out what happened and who did it.
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![]() Ascalaphus wrote:
Geography gives you information about the land. You know where the mountains are, the rivers, where this and that city lies and relation to another, which roads connect them. You know that the weather in that part of the country is usually cold and it rains a lot, so better pack warm clothes. You know that the Shaonti tribes live all over Varisia. But who are those Shaonti? Local is about the people living there. You can now answer questions about the Shaonti customs for example. You know that the people of City A are said to be all shrewd merchants, while you have to watch your purse in City B because it's full of pickpockets. You know that in City C you get your hand cut off for stealing and in City D you get hung upside down from the townhall for three days for the same crime. You know that the famous Gundar the Dragon Slayer killed his biggest dragon there. But you have no idea where City A and B are on a map or in relation to another. History is about events. You know about famous battles, big proclamations, the slave uprising that finally ended that practice in the region and all that. But you don't really know how the people there today are or not even necessarily where that famous place is. (Example, you might have heard of the Battle of Hastings and know it was in 1066 and what it was about, but where the heck is this Hastings?) You know when Magnimar was founded and by whom, and when the Stolen Lands got stolen. Nobility now is about who rules what country. How is this queen related to the King in the neighboring country. Which of her five children and 27 grandchildren is most likely to succeed her when she dies. You recognize their banners and sigils at first glance and you can recount the ancestors of a certain noble back to the beginning of time. I hope that clears it up a little bit ![]()
![]() Probably a mix of both.
By now though, Paladins aren't any more powerful than other classes. Yes sure against evil dragons their Smite rocks, but most classes have some sort of enemy they excel against. There's also the problem that some players play Paladin's as Lawful Stupid with a MASSIVE stick up their behind, and drag the fun-level down for the entire party.
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![]() It's not quite what you ask, but this is from the Jade Regent AP, describing one of the "loony" tactics the goblins might employ: Spoiler: A goblin might try a particularly impressive but illadvised
acrobatic tactic, such as [...] trying to climb up onto a roof to jump down from above (DC 10 Climb check on the first round to get up on the roof, followed by a DC 15 Acrobatics check to leap down onto a PC—if this Acrobatics check is successful, treat it as a charge attack that leaves the goblin prone at the end of the round) ![]()
![]() One thing I can think about is this:
So you could say that if this is done on a PC he turns into an NPC, end of story. Possibly under the control of/friendly to the oracle, but still an NPC. Also in a Pharasma heavy campaign: Pharasma most likely will not care if its a real zombie, a juju zombie or a zombie made out of candy, it's still a zombie and therefore an abomination in her eyes and she'll smite the shit out of it if she can (or rather her followers will in her name). ![]()
![]() Rynjin is almost right, but a 10 on either is considered a 0, with the exception of both being 10s in which case it's a 100. In your case, OP, the dice with 10, 20, etc is your 10 digit dice. If it comes up as 00, then you're in the 1-9 range, and 100 if the other one comes up 0 or 10. The rolls your player made would have been a 1 on the 1 + 00 and a 100. A 10 on the single digit and a 90 on the double digit dice represents a 90, as the 10 is a 0. Look at them the other way, with the double didgit first and then just put them together, and interpret a 10 on second as 0. 00+1 = 001 = 1. 90+(10) = 90+0 = 90. 50+4 = 54. 00+(10) = 00+0 = 0 = 100
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