Michael Kortes wrote:
Hey! That sounds like a good time. Are you running anything Mike?
CritCon 2017 is a RPG and boardgame convention to be held on the University of Toronto campus March 17-19, 2017, sponsored by the U of T Tabletop Gaming Club. Special guests include Ed Greenwood, Robin D. Laws and Michael Kortes. Ed will be running a 2nd edition Forgotten Realms game, with the seats auctioned off for charity. The Ontario Pathfinder Society will be present and running many scenarios. Check out the CritCon Facebook page for more info!
I wanted to make a Quipper swarm for my moat. Quippers are the cold-water piranhas from Tome of Horrors (and from AD&D products before that). But I see your point that the Creature Swarm template isn't really designed to be applied to little 1 hp fishes. Your answer really helped put it in perspective. Thanks.
The swarm template is extremely puzzling. It fails to say how big the swarm will be - instead, it tells you how small the individual creatures will be. Also, no advice on HD for the swarm. The swarms in the Bestiary have more hit points than the base creatures. Is the swarm template completely lacking? Or can anyone figure out how to apply it?
A medium ooze bumped to a large ooze would seemingly gain some natural armor (+2). However, a common feature of many oozes is that they don't have natural armor, just lots of hit points. For instance, the Bog Scum is huge, but has no natural armor. The Carnivorous Blob is colossal,but nary a point of natural armor. A large Gelatinous Cube has no natural armor to speak of as well. For my game, I want to bump a Crystal Ooze from medium to large. http://www.d20pfsrd.com/bestiary/monster-listings/oozes/ooze-gray/ooze-gray -crystal Is there anything which says that oozes don't get the natural armor increase? To do so seems to go against the intent for oozes. Or just apply the size increase as per RAW?
Jeraa wrote:
Thanks. That makes sense. Somehow I think the author of the template didn't consider the possibility that something might gain the template with no racial HD. But I like your suggestion about the 1 HD consolation.
I've applied the fungal creature template to a human druid, thereby changing his type to "plant (augmented)". I've then applied the green warden template to my new plant creature. The druid receives spell-like abilities from the green warden template. As per the template description: "Spell-like Abilities: A green warden gains the following spell-like abilities. The caster level equals the green warden's racial HD. The save DCs are Charisma-based." Here's the problem: the creature I've created doesn't have any racial hit dice. How do I determine caster level??
Okay, took me a while to find where I stashed my item, but here it is for criticism. Appreciate any and all comments. CORPSE COFFER - 298 words Corpse Coffer
Over a dozen of these stone ossuary boxes have been recovered from the deep deserts of Osirion, each one engraved with a series of abstruse hieroglyphics suggesting a connection with a previously unknown Pharasman mortuary cult. Each corpse coffer is carved from a limestone block measuring three feet per side, capped with a heavy lid. When first discovered they often contain bone fragments and copious amounts of corpse dust. Any dead creature placed within the confines of the corpse coffer, regardless of how much time has elapsed since the time of its death, cannot be returned to life through clone, raise dead, reincarnation, resurrection, or even a miracle or wish; neither can the deceased be turned into an undead creature or be communicated with in any way. Both the corpse coffer and any one set of remains contained inside are hidden from location by divination effects, and any such attempt to locate or view them automatically fails. As a result, this item does not radiate any auras. Items other than the remains of a dead creature placed within a corpse coffer do not benefit from this feature. All effects generated by the corpse coffer cease immediately if the remains are removed, and should the remains of more than one deceased creature be placed inside, all effects are negated for as long as multiple remains continue to rest within the corpse coffer. Whether the original purpose of the corpse coffer was to safeguard the eternal rest of honored dead, or alternatively, to ensure the permanent demise of dangerous enemies, is a matter of fierce debate among Osirionologists. Construction
Here's a list of items which really stuck in my head. There was something about them in each case which was memorable. I didn't keep a list of items I voted on, and many items now somewhat blur together for me. These, however, are still in sharp focus. They may not have won, but they distinguished themselves nonetheless, whether through concept, name or sheer audacity.
Guy Russell wrote:
Magical rat snacks pop out the back of the boots, encouraging a swarm of normal rats to follow on your heels. You can't be flanked (unless the flanker wants to stand in the swarm and take damage).
Matthew D. Correll wrote: Additionally it made humming and whirring noises when being used that could be detected with a DC 5 perception check. Hence the "Humming" part of the Humming Spanner. If a gnomish invention wasn't overly complicated or made unnecessary noise, then it's not much of a gnomish invention! Sounds a bit like the Doctor's sonic screwdriver!
Anthony Adam wrote: You lost the point for barer instead of bearer - spelling seems to be the best place to put it - hope that helps. "Barer" isn't the British spelling of "bearer". It's just the wrong word. barer comparative of bare (Adjective)
I don't think there was any problem with the author not using American English.
James Raine wrote:
Yes, I remember seeing it and thinking my PC would definitely make use of it. I had the corpse coffer.
James Raine wrote:
Okay Mr. Raine, you've officially become my favorite forum poster -- you mentioned my item! I do recall the name first light (sorry I didn't take notes). Can you poke my memory and describe it?
I think I speak for alot of us when I say that I really appreciate Clark taking the time to share these details. In the past he's answered my specific questions on the Necromancer Games forum and even responded to private e-mails I sent him. He's a terrific stand-up guy and we are very lucky to have him.
Thomas LeBlanc wrote:
Okay, at least I know it didn't get DQ'ed immediately at the start of the competition. :)
Greg Monk wrote:
Deja vu! I was having lunch with a certain Paizo freelancer several weeks ago, and that example was cited! Small world.
Samuel Kisko wrote: A tip of the hat to Mr. Gygax, whose Harlot table taught me that the difference between a Slovenly Trull, Saucy Tart and a Expensive Doxy are by no means trivial. Yes, I remembering reading those in the DMG and then using them in the schoolyard, circa 1983. They have served me well.
Based on the above comments, Gary Gygax wasn't RPG Superstar material then(!). The 1st edition AD&D DMG was full of obscure words that I had to look up as an 11-year old. Doing so instilled a love of language that I have to this day. There seems to be a "dumbing down" movement in the RPG industry which I think runs counter to the origins of the hobby.
Search Posts
According to the guide to Organised Play Spoiler:
Unless noted otherwise, all conditions,
including death, gained during an adventure must be resolved before the end of the session. A condition in this context includes an affliction, a negative effect, or an effect that is intended to mechanically affect your character in a negative way. If such a condition isn’t resolved by the end of play, the character should be reported as dead and becomes unplayable. However, a few conditions need not be resolved by the end of play, including permanent negative levels, ability drain that does not reduce an ability score to 0, becoming a fallen member of a class that requires an atonement spell to regain class features or spellcasting abilities, and conditions that impose no mechanical effect. Is this list intended to be comprehensive or just provide examples of the kinds of things that don't need to be immediately removed? RAW, this seems to suggest if my character is affected by a Blindness/Deafness spell and becomes Deaf, or my Fighter is afflicted by a Bestow Curse that gives him -6 Charisma that character should be reported as dead if I don't remove it by the end of the game (which seems just a little silly). The specific interaction I'm interested in (as well as clarification on the intent in general) is Baleful Polymorph. If I'm Baleful Polymorphed and fail my Fortitude but not Will saves should my character be reported as dead? |
