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Rustycan's page
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VDZ wrote: Its much more fair to a degree. depending on the level of the NPCs they will most all be passing their "Aid another" checks, but if you were assuming they all passed, 10 NPCs = a +18 to that perception check aswell as whatever perception modifier the original guy had. What i do with my characters is i tell them to stealth and move forward. If they are behind total cover and not moving they can assume that they won't be found unless line of sight is given. If they are moving while behind total cover they get a +8 to their stealth check (only their footsteps can be heard). Also you have to remember that if the person you are sneaking up on isn't a guard they have a -5 to their perception because they are distracted. Hearing a sound through a door gives another -5 so i tell my players if you want to crack open an unlocked door they will still get the -5 perception. I thought for Aid Another, you could only have 2 people "Aiding" for a potential of a +4 max?
So what if you were to cast an illusion of a stone wall and have it tip over and fall on the bad guy? He would get a will save to disbelieve, but if he failed that, what would the effect on him be? Would he take non lethal damage, enough to render him unconscious, or would he take real imagined damage?

I use an android tablet while 2 to 3 of my players use ipads. I found a great app for android (not sure if available for ipad) it is called Masterwork Tools and it has a great data base that is offline. It has the crb, apg, all the bestiarys, even has um and uc and all feats, skills etc. It is very easy to search through and i can find any item or spell etc in a couple of seconds.
As for pdf readers i use ezpdf or repligo reader as i can create bookmarks and make notes right on the document, or even hand written notes, and then later search for those notes via a search tool. And players could use a pdf version of their character (from herolab or whatever) and keep track of used items, components, spells cast etc. As well as HP and conditions by just writing on the pdf and updating it as easily as using paper and pen/pencil.
And with image capture i snap an image of maps from pdfs so I can just quickly reference them without needing to escape out of my pdf reader by toggling between running applications.
I have tried using dice rollers but havent found one that i really seem to like, so i have stuck to the real dice. Besides it is easier (and by far less costly) to chuck physical dice at my players rather than a $500 tablet...
So glancing thru the CRB, I happened to read thru the Conditions section (page 566) and in doing so ended up with some questions.
Disabled "a character with 0 HP, or one who has negative HP but has become stable and concious, is disabled
Dying "A dying creature is unconcious and near death. Creatures that have negative HP and have not stablized are dying"
If someone is dying and another person stabilizes them, do they automatically become concious? So if I have a CON of 15, and I get injured down to -14 and someone stabilizes me I am at negative HP but am concious and able to take any action but full round actions?
And if a PC takes enough damage to reduce them to negative HP, do they always become unconcious?
And are there any abilites or ways to remain concious below zero HP?
Thanks
Well the wizard just hit 3rd level, and his staple spells are color spray, sleep, magic missile. Don't remember right off the top of my head what else he has.
The rest of the party includes...
Fighter lvl 3, big axe human
Elven cleric lvl 3 of torag
Gunslinger lvl 3
Dwarven ranger
The fighter is a good front line guy. The gunslinger is a work in progress, while the ranger is a new addition to the party (the players previous character died fighting bandits). So as you can see there is not much magical ability in the party right now, so wanna give them a bit of a leg up without over doing it. They are going to find a treasure trove and want to have a good useful item in there for each PC 3-4k max in value each.
I'm doing up some treasure for my PCs in their current adventure, and I am thinking of tossing in a Lesser Metamagic rod for the party wizard. What would be the most useful to a level 3-4 wizard? I haven't really dabbled much in the meta area, most of my PCs don't use the feats much do to the level increases, but I figured that with a rod, we can see how much it would get used.
Would need to keep it to 5000gp or less to keep it balanced. And there is not a lot of magic per PC right now.
Any thought or opinions will be welcomed.
Thanks!
tonyz wrote: Yu can keep casting it until it works, yes,and since the 1000 gp mirrors a focus it isn't consumed.
You can find a cleric to cast lesser planar ally, or a wizard to cast lesser planar binding, and call an outsider who can plane shift and teleport, to carry the message.
A 9th level cleric could plane shift himself and then call something that could teleport.
A 9th level wizard could cast a sending spell, which may get through and allows for a reply, though the 25 word limit is a bit restrictive.
There might be an organization devoted to carrying messages between worlds that has some infrastructure setup in the background, details not required. Ask your GM.
There must be an App for that.......
I did a search but did not find anything about this.
I know eidolans do not heal naturally, and when killed they return at half their max HP. I know there are summoner spells that heal/rejuvenate them. But the question is can eidolans be healed thru magical means such as potions, items, or spells like CLW? And if so, if they are healed up, do they retain the HP as long as they are dismissed and not killed?
Thanks
thepuregamer wrote: tim makes a valid point, where is this magus ability from? I cannot find it in ultimate magic or on the d20pfsrd. From the "Secrets of the Magus" PDF here on this site, downloaded it a few weeks ago. It came out just after Ultimate Magic book.
Secrets of the Magus

The "Overcome Circumstances" Magus Arcana says.....
The magus can
expend 1 or more point from her arcane pool as a free
action to shrug off detrimental effects. She can
immediately attempt a second saving throw to shrug off
one unwanted condition. Even if she fails this save she
ignores one debilitating conditions per point expended
that she is currently under the effect of for 1 round per
magus class level, that time counts as part of each
condition’s duration. Once this benefit lapses, the
remaining conditions return for the remainder of their
durations.
So what is considered a "detrimental effect"?? SO if a magus gets targeted by a hold person spell, and he fails the save, he then spends a point from his arcana pool to get a reroll, and fails the reroll, does he get to ignore the "hold" effect for 1 round per level, then the "hold" takes effect again?
Seems pretty good to me, you can ignore some effects for a short period of time to get thru combat, etc then you get hit with them all (if they still last long enought to continue)
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