sorry for the preamble.. I'm nearing the end of Rise of the Runelords, which is to say, my players are traveling through and exploring Xin Shalast. Xin Shalast sits above the 15000 ft mark for altitude.
From the Archives of Nethys: "After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness"
So, my acclimated players have spent a couple days up here now. Whenever they need to stop and rest (heal up, replenish spells etc) the local wizard casts Magnificent Mansion, where the air is The atmosphere is clean, fresh, and warm in this extra dimensional space (not the atmosphere outside)
so my question is because I'm a little unclear on this, Does the Fort save DC for altitude sickness reset to 15, because they've just spent a minimum of 8 hours inside the mansion??
Making a new character level 3 (using Hero Lab and I know sometimes HL isn't 100% as somethings can be bugged or not implemented yet etc), DM says yes to a half orc scarred witch doctor. one minor confusion on my part.
my level one hex is replaced by the scarshield ability.
my question, at level one, am I still considered to have the Hex class feature?
Hi. I'm kind of leaving this to last hours before game time, sorry, but.. my group is heading into Pride wing tonight and... I1 Reflected Enmity and the Mirrors of Opposition...
any one have suggestions on how I describe this to the group so that it's not obvious that their opposites are coming out of the mirrors? I'd like to have at least one round of them fighting themselves :P (is that wrong of me?)
I do expect arrows to be flying, but your quite right, the short distances would make it too much trouble.
and thanks for clearing things up in my head about this.
I've got an encounter with a glabrezu coming up tomorrow and I kind of need things to be clear, for myself and my players, for when I hit them with Reverse Gravity. I have a few questions
My group is starting this tomorrow. I'm excited. I finally get to use the glaberzu mini I bought months ago :D
with that in mind, I also want to tempt one of my players with the wish that he has except, I don't know how I should go about playing that.
not sure where this fit so, if this is in the wrong forum, apologies, can a mod move it if that's the case?
I'm running a Rise of the Runelords game,and without spoiling anything for anyone, my players are about to come up on magical trap, probably next session.
How DOES someone disable device a magical trap without something like Dispel Magic?
I hope someone understood that
1. Rogue - Eldritch Scoundrel, an arcane trickster that doesn't force me to multiclass (although, bringing in some of the Arcane Trickster abilities wouldn't hurt)
2. Ranger - Skirmisher, never been one to think that hunters/trackers/trappers/guides/general outdoorsy folks should have spells.
3. Monk - Drunken Master, need I say more?
4. Bard - Archeologist, seems like a natural Indiana Jones/Tomb Raider/Uncharted treasure hunter type fit
5. Fighter - Viking... a fighter that can rage
Honourable Mentions: Dawnflower Dervish (I really think something like this should be a Cleric of Sarenrae archetype instead of bard), Martial Artist, Tattooed Sorcerer, Scarred Witch Doctor (Witch archetype but still..for the flavour alone), Exploiter Wizard
my players finished the Storval Stairs last session before calling for the night.
is there a grid map of Sandpoint somewhere?
my players be finishing book 3 tonight, I am hopeful we'll have enough time in the game session to do the Sandpoint raid tonight (I'm excited). I wouldn't mind having a reference for how long, in rounds, it may take my players to get from Northgate to Tanner's Bridge for example.
if someone can point me in the right direction, i'd be ever so grateful, thanks.
I've got a group inside the Kreeg clanhold, we left the session just after the arcanist tossed a couple fireballs at the incoming ogres from D6, basically frying everything. anything left standing was quickly put down by ranged fire.
in my game, the pc's became immediately suspicious of Kaven Windstrike when he was rescued because of the Sihedron tattoo they noticed, but didn't put a watch over him, so during the night he slipped out and made it to the fort, warned Lucrecia, and they booked it out of there and went to the clanhold/Barls encounter (as per the mod)
Sounds of battle and fireballs exploding should give ample warning to the remaining rooms. With the available spells, as written, should I have Kaven on lookout, everyone prebuffed and waiting in ambush with haste, invisibility, and a fireball exploding upon their arrival??
my question is, How challenging should Barl Breakbones (D9) encounter be? (it being the final encounter of the mod when normally my group runs over most encounters)
I have 6 players. 25 point buy (my mistake, but too late now)
I already max out the baddies hit points and add extra mobs to try and challenge them but usually to no great success.
advice needed! what should I do?
Nualia (converted her to a warpriest and using a falchion, as that made for sense to me) TPK'd my group last session.
my thinking is that, she'd leave. she did come close to losing, some of her back up is gone (Orik and Bruthazmus is still alive, but the gobbo's and Tsuto and Lyrie are dead) and she's bound to realize that since these ones didn't make it back to Sandpoint, others are likely to come figure out why
if I leave her there at Thistletop, O and B would naturally be more on guard and prepared for the new arrivals
Hi, I'm not sure if this is the correct forum but customer service seems like the kind of place to ask this question.
I currently have an order pending (pre sale, won't ship until September) and now there's something else I want, Is there a way to combine orders? (basically save on shipping)
thanks for all your replies
Ya'll convinced me, I will continue to let it play out in game.
I have a group where two of my players have characters that like to booze it up while on adventure (and whenever else they can get themselves to a bar)
here's the rub, I'm trying to run a game where character actions have consequences, therefore, if a player wants they're character to drink a bottle of wine, while in a dungeon, I'm going to let them, and, eventually, they're going to get drunk (and maybe even alcoholism few levels down the road)and get slapped with the sickened condition. Alternatively here, I have a cleric and a pally who get annoyed with said drunken characters and use their class abilities to rid them of being "sickened".
Where's the consequences? characters can drink willy nilly and basically nothing happens.
My order has been pending for over a month now.
I know it's not really optimal to play a Dwarven Bard, but I'm going to give it a go, and I need some help if you'd be so kind.
L1 - Lingering Performance (will probably retrain out of this once I have sufficient rounds, any suggestions)
not sure on traits
alternatively I'm thinking of adding 2 levels of Fighter
any help is greatly appreciated, thanks.
I'm currently running my group through a module, Dragon's Demand and after they were done, I was thinking of running an Adventure Path, from the start, with the same characters.
advisable or not?
I think I'll do both.
OK, so, I DM for a group that just started Burnt Offerings a few sessions ago... and already they're a little off course, but I don't want to be one of those DM's that say, no, you can't go there yet, you're not high enough level... so here's what happened...
Party gets to Glassworks, fights with Tsuto and his goblins, but Tsuto escapes via smuggler tunnels.. to my surprise, my players don't give chase along the dark tunnels as he is already out of sight when they follow him down there. they hear the muffled cries of Ameiko, find Tsuto's journal, and take the time to block off the tunnels.
that's where we are now. I'm pretty sure they're going to want to go back to Thistletop to finish up, but should I create some sort of distraction that will hopefully divert their attention down into the Catacombs of Wrath?
do they need to do CoW? what are the consequences of NOT doing it? other than missed XP.
thanks in advance
first session was this passed Sunday
Human sword and shield bashing Fighter 1
to be honest, I was looking forward to seeing if the druid and warpriest could cover all the healing... but then the war priest changed to ranger and so the druid decided to go cleric to make sure the healing was covered.
thanks Kalindlara, I am a noob GM (regular GM wanted to actually play)
sorry for the thread necromancy here but, I've got a sort of similar question (and there's a lot of threads to search through)
I have a ranger in my game that just reached level 4... which means, time for a animal companion.
We're on Chapter Two, making our way up the river
Xander Gaither - Half Elf Ranger 3/Rogue 1 (took up one level of Rogue for DD and an extra D6 when flanking something)
Talvo Ob - Dwarven Warpriest of Torag 4 (new character to the party as the players original char. (a Slayer) in the last battle of Chapter 1 lol)
Wilca Magceb - Half Elf Cleric of Milani 4
Nomac Greenbottle - Halfling Universal Wizard 4 (again, new character as the other players convinced him to ditch his useless Dervish Dancer Bard [meanwhile, I just think he wasn't playing him to his potential])
Starting this AP this Sunday, book 1 level 1
now if you guys could advise me on a GMPC support character for my players.
so far as I know, party is
considering the shortage of arcane magics represented, should I make up a wiz/sorc to bring along with em?
hey, new poster and DM for that matter
I'm a newbie DM, and I ran my first adventure, Book 1 of Rise of the Runelords, but for reasons I shan't type out at this time, I've decided to abandon it in favour of an Adventure Path that none of my group has not done before (well, I guess there's the reason I won't be running the rest of RotRL)... should I get them reroll/make new characters for Giantslayer and start on Book 1... or keep the same characters and they'll just find themselves taking over for a "previous group" sort of excuse?
and part of the reason I'm choosing Giantslayer is because all of the encounters are in HeroLab, so for the newb that I am, it'll just make it that much easier for me.
what say you?