Okay, sorry for the weird subject line for this thread couldn't think of an appropriate one. The scenario is thus... 1) Ooze kills and absorbs character into it's mass. 2) The rest of the party can't kill the ooze due to it's defensive abilities. 3) They want to rescue the dead character floating in the ooze and cast Maze on ooze so that it vanishes and leaves the dead character on the floor. Is this legit or does the corpse travel with the ooze?
It's good to hide rolls for certain things that you don't want to roll out in the open. Things like searching for traps and sense motive should really be rolled in secret by the GM. Otherwise after the rogue rolls a one for trap detection, suddenly everyone is interested in checking for themselves. Honestly all perception rolls should be handled by the GM in secret, but I don't go that far personally.
Yrtalien wrote:
Why not just re-fluff a normal sword? Give him a +1 longsword or whatever and just call it vibro-blade. Further magical enhancements would be the same but would cosmetically be technological. The power of imagination!
Eltacolibre wrote:
Savage Tide would work well for inspiration.
If you're after an actual army of undead, then you'll need more than one Necromancer. Having one of the brothers in charge of a cult of death and the other brother in charge of some group of wizardly inventors gives you the option of having as many HD of zombies and golems as you want without bothering to optimize anything. It's also far more interesting for your players as they are unlikely to find out these dude's stats anyway.
I'm trying to build a Forgepriest of Gorum starting at level 4, but I'm not quite sure how to do it. This is what I've got so far. Traits
Drawback
Alternate Racial Trait
Favored Class Bonus
Blessing
Ability Scores
Feats
I'm not planning much beyond 15th as it's for a Paizo AP, and I doubt it'll go much higher. The general idea is to tank and use reach to hamper enemy attacks on the party while crafting outside of combat to make himself useful. Any suggestions chaps?
blackbloodtroll wrote:
Oh I see. The Hobbit thing is all roleplaying and I only mentioned it so that the theme I was going for was fairly obvious. Mechanically he'd be a Halfling or Gnome in all likelyhood either is fairly fitting.
themanfromsaturn wrote:
Certainly sounds interesting, though does he not suffer from not using magic weapons?
So as it turns out my character died in an adventure and needs to be replaced. My current idea is to go with a Hobbit Chef named Mischief Picklewit. I'm not really sure how to pull this off exactly however. I have two ideas currently. 1) Synthesist Summoner. The general idea with this would be to refluff the eidolon as a "healthy glow" that Mischief gets from being well fed and increases his physical attributes. The advantage of this is the ability to maintain a "front line" character which would be handy as 3 of the 5 party members are squishy mage types and the fourth is a bard. The main disadvantage that I can see is the lack of fitting evolutions. Things like extra hands, magic, tentacles, size changes etc don't make any sense and when you eliminate all of the stuff you're not left with much to choose from 2) Alchemist. This would be pretty much a fairly typical Alchemist with a refluff to the potions and extracts to be things like Essence of Beef Stew (Bull's strength) and Eclairs of Healing. The advantage to this build would be the sheer amount of options that would work with a food flavor, it would be fairly easy to build the character to be useful and still fit the theme. The downside is that he wouldn't really be able to pull off the front line thing as well as a summoner and that might leave the party a little vulnerable. Any advice on how to pull this character off from a mechanical prespective would be most helpful. The starting level is 3 and the only really conditions I have that I must follow to make it would is that he be a Hobbit (technically a Halfling or Gnome would probably work for this) and that he be a chef (and I'd like this to be worked into how his class works than just be boring and give him ranks in Profession). Thanks chaps!
wraithstrike wrote:
Nothing so fancy, just a giant wielding a x4 crit weapon. The giant managed to hit with three attacks and the middle one was the crit. Damage was something like... 1d8+24+8(PA) [I *think* it was 1d8 for a large Heavy Pick anyway] 4d8+96+32(PA) 1d8+24+8(PA) For a total of 6d8+144+48 averaging 219 When I rolled damage I mistakenly thought the pick was a two handed weapon which is where the extra 24 power attack damage came from, that combined with rolling quite well put it at 252. The extra damage was pretty meaningless however so I didn't bother correcting it in game.
wraithstrike wrote:
So even if a character took millions of points of damage he would still be eligible? Seems strange.
I've recently run a game in which a character took 250 points of damage (mostly from a power attacking giant's x4 crit) in a single round. He ended up around -150 hp and was quite clearly very dead being in the negative by about as much as his max HP. To me this seems to be such a catastrophic amount of damage that his body is no longer in good enough condition to be raised by anything short of Resurrection. Am I correct? Or should I let the party raise him with the cheaper spell?
Monsters in my game die when they hit -1 unless they are a named creature/npc in which case the standard rules apply. This just cuts back on the prisoner/interrogation thing. That said, if the players are specifically attempting to capture a mook to gain info from then they will die via the standard rules to give the party a chance to do it.
Macona wrote:
I second this. I don't really see the point in using Pathfinder like this when there are so many more suitable systems. Call of Cthulhu would be excellent as would the likes of Savage Worlds, Spirit of the Century, or Adventure! (which unfortunately is out of print but also excellent).
In games that I run a PC dies when a PC dies. The dice are usually the deciding factor. Did the flesh golem wielding a scythe kill that one character in my game when he rolled a quadruple crit? Yup. Is it particularly unfair? Nope. Just as it's also not particularly unfair when the BBEG rolls a 1 to avoid a hold person and gets a bucket full of coup de grace in the very next round. I suspect for my games it's simply because, to me, pathfinder is as much board game as role-playing game. The rules are the rules and there is no purpose in changing them when, for the most part, they are fairly well balanced. That said, characters very rarely die if I'm running V:TM, Shadowrun, Aberrant, or any number of more role-play focused systems. A lot of that happens to be due to the fact that they tend to have a lot less combat and it's also a *lot* harder to bring characters back in those kind of games so death has a lot more impact as a story tool.
NobodysHome wrote:
They haven't left yet but should leave some bodies behind (almost certain due to teleport restrictions). Thanks for the brilliant idea.
So the team found their way to the Hook Mountain hideout and decided to hide themselves outside of the lair while the wizard used an Arcane Eye spell to find out what was inside the cave system. They happily scouted the place out and eventually got to the throne room where they saw Lucrecia, Jaagrath (he escaped the fort), and the stone giant bodyguard. They couldn't detect Barl as I reasoned he would always have Mind Blank up from the witches, however, they *could* tell that the others were talking to someone that they couldn't currently see. The problem was that Barl noticed the Arcane Eye spell and raised the alarm. Barl went to the witches while the Arcane Eye decided to do even more exploring (for some reason) and used their commune ability to figure out that the party was nearby and outside. He then sent his ogres out to track them down and kill them. Unfortunately for him, they saw the ogres before the brutes spotted them and decided to teleport (dimension door I think technically) directly to the throne room. Barl had returned there in the meantime with all the other bosses and they ended up fighting them all at once and came very close to a TPK (1 PC, that PC's Animal Companion, and the Summoner's Eidolon all got killed). However, they eventually won and have now decided that they are going to teleport out with the still living Barl as a prisoner (everyone else died). Now I'm not sure what to do with the remaining Ogres and Witches... The Ogres will get back only to discovered that their entire leadership structure has been destroyed and something more powerful than these leaders they fear so much are still on the loose. I suspect they will book it and just abandon the Kreeg stronghold once and for all, but will they take all the loot with them? What should the witches do? It seems like they would just leave as well. I think the undead Lamatar would stay, no one likes him anyway.
Claxon wrote: Not letting casters rule the world. It's not clarified within the rules that flying grants any exception, and you cannot move while being grappled unless you are in control of the grapple. From that, I say you cannot move, not even fly. Hmm. I'm not sure it would help most casters even if they could do it, after all there is still a weight limit to Fly and most casters have an extremely low strength. I'm considering house ruling this to allow for use while grappled, it doesn't make much sense not to and there doesn't seem to be much of a balance reason to keep it this way. Thanks for the answers though guys.
I've stated him up as a Monk, though thinking about it more I think I might ditch the entire Stone Giant aspect and make him an Ogre Mage to fit with the whole Ogre theme of this book. I love the idea of him being an apprentice of Mokmurian though so I may switch him back to being a caster of some sort. Possibly a Magus.
I'm heading towards the end of the third book and I'm concerned that the boss of this book is pretty much identical to Mokmurian. Having two stone giant wizard bosses is a row seems odd. Has anyone switched him out with anything different? What do you think would work? I guess I could go with Barbarian or something, but then he's going to be too much like Jagraath. Ranger doesn't work so well as he'd end up too much like the giant leading the Sandpoint attack... Maybe Cleric/Battle Oracle is the way to go.....
williamoak wrote:
Hmm. That's a problem. This isn't for a scry and fry, it's just to travel to another part of the world without having to spend weeks travelling.
How does this work? The Teleport spell suggests that you need to have seen the place you want to teleport to so I immediately thought of using Scry to fill that gap. However, the Scry spell targets a creature not a location. Is there a better spell to use in this instance? Or do you just say "I'm scrying for the nearest creature to this location"? In the later case I'm guessing the creature would get a +10 mod to it's save.
I have two characters (twin Aasimar) in my campaign that have the Touched By Divinity trait, and it will be revealed later in the campaign that they are the children of Iomedae. That means that, obviously, their father has a strong connection to the Goddess. In the background of the story he lost his life defending Drezen during the second crusade. He was one of the knights personally responsible for defending the Sword of Valor when he was betrayed and mortally wounded by the evil bastard that stole it. Now I figure when he dies his strong connection to Iomedae (and her obvious affection for him) could lead to him becoming her herald and being imbued with angelic properties. I'm adding this stuff because I'm using the 'typo rules' for Aasimar, in that the twins are extremely old and where born before the crusades even began. It gives a nice link to both Drezen and the Sword of Valor. Do you guys know of any things that might have to be changed to make sense of this? I'll obviously have to change the vision that the wardstone gives them regarding it's creation so as not to tip off the fact that their father is the herald too early (maybe the figure glows too brightly to identify in the vision). Anything else?
magnuskn wrote: Why? The whole point of the character is that she is a primer of what being a Paladin is about. She is humble, self-effacing and accepting of what Iomedae has planned for her. Why not? Seems that it would make an interesting story idea and possibly create a memorable encounter later in the campaign when the party has to face off against a former friend. Anti-Paladins almost always start off as "incorruptible" paladins.
I'm not a new GM, but I *am* new to this item. It was first used on a witch (level 4) mini-boss during the game I ran and it pretty much doomed the guy for the princely sum of 25gp (alchemist can make it on the cheap). All you have to do is hit touch AC (extremely easy) and they get entangled with no save. If they are a caster and then miss the save they are completely boned. I honestly can't decide if this item is too good or not. Just looking for input from other GM's that have run into this.
I *am* the GM in this game. The "poison the castle" strategy was recently brought up to tackle a bunch of Ogres in a fortification and I had no idea how to rule on it in game. It looks as though I was right that by the rules you would need a dose per pint, or at least per Ogre. But that seems to expensive for what seems to be a really good idea. I don't want it to be too cheap though... I guess if 30 of the Ogres were effected (all still getting saves) then taggit would only cost 2,700 or one dose per Ogre. I may even halve that.. still seems expensive.
Eltacolibre wrote: 1000 pints of beer is 125 gallons, one dose of arsenic is enough but well I would pour two doses to be safe. Two doses of arsenic? For over a 100 gallons? That doesn't sound right to me. If that were accurate you could buy a single dose of arsenic at the beginning of a 1-20 campaign and never run out... Joana wrote: By RAW, you need a dose for each person you want poisoned, which is one reason why a Poisoner build stinks in Pathfinder. Also, the max damage a dose of arsenic can do to a character is 8 Con damage, so unless they had below-average Con in the first place, you can't actually kill anyone with it. Multiple doses increase the duration, so it would work.
Eltacolibre wrote:
How many doses is an 'entire batch'? That must be an imperial unit.
They set the fire by having a druid cast produce flame and lob round after round of flames at the barn and the cleric summoned fire elementals to dance on the roof. The Ogres *did* try to get out, but I had them roll strength checks and they did amazingly poorly. I don't think I rolled more than 5 on that. I'm not bailing them out on this one, they need to learn that you just can't burn everything down as soon as they see it. If I bail them out this time, they'll never learn the lesson and this will just keep coming up. They are fugitives in Magnimar already for not thinking things through... I like the idea of Shalelu turning to the darkside, the team includes a ranger that was initially trained by her. Could make for a cool story. Forgot the moonshine, I think I might have that explode as the actual building collapse has *just* happened (didn't take terribly long as I figured the thing doesn't have great supports to begin with).
So I've got a case of a burning barn and dead arrows. The party decided to burn down the Graul's barn when they opened the door and found three Ogrekin inside. Problem being, while they detected good, the arrows were out of their range. Oops. I could have hinted heavily that they shouldn't do it, or come up with some way for them to save the arrows, but I wanted them to learn a lesson here as it's not the first time they've gone in shooting without thinking things through. I'm currently planning on Shalelu freaking out and leaving when she figures out what has happened and taking her father's belongings with her. She will likely not want anything further to do with the PCs. Are there any other repercussions that I should be aware of? I realize that they fort's betrayal will be lessened, but that's no big deal.
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