Yeah, I figured as much. What if an outsider NPC wants to appear as a human, for the purposes of deceiving the party? There doesn't seem to be a spell or spell-like ability that would cover that. Any thoughts? I've got a honey of a subplot for my players, but I need said outsider in order to pull it off.
Hi All, Per the rules, Disguise Self cannot be used to change your appearance to that of another creature type. But it can give you a +10 on your Disguise check. The Disguise skill can be used to alter your appearance to that of another creature type. So my question is this: if I use my Disguise skill to disguise my character as a different creature type, can I then cast Disguise Self to get the +10 vs. Perception checks for 10 minutes per caster level? Thanks!
Good question. I don't believe it's documented in the rules, but most modules have their own encounter tables and frequency. In the old D&D, wandering monster checks were made every 3rd turn by rolling a d6 - on a 1 the party encountered a wandering monster. Remember that wandering monsters are not creatures that just "beam down" in order to antagonize the players. They are natives of the area that have left their lairs for some purpose - finding food, escaping a more powerful enemy, patrolling the area, etc. So in a small dungeon once the players have cleaned out the level, no more wandering monsters should arrive unless there is some plausible explanation why there are suddenly more monsters here. By the same token, it is not logical that a cave or forest or ruins should remain unpopulated; if the players return to an area that they cleared out some time ago, it is reasonable to assume that some clan of creatures would be living there and would have reason to defend their new home. One last thing - in game terms wandering monsters discourage players from wasting time. They give the players a reason to keep moving. Otherwise, the players will search every nook and cranny of every room for traps, treasure, secret doors, etc., and will rest/heal after every encounter. This slows down the pace of the game. Random encounters keep the players on their toes and prevent the game from becoming dull. The same principle also applies in reverse. The GM should reduce the chance of meeting a wandering monster if the dungeon requires more searching (e.g. it is heavily trapped, or there are clues that must be found), or if the party is being stealthy and moving along, not staying
Hope this helps.
Thefurmonger wrote:
How so? I'm thinking of a character who's kind of like Dr. Jekyll/Mr. Hyde or Bruce Banner/ The Hulk - in his normal form he's meek and brainy, but after a mutagen he becomes a raging, intellectually-challenged, melee fighter. So the Ragechemist archetype seems like a good fit. If not, is there a better approach? Thanks.
Hey, this is quite good. I suggest you add an "Instructions" worksheet at the front (or maybe "Read This First") to let folks know what they need to fill in. I got a little lost in it at first. Also, I recommend you pick a color for fields that require input and stick to that. Like bright yellow or something. Overall, great work. I'll look forward to toying around with this some more.
Just saw a copy of Ultimate Combat in Barnes & Noble. While flipping through it I noticed there are rules for (gasp!) firearms and vehicles. Could this be a hint of things to come? Does Paizo intend to leverage the Pathfinder rules to support campaigns in the modern world, or perhaps some distant future (scifi)? I sure hope so. :) |