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I am very surprised to find a lack of "World Building" resources / tutorials out there. I cant seem to find any software, forms, published books, etc.

I have found a couple forum posts which discuss in some good detail steps for building s brand new world, but I figured this would be a subject with quite a bit of available resources?

Anyone know of any good software, online tutorials or books for world building? I am looking for something step by step. Something which takes you from start to stop (at least for the most part).

Please let me know! Thanks guys!


Is there any way to "hide" magic on a magical item? Example, a spell caster casts Detect Magic on an item and it "Appears" to be free of magic, though it is truly not?

Is this possible?


Hey guys,
So I have a player who wants to craft a cloak of vanishing; basically a cloak of invisibility. It is based off of the spell below (see below).

My questions are:
1. How much would it cost to make/craft this cloak?
2. Would activating the cloak be a swift action or a standard action? The spell is a swift action, but the book (Pathfinder PHB) says a standard action; page 183. under Activate Magic item.

Here is the spell as well as some info he has given me. Feel free to point out ANY issues with his reasoning; thanks!

"Cloak of Vanishing

based off of this spell

INVISIBILITY, SWIFT (Spell compendium)
Illusion (Glamer)
Level: bard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a whispered syllable you complete the
spell. You notice that others look past you
as if you weren’t there.
This spell functions like invisibility (PH
245), except as noted above.

It's a limited form of invisibility, but even 1 round of invisibility can save your life tactically. I also like that it could be set off as a swift action so you could vanish on your turn and use a double move to get far far away from a bad situation. Not so good for sneaking around because it only lasts 6 seconds but like I said, in a few instances being able to vanish as a swift action could really make a difference.

Cost would be 1800 for a level 1 spell item that is set off with a command word. To make the spell last 2 rounds would actually double the price of the item.

crafting it would be a little tricky and fun, because I'd have to buy a scroll of Swift Invisibilty and hire a bard to cast it upon a cloak as part of the crafting process."

Thanks guys for all your help!!!


Hey guys,
So I have a player who wants to craft a cloak of vanishing; basically a cloak of invisibility. It is based off of the spell below (see below).

My questions are:
1. How much would it cost to make/craft this cloak?
2. Would activating the cloak be a swift action or a standard action? The spell is a swift action, but the book (Pathfinder PHB) says a standard action; page 183. under Activate Magic item.

Here is the spell as well as some info he has given me. Feel free to point out ANY issues with his reasoning; thanks!

"Cloak of Vanishing

based off of this spell

INVISIBILITY, SWIFT (Spell compendium)
Illusion (Glamer)
Level: bard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a whispered syllable you complete the
spell. You notice that others look past you
as if you weren’t there.
This spell functions like invisibility (PH
245), except as noted above.

It's a limited form of invisibility, but even 1 round of invisibility can save your life tactically. I also like that it could be set off as a swift action so you could vanish on your turn and use a double move to get far far away from a bad situation. Not so good for sneaking around because it only lasts 6 seconds but like I said, in a few instances being able to vanish as a swift action could really make a difference.

Cost would be 1800 for a level 1 spell item that is set off with a command word. To make the spell last 2 rounds would actually double the price of the item.

crafting it would be a little tricky and fun, because I'd have to buy a scroll of Swift Invisibilty and hire a bard to cast it upon a cloak as part of the crafting process."

Thanks guys for all your help!!!


Ok guys,
So I am wondering if there is a formula to lower a monsters CR? Take a CR10 monster and make it a CR9-CR8? Reduce hit points? Lower DC for saving throws? Decrease attack bonus? etc.

Exmple:
I really like the Bebiliths attacks, special abilities and poison; though it is a CR10 crature and I want to make it more of a CR9-CR8 for my group.

Bebilith (AC 22, 150 hp, DR 10/good)

How would you go about doing this???

My game is Saturday so I need to know ASAP.

THANKS GUYS!!!


Ok guys, I am a new DM (DMing for 5 months now) and last night I ran my game. I was SOOO EXCITED for the last encounter of the night. I had a 9th lvl cleric and some undead minions (just to protect the boss of course). And needless to say, it did not turn out the way I had hoped, I am want your guys opinion on a matter.

First round: Everyone is fighting and The good cleric (lvl 6) casts Summons Ancestral Guardian.
Fighting goes on; everything is going well as I had hoped...

Second round: The good cleric casts Silence on the Ancestral Guardians weapon (supposedly it is an actual tangible item, not spirit like the guardian) and sends the Ancestral Guardians to my bad guy!
Fighting goes on; and now im screwed...

Since the bad guy had P from E, the Ancestral Guardians couldnt attack, but all they had to do was stay around my cleric and I couldnt cast ANYTHING! Because of the silence on the weapon. I try to move away and the cleric tells me, "if you move they follow you, even on your turn because it acts like a spiritual weapon…” Though I didn’t know spiritual weapon stayed with the character, I thought the caster had to direct it on his turn???

So here I am with this bad @$$ 9th lvl cleric and I cant do ANYTHING! I cant cast any Verbal component spells (which is like all of them), I am told if I grab the weapon from the spirit and throw it away, the weapon will just come right back to the spirit next round and continune with the silence. If I sunder the weapons it will just re appear. I cant run away because the weapons/guardians will just follow!!! What the hell!

What should I have done??? What would you guys have done??? I KNOW this would not have happend to a more experience and well rounded DM.
As a new DM, I am not as schooled on the rules and I sometime rely on my players to help me out, though I cant help but feel slighted in this situation and I just dont know better.

All in all, my cleric just sat there and channeled negative energy until he died... REALLY SUCKS!!!

Here are the two spells used:

Summon Ancestral Guardian
School conjuration (summoning); Level bard 3, cleric 3
Casting Time 1 standard action
Components V, S, F/DF (stone metal image of your ancestor)
Range medium (100 ft. + 10 ft./level)
Effect two summoned ancestor spirits
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes

You call the spirits of two ancestors to manifest in the mortal world and attack your enemies. Each appears as a transparent image of a powerful, wise dwarf armed with a traditional dwarven weapon of your choice. These spirits move and attack at your direction, each having the abilities of a spiritual weapon, except they can attack different targets and deal physical damage (bludgeoning, piercing, or slashing, according to the weapon the spirit wields) instead of force damage. Like creatures conjured with a summon monster spell, your ancestors are not harmed if these manifestations are destroyed.

--------------------------------------------------

Silence
School illusion (glamer); Level bard 2, cleric/oracle 2, inquisitor 2
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration 1 round/level (D)
Saving Throw: Will negates; see text or none (object); Spell Resistance: yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.


Ok guys, I am a new DM (DMing for 5 months now) and last night I ran my game. I was SOOO EXCITED for the last encounter of the night. I had a 9th lvl cleric and some undead minions (just to protect the boss of course). And needless to say, it did not turn out the way I had hoped, I am want your guys opinion on a matter.

First round: Everyone is fighting and The good cleric (lvl 6) casts Summons Ancestral Guardian.
Fighting goes on; everything is going well as I had hoped...

Second round: The good cleric casts Silence on the Ancestral Guardians weapon (supposedly it is an actual tangible item, not spirit like the guardian) and sends the Ancestral Guardians to my bad guy!
Fighting goes on; and now im screwed...

Since the bad guy had P from E, the Ancestral Guardians couldnt attack, but all they had to do was stay around my cleric and I couldnt cast ANYTHING! Because of the silence on the weapon. I try to move away and the cleric tells me, "if you move they follow you, even on your turn because it acts like a spiritual weapon…” Though I didn’t know spiritual weapon stayed with the character, I thought the caster had to direct it on his turn???

So here I am with this bad @$$ 9th lvl cleric and I cant do ANYTHING! I cant cast any Verbal component spells (which is like all of them), I am told if I grab the weapon from the spirit and throw it away, the weapon will just come right back to the spirit next round and continune with the silence. If I sunder the weapons it will just re appear. I cant run away because the weapons/guardians will just follow!!! What the hell!

What should I have done??? What would you guys have done??? I KNOW this would not have happend to a more experience and well rounded DM.
As a new DM, I am not as schooled on the rules and I sometime rely on my players to help me out, though I cant help but feel slighted in this situation and I just dont know better.

All in all, my cleric just sat there and channeled negative energy until he died... REALLY SUCKS!!!

Here are the two spells used:

Summon Ancestral Guardian
School conjuration (summoning); Level bard 3, cleric 3
Casting Time 1 standard action
Components V, S, F/DF (stone metal image of your ancestor)
Range medium (100 ft. + 10 ft./level)
Effect two summoned ancestor spirits
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes

You call the spirits of two ancestors to manifest in the mortal world and attack your enemies. Each appears as a transparent image of a powerful, wise dwarf armed with a traditional dwarven weapon of your choice. These spirits move and attack at your direction, each having the abilities of a spiritual weapon, except they can attack different targets and deal physical damage (bludgeoning, piercing, or slashing, according to the weapon the spirit wields) instead of force damage. Like creatures conjured with a summon monster spell, your ancestors are not harmed if these manifestations are destroyed.

--------------------------------------------------

Silence
School illusion (glamer); Level bard 2, cleric/oracle 2, inquisitor 2
Casting Time 1 round
Components V, S
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius emanation centered on a creature, object, or point in space
Duration 1 round/level (D)
Saving Throw: Will negates; see text or none (object); Spell Resistance: yes; see text or no (object)

Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.


In the spells Bone Armor (I have added it below), what does the "(AC 17)" Mean???

Bone Armor
Necromancy
Level: Clr 2, Nec 1
Components: V, S, M
Casting Time: 1 action
Range: Caster
Effect: Protect caster
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell creates a layer of bony ribs on the caster’s arms,
legs, and torso, as well as a skull-like helmet. The effect is to
provide the caster with a +7 natural armor bonus (AC 17)
against all physical forms of attack. The bone armor is
destroyed by the attacks it absorbs; when it has absorbed hp of
damage equal to twice the caster’s level, the armor falls into
useless brittle shards.
Material Component: A rib bone from a humanoid slain
within the last seven days.


Hey guys,
So my group found this spell called Bone armor (I have attached the spell below), and we are wondering how it works exactly; it seems quite strong for a 2nd level spell giving a +7 to AC!!!

Heres the questions:

Does the casters AC go up +7 and then if my guys hit, that is when the damage gets dealt to the armor; my issue with that is, if one player already has a 23AC and then casts Bone armor he will have a 30 AC! and then I have to wait to hit him at 30AC to do damage to the armor??? That would be forever in some cases.

OR

In the spell description is says "The effect is to provide the caster with a +7 natural armor bonus (AC 17) against all physical forms of attack."; so lets say the caster has an AC of 23, then bone armor gives him AC 30; if I roll an 18, I dont hit the caster, but I do hit the bone armor and do damage to it, per the "(AC 17)"???
If that is not the case, what does the "(AC 17)" mean in the spell???

Please let me know.

Bone Armor
Necromancy
Level: Clr 2, Nec 1
Components: V, S, M
Casting Time: 1 action
Range: Caster
Effect: Protect caster
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell creates a layer of bony ribs on the caster’s arms,
legs, and torso, as well as a skull-like helmet. The effect is to
provide the caster with a +7 natural armor bonus (AC 17)
against all physical forms of attack. The bone armor is
destroyed by the attacks it absorbs; when it has absorbed hp of
damage equal to twice the caster’s level, the armor falls into
useless brittle shards.
Material Component: A rib bone from a humanoid slain
within the last seven days.


Hey guys,
So my group found this spell called Bone armor (I have attached the spell below), and we are wondering how it works exactly; it seems quite strong for a 2nd level spell giving a +7 to AC!!!

Heres the questions:

Does the casters AC go up +7 and then if my guys hit, that is when the damage gets dealt to the armor; my issue with that is, if one player already has a 23AC and then casts Bone armor he will have a 30 AC! and then I have to wait to hit him at 30AC to do damage to the armor??? That would be forever in some cases.

OR

In the spell description is says "The effect is to provide the caster with a +7 natural armor bonus (AC 17) against all physical forms of attack."; so lets say the caster has an AC of 23, then bone armor gives him AC 30; if I roll an 18, I dont hit the caster, but I do hit the bone armor and do damage to it, per the "(AC 17)"???
If that is not the case, what does the "(AC 17)" mean in the spell???

Please let me know.

Bone Armor
Necromancy
Level: Clr 2, Nec 1
Components: V, S, M
Casting Time: 1 action
Range: Caster
Effect: Protect caster
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell creates a layer of bony ribs on the caster’s arms,
legs, and torso, as well as a skull-like helmet. The effect is to
provide the caster with a +7 natural armor bonus (AC 17)
against all physical forms of attack. The bone armor is
destroyed by the attacks it absorbs; when it has absorbed hp of
damage equal to twice the caster’s level, the armor falls into
useless brittle shards.
Material Component: A rib bone from a humanoid slain
within the last seven days.


Hey guys,
Let me cut right to the chase, I am a New DM and have been running a campaign for 6 months now; starting a few months back my players started questioning my decisions and challanging the rules; I will admit, some of the time I have been wrong in some cases and I try to learn from my past mistakes; that is not the issue.

The issue is when I make a HUGE choice/ruling; such as: not allowing leadership in my game, should destiny points be used, how is XP handled, etc. A few of the players tend to be VERY vocal and challange my decisions; a few of them try and presure me into changing my mind; and it is getting to the point where I get VERY stressed out when they do this. I seem to have a hard time saying, "No" to my players because I want to make everyone happy. Any advice? Is it ok for the players to question the DMs authority? When should they be aloud to do so? What should I tell them? How should I handle this? Is it my fault?

Thanks!


Do you allow leadership feat as a DM? Yes or no and why not???

I have FOUR players who all just decided to take leadership and I am kind of stressing out; is this a big deal or not??? They are all wanting cohorts to bring along!

Thanks guys!!!


Ok guys,
I have been running my campaign for 6 months now, and the players are doing great!!! Great game and having a lot of fun!!! The only issue I see is that they are blowing through some of my encounters pretty easily. I do my best to reward their team work and NEVER punish them for their excellent tactics (like any good DM); but like any group, they like a good challenge and it seems as though I am having a difficult time challenging them. The average party level is 6. I have a 6Lvl Pali, a 6LvlCleric, two 6Lvlwizards, a 5Lvlsorc, and a 5LvlMonk. I would like to put together an encounter that really challenges them and forces them to utilize ALL their resources. I wouldn’t mind seeing a little sweat on their brow :)
The current situation (dungeon) they are in, allows me to utilize:
Spiders (vermin)
An Undead Cleric and his undead minions
Mud Slaug
And an Undead T-Rex

My issue isn’t so much the creatures available; it is more or less HOW TO USE THE CREATURES I HAVE TO THEIR FULL POTENTIAL. I seem to have my bad guy spell casters die quickly and the wizard in the group is able to pre occupy MOST my monsters with his summoned creatures. ANY TACTICS OR TRICKS YOU GUYS MAY HAVE WOULD BE GREATELY APPRECIATED!


Ok guys,
I have been running my campaign for 6 months now, and the players are doing great!!! Great game and having a lot of fun!!! The only issue I see is that they are blowing through some of my encounters pretty easily. I do my best to reward their team work and NEVER punish them for their excellent tactics (like any good DM); but like any group, they like a good challenge and it seems as though I am having a difficult time challenging them. The average party level is 6. I have a 6Lvl Pali, a 6LvlCleric, two 6Lvlwizards, a 5Lvlsorc, and a 5LvlMonk. I would like to put together an encounter that really challenges them and forces them to utilize ALL their resources. I wouldn’t mind seeing a little sweat on their brow :)
The current situation (dungeon) they are in, allows me to utilize:
Spiders (vermin)
An Undead Cleric and his undead minions
Mud Slaug
And an Undead T-Rex

My issue isn’t so much the creatures available; it is more or less HOW TO USE THE CREATURES I HAVE TO THEIR FULL POTENTIAL. I seem to have my bad guy spell casters die quickly and the wizard in the group is able to pre occupy MOST my monsters with his summoned creatures. ANY TACTICS OR TRICKS YOU GUYS MAY HAVE WOULD BE GREATELY APPRECIATED!


Out of curiosity, how did the wizard cheat? (I just gotta know!)


This ones easy.... don't fight fair.


Ok guys, I am having a difficult time adding up XP for my players, not when it is a pretty straight forward 1 on 1 battle or even two or three monsters; but when its like 8-10 monsters (a pack of wolves, group of goblins, etc.)

Here is an example:
Players have an encounter all at once against:
3 - CR2 Creatures
1 - CR4 Creature
And 1 CR5 Creature

What is the CR???
I tried just giving out separate XP for each creature, but that doesnt make any sense, the more creatures the harder the battle; right???

Also, lets say I have a wizard who is a CR 5 (just an example) and he summons a pack of wolves (6 of them), does the CR go up because of the wolves (more creatures)??? Or is the CR the same (CR5) because summoning the wolves is part of the wizards CR???

Thanks guys!!!


Does the Familiar level up or does it just stay with the same hit points and such?
If it does level up, does it learn anything new?
Is there anything else special I should know about the familiar?


I am not sure if I am fully understanding the situation with the Witches Familiar. The Familiar stores the witches spells for what exact purpose? Is it like her spell book of sorts?

And also, if the familiar dies the witch can no longer cast? Or she can no longer prepare ANY of her spells?


1 person marked this as a favorite.

Ok guys, so I have a simple yet seemingly complicated question. How do you craft poison? I would like to KNOW EVERYTHING.
- How do you go about getting the materials and components?
- How do you figure out the craft DC for the poison you want to make?
- When you want to craft a poison, how do you know what materials/components are needed?

I have found MANY different rules on how to do all of this and one of my players wants to pursue this for his character.

Thanks guys! You are always a big help.


HEy guys, In the new APG the cleric has a subdomain of light. His replacement power is "Blinding Flash" which reads, "As a standard action you can emit a flash of light...emanates out 20ft...creatures with fewer hit dice then your cleric level within this area are blinded for 1d4 round unless they make a fort save". Does this mean it effects your near by allies as well?
My player is asking, "If I yell out BEHOLD THE GLORY OF PELOR" could that be the signal that I am about to use that power; which will allow them to look away and prevent them from being blinded???

Please let me know what you guys think.


I am a DM in Santa Clarita looking for some players for a Local Game of D&D (Saugus/Santa Clarita). Rule Set: Pathfinder. Let me know if you are interested. Check out my meet up http://www.meetup.com/Santa-Clarita-Dungeons-Dragons-Group/

My Email is steaminbeaman@gmail.com


Ok, so its been awhile since I have DMed (or even played for that matter) and I find myself looking over the rule books forgetting how simple little things work. One thing is Monster Melee Attacks. Example:

Monster:
Chocker (Pg. 45 in Pathfinder Bestiary)
Melee: 2 tentacles +6 (1d4+3 Plus Grab)
Question: Does this mean he gets one attack at +6 and does 1d4+3Damage?
or does he get two attacks at +6 and does 1d4+3Damage with both tentacles?

Monster:
Chimera (Pg. 44 in Pathfinder Bestiary)
Melee: Bite +12 (2d6+4), Bite +12 (1d8+4), Gore +12(1d8+4), 2 Claws +12(1d6+4)
Question: As a full attack action, does he get ALL 4 ATTACKS? or 5 Attacks if you break the 2 claws into 2 separate attacks. Or does it mean you get to choose one of those attacks in a full attack action to use. Example: The Chimera has moved his 5ft (so he can still do a full attack this round), now he attacks, does he choose one of the above attacks? Or all?

Monster:
Crocodile (Pg. 51 in Pathfinder Bestiary)
Melee: Bite +5 (1d8+4 Plus Grab) and Tail Slap +0 (1d12+2)
Question: I assume since his Melee lists Bite then it says "and" tail slap, it means complete both attacks on a full attack action, right? Which is part of the reason I am confused about the Chimera. If the Chimeras attacks where all supposed to be used in a full attack, wouldnt it say, "Bite +12 (2d6+4) "and" Bite +12 (1d8+4)"and" Gore +12(1d8+4) "and" 2 Claws +12(1d6+4)

I hope this isnt too confusing, it is confusing to me. Thanks.