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Hey guys,
My questions are:
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)
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,
My questions are:
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)
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,
Exmple:
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.
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!
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.
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
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
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.
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!
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.
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
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
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
Hey guys,
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)"???
Please let me know. Bone Armor
Hey guys,
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)"???
Please let me know. Bone Armor
Hey guys,
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!
Ok guys,
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,
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 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:
What is the CR???
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!!!
Ok guys, so I have a simple yet seemingly complicated question. How do you craft poison? I would like to KNOW EVERYTHING.
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?
Please let me know what you guys think.
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:
Monster:
Monster:
I hope this isnt too confusing, it is confusing to me. Thanks. |