Hello and good afternoon all! My party have just taken over the caverns from the Children of Stone and have now made a more permanent home for all their NPC's. Now, they are talking about having certain NPC's scouting, some with constructing etc and it makes me wonder when and how I can implement the militia system. So! Any recommendations from anyone? Is this a good time to start using the militia system rules instead of the survival rules in book 1 or is there a better opportunity to use the militia system in a later book? Many thanks!
Mika Hawkins wrote: Now Available for Print on Demand from DriveThruRPG! Heya Mika! Does this mean that the book looks exactly like if it was printed by you guys? I've never used DriveThruRPG so have nothing to go by. Also, is there any chance that you guys will ever consider making a Pawn Collection/Player's Guide for the older AP's? Would be an amazing addition for people like me to complete their 1E AP collection :)
Really interesting take on it. I've shown your responses to my DM and suggested that I'd even be happy to have the creatures make saving throws if he prefers. I do believe that it's as Trokarr stated with it being specified that *any* spell that targets a single creature. Either way, there's no animosity in our group and our DM rolled with it as it was a bit of a reveal for the party. Rule of Cool to keep the dice rolling and all that!
Hello all! Would love some clarification on this. The Authoritative spell metamagic states the following: 'You can alter any spell that targets a single creature to become an authoritative spell. When you cast an authoritative spell, choose one of the following activities to prohibit: move closer to you, move away from you, make a melee weapon attack, make a ranged weapon attack, cast an offensive spell, or cast a non-offensive spell. A creature that is affected by the spell and fails its saving throw against that spell (if the spell allows a saving throw to resist) cannot perform any action of the selected type on its next turn. An authoritative spell gains the lawful descriptor, and the additional effect is a mind-affecting compulsion effect.' My magus used a shocking grasp with a lesser rod of this thematically fun metamagic to prevent a big scary creature from moving away from me to chase our summoner down. Our DM wanted clarification as the group had a mini debate on whether it has to be used with a spell that has a saving throw attached or if it can be used with a spell with no save and thus, would automatically work (assuming the creature can be subjected to a mind-affecting compulsion effect. Any official statement would be perfect but also a community vibe would be appreciated :) Many thanks all!
Good day to you all! The title says it all really. When the command word is used to summon the creature, how long does it last for? It doesn't say but would it be until banished/killed or for 9 rounds (as summon monster is a round a level and the wonderous item is CL9). Full text description below for those interested: The Master's Name
This item has two functions. Once per day, the owner can meditate while focusing on the mandala and ponder the great mysteries of the universe. After 1 hour of uninterrupted meditation, the owner recovers a number of ki points equal to half his total ki pool. The ki points recovered in this way are temporary, and go away if the user rests or meditates for 8 hours to recover. Additionally, the owner of this item cannot use it to replenish ki points in excess of his total ki pool. Once per week, when a command word is spoken, the owner of this item can open the vial and pour out the contents, which coalesce to form a pavbagha (Pathfinder Campaign Setting: Inner Sea Gods 295) marked with the Master’s Rebus. The pavbagha fights alongside the owner of the vial, protecting her to the best of its ability.
Good evening all, I was wondering if anyone has been able to find or create some general rules for the law and its enforcement in Cheliax? I've noted that a part of living in a land ruled by Devil's is that the rules and laws are generally created to manage a citizen's life but is there any legality in enforcing it? If a PC wanted to barge into a tavern with hidden rebels, could this be done with a proclamation and presenting the unholy texts of Asmodeus? I want to be careful if this is the case, as I don't want PC's to simply make up their own rules and state that they can do what they want as they work for Asmodeus, for example. Any help would be appreciated :)
Good afternoon all! My group of 5 (now 6, as Winter has joined the group controlled by a 6th person) are about to get to Okeno to free Kaklatath. I require some help with the corruption from Xhamen-Dor. It states in book 5 that the PC's are infected and I'm going to play this off on the Winter PC. I Have a few questions though: 1) When should the PC's start knowing a great deal about him? They have heard OF him because of Lowl's plans. 2) apparently the PC's are already corrupted and immune, requiring a DC30 heal check to notice signs of the infection. Is it implied they've been corrupted from the start of the AP? 3) Will Kaklatath be a great source of all this information and give the PC's a big backdrop of information? I'd love to hear how other DM's handled the corruption aspect (especially how they did it and when they did it) Many thanks!
Good afternoon all! I know this has been the subject of a fair amount of discussion in the past, but has there ever been a stance on the ability to switch between aspects freely? Here is the section for those interested: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day. --------- So, when it comes to switching, would it be: A) You can switch as a swift action, but you have to use another minute of animal focus. Or B) You can switch as a swift action as many times as you want. Please note, I am referring to the usage on the character and not the companion. Many thanks all!
Good evening all! My guys are coming upto the end of the 2nd book and I could use help with a few things. 1) Is there a map out there which I can show the full journey from start to finish on the boat? I've been able to find the Ustalav map and the next map and piece them together but would appreciate a single map which I could enlarge, print out and accurately plot the party's course. 2) Has any DM's done anything cool for the journey? I was thinking of getting some A2 paper and making a giant grid, turning it into a huge calendar starting on day 1 and writing down the events of the day (encounters, research, crafting done etc). Anyone else have any awesome ideas for this? 3) I assume crafting is going to be okay on days where the researchers are researching and others can do their bit, unless anyone can think of reasons otherwise? 4) Our wizard has been suffering. Nobody so far uses spellbooks and he is looking to pad out his spells. I quite foolishly shut-down any ability to get arcane spells bought as I stated that Thrushmoor doesn't have any such casters to learn from. I'm thinking of river merchants who sell spells, but does anyone else have a great idea? 5) I need to make sure my party take the boat. As it stands, they might be inclined to go to the main city and look into teleportation etc. Any cool hooks to address this? I know there is NPC scholars who journey with them so maybe a protection contract? A lot of stuff to ask but any advice would be appreciated! All the best, Vandalier.
Hello all! Just a quick one. I'm about to start DM'ing this campaign and wanted to ask about the PC's backstories. I'm going with the 'Can't remember the last 5 years' line but I'm wondering about that amount of time specifically. 1) Is it implied that the past 5 years would be mostly in the service of Lowls? 2) How does Lowl's control the actions of the PC's? Its presumed they are bought as slaves, but in book 2 it has a flashback of a PC beating a man to death with their bare hands. I have a paladin in my party and I very much doubt they would do that without some sort of charm/compulsion. Many thanks, Vandalier
Leedwashere wrote:
Thats fantastic advice! Many thanks. The cleric does tend to commune with her deity a lot, so I imagine they would do so to gain some advice. The wizard also loves to use invisibility and fly, so perhaps they will come to that idea themselves. I think I'll draw a map of the valley for them as they uncover it. If they fly close enough tot he entrance of the dragon's cave and make a decent perception DC, I can draw the cave on the map and they'll probably want to explore it. Awesome advice Leedwashere, cheers mate!
Good afternoon all! Just about to start chapter 4 and the attack on Sandpoint. My party are making very good use of teleport and spells to travel large distances so in a few sessions, we'll be coming to the Valley of the Black Tower. The map presented has a full breakdown of the black tower area. The one thing I don't get is, how am I meant to portray this information to the PC's? For example, the dragon's lair is on the other side of the valley. How the heck are they even supposed to know about that? Or even about the various monster cave's on the side of the cliffs. My question to DM's: How did you describe this area to the PC's and what information do you give them, especially in regards to the map and area's of interest. Many thanks all! |