Karzoug the Claimer

Vansung's page

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Sara Marie wrote:
Vansung wrote:
I sent over 2 emails to cancel my Adventure Path and Pathfinder Roleplaying subscriptions. Please notify me you got this. Thank you!

Yup, we have those emails, however, Cosmo was by himself yesterday and while he got through a lot of the emails, he hadn't made it up to yours yet. I've cancelled you subscriptions and you should be all set.

thanks,
sara marie

Thanks!! :)


I sent over 2 emails to cancel my Adventure Path and Pathfinder Roleplaying subscriptions. Please notify me you got this. Thank you!


Disabled and Dying, house rule

Disabled
Hit Points ≤ 0 but ≥ Negative Constitution Bonus
When a character’s current hit point total drops to a number
between 0 and his Constitution bonus (if any) expressed as a
negative number, he becomes disabled. He is not unconscious,
but is close to it. He can take only a standard or a move action
each round, and if he performs any strenuous activity, he takes
1 point of damage after the completing the act. Strenuous
activities include running, attacking, or using any ability that
requires physical exertion or mental concentration. A disabled
character makes all attack and damage rolls, saving throws, and
checks at a –2 circumstance penalty.
If the character has a Constitution bonus, any hit point
total from 0 to a negative number equal to his Constitution
bonus results in disabled status. This means that a character
with a +3 Constitution bonus has a disabled range of 0 to –3.
If the character at 0 hit points takes a strenuous action, his hit
points drop to –1, and he remains disabled. If he drops to –4
hp, the character is dying. A character with no Constitution
bonus or one with a Constitution penalty becomes disabled at
0 hit points and is dying at –1 hit point.

Dying
Hit Points < Negative Constitution Bonus but &#8805;
Negative Constitution Score
When a character’s current hit point total drops to a
negative number between his Constitution bonus +1 and his
negative Constitution score (inclusive), the character is dying.
He immediately falls unconscious and can take no actions.
For example, a character with a Constitution score of 16 has
a Constitution bonus of +3. Should that character’s hit points
drop to anywhere between –4 to –16, he is dying.
At the end of each round, starting with the round in which
the character began dying, roll d% to see whether he stabilizes.
The character has a percentage chance equal to his Constitution
score to stabilize. So a character with a Constitution 16 has a 16
percent chance to stabilize. If he doesn’t, he loses 1 hit point. If
the character’s hit points drop to a negative number lower than
his Constitution score, he is dead.
An ally can stabilize a dying character with a Heal check.
The Diffi culty Class for the check is equal to 10 + the character’s
number of negative hit points. Thus, stabilizing a character with
–11 hit points requires a DC 21 Heal check.
If any sort of healing cures the dying character of even
1 point of damage, he stops losing hit points and becomes
stable.
Healing that raises the dying character’s hit points back to
equal his negative Constitution bonus makes him conscious and
disabled. Healing that raises the character’s hit points to 1 or
more makes him fully functional again, just as if he had never
been disabled or dying

Dead
Hit Points < Negative Constitution Score
If a character’s hit points drop to a negative number lower
than his Constitution score, he is dead. A character can also die
from taking ability damage or suffering ability drain that reduces
his Constitution to 0.

Stable Characters
and Recovery
An hour after a tended, dying character becomes stable,
roll d%. The character has a percentage chance equal to his
Constitution score of becoming conscious, at which point he
becomes disabled. If the character remains unconscious, he has
the same chance to revive and rise to disabled status every hour.
Even if unconscious, the character recovers hit points naturally
(see below). He returns to normal when his hit points rise to
1 or higher.
A character who stabilizes on his own (by making the d%
roll while dying) and has no one to tend him still loses hit points,
just more slowly. The character has a percentage chance equal
to his Constitution score each hour of becoming conscious.
Each time he misses the hourly roll to become conscious, he
loses 1 hit point. The character also does not recover hit points
through natural healing.
Even once the character becomes conscious and disabled,
if unaided he still will not recover hit points naturally. Instead,
each day an unaided character has a percentage chance equal
to his Constitution score to start recovering hit points naturally
(starting with the day he regains consciousness); otherwise, he
loses 1 hp.
Once an unaided character starts recovering hit points
naturally, he is no longer in danger of losing hit points (even if
his current hit point total is negative). Thus, a character horribly
injured and left for dead may still recover and crawl back
to safety. In the World of Darkness, though, characters are often
better off dying than being taken alive.


noretoc wrote:
Nanyea the Wayward wrote:
anyone? I know the author doesn't support the product anymore and was thinking about going in and manually entering all the feats/spells/updates or maybe collaborating with someone else.
I use DM Genie religiously, and have almost all the core classes updated, but very hapahzardly. I started to do the whole beta book but it was too much, so I have done just what my party uses. (Example, I have a sorc who uses Arcane Bloodline, so that is the only Blood line I have.) I am also a novice when it comes to scripting, so my feats usually work, but not very cleanly, just enough that they do what I want them to. I would be happy to share (Though I can not garuntee non buggyness) or halp out once the new books come out as I have time. I plan on updating to PRPG, at least until a better program comes out. Feel free to email me roncote1@comcast.net

Updating to pfrpg would be a huge undertaking. I wonder if we could divide updating to volunteer community members. Have each volunteer update specific sections, like one do races and the other do the classes. We would have to leave the scripting parts to the experienced of course. What is your thoughts?


I don't know if this has been asked yet, but is there any downloads or files for DM Genie to be updated for Pathfinder Beta Rules?


Does the spell Displacement give any form of concealment? The spell blur and darkness grant concealment, I assume that displacement does also. It seems very vague in the spell description if it does or not.


If I order the core rule book, does that come with a free pdf?


#3


Nicely done!


Vansung wrote:

I'll be running this next week for my group. I went with all the great suggestions on this board and found some of my own.

1. Will have the pc's roll for initiative before entering the manor and have them stay in that turn order.

2. Using the word doc. of haunts off this forum "great stuff".

3. I have the maps already printed out, so theres no down time to ruin the mood. Used the maps of the manor off this forum somewhere, someone was nice enough to create player maps of the manor.

4. Once the pc's enter the manor, I found some really cool mood music and it's free on youtube. Music is by Nox Arcana, here is a link Manor music and it's really easy to create a play list - just hit play and when they enter let the good times roll!!!

5. Went to home depot got some red flood lights and purple party lights to really set the mood. Here are some pics (I had to turn the lights on so you could see, but you get the idea).

Pic1

Pic2

I'll post back and tell you all how it went.

p.s. How do you get links to work in here? Ahh, I got it!

Tbug, I basically followed this format with a little improvisation. Before the session I sent an email to all the players to bring a small flashlight, they bugged me all week to tell them what for! When they went into the manor I turned all the lights off, except a blue one that gave a really creepy feeling. They ended up using the small flashlights to read the haunts I passed out...good times!


The session went great! Here's what my players are saying on our forum:

WOW, I had a blast during this session . It's amazing we only had one combat. Post your thoughts on the session - any rules we need to go over?

do agree it was really fun...heh i think the reason why i "tried" to kick down the door was just cuz i wanted to kill things

the session was really awesome and it was a lot different from the other sessions ive played which made it cool. I have a feeling this next session is going to top it off though now that were in the house and have a little taste of what its about. So far so good

I have to agree, this session was a little different than the others, I actually found myself picturing what the house would feel like and what it would be like to be inside, plus the little forced character "RPing" via the notes was a good touch.

I feel that this session went really really well.... Not only did a fair amount of role play, inactive combat happened. Not the typical fight fight fight, but combat that involved us using our minds to navigate and feel out this house, that we still haven't gotten out of. I liked the fact that I felt the creepiness of the house, and I also liked the fact that we didn't get ambushed. Not because an ambush could have hurt our party, but because there were ways to keep us on our toes without throwing a group of minions at us in the dark environment. It was nice to have interaction that still had dire consequences without combat.


Yeah, it seems that the rules for this in the beta are vague and need more detail. An example given would be good to.


Thanks for the replies! I was thinking along the same lines.


I have a human player that has a large great sword, who only has a -2 to his attack per the rules in the PF Beta. Is this right?

a weapon’s size category is keyed to the size
of the intended wielder. In general, a light weapon is an
object two size categories smaller than the wielder, a onehanded
weapon is an object one size category smaller than
the wielder, and a two-handed weapon is an object of the
same size category as the wielder. Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each
size category of difference between the size of its intended
wielder and the size of its actual wielder. If the creature
isn’t proficient with the weapon, a –4 nonproficiency
penalty also applies. The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed,
or two-handed weapon for a particular wielder) is altered
by one step for each size category of difference between
the wielder’s size and the size of the creature for which the
weapon was designed. If a weapon’s designation would be
changed to something other than light, one-handed, or
two-handed by this alteration, the creature can’t wield the
weapon at all.


veector wrote:
Great game room Vansung!

Thanks! I actually have a waiting list to play in my game, I like to think it's my great GM skills - but I know it's the game room :)


Great idea Veector! Can you give us a little more detail on how you put that together. I'm running the manor next week, would love to incorporate this.


Werecorpse wrote:

I dont get why you have the PC's roll initiative when they enter the manor and stay in initiative. I usually think initiative sequence slows down action and makes it clunky (ie it is a necessary evil in combat) as everyone waits for everyone else to do stuff.

I am just trying to understand why it was done

Can someone please explain to me why this is a good idea?

To build suspense. Having the pc’s go in turns keeps them guessing and on their toes. I will find out how well it works next week.


I'll be running this next week for my group. I went with all the great suggestions on this board and found some of my own.

1. Will have the pc's roll for initiative before entering the manor and have them stay in that turn order.

2. Using the word doc. of haunts off this forum "great stuff".

3. I have the maps already printed out, so theres no down time to ruin the mood. Used the maps of the manor off this forum somewhere, someone was nice enough to create player maps of the manor.

4. Once the pc's enter the manor, I found some really cool mood music and it's free on youtube. Music is by Nox Arcana, here is a link Manor music and it's really easy to create a play list - just hit play and when they enter let the good times roll!!!

5. Went to home depot got some red flood lights and purple party lights to really set the mood. Here are some pics (I had to turn the lights on so you could see, but you get the idea).

Pic1

Pic2

I'll post back and tell you all how it went.

p.s. How do you get links to work in here? Ahh, I got it!