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I see that the PRD has added a "Technology Guide." Perusing it, I noticed among the weapons listed is a Chainsaw. They left two important things off of the description. First a Chainsaw is +2 when used against Zombies. Second a Chainsaw is +20 and autocrits when used against Sharknadoes! (My true opinion is that Paizo has truly jumped the Sharknado with this.)
Inspired by a thread about the number of gods. Kirk: Head of the Pantheon - God of Lust and Bards
Dax: Goddess of Change and Renewal
and
In keeping with the spirit of free aids to GMs that need things on the fly, 101 names for Inns, Taverns, and other establishments of that ilk. 1. Dewdrop Inn. An old classic. 2. The Dragon's Claw Tavern. Complete with a real dragon's claw, or at least some kind of claw, although it might be paper mache.
If you don't like Magic Marts and don't use them, please don't fill up this thread saying that Magic Marts are horrible etc. For those of you that use "Magic Marts" what form do they take? A Walmagic store. (A huge store with anything you want.) A consortium of merchants and casters that get magic items all over the world. Small shops spread all over the city with the PC having to search for the item. Independent ownership, the PCs have to track down someone that owns the item and buy it. Handwavium, they are just available. I personally use the small shops, if you want a magic sword the PC checks out all the swordsmiths and weapon shops (although in practical purposes it is handwaved. The PCs spend several days/weeks shopping that doesn't take up time from the actual adventure.)
Here it is everyone, the ultimate 3.X character generation system. Ultimate 3.X wrote:
Congratulations you have now completed Ultimate 3.X Character Generation.
So I was looking through the Gm Question: Is it okay to expect your characters to run? thread, and it made me think. How often do your monsters run? Do you have overclassed "monsters" flee? I as a player have been in many an encounter where the monsters are getting slaughtered, but they just keep attacking, and none try to flee. As I GM, I try to have the monsters react in a better manner, they often flee or try to during the combat, or even before.
Quote:
When the spell is ended exactly what is meant by all creatures within 5 feet? Is is it all adjacent creatures, or is it centered on a corner and affects only those 4 squares.
The thread on spell component enforcement has got me thinking. Which if any fantasy fiction, other than game base fiction, has a use of spell components? Steven Brust's Taltos books do for the witchcraft, but the witchcraft is a very ritualistic magic that normally takes minutes to hours to cast spells. Not the on the fly casting of gaming. The Sorcery done in the books doesn't use components. David Eddings Belgariad and follow up series, it is just the Will and the Word, no components involved. His other series, the name escapes me, has the Church Knights sending up prayers to Gods they don't worship... Tolkien didn't use components for his magic, that I can remember. Mercedes Lackey's Velgarth books, when they use components or foci it is for spells that take a long time to cast, their combat spells were cast quickly without components. Elizabeth Moon's Paksennarion books, the only casters I can think of using any components were the Kuakgani, and again those spells were long casting periods. The Elves cast spells without components. Master Vetrifuge didn't use any components when he healed Paksennarion's leg. None of the other Fantasy I've read has stuck in head as to how their magic worked. Does anyone know of any that do use components in the way that D&D or Pathfinder does?
I was looking at my players sessions listing and noticed a game I did remember playing, checking it occurred in Florida and I haven't been in Florida since 1987. Anyway to get this corrected and credited to the right player? Here is the session listing: Oct 20, 2012 17375 Birds of Paradise in October 4 Joseph Caubo #50: Fortune's Blight (PFRPG)
I am trying to figure how to build and determine the CR for a trap. The trap is a "deadfall" where a tree falls across the party as they are traveling. First the tree would make an attack roll on one or more members of the party, depending upon how they are marching, then I would like to add a Relflex save to not be trapped under the tree. The first part is very straight forward, it's the second half I am having trouble with. It appears that the traps don't, with the exception of pit traps, actually trap people. Deadfall trap part 1:
Effects Trigger touch; Reset none Effect Atk +15 melee (3d6); multiple targets (all targets in a 20-ft. line) So if I am correct, the CR of part 1 is 3? Deadfall trap part 2:
Effects Trigger being attacked by part 1; Reset none Effect Stuck under a fallen tree (DC 20 strength check to remove the tree); Reflex DC 20 to avoid being trapped.; multiple targets (all targets in a 20-ft. line) And the CR of part 2 is 1? Is there any way to raise the DC of part 2?
I've noticed quite a few threads about Paladins and what causes them to Fall, etc. It seems that quite a few GMs set out to make a Paladin Fall, I have wondered why this is? Is there some hatred towards the class? Some weird thing that makes GMs want to punish players? Just what is it? A couple things about Paladins and Falling, not what should make them fall or anything like that. This more about when. Should a Paladin be put into a situation where he can Fall? Certainly it is part of being a character. It happens in literature. How often should a Paladin be put into a situation where he can Fall, about as often as the Rogue is arrested, or the Wizard loses his spell components, or the Bard his instrument, or you do something to mess with any other character because of the class he is playing! Once or twice a campaign is often enough. If you are doing it every adventure, ask yourself why? And why aren't you doing it to the Cleric, who has similar but not as strict rules. Are you putting the Barbarian into situations where he is forced to act Lawfully enough to make him change his alignment to Lawful? or the Monk to Chaotic? Has the Rogue been arrested for theft? Is the Druid stuck adventuring deep underground or in an extremely urban environment? Does every mage in the city cast silence on the Bard? Do the villagers stone the Witch when he enters the town? If you as a GM are picking on the Paladin just because he is a Paladin, ask yourself why.
So this came up as a question during our gaming session tonight... A PC had a Scarlet and Blue Ioun stone with the Fly skill in it, he was using treasure to buy a Headband of Vast Intelligence +4. Now since both of Ioun Stone and Headband have Enhancement Bonuses, they do not stack. However the question of the skills came up. Would you still get the skill from the Ioun Stone, if you weren't getting the Int bonus? (We decided no, and he gave it to his henchman.) Does this sound right? |