Matrena Goldthorpe

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Organized Play Member. 1,966 posts (1,968 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




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I want to wish the French Police a safe mission in the capture of the two terrorists that they have holed up, and the safe return of the hostage(s).


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.)


Really important Kickstarter

Seriously?


Inspired by a thread about the number of gods.

Kirk: Head of the Pantheon - God of Lust and Bards
Spock: God of Logic and Knowledge
Scotty: God of Creation and Lies
McCoy: God of Life and Healing
Picard: God of Indecision and Wine
Riker: (Thinks he is Head of the Pantheon) God of Duplication and Copying
Geordi: God of Unrequited Lust and Light
Worf: God of Losing and Travel
Quark: God of Money and Profit
Garak: God of Deception and Tailoring
Bashir: God of Power Gamers and Cheaters

Dax: Goddess of Change and Renewal
Troi: Goddess of Love and Empathy
Keiko: Goddess of Plants and Frustration
Yar: Goddess of Death and Rebirth
Number One: Goddess of Forgetfulness and Disappearance
Uhuru: Goddess of Communications and Bards
Rand: Goddess of Youth and Order

and
The Sisko: First Prophet of the Gods


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I think his next petition will be a global lottery to give away one of the Hawaiian Islands.


Can anyone point me to a list of sources for the typed AC bonuses?

For example a Ring of Protection provides a Deflection Bonus, and so does the spell Holy Aura. What else provides a Deflection Bonus?

Is there an existing list, or will I have to hunt down every source for AC Bonuses?


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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:


Generating a Character

From the sly rogue to the stalwart paladin, the Ultimate 3.X RPG allows you to make the character you want to play. When generating a character, start with your character's concept. Do you want a character who goes toe-to-toe with terrible monsters, matching sword and shield against claws and fangs? Or do you want a mystical seer who draws his powers from the great beyond to further his own ends? Nearly anything is possible. Choose a Feat.

Once you have a general concept worked out, use the following steps to bring your idea to life, recording the resulting information and statistics on your Ultimate 3.X RPG character sheet, which can be found at the back of this book and photocopied for your convenience. Choose a Feat.

Step 1—Determine Ability Scores: Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. Use a 100 pt buy. Choose a Feat.

Step 2—Pick Your Race: Next, pick your character's race, noting any modifiers to your ability scores and any other racial traits (see Races). There are seven basic races to choose from, although your GM might have others to add to the list. Each race lists the languages your character automatically knows, as well as a number of bonus languages. A character knows a number of additional bonus languages equal to his or her Intelligence modifier. If you don't like the available races, make your own. Choose a Feat.

Step 3—Pick Your Class: A character's class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities. Choose a Feat.

Step 4—Pick Skills and Select Feats: Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Choose a Feat. Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). Choose a Feat. After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Feats. Choose a Feat.

Step 5—Buy Equipment: Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM. Choose a Feat.

Step 6—Finishing Details: Finally, you need to determine all of a character's details, including his starting hit points (hp), Choose a Feat. Armor Class (AC), Choose a Feat. saving throws, Choose a Feat. initiative modifier, Choose a Feat. and attack values Choose a Feat.. All of these numbers are determined by the decisions made in previous steps. Aside from these, you need to decide on your character's name, Choose a Feat. alignment, Choose a Feat. and physical appearance Choose a Feat.. It is best to jot down a few personality traits as well, to help you play the character during the game. Additional rules (like age and alignment) are described in Additional Rules. Choose a Feat.

Congratulations you have now completed Ultimate 3.X Character Generation.


If a Druid Wild Shaped into an animal, can someone cast Pup Shape on him?

If so, and the Druid returns to his normal form, is he a baby?


Can you haste a PC that is currently unconscious because of hit point loss?


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:

Wrathful Mantle

School Evocation; Level 3

Casting Time 1 action

Components Verbal, Somatic, Divine Focus

Range touch or 5 ft.; see text

Target creature touched or all creatures within 5 ft.; see text

Duration 1 minute/level

Saving Throw DC 16 Will negates (harmless); Spell Resistance Yes (harmless)

A shimmering mantle of light shrouds the subject, casting light like a torch. The subject of the spell gains a +1 resistance bonus on all saving throws per four caster levels (maximum +5 at 20th level). The subject can end the wrathful mantle at any time as a swift action to deal 2d8 points of force damage to all creatures within 5 feet.

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:
Type
mechanical; Perception DC 20; Disable Device DC 20

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:
Type
mechanical; Perception NA; Disable Device NA

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?


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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?