![]() ![]()
I recommend doing some small adventures that may not be connected(at first) and let the players and the situations pan out(via roleplay) before you make a commitment to some great story arc. You might find it more enjoyable and the players more likely to lead the story where you want. One thing you have to watch for is not to make this GM creation (neutral dragon) the center of the campaign. You are not a player, your the storyteller/referee/game master. If the story revolves around you, your players will not be interested. The dragon, just by how you described it as "your character" already sends red flags up for me. If you want the dragon to be the center of the campaign then you need figure out why the PC's should care about this creature and why is it important. Is it the last dragon? Is it part of a prophecy? Is it the calling of the PC's to protect it? What will happen if the dragon dies? What will happen if the enemy gets hold of the dragon? Give them motivation. ![]()
This one of those cases where its best to adopt the "yes or roll" philosophy. You don't deny the possibility but you may alter the probability or give them alternatives. Several rules to consider. 1) When they can't see the target they have to target the square they think it is in in addition to the 50% miss chance. Then the target moves and they lose the space. if they pin point by sound then they can target the square. A move action perception check at -4 with additional modifiers for distance +1 DC/10 feet. Though it should be noted, that unless the dragon is using stealth, it can easily be pin-pointed in its square. Darkness is not as good as invisibility. 2) The characters have to use hearing (or smell if they have scent) and not sight sight because they effectively "blinded" and those checks automatically fail. 3) Magic missile says nothing about generating light, its a force. If you want to say it does then it would be no more than a candle because its the size of a dart, in which case the light would not penetrate the darkness well enough to be seen. 4) Fast rule would be to let them make the roll at -20 opposed by the creatures stealth. If they succeed, then same rules for targeting squares. ![]()
Is combat not being resolved fast enough for this group/DM? That would be the only reason to implement this rule IMO. If that's the case, simple reduce the hp of the foes. What? Now in combat monsters are falling dead from one hit! Oh no...we have problem...melee characters are sucking again at high level...Wait, didn't we have that problem in 3.5? ![]()
I would say #2 but I would prefer #3.
I don't think PC's should get any XP from their "pets" outside the encounter. ![]()
The advantage of slow leveling can mean more roleplay by players since stats and abilities can't be relied upon. In addition, you can really challenge them in stories where villain and plot elements are not super powerful and while may be unbeatable at the current level, can be overcome later. I am currently using fast progression and it allows me the following:
If you want extended time to past between adventures, then say so, but don't cheat out all of those craft and profession skilled people from doing their thing. ![]()
One of the most effective use of dice in your game is the "Yes or roll" philosophy. Either it happens automatically or you let a player (or GM)roll dice. In that way, you don't hinder the players creativity vs your lack of anticipation. And if they roll high or low, you can make the story flow positively or negatively. In the case of random encounter, I use them only when I feel a need to push the tension and dramatics of the game such as urgency or danger. For example, PC's that try to take a rest when they are really in a dangerous situation. The Encounter chart, however should reflect the area and the threats surrounding them. Otherwise, they just slow down play. ![]()
Letric wrote:
The spell specifically says normal noise does not wake you up and only by spending the standard action of slapping them brings the awakened state. I see where you are going at with the sounds of battle and what it says but if the spell lasted only a single round during a combat then it becomes not so useful. However it would certainly be a way to limit its use if it becomes abused. ![]()
TGMaxMaxer wrote:
Though the cleric powers use non weapon terms, they certainly describe the manifestation of physical objects; jolt, dart, icicle, bolt. However, I seriously wouldn't apply the -4 because dex tends to be a cleric's dump stat unlike wizards and sorcerers. Too may times I have seen my cleric PC's use these abilities and never hitting. I'm not so sold on wizard and sorcerer spells, however.
Acid Arrow creates an arrow
other questionable spells are snowball and mud ball which create "balls" Produce flame was clever enough to indicate that it works like a range weapon in its text. This is all interpretation but it should follow the premise that shooting into melee is difficult. Hell, in 1e and 2e of D&D it was not even allowed! If you bother going into the mechanics of a touch ranged attack, and don't expect it to garner any negatives or positives for accuracy then why make them ranged touch attacks? Just make them a saving throw. ![]()
First off, Step up & Strike is not a AoO per say, because it is just an intermediate action the fighter can use that uses up a AoO. It is triggered by the 5' movement, which has nothing to do with casting a spell. Because it is not an attack of opportunity, it won't effect concentration. Damage only effects if the target provokes from attempting to spell cast or from ongoing damage. Regarding the issue of the DC of Distruot, Bonuses without a type always stack, unless they are from the same source. However, these are increases in DC that are the same type but come from two different sources (2 different PC'). IMO It could go either way but I favor placing the +8 DC squarely on the caster. ![]()
Komoda wrote: I don't agree that it would give you sneak attack. Sneak attack works when the target has no idea you are there or when you make him look somewhere else such as feinting or flanking. Not really defined by RAW core wrote: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. ![]()
TempusAvatar wrote:
Gamemastering wrote: Every creature, trap, and hazard is worth an amount of XP determined by its CR, as noted on Table: Experience Point Awards. http://www.d20pfsrd.com/gamemastering#TOC-Table-Encounter-Design ![]()
You need greater invisibility for an object not to be revealed when it attacks to become visible. Greater Invisibility cannot be made permanent. Therefore, after the first attack, the weapon will become visible. I would argue that it would meets the criteria to make a sneak attack as if you were invisible for the first attack. Making it the most uneconomical way to get sneak attack. ![]()
TGMaxMaxer makes a good point I never saw/though about Range Touch Attacks are not consider ranged weapons; unlike a Ray which falls to that consideration. Which makes perfect sense; because otherwise we would have a whole slew of spells that would be getting all the penalties of a range attack and none of the benefits of taking feats. However, many in the effects of spells (wizard/sorcerer) indicate they are rays, bolts, arrows, missiles, etc. By that definition, they are weapons and fall into the range weapon category. I did not find any ranged touch spells in the sorc/wiz 0-6 that doesn't describe their effect. Therefore, the penalty (-4)when firing ranged touch attck like acid splash (missile) and acid arrow (arrow) applies because of the fefect generated--a weapon-like attack. They benefit from weapon based feats;including precision damage and critical threats. However, only rays can be WF. Disrupt undead is a ray. Cover is an addition to a targets AC, so technically its -4 to hit against a target with +4 to its AC. Target can also gain advantage to AC against ranged attacks by being prone. ![]()
The skill falls under disable device. If you want to justify a rogues ability to open a door without a tool you simply rule he managed to open the door by another means; say by removing the hinges, or found a flaw in the mechanics, removing the stones around the bolt, etc. You don't have to take things literally. However, if a door is specifically barred on the other side, we don;t even have a lock to worry about and that make it a better cell. On a unrelated note, I was reading the Rules Cyclopedia for D&D and in the open locks description it stated that a thief that failed their open locks could not try to open that lock again (ever); it being beyond his ability.(Or at least until he gained another level in thief). ![]()
Yes,because you can fight defensively when taking a full-attack action. 3 ranks of Acrobatics increases your dodge AC to +3 (rather than +2). VCrane style add an additional +1 Dodge. Unlike other bonuses, dodge bonuses can stack. So if you fight defensively with those feats and ranks you suffer only a -2 to hit and gain +4 dodge bonus to AC. But remember, if you are caught flatfooted or denied your Dex, you lose any dodge bonuses (though uncanny dodge can remedy that in some cases. ![]()
Turgan wrote:
You have to consider Elric from two perspectives: Before he obtained Stormbringer and after he obtained Stormbringer. The Elric before Stormbringer was sickly (also an albion even to his own race) and dependent on herbs and potions to stay alive. In this case, he most likely brewed potions of extended bears endurance to accommodate his low constitution. Once he obtained Stormbringer, he did not need the potions as long as he reaped souls with Stormbringer. The aspect of his potion abilities take a backseat during this time. Elric was also aided in his ability to summon gods with the Ring of Kings and he was talented in the mystic arts (though he allow that to wane while sitting on the throne in the beginning book). Magic worked differently in the stories than it does in the D&D/Pathfinder verse so it is debatably what he could do with magic. In the stories he has donned full battle armor when need to fight a war or upcoming fierce battle. So he would be trained in medium or heavy armor. He favored using stormbringer two handed. For stats you would give him a low constitution while giving him higher attributes in other areas like intelligence, wisdom, and maybe dexerity. I would give him moderate strength and despite being once the ruler of a kingdom, an average Charisma since he really was not an effective ruler of Kingdom (actually led to its downfall). So base on that information you most likely have fighter and wizard with the Conjuration school. If you prefer the sorcerer route, then maybe arcane bloodline. As he progresses you can classes as needed in levels. An interesting addition would be to give him barbarian levels to simulate when he and stormbringer get "out of hand" and it would provide the boost to strength and constitution he would need in battle. |