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Interesting direction, thanks!


Hi
So my players (level 15 homebrew campaign) had a run in with death effect and discovered that they can't use raise dead against it. They're looking for protection and suggested crafting Scrrabs of Protection for everyone.
Since they do the crafting and they don't want the spell resistance part (they figure that at this point 20 SR is more of a nuisance than a benefit) so they want to drop this element so the Scraab will only absorb the 12 negative energy / drain / death effects.

How much would you price this?


Hi,

So next session my players are going to help defend a Svirfneblin city against a Drow attack. My background story is that the Drow found a way to use the Svirfneblin as "batteries" of magic. The Svirfneblin city is protected from teleportation in and out.
The drow plan to try and conquer the city while minimizing the losses of svirfneblin lives (they need them alive). They harness a few purple worms to burrow underneath the walls.Once inside the drow army will split up, some of them will try to conquer the city and others to kidnap as many svirfneblin as possible, and use them break the magical shield to open a portal to transport them quickly to the drow camp.
The svirfneblin don't know of this part of the plan (the party failed to gather that information), but they do know of the purple worms and the drow mages, so they prepare some earth elementals to mitigate the worms and some golems to defend against the drow mages.

My questions are:
1. How do I incorporate all of this into an interesting, narrative battle using the mass combat rules?
2. How can I use the PCs (level 14 party of alchemist, monk, witch and archer magus) to effect the fight? I want their actions to actually mean stuff. Specifically the monk is a svirfneblin and has a "drow bane metal hand", I want him to be the one tipping the balance.
3. Mechanically, how to I add up the worms on the drow side and the elementals and golems on the svirfneblin?

Thanks!


Hi,

So one of my players is playing a 13 level Druid. Last session he came up with a new tactics. He turned into a huge air elemental with 15' reach and cast Antilife Shell on himself.
He claimed - and it seems he is correct - that
1. He can hit stuff with his 15' but they can't get to him.
2. They happened to fight a dragon that did have the reach, but since it's a natural weapon, technically he can't enter the shell.

While I see no obvious fault in his logic, it kind off renders every encounter with melee creatures pointless from now on - he'll do the same and kill everything that's not huge (and even some of those), while the other characters stand from afar cheering and shooting.
Of course I can dispel this, or have ranged enemies, casters etc, but I can't have EVERY fight like this, and this seems to be a fail proof invulnerable shield that makes 80% of melee creatures useless against in battle.

Any advice how to deal with his?


Hi, help me clear something up please.

I'm playing a Wild druid, just hit level 4 and thinking about taking Assurance in Athletics.
I'm trained in Athletics so normally with Assurance I'll have a score of 16 (10+2+4).
However Animal Shape at my level grants me +9 Athletics.

So, will my Assurance score be 16 or 19 while in Animal Shape?

Thanks


Thanks :-)


Hi

So one of my players took the feat Acrobatic Dodge
(https://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/combat-f eats/acrobatic-dodge-combat/)

Now last session he was hit on a surprise round and I ruked that since the feat states that if he can't take a five foot step he can't use it, he is not allowed to use this on surprise round.
He argued that since he also has uncanny dodge he can't be caught off guard so he should be allowed to use it.

I ruled against, but later I had doubts...

Can you help me decide?