Zeromage's page

42 posts. No reviews. No lists. No wishlists.


RSS


hi, everyone,

in my current pathfinder game, the characters are about to attempt a ritual to banish a very large and powerful monster. I remember once in DandD my friends and I had a similar situation where one of our characters hands froze off during the ritual. The ritual involved everyone having to hold hands and maintain concentration. Does anyone have an ideas for any kind of rolls that should be involved for banishing something?

I want it to be difficult, and also involve fighting off the monster a little at the same time perhaps.


What properties can they have beyond just +x? I can't find any helpful resources for making magic guns.


Hi, everyone,

I wanted to slightly change the ending of the Carrion Hill adventure and I was looking for some advice.

Spoiler:
I wanted the final battle with the spawn of Yogsothoth to be more hopeless because I think that being able to physically beat him, even after weakening him takes some of the terror away. Basically I wanted to have them have to banish him back to wear he came from instead of physically killing him. I was wondering if anyone had any advice for how this would work.

Maybe they have to perform a ritual while they fight him. Open a gate and push him through it? How would the mechanics of that work though. I'm also open to any other ideas.


ok great, thanks


Here's what they have:

http://paizo.com/PRD/nPCClasses.html


I am making an NPC who is an expert. There doesn't seem to be much on the paizo page about it. Do they get feats?


I can't find a list of magic guns.


We have a summoner a ninja and an oracle and he just doesn't deal as much damage as them. His gun constantly breaks too.


Our gunslinger is hopeless in my current campaign. I need a good magic item to help him along. Any suggestions?


They're level 2.


A cleric recently left our campaign and his character was found dead on a road. the campaign is undead heavy so the party removed his head and left his body. I'd like there to be consequences for not giving him a proper burial so my question is are there any undead who don't require heads? A headless horseman won't do as he never rode a horse once during the game. Can zombies be headless? Are there any other options?


In regards to the str/dex bonus, does the eidolon get +1 to both it's strength and dex scores? This seems very powerful. Why does it say depending on form?

I wanted to take "magic attacks" as an evolution. Why does it say its treated as magical for overcoming damage reduction? Does this mean it can attack incorporeal creatures? If so, don't magical attacks do half damage? Would the eidolon do half damage or would it overcome the damage reduction and do full damage?

Thanks, guys.


ah, ok, thanks.


Once you get this feat, can you replace vanishing trick with something else, or does that just become a useless trick that you have to keep?


Does anyone have any creepy answers that they've given their PC's based on questions asked to the baord?


Is drawing a sword a move action or a swift action?

What about a bow and arrow?

What about drawing and loading a gun?

Does it matter what your BAB is for drawing weapons?

Thanks, guys.


anthonydido wrote:

If you haven't already, you shuold make sure your group knows how you intend to run your game before making drastic changes to the way spells work. I know if I was midway through an adventure and my GM started changing how spells worked without saying they would do such earlier I would be pretty ticked off.

You obviously have a very specific style of game that you prefer to run and that's fine. Just make sure the players are for it or at least understand why these changes are being made.

Yeah, I definitely am going to warn them beforehand, as I also think it would be unfair to drop that in the middle of a 2 year long campaign.


Cardinal Chunder wrote:
Zeromage wrote:


Mostly because I don't want them to feel that they can escape any encounter that starts going badly with so much ease. It takes a lot of the tension away in my opinion. I also don't like playing in other planes and generally like lower level, rpgs in general.

Would this change just apply to PCs or every other BBEG who tends to use teleport/dim door when it starts getting tough?

Honestly it seems that the problem might be lack of experience dealing with it in game rather than "OMG so OP!". Treat it as a learning curve rather than trying to hide from it. Apply the RAW of the spell rigorously and look for ways that it may be abused unintentionally. Dimensional Anchor is your friend.

Well, I've been playing RPG's since the early 80s, so I hate to think it's a lack of experience. I know there are ways to stop teleporting within the existing rules, but I don't like having to use them all the time as I think it cuts down on the believability somewhat. I don't buy the step up your game argument either. Yeah, I can block them from teleporting by having them face wizards who block teleportation beforehand all the time, and keep coming up with more and more outlandish "blocks" to prevent them from using the power, but I'd rather not convolute my story either.

I realize this isn't a problem for everyone, but generally I like lower level campaigns with more "realism" (I know I'm going to get endlessly hammered for using that word). I like my PCs to be afraid of entering a dungeon like I would be in real life. But if the option to simply teleport away is there it lowers tension in my view. I know there's plenty of people who disagree, and that's fine, every rpg is as different as the people playing it.

I know there are people who like adventures where you're storming hell and beating archfiends on a regular basis, but I'm not one of them.

That said, I really like StreamoftheSky's ideas and I also really like the mortar idea too. Definitely some things for me to keep in mind.


StreamOfTheSky wrote:

First of all, there is basically two types of teleporting.

1) "Tactical" teleporting: short ranged and lower level, almost always used in combat and often simply for better positioning or to escape being surrounded. Dim Door, and such.

2) Long distance teleporting used to travel across the world in short or no time at all.

I don't think there's much wrong with 1, but 2 can be pretty powerful and definitely a game-changer. I wouldn't ban the spells, though. I would give them:

a) A cost to cast (not too high, just enough to make it not something you might prep every single day)
b) Perhaps bump up their spell levels a bit to delay access, and (most importantly)...
c) Institute a "lag time" on both ends of the travel.
On the leaving side, boost the cast times up to a few rounds to make it completely worthless to use to escape from combat. On the arriving side, have the act of materializing in the new location take a few rounds (about 2, I guess), during which anyone in the vicinity can see and attack the teleporters while they are incapable of acting, fighting back, and such.

Combined with the uncertainties of teleporting blindly into a place you've never been, the last change largely neuters the whole "teleport in all buffed up, kill everyone, teleport out" thing completely. And again, I re-iterate, these changes would only be for "type 2" teleportation. Applying these, especially the lag time concept, to tactical teleportation would make those spells utterly useless.

I REALLY like these ideas. Especially the lag time. Thanks a lot.


Kayerloth wrote:
Zeromage wrote:
How do you GMs deal with teleporting? I find it incredibly frustrating and overpowered. Do you think it's unfair to just ban all teleporting spells?
What is it about Teleport that is frustrating you and making it feel overpowered? Is the party bypassing planned encounters that would otherwise occur along the way to the 'dungeon'? Are they bypassing lots of travel and 'dungeon' encounters with scry and fry tactics to go directly to the BBEG/end encounter? Other?

Mostly because I don't want them to feel that they can escape any encounter that starts going badly with so much ease. It takes a lot of the tension away in my opinion. I also don't like playing in other planes and generally like lower level, rpgs in general.


How do you GMs deal with teleporting? I find it incredibly frustrating and overpowered. Do you think it's unfair to just ban all teleporting spells?


Are there any flip mats that work for harrowstone prison and its dungeons? I saw that there was a prison flip mat...is it convertible to the adventure?


Are there any flip mats that work for harrowstone prison and its dungeons? I saw that there was a prison flip mat...is it convertible to the adventure?


Benevolant GM wrote:

Here are the stats for the what Tony is talking about.

There does not seem much to it, but neither of us has
looked at summoner class.

Eidolon

Male biped (claws)

CL 1. CR1

Str 16. 
Dex 12. 
Con 13
Int 7
Wis 10
Cha 11

Fort +3.  Reflex +1    will +2

Ac 16 dex 1 natural 5

Cmb 4.   Cmd  15

Claws x2 +4, 1d6+3

Feat - improved natural armour. 
Special abilities - dark vision

If the Eidolon is biped at level one, shouldn't he be medium (not large), and thereby doing 1d4, not 1d6 damage with his claws?

I hate to necro a dead post but I was looking into this as I'm making a summoner and I'm wondering if I'm missing something.


What about positive energy? Thanks guys.


1) Can you use arrows in a light crossbow, or just crossbow bolts?

2) Can magic arrows break? If so how do you determine if it broke after shooting it?


I was thinking maybe he goes up to the door of the prison and the door is locked and he has no key...


Hi, everyone,

I'm just starting the haunting of harrowstone module and my party is eager to go straight to the prison immediately. In trying to think of a way to discourage them to delay so they could explore the town a little and gain some xp, I decided to give the party's cleric a divine vision, but I'm a little stuck. In the campaign he worships a god of justice and light. Does anyone have any suggestions of a vision? I don't want the vision to discourage them from visiting it forever either.


Thanks!


Could someone explain what a slam attack is? For instance, under the Vampire entry in the bestiary:

Melee slam +8 (1d4+4 plus energy drain)

Does the "slam" add extra damage, or is it just telling you what sort of attack it is?

Thanks, guys.


Rerednaw wrote:

3 attacks. If you want to use claws, tail, slap...doesn't matter. You only get to use 3 attacks per round. If you're rolling that d20 when attacking and you're rolling more than 3 times (other than crit confirmations) in a round something's off.

Go ahead and take those evolutions if you like. You just won't be able to use all of them in a round until later.

Ok, that helps a lot, thanks. For the future, could the one tail do two things, like sting, and then swipe in the same round?


So i can still take those 3 evolutions, but can only use the 2 Claws and one of the two tail attacks each round?

Or can I not even take those three evolutions because it would put me over 3 attacks?


I have eidolon that looks like a bone devil. I'm a level 1 summoner and I'm building him. It says a biped starts with 2 claw attacks. For my evolutions I want to take:

Tail, Sting, and Tail slap. How many attacks does the Eidolon get?

Can it attack each round with both claws and the tail sting? And then slap?

Or can it just do the claws and then EITHER the swing or the slap.

Or can it just do either claws or tail?

Also, can it move and do any of these combinations, or do the multiple attacks count as full round actions?

Thanks, guys.


I really like the pathfinder system and rules but I'm looking to make a world with less magic it in and just wondering if any posters on this board have tried it with PF rule set.


Not saying that there would be no magic, just not as much as in Golarian.


Have any of you guys made any home brew campaigns in Pathfinder? If so, I was wondering if you've made any magic-dry worlds and how do you deal with religion and clerics? Are all clerics supposed to have magic powers, even your run of the mill minister? Also, do you incorporate any stories about why magic is rare, and if it's very rare, what if there's a high powered sorcerer out there? Would he just be able to run amok and do whatever he wants?

Any advice, ideas or experiences would be greatly appreciated.


blackbloodtroll wrote:

If you are a Goblin, then you can basically ignore damage, with a high Acrobatics, and the Roll With It feat.

You can also nab it with the Racial Heritage(Goblin) feat.

I just read it, and it's very cool feat, it might be worth going for that.


blackbloodtroll wrote:
What's your race?

Human Ninja level 8.

Also, is there any resources outside of the core rulebook that would tell you what sorts of things you can do with certain rolls on acrobatics checks, or is that totally subjective in the hands of the GM?


Deadmanwalking wrote:


Also, if you're counting Acrobatic Master, bear in mind that it costs 1 Ki Point to use, which is a limited resource that can also be used for an extra attack...so having good Acrobatics aside from that is a good call so you can use it as little as possible.

Actually I never took acrobatics master because I thought my bonus was already so high it wasn't needed, but this discussion has definitely changed my mind.


Thanks a lot for the answers, guys. This was very helpful. What's the highest acrobatics bonus you guys have seen in a game, and what's the craziest thing you think it could accomplish?


Thanks to some magic items and Ki powers my character gets a +30 on acrobatics checks. I'm wondering how this translates into game mechanics. What sorts of things can you do with this? Is there any way to fail an acrobatics check? Does this mean I can avoid attacks of opportunity?

What sorts of things could you do if you rolled a 50 on an acrobatics check? And is there any point in putting more ranks in it going forward?


Hi, everyone,

I'm new here and relatively new to Pathfinder (I've played TONS of AD&D 2nd edition though). I got up to level 6 in the King Maker campaign setting as a player and now I'm creating my own campaign. I have a few questions about making a kingdom from scratch. I want this to be a long lasting campaign so I need to know a few things about designing a kingdom.

Eventually my heroes will be level 15 and above, and none of us like playing extraplanar adventures. So I'm trying to design this kingdom with some long term goals in mind. I don't want the heroes to be able to single-handedly overthrow this kingdom if they ever reach level 15, but I've heard stories that once characters reach that level they can easily dispatch 10,000 orcs, fight and kill gods etc.

Is this something I will eventually have to worry about?

The kingdom I'm designing has about 3 million people in it, and I'm estimating it will have 50,000-70,000 men at arms. Could a level 20 hero just walk in and overthrow a kingdom that size at will? What advice can you guys give me for this? What character level and class would you make the king himself, if he is a warrior?

I should also note that this kingdom is all alone on an island continent with no other landmasses on this planet. Half of the continent is the kingdom, and the other half is a bunch of scattered barbarian tribes.

Thanks.