Total necro, I still play 1.0 every two weeks, but I have the answer for you:
"At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual."
It clearly states how level one goes for Witches. It's right there.
Driver 325 yards wrote:
No, he is a bloody skeleton tiger, made from the bones of a formerly awakened tiger.
The only thing we handwave is rations, and only if someone can take ten to get enough on Survival to feed the group (we houserule that foraging DOESN'T slow you down for travel).
Encumbrance is a core rule, not an optional one. So is ammo.
It's way easier to track this stuff than it is to build a tenth level character, so not keeping track of it is cheating, IMO.
One of my players brings an entire case of Dr Pepper to every session. He thinks he's being clever, I think I make fake notes in case they do peek when I'm gone. :D
Maybe he's just being nice and I'm reading too much into it.
I know there's at least one person on the forums who actually makes whips. Help us, alexd1976! You're our only hope!
Hrm... it's my brother that does it actually, I just assist.
Getting kangaroo leather in Canada is NOT easy.
Depends on the whip, but generally about one to one-and-a-half inches at the base (handle), then tapers off to the fall.
I would just say 5hp to sunder a whip and be done with it.
Fractured Elf wrote:
Thank you, Pizza Lord, for a directly related to the previous comment response. The consensus I'm getting, from you and Bondoid, is that the effect is reversible, since nothing in the Deck's or Card's description explicitly says it is not. That was my interpretation as well, but I had doubts (probably derived from previous edition interpretations) because - artifact. So it looks like a trip to a temple is in order for my character, and probably a quest is in order for the party.
You got it, it's reversible.
When in doubt, do what it says. Some people add extra effects to things (because-artifact), but they really shouldn't.
For the record, I love finding those decks, and always always try them, of course, our group usually uses hero points or some variation that allows us to have an 'undo' on stuff like this, so, it usually turns out very well. :D
The entire concept of levels... I mean, I play with it, and I love the system (started with D+D, switched to Pathfinder and NEVER intend to go back!), but arbitrarily gaining more 'meat points' and 'spell levels' just seems weird.
I started roleplaying with a skill-based system (Interlock, by Talsorian Games, the Cyberpunk setting) and to this day still think it is the standard to which all other games should be compared.
We play it like this:
Leaving a threatened square provokes an attack of opportunity (unless some other condition or effect says otherwise).
Whether walking, flying, awake, asleep or petrified, falling provokes.
We haven't found anything to contradict this, so that's how we play it.
Yes, Reverse Gravity gets deadlier.
That's life. It's a high level spell, it's supposed to hurt.
Sounds great, I've always hated having my party just pop into the bad guys castle, alpha strike him, then pop back home in time for lunch...
You don't have a problem, you have an opportunity. Random encounters can be a thing again!
Wind Walk is pretty awesome for travel, and opens them up to the possibility of running into a lot of aerial opponents they might not normally encounter!
They chose to make a group with no cleric, honor their choice.
My group decided to try the same thing, just to see if we could do it...
It altered the flow of the game significantly until we found ways (in character) to compensate. Some of us multi-classed, most of us started changing our outlook on magic items (healing items become more common).
Ran the campaign until level 15ish with no dedicated healer, had a blast.
If it's only you thinking they 'need' a cleric, then there is no issue with the party.
Relax. Run the game the way you want, but try not to force choices onto your players.
Played a fighter who acted like a Paladin of Cayden Cailen (our GM allowed Paladins of any good deity)...
He would start every day with a mug of ale and a hearty drinking song, encouraging others to join in.
After that, he would read selected passages from his holy book that would shed insight on the lessons learned in the day just passed...
Due to a cooperative GM (and a fairly lucky find of a stash of healing potions that he slipped into the ale keg), it took the party several levels to realize he wasn't even a Paladin...
Wizard-"I'm hurt, can you heal me?"
I like Zedorlands suggestion, but seriously... the GM needs to man up.
Talk to him.
You can't have a 'hands off' approach to GMing, the job he has is to moderate the damn game!
Talk to your friends, and ask them why the new people are being included in the first place.
Also, consider just bailing, it may drive your point home, but at the very least it will save you the frustration of having to game with juvenile idiots.
STR 12, strong enough to be the 'slightly above average guy who helps you move'
DEX 11 long-time gamer, former tree climber. Never trip or fall randomly unless super drunk.
CON 14 basically don't sleep, can drink like an immortal and only get 'sick' to take days off work to play video games.
INT 14 yup, it might be higher, but I don't care. I do work in the I.T. field, and have attended multiple post-secondary educational facilities (even graduated one of them!)
WIS 10 nothing special here...
CHA 14 I'm a sleazy, convincing, adorable guy. :D Ask anyone!
Like most others on here, I would possibly argue my INT is higher, but I feel like that just gets people going... like, confrontational... *shrugs*
If I picked a class for myself, I would WANT to be a Cleric... but would likely wind up a Bard...
Don't forget natural lightning. That can hurt. ;)
Matthew Downie wrote:
I use pigherders more, I find it funnier. The idea of a filthy pig farmer becoming a mighty _whatever class he becomes_.
Also, when you drive a herd of pigs into a red dragons den, you get bacon.
My group uses hidden Perception rolls (made by GM)-reason: players have stated bluntly that they will use any and all information presented to them, including roll results.
No one thinks the GM rolling is unfair, due to the above statement. I prevent metagaming by removing it as an option.
I also change things like what monsters look like, or what they are immune to, so that the people who invested skill points to be able to identify weaknesses get to do so (on a successful roll), while the metagaming INT 3 barbarian who assumes trolls are hurt by fire (without having any skills to help him know this) don't get to metagame anymore.
We actually have Rogues in our games because of this (for the skillpoints). They are basically worshipped.
Perception isn't a physical skill with obvious results, why would the characters know they 'rolled poorly'?
They either spot the thing, or they don't. That is the information they are given.
Other things that aren't rolled by the players: disease resistance (they will find out if they are sick when the symptoms show up), slow acting poisons and so on.
Telling a player to roll dice will usually immediately result in readied actions and unusual behaviour (such as casting spells to buff)-at least in my current group. I like having them roll perception checks in town to notice odd colored cats, or a new bakery offering tasty cinnamon buns... They are starting to realize what metagaming is, and how it can be detrimental to their characters (having spent multiple rounds casting buff spells, someone eventually rolled high enough to notice the nicely made shoes on a local bum... it became a clue to solving an earlier murder, but they basically wasted about a third of their spells because of it).
OMG this is pure gold, I love this.
Ooooor... you could rule that the body DOES in fact survive because of this phantom head...
Of course, nothing in that power talks about duplicating memories or abilities, so you would have a perfectly functional, brand new, empty brain controlling the body.
Unless you can find rules to support otherwise, of course.
Slithery D wrote:
1-Vorpal effect occurs, rendering you dead per written rules2-New head appears on dead corpse
3-Dead corpse falls over, being dead
No, it doesn't work.
The Sword wrote:
The spells continue to function just fine. The target (the now dead person) just can't USE them.
Nothing wrong with the spells.
If you picked up that corpse and slammed his open mouth onto something, the calculated bite damage should benefit from Magic Fang.
Saving throws made by that dead person would be affected by Resistance.
Just because you can't USE a spell doesn't mean it stops working.
Being paralyzed negates the utility of Expeditious Retreat, it does NOT dispel it.
Basically my point is that if a PC wants to 'keep' the template, they have to account for the levels... so being turned into a Vampire, they have two choices: Get rezzed (removing the template), or keep it and work off the levels it costs to have it.
We tend to enforce group alignments (as in, no good, or no evil) so if one person is a vampire, it isn't a huge deal because there will likely be a Lich or necromancer as well... thematically, it works.
Groups with mixed alignments (Like a Paladin adventuring with an Anti-Paladin) cause too much friction, so we just never make those.
I don't see what the problem is... just keep your distance from people.
Even in town, in a crowded bar... people will only be affected for a short while.
It guarantees you will have a table to yourself (unless your adventuring companions choose to ignore the role-playing aspects of your stink, and sit with you).
How NPCs react to this will vary, but by no means is this character unplayable! Just gross.
Depends on how it is acquired, as well as what it is...
Lycanthropy can be cured, so if they choose to keep it, they wind up paying for the levels (if infected, instead of natural). We houserule that if they keep it long enough to pay off the levels, they now count as 'natural' instead of 'afflicted'.
Templates that can be deliberately sought out/added like Vampire or Lich are generally 'saved up for' and applied when they have enough levels/have accomplished the required goals in game. Note that in Pathfinder, you can add Half-Dragon AFTER character creation (it isn't necessarily an option that takes place at birth!)
RARELY do we apply templates DURING a game. 99% of the time the characters are built with them.
As a frequent GM, this situation is one where I would not only allow, but encourage Leadership. Basic cleric build (not optimized for buffing/debuffing, but healing would be fine)-totally cool, keeps the flow of the game going.
GM decides to allow you a template.
Punch GM in the junk and quit game.
In our games, templates are FINE, but they are accounted for in the build (i.e. a half-dragon will be two levels lower than a non-templated basic race).
As for 'evil' templates like Vampire etc... if it's an evil game, who cares?
Literally all templates are controlled/handed out by the GM (yes, even the Lich), so if your GM lets you have it and THEN takes your character away, he isn't doing his job properly.
Those DCs seem a bit high...
So are people saying that summoned creatures affect your leadership score?
A level 7 caster can have a magical Mount spell active for more than half the day, does this lower his Leadership score by 2 points?
Cause it kinda sounds like people are saying it does...
Summoners were written after Leadership was written, clarifications could have been spelled out.
They weren't, because Summoners Eidolons don't affect Leadership.
If you want to make a houserule that contradicts published rules, that is your right (if you are GM), but in this thread, discussing rules...
Eidolons don't affect Leadership.
the solution is easy here folks...
A more powerful necromancer/cleric catches wind of this prodigy who is cranking out powerful minions despite their low level...
Powerful NPC shows up and simply TAKES them.
Also, GM, if you don't like it, simply inform the player that things must change. Run your game the way you want it.