so would it be like giving the person the same abilities both SU and EX as well as spell like abilities from the race and then maybe like a stat increase if appropriate? but they would not change their stats to match a creature description? like say if i wanted to be an ettin i wouldnt get automatically 20 strength (or whatever they have) but like a +6 to strength?
Wei Ji the Learner wrote:
ok so why would there be a line of "it gets a score of 10 if it didnt have one" if you just get the full stat block? if i turn an undead into a dragon is its new constitution 10 or the same as the dragon? a bit of context. a friend wants to use it to turn himself into a natural lycanthrope. is that possible and what are the limitations of it? can he use his lycan ability to shape change even though he gained it through a polymorph spell in the first place?
so i am completely confused with how this spell is supposed to function. i understand the duration fact but my question comes with the actual effects that the spell produces when you transform. do you just get the powers, ability scores, hitpoints, etc of the thing you turned into or does it work more like animal aspect where you get a few abilities and stat increases? what if that thing also has polymorph abilities? can polymorphs stack on each other? do mental scores change to the creature you are using? if so why is there a line saying ability scores you dont have are set to 10 or 5? plz help
Emissary archtypes give the ability
Share Will (Su)
Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well.
If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
This ability replaces share spells.
now a player of mine has a Ioun Wyrd familiar with this archtype. he is claiming that because this ability allows his familiar to attempt the save and is immune to mind affecting effects. does it do that or does it just give him a extra saving throw without the immunity
Esban Silvermoon wrote:
Wow that's perfect actually. Pair that with my death attack and it makes a sound strategy. Follow them for 3 rounds as an ally then bam! Poisoned death attack
Protection from evil might be a good idea. I'm more worried about an upcoming boss who I suspect is a wizard or cleric or something and he worships asmodeus. Protection from evil will negate any mind control as well as any summoned monsters he uses. We don't have anyone to cast that because all evil party but maybe I can get a scroll or potion of it in town from the church.
David knott 242 wrote:
Level 1 fighter, level 5 rogue, level 3 assassin.
So I'm playing a game as a rogue/fighter/assassin. I took over an NPC and had to keep it close to the base character. Because of the multiclassing my will save took a hit. I'm currently level 9 and have a will save of 5 on a good day and that is with a cloak. Are there any other magic items or techniques anyone knows that will help me against enchantment effects? Specifically charm and dominate effects.
I feel a big part of the game's fear factor is taken away when a player uses a knowlege skill. A haunt becomes a simple obstacle , an enemy becomes a stat block with a name. It's easy to take that information about a new enemy and put it as something categorized. When you define the fear it is a lot less scary. One of the parts my PC's got scared of the most was
in search of sanity :
when the players found the attic whisperer in the dark room. It called out unseen weeping and the players had no idea what it was and were a bit scared
the DC shouldnt be that high to know stats. the DC is 10+CR of the monster under the rules for the knowlege skill. also you can just infire that the giant slow dumb monster would have a high fort save and low ref and will even if you dont know what it is
So noticula seems like a cool character. It mentions that the players have a chance to redeem her but why would she want to do that? Intent is a big part of redemption and as a being of pure evil I imagine she doesn't really hold empathy for anything and only seeks to gain power. Under what circumstances would she ever consider becoming good?
i feel for you man. im stuck with an undetectable cleric, a paladin with insane saves damage and an AC of about 80 (touch of 51), a sorcerer that does icy prison mass for about 2000 damage to everything that fails a ref save, and a ranger that shoots tons of arrows that deal tons of damage to demons. this AP is like players running tomb of horrors on their GM. you are just meant to die over and over. best you can do is get one or two good hits in. maybe kill the weak on so he is dead while the cleric does a free resurrection.
the raw rule seems fine but ill probably allow them to spawn at a safe location closest to their remains. that is to say not an instant death pit. if they just so happen to have their bodies grabbed by demons who are ready with an epic weapon when they come back then oh well.
yah. its only months of painful death by melting. no big deal at all lol. i think if a player had to do that id make them roll against insanity or something
one of the biggest problems in my game of wrath was not the feats. people sometimes forgot they even got mythic feats. for me it was the shear number of resources they have. by the last book the group has 23 mythic points that refreshes once per hour and again on a full rest, and with abilities like Wild Arcana and Inspired spell the group can cast almost 30 9th level spells a day and don't need to prepare the bulk of them. not to mention the fact the paladin was untouchable with an AC just over 80 from an insane CHR score and feats like Osyluth guile mixed with bastion of good as well as the cleric's damn undetectable weapon while wearing a ring of invisibility so i cant target the healer who can caste brealth of life with his channel energy. the group has an insane damage per turn and plenty of AOE abilities that most enemies can not match. most damage done to the party is aura effects or a lucky shot.
so in this rule
atmospheric story telling in a tabletop can be quite difficult. i suggest keeping dialogue low and set the right tone. some simple atmospheric music would do nicely. i love using the bloodborne sound track to set a tone. describe important details and maybe point out specific ones that may be important. other than that try to keep your players engaged. if they get distracted they will completely ignore you explaining the details of the far away castle. one good way to do this is put in an interesting enemy and describe something strange about the creature that is either a hint to what it does or a weakness.
So i think i know what to do now. at the start of the next game im going to have them try to survive and flip the ship for a few rounds as their crew starts to drown and their fly spells run out. after that a huge wave comes and strikes the wreak killing 60% of their crew and causing them to wake up on the island. their ship will also wash up but completely damaged and beached. they search the island for stuff they need to repair the ship and find the treasure cave. whats more they find the bad guys who are also after the treasure are here. they fight the bad guys and take their ship as their own or for parts with enough crew to pilot it.
so i have a question about something. is there a way for the PCs to get into the barricade with diplomacy tests instead of killing the doppelganagers? for some reason they are very against it (probably because of the scary display downstairs and the fact they are level 1) one of them roll a 29 diplomacy test to convince them.
also when the players go out to do stuff but come back to the chapel how do the guards know that they weren't replaced by doppelgangers?
Kahel Stormbender wrote:
wizards in second edition often got the shaft. 1d4 hit points? might as well kill yourself in the tavern meeting
A 10 ft pole. Yes, I said a 10 ft pole. This is an item that comes in handy wedging open doors, for acrobatics boosts, and as a test unit for devil's mouthes holding spheres of annihilation....
how does one carry a 10 ft pole around exactly? cant we just use the fighter's pole arm?
I have an idea. they don't kill it. I think it would be a cool idea to have to fight the tarasque over and over again. when brave heroes defeat it they do enough damage to it that will eventually have enough damage to be out for a few decades. then later new heroes must emerge to once again take up the mantle to fight the endless fight with the herald of destruction itself.
Some of them are new players and I don't want their first experience to be lost your ship sucks to be you. Normally I would agree. Also they have an NPC cohort who is pretty smart so she may be able to help them (CE level 6 gnome bard)
Maybe control water with the help of tying heavy stuff to one side. Use the water to row back and forth to flip it.
What kind of ship is this anyway? Monst real sailing ships would have the masts sap when flipped and the keel would flip the ship back up again, then you have a distasted ship with a massive sea anchor. The way the sea anchor is fastened to the ship would decide how the ship acts in the storm.
it's a brig. 3 deck sailing ship.
CG dwarf clericCN undine inquisitor, fighter uses pistols
CN half orc savage technology barbarian
CN human starsoul sorcerer (mostly combat spells but has conjure carriage)
CN android magus (all combat or buff spells)
So I'm a gm and running a pirate themed game. Recently the players were off to a spot on a treasure map that lead into a storm. During the storm a whale attacked the ship and used it's capsize ability to flip the ship. The players managed to kill the whale but their ship flipped over and their crew is in the water about 40 miles from shore in a raging hail storm. Is there anything my players can do at this point to flip their ship, should I have an act of God come save them in one form or another, or should they be lost at sea forever and roll new characters?
I heavily agree with this review. I managed to make a few of the NPCs really interesting and the fights were horrible. Honestly I was really looking forward to book 5 before I ran it because the encounters were really cool and the atmosphere seemed really threatening and terrifying. Lots of potential. I however did not account for my players to be able to cast 8th level spells 20 something times a day and the paladin to have an ac of about 60. Book 3 was my favorite because the players had started to be powerful but we're not overly so. Xanthar vang was an interesting fight and I really enjoyed the players talking to him before the fight. Actually managed to kill the fighter with a mythic disentigrate spell. But overall the path was not very good.
Vigo Thornrose wrote:
your player kind of has a point here. if you had an enemy roll spell craft why didn't you have the player roll to determine the illusion? i mean the character casts illusions and presumably could see the caster so why didn't it prompt a spell craft check?
i wouldn't say that all magic glows. since there is no set rules for this it seems up to the gms how spells manifest but i would rule the manifestations of spell casting are very subtle (except the actual spell as a fireball seems pretty obvious) hence the spell craft check to identify it. if you are someone who doesn't study magic you wouldn't exactly know what to look for to tell if it was magic. if you could, spells like charm person, and illusions would be pointless as everyone would know it originated from the caster.
When I see those domains put together here is what I see.
Harold the watchmaker
i would use the perception table to determine it. the DC for hearing the details of a conversation is DC 0 so if the target is close and the PCs dont have negative perceptions they should have no problem making the check. dont forget to add things like distance (+1 to DC per 10 ft) and if the target is through a closed door or wall. the rune thing is kinda b*!*$$$~ your players cooked up unless the spell was something with an obvious path like fireball or magic missle or something. if you want to avoid this problem give them a metamagic rod for silent spell.
well unless they see the person cast it through their verbal components and somatic components they wont notice they are charmed just that the person is charming. if they do notice it they will be aware that they are charmed but will do what the person said unless its is something really out of character, in which case its an opposed CHR check. however after the charm effect has ended and the person saw them cast the spell they would be fully aware of the spell being cast and it will piss them off.
spell like abilities would negate them knowing what is happening because they lack verbal or somatic components.
i had the same question for an npc i'm making. id say that an npc should not have the class as it seems to be about subservience and following a trusted leader but i wouldn't make a player change if they became a sovereign unless they wanted too. i would rule it that a player changes the edict to protecting the kingdom and his own rule. that would mean making hard sacrifices to preserve the kingdom itself over the people and if need be the player's own life. puts a bit more responsibility on the person to preserve the aristocracy and his lineage but without making it selfish like order of the hammer or cockatrice