I Recently Did Something Like This Actually. There Were 7 Goblins (with various class levels) Initially Against A Duo Of PC's. They Had To Display An Awesome Amount Of Force To Knock Over A Giant Tree To Cross A Swamp, While Every Round An Additional (random) Goblin Showed Up. At One Point, One Of The PC's Tried To Call Them Out And Use Himself As A Decoy, So I rolled Something Like 2D6+1 For Every 5 Points On His Intimidate Check.
cibet44 wrote:
I See A Lot Of People Use +1 When They Like Something. This Deserves A +5 In My Books. Well Done
93 Abyssal Kitten Compulsion: The room is occupied by many kittens and cats, meowing and streching lazily about. If any of the PC's pet any of the cats, they trigger the compulsion to continue to pet them. These cats are evil, their fur is full of venomous spines that drain your wisdom (as well as dealing d4 piercing damage as you pull a handful of spines away). Will DC 10+trap CR+ number of cats in the room to resist the compulsion.
So what if a creature with reach, uses a (sized appropriatly) reach weapon? Does this effectivly double their threat? Furthermore, is there an area that is considered inside their range? EX: An Ogre has a reach of 10 feet, and is using a large longspear (10 foot reach as well I think?) does this mean he can hit 20 feet away in melee? Can he not hit something at the 15 foot mark?
MultiClassClown wrote: No matter how well prepared you are, you can bet that at least one of your players will think of doing something that you DIDN'T prepare for. Roll with it. I have a player that tends to ask me questions I haven't thought of at all, especially when gathering information. "Oh hello shopkeep, what's your name? do you have a family? how old is your middle child? what made you decide to open shop here?" etc.Now to some, this might seem normal, but our group has a general understanding that NPC's like shopkeepers, hobo's, and random streetwalker #9 don't have any useful information/names/anything worth talking about unless they've given reason otherwise. IE:if the shopkeep already gave you a name and a bit of backstory (the herbalist with the colapsable stall that's been fleeing from an assasin's guild for some age old run-in, for example) then it could be an adventure hook and it's understandable. But if you're looking for a random general store, then just buy your items and get out.
Jadeite wrote:
Wow...just wow...
Isn't there a boss-type character of some sort in one of the Adventure Paths (RORL series I think) that has around 25 ioun stones, including ones that stack?
So when Pathfinder makes a VT release of their own, will it be be supported for us MAC users too? Kind of a pain when my windows tower isn't in the room we play in (not really an abundance of room etc).
Well first of all, we've worked the issue out in a way that keeps the game rolling and everyone is happy. By the paladin player's request, his story arc is being altered so that he can retrain himself to a class that's more suiting. He has decided to playtest the samurai, and has a great backstory that explains the change well and how he will fit back in.
Thank you for the input, it's helped.
That Monk sounds Awesome with a capitol A. I was hesitant to mention the paladin's CG side for two reasons 1) I know how much everyone hates the idea of non LG paladins, but frankly it makes sense to me either way. 2) He made the paladin CG, but so far has mostly played from a LG point of view, only hiding behind the CG part when he does something evil by saying "well I guess I can't play my alignment right then". An example of the later being commanding other party members to break into people's homes and steal their furniture to board up the city gates before the undead attack, while there were similar materials in plain view. I'm on my way to discuss the final details of the compromise/sacrifice that all involved will come to now, I'll see my results on Sunday. If they won't cooperate on their own, I'll have Hellstrom or Borloch (as they don't know his story yet) force them to work together. If that doesn't work, we'll discuss character re-creation. Thank you everyone for your help. +1
Heh Okay, so now that I'm at home and not at work, I've watched the video over and admit, he's got a LOT of energy - which is pretty important for keeping the players interested. I feel like i've seen that dungeon before but I can't quite put my finger on it. Also, the Burger King idea sounds hilarious. I'm not sure what HOL is, but I'm up for dragging my players to some random places for the fun of making those around us uncomfortable Mwahaha!
Wow, didn't notice this was 2 pages long. Yes they are both playing from the point of view "I'm just playing my character" which has a bit of immaturity on both sides and might just end in making new characters or crashing the campaign entirely, however I don't want it to come to that and ruin the fun for everyone else. Now to answer some questions i've come across. I chose the title based on the paladin's code vs the alignment of the assassin, aside from that it's a title, I've seen worse, deal with it. The previous party all died fighting undead and accidentally blowing themselves up with powder kegs in the process several game-time days before the big attack on the city. The only survivors were the rogue that runs a thieves guild (as he stayed in town while the others went questing) and the paladin's previous character who ran off into the woods and lost sanity, as the player decided it would be easier to make a new character with everyone else. The group did not discuss much before making their characters, but they all knew each other's plans: thief running guild, rogue going assassin, a pair of bar-brawling/alcoholic barbarians, and the paladin who hired them all as mercenaries. Part of the argument is that the mercs still haven't been paid. Yes they have a lawfully binding contract. Yes they've met the literal end to it, though it is to be assumed that they will continue to work together now that they know about the evil necromancer who got away blah blah blah. As previously mentioned, this is the first sign of the paladin intervening/objecting at all. The rest of the group doesn't care either way, seeing both characters as heros that have fought beside them. If it helps, the paladin's playing with a chaotic good alignment, but his viewpoint has been mostly lawful so far anyway (I was thinking of talking to him about changing to LG anyway). Originally, the CG alignment would be no problem in working with an assassin, but the personality just doesn't fit.
Kobold Cleaver wrote: I'm siding with the paladin here. His player showed great maturity in having the character delay in vengeance until the apocalypse was over. The assassin, on the other hand, sounds like somebody who doesn't know how evil works, and who decided it means "kill whoever, even if it'll turn out badly for me." I'm trying to do this without siding with anyone actually. The paladin lost his abilities until he atoned, for associating with murderers (and something else he did while preparing for the battle, but that's another story) and the rogues are getting fined for the murder (as there happen to be bigger fish to fry in this case and the captain of the guard still needs them). The problem now is that the paladin is claiming that he just wanted to talk (by drawing his sword and throwing a pair of manacles at the assassin) and the assassin is avoiding him like the plague. So even if/when they come to a compromise as players, they have put their characters in a position where they won't be willing to make said compromise.
Jason Beardsley wrote:
Meeee Too. +1 Mr. $mith it is the Witchfire Trilogy, this all started just before the Longest Night began (shooting the dwarf in the bar), and ended about an hour after the undead were fought off (sword drawn, manacle chase). I've talked to the assassin already and given her a compromise situation that she can work with, and explained that if things aren't resolved, they will both be making new characters (the rogue has managed to keep himself out of harm's way for the time being). Next stop - paladin conversation.
Mr.$mith wrote:
Spot on actually, it is in IK, which is why the capitain of the guard was witing for things to settle down, given the current situation (undead invading blah blah blah). He intends to merely fine them since they did save the city afterall, though it would still be a hefty fine. The paladin has never healed the assasin since she became evil, so there's no worris there so far on IK's heavy healing rules.The non-assasin is running a small gang of theives on the side, but that's something that the players are working out in a way that the paladin can let it go (or use it to his advantage as part of the greater good). It's mostly the assasin vs the paladin that is the core of the problem, and yes they've brought it on themselves, and yes worse comes to worse i'll have them both re-roll characters in a bloody fight to the death or something. The key is trying to find away around making them re-roll entirely, as they've both played big role's in the party so far, and have potential for the future.
The scenario is as follows: The players have made their way to the bar, where they are to meet the capitan of the guard about an investigation they held on necromancers in the area. One rogue enters the party here and finds out from the party that his current companions died while he was away, they were unable to recover the bodies (he's not impressed).
I like the ideas so far. Set, screaming-flea and r.doyle, you're making this easier for sure. Thanks to everyone else as well of course.
I've always takent he somatic and verbal components in this spell to be a conversation that the caster has started with the target (they're a hand talker haha)gesturing while they suggest something that they would both enjoy (under the effect of the spell). A lot of enchantment, illusion, compulsion and general Bard abilities/spells can be played up this way, though intelligent casters might still notice what's being done with a spellcraft check.
The rogues were originally neutral, but due to killing in cold blood, obvious stealing etc, they've begun shifting in alignment.
My party is of various alignments, the Paladin just found out that one, possibly, two people in the party are evil. One of the rogues have prestieged to Assasin, the other one is looking to go Shadowdancer (no evil required, but he's done some evil acts anyway).
Party is:
I see Paladin's as a "(un)holy knight" (using brackets if they apply). As long as a Paladin fights for a cause and is not neutral, it's good in my books. Of course this is also where the Antipaladin, Hellknight, Cavalier, and Blackguard can come in.
I used to have players bet against percentile dice rolls. Example being 50% chance of stun, I roll a 60 and ask them "high or low?" if they said high (the higher percent being 51+) they would pass in this case, if they said low (the remaining 50%) they would fail in this case.
meabolex wrote:
I lucked out in a way, the campaign I'm currently running is The Witchfire Trilogy (converted of course) which provides a lot of overwhelming hordes, low amounts of gold, and even lower amounts of magic. Arcane magic has dangerous potential, and divine magic is dangerous if you're helping someone of opposing faith; so although my party balance is skewed, the game runs them through some trials anyway. In one round, they have managed to take out the Gorax in Fort Ryhker, which was 1 CR higher than the EL. The paladin and one of the barbarians (two of the 40ish point characters) also took on an astral stalker at level 3 by themselves.
Sounds to me like you're too frustrated to care by this point anyway.
I've run several games that my players eventually lost interest in/found too difficult/didn't have time to play anymore and had to end before I felt they saw the greatest parts. It just gives you a chance to try something new for a while, and maybe come back to this campaign some time down the road with a new plan and more ideas. Any other advice on this (from someone not familiar with the story/campaign) seems to have already been said: get fire protection, hide/sleep in pocket planes, and try your best to advance the rest of the plot. Maybe next time you teleport, you go FAR from where you are, then teleport back a few days later while the dragon is on his way to your first spot. Once you're back to your last ambush spot, start scouting to new places and make use of those knowledge skills.
My players use 4D6 - lowest for their stats, though their most recent characters have quite a range of power in their stats. Personally, I like playing with whatever I end up with, good or bad; but this group has some characters with around 40 points, and some with around 15. I don't alter the CR unless it's in dire need, but as you can guess, this makes some PC's utterly useless in some scenarios, and some "boss-like" monsters don't stand a chance.
Someone mentioned the Warmage somewhere here (I forgot to quote it and now I can't seem to find it).
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