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Started running a Kingmaker game a few months ago... Name: Dran
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Say a player rolls a Knowledge (Arcana) in combat to figure something out about a monster, and they succeed and get two questions: how much should one question be worth? Could they ask "What are the monster's special abilities" and get all of the abilities? Or should they only get one ability/useful piece of information per success? ![]()
Does this allow PCs to tattoo slotless wondrous items onto themselves and other PCs? I'm just trying to figure out how this works - but every thread I've seen has conflicting info from - just scrolls to slotless wondrous items to +4 rings if the PC wants... Just want to make sure I'm doing it right - I plan on taking a crafting cohort who tattoos his allies - thinking bard or wizard. ![]()
So I was just looking over Inscribe Magic Tattoo - and it says the DC is 5 + CL (lowest CL to cast spell) + 5 per prerequisite you don't meet. So, say I'm level 5 and I want to create a tattoo of wish;
Is this correct?
That's the "template", the requirements are:
But DC 27 seems way too low. Am I missing something? ![]()
Okay, so - long story short it is an Inquisitor of Iomedae, the party is searching for an assassin, and basically decided to wait downstairs at an Inn for someone. They saw somebody go upstairs, one PC went and got the guard while the Inquisitor and Wizard went upstairs, acid splashed the door, and kicked it down. At this point, on the GM side - it was a random traveler who was staying overnight, who wasn't in his room - but the bathroom. The guard showed up, and the Inquisitor demanded that the guards help them search for the assassin. After a failed Diplomacy and Intimidate check, the guards decided to get a drink downstairs before heading back to base. The Inquisitor drew his dagger and said "If you leave, I will kill you." To the Patrol Sgt., who promptly placed his character under arrest... Inquisitor fought back, ended with both Inquisitor and Wizard in manacles being dragged to the jail. In this case, would an Inquisitor of Iomedae lose their powers because of the threat (and attacking) to the Patrol Sgt ![]()
So I have a player who wants to play a Catfolk Slayer - Catfolk have a specific Rogue Talent Vicious Claws (Ex) A catfolk with this talent uses d8s to roll sneak attack damage instead of d6s, but only when she uses her claws to make the sneak attack. A catfolk rogue must have the cat's claws racial trait before taking this talent. I was just wondering if anyone has encountered a player wanting to bring race-specific traits to Slayers, and if so, what the DM ruled. ![]()
I should clarify, this person has been reading the modules, then when I change something up they'll bring it up with me during/after the game. They'll be like "I checked out X just to see, and it wouldn't have done X, Y, or Z" and stuff like that. Part of me wants to just tell him "I don't think this is the game for you", but at the same time I don't want to tear apart the group over something like this. But this isn't PFS or anything of that sort, it's basically a "over the internet" (Virtual Table Top) game and with the number of PDFs available, the actual modules aren't hard to access. ![]()
I was just wondering if there are any rules for summoning monsters that are not in the "Summon Monster" list. I have a character who wants to summon demons, so I was just wondering if there are any rules or steps he has to take to summon demons? http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/dretch is one of the demons he wants to summon. ![]()
So, I have a Vow of Poverty monk - and his one item is a +2 Transformative Longsword. He is size large, and the Longsword is size medium. So, I have a few questions. 1] Since it is a one-handed melee weapon, when transforming to size Large, could it become a light weapon? 2] If it can become any light weapon "any other melee weapon of the same general shape and handedness", could it become an Aklys - and if it can, because he is size large, would it still have 20 foot reach, or would it double to 40? ![]()
Basically he feels like magic items are "cheating". He's a new D&D player, so I'm not sure - I know he's going to have a rude awakening when it comes to the final boss fight of this module. He just spent all his money on this grand carnival (a la "Carnival of Tears") that has gone wrong, I try to give him items and he just gives them to other party members. I think I'll pitch that Vow of Asceticism (General) to him, it sounds like what he's aiming for. ![]()
So, I was talking to one of my players - his older brother plays a Vow of Poverty Monk, and he wanted to do something like the "Vow of Poverty", but as a Wizard. I was just wondering if anyone had come up with interesting house rules about a Vow of Poverty for non-monks? I was thinking something like his level / 2 extra spells per day, with some restriction on the level of the spells? Not sure - but for some reason he doesn't like or want the gear from the game, he said it does not make him feel "heroic." ![]()
I was just looking this over - I have some various players who have expressed interest in using monster templates to add some flavor to their character. So, it's listed as CR + X - lets use a half-dragon for example, which is CR + 2. Assume that the party is a group of level 5 adventurers. 1) Am I correct in assuming that the CR of each adventurer is 4?
I'm just not sure about this, I read some threads in a google search and they all seemed very confusing - I was just wondering if there was an easy way to apply this without letting one character just become grossly overpowered and ruin the game for the rest of the party. ![]()
Rerednaw wrote:
That's what I was thinking - I would never want a person to just sit there and not be able to play... just looking at this module I plan to start tonight, it is going to be rough. I figured have a few PCs come out of the woodwork, to make things easier - I just know how some PCs like to interrogate new members to the group before they let them travel with them. ![]()
I was just wondering if any DMs had any tips for introducing characters in odd scenarios... mid dungeon crawl, or an an island only inhabited by monsters... do people make them wait until they're somewhere civilized? Or what sort of things would people do? Just wondering, 'cause I have a feeling that may be coming up in my game. ![]()
So, I was wondering exactly how the Barbarian's Rage Power "Spell Sunder" works, what is defined Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. What exactly is an "ongoing spell effect", would the effects of Blindness-Deafness be "ongoing", or is it for more immediate spells like a spell that says "takes 1d6 fire damage for 1d4 additional rounds" ? Just trying to clear this up for my player who is coming up to this point. ![]()
Just an odd question, when someone casts a spell from a wand and fails the roll, is the charge used or the spell just doesn't fire? Seems a little over powered if the charge isn't burnt because the party could just buy wands of cure X wounds and take 20s outside of combat. So, just wondering if anyone here houserule stuff, or what? ![]()
Malag wrote:
Same thing happened for me. GM went overboard and basically killed the table because "he wanted to have some fun, too" and ended up wiping out a group of 6th level adventurers as a show of "this is what I can do". So, as everyone else has said... TPK bad, as a GM if a character wanted to re-roll, I'd usually do more of a "cutscene" or have him disappear and re-appear later as some sort of nemesis (or quest giver... or something." ![]()
Okay, so last night in our session we had a hang up on the rules, and as the DM I Just want to get things straight. http://gyazo.com/55b4617ac10b4a90dc30803c86fc8ef5 Alright, so basically there's a 10x15 foot pit to the north, as you can see in that picture. A character was on the top left-most square you can see, below the pit - big bad guy was a diagonally below them. Character wanted to roll acrobatics to avoid AoO, and do a long jump across the pit - should they have been allowed two Acrobatics checks (one to avoid AoO, other for jump), or should the BBG been allowed an AoO because of the action? Or am I missing something completely here? ![]()
RumpinRufus wrote:
Sorry, that's what I meant for the first one - basically it becomes a "roll for every square" because parties get paranoid ![]()
Just wondering how other DMs deal with the rogue / party trap finder finding traps in dungeons. 1) Roll for each square: Seems to take too long as the party gets trap paranoia 2) Roll only for traps: Characters / players seem to Metagame when you ask them for a perception check on only the traps, and when they fail they find other means to set said trap off. 3) DM roll for traps behind the screens: Player doesn't want to feel their "character is being played by the DM". So, I was just wondering - how do you guys deal with it? ![]()
So I was wondering if double damage stacked. Say I play a Paladin, and turn one I cast smite evil but don't attack (first attack deals double damage), then my text turn I cast Litany of Righteousness, where said creature takes double damage from all good creatures... would this work? Or would only one or the other apply? |