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Played a game with a new DM today. Walking through the woods. See some humans off through the trees. DM makes everyone roll initiative as soon as we spot them. I get highest roll and charge and attack. After session is over, DM is like "why the f%~~ did you randomly attack people in the woods?" I wouldn't have, but the "roll initiative" completely put me in the "BATTLE" mindset. Is rolling initiative like that when no one has said they are going to fight a normal thing to do? Seems like it would put many players into a battle mindset when they otherwise wouldn't be...
I'm making a level 1 half-orc for a PFS that starts in 30 min. I own a lot of books, so I just assumed I'd be able to back up the build I made from using the d20pfsrd database. However, I have no idea how to figure out what books any of this stuff is in since the database doesn't mention it. How strictly do stores enforce the rule? If I just show them a backpack full full of 10 PF books, will they leave me alone and assume I own the book? Some examples that i'm using on my level 1 character and I have no idea what book they are in: Toothy: Some Half-orcs’ vestigial tusks are massive and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait. Weapon Cord Vermin Repellent Halp?
This is kind of a mixed Strategy + Rules question. I want to know the best way to handle this encounter vs my level 5 PCs (I am an evil DM that wants to give them a very hard battle). They are entering a cave that is a drider's home. The drider knows they are coming.
Can the Drider start off invisible + mage armor (cast both right before they enter his cave). And then while still invisible, web the exit behind the PCs, then cast darkness on himself so the PCs can't see him (STILL INVISIBLE BTW), and then just come visible again, but still concealed by darkness, and start blasting the PCs to hell with lightning bolts? None of the PCs have darkvision, so the drider would be able to see perfectly while the PCs wouldn't be able to see him at all, right? They'd just see a moving huge blob of darkness? Questions:
On the random encounter table for the module I'm going to run today is a Dire Crocodile that may attack the party's boat while they are sailing. I'm just curious how this encounter and combat should play out. The Crocodile is "gargantuan" (about 50 feet long and 80 tons, so as big or bigger than the boat), so it's not crawling onto the boat. I guess it's just sitting in the water and trying to smash the boat to pieces and meanwhile trying to gobble up anyone on deck? (1) How does combat work with a gargantuan crocodile that is half in water, bashing a boat to smithereens, using its 15 foot reach to hit anyone on the deck that is close to it. Just not sure how mechanically I should run this, especially since the edge of the boat probably has 10 feet down to the water... I don't know where the players would have to be to be within melee range of the crocodile. Any advice here is appreciated... also, some other mechanics questions:
(3) If a creature is unable to escape the crocodile's grapple during its turn, then the croc will try to "swallow whole" it with a "pin" move (not sure exactly how that works). But if the victim does get swallowed, what are the mechanics of it trying to break free? I understand it has to attack against HALF its natural AC (+15 natural AC, so what's half that, 7 or 8 - round up or down?) - but how does it attack if it's still grappled?
On a level 5 elven wizard with a 22 INT? 10+ caster level + int bonus? So, for a level 1 spell, the save DC is 19 because 10 + 1 + 6 + 2 from my elven racial ability? Do I get a bonus to that also from the spell penetration feat? If it's from a school of magic in which I have spell focus, the DC would be 20 instead of 19? Thanks.
Building a level 5 elven mage from scratch for a campaign that starts in 2 hours. Never played a caster before. How should I spend my monies? :D I'll have craft wondrous item as a feat, so I may be able to say I crafted some of the items.. hehe My wizard is going to be battlefield control and charming, no summoning. 7 STR, 16 DEX, 14 CON, 18 INT, 11 WIS, 7 CHA For feats, I was thinking maybe (1) Improved Initiative, (2) Craft Wondrous Item, and (3) Spell Penetration
I'm DM'ing a campaign for a group of low levels, a barbarian, ranger w/ bow, fighter, and bard. the bard has no AoE spell damage. As part of the module they are going to fight several spider swarms and bat swarms. How do low level martial characters deal damage to/kill swarms? Any advice? Trying to figure out how I can give them "hints" to do it or what I should allow...
I plan to DM the Pathfinder Module "The City of Golden Death" for 5th level adventurers.
I go to the ghost in the bestiary, and this is what it says: "More than most of the monsters in this book, a ghost benefits from a strong and detailed backstory. Why did this character become a ghost? What are the legends surrounding the ghost? An encounter with a ghost should never happen completely out of the blue—there are plenty of other incorporeal undead like wraiths and spectres to fill that role. A proper encounter with a ghost should be a climactic scene after a lengthy period of tension building with lesser minions or manifestations of the undead spirit." wtf paizo! make up your mind!
http://www.pathfinderwiki.com/wiki/Apollyon Apollyon is the horseman of pestilence. My party is going to explore an ancient, abandoned temple too Apollyon. The only Apollyon specific item I could find is a level 20 ring. Does anyone have suggestions for some cool-flavorful items they could find there that would be appropriate for a 5th level party?
As a DM, if my players' fighters, and barbarians rip through a bunch of goons, and then loot all their armor (plate mail, +1 studded leather, etc.), should I assume all the armor is fine and dandy, or should I be rolling to see which of it is broken beyond repair since the former owners of the armor got hacked to pieces...
Trying to figure out how to DM an encounter with a sea hag as my players sail from point A to point B. The players are level 4. Sea hag: http://paizo.com/PRD/monsters/seaHag.html First, mechanics: 1(a) I don't understand how it says her two main special abilities have a "Charisma based DC", yet it also says their DCs are "DC 14 Fortitude" and "DC 14 Will". Uh, what? So do my players make a fortitude save and will save, or a charisma save? I just don't get it... 1(b) It seems super easy for the sea hag to permanently kill a player. Please let me know if I am doing this right. She casts evil eye on a player. If a player misses his DC 14 will save, then he is staggered and cursed (for how long!? it never says!). Then, if she does the same thing a second time on the same player who is already staggard, then he must make a second DC 14 Fort save or go into a 3 day coma. Once in the 3 day coma, he's pretty much auto-dead since he has to hit ALL 3 DC 14 saves in a row (one each day), and if he misses 1 he just dies.
1(c) I have no idea how to do 'water' combat. Assuming the sea hag is swimming alongside the boat, cursing the players, and then just dives underwater when spotted and attacked, how could my (level 4) players ever find/attack/kill her? Seems like she could just keep going underwater, popping out at a random spot near the boat (hours or days later), curse someone on deck, go back underwater in the sea, and do that for days until she TPKs the party. Roleplaying questions: How would a sea hag encounter a random barge with 10 people on it and what are the sea hag's motivations? Any full-frontal assault would lead in her death, so I feel like she would just silently swim under the water, pop out when only 1 person on deck would see her, give him a couple evil eyes, and then disappear back underwater. She could harass the boat for days like this, right? My party has no 'waterbreathing' or other aquatic spells, so they'd just be at the complete mercy of this 1 sea hag giving them random evil eyes and never in any danger herself since she just swims under the boat or whatever if they engage her? How would you roleplay the sea hag encounter with your level 4 players as they sail from point A to point B?
(1) If a bad guy has quaffed an invisibility potion, and my players detect magic in his direction, will they detect the invisibility magic? (2) What if he has a magic ring of protection, +1 on him? Will they then detect a magic item in that blank space, allowing them to locate the invisible bad guy? (3) when people detect magic, and the magic detected is like a cure potion, ring of protection, scroll of whatever, etc., and then they focus to determine what kind of magic it is... how do I find the answer to that? And do scrolls/potions etc. give off magical auras that can be detected through detect magic? What kind of "magic aura" comes off of a random +1 leather armor, or +2 sword?
(1) Players open a chest a trigger a poison needle that the book says is CR4. Guy makes his save and takes no damage. Does the group get the xp for beating a CR4 encounter (1,200 XP). Seems like way too easy for that much XP. (2) How much XP do I give my group for an encounter with an Otyugh (cr4)? 1,200 XP even though they chose not to engage it? It was basically in a pit, and they threw a couple of dead bodies to it, feeding it. And then moved on and decided not to fight it. Though they could have probably just killed it very easily since they were 30ft above it and just rained down arrows on it without any threat to themselves. again, seems like too much to give them CR4, 1,200 Xp. Thoughts?
here's the scenario:
Does the ranger get a penalty to attack from either (a) the ally in melee, or (b) the ally in between him and the enemy blocking the line of sight?
(1) I'm running a pathfinder scenario. It gives 3 different tiers for every encounter. 1-2, 3-4, or 6-7 (Why the f~+~ 5 is missing, I have no idea). How do I determine what tier my players are in? It's three level 3s and one level 4. (2) There are several "large monstrous spiders" as enemies, but I don't see that enemy in the bestiary. It's asking me to go to the "MM 289" for the stats, which I assume means monster manual. The f%~$ are they asking me to go to a monster manual for when I bought a bestiary. (3) There's a bunch of traps involved that I'm not really sure how they work. One pit trap and one "swing block trap". I see the search DC and the disable device DC. But no info is really given on the traps other than that and how much damage they do.
(4) There are "explosives" in the hull of the ship that cause damage to players if they use fire spells. What is this in pathfinder? after the battle, if my players search the explosives and want to take them with them, exactly how do I handle this? I don't even know what "explosives" are in the pathfinder world... Thanks!!!!!!!!
I'm a new DM and DM'ing a bunch of people new to the rules One of the level 2 half-orc barbarians with 18 strength was attacking 3 times a round while raging with claw, claw bite, doing 3 attacks at 1d6, 1d6, 1d4 damage (each +5 damage). So, if all 3 hit, it was 18-31 damage per round. At level 2. That just seemed like a lot. Are we missing something, or is that possible to do? The druid says he has a baby roc that he says is going to grow into a full-grown roc eventually. Is that normal to just have a roc a level 2 druid?
Also, my party attacked and killed a group of slave traders including a level 4 sorcerer, a level 2 ranger, and a bugbear. How much XP should I give them (they were 4 level 2s. the fight was super easy for them. I thought it would be much harder).
I need a level 2 half-orc barbarian for a guest who is going to jump into our campaign tonight in 3 hours and play a single session. I have no time to make one :( does anyone have a cool/good one that's already made? 25 point buy. Feel free to use whatever rules you want, really. It's just for a 1 time session, so the details aren't important. Thanks!
I'm a new DM, and am looking for people's favorite examples of phrases, words, or anything else to describe attacking and hitting in combat. I don't want to just sit there and roll dice with my players and say "he hits, he misses", so, I'd like some cool examples of words and phrases people use to add to my lexicon :) Thanks.
tldr; can you run a campaign that is fun for both people who only care about combat and for other people who only care about roleplay and don't like combat at all? Hey, I'm fairly new to DM'ing, but I started a campaign with 4 friends. None of us have played together before. We are a couple sessions in and I've been running a module that is fairly combat and dungeon-crawl oriented. So far, it's been fun and things have been going relatively well. Two of the players like min-maxing, combat, and using the tactical positions on the map, attacks of opportunity, etc. to smash things in combat. They don't participate very much in the roleplaying. The combats have been lasting about 10 to as much as 45 minutes each (for the big boss combat), and they've really enjoyed it. However, the other 2 players seem like the exact opposite. All they do is roleplay. They complain about the combat and think that a 45 minute long combat is unacceptably long (even when it's a final boss combat that is very important). They think that their character death should NEVER be determined by random rolls of the dice, and they should only be threatened to die if their character does something "stupid" or decides to sacrifice himself for a reason. They think attacks of opportunity and having to roll 20 sided die all the time for combat is lame. Basically, they want a more "cinematic" combat with less die rolling and also much less combat in general (maybe 1 a session) where the rest of the session is just roleplaying. My DM'ing style is probably skewed towards more of the min-maxers combat oriented since that's the way I play. I am probably also less "roleplay" and more combat, so I naturally DM more that way, though I definitely tried hard the last two sessions to make combats super fast and inject as much RP as possible. So, are these types of players (the pure roleplayers and the pure tactical combat players) completely incompatible for a campaign? Is it possible to run a campaign where they are both super happy and having a good time? Right now, I'm starting to feel like it isn't. I don't know if I'm going to be able to please both. I don't want to break up the group, but do I need to?
Thanks.
I am a new DM and want to DM a very good premade module for four friends. They are all starting at level 3. The party has two nature based heroes: a Druid and a Ranger. Are there any really good modules that have a lot of Nature stuff in them that would be good for a druid and a ranger and that start at level 3?
In the module I'm running for my brothers, it ends with a guy in town telling the level 2 heroes that he is in the pathfinder society, and I'm supposed to explain to the characters what that means. But I have no idea what it means and the module just seems to assume that the DM will know exactly what a pathfinder is and what it means to join the pathfinder society...
in between sessions, we are resting outside of a dungeon. We all level from 2 to 3, roll our new health, add on feats + skills, etc. If I gain 5 health and go from 15 health to 20 health, so I automatically go up to 20 health, or do I start at 15 and have to heal off that extra 5 with resting/potions etc?
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