p.s. We've already discounted the cost to make tattoos, since he sold me on the idea that they are not 'resell-able" and therefore not worth as much...
I have a player using the inscribe magical tattoo feat and driving me up the wall with new rules to make these callings on.
He would like to create metamagic tattoo's on his hands.
Somehow though, the price of this tattoo is only double (for being slotless)what a similar rod would be, and is a free action to use. Could someone please help with the pricing on this? Seems like having a 'hand' item acting 'slotless' is worth a lot more then having a neck item being slotless- I mean come on! They're hands! They're in high demand.
Yes, I know, i know- that sounds stupid, if you're singing and dancing, everyone around you get massive bonuses to spot you, done deal right? Well in the new race guide, the Vishkanya race has a rogue archetype called the 'deadly courtesan'... which is a rogue/bard mix. I don't understand how the character is effective in battle unless she is sneaking, and I don't understand how she's sneaking if she's singing... I'm missing something. I must be. And of course, I have a player choosing to be a vishhanya deadly courtesan... because Hey! The DM doesn't have enough to worry about!
I have a player that has slumber. Hes in an encounter with his teammates against a group of goblins. The party level average is 3. He placed slumber on a creature. How would any goblin understand that his associate has been put to sleep, to be a be to take the standard action in order to wake his friend. I cannot continue this game until this is decided. PLEASE HELP! Thanks!
I was trying to draw out a large castle from an adventure and had no idea how to do it. My wet erase mat wasn't large enough, plus I had 5 floors to draw and wanted to option of switching back and forth, and definitely don't have 5 mats. I looked for large grid paper but prices were like 80 bucks and then A lightbulb! Hallmark wrapping paper has a dotted line grid printed on the back of it to assist in cutting straight lines!! The grid is approx. 1x1 inch- just perfect! Granted there's a small hallmark logo every couple of inches too but at 4 bucks for 22 sq feet- no one seemed to mind. Just thought I'd share. :)
I'm having a small dispute with my player about who besides Kazavon (and therefor Ileosa) is considered a "follower of Zon-Kuthon", mostly for the purpose of deciding who activates Serithtial's freedom of movement/death wards effects.
Thanks!
One of my PCs died to multiple greater shadows' strength drain. He took 14 points of drain and only had 12 ability points making head very much dead. The party (mostly level 11 and 12) tried t restore him and ran into a problem.
I allowed us to fudge this in game a bit using multiple characters trying their best while others protected them from the shadows.
Just had a question about Bishop Zev Ravenka's spoiler:
Immunity to Magic... I'm not sure how much this entails. Is it just against things that have spell resistance? Does it negate any magic damage from weapons? Why does it even bother saying immune to cold, electricity, acid if it's immune to all magic- thereby including magic damages like cold, electricity, and acid? I hate being so confused but I'm not finding anything in the core rulebook about this. Thanks
Would you say this damage is half fire and half from a divine power just like the Flame strike spell works?
School evocation; Level paladin 3
Casting Time 1 swift action
Range special; see text
Paizo Peripheral This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules.
After casting this spell, the next creature you attack using your smite evil class ability is engulfed in flames of positive energy. At the start of its turn, the target takes 1d6 points of damage, and takes an additional 1d6 points of damage each time it attacks a creature other than you. If the creature is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature this damage increases to 1d10. With a successful Saving Throw, a creature is affected by this spell for only 1 round. This damage is divine in nature and bypasses any DR the creature possesses.
Just found this in a different thread and felt it needed to be posted here since I've seen it asked a couple times and not answered: James Jacobs wrote:
from here http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/crimsonThrone/demilich
I'm fighting with a player over whether or not his character can carry a masterwork backpack and a handy haversack. It seems utterly ridiculous to me to say it's okay to wear both backpacks as once, but we're just going head to head and he's not really respecting my DM call on this. Any outside opinions would help. To clarify, the masterwork backpack adds a +1 to your strength bonus to carrying capacity, which is why he wants both. Also, it came up during this argument, how do you actually carry a bag of holding (he has one of these too)? What about the larger ones? Are these people really carrying around trash bag sized sacks and not being penalized? Thanks again everyone!
Hi everyone- I'm having a hard time figuring out some of the XP in History of Ashes. My players are blowing through this thing and having a blast but most of the encounters are not hack and slash encounters and although they are earning XP for the creatures they DO kill, I'm not sure what to award them for the accomplishments that don't end in death. For instance- keeping their totems up for the whole challenge- what did you award there? or not killing Cindermaw, and instead reenacting the legend exactly as it were told. Did you give anything for the acropolis besides the XP for whatever tentacles they killed. What if they had managed to get in and out without raising any tentacles- they would have received no XP at all... I just feel like I missed something and by the time this book is over I'm going to have 2 level 11's and 3 level 10's... and scarwall says it's for level 12's.
My players are transitioning into the History of Ashes book and are somewhat furious that they fled from Korvosa into what turned out to be a very small village. They're mad because they're toting a ton of loot from old korvosa and have no idea what to do with it all. Did any other DM's come up with a solution to this or just tell them to suck it up like I have so far. They have enough magic space stuff to find away to pack it away but it's still just rotting somewhere- and my greedy players want their gold.
I'm sort of proud of myself for this one and wanted to share. Instead of telling my PCs about the assassination attempt through rumors or whatever it is your supposed to do, I had the book start with the calling from Zellara. She appears to the character carrying the deck and he gathers everyone together, so she appears and begins a reading. Anyways halfway through the reading, Zellara became aghast at what she 'saw'. She told the PCs it'd be best if she just showed them and created in front of the a floating moving image of Queen Ileosa's address. So that they could see for themselves what happened, but have no power to change it.
It worked since the PCs didn't bother asking me to explain how she created such an image for them to watch, and I was able to show them everyone's reactions and do away with any doubt from hearsay. Man did it go smooth. :) Added points since my PC's had truly befriended Croft in the past book and had at one point (knowing Croft herself could possibly be in danger for helping them) asked for for someone else they could contact should she ever be 'out of touch'. Blindly, I named the sable company commander. They were so excited to have another high powered ally. It brings the 'troll DM' in me great pleasure to know he's now dead :D
I'm a new DM and I need a bit of help here. My group has no trap sense whatsoever and only a ranger with any ranks in disable device. I'm pretty terrified of them not even being able to make it into the temple. They have no ability to "turn" anything.
I saw something about giving the doors HP against channel energy only; is that positive channel energy? How would my players figure that one out or should I just tell them? and should it be low enough that a single channel energy disables it for a round? Sorry if these seem like newb questions. I've never dealt with trap doors before without having a rogue.
Yea... He asked me what the things height or weight is... I have no freaking idea. Whatever he wants I suppose.
Also- thanks :) all of those great points will be brought up to him.
Of course, of course my players choose to take the freaking censer in the room.
A level 5 summoner has a bi-pedal eidolon with 6 (f**king) arms, each with a light melee weapon and a bite attacks; giving him 7 attacks during a full round... at level 5. Granted he's taking negatives but the amount of rolling is getting under my skin. Plus i believe he plans on continuing this trend and making, essentially, a ball of arms.
Indrajit wrote:
oh man- that finally clicked!! 8 (minus 2 from twf) =68 (minus 2 from twf) =6 8 (minus 2 from twf, minus 5 from ITWF) =1 8 (minus 2 from twf, minus 5 from iterative attack) =1 +6/+6/+1/+1 Ah HA! It's both! Thank you :D
Talynonyx wrote: 8-7 = 1. Oh man- now you brought up BAB. The Flurry of Blows attack bonus chart in the book (pg58) says for 8th level +6/+6/+1/+1So I assumed -2 for each attack for the 'dual weilding' penalty and a -5 penalty on the last two attacks are from having a high enough BAB to have a second attack.
Maybe I'm missing something (again) but on every forum about flurry of blows the only penalties I see are -2.
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