Kill them with Greater Dispel Magic.Avoraciopoctules wrote:My players have asked me to run a single-session "horror" game, average PC level 10. It should involve some sailing or underwater exploration, and maybe a haunted and/or sunken ship. Any suggestions?
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Every time you play in a "low magic world" with D&D rules (or derivates), a unicorn steps on a kitten and an orphan drops his ice cream cone.
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A whole graveyard reef of shipwrecks full of treasure, and evil merfolk.Avoraciopoctules wrote:My players have asked me to run a single-session "horror" game, average PC level 10. It should involve some sailing or underwater exploration, and maybe a haunted and/or sunken ship. Any suggestions?
A captain wizard ghost.
Ghost sharks.
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"Tammeraut's Fate" from Dungeon #106 has its proponents.
The PCs visit an island and then they're besieged by the zombified crew of a sunken ship, and then they can go loot the ship.
The PCs visit an island and then they're besieged by the zombified crew of a sunken ship, and then they can go loot the ship.
Last edited by hogarth on Sun Nov 17, 2013 2:48 am, edited 1 time in total.
- Avoraciopoctules
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http://distractedelf.tumblr.com/post/92 ... t-the-bestAvoraciopoctules wrote:Wow. Okay, looks like I'm not touching that game, free playtest or not.Morzas wrote:Well, this is interesting. And Mearls is being a dipshit as usual.
http://wesschneider.tumblr.com/post/926 ... t-the-best
See, this is how you do PR. You don't hire conspiracy theorists and guys best known for fighting with feminists, you just do good things.
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What are some generically good traits to have? The general idea seems that they're worth half of a feat, but, a lot of them seem as good as a feat or even better than a feat. Like that one trait that allows conjuration specialist wizards to cast summon monster spells as a standard action.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Reactionary, for +2 to initiative.Lago PARANOIA wrote:What are some generically good traits to have? The general idea seems that they're worth half of a feat, but, a lot of them seem as good as a feat or even better than a feat. Like that one trait that allows conjuration specialist wizards to cast summon monster spells as a standard action.
Traits that allow you to key skills from different stats (like social skills from Int for wizards). And traits that give you perception as a class skill.
Traits that give you save bonuses.
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Hrm. Any traits that let me use my WIS to replace INT and CHA skills?
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
There are no traits for that, but a couple of options exist to swap one ability dependancy with another. This here is a pretty comprehensive list.
Other good traits one should consider:
Fate's Favored: increase all your luck bonuses by +1. Archaeologist bards absolutely want this.
Inspired: 1/day reroll any skill or ability check as a free action.
Magical Lineage: reduce metamagic cost for one single spell by -1. Not awesome, but still really ok.
Gifted Adept: Cast a single spell at +1 CL. Same as Magical Lineage (you can't have both traits though).
Other good traits one should consider:
Fate's Favored: increase all your luck bonuses by +1. Archaeologist bards absolutely want this.
Inspired: 1/day reroll any skill or ability check as a free action.
Magical Lineage: reduce metamagic cost for one single spell by -1. Not awesome, but still really ok.
Gifted Adept: Cast a single spell at +1 CL. Same as Magical Lineage (you can't have both traits though).
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style." - Steven Brust
Dangerously Curious if you need Use Magic Device
Trap Finder if the campaign will have a lot of traps and you don't want to waste a party slot on a rogue.
Transmuter: +1 CL to Transmutation spells
Magical Knack if you've dipped in another class for two levels.
Hedge Magician if you're planning to craft a lot.
There's also a bunch of half-a-feat's worth of bonuses for pretty much anything (there's half Spell Penetration, half Iron Will, and so on)
Adopted - it doesn't seem like much, but there are a lot of traits that have duplicates in the race trait categories. So if you want, for instance, another combat trait in addition to Reactionnary, you can take Adopted and go for Warrior of Old instead.
(or you can just take Reactionnary and Warrior of Old, to effectively trade your two traits in for Improved Initiative.)
Trap Finder if the campaign will have a lot of traps and you don't want to waste a party slot on a rogue.
Transmuter: +1 CL to Transmutation spells
Magical Knack if you've dipped in another class for two levels.
Hedge Magician if you're planning to craft a lot.
There's also a bunch of half-a-feat's worth of bonuses for pretty much anything (there's half Spell Penetration, half Iron Will, and so on)
Adopted - it doesn't seem like much, but there are a lot of traits that have duplicates in the race trait categories. So if you want, for instance, another combat trait in addition to Reactionnary, you can take Adopted and go for Warrior of Old instead.
(or you can just take Reactionnary and Warrior of Old, to effectively trade your two traits in for Improved Initiative.)
Indeed, Trait bonuses don't stack.
Heirloom Weapon is a trait you should try and sneak into the game in its original form (from Advanturer's Armory), granting you a free mwk weapon and proficiency with it. The errata'ed version kinda sucks.
Heirloom Weapon is a trait you should try and sneak into the game in its original form (from Advanturer's Armory), granting you a free mwk weapon and proficiency with it. The errata'ed version kinda sucks.
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style." - Steven Brust
Acadamae Graduate, from Curse of the Crimson Throne. Note that it requires a Fort save to not become fatigued. You gotta love though how it explicity states how it must be a prepared spell, apparently the sorcerer's earhole still needs some violent thrusting.
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style." - Steven Brust
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Oh, yeah, that's a local feat, not a trait. My bad!
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.
In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
Second Chance (originally Lessons of Chaldira) lets you reroll a failed save once a day. So it's straight up better than any of the Greater Save feats, since it applies to any save category and lets you reroll when you fail rather than when you see the number on the die but before you know the results.
Irrepressible lets you use Cha instead of Wis on saves against charm and compulsion effects. So, you know, most of the dangerous ones.
Irrepressible lets you use Cha instead of Wis on saves against charm and compulsion effects. So, you know, most of the dangerous ones.