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Need some DM help.

Yeah Pielorinho I'm trying to get his char sheet but it will take a while. He has work and I have school :P. But as soon as I can I will post the whole shmeel hear so I can get some advice and see if he isnt misinterpreting anything. While just making him roll a new char wouldn't be bad I'd rather beat him at his own game. Im gonna use a few non pathfinder things . Hmmm. Im looking in all the books he listed and cant find a dwarf that gets fire resist and hatred for dragons. I even looked it up on ggole and cant find it. Anyone know were it is from?
 

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Casters(all of them) have a very big advantage in low magic games. They can just cast spell, while everyone else needs magic items to be affective.
I think that dwarf is using 3.5 material or breaking some rules. I would post his stats here.

Yeah, a low magic campaign can't just refer to magic items. It's got to refer to spells as well. Spells lists should be pared down significantly and maybe even save DCs pared down a bit as well to offer the kind of balance you'd need for a low magic item campaign.
 

Yeah Pielorinho I'm trying to get his char sheet but it will take a while. He has work and I have school :P. But as soon as I can I will post the whole shmeel hear so I can get some advice and see if he isnt misinterpreting anything. While just making him roll a new char wouldn't be bad I'd rather beat him at his own game. Im gonna use a few non pathfinder things . Hmmm. Im looking in all the books he listed and cant find a dwarf that gets fire resist and hatred for dragons. I even looked it up on ggole and cant find it. Anyone know were it is from?
I did some googling for Fire Dwarf, and here's the best I can find:
Fire Dwarf
+2 Cha, +2 Con, -2 Wis
* Darkvision 30 Feet (1 point)
* Fire Hands: +1D4 Fire Damage to all unarmed combat & melee attacks with metal weapons. This can also be used with wooden weapons, but the weapon will burn at a rate determined by the GM. (6 points)
* Greed (0 points)
* Hardy (3 points)
* Hatred: Cold & Water Creatures (1 point)
* Slow & Steady (-2 points)
* Weapon Familiarity (1 point)
[10 points total]
I'd let him switch to this, if you can figure out what hardy (+2 on saves vs. poison/disease, maybe), hatred: cold & water (+1 on attacks/damage vs. cold/water creatures, maybe), and slow & steady (movement not reduced by heavy armor, maybe) mean. Agreed that fire resistance 15 is a huge benefit for a non-level-adjusted race.

The pit spells, if they're the ones from the SRD, should be fine IMO. I've played with the second-level one, and while it's a pretty decent remove-enemy-from-combat spell, it has limits (it's hard to hit the enemy from the lip of the pit, since being adjacent to the pit risks falling into it, and enemies can climb or fly out of it, and its short duration makes using it in ambushes difficult). Better than acid arrow, possibly a little weaker than glitterdust, definitely weaker than web.

It's the magnetism spell that worries me. I can imagine a spell that acts as a come-hither on unattended metal objects; that'd be pretty cool. But not a spell that enables you to rip armor off of enemies. At best, I'd guess he's just badly misinterpreting what a spell does.

In any case where a spellcaster tells you a spell does something surprising, it's fine to take a moment to look at the spell's text before you make your decision. In this case, you'd have been totally within DM rights to rule that, rather than ripping the armor off the big bad (a result I find really implausible), instead it propels an angry boss melee fighter directly at the wizard. Be a mensch about it and don't rule it as a free charge attack against the wizard, if the wizard is willing to dismiss the spell as soon as he realizes what's happening :).
 

Yeah I ,ight just have j=him switch to that. Makes a heck of a lot more sense. And as for the low magic its low arcane high divine. Basically something happened hundreds of your ago that took alot of magic from the worlds. Doing everything from killing most magical creatures to making it nearly impossible to even cast arcane magic any more. Thats were the dieties come in. If you wanted to cast magic more easily you became a divine caster. Wizards basically had to attune there sense to much greater heights over many generations just to be able to cast magic again. Basically starting mage craft from scratch. Even the way spells were cast had to change some.So if he had made a cleric or paladin or inquisitor I would have said no prob. But he went and made the most arcane class in existance. In fact he is the first wizard played in this world. O sure there are more out there but the total probalby isnt even 1000.We decided that since they attuned there senses for magic so much of they cast in an area that has alot more magic than usual it powers up the spells...with the backfire of possibly blow there own head up. So maybe I'll have him fight in a cave full of the magic crystal we have the drow use. Sure he will do more damage. But he will have to be careful no to blow up himself and the party.
 

He just cast a second-level spell that ripped the metal armor off an enemy--it sounds to me like he already was casting a high-magic area :). Perhaps it has unpleasant consequences--maybe for the next little while whenever he casts a spell, he has a lingering magnetic affect that makes him off-balance whenever he's within 10' of metal, requiring a low (DC 10+spell level) concentration check to cast any spell with somatic components.
 

Yeah im fairly sure he read that wrong. A 2nd lvl spell that can completely neutralize the advantages of a fighter in 2 rounds(1st for weapon 2nd for armor) is OP. But thanks again for the advice everyone. I will still post his char here when I get it. And I will be sure to come back to ENworld when I need advice :). This is a really helpful community that I have read through many times. Im glad I finally decided to join .
 

I've got a couple of questions and comments firstly on the character and then on the more general situation
a) what level are the party members? and how have they generated stats?
Because he needs a high int as a spellcaster and if he's standing up reasonably in hand to hand he's probably got a reasonable str, con and dex because his BAB and hit dice are low enough that he's going to be in trouble without bonuses to hit and lots of bonus hit points.

b) I think I've probably found the spell
Magnetism – Spell – D&D Tools
which is a Wu-jen spell, not a wizard spell so he's being dodgy using it even if you allow 3.5 spells note that
i) it needs a ranged touch attack
ii) it has to succeed on a disarm check and it'd be fair enough to give the defender a large bonus to avoid having their armour stripped
iii) it looks like it's a standard action to cast the spell and make the attempt or to make the attempt to disarm on later rounds so if he's doing it he's not casting any other spells
(so he can cast the spell and attack with it in 1 round but can't cast a second spell and use this spell again)
iv) the opposition can have multiple weapons

c) if he's got Arcane Armour Training that's at least 2 feats he's spent (Light Armour Proficiency and Arcane Armour Training) if he's wearing medium or heavy armour then that's another feat for medium and 2 for heavy.
If he's wielding a hammer he's had to spend a feat on that so he's spent his 1st level, 3rd level and 5th level feats at the very least to be able to do what he's doing with weapons and armour, I suspect he's had to spend more

d) the only Material I can find that reduces Arcane Failure type is Mithril, which
i) adds a fair amount to the cost of the item at lower levels
ii) still needs the medium armour proficiency for base medium armour (& heavy for base heavy armours) so that's a minimum of level 7 for medium and 9 for heavy
iii) the only light armour that could be made of mithril is a chain shirt which gives +4 to AC so is unlikely to be what he's using as it's hard to see how he'd be getting to AC 22 with that, even if it is he's spent 1000gp on it and 2 feats to be able to wear it. and he's only getting the AC bonus that Mage Armour grants
iv) if he's got chain mail or a breastplate he's spent 4000 gp & 3 feats to be able to use it
v) if he's got heavy armour of some sort he's spent 9000gp and 4 feats on it (so not possible until level 7), level 9 to be able to use the hammer as well

e) the spell to prevent flying is probably Earthbind from the Spell Compendium which does allow a fort save, it's a level 2 spell and single target.
If he casts it before casting a pit spell then they've got a round to get in his face before he gets the pit off or attack people
Either way he's taking a couple of rounds and the low level pit spells aren't really an instant win.

f) The fire dwarf race sounds broken, 15 points of resistance to fire is a huge defensive buff considering how many things do fire damage as their main weapon. Has it lost many of the standard dwarf abilities?

g) it really doesn't matter what weapon & armour a wizard has, if he goes into melee he's still got a d6 for HP and the lowest BAB in the game.

h) the player is being a complete tosser but you're being a pushover. If you told them it was a low magic campaign and he tried to smuggle a wizard in he's being a prat. Now if people are talking with you and say that they don't want to play a low magic campaign you might want to compromise but they don't get to sneak a wizard in.

i) Especially if you're starting characters off above first level ensure tht you check them out before you let them in.

j) As the GM you determine what sources are acceptable and can ban anything from the game, including anything in the core pathfinder rulebook. Again discussions with the players is a good idea in general

k) you've got several options for how to proceed
i) leave things as they are and experiment with how to deal with the wizard
ii) check the charactor for legality and ban anything that is illegal irrespective of the source
iii) say that you will only allow spells from the core Paizo published books by default but if people want spells from other sources they can show them to you and you will make a decision as to whether they're allowed or not
iv) ban the character saying that you wanted to run a low magic campaign and he doesn't fit

if you decide to let the character stay then you could use some of the following ideas off the top of my head (some of them could be seen as targeting the player so be careful)
- give the other characters some additional gear so that they aren't overshadowed
- have some ranged attackers focus on him after he reveals what he can do
- have groups of enemies because most of his spells seem to be focused on 1:1 spells, he puts 1 of them in a pit but if there are 4 or 5 left then there's still a fair challenge.
- have the odd enemy with touch attacks which ignore his armour
- if they're in a low magic area there may be animals that eat or are attracted to magic which he becomes a target for
- there would be few things funnier than seeing him pull an intelligent magic weapon which dominates him (especially if it has a special purpose of 'kill fire dwarves') a berzerking hammer could be particularly amusing...
- opposing forces will probably target him heavily because it's something they haven't seen much of and are frightened by.
- have them discover some items which attack arcane magic (remnants of the event that drained most of it)
- there might be some creatures which have higher resistance to arcane magic because they were related to the event or affected by it.
 

Yeah I thought so to. The thing is out our own home brew world. Me him and his brother are the creators. Now his class build seems legit. Fire dwarves are allowed in our world and he is a normal pathfinder mage with arcane armor training and a material that lowers the spell save dc the rest of the way.

As others have commented, get the actual character sheet and review it in detail. Seems like he's s[pent a lot of resources, monetary and feat based, to get this level of ability.

I did have some problems with his spells though. He has everything from 2 different types of instant pit spells to a magnetic spell that lets him rip armor right of of fighters. According to the spell it has a magnetic pull up to 3000 pounds. Its only a lvl 2 or 3 spell. He ripped the breastplate right off a boss enemy lowering his AC by 6 right at the start of an encounter. Said he only needed enough to break the leater straps holdinh it on:p. Then he almost ripped his sword out his hand but failed. Only becuase I rolled high and the guy had a strength of 32.... I said I hadnt heard most of his spells and he said that we never restricted what books spells came from. That casters can pull spells from any book. When I argued that fighters should then be able to pull feats from any book everyone said it wasnt the same thing a jumped down my throat... Hes making it a pain in the rear to even make a decent fight. He just rips the clothes off em and drop em in a hole. If they have wings he even has a spell that makes it so they cant fly :P.

To add to what others have noted, I would make him provide his list of spells memorized. Seems he always has just the right spell to deal with the encounter, even if they are quite situational.

To the breastplate, I'd only buy the "enough to break the straps" argument if that's the path of least resistance. If an opponent grabs the character's breastplate and pulls, the wearer will move forward before the straps snap. It should be no different for magical force. If the group insists on this approach, an Ogre with Improved Grapple should have no problem ripping the armor off the PC's either.

He said he was a dwarf with a battle hammer and armor. I assumed that meant a fighter. So even though I knew he was a major min maxor the other martial players arent too shabby so I figured it would be ok. I didnt even know he was a caster until he cast his first spell.... then he just laughed and said he hadnt lied to me.

You didn't lie to him by not indicating, due to the low magic nature of the world, all arcane spell failure chances are tripled, before any reductions for feats or materials, did you?

"Beyond the door, a crystalline gem hovers, glowing, in mid air".

Some PC will investigate.

"You take 70 hp from the 200' fall."

"What fall?"

"I didn't lie - I didn't say there was a floor in the room".

Simple answer: "I didn't lie" doesn't mean the character is allowed.
 

Mad Hamish mentions that the magnetic spell is a Wujen spell. Is the Fire Dwarf in question a Wujen by class? If not, he cannot take a Wujen spell, as that is only accessable to the Oriental Adventures Wujen class. A Wujen has different spells than a Wizard, because a Wujen is not a wizard. Unless he takes a class dip in Wujen (if you even allow that), he cannot take Wujen spells.
 

Thanks for finding that spell, Mad Hamish! From the description, even if you allow the spell (which I think I'd allow, honestly, if the player got prior approval for it), it nowhere states that it can rip armor off. It's attached at several points very firmly; instead, it ought to pull the enemy toward the wizard at a super speed.

As for handling casters, learn to love the readied action. In a big fight, the intelligent group confronting spellcasters has some ranged attackers ready an action to fire an arrow at someone casting a spell. A single successful hit can be quite effective at disrupting spellcasting, forcing a concentration check.
 

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