Check out the Wiki for Character creation rules and Tenets of Terror (some additional info about our game).
See DM observations below
Freedom of Movement: – My opinion in summary,
move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis (magical -i.e. ghoul touch, but not poison based), solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin.
While I agree that it seems to allow avoiding Magical entanglements like web spell, or slow spells and normal grapple events (slip out of the giants grasp).
I believe you are still subject to normal means of restraint – i.e. locked in jail cell or restrained with slave chains, or if you are incapacitated, being tied up with normal ropes. Those are examples of non grapple, non magical means of restraint. In addition you appear to still be subject to rough\broken terrain effects on movement .
You need to add to your perceptions on traps- and in scenarios where traps might be found – DM gives some hints, you need to actively search for traps – your intuition gives you that “moment before trap fires” bonus to save.
You are right now +3 to disable or find traps, when searching. And are +2 to reflex or AC in avoiding trap effects (you hear the “click” before the spikes or acid sprays trigger..)
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Haste Spell observations:
the description of the spell says – All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste dispels and counters slow.
The key here is “twice the subjects normal speed”. When in a melee situation normal speed is defined as “Tactical Movement”
Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.
So if your movement rate is normally 30’ (i.e. six squares) your combat “hasted” speed is either
1) an extra 30’ (six squares) movement
2) twice your normal movement – in cases of impairment like rough terrain or dragging.
It is not multiples of your fastest “run” speed. (i.e. 4x your normal movement) – doubled for haste, unless you are not in a combat scenario – like competition at Olympics event
I would agree with your conclusions about Freedom of Movement. If a form of restraint is not magical and not considered grappling (jail cell, entanglement condition) then it would not qualify.
With haste I’m not sure I see the point you are trying to make. In the text of the spell I would interpret “normal speed” to be your non-hasted movement rate. A halfling barbarian would have a “normal” speed of 30, with haste it would be doubled to 60. Then if you take two move actions during your turn while hasted, you get 60′×2=120’. If you are in difficult terrain it is cut in half (60′×0.5=30’ per move action). If you run (x4) then it is 60′×4=240’.
actually the way it reads (see notes above) a character with a 30 normal move gets an increase of the normal rate (up to 30) as the haste bonus, so a double move hasted would be (30 + 30 double move)+30 haste or 90 feet, not (30 + 30 double move)x2 haste or 120 feet….I think, but the descriptions are not super precise.
Scott: as a married man I know I am always wrong, in this case I will plead “uneducated” however. I have been using the d20srd on line for much research, do you have a better one on the mechanics?
Scott- I think I finally get it, much like deciphering a 3AM Trump tweet, it took me a bit to see what you were saying.
1) I am a better than average, to really good DM. (not anywhere near epic level)
2) Your character has a huge design flaw – and could have stocked up on an inflict potion or two, instead of blowing 12,000 GP on sunglasses that you really don’t need. (speaking of admitting something).
The concept is really interesting – but big out of game DM hint here….The werewolves are a side story in this book and only make up one offensive encounter – out of many other encounters.
3) I chose not to kill characters just because I can ( I learned this lesson long ago from a Danny encounter I messed up) – I have encountered many DMs who lack imagination, and do kill characters just because the monster can- and its a bummer for those impacted characters. Instead when the party seems over its head, I modify the encounter (on the fly) to keep it very challenging, but not invoke a TPK.
A) the two spiders you reference – I could have instead chosen to use the three remaining ettercaps to take out Alex’s character – like you might have done. Instead I chose to send out two controlled “rudimentary intelligence” spiders ( a much lower danger option) to give the party a chance to catch up, and a character to enter the tower – which triggers the weaver worm to stop the siren song (d4 rnds later).
b) You triggered the spear trap by stepping on a web release (remember the sticky stuff on your boot?)…. so no -4 or offensive use of trap.
c) The noose traps used by the ettercaps – had a save even when the Ettercaps hit – Danny made his, Micheal did not, but Danny was given option to “Robin Hood” the web line.
d) The spider swarms took one full round of being discovered before they could take any action – giving illusion of danger, but allowing a “no damage” out for the party.
e) The “fascinate effect” came from a SONIC ATTACK from the Weaver Worm, not a spell, and at no time did your path involve “self inflicted danger” to provoke a next save attempt.
I am sorry you were bummed about getting pasted, most of your bad evening was your own doing – Player issue – character design, not DM flaw.
Most of your rants seem to come from not understanding the what the DM was doing during the encounter, and much like magicians – DM’s should not have to “show\justify to rule lawyers” all that happens behind the screen, it takes away from the setting, and destroys the ability of folks to escape into a story.
I will continue to modify the module as I see fit, to adapt it to the party instead of trying to force the party to adapt.
1) giving you the option to revise your feats to include the one Alex suggested (1/2 healing from both Pos and Neg energy)
2) Possibly ADD IN ITEMS to assist your character in healing, this module does not take into account Damphyre non healing.
3) Upgrade or down grade monsters as needed
If you still feel I am a bad DM, and you nights will be “wasted”, that is your call.
I do advise Saturday the party has at minimum one more “simple” encounter before they reach the Hunting lodge – as you stated your PC will be out cold – waiting on natural healing.
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