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Depends a bit on what you need. I suppose my 2cents would be either the Asus T100. It is a solid little performer and just got a slight cpu refresh. You're still looking at 350 minimum per tablet though. If you need cheaper start looking in to some of the android options. I've not used them personaly but they tend to more in the 200$ range on the low end.
Depending on their use I would take a look at some in person. I find 10inch screens to be a bit on the small side and use liberal zoom. If I could have coughed up the extra 400# I'd have gone with a new serface 3 for the large screen.
If you can compromise with a laptop instead there are some great deals on chrome books if all you need is access to stuff online.
I started running an adventure path recently and some of the published maps are over sized. I decide to try my hand at a projector for those maps. In doing my research I came accross WiDi/Miracast. I got in all the parts I needed to test it and it works great for cutting the cord to the projector. Both the Pus2TV3000 and the ScreenBeam Pro have gotten good reviews. For me I needed to get to a vga conector and there is a version of the ScreenBeam (ScreenBeam Pro Edu Edition) that comes with a vga adapter. It converts you down to 4x3 but worked without a hitch with my tablet.
Maybe since this is an older AP one never got made. I ended up just getting some cheep 1 subject folders for each AP (I want to call them peechies but that makes me feel old) and printing out the monster stats that weren't re-printed in the actual AP book. If you use the official Paizo SRD you can copy-paste from your browser in to Word or what ever text program you use. I made each monster it's own page as I flipped through the book and then printed them off and put them in the corespondering folder. It didn't take long and has helped me keep a little more organized and less laptop/computer dependant.
So it looks like I /may/ finally get to run this. I've been working on things for a while and most stuff is ready to go. The one thing that I am still nervous about are some of the encounter maps. They are just so huge I don't know how to translate them to the table. Even just the last two encounter maps in book one are a bit rediculous in size. What did you guys do? Just draw them out as you go? Print out 8x11 sheets to put together? Spring for huge poster prints?
Any input is apreciated. Thanks!
I am working my way through these at the moment. I have added some little inserts to fatten up the bottom and cut it flat so I can use them in my pawn bases instead of the bases they come with. They should store nicely flat this way. Tiny, gargantuan, and colossal I used the included bases since pawns don't come that small or large.
I hadn't given it much thought in the past but it occured to me that cure spells (sans 'mass' versions) are touch spells. You should then be able to cast a cure spell and just hold on to it untill it is needed. so all your first curing of a party member requires is a standard action to touch them instead of casting a spell (and possibly taking an aoo). Is that corect?
Had a quick question about speaking with dead.
I will be playing carrion crown soon as a bone oracle. I'm not looking for any spoilers but I was wondering if Speak with dead was something they made any allowances for in writing the adventure or if it would just cause my gm more fuss and bother than it is worth?
I was looking at this again to day and noticed that it does not seem to have a dc, it just kinda looks like it is bam! -1 level for the target (assuming you hit). Is that correct?
All I really have to compare it to are the spells and a few monsters and they don't seem to allow a save either. It all seems a bit harsh.
The long and short of it is that it is up to the GM when it comes to alinment related strangeness. Particularly when it comes to spells.
"Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on."
"There's no hard and fast mechanic by which you can measure alignment—unlike hit points or skill ranks or Armor Class, alignment is solely a label the GM controls."
Quote directly from curent core book prd.
Forgot about twin blades, for some reason I thought it was only damage.
Improved balance can opt to forgoe the +1 to instead treat a one handed weapon as a light weapon for purposes of two weapon fighting.
So with the two weapon feat and jotun grip you should be at -4/-4 but twin blades gives you back 2 for -2/-2 ..... Not terrible but a long road to haul.
So we started using downtime in a game recently and a question has been bubbling around in my head I hope the boards can answer.
We have someone building a building and some of the rooms produce magic. The magic production has been being converted in to money toward crafting magic items.
What I can't find are the rules that cover this. All I can find about the Magic income for down time is that it can be traded for a +1 on certain magic related rolls not that it reduces or provides any gold for the crafting process.
Can anyone tell me where this is at in the rules or explain how this works in the new downtime system?
In the interim both Pathfinder Amethyst and NeuroSpasta by Dias Ex Machina are worth a look for adding a sci-fi element. I haven't nabbed Spasta yet but it is on my list to take a look over the robot rules. The gun and cool armor rules seem clean and well balanced for Pathfinder. I am hoping to take it out on a full test run in an adventure path.
I will definately keep an eye out for it. I'm not too into the matrix stuff just thought the magic/tech mix could be interesting in a town/city building kinda game. Leaders of a frontier town kinda thing. Who knows.
Is there a character sheet in the book or does it just use the normal Pathfinder sheet for the time being?
I was happy to see the print version pop back up on Drivethru so I think I'll nab it +PDF this weekend.
Everything I have heard so far has been very positive.
Thank you for all the information!
[Dias Ex Machina] I have ready most if not all of the reviews and it is what got me interested. The only thing that seemed to be missing from those reviews was actual play so I was wondering if there were any current or past games going for the Pathfinder version.
[Endzeitgeist] Thank you for the input! I was wondering about mixed groups. They sound do-able with care as is.
Rules wise could the anti-tech of magic be left out, or is it well woven into the system? I was kind of leaning toward a post-apoc shadowrunish setting for a bit and this seemed pretty cool but fidly for a mixed group.
Thank you both for taking your time on an older post!
Hi. Just looking for some feat advice from levels 1 - 9 for an Abyssal sorcerere. Core rule book only.
I belive we will be starting an adventure path so I've been tinkering with some character concepts on paper. What I came up with today is -
Arcane strike lvl 1
I'm not sure how much I want to summon stuff but that fits with the arcana bonus so the improved summon feat isn't off the table but I do gete it as a bonus later any hoo.
Only played one sorcerer and didn't do well with feat choice for a sorcerer so was curious what you may suggest.
Thanks for any feedback!
Sorry, yes, one attack was meant to be attack of opportunity.
If you have combat reflexes or extra attacks of opportunity from what ever, can they be used against the same target assumeing they provoke mulitple times?
Oladon - Enlarge person gives you 'natural reach 10' which really isn't in the basic book as far as I can find. So if I have a weapon I should threaten out to two squares from my character but can I attack adjacent squares since you can not attack adjacent with a reach weapon?
Just a few quick questions.
I have been told that you can only make one attack against an opponent per round regardless of how many attacks of opportunity you have. Is that correct and if so where is it in the book?
With a reach weapon I cannot attack adjacent enemies.
If I am the target of enlarge person and acquire reach does that apply to my weapon (say a long sword) as well or just natural attacks?
If it applies to my weapon can I no longer attack adjacent opponents?
I'm a bit the opposite. There are any number of generic systems out there over recent years and I'd much prefer a setting in which to get excited about and stir up my imagination.
Even if you left it fantasy a good solid setting book with a few world specific traits/feats/prestige classes could be really cool.
Moving to Modern/Sci-fi complicates things a bit. I'd say have a look through the Sci-fi book and Amethyst Renaissance products to see how they handled it.
If it is straight mod/sci-fi with no magic then I'd probably go the mufti book rout, Rules, Setting, and Enemies.
If you mix the two like Amethyst then a lot of weight shifts off your shoulders since anything not tech and guns is already in the pathfider book.
In my group a well done kingdom building theme would be pretty awesome but we weren't head over heals for the actual Kingmaker rules. They were ok but not quite what our gm had been looking for.
I've been leaning into a sci-fi mode again lately and it has brought me back to Amethyst. Pathfinder is what I have been playing most recently so it seemed the simplest slide over into this game. I have read quite a few reviews and found no glaring issues to my eye but I haven't heard/read of anyone actually playing or running a game.
If anyone is currently involved one way or the other in a game of Amethyst or one that is using the new rules I would love to hear your thoughts.
Thank you as always for any input.
I was looking in to making potions for the first time recently and there seems to be few restrictions. Nothing with target of personal and nothing over level 3. It also says to make all the normal descisions when casting the spell as normal. Which left me with 2 main questions.
Can I make a potion that is affected by a metamagic feat as long as it doesn't bump the spell higher than lvl 3?
What happens to combat spells made into potions? So say you make a magic missile potions. Does the drinker get to cast magic missile or do they suffer the affects of being hit by magic missile?
Thanks for any feed back. Just curious as I have never dealt with potion making in game before.
I did some searching but couldn't find a direct answer.
What type of power are Sorcerer Bloodline powers? (Spell, Spell Like, Supernatural etc.)
What DC am I using for powers that "work as spell x"?
There are a few but currently I am playing an Arial sorcerer that has a Bloodline power that works as 'Control Winds'.
I was just wondering how the Armored Defense abuilty for the Armor Master archtype works with 'Invulnerable' armor DR. Does it stack in some way or is it like normal bonuses and you just take the better of the two?
Ex: At level 5 Armored Defense gives heavy armor DR 3/- and I am wearing full plate with Invulnerability already has DR 5/Magic.
So do I have DR 8-/Magic against normal attacks or just DR 5/Magic?
If I only get the DR 5/magic does the DR 3/- help me against magic attacks at all?
Thanks for any input. Sorry if it has come up before. I tried searching but didn't get any hits.
I am slowly gathering the books to run this AP and have noticed they all include a random encounter table. I have seen on the forums quite a lot that in racing to ruin there is a chance 4x a day for one to occur. What I can't find is where that is listed in the AP.
I also don't see any sort of frequency listed for either the 1st or 3rd book in the AP (I picked up the 4th but haven't ready it yet. It has ambushes instead)
Is this information I've looked over and missed or something in the GM's guide I haven't read?
Tada! Pipe Cleaners