|
|||||||||||||||||||||||
|
Threads
I mentioned this right at the time pathfinder RPG was still just an option for Paizo so I thought I would bring it up again. I hate having to write on my prefect character sheet when I take ability or normal damage. I often forget that I have buffs cast on me and stuff unless I write it down. The extra scrap paper works but there could be a better way. I would love to see a pad similar to the Combat Pad but specialized towards players. Have an ability section that can be changed when your character take ability damage. Have a section for Hp, saving throws, AC, attack and damage. A section to write down what buff spells I have and how long they last etc. You could also have condition magnets that you can put on the pad to remind you of that condition. All of this in a nice dry erase board. I think this would be a big seller since there are more players then GM's so it should do better than the Combat Pad and I love that. Just a nice product suggestion. Since evil clerics can not use spontaneous healing are they weaker than the good clerics? I would think so. Good clerics can heal the whole party by channeling where an evil cleric can only heal the undead. The spontaneous inflict spells have a saving throw to negate half the damage where good clerics can heal anyone with out a saving throw. If you put two clerics of equal level and equipment against each other I would bet on the good cleric every time. Why can't evil clerics cast spontaneous heal spells? I would assume Asmodeus and Zon-Kuthon would want to heal their followers so the can continue to serve them. I would assume that for all the evil deities with the exception of Rovagug and maybe Lamashtu. Anyone else bothered by this or is it just me? I have been trying to get some players together to play this with my wife but it just keeps getting pushed off. We can't find anyone to watch our kids every other week so it has to be at our house and we just can't seem to get the ball rolling. So I have decided to run it with just my wife as a player. I have not run one with just one player so I could use some pointers. Do I have her and three NPC's that I control?
I just don't know how this is done so I could use some help. I know some people have run this with just one player, so any help would be greatly appreciated. Did anyone watch the video podcast the Wotc put out? They play five or six rounds of 4e and I was a bit conflicted. As a player it looked like fun to play. As a GM I don't know if I liked what I saw. There was a lot of contingencies and triggers to keep track of. The warlock looked extremely over powered (virtually the only PC that had an effect) and a lot of things to keep track of, curses, marked creatures, lots of special abilities and spell durations. I do realize that this was equivalent to a CR 10 encounter but I didn't like the make an attack, make a minor action, make a move action which triggers another attack........ options that PC's had. It seemed like the PC's could make three attacks to the monsters every one. The warlock would do roughly 20+ damage to every monster and the minotaur about 7-18 damage, seemed a little unbalanced. The only reason I think the PC's lost the encounter was because one of the four was the only one doing any damage. Seemed like a lot to keep track of and a little unbalanced. What did anyone else think? I had Pathfinder 8, Classic Monsters in my sidecart for a while and they disappeared but I do not have anything in my order history for Pathfinder 8 or anything? I have noticed that several other people have gotten their PDF's so I was wondering if something happened to my subscription order. I had to cancel my Pathfinder Modules last week could that have messed it up. Hey I have got an opening in my Pbp so if anyone is interested let me know. Here is the Dicussion thread with a little history. Here is the Pbp thread to read up and see if you are interested. We lost a warlock and currently have a Fighter, Rogue, Favored Soul, and Sorcerer so you are pretty open with your choice of class. Some questions about Order # 893549. First, CoCT #1, Guide to Korvosa, and the Harrow Deck are in my Order History as pre-order, which is great but the Players Guide is still in my side cart with the first Companions release. Also I was charged for my order this morning which is also great but I don't have the PDF's yet. Any help would be great, thanks. In one of the games I was running one of my players brought a cut up dry erase board to track his character stats during encounters. It go me thinking and I think every player alive would buy a Players Combat Pad. This pad would have a section to track Hp's (lethal and subdue), An empty ability section to track ability damage and spell buffs, Number of arrows or bolts used, changes to saving throws through spells and damage, and conditional modifiers to skills and speed for certain injuries (like a smashed hand, stepping on a caltrip). I always hated making marks on my 'official' character sheet and this would be really nice to have. For Bri, Tuon and Roderick Close to one hundred wagons pulled out of Psion Keep, surrounded by two hundred seasoned guards, heading north through the Demon Wastes. Tuon and Roderick had no problem finding room on this trip; merchants are always looking for some adventurers to guard their products on the trip north. They rode out of Psion Keep astride two young horses supplied by the merchant they were protecting and looked to the northern land they had heard so much about.
The first three days on the trip were uneventful and Tuon and Roderick enjoyed the trip meeting new people and glad to be leaving their home and memories behind. Bri managed to sneak out and find food when she could and tolerated the bumpy. One night as Bri reached out to grab a loaf of bread and cheese a man grabbed her arm and pulled into the light of the fire. The amusement Tuon and Roderick on their faces quickly turned to shock as the small halfling girl went berserk clawing, biting and kicking with abandon, and filling the night air with language that would make some women faint. After the brief encounter Tuon cleaned the bite mark on his hand, Roderick rubbed the soreness from the bents in his shin and Bri put a cold water skin on the lump on her head. The two bother impressed by the girls tenacity allowed her to eat with them and after talking through the night they decided to continue the trip together. Bri spent most of the days telling the brothers about Keepers Dale and the surrounding region and they quickly were very grateful to have met the small halfling. After the first week Tuon and Roderick were starting to wonder if the tales of the Demon Wastes are more camp fire stories than true fact but Bri new better from her first trip south. As the dark clouds slowly grew in the northwest horizon things around the caravan changed, the guards quit joking with each other, the merchants kept their wagons closer together and the land grew more savage. The caravan passed by the remnant of a lone wagon torn to pieces and covered in blood with what everyone assumes was the remains of a person lying in the sun. Several of the guards quickly buried the remains while they commented on the stupidity of trying the trip north alone. The nights were filled with horrible sounds outside of the lighted perimeter and one guard was grabbed by a flying monster and carried away his screams fading in the dark. Several days’ later two merchants disappeared in the night and rumors of a succubus luring them away quickly filled the camp. Tuon and Roderick quickly changed their opinion about the camp fire stories after their fourth sleepless night listening to the nightmarish sounds in the dark. As the caravan entered the valley between Lonelywood and the Innerlight Hills the Demons Peak slowly was lost to the horizon and the tension faded. The remainder of the trip was filled with talk of how successful and uneventful the trip was, they only lost three people after all. The stop at Narath-dur was quick as several wagons left with the 199 guards to rest before their return trip back to Psion Keep and twenty more wagons joined and they head out east to Keeper Dale. Feel free to role play the next couple days and night and I will post again about half way to Keeper Dale. for Bri, Tuon, and Roderick The caravan left the Psion Keep escorted by almost 200 soldiers and started north through the Demon Wastes. The first couple of days were pretty uneventful until Tuon caught a small halfling girl trying to steal his money pouch. After a small 'disagreement' Tuon cleaned the bite mark on hsi arm, Roderick rubbed the soreness from his shin and Bri finally regained consciousness. The two brothers were rather impressed with her tenacity and after sharing a meal and talking for a while the brothers decided to let the small halfling girl tag along with them. At first Tuon and Roderich wander if the stories of the horrors that live in the Demon Wastes might be more fairy tale than fact but Bri new better from her first trip south. As the dark peak on the northwestern horizon starts to grow things changed, the nights were filled with terrible sounds outside of the lighted circle of giant brazers that surrounded the wagons. During the day the western sky grew darker with continual thunderstorms and winged demons can be seen in the distance. Two merchants disappeared during the night, the guards say that they were lured away by a succubus but that is most likely just rumor, at least that what some people say. A guard was plucked from his station by a flying monster and his screams in the night haunted the three companions for the rest of the trip. For several weeks the whole caravan was on edge but as the peak fell behind the Innerlight hills the tension fell away the journey to Narath-dur was filled with light hearted revelry as the travelers put the last couple of weeks behind them. The stop in Narath-dur was short and chaotic several wagons joined the caravan and several stayed behind and the entire escort left for their barracks to rest before the followed another back south. Now that the most dangerous part of the trip is over the carvan head out east for Keepers Dale. Feel free to role play the next two days and nights of the trip. I ordered the Critical Hit deck, the Pathfinder goblin shirt and the Yes they are natural shirt (which was on back order) and the order has disappeared, any ideas? If you do find it I would like to change the Yes they are natural to the Baby Doll version in a medium and everything else stays the same.
I have always wondered if I have missed something but it seems that the spiked chain would be a two-handed weapon that you could use with the two-weapon fighting feat. In my games I was going to allow two attacks for targets in the 5' range, one with each end of the chain but only allow one attack at the 10' range since you would be using the full length of the chain. What does everyone think, would this work? I brought up a use for the track feat in one of the Pbp's I am in and everyone thought it should be a separate thread so here it is. I was wondering if I could use my Track feat in reverse. Make an opponents track DC higher by using my Track feat. My train of thought is this since I would know how to track something I should know how to make it harder to be tracked. I know that in the PHB it states under the track feat that a party may attempt to hide its tracks and move at half speed, doing so increases the track DC by 5. It doesn't state any specifics about the tracked party, though, ie do they have Track feat, etc. I know anyone should know that walking on stone surfaces makes if harder to be tracked but I think a character with the track feat should now how to obscure their trail better than just any untrained warrior. Has anyone seen any rules about this or have any house rules they would like to share? |
||||||||||||||||||||||||||||
|

