So I'm working on my adventure and I'm trying to figure out what I want for a BBEG. The party will be trying to figure out what's causing a bubonic plague outbreak. The increase in rodent activity is caused by a drought. The rodents are eating the crops which is causing a loss of food. People are starving and sick. I'm looking for a BBEG for the party to face off against who is CR 2 or 3. I want it tied to the drought and rats somehow and I also need it tied to the larger story arc.
I'm going to run a campaign similar to one I ran 20 years ago in a world called Generia. Almost all the NPCs will have stats of 10. They will be generic. The entire world is very generic. People all look very similar, language is all very similar (I plan on having only a few languages to choose from). The world has mostly been cut off from the gods by a set of artifacts (coincidentally, one for each character). Once they find all the artifacts, they will be able to bring them to a specific location and get things back to normal.
There aren't many adventurers because everyone lives a very generic life. The party is not entirely unique but they rare.
Anyway, any suggestions on a BBEG?
So I have an idea for starting a campaign but I'm not really sure how to go about doing this. I want the players to come to the table with mostly blank character sheets. The only thing they would have is their race. As the adventure progresses, they choose their attributes, feats, classes, skills, etc. I want them to start as level-0 characters and then have them progress normally from there. They will end up with 20 point buy by the end of the first adventure and a full class at level 1.
Any suggestions on how I could go about doing this? I'm debating if I want them to start off as slaves or as friends in a local community that end up in an adventure.
In case it's confusing as to what my plan is, I want everyone to start with an 8 in each stat, adjusted by race. When they want to accomplish something, they simply tell me what bonus they see their character having (maybe they need to open a stuck door and the dwarf thinks he should have a +2 bonus). I would then have the player set their stat to the lowest value necessary for that bonus. Maybe the characters get into a fight and someone decides that their character is quick to react, so their first feat is Improved Initiative. Skills would all be untrained (basically just attribute checks) until the character settles on a class, which may take a little while. For the most part, this shouldn't be much of an issue. If they want to use a trained-only skill, they will have to spend a skill point. They won't be able to do this often until they choose a class though.
I'm trying to figure out how to make it so that they choose their classes as part of game play. I want all the classes to be options (as well as some 3PP classes from SGG). Any suggestions on how to go about any or all of this?
I've been throwing this idea around in my head for a while now and I'm wondering what problems people see pop up from this proposed house rule:
The skill affinity feats (+2 on two specific skills) and skill focus grant their normal bonuses as well as turn those skills into class skills.
As it stands, I would limit it to just those types of skill boosting feats to keep it simple. I think this could go a long way to helping some classes pick up class skills and it makes sense to me.
This Veteran's Day, a lot of you will be posting "thank yous" and it's appreciated by those who served. There are plenty who died for our rights, many of which are taken for granted or simply ignored. However, it's not the ones that died that I want to remind you of. It's the ones who didn't. There are many who have been seriously injured, physically and emotionally, from their service to this country. Even though they are no longer serving, they are still sacrificing. Please, don't just thank them but give back to them. They gave for you. Now it's your turn. Please donate to a decent veteran's charity like The Wounded Warrior Project: http://www.woundedwarriorproject.org//
If you can't donate money, you can donate items or time to veterans organizations in your area. Please don't forget to take care of those who took care of you.
I have seen many people claim that some classes are gear dependent while others are not. I would like to see this put to the test. I would like to see some non-gear dependent builds for casters.
These are the criteria:
1) 20 point buy (the game assumes 15 but I will concede that many use 20)
I would like to see builds for each class if possible. A variety of levels and racial options is also welcome.
So when I created my account I just took an old character that I really liked and used his name. I have since moved on to a name I really enjoy more and will probably use for years to come. For the most part, this isn't a problem. I can just post with this alias. However, when I write reviews, I have to use my actual avatar name and I don't like that name anymore. Is there any way I can either change the name or just post reviews with my alias?
Some tips when asking for advice on rewrites of classes:
1) Don’t use abbreviations or acronyms until they are defined. The first time you use an abbreviation or acronym, explain what it stands for. There are quite a few different acronyms and abbreviations and it gets confusing trying to figure things out especially for new readers.
2) Explain what you are trying to change and why. Use bullet points and keep them short and simple. It’s very hard to give advice when we don’t even know what the goals are. It’s one thing to say that class X needs to be changed. It’s another to say why and your intentions.
3) Proofread your post. Type it up in a word processing document first. Make sure that you are using proper punctuation and grammar. It is much easier to give advice when we can read what you’ve written. It doesn’t have to be perfect but there should be more effort put forth than I have seen. Please attempt some basic formatting. I know that we can’t use tables and such but we can use bold and italics. We can use spacing. Please make it readable.
4) Understand what the role of the original class is supposed to fill. Keep in mind what the class is meant for. Fighters, for example, are supposed to be extraordinary. Don’t give them a bunch of spell-like or supernatural abilities.
5) Look to see what has already been done and see if it appeals to you. Often the changes I see proposed to a class have been proposed plenty of times, and even sometimes officially. See if there is an archetype that already accomplishes what you want. For example, there are at least two that give fighters better skill points and more class skills. Check out what else they can do and see if you are just mimicking what’s already been done.
6) Can the changes be done in a simple fashion? Keep the changes as simple as possible. Don't change what doesn't need changing just for the sake of change.
7) Keep in mind how the mechanics of the rest of the system work. If you think that fighters should have better saves and you want to make the Great Fortitude, Iron Will, and Lightning Reflexes all combat feats, that’s fine but keep in mind that there are other classes that can affect as well. If you are ok with that, then go for it. Just keep it in mind.
8) Don’t get too specific with the role the class fills. It should be broad. Archetypes, feat choices, and prestige classes are for getting specific. Not all wizards are god wizards, not all monks are unarmed masters, not all rogues are sneaky trap detectors, etc. Your changes should still allow the class to fill multiple concepts.
9) Become familiar with the target numbers in the Bestiary. They aren’t meant to be perfect but if you go through them you will notice that there are some things that aren’t needed. Fighters don’t need buffs to hit for example.
10) See how your class functions with and without magic items.
11) Please tell us if you are using any house rules. Even if it’s something as simple as the Critical Hit deck. Options you add could affect the advice you get.
I love reading about proposed changes. I just find it hard sometimes. I don’t usually comment on them because I find the very high majority of them aren’t needed or I don’t know what they are actually trying to do. “Better” isn’t good enough. Tell me what needs to be improved so I can follow along.
I'm getting ready to run this and I heard that there were more sources available for free at Wizards. However their Dark Matter page is no longer available. Does anyone know what those were and should I find a way to get them?
Also, any tips on running this? I know that Alernity is something many people aren't familiar with and I haven't run it since it came out.
I would also love some premade Dark Matter characters that are about level 3. I have the ones from the book plus two more that I created (two for each profession). I just want to make sure my players have enough good choices.
I'm looking for a simple combat manager that will keep track of initiative (possibly determine it randomly for each combat), hit points, and conditions. I have found two apps that do some of these but no apps that do all three.
Does anyone have any suggestions? Using a laptop or desktop isn't an option due to where we game.
I like the way that "Roll Initiative" lets me just move to the next character with ease. I like how "Pathfinder RPG Manager" not only allows me to color code (makes it easy to distinguish between creature types, NPCs, or other notations I may want) and it keeps track of conditions.
If these two could be combined somehow I would be a happy gamer.
Too often we get into discussions about various issues without fully understanding what the numbers mean. It’s one thing to say that the wizard is awesome because he can cast Fly at level 5, but what does it mean in real world terms? What about a barbarian that has a raging Strength score of 26? How big is that Magnificient Mansion? How far can a fireball fly before exploding?
That’s what I hope to answer with this thread. I appreciate a lot of input. Most importantly to make sure my math is correct but also with other examples. Just because I can visualize an olympic size swimming pool (roughly 16 x 8 ten-foot cubes not stacked) doesn’t mean that others can as well. I’m also open to other benchmarks. Power of an explosion or pressure references is something I think would be interesting.
A dwarf moves at 20 feet per round. 2.2mph, 4.4mph, 6.6mph, 8.8mph, 11mph. What does that mean though? What else moves at those speeds? Well the average hiker walks at about 2 mph uphill and 6 mph downhill. The average walker walks at 3.5 mph. A liesurely bike ride is about 8 to 10 mph.
Humans move at 30 feet per round. 3.4 mph, 6.8 mph, 10.2 mph, 13.6 mph, 17 mph. So we’re a little faster but how fast are we? Well we already know the average human walks at 3.5 mph so that’s a good start. A hustle is a little slower than that bike ride we mentioned earlier. The triple speed run is about the same as the bike ride. 14 mph is the speed limit in the Disneyland parking lot, which is probably about how fast those trams move. 17 mph is how fast this lady is running
50 feet per round is 5.6 mph (speedwalker), 11.2 mph (leisurely bike ride), 16.8 mph (a little faster than is needed to meet the 4-minute mile), 22.4 mph (the fastest swimming bird is the gentoo penguin and it hits this speed), and 28 mph (Usain Bolt and Carl Lewis were clocked at these speeds, they were professional athletes).
60 feet per round is 6.8 mph, 13.6 mph, 20.4 mph, 27.2 mph, and 34 mph (a tiger runs at this speed).
We’re getting into close range spells so let’s look at: 40 feet is is a 4-lane highway width. 50 feet is the width of a high school basketball court. 60 feet is roughly the distance between the pitcher’s mound and home plate. 75 feet is the width of an Olympic sized swimming pool. 90 feet is the distance between 1st and 2nd base in baseball.
Now we’re up to short range spells: 100 feet is about the width of 8 lanes of traffic. 150 feet is half a football field. 200 feet is the length of a hockey rink. 240 feet is the width of a soccer field. 300 feet is 100 yards, which is a football field length without endzones.
Here are some long range spells: 450 feet is a football field from goalpost to goalpost. 500 feet is 1.5 football fields. A par 3 hole on a men’s golf course is 750 feet. this man is 800 feet above the ground. The roller coaster at the top of the Space Needle in Las Vegas is just over 900 feet high. The Eiffel Tower is 1000 feet tall. Once we start getting to 1200 feet, we are close to ¼ of a mile. 1200 feet is the maximum distance (without feats) that a long range spell will have.
1 pound = a Guinea Pig
1) Let’s start with the basic 10 foot cube. It’s the size of a small bedroom.
Putting it all together
Level 0 Spell: Mage hand at 1st level can pick up a Chihuahua just outside a two-car garage if you are on the other end
Level 1 Spell: Magic Missile can strike 5 targets that are inside a full size car that is on the other side of 8 lanes of traffic
Level 2 Spell: Enthrall can be cast from the top of the Christ the Redeemer statue (in Rio de Janeiro) and affect people on the ground.
Level 3 Spell: A fireball can be thrown to the other end of a football field and it will explode affecting vehicles that are on opposite sides of a 4-lane road.
Level 4 Spell: A druid casting control water can control all the water in an Olympic size swimming pool
Level 5 Spell: A wizard can stand at one edge of a hockey rink and use transmute rock to mud on the opposite end and can turn 18 ten foot cubes worth of rock to mud. That’s the size of the Harmony Node 2 on the International Space Station. That’s about half the space of the cargo hold of the space shuttle.
Level 6 Spell: Mass Inflict Moderate Wounds can affect 11 creatures that are on the opposite side of a high school basketball court (width) and no two are 10 to 12 steps apart.
Level 7 Spell: Druids can cast a fire storm on the other side of a soccer field and affect 26 ten-foot cubes. That’s enough to fill the cargo hold of a 747.
Level 8 Spell: A wizard standing on the pitcher’s mound can shout loud enough to stun and deafen creatures at home plate. Interestingly enough, that’s also enough to destroy a strong wooden door which is common in dungeons. It exceeds 130 dB since it can cause hearing loss and actual damage. Imagine someone yelling at the volume of an artillery weapon.
Level 9 Spell: A storm of vengeance can create a cloud above the Eiffel Tower that is a two football fields in diameter. This storm is above 85 db but less than 130 since the sound won’t actually deal damage. The acid rain is strong enough to burn through rope in 6 seconds. The lightning bolts will destroy most wooden doors but have the potential to blast through an inch of adamantine. The hail stones strike with enough force to destroy most wooden vehicles like carts and wagons. The rain is as thick as a strong sandstorm (I’ve been in them and you can’t see very far at all) with winds as strong as a tropical depression. Scroll through those pictures to see what this spell is capable of doing. They are all from Hurricane Irene.
So that’s an idea of some benchmarks. What do you think? Any other benchmarks to help players and GMs visualize the action?
So in the next few months I will end up being a player in an adventure path. The GM hasn’t decided on which one but it looks like Kingmaker isn’t going to be it. I have the first chance in my gaming career to play a character from level 1 to 20. I know the APs stop about level 15 or 16, but he can work up something for the last few levels. I have a ton of ideas running through my head and I would love to see how some people deal with some of these concepts. I would prefer to see how they would work out at levels 1, 5, 10, 15, and 20 (or other reasonable levels).
We will be allowed to use all the Paizo products for Pathfinder. I may be able to talk him into a third party product if it is balanced and fits the concept, but I’m not going to hold out.
Thanks for the help.
My friend wants to create a true master of the elements. He wants to be able to convert his elemental spells to any other elemental at will. He wants to be able to change into an elemental as often as possible. He wants to be one with the elements in as many ways as possible.
To pull this off though, we need to see the build from level 1 to 20. I'm working on a crossblood sorcerer (Efreet, Marid) who also has Elemental Spell twice for acid and electricity respectively.
I'm not sure if I'm headed down the right path or if there is a better path. I can post each level as I work on it and you can critique the general build. The only thing I would keep in mind is that the GM will be paying attention and making sure that we are able to use our abilities. This means blasting will be useful. How useful is something we don't know but it won't be a waste.
The only other characters we know will be in the party are an inquisitor and probably a gunslinger (who keeps changing his mind but keeps coming back to gunslinger).
Almost all the books are allowed. If you suggest something that isn't allowed, I will say so. We may just end up buying the book. The book must be Paizo and for Pathfinder. If you have an suggestion for a 3rd party book, please put it in its own post with a link so I can check it out.
The characters will all be 25 point buy and be restricted currently to races in the Core Book and the first two Bestiaries. We're trying to stick to Core Races as much as possible though.
So I'm working on something and I would like some help redoing the iconics with a lot less wealth. This is the expected wealth I'm working with:
Level.........Total gp Value
These levels don't have stats from Paizo but should be easy to extrapolate.
They can be found here: http://paizo.com/pathfinderSociety/pregeneratedCharacters
I also have them at levels 10, 13, and 15 without the reduced gear and I can post their stats for those who want them.
So we have a mobile version of the PRD which is amazing and has been a boon to me many times.
Is it possible to have the rest of the site done as a mobile site as well? The message baords is my primary reason, but I'm sure others might find other areas could use some Mobile Phone Lovin.
I don't know squat about this so if it's not feasible, just tell me to shut up. If it is feasible, I want my name hidden somewhere as the idea guy.
I'm debating between playing a gunslinger (pistolero/mysterious stranger) and a spellslinger. I haven't actually had the opportunity to be a player in many, many years.
What are your thoughts on the spellslinger? Is it worth it? Note that I don't worry about playing god wizards. I go for fun more than power.
So there are a few skills (Knowledge for example) that have DCs of X + CR. This works fine for some, but when you start to add things like class levels or advanced creatures this breaks down a bit. A goblin is a goblin, even if he does have 5 levels of druid. An advanced boar is still a boar even if he is a bit tougher.
The way I want do it is I base the DC off the base CR of the creature. If there are advances to the creature (templates, additional hit dice, class levels, etc), then I increase the DC to learn more.
So the DC to know about a half-green dragon grizzly bear with 10 hit dice is:
To determine that it is a grizzly bear: 9 (5+ CR)
So what would be the best way to handle this? The players should be able to figure something out but I don't know where I should set the DCs.
What if it is also a goblin but it has 5 levels of druid? What is the DC?
There are tons of third party products out there, with a wide variety of topics. Thing I look for in a third party product are:
1) Creativity: I don’t want another race of elves. There are tons of races out there already and honestly, there isn’t much need for too many more. When I do look at a new race, I look at its uniqueness. What does it add to my campaign? Is it too easy or difficult to add? Are the racial abilities something that are balanced and interesting? Do the racial abilities push it to a particular group of classes but don’t preclude it from being other classes? If create a new class, is it something that couldn’t be done with the current classes or by multi-classing?
So those are some things I look for in a third party product. Here are some products I would be interested in buying:
1) Gemstones: I want to know more than just a list of names and values. I want to know sizes, locations where to find them (near certain deposits for example), and potential mystical properties.
If you also use software for your games, like Hero Lab, a downloadable file with this stuff in there if possible would be nice as well. For example, if you write an adventure, you can have a file with the NPCs, new monsters, new gear, etc, all in there as well to make my life just that much easier.
So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary.
The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s.
Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with?
I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters.
So obviously the classic wizard would focus on Intelligence to get more spells and boost the save DCs. What if you didn't build a classic wizard though? Do you still want to focus on Intelligence? Can you be effective if you focused on another stat instead?
What I'm getting at is let's say you want to build a swashbuckling wizard. Using only the wizard class, and focusing on being a swashbuckler, how would you do it? Do you still need Intelligence? What if you wanted to make a wizard that was a sneaky mother-f sir! Essentially filling in as the party rogue. Do you still need intelligence and if not, how would you go about doing it? Could you make an effective unarmed combatant who is a wizard?
Is there a level cut off where maintaining the concept isn't going to work anymore? Is there a level where you must be in oder to establish that concept?
Just for fun, I would like to see what people can come up with for wizards that don't focus on Intelligence but are still effective characters that are also fun to play. 20 point buy is probably enough to see what you can do. I'm working on seeing if I can make a two-handed combatant wizard who revels in melee combat.
Query: If a character begins crafting a magic item (let's say it's a +1 sword because he only has 1000 gold and doesn't know how long they will be out) and is adventuring at the time. This sword should take him eight days because he's adventuring. So he manages to get back from the adventure with a ton of cash on day 4 and realizes that he's going to be in town for a while. Can he just extend his time crafting for two more days and go for a +2 sword assuming he is the right level and can afford the cost difference?
I was reading through the Core Rulebook and noticed this:
What are some examples of when you would do this? I can't seem to think of any.
So I'm trying to work out a calendar for Golarian but I am running into a few problems. I am using the Time and Space information from the Campaign Setting but it's missing two important details:
1) How many days in a month; since they aren't all equal in length, which ones have 31 and which ones have 30? There are 360 days if we assume that each month is 30 days. There are 364 if we use the 7 days per week, 52 weeks per year. A leap year only adds one day.
So I am creating a mind flayer sorcerer and I was wondering which bloodline you all think would be best. I am currently leaning toward the aberration bloodline because I like the idea of the tentacles having an extra reach. He is going to be a level 7 sorcerer. Also, what challenge rating would that be, I'm thinking it's about an 10-11?
I'm working on writing up all the forms that a druid in my campaign can take with all the adjustments already on index cards so that my player can quickly grab the appropriate form and we can play.
I noticed that each Beast Shape adds on to a few of the movement rates. These are often faster than the original form. Is this intentional or am I misreading something? I don't think that a constrictor snake should all of a sudden have a climb and swim speed of 90 feet. A bat goes from speed 40 to speed 90.
Also, if the druid take the form of a bat swarm, would he gain the swarm traits? His type doesn't change but it seems odd that he wouldn't.
Would he keep the cheetah's and crocodile's sprint ability? The text doesn't say that he would but that's part of the reason why someone would want to become a cheetah.
Thanks, and expect more questions as I type these up.
I would really like to see an article index annually. I know that a 13th issue is out of the question, but a listing of every spell, race, prestige class, etc and the issue it was in would be very useful. It doesn't have to be anything complex, just a simple:
I think it would make it so much easier to continue to use Dragon as a resource long after the articles are written.