I've always used bonus XP for leveling as a reward but I suppose you can always put a gold into a 'magic item creation' pool to be used which might be fun for them as well if you didn't want to give them actual XP. We use Hero Points in our game so I might do something like reward 1/4 of a Hero Point for each entry.
The purpose of my current Pathfinder House Rules Document (PHRD) is to encourage my less rule-savy/number-crunching gamers to adventure 10+ level and beyond! Additionally, it encourages greater mobility allowing for fights to be more dynamic and a greater use of combat maneuvers.
Feel free to ask any questions on my experience with these rules and the nature of their origins. This set is currently being applied and play-tested at 11th level in the Kingmaker AP with 4 players.
Attacks of Opportunity
Flurry of Blows, Rapid Shot, and Two Weapon Fighting provide one additional attack as normal. Flurry progression, improved, and greater two weapon fighting do not provide additional attacks but instead each reduce the penalty for all attacks by one.
Spontaneous casters may apply metamagic to their spells as a free action. Preparation casters may apply metamagic to their spells as a move action or may prepare their spells ahead of time using up a use per day as normal and cast their modified spell normally.
Magic Item Variant
Magical arms and armor with special qualities still exist but without their numerical bonuses. Instead these become inherent bonuses for each character and these bonuses apply to all arms and armor of masterwork quality that the character has proficiency with. Starting characters receive 75% of their wealth by level (WBL) if they are non-martial/non-armor-based characters and 50% WBL for martial characters. The price of magical arms and armor begin at the +1 level and increase based on the special abilities added. So a flaming (+1) bane (+1) magical (+1 base) sword would cost 18,000 gp (at the +3 level).
NPCs and Monsters
The trick though will be picking an archetype that someone else won't also try and submit. Quite a few River Kingdom archetypes will likely occur to many based on the content.
So far with design I have a long list of archetype names, followed by an extracted list of River Kingdom-based archetype names, followed by the top candidates flavor wise, and finally the last three or so with their first drafts to see what works and doesn't work flavor/marchanics-wise. Right now I'm having trouble making an archetype that will set it apart from others.
I believe the rule of thumb that was suggested in the other thread was if an entrant brings up their item afterwards for critique on the forums, great, discuss away. Otherwise you do not talk about other entries, especially if you copied them and are thinking about posting it up. That is just in poor taste.
Again, if an entrant wishes to discuss, discuss, otherwise just don't go there. The threads we have up now about phrases and other entry pet peeves are great in their anonymity and usefulness for future entrants.
Try this one instead! This was back after 3.5e ended and just before PF. Math should (more or less) still apply! Check out Trailblazer for more. Note, the vital strike chain of feats I added for my PF game. Provides even more damage balance for martial when they have a single attack.
This house rule was sourced from Trailblazer (pdf) and reduces the number of attacks rolled in combat at higher levels to speed game play and also results in an increase of damage by 15% across the majority of all foes for martial characters. No other changes are made and other means for gaining additional attacks apply as normal, such as the Two Weapon Fighting feat.
I think the reason they cost so much is their recharge ability. They are, given enough recharge time, a powerful never-ending resource used in higher level play where cost would not be an issue. If it works for you I say go for it! Myself I tend to play casters that take craft staff so I won't have to pay full price, so take that in consideration as well since these will be 1/4 price when crafted under this house rule.
Wizard + Craft Staff + Efficient Quiver = Win! :P
I created a template that I like to use:
Creatures modified by the minion template must be of medium size or smaller, Reduce the base creature hit points to 1, they become immune to magical and special ability secondary affects due to failed saving throws, AC -4 and CR -3. For effects dependent on hit dice, a minion's effective hit dice are equal to the base creature divided by 2.
I'm also a fan of a modified mob template for handling mass combats with characters.
I removed the numerical magic item bonuses from armor, shields, and weapons and removed cloaks of protection and attribute boosting items from the game. These bonuses were then made part of a character's normal level progression.
Calculate price for these magic items starting at the '+2 item scale for arms and armor. I would also recommend eliminating attribute boosting spells from the game since everyone receives inherent attribute enhancements that would normally not stack with these spells. I chose to leave out amulet and ring bonuses to Armor Class due to these items taking up a slot space that can fit other types of neck/ring magical items as well.
At 2nd and every 2 levels after: +1 Any Two Attributes
This should go a ways towards cutting back the magic item economy. The attribute bonuses may seem like a lot but the math works out slightly less than max attribute bonuses provided by magic items. I am still in the process of calculating the adjustment to character WBL. Though tracking WBL may no longer be relevant since balanced game play could be had adding little to no magic items with this house rule in play.
Green dragons possess the ability to move through dense foliage unimpeded. Wasn't this fight in thick/deep wood, nearby a water source, inside a large bramble mound, etc.? The majority of all green dragon fights would mostly likely suffer from LOS issues, severely hampering ranged attacks by interlopers.
Adult green dragons are also untraceable so there would be no way for the party to find one in the wild, the Green Dragon finds them! Though I think you said you used a young adult which doesn't yet have this ability.
Sounds like the Paladin was well buffed by party members, so in essence it wasn't only the paladin's actions that took down this dragon. It was a party effort. Plus it seems the party managed to discover and come upon their foes at the party's advantage as well and at range with no LOS problems. As far as green dragons are concerned they were able to sucker punch the dragon in his home ground, so that sounds about right.
Evil doers FEAR the paladin! In-game big bad evil things curl their fingers, flinch away, widen their eyes, and hiss between barred teeth at the mere mention of a Paladin. They are truly a force for Good to be reckoned with in PF! Not evil, not so bad! As it should be. :)
Can a Paladin take all of the following archetypes: Holy Tactician (UC, Hospitaler (APG), and Warrior of the Holy Light (APG?
As far as I can tell this should work since all class abilities are there to be replaced and each archetype replaces different abilities. The only example where it might be argued is with the Hospitaler, which doesn't replace smite evil it just adds an additional use per day, and the Holy Tactician, which replaces smite evil with Weal's Champion.
So per RAW can a paladin take all three of these archetypes?
Not sure how much of a board game fan you might be but I know Ropecon will have a demo for the space empire building game Eclipse! I haven't heard if there will be a demo at GenCon or not (it'll be at the Asmodee booth there if they manage to get their demo copy in time).
I've been following the game's development all spring being a big fan of space 4X games (such as Twilight Imperium or Race for the Galaxy). So if you're into these sort of games check it out and safe travels to you both!
Here's what I use for my campaigns. It allows characters to use alignments as well as other allegiances!
If you are using all of the languages for the Inner Sea then I like to allow characters that know the relevant language to roll Knowledge: Local for any regions that the language either originated from or is the dominant language. Its not perfect (since languages are spread out a bit in the Inner Sea) but cultural knowledge often is a crucial part of learning other languages, so it works for me!
Prepared Spells (3/2+1)
I have been running our campaign for the last year or so at around 4-6 players. I tend to have around 5-6 players so that we will have a steady 4-5 at the table each week with the occasional full 6 game sessions.
During this time I have also been keeping a wait list of 3 players that expressed interest after the campaign filled up or or were invited but were unable to make the commitment at the time of the campaign start.
Over the course of the campaign (1st-8th) we invited 1 more player (started with 5 players) from the top of the wait list and he accepted. I added 1 more player to the wait list who expressed interest. I then had another player drop so the next guy on the wait list got invited but declined. The next on the wait list accepted the invite and we are once again at full capacity and with 2 more players on the wait list.
Set the number of players at the desirable crowd you like to have about your table. Accept players in order of acceptance and put the remainder on a wait list in order of original invite/past experience with. Should a player not work out you then have a ready and fair list of attendees to draw invites from.
This should be the upcoming release schedule for Pathfinder RPG:
Elaboration for the Curious:
Ultimate Kingdoms - Expanded rules for exploration, kingdom building, mass combat, and political intrigue. Includes character options for traits, feats, and class archetypes to support campaigns using these rules.
Advanced Rules Compendium - Advanced rule options and rule variants. A tool box of new optional rules that re-imagine aspects of the Pathfinder RPG.
Ultimate Villainy - A catalog of villains and their backgrounds/motivations with versions at low/mid/high levels. Included are also henchmen, foot soldiers, and organizations to support them. Advice for building your own and using villains and their machinations in your campaign.
Advanced Planar Guide - A book on planar cosmologies, planar character options, using planar elements in your campaign, running plane-hopping campaigns, and planar invasions.
Have you checked out the Condition Cards deck yet thenobledrake? It has been a great buy for the group as we use the cards most sessions.
When someone gets stunned for 4 rounds or nauseated (curse stinking cloud!) for 6 rounds they get the card and use either tokens or a die to track the number of rounds they are affected.
I agree Buff cards would need to be kept fairly simple. The biggest hurdle being how the buff bonuses vary based on the caster/character levels. I assume a Buff Card though would simply list the bonuses available and how those scale by level listed like:
Shield of Faith
1st, +2 Deflect Bonus to AC
6th, +3 Deflect Bonus to AC
12th, +4 Deflect Bonus to AC
Durations can be tracked in the same way we use for the condition cards. If there is a nicely spaced table like above for bonuses the buff provides you can place the duration die or tokens on that level of bonuses.
Our PF group enjoys the condition cards for easy reference during game play. As the campaign I'm running has reached mid-levels (currently 8th) we all sat around the game table and began wishing we had Buff cards for the various spell and class abilities to hand out to fellow players for on-the-table-and-in-front-of-you reminders of the buff itself and a reference for the associated bennies!
Any chance we might see Paizo release a Buff card set?
I'd love to have the wizard in the party cast haste and be able to hand out 4-5 Hasted cards to party members while the Bard does their thing and hands out Inspired +2 cards!
I am actually considering 'Pathfinder-izing' SW Saga myself. There's a whole lot of good work there that I would like to see PF move towards such as the axing of iterative attacks, grab rules instead of grapple/pin (trained-only), feat design, minions, etc. The three defenses enabling three different modes of attacking a character's HP I found to be quite inspiring (Will = Morale Damage, given by a demoralizing monologue from a villain, for example).
I wouldn't mind trying porting in a little Saga into PF either though. Has anyone considered doing a Words of Power mod for Force Powers? That should provide the flexibility that I think most would like to see in force use as well as a focus in general areas (words of power) that can be combined in different ways.
I too tend to play TPKs straight up with no coddling. I have one caveat though: we use Hero Points from the APG (we only use the points, no HP feats or spells). So I kind of cheat TPKs by introducing a mechanic that discourages TPKs from happening through their use in-game.
As a result I am able to play the dice as they lie and never worry about balancing encounters 'just right' or whether the party will TPK or not. Its a care free solution for my DMing style and we're all enjoying it.
I have also found HPs also helps players that have radically different play-styles. One player, for example, really prefers no-characer-death games while another player wants multiple characters and see several go to a horrible fate. With HPs Player #1 is allowed to hoard a minimum of 2 Hero Points (the points necesariy to avert outright death with a good explanation) while Player #2 spends his Hero Points to do wild and fun things but then occasionally his character does die a horrible death. Best of both worlds and even better, as the DM I typically don't have to worry about a thing!
To date we have had only 2 character deaths (1st - 8th) and a number of near-TPKs but no actual TPK yet. Continuity of course is the mother of story and TPKs do tend to disrupt that (hence why I discourage them in a hands-off sort of way) but outright disallowing TPKs to happen by DM fiat...that almost harms the game more by disrupting the sense-of-disbelief for my players.
I'll re-post my comments from one of the future-AP threads I posted back in march:
(1) Exploration below the waves! Sunken treasures, diplomacy with undersea civilizations, and some aquatic dungeon delving!
(2) A mercantile trade/plunder and ship improvement mini-game! Like Kingmaker, I want to build a mercantile empire (or a corsair-piratical one), construct new ships, and improve existing ships with modifications and enchantments!
(3) Ship-to-ship combat! Starting with a humble coastal schooner, by the end of the AP I want to be able to sail my mighty flagship at the head of a fleet of united free captains against a great and rising evil!!
(4) Yes, pirates! Whether the players join them or hunt them, having to choose which faction to join should be a pivotal part of the campaign! So which will it be chum? Scaliwag or Freebooter?!
I want to take a moment and thank Paizo for bringing exactly the kind of AP I've been wanting to play/run for a long, long time! Swashbuckling nautical campaigns ftw!!
Here's a simple WIP of what I am currently implementing for my KM campaign (they have just finished part 2) to alleviate somewhat the removal of the magic item economy.
This expands the 'farm' hex development into three different types and adds the Trade edict which allows for the conversion of excess 'farm' resources into monthly BP. Magic item slots remain but can no longer be sold for BP though they can add a small economy bonus.
My group will be play-testing this 'live' in our KM campaign so I highly value any feedback or experiences anyone may have using this system.
Hexes may be developed for resources in the following 3 ways:
1. Farm/Fishery (Plains, Hills, Swamp, or Lake Hex)
All three developments will act in all ways as farms do now (swamp and mountain hexes cost double BP to develop) by reducing kingdom consumption by 2 BPs but for different hexes. Total kingdom consumption will be divided by 3 to represent the need for each of the three sectors:
Additionally, I will be adding the Trade edict. The Trade edict represents trade negotiations with neighboring lands and can be set to convert an amount of excess consumption in one resource sector into BP.
Changing the trade edict level will require a successful Loyalty check by the Kingdom Diplomat (adding their ranks in diplomacy to the roll) against the kingdom's Control DC. This represents the breaking/negotiating of trade agreements and lobbying the kingdoms merchants to accept whatever deals are made.
As the amount of trade increases in your kingdom so does the need for safe and secure trade routes! This is represented by the stability penalty to your kingdom as the pressures on security forces mount and crime arises due to the higher volume of trade between your kingdom and other lands.
Edict Level_______Resources Converted______Stability Penalty
The impact of the Trade edict also increases as your kingdom grows larger:
1. Baron (one sector may be converted)
* * * * * *
Magic item slots remain. The ability to sell them for BP has been removed. To cycle through the magic item slots each month the kingdom may choose to roll to 'move' (i.e. sell) an item slot per the original rules for selling magic items though no BPs are earned for doing so. Magic item slots may also be converted into a small economy bonus rather than filling them (+1 for minor, +3 medium, and +5 major) as an option.
The ability for the kingdom leadership to 'take' a magic item from a slot for themselves remains. This automatically incurs 1/2 the normal unrest (as if the check was failed) and shuts off all magic item access purchased by the leadership through the kingdom until a settlement for the item is made either by (1) paying for the item and all returns to normal (2) or negotiating a settlement for half price (though the unrest remains).
Note: For medium and major magic items, this is often one of the few ways (besides discovering items somewhere or crafting them) to access powerful and expensive magic items and it is always a good idea to have these slots and cycle through them.
The chest in the OPs original example would not have exhibited magic auras from the items inside since the thickness of the chest itself would have blocked it.
As long as you keep to the rules for the use and application of detect magic things should run smoothly for you. It isn't the end all of detection spells by a long shot as such auras can easily be blocked or hidden.
The spell Magic Aura sole purpose is for hiding and creating false magical auras.
Yup, here's another for a naval campaign with pirates and ships!
-Exploration below the waves! Sunken treasures, diplomacy with undersea civilizations, and aquatic dungeon delving!
-A mercantile trade/ship improvement mini-game! Like Kingmaker, I want to build a mercantile empire (or a corsair-piratical one), construct new ships, and improve existing ships with modifications and enchantments!
-Ship-to-ship combat! By the end of the AP I want to be able to sail my fleet of ships against a great and rising evil!
-Yes, pirates! Whether the players join them or hunt them. Having to choose should be a part of the campaign!
To be honest I don't think an intro board game should have the players creating characters whole cloth. Its too good of an opportunity to miss introducing the iconics to a new audience front and center. This will allow a new audience to recognize and identify the Pathfinder brand through the artwork of the iconics.
It should allow some limited choices (feats and spells) but most of all introduce players to a world of imagination, adventures, story-telling, and world-building (i.e. RPGs).
Here's what I think a successful intro game should include:
-1 set of dice
Players of the intro game should be able to pick up the Pathfinder RPG Core Book and continue leveling the same characters if they want or create some of their very own! Not only that but they can continue using the materials in the intro game to continuing telling their own stories. It will have everything they need.
The key is that picking up the core book expands on the experience of the intro game and that there are useful bits in the intro game that can continue to be used running the core PF game!
This has the added gain of introducing the world of Golarion to the players opening up the doors for all that wonderful Golarion content Paizo has available. Not to mention to PF minis, flip-mats, other gaming accessories, the Paizo website, and PF Society play as well!
Really I can see how an intro game can't be anything but a win-win for Paizo. I'd expect the box to come out to $50 retail easily but to be worth it, even for veteran gamers for ease of pulling it out to play with out any other materials. Nothing like playing with the box set with no pressure to continue but when everyone realizes they are having so much fun they end up staying with it and playing in a regular campaign!
My choice of iconic classes would be: Barbarian, Cleric, Magus, Rogue, and Wizard. But given these are card stock sheets there could easily be a dozen iconics to go with the game. An expansion could even introduce more iconics, feats, and spells for 1-4th level game play. Not to mention it makes players of the intro box set customers for all the paizo accessories and content without necssarily diving into the core books and the full set of rules!
The duelist's intelligence bonus would certainly apply since it's an addition to the dexterity bonus. The bonus from defending probably, too, since it's an untyped bonus that stacks with anything else, similar to the monk bonus.
Good call on the SR. I went over the SR entry and it looks like the ring would work great at negating grapple checks. This also makes the character immune to the Swallow Whole ability as a result, nice.
PRD, Duelist wrote:
Canny Defense (Ex): When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
This rule specifically states it only adds to Dex to modify AC. So the Int bonus won't increase Dex for other cases such as Acrobatic checks, Reflex saves, or CMD.
PRD, Defending wrote:
A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others.
AC only here too.
As I understand it, in order to add to CMD the bonus must either 1) be one of the listed bonuses under the CMD rule, or 2) specifically states it adds to CMD per a special rule.