Zyren Zemerys wrote:
Does anyone know a good link for a nice Pathfinder character sheet? Need to print some for my pupils.
These are customized per class, I use these when I need to print out one for players.
There are many potential sheets between all 3 PDFs, for the common sheets like inventory or gear.
I was wondering if a lite version of the PDF is available with the PDF purchase. This is a HUGE book, so I'm concerned about it being able to be loaded smoothly on my iPad. Thanks!
I'm using a light version of the RotRL Anniversary Edition.
If you brought (a small) lunch from home, a $2 might cover it. However, $10 for a days isn't feasible.
Please note that you will need the plastic bases to use with this. The intention is to use the bases from the Bestiary Box.
Additionally, this set will not include pawns where they can be found in the Bestiary Box in sufficient quantity. Even then, this will not be a complete coverage of all the NPCs (there is another thread somewhere on that), but it will cover the bulk of the NPCs.
If you are in Europe, the shipping for the Bestiary Box from the USA is expensive. You can find it from Fanasty Welt here.
Zyren Zemerys wrote:
Hmm, is there a PRD somewhere in German? (I don't see any on Ulisses Spiel's website.) There is a PDF of the core rules available for 10 Euro.
Was the SRD translated?
Zyren Zemerys wrote:
Oh please not...even though there is an English Version (The Dark Eye) I hope none of our English speakers here has ever touched it^^...
I've ran across the (German) DSA box, but I don't think I've handled the books.
I assume everyone here knows Pathfinder. I do have A Song of Ice and Fire Roleplaying game on my shelf, but I haven't read it yet.
The bigger question is: where could we run the game? The forum rules don't allow long threads in foreign languages, (as they can't effectively be moderated).
Matthew Morris wrote:
** spoiler omitted **
I assume this is the lead in to that, but the use of prophecy as direct foreshadowing leaves a need for some kind of twist. Zombie (or some other undead) Belkar, perhaps?
DM_Kumo Gekkou wrote:
** spoiler omitted **
I don't have answers to your questions offhand.
However, if you are looking to prepare for this, I highly recommend listening to Chronicles: Pathfinder Podcast episode that reviewed this module. They cover some other pitfalls with that scene.
Wow -- always, always, ALWAYS work in a text editor! Just lost my post with the full break-down of what was missing.
Use this to solve that problem.
I'm not in the publishing business. Would adding 12 sheets at an extra $1 a sheet be do-able? Or would you lose too much market because not all gamers are as obsessive-compulsive as I am, and would balk at the extra price?
You also have to account for shipping. The Bestiary Box is extremely expensive to ship overseas, (I think more so than the Box itself,) where the Runelords pawn set was in the normal shipping range.
Bilbo Bang-Bang wrote:
Are there really large ratmen living in the sewers of Germany seeking to undermine its government or is that all a myth? If were to take a vacation to said country, what city would most likely harbor such vermin?
It is a well known myth that the baby crocodiles were flushed down into the sewers, grew up, and ate all the ratmen. I cannot say what the crocodile-men are up to.
Moving from the gameplay thread.
Bejis Krupt wrote:
I remember Detect Magic stunning the caster if they see a Overwhelming (or possibly Strong?) aura, but the PF CRB doesn't have that text under the Detect Magic spell. Neither does my 3.5 PHB. Is this a holdover from 3.0?
I can't find a source in text, but my original group always played it this way. Could this be a holdover from 2nd edition or earlier?
(There are rules for Detect Good/Evil/Law/Chaos on this, but not on Detect Magic in the PF CRB)
Bilbo Bang-Bang wrote:
Spain seemed like it was meeting the price/safety point, plus my wife speaks Spanish fluently....Germany would be a bit pricey I am guessing.
What exactly do you want to see? Historical places (and then from which part of history), warm-relaxed-tourist areas, cross country trip to get a up close and personal feel for the land and people?
What level of comfort are you looking for? Youth hostels vs. fine hotels, fancy meals vs. broetchen (bread)?
How much are you looking to go around? You can buy some tourist packages for the trains, but this takes some planning (and serious intent to travel) to make it worth while. If you just want to see one city, walking everywhere is cheap.
Are you taking young kids with you (that would get bored easily)?
The only other place I found that even remotely compared to Spain's level of cheapness was Berlin, which is a truly amazing place.
Berlin was amazing. It is (to some degree) connected of most of the major events of the last century. Know your history before you go there.
The only NPC they had any real interaction with before leaving was Jask. That part actually worked out really well since they have ZERO healing between the 3 of them so getting a Cleric to follow them has been very beneficial. But it still means they missed out on 4 NPC quests and a bunch of interesting RP.
Lead the PCs to a point where they need to make a social skill roll, to try to win over NPCs to their side. If the NPCs are unfriendly, I would have them question the PCs leadership skills as the PCs try to give orders/suggestions. (This should generate some need to start working on Diplomacy checks.) If they are indifferent, they could still suggest alternate plans on occasion, countering the PCs propose as the best course of action.
Make sure you are aware of how the NPC interactions will come into play later in the adventure path. This is an important staging ground the later, as the NPCs will be the ones to represent the other factions initially, (and then presumably continue representing the faction).
It is important that most of the NPCs should survive. At least one should be favorable to the PCs. If one or two of the NPCs doesn't get along with the PCs, that can carry over later as well.
I guess the root of the problem is that I just don't see how "maintaining the camp on the beach" is important enough to get any NPCs to stay behind - once they're Friendly/Helpful, why not just have them abandon that camp, group with the PCs, and set up new camps every day as they push south through the jungle?
The NPCs should continue with the PCs as they travel the island, so they can continue to keep up the relationship developments. However, they don't always have to be at the front line. They can stay at a "base camp" while the PCs explore the local area, then everyone heads on together to make a new base camp.
As this is a survival situation, there will be many tasks to handle. Smoking meat for preservation, processing plants to collect enough edible material. There should be a lot of time devoted to maintaining equipment, as the hot humid air quickly rusts, molds, or otherwise weakens the limited set of materials on hand. It is important to stress that this environment supports life so well, they are under a constant assault of eat-or-be-eaten aspects, from the microbial (diseases and organic parts of equipment decomposing), to annoying monkeys stealing food, to large predators deciding the PCs are a snack.
In the past, if the shipping type was "Standard Postal Delivery", the shipment has been (sometimes multiple) smaller boxes or envelopes.
It is worth noting that shipments usually take 2 1/2 to 3 1/2 weeks, though occasionally it can take longer, especially during the Christmas shipping rush. (Even if two packages are shipped on the same day, they may arrive at very distant times.)
I've only had to pick up subscription shipments from the customs office twice in about 3 years. In general, they seem to be more interesting in larger shipments. Most of the time, the subscription shipments are sent in 2 small boxes rather than 1 big box.
I think they updated their process a year or so ago, so you may want to check on specifics if it has been a while since you last ordered products internationally.
Hello. I hope you don't mind me posting in here, but this thread seems to get referenced in my other games often enough that I started following it.
Tirion Jörðhár wrote:
I would say "cool" and "warm" are opposed, and "hot" and "cold" are opposed. Outside of "cool/warm" being a weaker form of "hot/cold", I can't really define where to use what.
I think "cool/warm" is more about one's perception, and "hot/cold" more physical states. (I was cold, so I put on a warm sweater.)
Poor Wandering One wrote:
Also interested but skeptical. Not really seeing what the mythic rules add other than power creep. However the proof is in the pudding and if anyone can convince me it is Tarx so I am game.
I think the idea was to try to power creep in a way that would allow for the 'Beyond CR (Level) 20' without getting so bogged down, though I haven't had time to read the play test to see if that is what it seems to be doing.
I'd also be interested in Tark's play test game, although my time has been a bit constrained recently. If there are enough players, I'd be willing to sit out.
The problem with this is that everyone has their own personal variation and interpretation of just the Pathfinder rules.
Many programs are not even tied to Pathfinder, but try to be a general tool. Every program/utility has it's conceptual priorities. Some of these are designed with interoperability in mind, some are more proprietary.
It comes down to the concept that if "We need a standard to integrate the existing standards", all you really accomplish is confusing the situation further by increasing the number of standards.
In short, a unifying API/standard would be wonderful, but A. It's not feasible and B. not all parties are motivated to want it.
Edit: I should clarify that a single unifying API isn't feasible. Not all tools have the same "perspective" on data. As you decrease the set of tools to common functional grouping, common understanding is possible. To some degree, this already exists between some of the bigger tools. The trade-off between general acceptance and universal usefulness must be made, and finding this trade-off is the bottleneck.
Marik Whiterose wrote:
Sometimes in programming "Herding Turtles" might be a more appropriate timeline.
I'm afraid that metaphor won't work. Programers have long since mastered making turtles go where the programmer wants.
Nngara Erebrian wrote:
It's also worth noting that it takes time to develop a group culture, as different people have different styles they are looking for in a game. In a PbP, it is even more complicated to build a good group due to the lack of non-verbal cues; It is extremely difficult to convey mood accurately through PbP.
Nngara Erebrian wrote:
I do have an interest in taking over. I have another 25 pages of the adventure section in the first book to read, then 5 pages on the NPC passengers. Plus some time to handle the maps.
In general, I have been wanting to run a PbP for a while now. However, (in the interest of being transparent):
1. Experience: I haven't ran a PbP before. (I was planning on starting with a Module, not a full Adventure Path.) I have not GMed very many RL games either, I am not an experienced GM
2. Time: Between my family (especially my son), my job, and my studies, there will be some weeks over the next few years where my time will be very constrained. I assume this is standard for a long running game, however.
3. Mapping: I am waiting for the Game Space to be released, to see if that would be helpful in PbP format. I don't think putting up Paizo's images (maps) on third party sites works in regards to copyright.
4. Story: While I have not read the books yet, I do have them on my shelf. It would take me a little time to read the first one, and a while to find time to get through all six.
I would be open to GMing, but it would take me a little time to get into it.
Asmodia Crispin wrote:
Trying to be less emo, but everyone is making beasts with multiple backs and every suggestion i throw out IC is never discussed, we just kinda move on.
Bejis being subtle means he refrains from attacking all the nobles here who are supporting slavery, by realizing that it won't accomplish much but a few dead nobles before he gets himself killed.
I should have pushed Diplomacy up over Sense Motive, as I doubt Bejis can get himself out of a sticky situation. I guess that is what next level is for.
As I assume we will level soon, I've been contemplating if I should focus on Bejis's social skills next level, especially if we are about to climb the social ladder.
I was maxing the Acrobatics, Climb, and Swim skills, but I'm starting to wonder if I should let them stand in favor of getting Bluff and Diplomacy up.
The hardest part is identifying the problem to solve, especially if it is a layered problem.
A lot of people I have seen that had trouble with problem solving as a skill refused to write out plans/documentation before hand. The simple act of writing down on paper what you are trying to solve can really help you to identify what to work on.
I also recommend you take a look at the GameDev.net site. It is perhaps more focused on a older era of game programming (more application than app), but things like math and engines have been discussed before.
I think it is important for hobby development projects to use a "release early, release often" mentality, although in this case it means to keep something working. If you create too large of a "gap" between what you have and what you are going for, you will lose interest before you finish. If you keep smaller, manageable goals, it helps keep your interest, as you can focus on implementing tweaks, and see the results immediately.
You should also keep a lookout for base technologies you can build on, although some of these can take some time to learn. Especially when you are just starting to get experience, it helps if you don't have to reinvent the wheel, but rather can focus on the areas you are really interested in. However, learning the base technologies will still take a significant amount of time.
Finally, keep having fun with it. If some aspect is bogging you down, find a way around it for the time being. It's more important to keep trying, learning from mistakes, and trying new things.
Why is it slipping over? I have been an avid Pokemon player for over 10 years, but I never talked about my character's moveset.
I'm afraid you've lost me, but a discussion for the evolution of game terminology should be a new thread.
as for the original post, the answer is simple. He roled that character so let him shine where he shines but also make sure he is weak where he is weak.
I think the original post has a slightly different problem, in that the other PCs have "inefficient" builds that target some RP method of combat they like, but require ideal conditions to really pull off. The fighter has a strong general build that is simply more efficient (or direct) in combat.
I suspect the real problem is that the fighter ends the combat before the others feel they have a chance to make a significant contribution. The problem isn't the fighter is "overpowered", but that
Edit: I would add that not all players enjoy playing a min-maxed character. These players would rather do things that sound exciting in combat, as this takes priority over being good mechanically. The problem is then how to mix efficiently built characters with the inefficiently built characters in one party, and still let everyone have fun in combat.
It's slang the next generation uses for "Characters". It is a shorted form of cartoon, which is from some of the more cartoon like MMORPGs.
It's not a trend I really comprehend as truly meaningful or applicable, which I suspect is a sign that I'm getting old. I miss "avatar" for my computer game characters.
1. Character Builds and optimizations
If a (new) player isn't happy with their build, consider letting them change it. Basically, it should be a learning experience; They should now be starting to understand what is working and what isn't. If they can show you a plan through 18 (as the end of the campaign), and they would have fun playing that, let them.
If the other players just don't want to heavily min-max optimize for combat, (i.e., the see a specific roll/niche instance in the game that they like), while the fighter is focused on generic combat, then there isn't much that can be done directly. Ask them to describe what they see their character as (without mechanics), then check for character build ideas on the boards here.
2. Level 6
As mentioned by Synthesist7, level 6 is a strong point for fighters. However, it should be noted that the wizard should be coming into his own at this point.
3. Fighter as the heavy hitter
The fighter having a high damage output can be mitigated in several ways, but this will take practice with GMing. Using mooks (low level enemies) is one way. Anyone can one hit them, where the fighter's high damage doesn't help more. Instead, the fighter should attend the big bad high HP enemy if he wants his high damage to be significant.
Fighters might have problems against casters, especially if the caster is on home-turf. If a fighter fails a (will) save and gets paralyzed/slowed/stuck, he won't be able to contribute actions. Note that this should not happen often, as it would get old fast, but could be done on occasion to add variety. Additionally, spells that mobilize the caster (Fly, Tree Stride, etc.) can't keep in attack range. Finally, spells that impact the Fighter's perception (Invisibility, Darkness, various illusions, etc.) will hinder direct attacks.
Finally, using monsters that are resilient to the fighters direct attacks. Swarms, incorporeal undead, flying monsters.
As for high or low AC encounters, use both. Variety is the spice of life. Sometimes the party needs to get behind the Fighter, other times everyone can land hits on their own.
Also, create encounters which aren't pure hack and slash combat. Noncombatants that must be saved or guided, or other plot objects. Create jobs in the encounter that other characters can do while the fighter does his thing.
Asmodia Crispin wrote:
You'd be pissed too if you were brought down to 5 hp by something you could probably summon if you were an evil piece of sh*t, too. I mean, another summoning cleric? who freaking knew?
Could be worse. I had a fellow player character who loved to use corpse explosion. After I made the first corpse, it blew up in my face, I failed my (good) save and died.
At least the NPC cleric isn't your ally.
Aerieth Deventis wrote:
As an FYI for all, I may be off the boards from Friday the 18th until Monday the 28th. I have attempted to download a program which allows me to tether my PC through my Iphone, but do not know whether it will work where I am going. Thus, I hope to keep up with my characters, but if I fall behind, feel free to DMPC me as necessary.
A bluetooth keyboard (not sure if it works on all iPhones) might be a more straightforward solution...
I am aware that you are not planning hardcover edition on bringing your other pre-PF APs (updated to PF rules). Question is, what incentive would you need to at least consider, say, Curse of the Crimson Throne (which seems to be pretty popular, despite its age)?
I assume another factor involved in the decision to reprint RotRL is the number of other Paizo products which directly relate to RotRL, especially the events of the book 6.
Jade Regent and Shattered Star both tie into this, and I've seen at least one Chronicles/Setting books reference it as well.
Overall, I don't think the other adventure paths will have the demand behind them to justify the man-hours required to update and reformat them in the manner that they deserve. RotRL has enough other products that build after its storyline to keep awareness high, while being published at a time when Paizo was a smaller company.
If you never say what happened to Aroden, or even provide sufficient clues to guess, how is that distinguishable from you not knowing what happened to him?
Have you ever seen a series which has very good subplots, leaving some things unsaid but with hints everywhere? And then one day, a (presumably new) writer interjects something which is completely contrary to the previously provided details?
Upholding the internal consistency of the story is what separates great works from good works. As Mr. Jacobs knows what is going on, he knows what minor details other writers might create that should be rejected from becoming canon.
Edit: Also read Cthulhudrew's post, Mr. Jacob touches upon his purpose there.
As for clues, there are many. It would be a poor mystery without clues.
It's possible that even the developers don't actually know what happened to Aroden.
If I remember what I heard correctly, they have some idea internally, but don't want to define it, and thereby force it upon others.
I think this is a good thing. As the "highest" mystery in the land, many home made epic (as in narrative) campaigns may focus upon this eventually. It gives the GM room to tell their own story.
I think this might be something that Paizo may not want to take a stance on, as to give that power to the GM's. Aroden's death is the ultimate mystery for the Inner Sea Region. It is a very powerful thing to disclose, as it strips the ability for GM's to adapt the world to their own group.
I assume Paizo will suggest some possible ideas to GM's in the final installment of the Skull and Shackles adventure path for things to do after the Adventure Path is completed. It is possible something regarding the Eye may be mentioned.
It might have been mentioned in a Gen Con talk about the Secrets of Golarion, but I can't recall offhand. You can find a audio copy in the Chronicles Podcast.