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Gelatinous Cube

UltravioletSpy's page

Pathfinder Society Member. 4 posts. No reviews. No lists. 1 wishlist.



I think I'm going to do a lot of running in the Basic Box, and as such I made a Google Docs template useful for converting monsters from the full game, making custom monsters, or NPCs. I'd like to share it with all of you!

And here it is!

I believe you can save a copy to edit yourself. I hope this helps out any GM on the go who wants to slip a couple of custom creatures into their adventures!

(Pathfinder Adventure Path Charter Subscriber)

Ryan Costello Jr from the 3.5 Private Sanctuary Podcast recently wrote a couple of short articles for Kobold Quarterly that might be of interest to this topic.

"A +2 what, sir?" Part I
"A +2 what, sir?" Part II

Basically the point would be that instead of giving vague descriptions you could say something like, "You study the blade for a moment and while the weaving of magic is tricky you realize that the crafter used the Assigliato method to craft this blade with both the Carving and Defending enchantments."

Since wizards are already used to standardizing spell names and such, it is no stretch at all (in my mind) that they would likely have done so with weapon and armor enchants as well.

Get rid of the +2 by naming it something you could see them naming it, and I think you are all set.

NOTE: Sorcerers have been botching things up for a while and don't feel the need to conform with standard nomenclature of spellcasting or enchanting. This is why they are nothing better than common, street, hedge-wizards! I say!


I’m about to embark on running the Pathfinder Beginner Box adventure and I’ll be taking this opportunity to learn the Pathfinder rules better.

What adventures should I run next after the Beginner Box adventure? Here’s one road map; feel free to give feedback:

Start with the Beginner Box rules and the four iconic character classes. After that, run adventures in this order:

  • Beginner Box Adventure in GM Guide (1st level)
  • Pathfinder Module: Crypt of the Everflame (1st to 2nd level)
  • Pathfinder Module: Masks of the Living God (3rd to 4th level)
  • Pathfinder Society Scenario #17: Perils of the Pirate Pact (4th to 5th Level)
Around this time, I’d add in the following missing Beginner Box rules and convert over to the Core Rules:
  • Attack of Oppor­tu­ni­ties
  • Charg­ing on Sur­prise
  • Com­bat Maneu­vers and Com­bat Defense
  • Con­cen­tra­tion Checks to cast spells
Then I’d move on to
  • Pathfinder Module: City of Golden Death (5th to 6th/7th Level)
After this I might switch to an Adventure Path (Rise of the Runelords possibly, the new edition will be out in June) with new characters (opening up possibilities for all the Core classes), or perhaps continue on with the same Beginner Box characters along this path:
  • Pathfinder Module: Realm of the Fellnight Queen (7th Level)
  • Pathfinder Module: Cult of the Ebon Destroyers (8th Level)
  • Pathfinder Module: Curse of the Riven Sky (10th Level)
  • Pathfinder Module: Academy of Secrets (13th Level)
There is an XP gap in Crypt of the Everflame (taking you to almost, but not quite, to 3th Level) and Masks of the Living God (taking you to almost, but not quite, to 5th Level), but the Beginner Box Adventure and Pathfinder Society Scenario #17: Perils of the Pirate Pact adventure, plus a couple of random encounters should fill the gap. Similarly, if there are gaps after any other Pathfinder Modules, simply grab a level appropriate Pathfinder Society Scenario, or add in some random encounters. The XP gap in some of the modules in intentional as it is expected many GM’s will add in some additional material between modules.



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