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I recently allowed traits for my gaming group, they have to choose 1 combat trait and 1 social trait. One of my favorites are Rich Parents, which gives you an addtional 900gp as starting wealth. What do you consider the best and most useful traits for your characters?
Are there any traits you like that adds to your roleplaying experience?
I just bought the Ultimate Psionics book and I love it! It adds a lot to my gaming table, looking forward to try it in the Emerald Spire superdungeon. One of my players insist on playing a human rather than a psionic race, because humans can do everything!
Ohh sorry, I meant my group and I would pay together for a physical copy ^^
I tried printing by scanning the pages from the book, and the results were not great, despite me fixing the resolution.
I live in Kristiansand, and the local Outland shop told me that the flip mats are Paizo exclusive and cannot order it for me.
I have not. But any additional information you can provide would be appriciated.
I am leaning on buying the flipmat from this site, but the whole group will chip in this time. I wonder if this item has to be taxed in Norway or not. An addtional 20 usd is not a lot.
Have any of you who have bought the pdf version tried to print them out yourselves? How is the quality? I tried to print my scans from the superdungeon book (for personal use), but even with photoshop skills, the results were lackluster. I might as well draw on an empty map folio myself.
My local shop cannot order the pysical copy for me, and I think the shipping+taxes for the item would be too much for me (estimated 125USD).
I see. I will have to think about it good.I will probably not buy all the expanions on the get go, that would be too expensive for me.
Ow man, these houserules rocks! This gives me hope for the vigor/wounds system, thank you for taking the time to write this!
I cannot comment anything in particuluar to what you should keep or discard. But I will admit you got me inspired for my homebrew system!
A little :)At what level range is it recommend to use it? Right from the beginning of a new campaign (level 1 usually) or is it more balanced at higher levels?
I won't buy the book untill a couple of months (because of school), but this book seems to change enough of Pathfinder that I need to plan it out a bit, especially since I will combine it with Ultimate Campaign :P
I feel a bit silly for asking, but I have read the description of this book several times, even gave it a peak at my local hobby story. I am still not sure what this book does, who it is for (I am guessing both GMs and players, because there are monster stats).
Is it a book that gives your heroes and monsters a sort of template? They gain powerful abilities and can withstand more, and you can apply that at very low levels (less than level 5) and epic characters? (15+, even over 20).
At first, I thought it was a book for epic level characters.
I am still not sure, if anyone could clarify this for, I would be very grateful.
Okei, relativly balanced, meaning not openly OP or underpowered :PI will give Paizo the benefit of the doubt that the Monk was not as strong as they thought, or that the summoner was a bit OP and so on.
It wouldn´t be 3.5, if there weren´t any unbalance involved, or I am making an outrageous claim here? xP
Even though he is the character that has gone to 0 HP or less the most in our party, I still think that Monk with X amount of styles is pretty powerful.
The WIzards I can handle, I can force him to teleport away if needed.
For some reason I don´t like summoners, I remember reading about them, and then saying "nope, I won@t allow them in my game".
I seem to have become confused about the attack of opportunity rules.
- An unarmed attack (except those who are monks/taken a feat)
There are two situations I am not quite sure of:
Hello duders !
They have figured that the booze curse is in the air and covers all in the land. Their strongest lead is a giant (storm giant) who recently buried his wife. The ritual involved booze.
Others rumors they haven't persuaded are:
The giant they are going to interrogate governs a small community of humanoids in the mountain. His partner is a large undead lich, and he has a golem bodyguard.
The storm giant's nemesis is an Malik Efreet, they have fought over the same land for dozens of years. The Malik Efreet have 3 Efreet brothers.
Any cool suggestion to what I can add to the quest? Any cool battle tactics or RP moments? I usually just make up as I go. But many of these creatures are CR13 each, and the party consists of players at level 10. They are quite creative as a group, and they know when to run, and when to fight.
I am quite lousy at making battles a bit more varied, fighting on open planes with no terrain.
Setting: it resembles forgotten realms with some few minor exceptions:
Thanks duders :P
What prime moral law are you talking about? Religion or civil law?
In the second paragrahp you are talking about moral relativism, which is generally immoral. We can however gain some sort of understanding why people would do such actions (bad or good). But doesn't make it moral.
There are no such thing as a absolute morality, but it is easy to argue why lying and murdering is wrong, even biologically arguments for it.
Why is cursing wrong? Isn't the whole concept of cursing that you give words powers, a meaning beyond a sound? Do women deserve more respect than men? Isn't that sexist? There is a standard, the civil law. Are you hinting that we should follow a deity, this smells like religious morality preaching, but I might be wrong.
Common decency? Be specific.
"Argue against that if you will, but it's the truth", ehh, what? Why would write something if you aren't going to listen to other arguments?
I agree with you on the 2nd last paragraph, way too many paladin clones, there are many ways to roleplay a paladin. But I wouldn't point out indviduality as the reason why, maybe hypothetical morality situation doesn't just have one right or wrong answer.
As a GM, I would give the paladin a warning after doing something that would be a immoral, unless it's hororific beyond belief.
Ohh, silly me.The group protested against my NPC being to hit Touch AC with Deadly Aim.
Good to know I didn't screw up after all :)
Isn't that what I said?
"Cloak of many things"
Anything from a silver dagger to a big fat cow.
You would have to make the d100 table yourself though, I personally never got the time to do it myself :P
It is actually a good question.
It would be, based on your information:
First shot+4 (If it hits, 2 arrow damage), second shot -1 (1 arrow damage) third shot +4 (1 arrow) this third shot is the rapid shot one. I think only the very first shot can have 2 arrows (Manyshot).
If you had deadly aim as well, it would be:
That is at least my interperation from the forums here.
I thought agile weapons were at +1 bonus price.Or am I missing something completly obvious?
Here is where things gets a bit complicated for me to calculate, I will add the info on his character so that you can see what he has available:
Level 7 Fighter, Human
Weapon Training: Close (for his shield)
So, what I need help with is the calculation of the atk bonus and damage with this setup. Also how bashing + shield spikes works.
What I think the correct calculation are:
If I have read correctly, shield spikes increase damage, as though it was one size larger, and Bashed magic effect increases the damage two size larger.
Create your own world, then you can "b%$%!$*&" through anything, and decide what the history is and how the relationship between races etc.
If you don't want to spend several weeks or months creating the lore, you can just create the cities and NPCs that are close to the first encounters.
I personally don't like modules or adventure paths, despite them being very well made, I like to improvise a lot. Only writing a few keypoints for an encounter and certain NPC stats.
Reading the game master part from the core rulebook, or the gamemastery guide book from Paizo is a good way to get your creative juices going.
Through experience, you can learn a lot about yourself as a GM, always ask your players for feedback.
Prepare the setting, do you have guns? Is magic common? Uncommon? Does dragons exist? How does the material plane work? Does all fantasy races exist in your world?
Rules are guidelines to have fun, always feel free to houserule whatever you want, especially the miniscule ones.
Don't count out the old 3.0-3.5 books, they can still be quite useful.
I feel they have a connection to their customers, unlike most websites I am a member of.
I like how they encourage the RPG PDF market.
The artwork, ohh man. This style of art is now my favorite ones in RPGs, almost all of my players love the artwork!
Golarion seems like a wonderfully crafted world, but I rather just use my own homemade and wing it whenever I feel like it.
I am GM for two groups, one is quite small (3 players accompanied with an NPC) and a big one (6 players, quite powerful.)
They are all level 7, and we are hyped to some sort of halloween ish themed session. I am not certain I will be able to make a decent session with this theme, or in time for that matter, so I am thinking of buying a module for this occasion. Not more than 10-15 USD if possible.
Preferably, this shouldn't last more than one session, which is maximum 5 hours, but if the module is good enough, I can push it to two whole sessions (maximum 10 hours).
So, is there any halloween themed modules you recommend?
Have any of you ever used "deus ex machina" to save a party or to do some convenient plot tool to advance the party further?
I was thinking about something more than cheating with dice rolls :)
I told my group that I will only use one "deus ex machina" as long as I am a GM :) After that, no convenient "several city guards with silver spears and arrows save you from the lycanthrop ambush" save.
1. I agree, though my players seems to know when to ask for details or not.
1) Thanks for clarifying :) I might houserule the high weapon enhancement that bypasses DR (I am aware that there is a scale)
2B) Does the grappled creature lose all his weapons/items he was currently holding? Thanks for clarifying the damage, I didn't see the big point about grab at first.
3D) I am so stupid, the DC was 15... The NPC card actually specifically said that...
4A) sorry about that, hehe :)
At 5th level the witch hunter can attempt to use the spellbane power as a standard action. The witch hunter makes a melee touch attack. If it is successful, the target is affected by the spellbane and this counts as a successful use of the ability. Spellbane functions as the targeted dispel ability of the dispel magic spell. A witch hunter may have a number of successful uses of spellbane per day equal to 3 + his Wisdom modifier.
5B) Thanks for the clarification, makes more sense now.
6) I misread on the "target any withing 30 feet".
Anyways, if you could answer my follow up questions, that would be great. Also thank you very much for taking your time to answer my questions, I was afraid I wouldn't be able to get the rules right by Wednesday (I have two different groups that more or less play the same encounter each group)
Most of these rules questions came up during an encounter against a Lycanthrope druid by a bridge between two big boulders, which I GM'd.
1A) Damage Resistance: Lycanthrope has 10 DR/Silver, does that only apply for weapon type damage? What about magic damage inflicted by weapons?
1B) What about the Spiritual Weapon spell that deals force damage?
2) The party faced an Owlbear and a grizzly bear, both of them having the grab ability, which gives them a free grapple action that does not provoke an AoO. A couple of questions arised, despite that we used the famous grapple table (I know, we are such noobs).
2A) Does grab action (grapple) the same for every creature? What about the grizzly bear? Does he hold the creature down prone? What about attacks after someone is grappled? Does the owlbear and grizzly bear have to use their standard action to maintain grapple as everyone else? Or can they maintain grapple and use bite?
I hope I am being clear, because I couldn't see the immediate advantage of a creature grappling someone (the exception being that the creature being grappled gets -4 Dex bonus and -2 atk rating, and that he has to use his turn to get out of the grappled condition).
2B) One of the player was holding a two handed weapon, would the grapple condition make him use the weapon one handed? (What penalty would that give?)
Spells and Magic, how do they work?
3A) Entangle, if the creature was able to dodge the initial effect (reflex), does the player have to roll the next round to avoid being entangled again? (He remained still and attacked nearby enemies).
4A) Call Lightning, if I have read correctly.
4B) The druid got hit by a player in melee, was I right that he needed to do a concentration check?
5A) Heat Metal, can it be dispelled by a witch hunters spellbane, does it have to be lethal damage? (one of the PCs got hit by Heat Metal, can the Witch Hunter dispel it?)
5B) Does the damage stack if you are using a metal weapon, armor and shield? Does the damage get reduced if he drops his weapon and/or shield. Does the spell only target one piece of metal on the target?
6) Storm Burst, are there any particular point of this spell?
I have a feeling some of these questions are dumb, but I couldn't find any quick answers to these during the session, so I house ruled most of them. And I want to learn them properly for the next group's session.
Thanks again Paizo Community!
In a 4th edition (very causal group of players) group I wanted to play a drow, in Ebberon.If I remember correctly they are savage, lives "upstairs' with the rest of the folks and are basically demon b!%*#es?
Anyways, I convinced the GM a way that would let me play a drow, and not get frowny faces whenever we are around.
That is my expeRience with the dRow as a player.
But most people won't respect diplomatic immunity. So it is very hard to survive in the real world..