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in Heros handbook every class has instruction on what to do on each level.
example for fighter:
hit points + 1d10 + con
Every class has this rectangles with information on what to do when you level up from 1 to 5.
Sara Marie wrote:
You are right, sorry.
What I said is that I am a little disappointed with quality and price.
The images on the book are low resolution, it feels cheap like a pirated book. For the price of this PDF the quality must be equal to the English PDF or even superior.
I own the physical CRB & PDF in English.
Currently I am playing with beginner box, so when me and my group are done with this we are moving to Core Rules. So in the meantime I am buying all I can for RoRL. So today finally I got a Rune Giant promo miniature, this thing is really big... So I was wondering How do you handle as a GM fighting giants and gargantuan creatures?
I need to read several times all the answers, for my luck I have the core rules, but I thought to read them once we were done with the BB. So now I am going to start to read the core rules about rogue, equipment and the feats.
I think my player is thinking in using the shield as a shield and not as a weapon... there is no feat for shield proficiency on the Beginner Box.
So for what I can understand...
1. If he wants to shoot an arrow, he needs to first take the shield off.
but because it is a masterwork shield... what are the penalties that not apply?
I think Ineed a foolproof answer :S
I got similar language issue, only that I speak Spanish.
I am going to run "deadly mines", "beginner box bash demos" and two encounters from the Pathfinder comic. You can get deadly mines from the GM KIT download, you should also download Players Pack to get the barbarian.
Also this blog has excellent stuff: http://edowarsblog.wordpress.com/category/pathfinder/beginners-box-classes/
And this has an play by post of black fang currently running: http://rpggeek.com/thread/783513/ic-black-fangs-dungeon
I encourage you to read the questions that have been posted on this forum.
Have fun! :D
Yes, the player of wizard is like 11 years old, and its a little impulsive... he wants to be on the front of battle all time, and likes magic, but cant get how the personality of a elf wizard is.
I will not help them survive the encounter, its all up to them, but I think they will not make it because the rogue has 1hp, the 2 fighter has 3hp left, they already used the heal potion. they have 3 goblins with full hp and the king fatmouth with 2hp
yes it was on purpose, I allow him because it was one of the few times they really roleplay and the players laugh but it was not so much fun to their PC's. the reefclaw was dead, but the wizard didn't like to much 2 PCS got the treasure of the island for themselves and not helping him get out of deep water....
This is what happend, my first mistake was allow them play whatever class they want... so they ended up with a wizard, 2 fighters and a rogue.
All went smooth until they defeat the reefclaw, then the wizard has the ocurrence of shooting a partner with a magic missile and then run to the next room where the king fatmouth was, he was alone so the goblins give him a lesson and leave him diying, his mates did not want to help him (because of the magic missile), and now the rest of the team are fighting the goblins and are losing the fight, I think the next session they all will be dead.
If they die they are going to make new characters now and I will encourage them to fill every rol. I was thinking that everything they found now is king fatmouth treasure.
I need ideas on what to do with the dungeon, i think it needs new encounters on the explored areas they beat, but do not know exactly how to handle or what kind of monsters to add.
Sorry for my english.
I saw this on General Rules forum, somewhat controversial post... but the videos are great. He guides you through all you need to play with the core rules... I am on video 3 "combat"
The books I bought where: core rules, Rise of runelords aniversary edition, bestiary book 1, gamemastery combat pad, a brick of miniatures, the iconic heroes miniature package, PDF of GM screen (but is better if you buy the real product because it cost me the same and my time to assamble).
But i am still playing with the begginer box... Just buy all that because I saw a opportunity to bring the stuff to Mexico with 0 shipping cost.
Thank you for your responses, all have been really helpful. I will follow your advice of not rushing into core rules and will try to get the max out of BB.
My cousin is going to St. Louis this summer to study english (we are from México) and I am going to take advantage to bring stuff and save on Shipping thats why I asked for suggestions. So my shopping cart has: -Core rulebook -gamemastery guide, gamemastery combat pad, 2 sets of dice from gamescience, Rise of runelords Aniversary edition, some miniatures.
Just wondering if a shield or armor can be damaged or destroyed. If so how it happens?
Finally I get my first session with my friends (we all are newbies to roleplay), we enjoyed it and laughed like hell. So Im thinking buying the core rulebook and gamemastery guide when were done with the BB, and maybe a module or adventure path (what are you suggestions?). I don't feel confident enough to make my own adventures.
I apologize for my english. Thank you all.
I am reading the GM guide "Black Fang Dungeon" to prepare myself for my first GM with my friends. (none of us have any experience)
So I have a few questions:
I am confused because on Area 1, the GM guide says:
"have the players place their pawns in squares near the edge of the map in Area 1 of the dungeon."
I understand that, and then follows with this:
"Ask each player in turn what she would like to do, such as move to any square outside the cave, draw a weapon, examine the statue, or take any other simple action"
This make me believe that PC need to move their pawn as their speed allows them. This brings another question:
4. Do they need to be in front of the statue (their pawn) to examine it?
But in Area 4 (Gemstone Altar) it says:
"Should anyone approach to within 5 feet (1 square) of the altar, the statues breathe out a horizontal sheet of flame that fills the entire room. If anyone moves that close to the altar, make sure to ask all the PCs to confirm their locations before resolving the trap’s effects"
If they where moving square by square with their pawns.
Why would I need to confirm their locations before resolving the trap's effects?
I apologize for write too much, just to ask about moving in dungeon.