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I am making an adventure and I want to include the option for a party member to challenge the NPC nomad leader to a one-on-one duel for control of the tribe. I want the duel for leadership to require that the duelers are tied together wrist to wrist with a rope. Sort of like in this picture here. What bonuses or penalties should the combatants have? We have a party of a human, an elf, a halfling, and two dhampirs. They are fighting an evil cleric with undead minions. Assume everybody is within 30' of each other. So if the human cleric channels positive energy to heal the other party members, does he hurt the dhampirs? If he channels positive energy to hurt undead instead, would that heal the dhampirs at the same time? If the evil cleric channels negative energy to heal his undead minions, would it also heal the two dhampirs? If the evil cleric instead channeled negative energy to hurt the other party members, would he also heal the dhampirs? If the dhampirs would be inadvertently affected in any of the situations, can either cleric choose to exclude them from the effect? What are some of the best puzzles you have made as a GM to challenge players? Here's one I did: You have a three heavy solid iron doors ahead of you. One is round, one is triangular, and one is pentagon-shaped. The area is under a permanent anti-magic field. In front of the doors is a large statue holding out open hands with the palms up as if holding something. The left hand is above the right. Nearby is a bucket full lead balls. How do you get continue? Answer: The fraction approximation of pi is 22/7. Place 22 balls in the higher hand and 7 balls in the lower. This opens the round door and lets you continue into the rest of the dungeon. Any other combination opens one of the other doors at random and releases monsters from dead-end passageways. (I allow stumped players to make intelligence checks for hints.) I really enjoyed "The Harrowing" adventure by Crystal Frasier and I'm looking for more adventures like it. The free all-goblin adventure "We be Goblins" was good too. I'm looking for more adventures with a sense of humor. Somebody suggested the AD&D module Castle Greyhawk. I found it in a used book store, but it turned out to be not worth the effort to convert it to Pathfinder. Has anybody done a PF conversion of 0th Ed module X4: Master of the Desert Nomads or X5: Temple of Death? I am thinking of doing a conversion but if somebody has already done one, then I'll move on to something else. Please post your thoughts on this scenario: GM has a custom campaign world. Three of the players started before any of the other ones. One of them says his character concept is "entrepreneur." He somehow buys all the inns and equipment shops in the whole town over the next few levels. He also forms an adventuring company with the other two players. Around level 5, other players join the campaign. All new players start in the same town. Plot is that they are shipwreck survivors and have nothing but the clothes on their back. The entrepreneur player takes the role of a NPC who keeps offering to get things for the new players. They are not told that this NPC is his hireling. When asked about prices, the NPC keeps changing the subject and saying they need a change a clothes immediately as they smell of fish from the ocean voyage. If the new PCs say they are not interested or do not have the money, the NPC offers to extend a line of credit, but again dodges questions about prices. If pressed, the NPC says they have to seek the entrepreneur PC for information. Going anywhere else in town to buy equipment they are treated with the same as above. They find out entrepreneur PC owns every equipment shop and inn in this town and the next for the next 50 miles. If they buy anything, they then meet the entrepreneur PC and are billed 10X normal cost or more for everything. The entrepreneur PC demands they pay or be in his debt with interest. If they go on an adventure to earn money, they find the entrepreneur PC and the other 2 original PCs own the adventuring company and get 2 shares each while everybody else gets 1 share. If somebody complains this is unfair they are told that this is how the real world works and that they are being unreasonable in expecting equal treatment. Since flurry of blows is supposed to work like two-weapon fighting, I found trying to figure out which weapon were being used for what attack bonus was proving too difficult. So I came up with a simple rule: In your Flurry attack sequence you can use any combination of manufactured weapons or Unarmed Strikes, but not the same ones twice in a row. Unarmed Strikes can be made with Right Hand, Left Hand, Left Foot, Right Foot Right Knee, Left Knee, Left Elbow, Right Elbow, and Headbutt. They all have same attack bonus and damage under normal conditions. For a 10th level monk with Flurry of +8/+8/+3/+3, and wielding a Kama in the left hand, you could use something like
or Kama/Left Knee/Right Foot/Kama or another combination but the same weapon twice. You could not use Kama/Kama/Right Hand/Right Hand for example. I found this is easy to remember and follows the TWF fighting rules just fine. I want to make a cold iron Wakizashi +1. The description for cold iron says that you add +2,000 gp for the first enchantment. Would that be
Or does the 2,000 gp count for the cold iron first enhancement and the +1 and it only costs 2,070? This problem is on a low-magic world. How would non-magical people protect themselves from those who use magic? For example, if the guards want to make sure no malicious spellcasters don't cause trouble in their town, how would they do it? Some ideas I had: * Meteorites have some natural anti-magic properties and spellcasters have to wear bracelets made of it to impede their abilities. * The you have to "be invited" thing similar to vampires, whereas if a spellcaster is not invited into a home or a town gate, he has spellcasting impeded somehow. * In 1st ed, they use to knot magic-users fingers together or make them wear armor, but there is so much stuff in PF that overcomes that I don't see it being viable. What is the current printing of the following books? And when are new printings planned? I am trying to maximize my chances of getting all the current errata in the books I get. Pathfinder Core Rulebook
In an already existing campaign, we often run into the issue of bringing in new players. If bring new players in at the average party level. The existing players feel this is unfair as they had to earn their levels. Also, I've had new players complain they don't feel a connection to their characters if they are artificially advanced to a higher level. If you make new players start at level 1, then their survivability odds are low. Making them stay in the back and avoid combat until they get enough XP to level up is long and dull. Suggestions? I've tested everything I can find and none of the various excel character generators has everything in the PRD. All of them are missing one or more books, feats, classes, or archetypes. One might be missing the witch, the other the summoner. Another might have Summoner but be missing ninja. Another might have archetypes from Ultimate Combat but not Ultimate Magic or vice versa. And so on. While this seems to be true, I can't find a rule the explicitly states this. PCs with normal races have a CR equal to class level - 1. NPCs with NPC classes have a CR equal to NPC class level - 2. Commoner levels seem to be at CR equal to Commoner level - 3 Is this true, and if so, anybody know if this rule is stated somewhere? This is an attempt at a Dresden Files conversion. Feel free to use in your game. The blackened denari are the 30 silver coins paid to Judas for betraying Jesus. Each one contains the essence of a fallen angel. Each coin appears to be a small silver coin that has been blackened as if subjected to fire. The design on the coin is the name of the Fallen Angel in celestial. The coins are intelligent artefacts with an Ego score of 30 and Intelligence, Wisdom, and Charisma scores of 18. Wilfully touching the coin with bare skin is enough to have the image of the fallen angel appear in the mind of those who touched it. Accidental or forced contact with the coin does not count, the victim must touch it of his own accord. The shadow of the fallen angel will appear as an attractive member of the same race as the victim as if Major Image or Dream had been cast on him (DC 30 for both). Only the one affected can perceive the image. It will urge the victim to pick up the coin and offer help and advice. It has 10 ranks in Knowledge (Arcana, Nature, Planes, and Religion) and 5 ranks in all other Knowledge skills. It cast the following spells 3 times a day on the victim with his consent: Identify, Cure Light Wounds, Cure Moderate Wounds, Bull's Strength, Bear's Endurance, Cat's Grace, and Tongues. It will also aid the victim by granting him a free Metamagic or Combat feat for the day most likely to assist him (GM's choice). Each time the victim agrees to receive aid from the fallen shadow, it can also cast Suggestion on him. The Suggestion will either be to pick up the coin or to distance himself from family and friends who can help him be rid of it. The shadow can Teleport the coin to the victim if he agrees to accept it. The shadow can be gotten rid of only by the consent of the victim and a Remove Curse against DC 30. Also, any spell or supernatural attack against the victim with the pain or mind affecting descriptor that does at least 50 points of damage has a 5% chance of removing the fallen shadow as well. If the victim ever agrees to accept the coin, he also gains the following benefits in addition to the shadow's abilities: * Ageless -- Client remains permanently as an adult and no longer suffers penalty for aging. Bonuses still accrue, however.
The Coins are Chaotic Evil with a purpose of Slay/Defeat All. If the wielder wins an ego contest against the coin, he can choose to cast it aside and lose all abilities of the coin and the shadow. In D&D, the bad fey are the Unseelie and the good ones are Seelie... I noticed there is an absence of material on the Seelie/Unseelie Courts in Pathfinder. I've been told that the developers intentionally did not use them. I only buy setting neutral books (like everything in the PRD). I see mentions here and there of a First World and other things about the fey that I'm guessing are in the Golarion setting. So for somebody who uses the PF rules but not Golarion, can somebody tell me how are the fey assumed to be organized in Pathfinder? I'm considering using this to make critical hits more dramatic. When you roll to confirm a threat, if the confirmation roll succeeds and would also be a threat, roll again. If the roll would hit, add 1 to the critical damage. If it would also be a threat, roll again. Repeat doing so until the roll is not a threat. Example: You roll a 19 with a longsword and hit. When you roll to confirm the threat, you roll another 19. Roll again. You roll an 18, which hits. Add 1 to the critical multiplier for a total of x3 damage.
I'd like to create an "Urban Fantasy" setting (such as The Dresden Files, Buffy the Vampire Slayer, or Harry Potter) using the Pathfinder rules. Is anybody else working on something like this? The biggest issues so far are
I'm trying to write and adventure using the Dark Folk but I realized the information about them in the Bestiaries tends to be vague. I realize that if killed, they burn up, but what if somebody paralyses them and then takes off the wrappings? What would they see? Anybody else use them in adventures? The witch class Prehensile Hair says it is a secondary natural attack with INT bonus used for STR bonus. The Natural Attack description says that if you only have a single natural attack you use 1.5 times your strength bonus. I'm confused. How do you calculate Attack Bonus and Damage with Prehensile hair?
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