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Millech the Hump

rainzax's page

Pathfinder Roleplaying Game Subscriber. 1,589 posts. No reviews. No lists. 1 wishlist.


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Pathfinder Roleplaying Game Subscriber

I think my solution will be to tie it to UMD (standard, DC 20), and then open up UMD itself by removing the "trained only" from it's description.

That way, anybody can do it by taking 20 (2 minutes), which is out-of-combat but effectively "at will," and those who invest skill points can do it as a standard action.

I'll also consider allowing Fighters to add their Weapon Training bonus when attuning to magic weapons from one of their specific groups.


Pathfinder Roleplaying Game Subscriber

Ok.
Continuing on my houserules that make "masterwork" weapons better.

Numerically, I think the highest bonus I will allow is +3.
Including Qualities (below), the highest summative bonus I will allow is +5.
With each +1 adding +5 to the craft DC.

The qualities I can see as being non-magical (but otherwise functioning identically) include:

Spoiler:

Extraordinary Weapon Qualities
(these items do not glow under Detect Magic and function within an Antimagic Field)

$
Adaptive (+1,000gp) (requires Knowledge: Engineering)
Dry Load (+1,500gp) (requires Craft: Alchemy)
Dueling (+14,000gp) (weapon must be Darkwood or Mithral)
Impervious (+3,000gp) (weapon must be Adamantine or Whipwood) (requires Craft: Alchemy)

+1
Conductive (Cold or Fire only) (weapon must be Fire- or Frost-Forged Steel) (requires Knowledge: Engineering)
Countering (weapon must be Darkwood or Mithral)
Cunning (weapon must be Elysian Bronze) (requires Knowledge: Arcana and Nature)
Defending (choice is set at creation instead of round-by-round) (weapon must be Darkwood or Mithral)
Distance (requires Knowledge: Engineering)
Ghost Touch (requires Knowledge: Religion)
Grounding (requires Craft: Alchemy)
Keen (weapon must be Adamantine)
Ki Focus (weapon must be Wyroot) (requires Knowledge: Arcana)
Mighty Cleaving (weapon must be Adamantine if Bludgeoning, Mithral if Slashing or Piercing)
Planar (requires Knowledge: Planes)
Reliable (requires Knowledge: Engineering)
Throwing (requires Knowledge: Engineering)

+2
Anarchic (requires Knowledge: Planes)
Axiomatic (requires Knowledge: Planes)
Disruptive (requires Knowledge: Religion)
Holy (requires Knowledge: Religion)
Impact (weapon must be Adamantine)
Ki Intensifying (weapon must be Wyroot) (requires Knowledge: Arcana)
Negating (effective against a single alignment only) (requires Knowledge: Planes)
Phase Locking (requires Knowledge: Planes)
Unholy (requires Knowledge: Religion)
Wounding (weapon must be Blood Crystal) (requires Heal and Craft: Alchemy)

+3
Nullifying (requires Knowledge: Arcana)
Reliable, Greater (requires Knowledge: Engineering)
Speed (weapon must be Darkwood or Mithral)

Suggestions or Comments?
I am thinking of simply using the same pricing conventions. If an item must be made from a certain material, I will simply add that to the cost. If an item requires a particular skill to make (in addition to the appropriate Craft skill), I may increase the cost by 10% per rank required, with the number ranks required mirroring the caster level of the magic version.

Ideally, less bookkeeping the better - some balance between "realistic" and "user-friendly" and "cool" is my desired end result.


Pathfinder Roleplaying Game Subscriber

Out of the way a bit, is there any good reason that UMD is a trained skill?

I mean, taken at face value, it's kind of the trained ability to improvise. What?! That, and the DCs are sufficiently high that having it further be "trained-only" seems redundant in terms of safeguarding or controlling it's access...


Pathfinder Roleplaying Game Subscriber

You make a strong point.

Do you have an alternate suggestion?

To refute, there would be no chance for failure, so taking 10 is legitimate, and DC 20 isn't too steep, and taking 20 ensures automatic success (for average CHA) and would take only 1-2 minutes to do.


Pathfinder Roleplaying Game Subscriber

Im going to call it Fast Attunement and have decided on DC 20 as a standard action.


Pathfinder Roleplaying Game Subscriber

Spoiler:

Wish I could travel back in time to playtesting the Brute template to use the updated features instead of the old ones. I would have loved to throw one of my players at another! lol.

I made a copy of this document so as to give myself easier access to it. If you ever go 3pp, I would gladly purchase this product.

One comment, albeit minor, is that some of the "roles" consist of what a creature "does" and some of the roles consist in what the creature "is." I myself would like it if the two types of organization were classified differently (in the table of contents section), because that would personally help me navigate your material better.

Cheers.


Pathfinder Roleplaying Game Subscriber
Cheapy wrote:
...because ability checks are already screwed up...

how so?


Pathfinder Roleplaying Game Subscriber

I am considering this too.

And thinking it should be in the purview of Use Magic Device. Maybe DC 20.

Thoughts?


Pathfinder Roleplaying Game Subscriber

I incorporated that idea here, as a way to give 0th-6th spell-like abilities powered by ki.


Pathfinder Roleplaying Game Subscriber

Combat is half the (Pathfinder) game and is measured is rounds. Correspondingly, even if it calls for a break in realism, the Vigilante class should measure it's Quickchange in rounds.

It's possible that the Ultimate Intrigue book will feature multiple variant rules-systems that cut combat down to a smaller percentage of the game. And that's cool. But in that case, what would be the logic in asking the community to playtest a class that was designed to thrive in different rules subsystems without also providing part of those systems? One could conclude that it is to see if it plays well with the other classes. If that's the case, the Vigilante should be able to access half the game with far less restrictions, far before 13th level.

I am not saying Quickchange should be a free action with zero chance of failure. Just that if we accept the precept that the Vigilante wants to be able to play both aspects of his character starting with level 1, it needs to be greatly speeded up.

My suggestion is to allow the Vigilante to roll a Disguise check versus a difficult DC (say 20) to Quickchange between identities as a full-round action. Failure allows him to retry the next round as a standard action. If he wants to remain anonymous, he simply has to succeed at a Stealth check against those he wants to protect his identity from. At 7th level, this becomes a standard action for both. At 13th level, the "retry" becomes a move action.

my 2cp


Pathfinder Roleplaying Game Subscriber

kestral287,
What is the cost of your Big Six? Do they rise with the increase in bonus?


Pathfinder Roleplaying Game Subscriber

Maybe Warlock should have spellcasting divorced from Talents, set up as a 4-level caster instead.

Could Extra Vigilante Talent be justified then?


Pathfinder Roleplaying Game Subscriber

I really like this product it has allowed one of my players, new to the game, to play a better Fey Sorcerer than what is available in the core rulebook. The fact that the character has only 5 spheres really focuses the concept without removing versatility. It's great. My Bloodrager is considering "going sphere" as well.

I have a single qualm. What is the idea behind Cantrips? To me, the fact that they are divorced from the spheres entirely seems counterlogical to the system. I understand that not all classes get cantrips (for example, Paladin and Ranger) and so not automatically including them follows from that, but, the fact that all cantrips are locked behind a single feat independent from the spheres the character takes seems a poor compromise. Was time an issue? Word count? Writer's block?

Cheers.


Pathfinder Roleplaying Game Subscriber

Spoiler:

I tacked your Brute template onto a [Giant, Advanced] Wight and threw the beast at my players. They were scared when I used the Awesome Blow power to slam one PC into another knocking them both prone and dealing 1d6 damage.

I am sad that they cleverly used an Entangle spell to restrict the creatures movement - I never got to use the full Awesome Sweep ability. The Intimidate rider was right on time however.

As a critique, I think the Powerful Charge ability, which I also sadly didn't get to use, strikes me as a little weird mechanically. I cannot think of another instance that increases total damage by 50% (outside of metamagic). An alternative idea could be to give the beast Improved Drag in lieu of the whole Overrun/charging thing, or another rider Drag effect. Doing so I think would focus the creature's ability to control the space around it, and you could maybe transport the the whole Overrun/charge idea to another template?

I think the +1 CR was appropriate. Cheers.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

OP,
Another homebrew solution I thought of is to let the character without Wild Empathy use Handle Animal to emulate Wild Empathy for a single round duration.

Basically, if the PC wants to trick the Dire Lions into not attacking, he has to actively and continuously interact ("Push") them, and the minute he ceases (or fails) they become hostile again (and lunge!). Give him a +2 circumstance if he throws them some meat.

If you wanted, you could also increase the DC by +1 each round after a number of rounds equal to his Charisma score (or ranks in Handle) has passed, or somesuch interval.

This has the benefit of rewarding his character choices without totally circumventing the Wild Empathy ability, and creates some interesting roleplaying opportunities.


Pathfinder Roleplaying Game Subscriber

So then, aside from a high wealth game, what is the purpose of the Innate Item Bonus variant? What kind of player base does it serve?


Pathfinder Roleplaying Game Subscriber

Gunna test drive your Brute template tomorrow...


Pathfinder Roleplaying Game Subscriber

why not?

as I understand it it's more or less "magic items in head/neck/tummy slots are more expensive but provide numerical bonuses and cool powers" in effect increasing the number of 'slots' available.


Pathfinder Roleplaying Game Subscriber

Do the Dire Lions know the Down trick?

I agree with the encroachment on Wild Empathy with above posters. Maybe be a nice DM and have your player trade out a bloodline power to gain Wild Empathy?

Or try Intimidate with a correspondingly appropriate DC?


Pathfinder Roleplaying Game Subscriber

I want my PCs to feel free to spend their money as they please.

Does the Automatic Bonus Progression and Innate Item Bonuses from Pathfinder Unchained when used together accomplish this?

Say I have three 'types' of players: One who enjoys the magic item system as-written and wants to spend all of his money getting the very best equipment to become more powerful; Another who could care less about money altogether and if he happens to have some is equally likely to blow it on a single night out than "spend it wisely"; And a third who more or less occupies the space between these two extremes.

I would assume that the first player would benefit from the IIB variant, the second player from the ABP variant, and the third from both. Is this an accurate assumption?

Thanks is advance folks.


Pathfinder Roleplaying Game Subscriber

cursed sword


Pathfinder Roleplaying Game Subscriber

What do you mean by "escapes and later returns"?


Pathfinder Roleplaying Game Subscriber

playing with a Ninja around you...


Pathfinder Roleplaying Game Subscriber

You guys are dancing around the OP's question.

For example, can a PC, Knowledge extraordinaire, simply think of a new question to ask every time he wants to score a +1 against a goblin? Or only once per individual goblin? Or only the first time he encounters goblins ever? Can he retry upon gaining a new rank?...

It's a legitimate question.


Pathfinder Roleplaying Game Subscriber

Bluff or Sleight of Hand can be used to conceal Verbal or Somatic components at time of casting, opposed by Sense Motive or Perception normally, or Spellcraft if higher.

Detector is entitled to a +4 circumstance bonus if a spell employs multiple component types.


Pathfinder Roleplaying Game Subscriber
Ravingdork wrote:
The monk was ultimately killed when a cyclops crit him with a greataxe and Power Attack (the character's player was absent, and the "babysitter" made an unfortunate decision and ended up surrounded).

Dude that is totally not cool.


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This is a good question


Pathfinder Roleplaying Game Subscriber
christos gurd wrote:
If this is 100% encompassingand up to date i woud pick it up and promote it in a hot second.

seconded.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber
Raltus wrote:
Why make it a feat at all?

This question, to me, reveals the essential disconnect.

"Unlocks" seems a patch for the oversight that the skill system fails to reward those who invest in ranks over raw bonus. If "Unlocks" happened automatically, the class with the most actual ranks (ie. not just "Versatility") in class skills would benefit most from the system.

2cp


Pathfinder Roleplaying Game Subscriber

First, call it Cowtaur!
Next, if you must keep the dimorphism, females are generally way tougher (+CON) than males. I would switch the two.
Third, toss Cow Bells. It's not a racial ability. Instead make it an item that Cowtaurs use that gives them a bonus on Diplomacy or Perform.
Fourth, toss the fast healing. Maybe allow choice between Horns or Tail attack?
Last, Cowtaur should be slow not fast. Because cows are slow. So, 20 feet. To compensate, maybe because they have 5 stomachs you can give them a (+4) bonus against sickened/nauseated?


Pathfinder Roleplaying Game Subscriber

Does this product offer any special summative organization of the 700 feats to assist in navigation, besides the standard master list of type/name/reqs/desc followed by alphabetical listings?


Pathfinder Roleplaying Game Subscriber

Definitely think WIS over DX for Hive. Because collective consciousness. 2cp.


Pathfinder Roleplaying Game Subscriber

Felyndiira,
In your "3.5 Acts" proposal, what role do Reactions play? How about Immediate actions? For example, can I take my 3 Acts, take a 0.5 (swift) action, make an attack of opportunity, and then use an Immediate action (knocking my next round down to 3.0 actions)?

Because that is 6 actions!

Curious to see your proposal more spelled out.


Pathfinder Roleplaying Game Subscriber
kestral287 wrote:

Compensating for that wealth is that as a result of this system, Big Six items are not valuable items for shopkeepers. After all, 90% of the shopkeeper's customers are going to be in the level 1-5 range, where such items are +2 at best. Even if you bring back a weapon that the BBEG used as a +10, hand it to the shopkeeper and it drops back to a measly +1-- which means that's what he'll pay you for. Excess wealth solved.

Makes it easier to make weapons unique too. Just tack on a property that can't be added normally, or a 'bonus' property that exists outside the normal scaling (i.e., a sword that gets the standard +1s based on its owner's levels, but also always has the Flaming Burst property). A player isn't inclined to sell or ignore it because it's not disadvantaged compared to their normal weapons.

I am more inclined to use the Scaling Magic Items variant, but want to evaluate the repercussions more closely. Both for the character's wealth and the health of the general economy.

Does this drop the price of nearly all Scalers (let's call them) while maintaining the price of more wonderous and ability/spell granting items?

I'd like to unchain character wealth from mathematical bonus a bit, to free my players up to spend their money more frivolously (and less selfishly), and am wondering if this system will enable that.

Also, how would you price the sword given in the example (A Flaming Burst Scaler weapon)?

Good discussion.


Pathfinder Roleplaying Game Subscriber

Rogue is an intuitive class like Barbarian and Sorcerer


Pathfinder Roleplaying Game Subscriber
Earl Grey wrote:
Maybe the proficiencies should differ between the archetypes?

That would have been clever.

Honestly, the fact that the Unchained Rogue gets free Finesse Training bothers me because it limits what kind of (conceptual) "rogues" are possible. The class should be way more open in this sense. But that's a different topic altogether.

Quicklist:

Spoiler:

Acrobat
Bandit
Burglar
Carnivalist
Chameleon
Charlatan
Counterfeit Mage
Cutpurse
Driver
Investigator
Knife Master
Liberator
Makeshift Scrapper
Pirate
Poisoner
Rake
River Rat
Roof Runner
Sanctified Rogue
Sapper
Scavenger
Scout
Scroll Scoundrel
Smuggler
Sniper
Spy
Survivalist
Swahbuckler
Swindler
Thug
Trapsmith
Underground Chemist
Vexing Dodger


Pathfinder Roleplaying Game Subscriber

(Actual) simple weapons aside, shortsword and shortbow are like halfway bewtween simple and martial weapons, the sap is a thuggish weapon, and the hand crossbow and rapier are swashbuckler weapons.

To me, simple weapons is a given, plus a splash of archetypical weapons (bootblade for spy, bolas for bounty hunter, garrote for assassin, longbow for scout, swordcane for investigator, etc) goes a decent way towards satisfying a lot of "rogue" tropes (within class).


Pathfinder Roleplaying Game Subscriber

Earl Grey,
I agree that "rogue" should be a broader class able to mechanically replicate a wider range of concepts, as expressed by the weapon proficiencies. How about:

Rogue Proficiencies:
The rogue is proficient in all simple weapons, shortsword, shortbow, and light armor. She may additionally choose 3 weapon or shield proficiencies to add to her list at 1st level.

this trades out hand x-bow, rapier, and sap, for 3 other choices... the 1E rogue had a battleaxe afterall...


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Pathfinder Roleplaying Game Subscriber

What I do is allow the feat to grant one of three options:

*A Flat +2 bonus
*A substitution ability score (ST/CON, DX/INT, WIS/CHA)
*A daily re-roll of confirmed-failed save

Whereas the greater version grants all three benefits.


Pathfinder Roleplaying Game Subscriber

Instead of giving "best of two" for free, you can bake them into Great Fortitude, Iron Will, and Lightning Reflexes, where they can either take flat +2 or the appropriate substitution.


Pathfinder Roleplaying Game Subscriber

To reduce MAD, I suggest allowing Wisdom-to-hit for monk weapons only. That way, the monk may choose between High Damage (ST), High Skills (DX), and High Tech (WIS), without sacrificing his ability to hit his foes on combat.


Pathfinder Roleplaying Game Subscriber

I give everybody a free version of Leadership (caveat: NPCs must be recruited from the world though), and so, CHA determines how powerful or extensive your network can be. Which includes a cohort you can drag into combat situations. Especially the more cohorts that die.


Pathfinder Roleplaying Game Subscriber
rainzax wrote:
ryric wrote:
Petty Alchemy wrote:

I had no problem abstracting minions.

It's like James Bond ducking behind cover and taking each goon out with a single shot, but still needing to respect that they could very well shoot him back and it would hurt (unlike say, the damage a lvl 1 archer would do to a level 10 archer).

You've got the guys the heroes can stab through the heart or behead in one hit without it feeling like beating up harmless kittens.

The damage had no roll because it presumably there were a bunch of minions to roll for. I think you could easily fix it, ie if the minion hits with a longsword for 11 damage, that's essentially 1d8+7.

But if James Bond threw a grenade into the middle of a group of 4e minions, some would be dead while others would be perfectly unscathed. Or, if the GM was like mine, James would make one attack roll and apply it to all the minions so the entire group would be perfectly unscathed or dead. Also all the minions made one attack roll for the whole group so six minions either hit James six times or not at all. I've said before that I had 4e GMs that really emphasized the "gaminess."

Really the immunity to all "half damage" things bugs me a lot. It creates a guy that can potentially walk unscathed through a warzone with explosions everywhere and cascading lava and fire, where repeated instances of half damage would eventually wear down the actual "tough" monster but the minion is just fine because reasons.

Heck, it would solve a lot of problems for me if you just gave minions 2 hp. Making a Reflex save or the like would do 1 hp damage, so you can guarantee taking out the group with 2 AoE attacks. 2hp is still low enough that they die in one actual hit as well.

Edit: Also there was the exploit of find a level 27 minion, use an effect that did 1 point of guaranteed damage, and catapult from 1st to 9th level from the xp. Silly but it illustrates a problem with the minion system.

You could give minions 1 HP per level and rule that...

speaking of minions, I have scoured the site for a 3pp book I remember that had a threshold mechanic for minions... anybody know the math or have the book and can confirm they like it? (Something like HP = X, so Y wounds, and 2Y or Z fells)...


Pathfinder Roleplaying Game Subscriber

I think +X to damage/resistance is underwhelming, especially when parceled out by domain.

more ideas:

Whole Faith:
Each morning, the priest selects a domain from among those granted by his god and gains access to the spells and granted powers associated with that domain for 24 hours. He may choose a new domain each day after a full nights rest and a short prayer (15 minutes).

Philosophical Flexibility:
With a prayer (a move action), the priest may gain temporary access to another of his diety's domains, gaining all spells and granted powers associated with that domain. This lasts for 1 minute, and the priest may use this ability 1/day at 1st level, +1/day for every four total priest levels he has attained. This is a supernatural ability.

Broadening Horizons:
Upon reaching 2nd level, the priest chooses a new domain or subdomain that shares a general theme with the domains and subdomains of his deity, hereafter gaining access to that domain using his whole faith and philosophical flexibility class abilities. He chooses another new (but related) domain or subdomain at 6th level and every fourth priest level afterwards.


Pathfinder Roleplaying Game Subscriber

Honestly I wanted to charge stunning fist attempts rather than ki, because of the whole body-energy-flow around stunning fist, but decided to keep it standard (ki).

I figure the monk being able to freely in-class use lesser restoration on itself is fair - the cleric still gets restoration and greater restoration exclusively, and is able to use it on others without additional investment.


Pathfinder Roleplaying Game Subscriber
ryric wrote:
Petty Alchemy wrote:

I had no problem abstracting minions.

It's like James Bond ducking behind cover and taking each goon out with a single shot, but still needing to respect that they could very well shoot him back and it would hurt (unlike say, the damage a lvl 1 archer would do to a level 10 archer).

You've got the guys the heroes can stab through the heart or behead in one hit without it feeling like beating up harmless kittens.

The damage had no roll because it presumably there were a bunch of minions to roll for. I think you could easily fix it, ie if the minion hits with a longsword for 11 damage, that's essentially 1d8+7.

But if James Bond threw a grenade into the middle of a group of 4e minions, some would be dead while others would be perfectly unscathed. Or, if the GM was like mine, James would make one attack roll and apply it to all the minions so the entire group would be perfectly unscathed or dead. Also all the minions made one attack roll for the whole group so six minions either hit James six times or not at all. I've said before that I had 4e GMs that really emphasized the "gaminess."

Really the immunity to all "half damage" things bugs me a lot. It creates a guy that can potentially walk unscathed through a warzone with explosions everywhere and cascading lava and fire, where repeated instances of half damage would eventually wear down the actual "tough" monster but the minion is just fine because reasons.

Heck, it would solve a lot of problems for me if you just gave minions 2 hp. Making a Reflex save or the like would do 1 hp damage, so you can guarantee taking out the group with 2 AoE attacks. 2hp is still low enough that they die in one actual hit as well.

Edit: Also there was the exploit of find a level 27 minion, use an effect that did 1 point of guaranteed damage, and catapult from 1st to 9th level from the xp. Silly but it illustrates a problem with the minion system.

You could give minions 1 HP per level and rule that AoE deal 1 damage per die. And, instead of 1d20x5 you could roll fistful 1d20-1d20-1d20-1d20-1d20. It's flexible enough to minimize/remove the worst-offending gaminess.


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Pathfinder Roleplaying Game Subscriber
thegreenteagamer wrote:
I never will understand people's need to house rule and homebrew stuff that essentially already exists.

I will never understand people's need to post in the house rule and hombrew section with no other contribution than "that is a stupid idea"...

I agree with posters that this is an opportunity to create new class abilities. And to that, I would challenge you to create differentiated options in terms of both class skills and abilities by God.

To get it kickstarted:

Spoiler:

Erastil - Handle Animal, Nature
Iomedae - Perception, Ride
Torag - Heavy Armor Proficiency
Sarenrae - Selective Channel feat
Shelyn - Artistry, Disguise
Desna - Fly, Survival
Cayden Cailean - Bluff, Escape Artist
Abadar - Bluff, Geography
Irori - Acrobatics, Perception
Gozreh - Survival, Swim
Pharasma - Versatile Channeler feat
Nethys - Lore, Use Magic Device
Gorum - Martial Weapon Proficiency
Calistra - Bluff, Stealth
Asmodeus - Bluff, Intimidate
Zon-Kuthon - Darkvision ability (or double range)
Urgathoa - Command Undead feat
Norgorber - Poison Use class feature
Lamashtu - Augment Summoning feat
Rovagug - Intimidate, Survival

Also, you could just grant permanent selected abilities from domains already existing per God something like 1/4/8/12/16/20 or 1/2/6/10/14/18...

OR you could allow them to cast similar to Arcanist: prepared/spontaneous hybrid!


Pathfinder Roleplaying Game Subscriber

Version 5: Unchained!

Spoiler:

suggested that the unchained monk gains this ability "for free" at 7th

Wholeness of Body (Su):
At 7th level a monk may repair damage to his body as a standard action. By expending 2 ki points from his ki pool he heals 1d8 points of damage per two monk levels and gains the benefit of a lesser restoration spell. A monk who takes the ki power of the same name may perform this ability on others by touch.


Pathfinder Roleplaying Game Subscriber
Wiggz wrote:

This is the build for the 'tank' I run in PFS, customized to suit your criteria...

Tiefling (Pitborn)

Question: Where is the info for alternate Tiefling types? I have Bastards of Erebus, but the rolling for random traits seems off. Has this been changed somehow? Cheers.


Pathfinder Roleplaying Game Subscriber
The Pale King wrote:
I don't give XP at all. Players level up when I deem appropriate. Usually all at the same time, and if not all at the same time within the same session.

What is the reasoning for this (the "within session" part)?

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