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tribeof1's page
Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Tales Subscriber. Pathfinder Society Member. 314 posts (367 including aliases). 4 reviews. No lists. No wishlists. 3 aliases.
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I need suggestions for places that aren't actual dungeons, but can function well for dungeon crawls. Which means that they're enclosed, but also big enough for an entire adventure (likely one-shot or side-quest).

I would like to request a sticky thread be created (not this one because I can't edit it after an hour), that would, in the first post, give a list of guides in this sub-forum.
In the thread we'll discuss which guides to include and which category they should be in - it would be a community project.
This is my no means a complete list...its just a start.
Also, if you are going to post a guide for this list, please have a discussion thread for said guide in the Advice forum so we can link to it. The guide can be off-site, but we need a discussion thread for it, please. Also somewhere in your guide please reference which books you use (Core, APG, UM, UC, etc...).
Guides in Alphabetical Order by Class Name
Alchemist
Antipaladin
Barbarian
Bard
Cavalier
Cleric
Druid
Fighter
Gunslinger
Inquisitor
Magus
Monk
Ninja
Oracle
Paladin
Ranger
Rogue
Samurai
Sorcerer
Summoner
Witch
Wizard
--
Guides in Alphabetical Order by Core Prestige Class Name
Arcane Archer
Arcane Trickster
Assassin
Dragon Disciple
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
Pathfinder Chronicler
Shadowdancer
--
Other Useful Guides in Alphabetical Order
- Abraham Spalding's Guide to the Holy Vindicator (or more specifically channeling) (Core, APG, UM, UC) [Discussion]
- Ashiel's Guide to Adventure: Preparation, Tricks, and Strategies (Core, APG, UM, UC) [Discussion]
- Guide To Spells (Core, APG, UM, UC) [Discussion]
- So you want to play Pathfinder RPG: A comprehensive guide for Dungeon Masters and Players [Discussion]
- The Viking Irishman’s Guide to Weaponry (Core, APG, UC) [Discussion]
This guide is also mirrored at:
It has recently been brought to my attention that there is a pricing discrepancy between magical spell staves in the Core Rulebook and in the Advanced Player's Guide. I'm looking to find out which is correct.
Either all the published staves in the Core Rulebook are priced at twice what they should be, or all the staves in the APG are priced at half what they should be.
Which is correct?
Obviously this calls for some serious errata and clarification on an official level. To that end, I've started this thread for FAQing and discussion.
What are some magic items that every class should have? What priority do you give them?
Common magic items I've seen are Rings of Protection, Cloaks of Resistance, and of course enchanted weapons and armor.
For example, what should every fighter have by, say, level 10?

Well, I've finally completed it. It was a project I started a long time ago, but eventually lost interest in (along with losing what code I had done at that point). Thanks to my Kingmaker group, however, I decided to spend a day or two over my break working on it. After manually rolling for just a few minor items in their kingdom's magic item slots, I dreaded what it would be like when they got more and more open slots to fill with magic items.
So, my desire for "click of a button" convenience strong, I hunkered down and coded this program up. I've learned a lot with C since my first attempt at this, and am proud with the final application that I've made.
What exactly does this program do, you might ask? Well it does a few things:
Individual Generation
This is the first tab you'll see when opening the program. It's pretty self-explanatory. Pick a number of minor, medium, or major items of specific types and click the button. It will pop out random choices based on your selections. If you're curious, Minor Rods and Minor Staves are missing for a reason, that being that the Core Book does not have any of those types.
City Generation
Using the rules in the Core Book for how many items of each type can pop up in various city sizes, this tab will genearate items for a certain city size based on your selection.
Kingdom Generation
What I, personally, will be using the most, this allows you to set how many slots of each Item Type your kingdom has (in a Kingmaker or similar campaign) and generate the appropriate items each month.
Those are the various sections. How do I calculate everything though? Well, I tried to be as comprehensive as I could, and this is what it comes down to: - Randomly generated items are done so using the tables in the GameMastery Guide and the Core Rulebook.
- Armor and Weapons are done so that no two special abilities of the same type will be generated, and if two similar ones (shock and shocking burst) pop up, it will assign the better.
- Armor and Weapons are capped at an effective +10 modifier.
- Special materials are assigned as per the GMG.
- The GP value of anything generated IS shown, and I made great effort to make sure that it is calculated as accurately as possible. Adamantine/Mithral adds different amounts dependent on what it's on, same with other materials. Enhancement bonuses are priced accordingly, etc.
Stuff I don't currently have in that will likely be added in the future: - There is, according to the Core book, a 1% chance for a Ring, Rod, or Wondrous Item to be intelligent. I don't have that chance in yet, but plan on adding it later on.
- A reset button will be added to each tab with the next version.
- The color of dragonhide, if it comes up, will be generated.
Anyhow, give it a try! Every item possible through random item generation using the Core Book and GMG should be in there and priced properly. It should work fine on systems with .NET framework 3.5 and higher. I don't know how well it will work on a Mac, but if it has issues and someone wants to walk me through making it work for them, I'd be happy to listen.
Also, please forgive the crude layout. I'm not much of a UI guy, so I don't really know a lot about appearances and such. Again, if anyone wants to help me out there, I'd be happy to listen.
Enjoy!
Nethys's Random Item Generator for the Pathfinder RPG

My biggest problem with the companion books is that it is essentially a Whole Lot of Very Little. I only bought a couple before it just seemed to be a possible book bloat...
I'll +1 the need for extra pages... Or possibly, specialize them more. Like, "Player Companion: Magic of Golarion" that would have just Golarion specific spells, feats, traits, prestige classes (ie crunch). Perhaps a small section on the how and the why magic works in Golarion. A campaign setting book might have more big flavour bits, monsters, npc archetypes/prestige classes and whatnot.
Or a book of tidbits of various roleplaying bits, like lingo, looks and behavior of a set of related of places/nations/cultures/races. For example "Player Companion: People of [some name]" could deal with say the mentioned bits in Geb, Nex, Mana Wastes and Jalmeray. And how they view others, and so on. And the book would have no crunch...
Oh well, I guess this would alienate various buyers, instead of having a bit of everything so everyone could get something out of the book.
In other words, I'd stick to hoping for more pages per book.
4~6 dollars on a single plastic mini? Pass.

theroc wrote:
Either way, the point was more market share than sales. How many people play the game? I won't have any numbers more than anyone else would, but all you need to do is walk through the Pathfinder vs. D&D gaming areas at a neutral con to get an idea.
Uh, you do know that Lisa is not some rube who fell off the turnip truck and wandered in here to share anecdotal evidence about sales at her local gaming store, right?
Also, the plural of anecdote is not data. Walking into a "neutral" con (whatever that is) and seeing who's playing what is about as useful as going to your neighborhood bar, asking who everyone will vote for, and claiming you conducted a presidential poll. Further, given that revenue for Paizo and WotC is generated through books/products sold, and not per game played, I have diffculty believing that market share is the more appropriate measure, particularly if you can't tie it back to purchases. At least insofar as you're concerned with the ability of the game to continue existing because it generates sufficient revenue.
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