DM_aka_Dudemeister wrote: Whoops. Well considering the location and complete surprise this monster is likely to be about CR 8 really. If you're playing the AP I think you are then you guys should have a McGuffin to use against yon shadow demon. Yeah, if you're on the path I think you're on the party should have been given something that will help with this fight.
Concordia wrote:
The only thing I have to add is about random encounters. If you don't want to roll them at the table try one of these: Decide when they happen and even what the encounter will be. You're the DM, you can make the call. Or roll them beforehand. I use the random number function in Excell or Google spreadsheet and print off a page or two of random percentiles for things like random encounters. Then if I have time I may even start a list of what the encounters will be using the pages from Excel. Either of these should make the game flow a little smoother.
Steel_Wind wrote:
Yeah, it would have been nice to see these two on the list. One other I would have liked to see would be Thieves World.
IF one of my paralyzed players was a cleric (I see your paladin is too low a level), and IF his holy symbol was on his shield (something I let my players do), I'd consider that presenting the symbol - meaning he could still channel energy while paralyzed (a mental action). Just one more option in case it helps.
Wow, this is still going on? I'm excited about the new minis. I expected and don't mind randoms although more than one per box would have been nice. I believe Vic said later sets would or might go that way so it's no big deal to me. Price? I blow money stupidly on all kinds of stuff so I'm not too worried about it. I'll likely go for a case for the savings. If not, I like knowing I'll always have at least a small dollar purchase when I'm in the local store. Summary? Count me in.
Our group should be finished the AP next week and haven't had any major problems with traps. They are a Fighter/Wizard/Eldritch Knight, Witch, Barbarian and Cleric. Their main tactic for traps is to send the barbarian in first to set them off and he beats down any doors and chests they can't open. I think you'll be fine without a rogue, but then the composition of the rest of the party may make a difference.
UpSbLiViOn wrote: Actually if a heavy shield gives a -6 penalty if used in the offhand and the example fighter has a attack bonus of +9/+4 wouldn't that make the total +3/-2? The -6 is for your main hand, the axe. The off hand, your shield, takes a -10 penalty without TWF. Having TWF gives equal penalties for both hands, using either a heavy or light shield.
It will make a difference whether the shield is heavy (it counts as a one-handed weapon) or light (a light weapon). [PFRPG p.152] Without Two-Weapon Fighting the penalties for using a heavy shield would be -6 for the primary hand and -10 for the off hand. [PFRPG p.202] Waraxe: +3/-2
Without TWF using a light shield, -4 primary hand and -8 off hand. Waraxe: +5/0
With TWF the numbers get better: With a heavy shield, -4 primary, -4 off hand: Waraxe: +5/0
With a light shield, -2 primary, -2 off hand: Waraxe: +7/+2
I hope that helps.
Hark, if you love 3.0/3.5 I think you'll love Pathfinder too. Everyone seems to have their pet peeves, but overall I think its a definite improvement over its predecessor. So far my only complaint is that the Paladin seems overpowered but I can kind of look past it considering the limited uses to smite and alignment/code restrictions. I haven't heard any complaints about the other classes, although no one has tried the bard or ranger yet. Oh, and remembering to check what spells and feats do, although that's not really a complaint. We're just getting used to the changes.
Michael Miller 36 wrote: you CAN get around caster level but the DC of creation goes up for each requirement you do not meet. The only thing you MUST have is the feat itself. So you CAN create a construct at a lower level (level 5 for your homunculus) but your chances of failing are that much higher. My memory is terrible, but I think I read a post by someone from Paizo, JB or JJ, saying that the CL is not considered a prerequisite and so can't be ignored for the higher DC check. Take a look at page 461: "The prerequisites for creation of an item are given immediately following the item's caster level."
Wicked K Games wrote: Big Bucket - I was planning on finishing the horizontal half-sheets, but I kind of hit a writer's block on how to keep the half-sheets in concert going with the horizontals. Essentially I either have to redo them over or make a horizontal full sheet. I'm still kind ofdebating on this, and would like to know if you think a full sheet is good or if you'd really like to see the half-sheets converted. I'd like the half-sheets eventually to be converted, I just need to figure out how to do so first. Wicked K, I think I'd prefer the horizonal full sheet but the half sheet would be fine too. Of course if I'm the only one that thinks its needed then don't worry about it.
If an encounter isn't a challenge my group gets no xp or less xp. For the Acropolis encounter, if my group hadn't left the tentacles that appeared would have been more in number and increasingly been bigger and tougher, to the point where they'd want to leave. By the text yes it could be an xp generator but the dm has to see it and adjust accordingly.
hogarth wrote:
hogarth, talking about needing a check to do anything got me thinking about the "if you are grappled paragraph": Quote: If You Are Grappled: ... Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. Since you need to make a check to break/reverse a grapple, could the intent have been that a check was needed to "take any action" as well? If so, it isn't clear. I'm not sure, but just a thought.
Dragnmoon wrote:
Dragnmoon, I was higher level, but I used the melee types up front, with my wiz healing them up from the back. It was tough but I was able to do it. I doubt this helps much. If you're completely stuck, back out if you can and come back later.
I haven't settled on a system for falling damage, but I know my players see the current system as a joke - "Okay, I'll jump off this 200' cliff and attack the bad guy at the bottom". They know there's really no consequence to crazy amounts of falling damage. It just makes their eyes roll. Sure its dangerous at early levels but it doesn't take long before falling damage doesn't really worry them at all. I'm considering one Con damage per 10' (Fort save for half, DC 10 + 1/10') and the d6/10' but haven't actually tried it yet.
Well I haven't used either of the suggestions below but they might fit the bill. The first is a single adventure, the first PFRPG one I believe.
My other suggestion would be the first PFRPG adventure path, Council of Thieves. The players guide is available as a free download here. I think either of these would be a good start, but not knowing your group I don't know if individual adventures or an adventure path would be best.
Wolfgang Baur wrote:
I just ordered a print copy mainly for the ranger variant, my first KQ purchase. The more PF material in an issue, of any type, the more likely I am to pick it up. This is not to say that non-PF material wouldn't be interesting. Its just that I only have so many dollars to spread around on RPG stuff.
Liquidsabre wrote:
I believe so. Throw in a few spells from the cleric and the wiz and have the bard singing in the background and it gets even higher.
kyrt-ryder wrote:
Yeah, I was just channelling the rules lawyer in my group with that last sentence. Personally I'd give the bonus.
I would probably give the bonus, but if the character didn't have Improved Unarmed Strike feat I'd consider giving the character a -4 penalty - the same as for dealing lethal damage without the feat. I think this would be similar to someone using a trip weapon to trip who is not proficient with the weapon.
I actually tried to get my players to try point buy, but they won't go for it. They love the results of 4d6 drop the lowest, whether good or bad. Rolling stats is easily one of their favorite parts of a new campaign. They haven't used it yet, but I give them the point buy option if they really don't like their rolls.
Krome wrote:
Number three would be my preference, followed by number two. I like individual cards - my cutting skills suck.
Vic, I think most of us who haven't received our books yet aren't at all disappointed or angry with Paizo, at least I'm not. Its more like the extreme anticipation of finding a really cool Christmas present under your parents bed and knowing you can't touch it for a week (cause your sister will rat you out). I know I'll be fine with the pdf til it arrives at my door.
What about a readied trip from the halberd wielders 5' back, as an aoo? I figure a mid-air trip over water should mean 'splash!', maybe with a reflex save or something to grab hold. Have the mace 'n board types up front protecting them, or ready trips as well. As for the CMB numbers, have you looked at the bonus bestiary? I haven't yet so I don't know how much the CMB/CMD changed from the beta.
They get a little use in our group, but would be better if they were player friendly. I could live without them but if they were replaced I'd like to see another relatively inexpensive item. I like sowhereaminow's suggestion for player handouts. This would save me some ink. I would also suggest NPC artwork as well. Images of the NPCs really solidify characters in the path for my players, especially if we go a few weeks without a session. I print them from the pdfs and they make notes about the NPCs on the printouts. The City Map folio and location maps are good.
Sueki Suezo wrote: Because giving players extra HP or Skill Points just because they are playing a stereotypical class/race combo isn't fair. Why should they end up with 20 less skill points at Level 20 because they didn't make an Elven Ranger or a Dwarven Fighter? I understand what you're saying, but for me its not that big a deal. I see it as a small bonus, not enough to base my race/class decisions on.
Sueki Suezo wrote: [...] we should just let players create characters that are interesting that they want to play. But what's to stop players from doing that now? In our new campaign two characters won't be getting the favored class reward. They don't have a problem with it because they are playing class/race combos that they find interesting.
Saskatoon is the city of bridges. We have seven bridges, two rail and five traffic, for a population of ~230,000. The city has been working on plans for another traffic bridge for a while now. If I remember correctly we are the violent crime capital, murder capital and sexual assault capital of Canada at the moment (per capita). Some years we lose the titles, but its usually to Regina, about an hour and a half away. But really, its a good place to live.
p.155, Spellcraft DCs differ from the Spellcraft DCs table on p.72: *Vigorous Motion: p.155 DC 10 +, p.72 DC 15 +
p.155 doesn't list "on a moving mount or vehicle"
p.133, first column, under Provoking an Attack of Opportunity, Performing a Distracting Act: change "Table:" to "Table 9-2:". p.133, 2nd column, under Action Types: "There are fived types of actions" - remove the "d" in "fived". p.134, first column, under Standard Action and under Move Action: change "Table:" to "Table 9-2:". p.136, second column, under Exception: should "Extra damage over..." be changed to "Extra damage dice over..."? p.139, 1st column, under Cast a Spell, last paragraph: replace "cast a spell" with "Cast a Spell" (capitalization). p.139, 2nd column, under Run, last sentence in the first paragraph: needs a period.
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