![]()
Search Posts
![]()
![]() Hey all! I'm trying to create a bunch of characters for Anachronistic Adventures. They are all level 7. They are all real world historical people. I'm using 15 point buy, no magic, Automatic Bonus Progression (+2 levels since there is no magic). Adjusting stats by age appropriately with their ages on November 1, 1989. I'm not worried about gear. I'll handle all of that. I just have so many characters I'm trying to create and I'm trying to get a little help. If anyone wants to help out, that would be great. I can answer any questions that may come up. Robert Tappan Morris (created first computer worm)
![]()
![]() There are quite a few 3pp products that I own or want to own that would be great as physical copies. Is there a way to actually have them printed out? I would also love to see some compilations of the products put into a single physical copy. I know that it would take a ton of work on the part of the 3pp publishers who are already strapped for time and resources so this is probably just a dream. ![]()
![]() So I'm going to be running an Anachronistic Adventure and it's set during the time the Berlin Wall was torn down. I'm looking for trivia related to WW2 time frame. I need secret societies, locations, people, events, etc. The basic story that I'm working on so far is that the Wall is not just something that separates Berlin. It actually imprisons a creature. The Wall was torn down early (this is true) and the creature escapes. The party needs to find out about the creature before the wall is torn down. They start learning about this on November 1, 1989. The Bilderberg Group will summon them all to tell them about what they know, but they don't know everything. They need the party to seek out information from around the world. They estimate that there is 2 to 3 weeks before the wall is torn down. The creature will be an alien that spreads disease similar to typhoid. It is highly contagious, but the onset is slow. It was finally captured in Siberia during the winter shortly before the end of the war. As far as the Bilderberg Group can tell, it can't be killed. ![]()
![]() I'm trying to create a table or series of tables that uses a d12s to generate either an number from 1 to 13 or 1 to 26. I want an even distribution. I don't mind if there are "reroll" options on the tables, but I want as few tables to roll on as possible. Can this be done? If so, how? I don't have to use d12s, but for simplicity for a character I'm using it would really make it easier and more enjoyable for me. If I can't do it, I'll just have to live with it. ![]()
![]() I'm really struggling with the mesmerist class. It feels very overpowered. I'm running the Iron Gods adventure path and one of my players has brought in this character: Spoiler:
Carmina Female gnome mesmerist 11 (Pathfinder RPG Occult Adventures 38) CN Small humanoid (gnome) Init +7; Senses darkvision 60 ft.; Perception +16 -------------------- Defense -------------------- AC 18, touch 17, flat-footed 12 (+1 armor, +6 Dex, +1 size) hp 100 (11d8+33) (currently 94) Fort +9, Ref +16, Will +20 (+2 to saves vs. emotion and fear); +2 vs. illusions, +2 bonus vs. fear and despair -------------------- Offense -------------------- Speed 20 ft. Melee +1 agile whip +17/+12 (1d2+7 nonlethal) Space 5 ft.; Reach 5 ft. (10 ft. with +1 agile whip) Special Attacks bold stares (nightmare, psychic inception[OA], sapped magic[OA]), hypnotic stare (-3), manifold tricks (3 tricks), mental potency (+2), mesmerist tricks 16/day (false flanker, fearsome guise, gift of will, mask misery, mesmeric mirror, reflect fear), painful stare (+7 or +4d6+7) Spell-Like Abilities (CL 11th; concentration +19) . . 1/day—dancing lights, ghost sound (DC 19), prestidigitation, speak with animals Mesmerist Spells Known (CL 11th; concentration +19) . . 4th (4/day)—enervation, phantasmal killer (DC 23), synapse overload[OA] (DC 22) . . 3rd (6/day)—bestow curse (DC 21), charm monster (DC 21), ray of exhaustion (DC 21), vision of hell[UM] (DC 22) . . 2nd (6/day)—castigate[APG] (DC 20), glitterdust (DC 20), knock, mirror image, silence (DC 21) . . 1st (7/day)—charm person (DC 19), command (DC 19), healing thief[UC], mental block[OA] (DC 19), paranoia[OA] (DC 20), ray of enfeeblement (DC 19) . . 0 (at will)—daze (DC 18), detect magic, flare (DC 18), ghost sound (DC 19), mage hand, prestidigitation -------------------- Statistics -------------------- Str 5, Dex 22, Con 16, Int 12, Wis 14, Cha 26 Base Atk +8; CMB +4; CMD 20 Feats Enforcer[APG], Intense Pain[OA], Skill Focus (Intimidate), Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC] Traits bloody-minded, memorable, skymetal smith Skills Acrobatics +6 (+2 to jump), Bluff +27, Craft (tattoo) +7, Diplomacy +24, Escape Artist +19, Intimidate +29, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (religion) +6, Linguistics +13, Perception +16, Sense Motive +16, Sleight of Hand +20, Spellcraft +5, Stealth +18, Use Magic Device +12; Racial Modifiers +2 Craft (tattoo) Languages Abyssal, Androffan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Infernal, Orc, Sylvan, Undercommon SQ attached, consummate liar +5, eternal hope[APG], glib lie (DC 26), gnome magic, touch treatment 11/day (Greater) Combat Gear mesmerizing tattoo, wand of blur (50 charges); Other Gear haramaki[UC], +1 agile whip, belt of incredible dexterity +4, cloak of resistance +3, headband of alluring charisma +4, masterwork tattooing tools, 2,166 gp -------------------- Special Abilities -------------------- Attached (Skymetal Bauble) If your attachment is threatened, -1 Will & -2 save vs. fear Consummate Liar +5 Counts as Combat Expertise for some feats. Darkvision (60 feet) You can see in the dark (black and white only). Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize. Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20. Glib Lie (DC 26) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies. Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast. Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves. Manifold Tricks (Su) You can have mulitple tricks implanted at once. Mental Potency (+2) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1. Mesmerist Tricks (3 tricks, 210 feet, 16/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes. Nightmare (Su) Target rolls twice on Will saves vs. fear, taking lower result. Painful Stare (+7 or +4d6+7, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit. Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects. Sapped Magic (Su) Hypnotic starer penalty applies to DCs of spells and spell-like abilities, and SR. Touch Treatment (Greater, 11/day) (Su) Remove certain conditions from creature touched. Whip Mastery Using a whip does not provoke attacks of opportunity I'm having a hard time with the simplicity of reducing the Will saves of the opponent. I'm also really not pleased with the way spellcasting works. There isn't anything that can tell if the mesmerist is casting a spell? So it's impossible to counterspell? ![]()
![]() I'm running this campaign and we're now in the Valley of Brain Collectors. The barbarian wants to get himself a flying mount. He desperately wants a Pteranodon. He thinks it would be cool. I agree that it would be, with the exception that much of the campaign seems to take place indoors or underground. I have asked him why he wants to invest in something that he may not get much use out of and his response is that he wants it. That's fine. It's his character and if he wants to do this that's his choice, his character. Is this a good idea? Is there something I can do as GM to help him get this beast? Will it actually be useful as a flying mount at any point? ![]()
![]() So I'm thinking about changing how Knowledge checks work, slightly. I'm thinking that it might be interesting to have a table of random bits of information about each creature and the better you roll on your check, the more times you get to roll on the table to see what you know. This would take some work to set up, but it also might make it more interesting for the players. Even if more than one player has ranks in the skill, they might remember different things. I'm just not sure how much I want to put into this. Do you think it might be worth it? ![]()
![]() I am going to be running a short adventure for a friend and her family. I have been debating on what I want to do and I think I have settled on an idea. I am going to have them all play boggards. I am looking for a Paizo adventure that already has boggards in it. I plan on using that scene as the basis for the adventure. Which adventures can you think of that have boggards? If there aren't any that come to mind, what kind of adventures do you think would be something that the boggards would be on. I am thinking something along the lines of the 2E module Reverse Dungeon. I just want it to be a short adventure that can be played in about 4 hours. ![]()
![]() I'm having a difficult time printing out rooms from various maps so that they are on 1-inch grids. I don't like taking the time to draw during the game so I want to just print out the room the characters are in and have it already set up with 1-inch grids. I've managed to select the portion of the maps that I want to use. I can put it into MS Paint, but I can't seem to get it to be the right size. Anyone have any skills I can tap into for this? Thanks for any help you can provide. ![]()
![]() I want to work on a time traveling campaign. I am not really sure exactly how I want to pull this off though. Right now I'm thinking of having everyone make characters at 1st, 6th, 12th, and 18th level. I will run the characters through an adventure and then send them backwards or forwards through time. They will retain all of their memories, but their class abilities will be based on level as normal. Any ideas of how I can flesh this out? I don't even have an idea for a villain yet. ![]()
![]() I have a friend who is going to be running his first game. Not just Pathfinder, but his first actual game. He has minimal experience with RPGs so I suggested that he only allow Core characters until he is comfortable with the system. I'm going to be there to help guide him along, but he has to make all the decisions himself. The rest of the group will have minimal experience as well. Instead of having everyone sit down with me to create characters (I am recovering from surgery and I have my own campaign to work on) I told him that I would be willing to create a ton of 1st level characters. I want to make one for each race/class combination. I am trying to build them while keeping in mind the stereotypical traits of the races. I want the dwarf rogue to feel different from the halfling rogue. I'm soliciting advice from everyone. More accurately, I am asking for as many 1st level core only builds you can come up with. Please, CORE only. Not PRD only. CORE. I don't know what the stat generation is so I've just been using the Elite Array. I can always make adjustments later. This is just the fastest set of stats. So please share with me your 1st level core only builds! ![]()
![]() So I'm looking for ways to make my games better. One thing I want to do is use Power Point on my tablet to show things with a description next to the picture. I'm also going to be printing out the rooms or encounter areas with 1 inch squares on them so I don't have to take the time in game to draw. Are there any things that you do that don't eat up a lot of your prep time? ![]()
![]() So there have been endless threads on how to fix the fighter. Personally, I don't think it's as bad as some people think. It's certainly not where I would like it to be either. So I have a simple fix that I would like some feedback on. What if all fighters had to take an archetype but they gave up none of their class abilities? ![]()
![]() I have purchased a lot of Rogue Genius Games things over the years. Now that there are Bundles put out for very low prices, I can get more of the things I've missed. This means that I end up with a few duplicates. I don't need two copies of the same product. I spoke with Owen KC Stephens and he will be glad to send you the extra copy that I have! I just need to know who wants it so I can send him your email. He will send it to you through DriveThruRPG. I only have 1 extra copy so I can only gift it once. If you are interested in any of them, let me know. I don't know how I'm going to decide who gets what if there are multiple people interested. Probably just a die roll. It's not necessarily first come, first served. I'll give it a day or two before deciding. This is a great time to get your first 3rd party publisher product. These are the products I have: Houserule Handbooks: Spellpoints Compilation
![]()
![]() Should the value of the legendary item count against Wealth by Level? I tried searching but I was unable to find anything. I'm leaning toward "no" because you only have precious few mythic abilities to choose from so you are still investing. However, I can see an argument for it since you are getting a lot of value for no monetary cost. ![]()
![]() So I need a bit of help. I am going to run a mythic campaign and I am trying to come up with 29 trials. Before we get going, let me give you some background so you know what's going on. I'm looking for general ideas. I don't need complete adventures. So they are going to start off as NPCs in their town (seriously, they will only have NPC classes to choose from and have NPC stats). They are just day laborers. Everyone is getting ready for an annual Festival of Lights when a lady is murdered near them. They aren't immediately blamed for it but as the week goes on, the evidence mounts against them. They are found guilty when someone finds poems that they wrote about her. (I'm stealing an Alice Cooper song compilation Time to Kill; Chop, Chop, Chop; Gail; Roses on White Lace which are all about a gruesome murder). They will be exiled to a prison island where people have never returned from. Along the way their ship will be attacked by devils or creatures from Hell. Some celestial beings will show up, one of which is a very powerful angel. Their ship will be destroyed in the battle and the angel will die but not before giving them a small bit of heavenly power. This power will grow with them as they level up. They will have 10 racial points to build their race the way they want. They don't have to use the points all at once. They can use them at any point in their career but their abilities will be locked in once chosen. They will also be given more points for their attributes as they level up until they are at 20 point buy. They will start with 13, 12, 11, 10, 9, 8 for their stats, just like any other NPC. They will get to shore and find that they have lost their forms. They will look like formless humanoids, just like everyone else in the town. What they don't know is that they have actually entered Hell and have taken on the form of dretches (the lowest of the devils which are often tortured by higher devils). They will learn to form their bodies into a new race of their own choosing. Along the way, they will have to deal with 29 trials. Each one will give them a bit more heavenly power until they are demigods and ready to take on the devil overlord for the domain they are in. This overlord is slowly building an army to take over their original home world. The angels found out but were unable to take it on directly so they came up with a plan to use people who would never be presumed to be infiltrators. The trials are (I haven't figured out the order yet): 1. Trial of Strength
The ones in parentheses are opposites of each other. I haven't figured out what those trials will be yet but those are the titles. ![]()
![]() I've seen a few threads about people trying to convert Dragon Mountain to Pathfinder but they are short lived. I'm working on converting it as well and as I enter the NPCs into Hero Lab I'm noticing some things: some have gear well above what a PC should have at that level. So I'm thinking about not changing their gear at all and if the party gets a hold of it, that's ok. They might actually need it for the final battle anyway. Here's why I'm not worried about it: I'm going to run it as a single adventure, not tied to any campaign, while I work on my actual campaign. So it will be a Monty Haul style adventure but these characters aren't going to be going anywhere after this. Do you think that they will have enough firepower to take on the big bad at the end or will I still have to make some adjustments? ![]()
![]() How many people fully use the weather and environment rules? Have you found them to enhance your gaming experience? Have you found them to restrict your experience? Have you found that they are too much for some characters but not enough for others? I ask because I like using them. I think they really force the characters to deal with things besides just the goblin at the end of the road. I also think that it gives characters a reason to invest in survival so they can plan farther ahead. ![]()
![]() I would like to try something different. I would like to see how many different ways we can build a character to the same general concept. For example, maybe someone wants a gunslinging dinosaur rider. How many different ways can we build that and still have it be fun and effective? I would like to see people think outside of the normal builds. This would not be a thread for finding the optimal build. It would be for finding as many interesting builds for the same concepts. The builds should be playable and fun at all levels of play. So I would like to start with the dinosaur riding gunslinger. ![]()
![]() So this is the current ideas that my players are having: 1) Gunslinger
I'm concerned with the gunslinger not being able to craft bullets. I also don't know if they have enough damage soakers. They have no one to deal with traps at all. All of this can change as they read through the Player's Guide, but are there things that may be better or things I should be aware of if they still have their hearts set on certain classes? I don't want to tell anyone they can't play a particular character but if it won't work well then I want them to know ahead of time. ![]()
![]() I need help finding a game for a young lady. This is a Facebook post from a friend of mine and I told her I would help: Quote:
The little girl is 6 years old and really wants a game that she feels represents her somehow. She reads at a 1st grade level (I know, she's in 1st grade, what a shock!). She wants a game where the girl is the hero. She likes board games and video games. Any suggestions? ![]()
![]() So I'm working on my adventure and I'm trying to figure out what I want for a BBEG. The party will be trying to figure out what's causing a bubonic plague outbreak. The increase in rodent activity is caused by a drought. The rodents are eating the crops which is causing a loss of food. People are starving and sick. I'm looking for a BBEG for the party to face off against who is CR 2 or 3. I want it tied to the drought and rats somehow and I also need it tied to the larger story arc. I'm going to run a campaign similar to one I ran 20 years ago in a world called Generia. Almost all the NPCs will have stats of 10. They will be generic. The entire world is very generic. People all look very similar, language is all very similar (I plan on having only a few languages to choose from). The world has mostly been cut off from the gods by a set of artifacts (coincidentally, one for each character). Once they find all the artifacts, they will be able to bring them to a specific location and get things back to normal. There aren't many adventurers because everyone lives a very generic life. The party is not entirely unique but they rare. Anyway, any suggestions on a BBEG? ![]()
![]() So I have an idea for starting a campaign but I'm not really sure how to go about doing this. I want the players to come to the table with mostly blank character sheets. The only thing they would have is their race. As the adventure progresses, they choose their attributes, feats, classes, skills, etc. I want them to start as level-0 characters and then have them progress normally from there. They will end up with 20 point buy by the end of the first adventure and a full class at level 1. Any suggestions on how I could go about doing this? I'm debating if I want them to start off as slaves or as friends in a local community that end up in an adventure. In case it's confusing as to what my plan is, I want everyone to start with an 8 in each stat, adjusted by race. When they want to accomplish something, they simply tell me what bonus they see their character having (maybe they need to open a stuck door and the dwarf thinks he should have a +2 bonus). I would then have the player set their stat to the lowest value necessary for that bonus. Maybe the characters get into a fight and someone decides that their character is quick to react, so their first feat is Improved Initiative. Skills would all be untrained (basically just attribute checks) until the character settles on a class, which may take a little while. For the most part, this shouldn't be much of an issue. If they want to use a trained-only skill, they will have to spend a skill point. They won't be able to do this often until they choose a class though. I'm trying to figure out how to make it so that they choose their classes as part of game play. I want all the classes to be options (as well as some 3PP classes from SGG). Any suggestions on how to go about any or all of this? ![]()
![]() I've been throwing this idea around in my head for a while now and I'm wondering what problems people see pop up from this proposed house rule: The skill affinity feats (+2 on two specific skills) and skill focus grant their normal bonuses as well as turn those skills into class skills. As it stands, I would limit it to just those types of skill boosting feats to keep it simple. I think this could go a long way to helping some classes pick up class skills and it makes sense to me. ![]()
![]() This Veteran's Day, a lot of you will be posting "thank yous" and it's appreciated by those who served. There are plenty who died for our rights, many of which are taken for granted or simply ignored. However, it's not the ones that died that I want to remind you of. It's the ones who didn't. There are many who have been seriously injured, physically and emotionally, from their service to this country. Even though they are no longer serving, they are still sacrificing. Please, don't just thank them but give back to them. They gave for you. Now it's your turn. Please donate to a decent veteran's charity like The Wounded Warrior Project: http://www.woundedwarriorproject.org// If you can't donate money, you can donate items or time to veterans organizations in your area. Please don't forget to take care of those who took care of you. ![]()
![]() I have seen many people claim that some classes are gear dependent while others are not. I would like to see this put to the test. I would like to see some non-gear dependent builds for casters. These are the criteria: 1) 20 point buy (the game assumes 15 but I will concede that many use 20)
I would like to see builds for each class if possible. A variety of levels and racial options is also welcome. ![]()
![]() So when I created my account I just took an old character that I really liked and used his name. I have since moved on to a name I really enjoy more and will probably use for years to come. For the most part, this isn't a problem. I can just post with this alias. However, when I write reviews, I have to use my actual avatar name and I don't like that name anymore. Is there any way I can either change the name or just post reviews with my alias? ![]()
![]() Some tips when asking for advice on rewrites of classes: 1) Don’t use abbreviations or acronyms until they are defined. The first time you use an abbreviation or acronym, explain what it stands for. There are quite a few different acronyms and abbreviations and it gets confusing trying to figure things out especially for new readers. 2) Explain what you are trying to change and why. Use bullet points and keep them short and simple. It’s very hard to give advice when we don’t even know what the goals are. It’s one thing to say that class X needs to be changed. It’s another to say why and your intentions. 3) Proofread your post. Type it up in a word processing document first. Make sure that you are using proper punctuation and grammar. It is much easier to give advice when we can read what you’ve written. It doesn’t have to be perfect but there should be more effort put forth than I have seen. Please attempt some basic formatting. I know that we can’t use tables and such but we can use bold and italics. We can use spacing. Please make it readable. 4) Understand what the role of the original class is supposed to fill. Keep in mind what the class is meant for. Fighters, for example, are supposed to be extraordinary. Don’t give them a bunch of spell-like or supernatural abilities. 5) Look to see what has already been done and see if it appeals to you. Often the changes I see proposed to a class have been proposed plenty of times, and even sometimes officially. See if there is an archetype that already accomplishes what you want. For example, there are at least two that give fighters better skill points and more class skills. Check out what else they can do and see if you are just mimicking what’s already been done. 6) Can the changes be done in a simple fashion? Keep the changes as simple as possible. Don't change what doesn't need changing just for the sake of change. 7) Keep in mind how the mechanics of the rest of the system work. If you think that fighters should have better saves and you want to make the Great Fortitude, Iron Will, and Lightning Reflexes all combat feats, that’s fine but keep in mind that there are other classes that can affect as well. If you are ok with that, then go for it. Just keep it in mind. 8) Don’t get too specific with the role the class fills. It should be broad. Archetypes, feat choices, and prestige classes are for getting specific. Not all wizards are god wizards, not all monks are unarmed masters, not all rogues are sneaky trap detectors, etc. Your changes should still allow the class to fill multiple concepts. 9) Become familiar with the target numbers in the Bestiary. They aren’t meant to be perfect but if you go through them you will notice that there are some things that aren’t needed. Fighters don’t need buffs to hit for example. 10) See how your class functions with and without magic items. 11) Please tell us if you are using any house rules. Even if it’s something as simple as the Critical Hit deck. Options you add could affect the advice you get. I love reading about proposed changes. I just find it hard sometimes. I don’t usually comment on them because I find the very high majority of them aren’t needed or I don’t know what they are actually trying to do. “Better” isn’t good enough. Tell me what needs to be improved so I can follow along. ![]()
![]() I'm looking for a simple combat manager that will keep track of initiative (possibly determine it randomly for each combat), hit points, and conditions. I have found two apps that do some of these but no apps that do all three. Does anyone have any suggestions? Using a laptop or desktop isn't an option due to where we game. If it matters, the two apps I have found are "Pathfinder RPG Manager" and "Roll Initiative." I like the way that "Roll Initiative" lets me just move to the next character with ease. I like how "Pathfinder RPG Manager" not only allows me to color code (makes it easy to distinguish between creature types, NPCs, or other notations I may want) and it keeps track of conditions. If these two could be combined somehow I would be a happy gamer. ![]()
![]() Too often we get into discussions about various issues without fully understanding what the numbers mean. It’s one thing to say that the wizard is awesome because he can cast Fly at level 5, but what does it mean in real world terms? What about a barbarian that has a raging Strength score of 26? How big is that Magnificient Mansion? How far can a fireball fly before exploding? That’s what I hope to answer with this thread. I appreciate a lot of input. Most importantly to make sure my math is correct but also with other examples. Just because I can visualize an olympic size swimming pool (roughly 16 x 8 ten-foot cubes not stacked) doesn’t mean that others can as well. I’m also open to other benchmarks. Power of an explosion or pressure references is something I think would be interesting. Speed
A dwarf moves at 20 feet per round. 2.2mph, 4.4mph, 6.6mph, 8.8mph, 11mph. What does that mean though? What else moves at those speeds? Well the average hiker walks at about 2 mph uphill and 6 mph downhill. The average walker walks at 3.5 mph. A liesurely bike ride is about 8 to 10 mph. Humans move at 30 feet per round. 3.4 mph, 6.8 mph, 10.2 mph, 13.6 mph, 17 mph. So we’re a little faster but how fast are we? Well we already know the average human walks at 3.5 mph so that’s a good start. A hustle is a little slower than that bike ride we mentioned earlier. The triple speed run is about the same as the bike ride. 14 mph is the speed limit in the Disneyland parking lot, which is probably about how fast those trams move. 17 mph is how fast this lady is running 50 feet per round is 5.6 mph (speedwalker), 11.2 mph (leisurely bike ride), 16.8 mph (a little faster than is needed to meet the 4-minute mile), 22.4 mph (the fastest swimming bird is the gentoo penguin and it hits this speed), and 28 mph (Usain Bolt and Carl Lewis were clocked at these speeds, they were professional athletes). 60 feet per round is 6.8 mph, 13.6 mph, 20.4 mph, 27.2 mph, and 34 mph (a tiger runs at this speed).
Distance
We’re getting into close range spells so let’s look at: 40 feet is is a 4-lane highway width. 50 feet is the width of a high school basketball court. 60 feet is roughly the distance between the pitcher’s mound and home plate. 75 feet is the width of an Olympic sized swimming pool. 90 feet is the distance between 1st and 2nd base in baseball. Now we’re up to short range spells: 100 feet is about the width of 8 lanes of traffic. 150 feet is half a football field. 200 feet is the length of a hockey rink. 240 feet is the width of a soccer field. 300 feet is 100 yards, which is a football field length without endzones. Here are some long range spells: 450 feet is a football field from goalpost to goalpost. 500 feet is 1.5 football fields. A par 3 hole on a men’s golf course is 750 feet. this man is 800 feet above the ground. The roller coaster at the top of the Space Needle in Las Vegas is just over 900 feet high. The Eiffel Tower is 1000 feet tall. Once we start getting to 1200 feet, we are close to ¼ of a mile. 1200 feet is the maximum distance (without feats) that a long range spell will have. Weight
1 pound = a Guinea Pig
Volume
1) Let’s start with the basic 10 foot cube. It’s the size of a small bedroom.
Putting it all together
Level 0 Spell: Mage hand at 1st level can pick up a Chihuahua just outside a two-car garage if you are on the other end Level 1 Spell: Magic Missile can strike 5 targets that are inside a full size car that is on the other side of 8 lanes of traffic Level 2 Spell: Enthrall can be cast from the top of the Christ the Redeemer statue (in Rio de Janeiro) and affect people on the ground. Level 3 Spell: A fireball can be thrown to the other end of a football field and it will explode affecting vehicles that are on opposite sides of a 4-lane road. Level 4 Spell: A druid casting control water can control all the water in an Olympic size swimming pool Level 5 Spell: A wizard can stand at one edge of a hockey rink and use transmute rock to mud on the opposite end and can turn 18 ten foot cubes worth of rock to mud. That’s the size of the Harmony Node 2 on the International Space Station. That’s about half the space of the cargo hold of the space shuttle. Level 6 Spell: Mass Inflict Moderate Wounds can affect 11 creatures that are on the opposite side of a high school basketball court (width) and no two are 10 to 12 steps apart. Level 7 Spell: Druids can cast a fire storm on the other side of a soccer field and affect 26 ten-foot cubes. That’s enough to fill the cargo hold of a 747. Level 8 Spell: A wizard standing on the pitcher’s mound can shout loud enough to stun and deafen creatures at home plate. Interestingly enough, that’s also enough to destroy a strong wooden door which is common in dungeons. It exceeds 130 dB since it can cause hearing loss and actual damage. Imagine someone yelling at the volume of an artillery weapon. Level 9 Spell: A storm of vengeance can create a cloud above the Eiffel Tower that is a two football fields in diameter. This storm is above 85 db but less than 130 since the sound won’t actually deal damage. The acid rain is strong enough to burn through rope in 6 seconds. The lightning bolts will destroy most wooden doors but have the potential to blast through an inch of adamantine. The hail stones strike with enough force to destroy most wooden vehicles like carts and wagons. The rain is as thick as a strong sandstorm (I’ve been in them and you can’t see very far at all) with winds as strong as a tropical depression. Scroll through those pictures to see what this spell is capable of doing. They are all from Hurricane Irene. So that’s an idea of some benchmarks. What do you think? Any other benchmarks to help players and GMs visualize the action? ![]()
![]() So in the next few months I will end up being a player in an adventure path. The GM hasn’t decided on which one but it looks like Kingmaker isn’t going to be it. I have the first chance in my gaming career to play a character from level 1 to 20. I know the APs stop about level 15 or 16, but he can work up something for the last few levels. I have a ton of ideas running through my head and I would love to see how some people deal with some of these concepts. I would prefer to see how they would work out at levels 1, 5, 10, 15, and 20 (or other reasonable levels). We will be allowed to use all the Paizo products for Pathfinder. I may be able to talk him into a third party product if it is balanced and fits the concept, but I’m not going to hold out.
Thanks for the help. ![]()
![]() My friend wants to create a true master of the elements. He wants to be able to convert his elemental spells to any other elemental at will. He wants to be able to change into an elemental as often as possible. He wants to be one with the elements in as many ways as possible. To pull this off though, we need to see the build from level 1 to 20. I'm working on a crossblood sorcerer (Efreet, Marid) who also has Elemental Spell twice for acid and electricity respectively. I'm not sure if I'm headed down the right path or if there is a better path. I can post each level as I work on it and you can critique the general build. The only thing I would keep in mind is that the GM will be paying attention and making sure that we are able to use our abilities. This means blasting will be useful. How useful is something we don't know but it won't be a waste. The only other characters we know will be in the party are an inquisitor and probably a gunslinger (who keeps changing his mind but keeps coming back to gunslinger). Almost all the books are allowed. If you suggest something that isn't allowed, I will say so. We may just end up buying the book. The book must be Paizo and for Pathfinder. If you have an suggestion for a 3rd party book, please put it in its own post with a link so I can check it out. The characters will all be 25 point buy and be restricted currently to races in the Core Book and the first two Bestiaries. We're trying to stick to Core Races as much as possible though. ![]()
![]() So I'm working on something and I would like some help redoing the iconics with a lot less wealth. This is the expected wealth I'm working with: Level.........Total gp Value
These levels don't have stats from Paizo but should be easy to extrapolate. 16..........29,250 gp
They can be found here: http://paizo.com/pathfinderSociety/pregeneratedCharacters I also have them at levels 10, 13, and 15 without the reduced gear and I can post their stats for those who want them. ![]()
![]() So we have a mobile version of the PRD which is amazing and has been a boon to me many times. Is it possible to have the rest of the site done as a mobile site as well? The message baords is my primary reason, but I'm sure others might find other areas could use some Mobile Phone Lovin. I don't know squat about this so if it's not feasible, just tell me to shut up. If it is feasible, I want my name hidden somewhere as the idea guy. ![]()
![]() I'm debating between playing a gunslinger (pistolero/mysterious stranger) and a spellslinger. I haven't actually had the opportunity to be a player in many, many years. What are your thoughts on the spellslinger? Is it worth it? Note that I don't worry about playing god wizards. I go for fun more than power. ![]()
![]() So there are a few skills (Knowledge for example) that have DCs of X + CR. This works fine for some, but when you start to add things like class levels or advanced creatures this breaks down a bit. A goblin is a goblin, even if he does have 5 levels of druid. An advanced boar is still a boar even if he is a bit tougher. The way I want do it is I base the DC off the base CR of the creature. If there are advances to the creature (templates, additional hit dice, class levels, etc), then I increase the DC to learn more. So the DC to know about a half-green dragon grizzly bear with 10 hit dice is: To determine that it is a grizzly bear: 9 (5+ CR)
So what would be the best way to handle this? The players should be able to figure something out but I don't know where I should set the DCs. What if it is also a goblin but it has 5 levels of druid? What is the DC? ![]()
![]() There are tons of third party products out there, with a wide variety of topics. Thing I look for in a third party product are: 1) Creativity: I don’t want another race of elves. There are tons of races out there already and honestly, there isn’t much need for too many more. When I do look at a new race, I look at its uniqueness. What does it add to my campaign? Is it too easy or difficult to add? Are the racial abilities something that are balanced and interesting? Do the racial abilities push it to a particular group of classes but don’t preclude it from being other classes? If create a new class, is it something that couldn’t be done with the current classes or by multi-classing?
So those are some things I look for in a third party product. Here are some products I would be interested in buying: 1) Gemstones: I want to know more than just a list of names and values. I want to know sizes, locations where to find them (near certain deposits for example), and potential mystical properties.
If you also use software for your games, like Hero Lab, a downloadable file with this stuff in there if possible would be nice as well. For example, if you write an adventure, you can have a file with the NPCs, new monsters, new gear, etc, all in there as well to make my life just that much easier. ![]()
![]() So I'm building a wizard for a 1-shot adventure at level 10. The concept is to have his familiar do most of the dirty work for him. I want the familiar to be the one in combat and I'll be beefing him up as necessary. The books I am allowed are the Core book and APG. I don't know the point buy we will be using yet so let's assume 15 points. I can always add points later. Generally I go with the elite array when I do 15 point buy. I am open to other arrays. I do not want to have more than 1 dump stat so please no suggestions with three 7s. Can it be done well enough to be useful? Which feats, spells, and which familiar should I go with? I could do this with a summoner, obviously, but I have been asked to not play a character that can summon tons of monsters. ![]()
![]() So obviously the classic wizard would focus on Intelligence to get more spells and boost the save DCs. What if you didn't build a classic wizard though? Do you still want to focus on Intelligence? Can you be effective if you focused on another stat instead? What I'm getting at is let's say you want to build a swashbuckling wizard. Using only the wizard class, and focusing on being a swashbuckler, how would you do it? Do you still need Intelligence? What if you wanted to make a wizard that was a sneaky mother-f sir! Essentially filling in as the party rogue. Do you still need intelligence and if not, how would you go about doing it? Could you make an effective unarmed combatant who is a wizard? Is there a level cut off where maintaining the concept isn't going to work anymore? Is there a level where you must be in oder to establish that concept? Just for fun, I would like to see what people can come up with for wizards that don't focus on Intelligence but are still effective characters that are also fun to play. 20 point buy is probably enough to see what you can do. I'm working on seeing if I can make a two-handed combatant wizard who revels in melee combat. ![]()
![]() Query: If a character begins crafting a magic item (let's say it's a +1 sword because he only has 1000 gold and doesn't know how long they will be out) and is adventuring at the time. This sword should take him eight days because he's adventuring. So he manages to get back from the adventure with a ton of cash on day 4 and realizes that he's going to be in town for a while. Can he just extend his time crafting for two more days and go for a +2 sword assuming he is the right level and can afford the cost difference?
|