Look in the Bestiary, p. 21 for the guidelines to scale encounters to different number of players. Bestiary,p. 21 wrote:
On page 23 there's a "weak adjustments" section if removing creatures is not doable. I played The Lost Star with my wife as the only PC (+1 GMPC) and it went pretty well, since the number of creatures in most encounters could just be halved.
I'm also confused by this. rulebook,p.64 wrote:
This seems like a bard would have 2x 1st level spells and 3x 2nd level spells in his repertoire at 4th level. Also, is the bard preview blog still correct regarding the comparison to sorcerer? Bard Class Preview wrote: As before, bards are spontaneous spellcasters who make up for having not quite as many spells as the other spontaneous caster, the sorcerer, by having special bardic performances. But this time around, bards don't have a delayed spellcasting progression. Instead, they have one fewer spell in their repertoire and one fewer spell slot per day at each spell level, compared to the sorcerer.
TwoWolves wrote: The Giant Sentinels are the last encounter before entering Xin Shalast, Encounter D. Updated in the pastebin template so it'll be correctly indexed in next update.
I took the liberty to update the pastebin and put the different chapters in spoilers to avoid a wall of text. Link to updated pastebin. General Sandpoint Maps:
1. BURNT OFFERINGS:
Festival and Fire Glass and Wrath Thistletop 2. THE SKINSAW MURDERS:
Murder Most Foul The Thing in the Atic Walking Scarecrows Misgivings Chasing the Skinsaw The Seven’s Sawmill Shadows of Time 3. THE HOOK MOUNTAIN MASSACRE:
Many of these links are from THIS thread. I have linked the super high resolution versions. You may need to resize them to make them work for you, or you can download the lower res versions in the thread above. In the Hooks Shaddow Retaking Rannick Down Comes the Rain The Haunted Heart Harrowing the Hook 4. FORTRESS OF THE STONE GIANTS:
Stones over Sandpoint Journey to Jorgenfist Into the Valley of the Black Tower Under Jorgenfist The Ancient Library 5. SINS OF THE SAVIORS:
The Scribbler's Rhyme Seeking Runeforge Runeforge and the Abjurant Halls 6. SPIRES OF XIN-SHALAST: Whispers in the Wood Xin-Shalast The Pinnacle of Avarice
The Eye of Avarice Maps that I don't know where they are from:
muklowd wrote:
All of the following links work for me: Thistletop
jon dehning wrote: If you check out the previous threads linked in the first paragraph, there is a thorough explanation behind the name. And yes, some of us (waves!) have Scandinavian heritage. Aha, thank you (waves back)! I missed that when it was first posted (even though it's usually quite easy to spot a danish/norwegian "Å").
The Only Sheet wrote: May I inquire if there is a site which contains *all* the links presented here, maintained to the latest versions of images/handouts/etc? Not as far as I know. As long as I've followed the work in this thread, there has been an update of the general status every now and then, which contains all (or most?) of the maps. Last post of this kind was back at page 22. The template for that post is kept and updated over at pastebin.
Orfamay Quest wrote: Drive away some of the paying customers while doing literally nothing to prevent spam? Yeah, that's a great idea! <rolleyes> I'm sorry if I somehow offended you and therefore is deserving of your sarcasm. However, on sites where I've tried the reCAPTCHA it has worked great, since I as the user only have had to click a confirmation button and not solve a normal captcha. It is my understanding, that the risk analysis part of the method makes it more difficult for "suspicious" users (whether they are bots or not). Of course, it does work best against bots.
sadie wrote:
I tried out the monk sheet. I recently started playing, so my feedback might reflect that: - Why are there 3 boxes for the Dodge bonus feat at Level 1? - Putting a tick box for Endurance and Trap Sense under Saves doesn't really make sense to me... - A tick box for Level 4: Still Mind under saves (like Evasion) would be nice.
@Jesse You might wanna take a look at the Anniversary Edition. EDIT: Out of curiosity I found a viable Why We Don't Reprint thread.
Riding Bull wrote:
Looks very nice. Thank you!
Orbis Orboros wrote: The rogue ability that only works when you're by yourself at a location is flip-flopped - the rogue ability in 5E requires either surprise or an ally next to the foe (apparently this is part of the reason the devs didn't name powers - if Merisiel's ability HAD been named the same, people would bring misconceptions with them). I always interpreted that one like this: The rogue has an easier time sneaking around a location when no other party member is with her (since she probably has a higher stealth skill) and thus more likely to catch enemies completely off guard, which can either give the surprise bonus or something even better. So for me, the PACG power totally makes sense for a rogue (also when compared to normal pathfinder).
Very nice work. I've done something similar myself and since I use my laptop when GM'ing I've found that producing pdf's in the right aspect ratio (16:9 in my case) makes it easy to see the info when using full-screen/diasshow view, even from a distance. An example can be found here. (Ignore page 2 - it's a danish translation of some flavor.) Just a suggestion you can choose to use or ignore. :]
Kamicosmos wrote: How are you guys arranging them? I grabbed them a couple of times to 'look up' a rule, but....took me too long to find anything. I'm thinking I will put them in alphabetical order to start out. I'm not quite sure how they're organized initially...kind of seems like combat stuff up front. I sorted them into stacks of skills, general combat, combat maneuvers, other combat actions, magic, and misc., all in alphabetical order (so rather close to the original sorting). I've removed some few cards that I'm pretty sure I won't need. As a GM I mostly use the maneuver and skill stacks.
Karolina Dean wrote: The group got the three rings and immediately headed up to the Spires of Xin Shalast. They reached the field, and tested the rings. I had all players, regardless of if they had a ring or not, make the will save against the field to play up/foreshadow the influence of Leng in this area. Two players crossed the field, one player carried two rings, the other only had one. The player then put the two rings on his fingers, and crossed only his two fingers over the field. There were no rules in the book to address this, so I had the field solidify when the rings were removed, cutting his fingers off from the knuckle. (I did not want the problem to be solved TOO easily!) I gave the player a reflex save to avoid this, which he failed. The player simply had his fingers repaired with a Regenerate spell, which the party had a scroll of, so no downtime occurred to repair the problem. I haven't carefully read about this in the book yet, so please excuse me if I misunderstood something. It sounds to me like the person handing the rings back could just have gone back with 2 rings to get the third person through and then rinse and repeat for the last person left (it can even be done in just 2 steps if you further optimize it). Is there something that prevents doing this? Anyways, given how your players wanted to deal with it; the way you handled it was very nice.
keyafay wrote:
Just to be clear, my suggestion was to change the compression, not the hosting site. It might of course be unnecessary, since you changed to the Pro version of dropbox. In any case, I very much appreciate your decision to avoid "mazes".
keyafay wrote:
You could also use 7zip that applies a more efficient compression algorithm to reduce the load.
In Foxit Reader there should be a snapshot tool called "Marquee select". The symbol looks like a small camera. If it's not on the toolbar, you can access it in the Tools menu -> Snapshot. With the tool select you just select the area of the pdf you want copied to the clipboard. Then you can paste it into Gimp.
archmagi1 wrote: So my Herald is totally male but the plebes in haven refer to 'her' and 'She'. First boss fight took me three tries, tpk on first and DirectX crash on 2nd. Liking the mix of style Bt origins and 2 for combat. A bit more tactical, but still has the action feel that I like in games. Not past the redcliff mission, but the war table thing seems very cool. Concerning the DirectX error. If it's similar to the problem reported here using the advice found in the same thread fixed it for me: Spoiler:
Control panel -> Time, Language and Region -> Region -> Administrative tab
Change Language for non-Unicode programs To English(US) MannyGoblin wrote: What about The Keep? I want to try that but heard it is still in beta. It has been in open beta for a while - I would highly recommend to go and set your world state (remember to export it to DAI when you're done). It's also a very nice way to remember the highlights from DAO and DA2. Note that you can set a lot more options on your "tapestry" than the choices you can alter while viewing the story.
I also started GM'ing Pathfinder with RotR. In the beginning I made spell lists with only the relevant part of the spell descriptions and with the precise numbers for that NPC (so I calculated e.g. 1d6 per level before hand). Now I got two approaches: When an enemy got a statblock in the book I use small postit page markers which I place close to the spell or feat I need some details on. Then I just write directly on the page marker. When an enemy is not directly in the book, I copy the statblock to a document and make small notes after each feat or spell that I need more info on and usually highlight (by making the background yellow) the stuff I think will be the most important. When I get in doubt about a feat or spell which I only got few notes about, I only look it up if it's very important; otherwise, I'll just wing it and look it up after the game, so I hopefully get it right the next time. One thing which I find rather annoying is that the type of save for a spell is not stated before the DC in a statblock. Anyhow, just picking the one which feels right usually works (will for mind-related stuff, fort for sickness/health, and reflex for getting out of the way).
el cuervo wrote: I'm not flagging you, but you may want to edit/take down your post. Stat blocks aren't copywritten but Paizo does hold the rights to the characters and the tactics/morale text, as they are not covered by the OGL. I'm not sure of the rules (they must be on the site somewhere...), but you may want to check. I don't actually know how it works. Just giving you fair warning, someone might take offense. Oh, ok. Can I still remove/edit it after so this much time has passed? Otherwise I hope a moderator will be kind enough to help me out. I have seen stat blocks of some of the custom monsters from RoTR on d20pfsrd so I thought it was ok, but I didn't think about the morale/tactics stuff.
Here's what I got - haven't taken the time format it so much yet, so don't know how much of a help it is. (Also I hope it's allowed to paste into here). Jakardros:
Male middle-aged human ranger 8 CG Medium humanoid Init +3; Senses Perception +13 DEFENSE AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge) hp 72 (8d10+24) Fort +7, Ref +9, Will +4 OFFENSE Speed 30 ft. Melee mwk longsword +1 0/+5 (1d8+1/1 9-20) Ranged +1 shocking composite longbow +1 2/+7 (1 d8+2/x3 plus 1d6 electricity) Special Attacks favored enemy (dragons +2, giants +4) Spells Prepared (CL 5th; concentration +7) 2n d-borkskin, cure light wounds 1st-animal messenger, speak with animals TACTICS During Combat jakardros's strength lies in his archery. He trusts (and depends) on his all ies and his animal companion Kibb to hold off foes in melee while he provides ranged support. Yet when his allies are in desperate need, he won't hesitate to lay down his bow and join them in melee. Moraleja kardros has little concern for his own safety, and is actively looking for a foe that can finish him off. He fights to the death as a result. STATISTICS Str 12, Dex 17, Con 1 2, lnt 11, Wis 1 5, Cha 9 Base Atk +8; CMB +9; CMD 23 Feats Deadly Aim, Dodge, Endurance, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness Skills Handle Animal +1 0, Intim idate +1 0, Knowledge (geography) +7, Knowledge (nature) +7, Linguistics +8, Perception +13, Stealth +1 3, Survival +13 Languages Aklo, Common, Draconic, Elven, Giant, Gnome, Goblinoid, Shoanti, Sylvan, Varisian SQ favored terrain (forest +2, mountain +4), hunter's bond (animal-firepelt cougar named Kibb), swift tracker, track +4, wild empathy +7, woodland stride Gear studded leather, +7 shocking composite longbow with 20 arrows, masterwork longsword Kaven:
Male human ranger 2/rogue 5 CN Medium humanoid Init +4; Senses Perception +9 DEFENSE AC 20, touch 1 6, flat-footed 1 5 (+3 armor, +1 deflection, +4 Dex, + 1 dodge, + 1 shield) hp 49 (7 HD; 2d1 0+5d8+1 2) Fort +5, Ref +1 1, Will +0 Defensive Abilities evasion, trap sense +1, uncanny dodge OFFENSE Speed 30 ft. Melee +1 rapier +8 (1d6+1/18-20), mwk dagger +8 (1d4/19-20) Ranged composite longbow +9 (1d8/x3) Special Attacks favored enemy (giants +2), sneak attack +3d6 TACTICS During Combat Kaven is most comfortable wielding small and fast weapons like daggers, short swords, or rapiers. In battle, he seeks out wounded foes, leaving stronger enemies for his allies to handle. Morale Kaven is a coward at heart. STATISTICS Str 10, Dex 18, Con 12, lnt 13, Wis 8, Cha 14 Base Atk +5; CMB +5; CMD 21 Feats Dodge, Mobility, Quick Draw, Skill Focus (Bluff), Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse Skills Bluff +15, Climb +1 0, Intimidate +12, Knowledge (local) +11, Knowledge (nature) +7, Perception +9, Sleight of Hand +1 4, Stealth +1 4, Survival +9, Swim +10 Languages Common, Giant, Varisian SQ rogue talents (combat trick, finesse rogue), track +1, trapfinding +2, wild empathy +4 Gear +1 leather armor, +1 ropier, masterwork dagger, composite longbow with 20 arrows, ring of protection +1 Vale: Male human fighter 4/ranger 2 NG Medium humanoid (human) lnit +1; Senses Perception +10 DEFENSE AC 1 8, touch 1 2, flat-footed 1 6 (+6 armor, +1 Dex, +1 dodge) hp 53 (6d1 0+1 6) Fort +1 1, Ref +5, Will +2; +1 vs. fear Defensive Abilities bravery + 1 OFFENSE Speed 30 ft. Melee +1 battleaxe +1 0/+5 (1d8+7/x3), +1 handaxe +10/+5 (1d6+5/x3) Ranged composite longbow +7/+2 (1d8+4/x3) Special Attacks favored enemy (giants +2) TACTICS During Combat Although Vale pays little attention to how much damage he takes during a fight, he certainly doesn't fight recklessly. He approaches battle with a wide-eyed excitement, viewing each fight as a puzzle to be solved with mind and steel. He has a knack for seeking out subtle tactical advantages (higher ground, flanking, cover, and the like) that serve him well. Vale prefers to fight with a battleaxe and handaxe, and once an enemy is engaged, he makes Power Attacks unless he can't quite hit foes with his secondary attacks. He views his greatest flaw as his lack of talent in finesse fighting, and when he grows too overconfident, he often makes trip, disarm, and flanking attacks that provoke a dangerous number of attacks of opportunity. Morale If Vale is left on his own, the concept of retreat would never occur to him. He becomes so enthralled with the battle that he loses track of his own well-being. STATISTICS Str 18, Dex 13, Con 14, lnt 1 0, Wis 1 2, Cha 8 Base Atk +6; CMB +10; CMD 22 Feats Dodge, Double Slice, Great Fortitude, Power Attack, Two Weapon Fighting, Weapon Focus (battleaxe), Weapon Focus (handaxe), Weapon Specialization (battleaxe) Skills Climb +9, Craft (stonemasonry) +7, Knowledge (engineering) +5, Perception +1 0, Profession (siege engineer) +6, Survival +1 0 Languages Common, Osiriani SQ armortraining 1, track +1, wild empathy +1 Gear chainmail, +1 battleaxe, +1 handaxe, composite longbow with 20 arrows
I'm fairly new to Pathfinder, but did a little variant of dice rolling when my PCs started out. It went something like this: Roll 3d6 six times and record the results. Whenever a result is lower than 10 pair it up with another result of your choice. For every pair select 1 roll to keep (denote the value X) and discard the other. Instead of the discarded roll, add a new value equal to 20 - X. Finally, arrange the values to whatever attributes you like. My idea was that if players kept low rolls, they would also be awarded with high values. It turned out to be somewhat complicated. Next time we'll probably use the standard 4d6 or 4d6 with a little twist; that if the sum of one PC's attributes is too different from another PC (with some preset threshold) they'll switch their highest and lowest roll, which continues until the threshold is satisfied.
@Mark_Twain007 Sorry for the bad explanation, but you got it right. Your idea gave me food for thought, so thanks for that. @Anguish Thanks for the story. I wonder how much of that you made up on the spot during the game session. I find improvising very challenging myself. I think I'll ponder over this a little more. Thanks for the inputs.
I'm GM'ing a RoTR campaign. One of my players is playing a Ranger and has chosen to get an animal companion (a wolf). Since he didn't think of a way to introduce the wolf himself, I made a short sidestory where the party rescued the wolf from wolfpack from which the wolf originated. They were trying to kill him due to an unnaturalness in one of his eyes (a whirling storm inside the eyeball). I didn't really plan what impact the wolf would have, but later decided that the Ranger would wake up discovering a whirlwind in one of his own eyes and the ability to see through the eyes of his wolf (kinda like the share senses spell). My party has been somewhat interested in finding the reason for these unnusual things, so my next idea is to tie the wolf to a part of the story in RoTR to make it all come together (e.g. the wolf might be a humanoid polymorphed and erased of his memories by a great wizard as a punishment or an experiment gone wrong etc.). The thing is I have a hard time to actually find a part in RoTR where something like this would fit in. Do the great members of this forum have any ideas? The requirements is that it makes somewhat sense with what has happened so far (the two first paragraphs in this post) and that it ties the companion to the story of RoTR. FYI: The party is lvl 5 and is about to enter the Foxglove Manor.
Hello! Me (the GM) and my group are new to Pathfinder (but got a little experience from Dragon Age and Star Wars). So far we've had a lot of fun with RotR. The party is just about to enter the Catacombs of Wrath for the first time. They won over Tsuto quite easily (along with 3 goblins), even though only 2 (out of 4 PCs) was present in the fight. So now I wonder whether the potions (mainly potions of cure wounds) listed on the enemies, should be used by the enemies when appropriate? Until now I've given them out as rewards after the fights, since the combat tactics doesn't mention them. Also, after the fight where Tsuso survived I had him kill himself with an arrow which I very much regret now... :[
We never take cards from the box unless the total number of cards of one type is less than the total number of cards of that type required by the characters. Practically, when we're building decks, everyone places leftover cards in a common pool, so when all decks are trimmed and you still miss a card - you're only allowed to take it from the box if it's not in the common pool. In this case it's not very often you pick cards from the box.
Calthaer wrote: I would also bring along multiple Detect Magic just in case you get a "c-c-c-combo breaker" in a location with loads of spells and / or blessings. Just remember that Ezren's ability does not trigger by a card encountered (and gained) by using Detect Magic (since "explore" is not on Detect Magic).
daevv wrote: I got my base set two days ago and one of the cards was miscut and off center. Is this a rare occurrence or have a few others gotten these miscuts? I've never seen that before. Contact Paizo Customer support - you can probably get a replacement. daevv wrote: I'm in the last of the 3 locations as the other 2 are closed. I encounter the main Villain right away and defeat him. Do I win outright or just close the location, banishing the cards, then fight him next turn for the win? You win! (The houserule in 7th bullet in this post at BGG prevents this from happening.)
h4ppy wrote:
And without the character addon you're only supposed to have a maximum of 4 decks built at the same time.
About Pellius ThruneName: Pellius
Strength: 9
Perception: 12
Size: 1
Damage: 0
Spoken Languages: Common Written Languages: Common Professions:
Ancestry Traits and Abilities:
Starting Attribute Scores Strength 10, Agility 10, Intellect 10, Will 10. Choose one attribute and increase it by 1.
Quirks and Marks of Darkness:
(Write in these if you ever gain a quirk or mark of Darkness) Paths and Path Abilities:
(Write here your Paths and class abilities when you gain them). Novice Path:
Choices: Storm, Life, Light Healing, Forked Lightning Cantrip. Whenever you discover a tradition, you learn an extra rank 0 spell from that tradition. Sense Magic You learn the sense magic spell described here. Expert Path: Master Path: Equipment:
Sling with 20 stones, patched basic clothing, a sack, bread, a waterskin, a tinderbox, a candle, and a pouch containing 6 bits. Long Knife
Spellcasting:
Tradition: Life Tradition Special: None Rank 0: Minor Healing (2/2)
You touch the target, which heals damage equal to half its healing rate. Rank 1:
You touch the target, which heals damage equal to its healing rate. Tradition: Storm
Rank 0:
Fog spreads through and partially obscures the area for the duration or until dispersed by wind. Rank 1:
For each target, make a Will attack roll against its Agility. You make the attack roll with 1 boon if the target is wearing metal or is made from metal. On a success, the target takes 1d6 + 2 damage. Attack Roll 20+ The target takes 1d6 extra damage. For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.
Rolls:
Background: You lost a loved one and their loss haunts you still. Personality: You try to do what you think is right, even if it breaks laws and social conventions. Religion: Raised on the Old Faith. Age: Adolescent (15) Build: Slender Appearance: You are perfectly average in appearance. You look like everyone else. Questionnaire:
(Copy and paste the questions and answers from character generation here.) My Story:
(How do all the random rolls fit together?) |