Bloodless Vessel

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Thanks guys for all the help and addition resource links.

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Cpt_kirstov wrote:
you said you have the books, but do you have the pathfinder society scenarios? that link is all ones set there

I have most of those. I can dig through them for info, as big as Absalom is supposed to be I wish there was more info and it was in one handy big book.

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So for many years I was a dedicated GM of a longrunning Forgotten realms game based out of the City of Waterdeep as urban fantasy settings are really what I am best at.

In the last few years I have switched over to Pathfinder and I feel Absalom is the closest analogy to Waterdeep in Golarion. Being a little spoiled by all the information available for that setting, I was a little disappointed to see what is by comparison a lot less of the crunchy details I am so fond of.

Does anyone know where I might find some or all of the following:

Names/Data on specific and interesting shops or locales?

City encounters (Not just NPCs - but also sights/sounds/scenes)?

Any links to fan made details?

I own all of the Pathfinder RPG stuff available, including all the Adventure Paths and modules currently in print.

I can of course make up what I need myself, but I am a big fan of having either a few charts and tables in front of me to roll on, or little blocks of pre-generated info I can add upon or modify for my own needs.

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Eric Clingenpeel wrote:
Where in Florida do you live? We have a ton of PFS players in Florida, including 5 Venture-Captains and 8 Venture-Lieutenants. You could try contacting your closest officer here

I recently moved to Pensacola (Northwest Florida) with several friends all of us long time gamers.

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First off, apologies if this is in the wrong section. I wasn't sure where else would be a better fit.

I am about to run a Pathfinder Society based campaign, it's not official -- As I only have three players and don't know anyone else in my area of Florida.

That being said, I want to use the prestige and fame point rules, but all I have been able to find on handing them out is that PCs get 1 or 2 per adventure and how to gain Fame with each faction.

Is there a table or a chart somewhere that outlines specific PP awards and how they are earned aside from the 1-2 per adventure?

I own both Seekers of Secrets and the Pathfinder Society Field Guide, but couldn't find clear information in either one.

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I have been a Pathfinder player and GM forever, subscribed to nearly everything Paizo has to offer. Somehow this slipped under the radar, I found it while looking for VTT software to run an Adventure Path with my group.

Long story short, if anyone has a spare invite, and are willing to send it my direction I will be eternally in your debt.

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Joana wrote:

James Jacobs on Golarion elves' eyes:

James Jacobs wrote:
Stratagemini wrote:
The eyes of elves in Golarion. I really like the way that you've used them to distinguish Golarion from other settings, it makes your elves look a lot cooler, but, are they monochromatic or do they just happen to have really big irises? I've seen both in the art you've released across the various books. Also, Half-elves, do they generally have elven eyes or human eyes?

Elven eyes are monochromatic... until you get up close and see there are indeed irises and pupils and all that... they just look weird. They do not have "whites" to their eyes... except when artists mess up and we don't catch the error in time...

Half elves have human eyes, but the eyes are often weird colors like red, bright green, purple, or the like.

He's the creator of Golarion and in charge of setting lore, so he ought to know.

So would that mean their pupils can be colors other than black?

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Jaelithe wrote:
Doesn't that mean "the official Golarion canon is" whatever options you've seen in said books?

Advanced players guide reads as: "Their eyes are wide and almond-shaped, and filled with large, vibrantly colored." (Core rulebook says the same.)

Inner Sea World Guide Reads: "Elves tend to have bright green or dark blue, ranging to nearly black, eyes. The irises of the elven race are far larger than those of other humanoids, often making it seem like they have little or no white in their eyes."

Campaign Setting Reads: "They have long, pointed ears and eyes dominated by pupils so large as to fill most of the eye."

Then there are the pictures of Merisiel which make it hard to tell.

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Zhayne wrote:

Or 3. Like human eyes.

Since it's just cosmetic, it can be any of the three or a fourth option you prefer (cat-like slitted pupils, perhaps).

Of course, I have the option to pick whatever. But I am trying to sort out what the official Golarion canon is, since I have seen it interpreted differently in different games/books etc.

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Majuba wrote:

Input: Guns stink? :)

The answer depends on your campaign. If the guns are unusual and supposed to be a "win" option, then they should ignore it (when w/in 'touch' range). If they are just part of the scenery, use the DR.

Honestly, ignoring the *DR* at touch-range makes more sense to me than ignoring the AC. If you're already avoiding hitting the armor, or shooting for the gaps, armor won't do much.

The gun rules do seem a little slapdash compared to many other aspects of Pathfinder. But I have a player who wanted to be a gunslinger,and I didn't wish to exclude the class from my campaign.

The Armor as DR rules were added after the fact, then we hit this snag on how DR interacts with them.

Thank you for the input.

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So, I have seen two interpretations of how elven eyes are supposed to look:

1. Their pupils are so large, that they take up almost the entire front of the eye making elvish eyes appear to be black.

2. Their irises are so large as to take up the most of the entire front of the eye, making them appear to be without scleras.

Which is it? Or is it some other option I somehow missed?

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Cotterpin wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Cotterpin wrote:
Cotterpin wrote:
partyrico wrote:
I would use the same rule for using other touch attacks, such as a touch attack from a spell. I don't find it any more ridiculous than someone with +10 from dex being flatfooted in a duel because the enemy rolled slightly higher on initiative.
So a gunslinger would ignore all of an armors DR, even if the person had magical armor?
My biggest concern is that we have a Cavalier in full plate, who will likely get an upgrade to magical full plate soon. We have some firearms in the game, and his (valid) concern is that magic armor seems rather useless against guns, with the Armor as DR rules in place.
Wasn't armor rather useless against guns under the normal rules in place?
It was, but DR works different than AC. Your Defense is essentially what touch AC was. Making armor pointless against guns means you couldn't even have a character do the classic Clint Eastwood boilerplate thing against a gunslinger -- Which seems odd to me. Hence my query.

Bumping this question in hopes of more input.

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Zahir ibn Mahmoud ibn Jothan wrote:
Cotterpin wrote:
Cotterpin wrote:
partyrico wrote:
I would use the same rule for using other touch attacks, such as a touch attack from a spell. I don't find it any more ridiculous than someone with +10 from dex being flatfooted in a duel because the enemy rolled slightly higher on initiative.
So a gunslinger would ignore all of an armors DR, even if the person had magical armor?
My biggest concern is that we have a Cavalier in full plate, who will likely get an upgrade to magical full plate soon. We have some firearms in the game, and his (valid) concern is that magic armor seems rather useless against guns, with the Armor as DR rules in place.
Wasn't armor rather useless against guns under the normal rules in place?

It was, but DR works different than AC. Your Defense is essentially what touch AC was. Making armor pointless against guns means you couldn't even have a character do the classic Clint Eastwood boilerplate thing against a gunslinger -- Which seems odd to me. Hence my query.

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Cotterpin wrote:
Cotterpin wrote:
partyrico wrote:
I would use the same rule for using other touch attacks, such as a touch attack from a spell. I don't find it any more ridiculous than someone with +10 from dex being flatfooted in a duel because the enemy rolled slightly higher on initiative.
So a gunslinger would ignore all of an armors DR, even if the person had magical armor?
My biggest concern is that we have a Cavalier in full plate, who will likely get an upgrade to magical full plate soon. We have some firearms in the game, and his (valid) concern is that magic armor seems rather useless against guns, with the Armor as DR rules in place.

Anyone?

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Cotterpin wrote:
partyrico wrote:
I would use the same rule for using other touch attacks, such as a touch attack from a spell. I don't find it any more ridiculous than someone with +10 from dex being flatfooted in a duel because the enemy rolled slightly higher on initiative.
So a gunslinger would ignore all of an armors DR, even if the person had magical armor?

My biggest concern is that we have a Cavalier in full plate, who will likely get an upgrade to magical full plate soon. We have some firearms in the game, and his (valid) concern is that magic armor seems rather useless against guns, with the Armor as DR rules in place.

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partyrico wrote:
I would use the same rule for using other touch attacks, such as a touch attack from a spell. I don't find it any more ridiculous than someone with +10 from dex being flatfooted in a duel because the enemy rolled slightly higher on initiative.

So a gunslinger would ignore all of an armors DR, even if the person had magical armor?

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How are ranged touch attacks (Specifically from a Gunslinger) resolve in the optional Armor as DR rules? I haven't been able to find a clear answer to this anywhere.

How is magic armor using the DR rules, resolved against firearms? It seems odd that someone in +5 magic armor would get the armor negated by a bullet.

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WhipShire wrote:

I like it.

Here is the problem I see and it is in the suspension of realism.

1. Many Abyssal creature can Teleport at will.
+ Demons hate everything would they just outrightly kill any mortal they ran across? Without magic the CR of even the lowest Demon is way higher due to Defensive and Spell likes.

* You will need some natural phenomenon that prevents extra dimensional travel.

First off, thanks everyone for the great suggestions and advice, this is much more feedback than I expected.

I kind of had an idea about the teleportation issue, but was concerned it sounded a little trite or too much like a blatant plot device.

As this was a crystal/gem mine at one time, the walls are naturally permeated with certain crystals that interfere with any sort teleporation magic. That includes things like Dimension Door, Teleport, Gates and portals -- Which is why the Chelaxian government selected it as an ideal spot to imprison troublesome outsiders.

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Thanis Kartaleon wrote:

Okay, a few things

• This prison is for people/creatures that the kingdom cannot afford to kill, for whatever reason. So you need a reason that they haven't just been off'd.[

Only thing I can think of offhand is that the PCs aren't supposed to be in this prison. They're prisoners, for sure, but somehow the transfer schedule got mixed up, sending the PCs behind cold iron bars (and putting a truly dangerous being in light security at the same time…)

That's a good idea, better than mine. My original idea was more along the lines of them having committed a crime or crimes sufficient enough to warrant being cast into the prison.

Thanis Kartaleon wrote:

• The prison is built to securely contain powerful and influential creatures. So, you need a reason why the PCs can get out now.

Running from the idea in the last point, perhaps the powerful criminal escaped from his newfound light custody and laid seige to the cold iron prison in order to free the rest of his gang.

Or something unrelated might happen - freak storm, earthquake, it came from below…

What I had in mind is either:

A> The egress to the river is small, and guarded by something on the other side (An Aboleth perhaps).

B> Earthquest (As you suggested) or something like a Thoqqua tunneling through the area made the hole recently.

Thanis Kartaleon wrote:

• How do the PCs get geared up again? Presumably none of their gear will have been sent to the prison, as no one who goes in is supposed to come out.

Robbing the guards? Finding the remains of dead adventurers? Taken in by underground dwellers and outfitted for a price?

Keep in mind that some gear is essential to certain classes - formula/spell books, holy symbols; familiars and companions are likewise necessary. All of which would be confiscated before the PCs would get locked up.

Fortunately this problem isn't so insurmountable, and I had thought about it already. Cheliax had sent both Hellknights and independent adventurers to scout this place befoe they turned it into a prison. None of them returned, so ostensibly their gear is still down their with their living, dead or undead bodies.

Thanis Kartaleon wrote:
I would tell players with companion creatures to not pick them yet, and then later work with them to find some cool Darklands companions for them.

Definitely sound advice, that I will certainly use.

Thanis Kartaleon wrote:
As far as the spellbooks go… I'd have a wizard opponent show up early, with plenty of spells in his book that alchemists, wizards, and magi can all use. More than one caster if need be, depending on your group. (Could be a magus and wizard duo)

The adventurer thing above should handle spellbooks as well, but as of this post it looks like we'll have a sorceress so its not a big deal.

Thanis Kartaleon wrote:
• How long do you want this adventure to be? Done in an evening? 3-4 sessions? 6 book adventure path?

I don't have a set timetable, it will be primarily player driven once they are inside the prison. However the prison is going to be 3-5 levels deep, plus the Darklands part which will be an adventure unto itself.

Mark Hoover wrote:
And last but not least...drop some hints about the river. My players cheif complaint about extended puzzles or mysteries in my last game is that I gave too few clues and kept telling them to "try anything" but in a less-than-well-defined homebrew world they didn't know where to start.

That might be a good idea, I was expecting survival to motivate the PCs to trek downward and have them stumble across the river by accident. But clues might indeed help motivate them further.

Mark Hoover wrote:
Maybe the whole thing starts when someone/thing gets out of the prison and while the Queen's elite are looking for it some powerful patron sets the party up to figure out how he/she/it accomplished the escape in the first place.

Part of the point of this adventure is to throw the PCs together, never having met before and force them to rely on and learn about one another while they try to survive the situation they are in. Kind of a sink or swim thing.

If that's the case: maybe the party's in on the setup, but maybe not. This patron however might have their gear delivered in some fashion, maybe even contacts them after the fact on the inside.

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So I had this idea for a large dungeon/adventure that takes place in Cheliax. What I am wondering is whether its too far fetched to fit neatly into Golarion canon, and if not, what needs changing to make a better fit into the world.

The idea is pretty basic:

Cheliax has a secret prison, essentially its a hole in the ground that leads into an abandoned dwarven gem and crystal mine. When I say hole in the ground we are talking easily a half mile deep within Golarion. It is nearish to Westcrown, but in the middle of nowhere making it perfect for its intended purpose.

Cheliax uses this prison for two main things:

Imprisoning abyssal creatures: Because its better to lock them away somewhere they cannot escape from, rather than kill them outright and risk the chance they will just go back to the Abyss to return (Or be resummoned) later.

Putting prisoners which need to disappear off the face of Golarion, with no body left behind. Again, because with a body they can be resurrected/raised/reincarnated and/or in the case of political prisoners to ensure their untimely demise doesn't give them martyr status.

The adventure premise is also pretty simple. The PCs are prisoners who have caused enough trouble to House Thrune and Queen Abrogail to warrant being chucked into this prison. They will be literally chained together, and put into this place without any gear and just a few rags of prison clothes for modesty.

What the government of Cheliax doesn't know, is that there is a way out of this prison, via an underground river that goes through the Darklands, but eventually allows egress to the surface. The catch being the PCs must survive the prison, find out about the river and get to it (Its at the very bottom of this multi-level prison) then survive the trip downriver and any Darklands encounters that they run into (Like an inconveniently placed Drow town.)

---

So as I asked, does this idea seem too far fetched to fit in neatly with Golarion canon? Does it seem too trite? Simplistic? Just plain bad? I would like some feedback, and advice from experienced gamemasters and players alike.

Thanks in advance to any willing to read and reply!

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Thanks for all the advice, the game I will be running is the Carrion Crown AP. Here are the characters everyone picked, following the advice of letting the players come up with a trio on their own are:


  • An Elven Bladebound Magus

  • A Human (Taldan) Holy Gun Paladin

  • An Aasimar Celestial Blooded Sorceress

I am using Hero Points and the Harrow Deck rules to help level the playing field against what they will be facing.

Again thanks for all the great advice it was very helpful!

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My game group consists of 4 people, myself and three others.

I want to start a new Pathfinder game (Golarion) allowing all the classes from Advanced Players Guide, as well as the core classes. My players want me to come up with some ideas for class combinations that are self-sufficient.

I want to do this as well, so I don't have to saddle them with an NPC to handle whatever they are lacking.

So my question is, groups of three classes come closest to being totally self-sufficient without the need of a 4th character to have all the archetypical bases covered? (Fighting, Healing, Magic, Rogue-stuff)?

Feel free to include archetypes in your suggestions.

Thanks in advance!
-- Cotterpin

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Jeff de luna wrote:
Indeed, the Skum are presented as such in ** spoiler omitted **.

Skum would have been my first guess, but wasn't sure if there was a better fit. Also I don't have that AP, definitely should get it.

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There are a lot of Cthulhu mythos related creatures and entities in Pathfinder, but no Deep Ones.

However there are several piscine races that are close to fitting the bill, I was wondering if anyone had any thoughts of which I should use to fill in for Deep Ones, as creatures of Dagon and worshippers of Cthulhu? (Assuming I didn't wish to make Deep Ones from the ground up -- Which I kind of don't.)

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All great ideas, thanks bunches!

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So my Campaign is off to a good start, the PCs are on a long journey, from Tamran to the Embeth Forest and have chosen the overland round, North of Lake Encarthan and going right through the Southern tip of Caliphas.

I don't want to drag them into anything really major, as the focus of the game is what awaits them in Embeth, but I can't see them just wandering through Ustalav with nothing bad happening to them. So I want sort of a mini-adventure to give them a taste of the place, and make them a bit nervous going back there when they have to later on in the Campaign.

Any good suggestions? Resources for horror themed adventure hooks? I hate to even ask, but I am hitting brain block, so any and all help appreciated.

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Of the various ideas, I think I will go with the Elf one -- Giving them human lifespans (For half-dragon/human hybrids) just makes no sense to me. Half-Elves pick up some elven longevity, half-dragons should do the same IMO. Thanks for all the great feedback.

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Would it be based on their non-dragon side? For example, would half-dragon/human only live to 80 or so -- Or rather does the draconic lineage change the longevity of the race?

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gbonehead wrote:
Cotterpin wrote:
Cotterpin wrote:

Has anyone taken a group of PCs through the 3 years of training from Initiate to field agent mentioned in Seekers of Secrets book? Actually done details on the classes, teachers, ect?

I am about to send three PCs to Absalom to do that very thing, but was hoping someone had done it already and posted it someplace so I might borrow bits to speed up my workload for getting that part of the game set up.

No responses? I'm a little surprised, I thought RPing the Pathfinder training school stuff would appeal to a lot of GMs. Sort of like a Hogwart's type of thing, but more serious.

Failing that, any suggestion on how to run the three years of training if I wanted to make them more then just a story background element?

Training is very much a backstory type activity. Makes for a good novel, but a rather dull game for the people sitting around the table. I suspect that's why you're not getting a lot of responses.

Playing out an occasional session of training in order to advance the plot, I can see ... but playing out 3 years of training? Yikes.

I guess it depends on how you ran it. I had in mind some intro stuff, and then lots of skipping over time with scattered training related adventures mixed in, so when the PCs are finished they feel they really took part in something during those three years.

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Cotterpin wrote:

Has anyone taken a group of PCs through the 3 years of training from Initiate to field agent mentioned in Seekers of Secrets book? Actually done details on the classes, teachers, ect?

I am about to send three PCs to Absalom to do that very thing, but was hoping someone had done it already and posted it someplace so I might borrow bits to speed up my workload for getting that part of the game set up.

No responses? I'm a little surprised, I thought RPing the Pathfinder training school stuff would appeal to a lot of GMs. Sort of like a Hogwart's type of thing, but more serious.

Failing that, any suggestion on how to run the three years of training if I wanted to make them more then just a story background element?

Dark Archive

Has anyone taken a group of PCs through the 3 years of training from Initiate to field agent mentioned in Seekers of Secrets book? Actually done details on the classes, teachers, ect?

I am about to send three PCs to Absalom to do that very thing, but was hoping someone had done it already and posted it someplace so I might borrow bits to speed up my workload for getting that part of the game set up.

Dark Archive

All very excellent ideas! Thank you guys bunches!

I am going to re-read about those areas suggested and see which one feels right and go from there. Kingmaker idea is rather a good one as well, if I can make it work I might do that if I feel I can change the flavor from mythic Russia to mythic Britain without making a mess of things.

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Cotterpin wrote:
Aberrant Templar wrote:
Cotterpin wrote:

Let me explain...

I am looking for a region to run that is close to being a bit like the British isles in culture, and preferably a bit like Arthurian Camelot. I am not really keen on making something up in a pre-existing world, so was hoping to get some suggestions on regions/countries that might be close?

Any and all help much appreciated!

Lastwall is probably your best bet for "Arthurian Camelot" assuming you don't mind your Camelot being under siege by orcs and undead.

Orcs and undead are fine, it gives the PCs something to deal with.

How about a place in Golarion that is just like a Fantasy Britain sans the Camelot part?

Let me also be more specific:

I have been watching the television show "Merlin" and I am looking for a country/kingdom that is a bit like that in Golarion. The version of Camelot in Merlin isn't exactly canon, but definitely has the flavor of a good fantasy realm that I would like to run.

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Aberrant Templar wrote:
Cotterpin wrote:

Let me explain...

I am looking for a region to run that is close to being a bit like the British isles in culture, and preferably a bit like Arthurian Camelot. I am not really keen on making something up in a pre-existing world, so was hoping to get some suggestions on regions/countries that might be close?

Any and all help much appreciated!

Lastwall is probably your best bet for "Arthurian Camelot" assuming you don't mind your Camelot being under siege by orcs and undead.

Orcs and undead are fine, it gives the PCs something to deal with.

How about a place in Golarion that is just like a Fantasy Britain sans the Camelot part?

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Let me explain...

I am looking for a region to run that is close to being a bit like the British isles in culture, and preferably a bit like Arthurian Camelot. I am not really keen on making something up in a pre-existing world, so was hoping to get some suggestions on regions/countries that might be close?

Any and all help much appreciated!

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Dennis Baker wrote:
Cotterpin wrote:
Dennis Baker wrote:
Are you having a problem with understanding the wording, or just feeling too lazy to look it up? It's in each of the class descriptions and I'm feeling a bit lazy at the moment also. Try going to the individual class pages in the PRD and searching for the words "sleep" or "rest".
No I did look it up and several of the listings were unclear to me, I never post rules questions here without first trying to figure it out for myself. So not not lazy, though one wonders if you were feeling too lazy to answer why you responded in the first place.

I like helping people with the rules, and if you have a problem understanding something I'm more than willing to help out.

I am not going to chase through 8 different classes and read up on the exact details on how much rest they need because you aren't willing to do it yourself.

Except, I did do it myself as I stated. In fact I spent a good 20 minutes flipping back and forth through books before I came upstairs and posted the question. Perhaps I missed finding it in the other entries, but I did look and I found where it plainly said under the Wizard class, but couldn't find it for the others.

Your original reply was unhelpful and implied I was just too lazy to look it up, which I objected to, since it patently was not the case.

Even Jeraa who did provide much help (Thanks again!), stated:

Quote:
Though some of the others don't specify as far as I can tell.

Which is why I asked in the first place.

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Jeraa wrote:

Arcane spellcasters require 8 hours of rest (not necessarily sleep - sitting calmly for 8 hours works too) to prepare their spells. Divine spellcasters don't require any rest, but can only get their spells back as one certain point of the day. Bards, wizards, and sorcerers are arcane casters. Clerics, druids, paladins, and rangers are divine casters.

As for the classes from splat books, the Magus and Witch both say 8 hours of rest are required (and both are arcane casters). Though some of the others don't specify as far as I can tell. In that case, I would just default to the norm - arcane casters require rest, divine do not:

Alchemist - ? - ?
Summoner - Arcane - 8 hours rest
Inquisitor - Divine - no rest
Oracle - Divine - no rest
Witch - Arcane - 8 hours rest

At least, that is how I would handle it. The alchemist is a special case, as they aren't actually a caster, and their formula list contains both arcane and divine spells. I don't have a clue about them. (Though I am tempted to place them as divine, both because of their hit dice size and armor proficiency, and because that would make it an even split among the caster classes - 7 arcane and 7 divine.)

Thanks bunches, that was kind of my thinking as well though the books are ambiguous on several of them. Most likely the approach you suggest is what I will do as well. Again thank you for the helpful reply!

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Dennis Baker wrote:
Are you having a problem with understanding the wording, or just feeling too lazy to look it up? It's in each of the class descriptions and I'm feeling a bit lazy at the moment also. Try going to the individual class pages in the PRD and searching for the words "sleep" or "rest".

No I did look it up and several of the listings were unclear to me, I never post rules questions here without first trying to figure it out for myself. So not not lazy, though one wonders if you were feeling too lazy to answer why you responded in the first place.

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Which spellcaster classes require a full 8 hours of sleep to regain their spells? I know wizards do, but I am unsure about many of the others, especially bards, alchemists and the magus.

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Once a very long time ago I had this neat little app that let me input a PC groups average speed, terrain type and weather, then would calculate how many miles per day they could travel. I cannot find that app anymore, but I was wondering if anyone here knew of something similar, and could point me at where to get it?

Many thanks in advance!

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I either missed this or simply can't seem to find it anywhere, does the Magus require material components to cast spells as a wizard does or are they more like a sorcerer in that regard?

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Thanks for all the great replies and ideas. Some of the cultures can be hard to explain to my players without some kind of real-world reference to help them get their heads around it, as none of them have played much Pathfinder.

I am lucky enough to have a group that hasn't run out and bought all the books and read everything prior to me running the game for them. Which on the one hand makes the world of Golarion a new and wondrous place for them as players, but on the other can leave me stumped at times on how to explain a given culture without giving them a book and saying "Read this!".

Again, thanks everyone!

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As the subject says, I am starting Kingmaker this weekend, and I have some questions for more experienced DMs out there (Who have run this AP or are farther ahead of me.)

Some background:

I am starting the PCs at level 3 instead of level 1. The reason being the last game I ran the characters started at level 1 but earned their way up to 3 before some unforeseen circumstances killed the game. So I agreed to let them start at 3 to make up for the other game.

1. Since there are only 3 characters, instead of 4 what events/encounters in Stolen Lands need to have their difficulty increased to make things still work out as they are intended with regard to the PCs final levels at the end of Stolen Lands and to make the scenario a challenge?

2. Since I am just starting the Kingmaker Adventure path do I need to have read more than Stolen Lands to get the game rolling? Are there any specific parts of the later modules I should be familiar with while running stolen Lands to avoid pitfalls later on?

3. Are Campaign Traits an additional free trait (For a total of 3) or are they just another option for players to take if they want to tie their characters in more closely with the plot?

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Helaman wrote:

Galt = Revolutionary France

Taldor = UK but someone made a convincing case for Byzantium and the Eastern Roman Empire
Qadaria - Generic Arab but with heavy emphasis on trade. Note they do have a pretty amazing standing army so Uyrammid Arabs may be closer to the mark.
Ustalav - Translyvania/Romania
Andorian - America(ish). This time they are trying to free the slaves.
Osirion - Ancient Eygpt, heavy on the tombs and Mummys

Ah! Thank you for the helpful reply! That's pretty much what i was looking for.

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Once I was a staunch supporter of WotC, but 4e killed a lot of that, so anything they do with 5e, I will be very cautious and leery of. At least for a good while after any such release I am likely to stick with Paizo while keeping a wary eye on how 5e pans out.

I know I am not alone in feeling this way at least in the local area I live in, most fellow gamers I have spoken to feel much the same way. So unless WotC unveils something truly spectacular, Paizo hasn't much to worry about for the foreseeable future IMHO.

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Cotterpin wrote:

This may seem a strange question, but I was wondering if anyone knows or has bothered to correlate the various countries/cultures in Golarion with their Earth equivalencies.

Its obvious from some of the names and cultures what they are based on in our world but a few I don't quite get.

Specifically, I am about to run Kingmaker and I am wondering what the River Kingdoms and environs would be equated to in Earth culture. Any help or suggestions welcome!

I's been a couple of days since I posted this, anyone want to take a stab at helping me? I'd be eternally grateful!

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This may seem a strange question, but I was wondering if anyone knows or has bothered to correlate the various countries/cultures in Golarion with their Earth equivalencies.

Its obvious from some of the names and cultures what they are based on in our world but a few I don't quite get.

Specifically, I am about to run Kingmaker and I am wondering what the River Kingdoms and environs would be equated to in Earth culture. Any help or suggestions welcome!

Dark Archive

Castilliano wrote:

Sorry, book not handy for exact names...

Upper Northwest is similar, and where many modules are set (and several APs start there too.)
Upper Northeast (near Elf & Dwarf kingdoms for ME feel, not up high near Worldwound) is also similar in that CN country made of warring mini-countries.
Sorry I don't know of any free resources

Thanks for the reply, I have been looking at Darkmoon Vale, as sort of a darker version of the Dalelands from FR or Absalom as being a bit like Waterdeep, but again not as shiny or happy. Those are the two areas I am currently considering.

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I am starting a new Pathfinder Campaign, and I need some help. I am looking for a locale in Golarian that is very much sort of like the Forgotten Realms Dalelands, or Cormyr or that has that sort of classic Medieval Western Europe (Middle Earth?) fantasy feel.

Also I am looking for some free modules or adventure hooks situated in Golarion to help me jump start a campaign. Failing the above maybe someone can just suggest some good ideas to get the group rolling, they want to play tomorrow and I am pretty much unprepared.

Currently we have three 3rd level characters consisting of: Magus, Alchemist and a Bard (Daredevil Archetype) and possibly a Gunslinger (NPC).

Any and all help, links, advice and ideas greatly appreciated!

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PFWiki Scribe wrote:
Cotterpin wrote:
My PCs are about to come our Golarion Pathfinder game's first Winter Week. I cannot find a description of what this holiday is celebrating or what it entails anywhere. Can anyone help me out here?
All that is known of "Winter Week" is listed on p. 249 of the Inner Sea World Guide.

I read that, was hoping someone had a little more info.

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