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DM Kaustik's page
Organized Play Member. 12 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.
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Really nice views and ideas here. I'll ask the player what he prefer the most.
Now I'll try to help the Poisoner of my table. He is in a very bad spot right now. With every monster being able to resist his poison. I was searching for ways to avoid the player to fall back because poisons are not "strong" enough.
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The feat restriction can be bad if things like this happen. But I can understand this problem occurs because of FA optional rule. With normal archetype rules this can be avoided.
Since you are stating that's not makes your character OP I can give a try.
Thanks.
G'evening, fellow adventures.
I was trying to understand why the Scroll Trickster have a "blank feat" space at level four. Look, one of my players use this Archetype (under the rules of Free Archetype) and it seems a little odd that they don't have any level four feat to choose.
How can I resolve this, since he cannot choose another Archetype Feat?
Thanks in advance.
Hello, folks. How are you?
I was thinking about Spellstrike ammo and the healing spells a couple of days ago, when a player asked about the topic.
If he uses the SPammo to damage an undead creature I see no problem with the rules. Therefore, what about the casting actions used?
Since more action means a more "complex" spell with many verbal and somatic additions, can I advocate towards a player and let him Cast a Two Action Healing Spell on a SPammo to harm the undeads?
I'm a bit confused about this.
Thanks in advance.
Themetricsystem wrote: It's a very interesting topic and one that I hadn't thought about before so I did some digging and the following is what I found... Really helpful thoughts. I could consider, for example the "type" of government of every state. Nirmathas, wich is my actual campaing, does not have the "capitalism" type of ruler neither do its inhabitants. The land is free and anyone who can build, grow a land, protect it and respect the enviroment and the "laws" above, probably would not be bothered by another one claiming ownership on that piece of land.
Thanks again.
breithauptclan wrote: Yeah, this isn't exactly a real estate market type of game.
I would usually use the Earn Income tables for the PCs renting out property, but whichever.
From a game mechanics perspective, selling something and having it be a significant amount of money would mean that the price should be accounted for in the treasure earned for that character level. Pick a price somehow and the game mechanics really don't care how.
But if it is a level 17 character selling the house for 300 gp, then it probably doesn't need to be adjusted for.
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As for market value? Not really sure. Maybe purchase price of 10 years worth of the rent price? So 120x the monthly rent or about 6000x the weekly rent.
Sure thing. Game ins't that kind of game, maybe Pathfinder Monopoly, anyways. Thank you for the thoughts, indeed.
Hello, my dear pathfinders. I hope everyone is well and healthy.
I was searching for some rules involving "How to build a house/ How to sell a house" but can't find anything around here.
So, one of my players want to sell/rent a house that he owns at Nirmathas, near Tamran. For rent I just follow the rules of living costs (seems fair enough to me), but how about selling? How can I set a price for a shack in the woods?
Things I would definitely consider before pricing:
- Nirmathas is a region without a strong ruler.
- Nirmathas is near old Lastwall
- The woods of Nirmathas isn't that safe
So, is anyone willing to share some knowledge on how can I solve this?
Thanks.

Hello, fellow adventures! I was having some debate with a friend about what will happen with his Leshy Familiar and want to know what you think.
First of all, I have filtered the Familar to the Leshy Familiar.
Second, I read some thoughts about the Familiars and how they are "modified" by magic. James Jacobs stated some topics , but there is some questions in the air.
Since our little friends are created and became vessels for minor spirits of nature, they don't need a master to stay alive, right? Well, but when a master enter in the leshy's life they start to be infused with the "master's magic", AKA Familiar Abilities.
If the master dies, all the abilities that depends on the Master's magic infusion stop or cease to function.
Now the question, our leshy didn't die but lose his master's powers; what about the knowledge, does it keep inside the minion's mind, let's say, to pass to someone else?
Let us not Forget that Familiars doesn't have or use their own atributes modifiers.
So, what are your opinions about the death of the leshy's master?
Hello, dear pathfinders. Yesterday was our mega dungeon game and something unusual happened. Our rogue asked to lock some doors to prevent ambushes in the way back. I didn't find anything related within our 30secs rule and then I used the following:
- if the lock is not broken, the rogue can use Thievery (CD based on the quality of the original lock) and enemies who run through, need to Pick lock or Force the door.
- if the lock is broken, there is no way to locking it. Although, if players have bought locks they can try to lock it again. If they're out of locks, they can hold doors with resisted Athletics checks.
What do you think? There are specific rules?
Thanks in advance.

lemeres wrote: I'd imagine that you would usually have to create your own material for something that specific. In particular, dragons seem like they tend to be painted in broad strokes.
There is plenty of information about their personalities and social interactions-since that can affect their use as main forces in a campaign- but the minutia would be ignored since they aren't common enough that you'd come across it. Iruxi egg laying time might come up, since it can be a highly personal issue for a character, but dragons seem unlikely.
As a result, you can go off whatever you find interesting and/or appropriate. Given that context, I am going to talk about a non-pathfinder work. Please ignore if you aren't interested.
** spoiler omitted **
In fact I think it's a great addition to the lore. Thank you.
About the homebrew rules. Well, it's not the easy way but it will make my campaign to shine with life. Maybe I'll create some rules based on info gathered around scenarios and campaings. Thanks for the insight.
OrochiFuror wrote: Ajpicket and Mr Rexx have some good YouTube videos on Dragon deep dives.
Has anyone done any videos or know of any quick references to how Golarian creatures differ from their Forgotten Realms counterparts?
It seems the easier way and I'm about to agree with that.
Hello everyone. I was searching for some rules about dragons and their biology, specifically eggs laying time and so on. Even in Dragons Revisited it not specify any conditions to lay eggs. Obviously, the "other rpg scenario that we all know", have some specific info about that, like: Red dragons have to put their eggs into flames and wait 660 days to hatch.
Is there any information, regardless the scenario or even systems, that I could use?
You as gm, would do like the the example?
Or there's a specific paizo book that brings light to this topic?
Also, it would be great if the next dragon book could have this kind of information. Like, diet, environmental changes, biology and so.
Thank you.
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