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Thanks! All so mouch clear now!
Heya! Rotten here;
How does deflection works? I cant seem to find it anywhere. (I think im horrible at googling, haha)
I.E: A +2 deflection, what does it means?
Thanks in advance!
Thank guys!! Its all clearer now.

Tangaroa wrote: You have to build a general magical weapon using the rules.
Link to rules
Example:
+1 flaming longsword is an "equivalent" +2 magic weapon - +1 for the basic magic bonus (always needed), and +1 for the flaming.
Cost:
15 gp for a longsword
300 gp for masterwork (always needed for magic weapons)
8000 gp for making it +2 magic
total: 8315
Crafting:
If the PCs want to craft it, they would need:
*Craft Magic Arms and Armor
*The sword, plus half price for the magic: 15 gp + 300 gp + 4000 gp = 4315 gp. To make the blade would take 4 days (1 per 1000 gp of magic cost)
*Because the sword is flaming, they need to be able to cast flame blade, flame strike, or fireball each day (which comes from the flaming ability
*The spellcraft or craft(weapons) skill - the check they need to make is 5+caster level. In the rules, it says you take the higher of the caster level required for the enhancement bonus (3x+1 = 3) and the special property (flaming says 10 in the property.) Ten is higher, so they need to make a DC 15 check to make the weapon. If they fail, they lose the money and waste their time. If they fail by 5 or more (rolled a 10 on the check), they actually make something cursed instead.
That flaming word, you used, would be a +2 flaming sword? Or a +1 flaming sword and the "other" +1 would be the flaming property?
Also, what does the "Minor" "Medium" and "Major" columns stand for?

Tacticslion wrote: EDIT: ninja'd again!
(It's because I'm slow.) :D
I'll look at that more, soon. :)
DaRotten wrote: Tacticslion wrote: What... are you looking for? Uhhm... some examples of magic items for lvl 2~3 players.
Or where to look for them There are plenty of things that you can give.
What I'm asking is what you want out of it either in specific, in general... or the general idea.
Do you like swords on fire?
Do you armor that's hard to sunder?
Do you like potions or elixirs or wands?
(These last are all easily valid magic items for level 2~3 characters, and are relatively cheap for what they get, but are limited use, so I wasn't entirely sure if you wanted them.)
Specifically, I'm trying to understand this:
Quote: most of the magic items are liked 98242GP What does that mean, exactly?
What gives you that number? Is it arbitrarily made up? Is it in reference to a specific item?
Thus, "what are you looking for"?
Permanent magic items?
Temporary magic items (that can be used up)?
Either or both?
Im more comfortable with "permanent" items, but Im open minded 8D
The number that I posted there, I just smashed my numpad, hahaha, was trying to state that the items on the core book are really expensive for a 2~3 level character (But now I think that I might be pretty wrong).
Oh, I also like items that either enhaced abilities (+2 on stealth, IE) or items that give abilities (Spell like, or things like that) BUT, that are "good enough" for lvl 2~3 characters.
Mudfoot wrote: There's no particular reason (except that it was grandfathered in from 3.0) why a weapon has to have a +1 enchantment before it gets anything interesting. An Amulet of Might Fists is for some reason exempt from this rule, suggesting that it's not necessary. So by all means ditch it and allow a +0 flaming sword. It would of course be masterwork so +1 to hit (and therefore only little worse than a normal +1 flaming). Im still strugling to understand this rules (First timer on a D20 system) the +1 on the weapon, adds to what? The atack, the damage? Both? Or each +1 means a separate improvement? Im sure that I'll figure it out once I study the rules, but want to get that part sure first, to understand what you guys are telling me, haha.

Tangaroa wrote: You have to build a general magical weapon using the rules.
Link to rules
Example:
+1 flaming longsword is an "equivalent" +2 magic weapon - +1 for the basic magic bonus (always needed), and +1 for the flaming.
Cost:
15 gp for a longsword
300 gp for masterwork (always needed for magic weapons)
8000 gp for making it +2 magic
total: 8315
Crafting:
If the PCs want to craft it, they would need:
*Craft Magic Arms and Armor
*The sword, plus half price for the magic: 15 gp + 300 gp + 4000 gp = 4315 gp. To make the blade would take 4 days (1 per 1000 gp of magic cost)
*Because the sword is flaming, they need to be able to cast flame blade, flame strike, or fireball each day (which comes from the flaming ability
*The spellcraft or craft(weapons) skill - the check they need to make is 5+caster level. In the rules, it says you take the higher of the caster level required for the enhancement bonus (3x+1 = 3) and the special property (flaming says 10 in the property.) Ten is higher, so they need to make a DC 15 check to make the weapon. If they fail, they lose the money and waste their time. If they fail by 5 or more (rolled a 10 on the check), they actually make something cursed instead.
Thanks!! I'll take a more depth look on that, looked more complicated than what you explain now.
Oh oh oh...
Lemme see.
Im playing a module that I created myself, and I want to give them stuff that makes them "cooler" but not invincible.
I have, for example, a rouge hafling, with a hatred towards goblinoid creatures, so I thought about a "anti-goblin sword" but to me, it seemed waay to specific to be usefull, so I'll keep the backstories a part (Unless you think its important) and give you the classes.
I have:
Half-orc Cleric 1 bard 1, protection and healing domains.
Half-elf Monk 2
Halfling Rouge 2 with more melee aproach, and a little bit of alchemy (On his way to level up an alche class later on, but he still not sure)
Human Fighter 1 druid 1, with melee aproach, hig STR and hig CHA (Will not keep leveling Druid though, he just wanted a tiny pet, lolz)
Elf Sorcerer lvl 2 Draconic bloodline.
Thats about it.
I dont know if you need more info? Ask me if you need though. Hope this help you to help me :P
Tacticslion wrote: What... are you looking for? Uhhm... some examples of magic items for lvl 2~3 players.
Or where to look for them
Hey! Rotten here.
I've been playing pathfinder for a while now, my whole party is almost at lvl 3, super fun game to play n' stuff.
I need some advice though, on some examples of magical items for my players, to quit handing +1 sword, n' stuff like that. Im not sure If I missread the core book on magic items, but, most of the magic items are liked 98242GP worth, so, if someone could provide me with some basic magic items guided, or point me in the right direction to look I would really apriciate it.
Thanks in advance!
How does the % roll works?
I assumed that it was like Cthulhu system, if the % is 20, for example, you have to roll 20 or less in a d100.
But aparently im completly wrong, how does exactly work?
You have to roll more than 20?
And in spell failure you have to roll more than what the armor states?
I know that it may sound silly, but just want to be 100% sure. (Get it? 100% sure? haha)
-N
Kazaan wrote: DaRotten wrote: I dont see how that could be offensive. You've never heard of Tumblr, have you? Tank, Agro, and DPS are obviously "triggers". I actually scroll tumblr most days of the week for a couple of minutes.
Never on Rpg table though, haha.
Now I know... Whats the buzz, though? Geeez
Rub-Eta wrote: Sorecerer needs to stay away from combat. Why? Because she's squishy. Stay away and it won't be a problem. And it makes no sense for a level 1 caster in a higher level party to not have "stay away" as priority #1.
Monk and Fighter needs to make sure the Sorcerer doesn't get into combat. They should occupy the battle field and prevent the enemies from getting to the Sorcerer. If you want any kind of "agro pulling", there is this feat.
And btw, I find the terms "tank"/"agro"/"DPS" to be very offensive (at least use DPR, if at all).
I've played tabletop roleplaying games as A GM for almost 8 years now.
I dont see how that could be offensive.
Aaaaaaaaanyway, thanks everybody, you have gave me a lot to read and ideas to think.
Cheers!
thegreenteagamer wrote: I'm not saying there's a problem with the system itself, I'm saying that in this system, unlike a few others, there are exponential differences between characters only a couple levels apart. In certain other systems the difference between levels is less dramatic.
Maybe she does enjoy playing the weak one. Maybe she just accepts it. Offer her the chance to be the same level as everyone else she'll take it in a heartbeat is my guess, though.
Yah, it was the first thing I said, she wanted a lvl 1 character.

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thegreenteagamer wrote: DaRotten wrote: Why? Because I really like the idea of a newby adventure on the group joined by veterans.
It's really fun to play. Hard to GM? Yes, but funny and more inmersive.
Because nobody wants to play the rookie. It's not fun for the guy who's being shown up to a ridiculous degree by the other guy. The monsters are either going to be a joke for the veteran to fight, or way too hard for the newbie to be useful.
It works for some systems, such as Savage Worlds or World of Darkness, where the transition from one level to the next is not that big (in those games a level 5 equivalent character can still be killed by a level 1 equivalent), but in Pathfinder the difference between a couple levels worth of power is HUGE.
I realize nWoD doesn't have levels per-say, but I meant a character with an equivalent amount of power-up for an equal amount of gameplay. Nobody?
I know that my player who is playing a lvl 1 sorcerer likes it.
We are all experienced players and she is playing for the first time, so it made sense in every "Roleplaying game" that she played a lvl 1 Rookie, she really likes it. Its funny and it gives a lot of role playing ideas.
I can get that some people dont like it, but like nooooooobody.
Also I dont really see the problem with the system, a part from the one that Im saying now, hahaha.
Thatsssss

Suichimo wrote: DaRotten wrote: Soooo... Im playing a few games now and then, like 4 now, I think.
And I have a question about "Tanks".
I have a fighter and a monk on my team, that are the more "Tanky" players, (Like 20~22 hp each, and 16~18 AC or so~).
And a Sorcerer that has been able to do A LOT of damage lately, but she is lvl 1, so she has 9 hp (Like, one hit dead, kind of).
As someone else said, why is there a difference in the levels? The Fighter and Monk are level 2 or 3, assuming they rolled really well.
Why? Because I really like the idea of a newby adventure on the group joined by veterans.
It's really fun to play. Hard to GM? Yes, but funny and more inmersive.
thegreenteagamer wrote: Well, that's the downside of being a caster. They're squishy. You get some benefits, you get some drawbacks.
What happened to the http://www.d20pfsrd.com/feats/general-feats/antagonize feat?
Yah, Im really aware of the downside, but the idea of being squishy is that in a "co-op" party, theres suposed to be a "Tank" who can "protect" you. And about that feat, I only have the core rulebook so I just found out about that now.

Pan wrote: MMO terms??? Oh the horror the horror............
LOL yeah nothing ruffles the TTRPG folk's feathers more than mixing vids with their tabletop. Other than killing immersion at the table I couldnt care less. That said you do have to temper your understanding a bit since TTRPG turn based combat is quite different than your average real time MMO.
Being turn based there is not many ways to interrupt anothers turn. Read up on ready and delay. One thing to remember is that positioning is very important. Make sure to use your environment and foe/ally to your advantage.
You may want to focus on the attacks of opportunity. Take a look at reach weapons. Feats like combat reflexes and combat patrol can help you increase your threat to the enemy. Position yourself where the enemy will be punished for trying to move passed you and to your weaker ally. Casters should learn to use their defensive and controlling spells.
Good luck
I dont even like MMO's.
I just know those terms and used them to keep us on the same page, geeeeeeeeeeez. But thanks anyway, like I said before, I dont care about rules like I care more about inmersion (In fact, in all my years of GM experience I never used miniatures/matt system before, just started now because It looked fun with this particular system) Just wanted to see other points of view about "Tanking" in the system.
Cheers!

Guys, I know "tanking" on pathfinder dosen't really exist, and that this is not an MMO and its about roleplaying I used those terms just to know that everyone was kept on the same page, so chill.
As for the people that anwserd and gave me a s%$$ ton of stuff to read, thanks, hahaha, I really apritiate it.
And as for the roleplaying stuff, to me, it makes total sense that a "Veteran" will try to defend the "noobish" "DPS" (Oooops, I did it again), thats why I was asking for a system, if its for roleplaying, f#&* teh system, I have no problem on letting my players trow themselves in front of the attack to defend, I was just asking if there was a system that someone tried, invented or something that I could try too, because to me, it makes total sense that someone could take the damage from someone, or that could intercept in anyway any "Agro" (yes, I did it again) for someone.
Sooooo, thats about it, thanks for your answers!
Cheers!
P.D:
Btw, please, keep it coming, I really like to read more opinions about it.
P.D2: The system that I talked about, sounds "OP" to you?

Soooo... Im playing a few games now and then, like 4 now, I think.
And I have a question about "Tanks".
I have a fighter and a monk on my team, that are the more "Tanky" players, (Like 20~22 hp each, and 16~18 AC or so~).
And a Sorcerer that has been able to do A LOT of damage lately, but she is lvl 1, so she has 9 hp (Like, one hit dead, kind of).
So my question is, If she makes a LOT of damage to a Monster, to me, makes total sense that the monster will try to atack her, but, most of the monster I use deals like 8~20 damage (Give or take). So it would be an insta death (Even with the cleric nearby). Is there anyway to move inbetween an atack? I've searched for rules and the only rule that I think makes sense would be ready/delaying an action, so, for example if an Ogre gets near the Sorcerer, would the monk be able to just, move in between? (If he initiative allows him, of course) Would the ogre "loose" his attack trying to... Get past him? Exactly what would make the ogre just, move around and get to the sorcerer?
I was thinking, that instead of that, the monk could spend one action getting to the sorcerer, and one action moving her out of the way, so he would take the damage, but is that little bit OP? I know that I dont have to follow the rules 100%, especially if they are messing around with the fun out of the game, but... I was wondering if you guys knows a system or somthing, that allows to "Tank", other than that feat (Wich name I dont remember now) that allows you to make other dont get past you n'stuff.
As always, thanks in advance.
Imbicatus wrote: No, the book is correct. Flurry of blows sets your BAB to your monk level +BAB gained from other classes. For a first level monk with no other classes this is +1. You then add an additional attack and apply the -2 penalty for using Flurry of Blows, giving you -1/-1. You then add ability or other modifiers. Now THAT makes sense, THX!
Now I understand flurry perfect.
A pretty basic question, and Im pretty sure im right, but just to be sure:
A lvl 1 monk, should have +0/+0 at his flurry, right? (Withouht str bonusess), because, acording to the book, a BAB of a flurry its equal to the monk level, but a flurry lvl 1 its -1/-1, so +0/+0, right?
Sooooooooooo, in lvl 2, it shuold be +3/+3, becase he is a lvl 2 monk (BAB for flurry +2) and the flurry gives +1/+1 so it would be +3/+3.
Does that makes sense? Or im the worst GM evah??
Thx in advance.

Jiggy wrote: DaRotten wrote: So, i've been playing pathfinder for a while now, like 3 games now, haha.
And I have some questions that I can't seem to asnwer with the book, so here I go:
1-. Is there any way to fumble here? I used to think that it were a way, like whenever you get a "1" your weapon rolls away or something like that, but according to the book a "1" is only a miss. Do you guys know any system to make a fumble?
There is a product called a Critical Fumble Deck which I think is available on this site. However, I advise against it. At the very least, talk with your entire group first. Lots of people don't like having their legendary, on-par-with-Hercules heroes accidentally dropping their swords twice a week.
Quote: 2-. A player from my gropu recently leveled up a druid lvl (He was a fighter). Now he has a velociraptor, with what I understood the velociraptor is lvl 1 (Because he is a lvl 1 druid) does this increase the APL? Since they are 5 players, does the velociraptor count as the "6" player? Because the book says that with 6 players you should increase the APL+1 and "decrease" the exp awards, is that so? No, the pet is a class feature, and is considered part of the "value" of that level of druid.
Quote: 3-. They are a group of APL 2 now (3 counting the Velociraptor), should they have magical items this far? Or something like that? If so, wich items would be a good example? In the Core Rulebook, in the Gamemastering chapter, there's a chart of "Wealth by Level" to give you a rough guideline of the total value of gear each PC should have at a given level. Feel free to adjust to taste, of course, but the game assumes a progression roughly along those lines. Since estimated WBL for 2nd level is about 1,000gp, yes, magic items should be coming into play soon (if not already).
Quote: 4-. Could you provide a lvl one velociraptor companion template? Because Im not sure If I build his velociraptor right, because the core rule box said that it had a 2D8 hit die ... Thanks a LOT!
I have a final question though, when it comes to ranged weapons (Shortbows and hand crossbows et cetera) If they say, 100 ft, or 60 ft whatever, is that a Radius? Or a "Square?" If that so, how do I measure it? Just count 30 or 60 feet from the character to the foe? Or, make a straight line and then going diagonal?
Again, thx a lot, it really helped (:

So, i've been playing pathfinder for a while now, like 3 games now, haha.
And I have some questions that I can't seem to asnwer with the book, so here I go:
1-. Is there any way to fumble here? I used to think that it were a way, like whenever you get a "1" your weapon rolls away or something like that, but according to the book a "1" is only a miss. Do you guys know any system to make a fumble?
2-. A player from my gropu recently leveled up a druid lvl (He was a fighter). Now he has a velociraptor, with what I understood the velociraptor is lvl 1 (Because he is a lvl 1 druid) does this increase the APL? Since they are 5 players, does the velociraptor count as the "6" player? Because the book says that with 6 players you should increase the APL+1 and "decrease" the exp awards, is that so?
3-. They are a group of APL 2 now (3 counting the Velociraptor), should they have magical items this far? Or something like that? If so, wich items would be a good example?
4-. Could you provide a lvl one velociraptor companion template? Because Im not sure If I build his velociraptor right, because the core rule box said that it had a 2D8 hit die at lvl one, but im prety sure that I missunderstood that part.
5-. Any other way to award EXP? Because now I feel like my campaign its all like "Move-battle-move-battle" But If I dont do that, they wont level up as fast. I have plot twists and stuff on my campaign, buuuuut, awarding exp for only battles feel a little bit boring IMO, I tried to award exp for other things but It felt uneven. (Since not all my players have the same skills on the sheet, nor on their "Roleplaying" skill).
Thanks in advance!! 8D
These are great advice guys, thanks a LOT!!
laughmask21 wrote: You could also consider applying the Young template to a wolf, and having multiples of those.
2 Young Wolves and 2 Wolves - 1200 exp
4 Young Wolves and 1 Wolf - 1200 exp
** spoiler omitted **
THX!!
This is really helpfull!
Thank you so mouch for your answers!!!
Sooo, basically, 4 wolves (just to double check) would be a CR 5 = APL+4
So, that would be hard for them? Like 50% of making it??
So far, my CR encounters range from CR 4, CR 5 (The four wolves) And CR 6, a Wraith and some zombies, if im not wrong, I think I'll just have to change that encounter, but the first two, are to hard?
(The CR 4, its like 3 goblins and 2 goblin's dog, or so)
Sorry If I sound doumb, but I have never played a game with CR and APL.
(Normally in call of cthulhu basically everything can kill you, haha)
So, another tip I ask, wich monster could be like a "hard last boss"?
Thx in advance.
(English is not my first lenguaje, so, it may not be so hard to write for me, but its a litle harder for me to understand, so bear with me :P)

So, hi everyone!
Im going to have my first pathfinder game this week, and i've been planing a story with some encounters, but I have a problem with CR and APL.
The ziiiiing is, that the first time that I read the book, I missunderstood the APL rule, I thought that you had to add up the players lvl, (I have 5 lvl 1 players, so in my missunderstanding I thought the APL was 5). So, since its the first game I'll have I decided to make each of every encounter level (Easy, Avarage, and Challenging), sooo, for me, it meant, a CR 4, a CR 5 and a CR 6. It made sene, when I used 4 wolves for a CR 5 encounter, it was like, "Oh sure, makes sense, they are 5 Pc vs FOUR wolves".
The thing hited me when I started seeing harder encounters, I found a lich, wich I think its like CR 12 or so, so I figured 5 lvl 3 players could beat im "easy", then I started reading the lich's stats and I was like "Ok, this is imposble". Then I read the book again,and realized I was doing everything wrong, (So my last battle with a wraith was actually being harder than epic). My point is, 5 lvl 1 PC should have an "epic" dificulty fighting against just 2 wolves??
I know Im not suposed to follow the CR like its written on stone, but, it is really THAT hard for them??
Because now, my encounters feel soooooo boring.
My last question, it is too mouch triyng to get them on lvl 2 on the first sesion?
Greetings.
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