Dinosaur Alexander's page
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Hi again guys,
just like the topic says, how would I go about pricing a map of about 100^2 miles, given that exploration is fairly limited in my world. The PCs are like rolling in gold right now, and I'd like to give them a legitimate reason to spend some of it.
Next, one of my players is a prof (bowyer) and he keeps asking me about how he can craft some good bows, to which I say, I'll look it up. The rules on crafting are crazy dense, and I was wondering if one of the vets might be able to simplify them a tad for me?
second to last, I plan on giving the PCs a kind of wargame simulation for the next session, they'll have a small village/outpost to defend, with 19 militiamen and around 30 adult villagers to withstand a force of 117 elder god cultists. Should I consult the Kingmaker books for mass combat, or is there a better, homebrewed way to do this?
Last question, what do you guys use for terrain? I would like to start adding some in, but I don't really want to spend money on expensive pre painted terrian. Also, I don't have access to legos.
thanks everywho

Thanks for all the input guys, I've gotten some really good ideas about how to run it.
First off, I was thinking of having combat play out like Calybros and Gargs mentioned, a little half and half, so that there are real stats that the players can look at other than "you deal a trillion points of damage. everything dies. yay." But I also like the idea of damage being kind of a random thing, where maybe adding an the Int mod plus, perhaps, knowledge of nature (for a nightmare dire bear, or something along those lines) would equal the attack roll. Then from there the player would remember a dire bear's bane (an enraged badger? haha)and that forth to do battle.
This is technically a dream sequence, but I'm basing it heavily on the ending of Stephen King's It, if any of you have read it. So the players are outside of reality sort of, but still able to affect the overall story. This isn't a dead story. They'll be getting xp per normal, and above all, the group I'm with right now is a RP heavy group so the dream world mechanics (I hope) will be well received.
As for other checks I was considering using this type of in game logic.
Bluff: The ability to create things in a dream. A bluff is a lie, and it's in a dream world where your mind creates reality, therefore, bluff=creation.
Intimidate: Intimidation is based off of a kind of anger or ability to scare others into your way of thinking, so Intimidate would be the brute force attack mechanic. Simply crushing another creature's will sounds awesome.
Sense Motive: In life, this is where you would determine someone's truthfulness, in a dream, this is where you would cast aside illusions. The defensive trait.
Diplomacy: I haven't quite finalized my thoughts for this, but maybe it would be a good version of intimidate. Perhaps by making the dream creature friendly? Or maybe just giving the whole party effective invisibility? Again, not sure.
Fly: In a dream you can fly. So can other creatures. No one but the druid has fly, so I would allow some leeway on their fly checks against wind, attack, or spells.
Perception: In my mind, this would be where you could shine as a rogue or as a craft PC. The perception roll would be for finding critical weaknesses and exploiting them. Perhaps rolling 2d20 (Disguise and Perception) a PC could deal massive amounts of damage.
Some other things I was thinking, but they're less important.
Thanks again for the input guys. :)
For combat I was thinking of pitting opposing schools of knowledge against each other and then having the players RP the situation out. For example, I would throw a minor abomination at the players, and they would have to properly identify the beast and then roll checks against it. Perhaps by using memories of peace (a druid) they could banish it. Rolling would be done by these knowledge type checks, and there would be a couple of arbitrary HP stand in type of things, kind of like a sanity meter. For a boss, each would have to pool certain kinds of ideas (their bluff, for instance, might alter reality around them) and roll against the BBEG's will saves.
ps, they're currently being pulled at absurd speeds (hundreds of billions of MPH, thus necessitating the out of reality thing) to the end of reality.
:P maybe to clarify a bit, this won't be a dream sequence where we sit there and nothing gets done. I'm effectively pulling their minds instead of their bodies into some adventuring. They'll be getting exp based on what they do, as per a normal game.
Hey guys,
I want to do something a little different for my group this coming session. What I had planned was maybe something like a dream sequence, with fights that are absurd, like what you might have in a nightmare or something. I would like for combat to play out in a manner that is different than just "roll to hit. roll damage. roll grapple." that kind of thing.
I was thinking maybe a heavily modified chase type sequence, where maybe knowledge checks, bluff, diplomacy, all the kind of "passive" abilities that are overlooked would get used to deal damage, or escape, or just simply to overcome whatever challenge it is that they must(The party is intellect heavy and I would like to play to their strengths).
Has anyone tried this type of thing before, and if so, how did you work it? Perhaps some resources that I could buy to get some ideas?
Thanks,
Everyone,
thanks for the responses and cool ideas. After mulling it over last night and some today, it probably isn't a good idea to let two players just hang out while a third is doing something plot significant. I like the idea of a puzzle, but I'm not sure how it would play out in game. The PCs are: Alchemist, Druid and ranger. They pretty have everything covered and then some. I did like the idea about the backstory specific puzzle clues, makes it more personalized.
I was considering making the statue into a massive one (like LotR style) and having the players be able to explore a little bit inside of it, even if it's pretty small. Maybe have a sphinx or something guard? Blargh. Wrote myself into a corner.
thanks again

Hi dudes,
I'm writing a homebrew campaign for three of my friends and I'm putting above average effort into it, but I'm kind of stuck as for the ending of this session.
It kind of plays out like this: the players are kind of in a sandbox, with me giving them the plot points at the places they go to, instead of predetermined places (a mysterious stranger can show up wherever I want him to, essentially).
So, that in mind, the players reach a statue that is written in ancient runes that only one player can translate, but the runes are archaic and smudged. It's an all day kind of thing at minimum to translate. When he does translate it, it's supposed to read something to the effect of "This shrine is dedicated to the three heroes who gave their lives in defense of ours." Essentially, hinting that these three adventurers, 3,000 years ago, fought a monster and died for the people. And time travel is awesome.
My questions is, if you've read this far, how do I make this into a cool moment to end a session on? I'm not set in stone about the whole "three dudes died here a long time ago" plot point, so if you guys have cool suggestions that fit better, I will add that in in a heartbeat. Better yet, what kind of statue type plot ideas have you guys gone with?
Sorry for the wall. :(
Whoa whoa whoa guys, I'm going to necro this thread from about a month ago. Is there still interest in gaming around the Boise area? I live up in the Eagle area, but for the most part I could head on in to the Caldwell region.
avefrater@hotmail.com if there's still interest. :)
Awesome man, thanks. I only had common+three other written down. Oops. Thanks again!

Hola,
I have just a few questions regarding skill checks and how exactly it's supposed to work.
1) Say I'm untrained in handle animal, but I still want to teach my horse a few tricks, like going back to town for help or whatever. What is the purpose of the handle animal check if I can just take 20? Does it have to do with the time that it should take to train the animal? So it should take, I think, 20 weeks to train my horse one trick, and so on if I'm taking automatic 20's? Or do I just sit in my chair looking the DM in the eyes until I finally roll an 18? (+2 cha)
2) Now perhaps I have a dog that I bought pretrained from town. Do I need to roll 20 on handle animal to get that animal to follow my attack command?
3) Unless I'm reading it incorrectly, which is very possible, for profession money making, I'm just supposed to roll a d20, add my profession mod and then half that right? That seems like an awfully small amount of gold at even level three, so does it scale up or was it only meant as a way for low levels to get some extra cash?
4)My human cleric has high int (+3 mod) and put four skill points into linguistics. How many languages should I know? We're heading into a forest and I'm looking to get a language that may help us in there (Sylvan or Elven perhaps?).
Sorry for the wall of text,
thanks in advance
Thanks for taking the time to walk me through it. The books sometimes read like accounting homework, so having someone else explain it is nice. :)
Hola everyone,
just got into pathfinder about a month ago and it seems bloody awesome, but kind of confusing at times. Right now I'm playing a level 2 NG cleric, but I'm still kind of unsure about my spell usage. Right now my spells go something like this:
Orisons (level 0) choose three spells, use them infinitely through the day.
Level 1 spells: 1+1 (for domain) and then + 1 for high wisdom modifier (17 I think)
Level 2: The cleric spell chart has a "-" for level 2 character's access to level two spells, so does that mean I get zero level two spells? Or one from my wisdom score?
Level 3: According to the exp chart I should be level three by next session, which brings up the same thing here. Do I not use any spells from here until I'm level 4?
Tl;dr I'm confused about cleric spells. Am I always using spells one level lower than my character?
Thanks guys
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