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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


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,


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. :(


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


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