About me:
I ended my last campaign about a year ago when I moved away from the area, but now I'm back (and better than ever!). I'm looking for 4 to 6 players for a weekly Pathfinder game, playing on Saturdays or Sundays, typically from 10AM to 3PM, and typically hosted at my home (in Apex). Here are some details of the game:
Let me know if you have any questions.
This is all great advice. I never thought to include a grapple check, but if I introduce this, the player will just start carrying around dead mice. I also made it a move action to retrieve a mouse from its container, a la retrieving an item from a backpack. Of course, I also mentioned (in jest) that this could be a avoided if the character had a bandolier of mice or something similar. As Timothy Hanson said, he's doing something that is less effective than a normal attack (both in attack and damage value). He could have thrown a dagger, surikan, etc and done more base damage with the same sneak attack dice to boot. So, despite my initial responce of "C'mon. Really?", I may just go with the flow and allow it to continue.
I'm DMing a Legacy of Fire game and one of my players is a goblin ninja. Recently he asked if he could acquire several mice and carry them along while adventuring. After looking at him oddly, I agreed. Then, at our next game, he successfully Stealthed near an enemy, then threw a mouse at the creature, saying that it was a sneak attack. I gave him the -4 to attack for an improvised weapon, but I couldn't come up with anything that explicitly said he could or could not do this. Granted, the base damage was minimal (1 point), but the sneak attack damage was what he was after. 1. Is there anything that rules for or against this?
Volkspanzer wrote: Well, I'm not certain, but any activity that doesn't require physical exertion, such as a STR based check or DEX based check, would be excellent grounds for what you do in your spare time. Crafting items would be an excellent activity, if you go by RAW, as INT checks normally don't cause fatigue. One of my players wants to do just that. They are in the 1 year of downtime between LoF1 and LoF2. His character wants to:
mdt wrote:
This would work, with the note that you'd be sleeping for a total of 4 hours per 24 hours. So, you still net 4 extra hours of activity, but you don't get the full functionality of the "8 hours of sleep condensed into 2 hours".
Lathiira wrote: In our previous campaign, I used those extra six hours for extra watches, a bit of magical item creation, fixing up mundane gear, writing in my journal, spell research, and an extra hour of meditation. This would seem to clash with the ruling provided by James Jacobs in the linked post. He states that any time you are awake for more than 16 hours, you automatically become fatigued. So, I suppose the real question is this: Does the time spent awake cause the fatigue, or the (presumed) lack of sleep make you fatigued?
I've tried to read the many posts on sleeping, staying awake, fatigue, etc but I can't seem to find one that answers this question: According to James Jacobs
Example: 8 hours of travel
Coming back to this post after severla days and I find out that my players have posted in the thread. My first thought was something similar to the scene in Back to the Future where the Libians find Doc and Marty in the parking lot of the mall. "OMG they found me. I don't know how, but they found me. RUN MARTY!" ;-) @solanole. Well, you can take mounted combat and its related feats, assuming that your character can find a suitable mount. :-) Thanks to @archaeik for the explanation.
I have a PC in my group playing an awakened heavy horse. She has not yet taken a core class level, but will take paladin soon. She has asked me a question regarding feats that require Imp Unarmed Strike. Does a creature with no hope of using a "normal" weapon effectively qualify for feats that require IUS? I can see her point that if she wants to use feats that require IUS, she will have to take Feral Combat Training, IUS, and Wpn Focus (x,y,z), of which the IUS really has no use, plus the FCT is "wasted" just to give her the ability to use feats with the IUS pre-requisite. On the other hand, I can see some validity to requiring her to take the 3 feats, as this seems closest to the RAW interpretation. Initially when she wanted to play the horse character, I told her that I would not make huge changes to the campaign just for her character, and so far we've both been good about making other rulings on the fly.
I've recently moved away from my long-running gaming group and I'm looking to find a local group of players (I generally only DM). Obviosuly, I don't know anybody in the area, and finding a group where our playing/DMing styles match may be difficult and/or time consuming. Does anybody have a survey or questionnaire for the players? I've seen questionnaires for characters, and they are useful to help flesh out and define the character. But I'm not looking for that. I need a survey for players. It should ask questions that help define the type of game they want to play. High or low magic? family-freindly or blood-and-guts? Etc. I don't want to force my game down the throats of the players. I want to come up with an agreed-upon game where we can all have fun and know what to expect. TIA
I just moved to Raleigh (Cary), and I'm looking to start a new gaming group. My last group played for over 2 years before I had to move. I would describe my games as pulpy, action-oriented, grand in scope, and player-centric. I welcome players that think outside of the box and are beyond the basic roll-to-hit, roll-for-damage humdrum. If your character likes to swing across the room on a chandelier, this game might be for you. If, in a few words, you can describe what your magic missile looks like, this game might be for you. Robin's Laws says that I'm a power-gamer and storyteller. Therefore, tacticians may be frustrated with my game. I'd like to start a weekly or every-other-week game. Friday evenings and the weekend work best for me, but I'm flexible. Reply to this thread, if you are interested.
Thanks for the help, folks! I've taken your suggestions to heart and here is what I have so far: Wiz 18 Ability score: 12, 18, 15, 34, 24, 28 Feats: Impr Initiative, Combat Casting, Spell Focus (enchant), Great Spell focus (enchant), Spell Penetration, Greater Spell Penetration, Craft Wondrous Item, Extend Spell, Heighten Spell, Bouncing Spell, Persistant Spell, Spell perfection (domination), Persuasive Gear: greater rod of metamagic, persistant spell, tome of clear thought +5, tome of leadership +5, tome of understanding +5, belt of physical perfection +4, robe of eyes, mantle of spell resistance, boots of speed, gloves of arrow snaring, helm of teleportation, headband od metnal superiority +6, amulet of the planes, ring of prot +5, ring of wizardry IV, cloak of resistance +5, bracers of armor +8 Concentration: 1d20 + 36 Spells/day: 4 / 8 / 8 / 8 / 12 / 7 / 7 / 6 / 6 / 4
tactics:
Plus I will be adding "minions" (if you can call ~10th level NPCs "minions")
The APL is 11, each PC is built using a 30-pt buy. There are 7 party members. Double wealth is the rule of the day. I already have some stat-ed out minions (charmed, dominated, along for the ride, etc) with an average level of 9 or 10. The party usually makes short work of single opponents, so I know that I need to get a good sized group going. I'm using the adventure Prism Keep from Dungeon mag #45 and the BBEG is Irinia, for those of you interested in such things. I'm hoping that a couple of the them succumb to the charm/dominate aspect to increase the tension. Personality wise, Irinia is haughty and spoiled. She is used to getting her way, and using her magic when her good looks fail her.
The L-Spells tab:
EX (CS16): =IF(AND($CX$6&"_Permanent">=10,ISNUMBER(VLOOKUP(INDIRECT("CL_"&$ CJ$6),INDIRECT("Table_Spells_Per_Day_"&VLOOKUP($CJ$6,Table_Casters_Abil ity,MATCH("TABLE",Header_Casters_Ability,0),0)),2,0))),VLOOKUP(INDIRECT("CL _"&$CJ$6),INDIRECT("Table_Spells_Per_Day_"&VLOOKUP($CJ$6,Table_Cast ers_Ability,MATCH("TABLE",Header_Casters_Ability,0),0)),2,0),"") I think I had to fix CX19, etc also. It is trying to find a "1" when it should be looking for "1st". I forgot what I did, but my cells now show: =IF(CS19="","",VLOOKUP(INDIRECT($CX$6&"_Permanent"),Table_Abilities,4,0 )) And I change the "4", to 5, 6, 7, etc for each spell level. On the DataSkills tab:
EX (for the Perception skill):
On the L_Back tab:
Requests:
Requested: Figure out a way to auto-calculate the value of armor and weapons other than the material and the base bonus. Things like frost, flaming, holy, glammered, etc do not add it. Currently, I enter a value placeholder in the character equipment area (0 weight, equiped) Add a calc for the "bashing" quality for shields. Add ioun stones to the magic item list.
Greg Wasson wrote:
Try hitting CTRL+F5 (in Firefox) to force a complete page reload. /end threadjack
It is often much easier to use the desired CR as an equivalent to XP. So, if you have an APL of 4 and you want to throw a CR 4 encounter at them, you can use Table 12-2 (pg 398) "Total XP" column and see that a CR4 encounter is worth 1,200 XP. Now, with that set as your XP budget, you build your encounter using the individual CR of the creatures until you get close to your budget. In this example, you can use: A single CR4 creature
dracomancer wrote: . . . It appears that the sheet is calculating spells per day based off of Wisdom modifier rather that comparing Wisdom stat to 10+spell level. I mentioned this previously: DustinGebhardt wrote:
Derekjr wrote: Is there a place to add the +1 elemental damage to the weapon field (flaming, shock etc) so that the enhancement bonus is calculated into the overall cost of the weapon? I know that this is a work-around, but I simply use a line in the inventory page with a value placeholder for the missing value. This also works for armor enhancements (shadow, imp shadow, fortification, etc). I put the qty at "1" and the weight at "0" and fill in the GP column with the difference between the calculated cost (per the sheet) and the actual value from the Rulebook.
The List_Casters_Base_All should reference the Y column, not the X column On the Spells tab, there seems to be some confusion on the Spells per day calculations at each level. If a prestige class adds to the spellcasting level of a base class, the increased spells/day is not showing. It is currently referencing the caster level of the base class only. If you replace the: INDIRECT("Lvl_"&$CR$6) in the VLOOKUP with: INDIRECT("CL_"&$CJ$6) , this should work. Also, the first part of the AND logic statement reference the Ability Mod ($DB$6). It should reference the (ability score_Current - 10) I've hardcoded the Wis ability score for my party's cleric, but here is the Spells/Day cell for 5th level spells: =IF(AND((Wis_Current-10)>=5,ISNUMBER(VLOOKUP(INDIRECT("CL_"&$CJ$6),I NDIRECT("Table_Spells_Per_Day_"&VLOOKUP($CJ$6,Table_Casters_Ability,MAT CH("TABLE",Header_Casters_Ability,0),0)),7,0))),VLOOKUP(INDIRECT("CL_"& $CJ$6),INDIRECT("Table_Spells_Per_Day_"&VLOOKUP($CJ$6,Table_Casters_Abi lity,MATCH("TABLE",Header_Casters_Ability,0),0)),7,0),"")
I've just about read the GMG from cover to cover and I think it is awesome. However, I was hoping for some structured rules for creating hazards and haunts. I see that LPJ Design has a pdf with additional haunts, but I'd like to see a table akin to Table 13-3/13-4 in the Core Rules. I need a way to determine CR, effects, etc. Any suggestions?
LoreKeeper wrote:
+1
Customization tab, Equipment sub section: they have a black font on a black background. Circlet of Persuasion is listed in the wrong item-slot group. the first weapon block shows a +1 attack bonus by default (I assume that this wasn't cleared out before saving the master file). Customization tab is protected (again, not a big deal)
Ender_rpm wrote: Party Level? The party is made up of 6 PCs and 1 NPC, with an APL of 8. Jess Door wrote: stuff I've read that enormous thread and enjoyed it immensely. But he brought up the problem of running that same type of game with higher-level PCs. But I like the thought. far_wanderer wrote: If that was a "minor" plot hook, then I don't want to know what constitutes a major plot hook in your games. The current plot circles around the end of the multiverse and all of divinity via one of the baddies from the Elder Evils splatbook. The characters are currently on the Isle of Dread (a combination of the OD&D Expert Set and the Adventure Path (Savage Tide?) version found in Dungeon Mag #142-143). They are piecing together a multi-part artifact (a la the Rod of Seven Parts) and figuring out exactly what is beginning to transpire. And soon the party will go through a fast-paced Legacy of Fire mini-arc. So, a single city overrun by undead doesn't seem all that . . . significant. :evilgrin Paris Crenshaw wrote: Although it doesn't give you a specific adventure to borrow from, you might try looking at the GameMastery Guide. There's an excellent article in there on running an Undead Uprising type of campaign. I have the GMG, but I guess I haven't read far enough to encounter that section yet. Thanks for pointing that out! And in actuality, I had flippantly tossed this sending in without expecting the group to follow up on it. I was trying to take a lesson from the Sagiro Story Hour over at ENWorld and weave several mid-level plot lines together, with the players picking and choosing which to follow. And each un-followed plot line continues on, oftentimes to the detriment of the characters. And thanks for the ideas so far! I heart the Paizo Messageboards
During our last game, I tossed out what I thought was a minor plot hook to one of the PCs. It was a sending message with the gist of "Your brother has kidnapped your sister and the city has been overrun by undead." However, like all good -smirk- players, they've taken this and run with it. So now I'm asking the PFRPG collective for suggestions, ideas, and/or even modules that might fit the theme of an undead-controlled city. Maybe some sort of zombiepocalypse? Did a necromancer (or necro-cult) trigger some sort of ritual? Any thoughts?
By the RAW, there is no way for an item to be possessed by a ghost. However, I would allow it, based on flavor. I would not change any mechanics nor allow any benefits from this.
Since you want to DM for roughly 9-13 sessions, I would look at a smaller story arc. The D-based series I hear is very nice, although I haven't read it myself. All of the Paizo stuff, be it Adventure Path or modules, is well written and should be fairly easy to run. With 6-7 players, you will need to modify the encounters. I would strongly suggest you add enemies rather than making the existing ones stronger. And it would be recommended that you alter the story as needed to fit the adventure to the PCs. Getting the players to buy into the story and becoming engaged with their characters is key to running a good game.
First, I'm giving much love for the latest version(s). Looking back at the v0.7x stuff, the sheet has grown by leaps and bounds. With that said, I have a question. I'm working up a wizard7/rogue1. Does the magical knack trait apply to spells per day? I always thought that CLASS levels determine spells per day. If I set the class level on the spells tab to 8, it populates the spells per day (on the Abilites and Feats tab) with the array from an 8th-level wizard. I always thought that magical knack (and Practiced Spellcaster from 3.5) only applied to things like range, area of effect, duration, etc. Sign in to create or edit a product review. |