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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.
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?
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.
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?
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?
I have a player whose character is a cleric of Sarenrae. Soon, this character will get summoned before Sarenrae and granted a power, dubbed the "Divine Sunburst". But I'm a little stumped on what this power should be. My initial thoughts: -Smite evil, as per the paladin. Maybe with an effective paladin level of (Cleric - 3)?
Some rules that I want to stick to:
Your thoughts?
I am running a game and I ask that the players leave their character sheets with me. In the event that they cannot make the next session, another player will play the character. In my last session, one player was missing AND he had taken his sheet home to level up. We struggled for a few encounters then I decided that the PC would mysteriously vanish. Now, I need to come up with a legitimate reason for this to happen. Can anybody give me a suggestion (or 3)? Thanks!
I'm running a Mystara-based PFRPG campaign and the PCs are roughly 9th level. I've been reading the Sagiro Story Hour over at EN World and I love the alternate-Prime Material Plane story arc and I thought of bringing it to my campaign. This, when coupled with one of my player's great love of all things Egyptian/Arabian, makes me wonder about running the PCs through Legacy of Fire. I understand that the AP is supposed to start with 1st level PCs, and that the higher level PCs are going to breeze through the early stuff. But I'm a firm believer that sometimes it can be fun to annihilate the low-CR fodder. After all, what is the point of being high-level if you always face level-appropriate challenges? What do you think? Should I scale up the encounters? Should I let the AP ride as it is written?
If Martial Weapon Prof was removed from the ogre, what should be given back as a replacement or substitution? I have a new player joining the group and of all of the options I have given him, he wants to play an ogre. The local clan of ogres are more savage and primal than the "normal" version, so I removed martial WP (although I've given proficiency with the greatclub). Going along the theme of the savage, primal ogre, what should I replace Martial WP with?
I need some help from the collective. I'm running a campaign with and old-school pulp-y feel. I'm looking for some ideas for adventures and/or scenes. Something along the lines of you favorite adventure movies or books. For example, the mining car chase scene in Indiana Jones, the various parts of The Goonies, etc. Post your favorite ideas and thoughts.
I'm DMing a high-fantasy (read: double std treasure) PFRPG game with a dwarven druid PC. For some in-game reasons, the PC will be multiclassing over the next few levels as a sorcerer. But the player has a concern about the lack of advancement of his animal companion. He has asked me for some advice on a feat that would allow the AC to advance. I've done some research and have found a few similar feats from the Netbook of Feats, one of which that adds +3 to your druid class level (effectively allowing you to choose from the more advanced AC's). I've also seen ideas thrown around that cause the AC to advance at your CHARACTER level (vs druid CLASS level). The player has suggested that you use 1/2 of your non-druid-class-levels plus your druid levels. But I'm leery of messing with one of the cornerstones of the druid class. Should I allow this type of feat (and how would you word it) or should I just say no?
Hi all,
1) 25pt point-buy method, (16, 14, 14, 14, 10, 10 for example)
should I go human with these stats (16, 10, 10, 14, 14, 16) and take the extra feat and extra 4 skill point/lvl (human, favored class, Int) or go half-orc (16, 10, 10, 12, 16, 16) and take only an extra 1 skill point/lvl and give up the extra feat? I'm leaning toward human, as this would allow me to always max out Diplomacy, Sense Motive, and Perception, and still have 3 skill points to split between other skills. With the HO, I'd only have 3 total pts per level, which would almost always go to Diplomacy, Sense Motive, and Perception. Thoughts? |