Elf Archer

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Well do understand me, when I say between adventures it means between "modules" if you like.

One of our last adventure was an Epic one (go up 4-5 levels, and do keep in mind I give half exps, which was also recommended for that module). It took us a year and a half (real time) to complete it, playing once per week. At the end, they had to explore a 4 layer dungeon, but there was no rush (no action was needed towards beating the clock). So they would often come back to town (like once a week in game) just to unload their loot. Since this story was exceptionally long, and there was no need to beat the clock, a few times the players took two in game weeks to research spells and such, which was fine with me. It only give them more tools.

Actually during the time the wizard was studying, the barbarian started lurking the slums of the city at night and "clean them up" of unwanted thugs/thieves with the help of his disguise hat. This brought a whole other flavor to the game as this barbarian PC became a kind of "batman" without the other players ever knowing, or anyone in the city recognizing him: he came to have a secret identity.
He became associated with a gang of good halfling "pick pocketers", and now has a good access to any information (or almost) if he needs.

The players brought so much loot from the dungeons that they could afford to put a stand in the bazaar to sell off their unwanted treasures, and hire people for that little shop.

They even took the time to eliminate an old family of evil characters (shy vampires) that were living in a mansion in the city. They had the rogue forge "mansion property papers" and all the PCs moved in the house, having now their own HQ in that city.

The irony is that the wizard died against the "final boss" of the adventure 0.o

The bard made such great performances in the region that he is now renowned in the city and region. Which can make things hard when he tries to go about incognito. But it does helps him when he wants to charm a few females in the audience with his voice ^^

This just shows that you can add new depths in the life of the PCs, when the adventure allows it of course and if your players goes for that kind of stuff too. Instead of only "fighting the monsters and having no side life/story". Now they "have a life" lol

Now they left for other adventures while their shop is selling, and the maid is taking care of their mansion hehe


phantom1592 wrote:

'Training' is a frustrating concept. I find it's more trouble than it's worth.

YES in an actual real-world logic... you would not immediately learn how to use these feats or skills instantly... You couldn't multiclass to Wizard and instantly know spells...

However, In a real-world logical world... our heroes have people to save and things to do... we don't HAVE 2 weeks of down time between when the damsal is kidnapped and when we need to rescue her.

We pushed for training in one campaign... and I felt it was a disaster.

Actually, I give my players an unlimited downtime in between adventures. This is played in one D&D seance (instead of adventuring). During this time usually:

the casters do some research at the wizard school for new spells;
the clerics go to the nearby temple and helps the local clerics give food to the poor;
the thieves take this time to gather information and bargain to sell off unwanted loot,
the bards compose new songs from their recent adventure and try them out in inns for an ale and a warm meal;
the rangers find the closest forests and go re-energize themselves with the power of the Green, often accompanied by barbarians and druids (at least untill the forest range);
those with skills such as weaponsmith or armorsmith, find the closest blacksmith around and go train/work there for days/weeks.

Often we end up playing the equivalent of a 2-3 months time in one shot, then next meeting, we are ready to start a new adventure. This downtime allows the players gather new tools, or perfect the ones they have outside adventures, it gives the PC more depths in characters.


KaeYoss wrote:


What XP progression are you running?

I know that I'd violently rise up against a GM who cuts XP in half on slow. Slow is already quite slow (medium is bearable), but if you then go "super-slow" by cutting XP in half on top of that, getting a new level would take forever.

Especially since the days when we get to play once per week or more often are over. Most campaigns we play once every two weeks, not counting the regular cancellations because too many people have other plans.

I draw the line when I have to re-learn the rules for advancing a level each time I actually get one because it has been so long I forgot them - and especially since the rules are different now since it's a new edition.

I use the Medium one.

Quote:
Couldn't work, since I use Pathfinder, which thankfully did away with XP as a currency. One of the best changes the system made.

I use Pathfinder too, like I posted above, I noticed these extra exps that can be shared, brought the players closer together, and they enjoy that bonus very much (What they don't know is that I only give them 50% of the normal exps), but I am generous in rounding up exps for good ideas, or plans of attacks, or the use of spells as a tool (and not as it obvious function) and such.

Quote:
Define "professional". 1 skill rank? 10?...

1 skill rank. Professional = have a profession (1 rank in it).


KaeYoss wrote:
If you have a problem that a character can go from completely unable to disable devices to being able to do it in just a week (assuming that's how long it will take the characters to advance a level to get the points to put in, which is quite possible), what about characters going from apprentices to the world's most powerful in their class in a few months? Because that is totally possible. If they make a normal job out of adventuring, with 5 days of the week adventuring, with a relatively full schedule (3-4 appropriate encounters per day, or something equivalent), they can get level up every week or two. That's less than a year from 1 to 20.

Regarding the exps, as DM, I only give half the exps during an adventure to my players as I feel the leveling is a little too easy now (say compared to version 2.0). Nonetheless they do get a nice bonus at end of adventures (20% of made exps during that adventure). They can use this as they like. I call those “exps in bank”. They can keep them aside to use those exps to create an item, or a resurrection, basically anything that demands exps as a cost. They can even exchange or give these among PC, I see this as a teaching. My players do this when they are in situations of “I am missing 500 exps to level”, it brings them somewhat closer, as exps is the most precious thing for any PC, and sharing some knowledge like that shows generosity among them and enhances the players bond. These exps in bank can be used on self also, just like they can never be used and a PC can accumulate them through multiple levels.

I hear you all, and agree that I only allow some skills to get improved at level up, depending on the previous use of skills made. If the character spent all his level in a desert with no water, I wont allow him to improve his swim skill, if he never used it.

My question is still more axed towards “time”. Is spending 3 days with a sailor at sea showing me the basics of navigation enough for my character to become a professional sailor? Or should it be more like 100 hours experience… or even a 1000?


Hehe, I am the DM.

I guess I still have in mind the old fashion weapon specialization of version 2, where one had to find a master, and then go train for 3 months at a price of 100 gp.

I have a hard time accepting that a PC just puts a point in a new skill when he levels up without having some kind of training during his previous level (or received some kind of teaching), especially for “trained only” skills.

The same goes for professions, how long do I have to be trained to become a professional?
With all the books that are available for Pathfinder (and any other version for that matter), I am very surprised that I find no rules concerning these “trainings”.

Thanks Jeff1964, I will go check that reference once at home next week (I am on vacation at the moment and only have my Pathfinder stuff on me).


Hello all,

Q1: Simple question, my rogue would like to teach an other PC a "trained skill only" which he doesn't have. How long do my rogue have to teach this PC for him to learn the new skill (or at least have the potential of adding this skill once he will level)?

(Example: the rogue teaches "disable device" to a bard), how many hours would this take?

Q2: In a same flavor... can my rogue, who has knowledge dungeoneering, teach it to an other PC... how long does he has to teach him?

Q3: Same goes for a profession, my rogue wants to learn "profession sailor", how long does she have to be sailing and trained before she can actually add this new profession to her sheet?

Thanks in advance for your answers


Hello,

I was reading the spell "Spell gauge" in Faiths of Balance (p.29) and as a DM, I was about to give it to one of my players, but the information in it seems to lack.

Spell Gauge
School divination [mind-affecting]; Level bard 2, cleric 2,
inquisitor 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, F (a silver piece)
Range close (25 ft. + 5 ft./level)
Target one creature
Duration instantaneous
Saving Throw yes; Spell Resistance yes <------------!!!!!

On the saving throw it says "yes"... I will assume this would be a "Will save negate"??? There is no information regarding this saving throw in the description of the spell either, as posted bellow.
-------------------------------------------------
Upon casting this spell, you immediately know a selection of the
spells the target creature has prepared or knows. The number of
spells revealed to you is equal to your caster level. The target’s
lowest-level spells are revealed first—ignoring 0-level spells—in
a random order. Once all of the target’s 1st-levels spells are
revealed, the spell begins revealing 2nd-level spells, then 3rd-level
spells. This spell does not reveal spells of 4th level or higher, nor
does it reveal spell-like abilities or other special abilities. If cast
on a creature that is not a spellcaster, that only has spells of 0
level or of 4th level or higher prepared, that has expended all of
its spells, or that has not prepared any spells that day, the spell is
expended without effect.
----------------------------------------------------

Any help/opinion is welcome,

Thanks in advance.


Inquisitor Leet wrote:

Hello Hello!

I'm looking for gamers in the Montreal area for some pathfinder action! I currently gm a small group that's always looking for new players but I'd love to play so a GM would be fantastic too!

Cheers,

Inquisitor Leet

Hello :)

I am a hardcore gamer. Have been playing since 2nd edition, and now am a lady DM since 6 years. Today I play with Pathfinder. I would be interested by your offer (as a player or as a DM) in the Montreal area, how can I reach you?