I have been looking over the crafting rules and they mention item levels as a required number to figure out crafting times.
One of the items the players can get is a weapon seal of Disruptive (5).
After almost 40 years of dungeon based fantasy campaigns I have decided to try a city based one. I have decided to base it around a group being asked to start a Pathfinder guild house in Kear Maga. Now, being mostly familiar with dungeon crawl type adventures I am looking for any advice on running an urban style game. Any suggestions would be very appreciated. Thanks -Erich
I'm sure this has been addressed and I apologize for asking again, but I can't seem to find the answer.
Thanks
Hi, sorry if this is posted in the wrong forum. I seem to remember hearing about a feat that allows dex modifiers to be used for damage instead of strength. I guess the intention was to give dex fighters some teeth. Did this feat ever make it into the game, and if so, what is it called? Thanks -Erich
Does anyone happen to know what size party the Adventure Paths are designed for?
Thanks -Erich
Thanks for all of the info and advice on AC.
-Erich
I'm running a table of 10th level players and I'm wondering if their ACs are maybe a little high.
-Erich
In looking at the Shattered Star AP I think I may need to add some side encounters.
What type of spacing would anyone recommend in placing side quests, and do you think the extra treasure will create a problem?
Thanks -Erich
Laurefindel wrote:
Thanks for the idea 'findel That is a very elegant solution and definitely easier than coming up with a new feat.It also has the advantage of satisfying my sense of internal game logic. I am however, going to make it clear that there will be the occasional monster that is immune to most spells, or who spells work differently on. Golems come to mind. -Erich
Alright, I guess I can see where the SR and spell immunity rules have their place but that just creates other problems for me.
The whole SR/Immunity thing is not that big of a deal for the Rouge/Destined Sorcerer, she is more of a buff/support type. Even so, if she wants to cast a spell into combat these rules can get in her way. However, the Elemental Sorcerer is getting hit pretty hard. The Elemental blood line kind of lends itself to evocation magic. And most (if not all) evocation magic can be resisted with SR, which also means that immunity stops them cold. I guess what I am looking for here is advice on how to tone things down to the point where my magic users can be useful in direct damage combat without totally rewriting the rules.
Maybe what I need to do is find a list of spells that can cause damage and not allow for SR. I mean, there have to be some. Right? -Erich
I'm thinking of getting rid of the SR and spell immunity mechanics from my game and would like some advice. First off, the reasons I want to get rid of them. In the case of SR it seems a bit unfair that a magic user has to deal with the SR and saving throws of a creature in order for a spell to work against it. Where as a martial character only has to get past the AC of the same opponent. This is of course discounting any DR the opponent might have. As for magic immunity, I think total immunity flys right in the face of the systems internal logic.
So my first thought is to give a damage reduction equal to the spell resistance number or 1/2 of the number or something along those lines. I would like to keep things simple so as to not slow down my game. Any other thoughts, opinions or suggestions? Thanks -Erich
littlehewy wrote: Could I suggest, maybe privately speak to the sorcerer's player in general terms about the encounters, and ask whether he'd be cool with magic-immune enemies, or whether that'd tick him off and he'd think it fairer/more fun if the had high SR instead? You don't have to give the game away or spoil any surprises - but you might be surprised with his response... Ya know, that's a really good idea. I'll sit down with him (or more likely send an email ) , and see what he thinks.Part of the problem I could be running into is that I am bringing the group over from 4th ed and some things just aren't lining up. Such as monsters totally imune to magic, I'm not sure they existed in 4th ed. -Erich
Hi,
First of all.. Thank you very much to everyone who responded. Even if I didn't agree with you about how you would handle the issue with your own campaigns, I sincerely do appreciate the comments. I think that I am just going to go over the critters that are imune to magic and give them a high SR. Maybe 10 or 11 plus CR or something similar. That will make the fight tough but not make the sorcerer completely useless. And as a final thought, many of the posts seemed to be taking the point of view that I need to "Teach my players a lesson". I submit to the board that we as GMs should not be in the business of teaching our players lessons. I feel we should be in the business of providing challenging (not overwhelming) adventures for our players and making things fun for them. Peace -Erich
Thanks for thr opinions, and I guess that the spell selection my player took may not be optimal for this AP. However, this player is not looking to create the optimal, power gaming character. He creates a background and then builds the character to fit the story. In this case he decided to create an elemental sorcerer that favors electrical attacks. Since I actively in courage this type of character building I do not want to penalize him for his build.
-Erich
My Mage player is actually a sorcerer, so any of the creative ways a Wizard has of dealing with something that is magic immune are pretty much off the table. For that matter they would be off the table for most Wizards unless they could prepare ahead of time. Since there was zero indication available to the players that they would be facing magic immune creatures, or for that matter that such things are even possible ( remember 6th level isin't really all that high), I think that magic immune critters are a little unfair. Hence the question about a fair SR. -Erich
So,
Opinions? -Erich
To be honest I usually don't bother 0 hp equals dead for most opponents.
-Erich
Hi,
Thanks -Erich
I'm currently running the Curse of the Lady's Light (part 2 of the Shattered Star AP) and have come across a trap I think may cause me some problems. I'm hoping for some advice. trap spoiler:
What I am referring to is the Phantasmal Killer trap in area K1. If this trap succeeds, someone is getting turned into a female Azlanti Human and getting 2 permanent negative levels. I think we can deal with the negative levels, that is usually just seen as a cost of doing business. My biggest concern is that my players get fairly attached to their characters, they even go so far as to create extensive histories and paint special minis for the game. In this case the group got together and created what they are referring to as a group of half-pint heros, the tallest person in the group is a 5'0" human female. Otherwise we have a fairy dragon, a gnome, a halfling and 2 dwarves. I generally encourage such creativity since it keeps them invested in the game and gives me lots of ready made plot hooks. However, it may come around a bite me this time. I can't see ANY of the players (with the possible exception of the human rouge) being OK with such a radical change to their character. Does anyone have any suggestions on how to deal with this other than just removing the trap altogether? Should I just, maybe, replace it with another trap that just destroys the clone and attacks the party?
Any advice would be greatly appreciated. Thanks -Erich
I'm starting a couple of adventure paths for my gaming groups and was wondering.
Is this they type of information that could have been learned before a campaign starts and be represented with various knowledge skills?
Heck, for that matter I need to find some sources for the information myself. Any opinions or suggestions? -Erich
Last night I was running my group through one of the dungeons from Rise of the Runelords and came across an interesting situation. They wound up fighting a Quasit and she was making full use of her at will invisibility power.
I wasn't quite sure how to judge this since the invisibility is a at will ability.
Does anyone happen to know what, if anything, the rules say on this? Thanks -Erich
Tiny Coffee Golem wrote:
I'm confused here, the rules for staff creation say: The materials cost is subsumed in the cost of creation: 400 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (300 gp × the level of the spell × the level of the caster), plus 1/2 the value of any other abilities (200 gp × the level of the spell × the level of the caster). Staves are always fully charged (10 charges) when created.Creating Staves PFRPG pg. 552 Dosen't that mean that there IS no additional costs for material components other than casting the spell once during the creation of the staff? -Erich
Mithras wrote:
Well actually, there might be. The description of the feat Create Staff states:
Where as the description for Create Wands states:
And under the description of staves in the magic item chapter we find:
I would therefor argue that as written, a staff must be created from the lists found in the rulebooks, or created after a LOT of research and GM permission.
From a game mechanic point of view a staff of wishes would be a totally unbalanced campaign destroyer, and I think the designers realized that. That is why the item does not exist in any of the staff lists. From a story point of view, if the staff could be created wouldn't there be a bunch of completely indestructible imortal wizards running around causing no end of trouble? Just my two coppers. -Erich
I have been toying with the idea of creating a warlord like class for PFRPG (one of my players really wants to recreate his 4.0 Warlord) and I have come up with a few ideas. 1. Allow the Warlord to add +1 to everyone's initiative.
Does anyone think something like this will break the game or be to powerful a class? Thoughts and opinions welcome. Thanks -Erich
Hi,
I have a couple of questions though. Is there a manual of document somewhere for using the iPad version of Combat Manager. It is mostly intuitive, but I'm having some difficulties using the attack creation wizard. Is there any way to delete saved files? Thanks -Erich
I had a question from one of my players the other day.
I don't know of one, but I thought I'd ask the board. Thanks -Erich
I'm just getting my gaming groups into Pathfinder and was wondering which adventure path to start with as a good intro to the system and the inner sea area.
-Erich
|