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![]() One of the items the players can get is a weapon seal of Disruptive (5).
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![]() 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
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![]() 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 ![]()
![]() 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 ![]()
![]() 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 ![]()
![]() So,
Opinions? -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 ![]()
![]() 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 ![]()
![]() 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 ![]()
![]() I have read everything I can find on identifying magic items and I just want to check my understanding of things. If I am reading things correctly a sufficiently skilled person trained in Knowledge: Arcana can spend some time examining an item, make a roll against a DC based on the level of the item and know what it is and does. The Identify spell just adds +10 to the roll. Is this correct or am I missing something? Thanks -Erich ![]()
![]() Hi,
Thanks -Erich ![]()
![]() Hi,
I'm also looking for an adventure path for a party made up of: 1/2 Elf Wizard 1/ Rouge 5
Ideally it would combine city based adventures with dungeon crawl type adventures, and I could drop a 6th level party into the middle of things.
Thanks -Erich |