Go after them in their Inn! :) You know they are coming back, so why not cut out the wait! :D Also, someone said something about 'xp'? What is this thing you speak of? I have read of it in archaic manuals of games past, but, nowadays, you level when I say you level :) And loot from restock? Sure, they can have all the daggers and trail rations they can handle ;) 
 ...you're assuming the attacker will miss the raging Barbarian... I mean, it *can* happen... How about Come and Get Me vs Parry and Riposte? A swashbuckler attempts an attack, the Barb reacts with an AoO, gets blocked and stabbed at generating another AoO from the Barbarian which is parried, then riposte'd which generates another AoO... ad nauseum until the Swashbuckler runs out of panache... 
 
 For a slightly different perspective: 
 And I still played a hell of a lot of 40K. A ridiculous amount. Because it is a FANTASY Game. Not even in the same zip code as reality. But, when I explored Flames of War, I could not tolerate what I perceived as historical inaccuracies. M1 Garands that fired slower, but more accurately than the more commonplace Bolt Action weapons of the day (Enfield, Mauser...). Medium (.30cal) Machine Guns that OUTRANGED Heavy MGs (.50cal) At these simple, egregious, errors I stopped wanting to play the game at all. Why? Because it was made to reflect our history, and it (in my opinion) failed to do so on a fundamental level. TL:DR, if it's fantasy, forget reality. If it's historicals, pray it aint too far off of your perceptions :) 
 If everyone is new, LESS is MORE. Directly limit this campaign to the CRB and APG. But always be ready to lift that limit when you and your group are ready to expand. IMO the Biggest Deal in playing with new players is PLAYING. You are right to be wary of Option Paralysis. But not just for them, but you, too. Play simple, and get a good feel for the basics. Sorta like learning to drive in a parking lot so you get a feel for the clutch and steering (what, no clutch?) then to streets, then to freeways. The most important rule to remember is Rule ZERO. You are the GM, the referee, the rest of the world. Your word is final and the players must know this. This is a HUGE responsibility. Be fair and hones with players, never take things personally (unless it truly is), let the players be rock stars, make consistent rulings (make notes on how something was adjudicated if you need reminders!). Or, to rephrase it: The players have to trust you with Rule ZERO. Earn that trust-it is the hallmark of a good GM. House Rules? Yours will come in time, you will see what your table needs to do to make the game more enjoyable for everyone. (I do like the idea of a bonus Profession Skill point!) Good luck and may the dice be ever in your favor... or is that a bit biased to hope that for a GM? 
 
 Only one question that matters: Are you having fun? If yes: rock on. If no: walk off. If you said you already talked to the guy, and he refuses to play team-mate then there is a PLAYER issue at your table. Keep on if you dig the game *anyway*. Leave if you aren't having fun. For builds, sorry, not interested in PvP. That's why they made WoW. 
 
 He is not scared of the PC. He is shaken by the PC's "Prowess". The (combat) intimidated Barbar is SHAKEN. Nothing more, nothing less. Now, how would a Barbar that has been shamed react? Face/Axe comes to mind. Use intim at your own peril. In Non-Combat situations, Intim can force a NPC to behave 'Friendly' for a short time. However, after that all bets are off. Maybe the NPC has friends and does not like to be made a fool of. And, is keen on making an example of people that bully or insult him... Again, use Intimidate at your own peril. 
 
 You are feeling pinched because you are a one trick pony. You need to open up your repertoire. If *you* do not, then *you* have accepted the (perceived) nerfing of your character. Wraith makes the salient point: 
 Wraithstrike wrote: Making a caster who only uses one type of spell, a person who refuses to use a ranged weapon, one who refuses to use a melee weapon, even for flavor reasons is generally a bad idea. 
 
 Wands of CLW do help to remove the onus of "Who wants to play the cleric?" No one. "Why should I? All they do is heal." Even as a grognard that despises the Magic Mart aspects of 3.x/PF, I like that healing is more accessible and accessible to more characters (rangers, pallys, etc with a wand of CLW) Cheap 'between fights' healing leaves the door open for more players to play the character they want, not the duties the game assigns them. 
 
 Think of I this way: Each Exotic weapon has its own rules. They may doing better base damage (d10 v d8, when comparing Bastard Sword to Long Sword), they may do better crits (Falcata compared to Long Sword) or they may allow you to apply Weapon Finesse to a high threat two hander! But, at the end of the day, they *only* do what they say they do. Otherwise we could make logical leaps like "Well, it says immune to Fire and Acid burns are a form of oxidation so clearly immunity to fire means acid too. And Electrical burns... so immune to electricity as well..." 
 The bastard sword is a specific weapon, and is not applying a general rule. 1) The Bastard Sword is an Exotic One Handed weapon. It's exception is based on *how* you use it. ie, Martial Two Handed/Exotic One Handed. 2) The Elven Curve Blade is an Exotic Two Handed Weapon. It is (almost) never a one handed weapon. 3) Elves treat every weapon that has "Elven" in the name as if it were Martial, otherwise all other rules for the weapon apply. (If for example there was an Elven Bastard Sword then you would apply the Exotic benefit to any Elf that had it as a Martial Proficiency.) * * * You can also say, "Your argument doesn't hold water. I have already disallowed it. Discussion closed." 
 avr wrote: 
 One of the worst... I coulda stayed home 
 
 For the Paladin. Sometimes the difficult thing is choosing a Hard Right. Calling X's loyalty to family what it is: An excuse to harbor evil in the hearth. For the sake of the Paladin's Honor (a key tenant of Iomadae, no?) he may have to forsake his own love (that is, MAKE A SACRIFICE!!!) to protect some greater morality. If "A" Truly TRULY TRULY loves the Paladin they will always be there for them. "Your heart is breaking, and mine breaks with you, though you don't know it" kind of shtick. They may never 'ride into the sunset' they do remain devoted friends and that is a kind of love, too. But, back to X. And the paladin. Everything X lives amongst is evil. Salvery, Devil Worship. That kind of exposure will adjust the sight picture for X. Suddenly, a vigourous torturing of a wayward/willful servant is seen as "Well, they deserved it for not following instructions." You see, LAW without Mercy or Justice can be too easily twisted into Evil. Especially when law can be written to be an avenue for Evil. "Slaves Can be tortured to Death as they have no lives, save what their Master provides." Sounds good, yeah? And I am still VERY VERY confused as to how Hellknights are not LE through and through. "We model our lifestyles on Hell itself. But, trust us, we're good guys!" 
 
 Because it is not cool when Joe rolls 18, 17, 17, 17, 17, 15 while Jim is stuck with 14, 13, 10, 8, 6, 5. Players like to see that their PCs are *capable* and when you have huge differences in stats, between PCs, one of the players is gunna feel left out. But, at the end of the day, it is personal preference except in the case of organized play. :) I didn't come to Point Buy until I got into DDO a few years back. 
 NAME: Eliza Strokoshka
 Details:   the canoptic horror thing survived way too long because our DPRs weren't there to play. Our gunslinger did her best but d8+5 was not real effective against a 50+ hp mob with DR 5.  Eventually it bludgeoned the bard unconcious and then tore out her liver! 
 Years ago I ran a campaign with a Fighter as the central figure. The rest of the party, a bard, a cleric and a fighter/rogue came along because the fighter was famous and needed the help. The plot revolved around the fighter chasing down her errant husband (he had been charmed and 'taken' :) ). It was fun and everyone liked the strong theme to the game. Sidekickin' aint bad. Sidelining *is* bad. "No, it's the hero's turn, shut up and be the background!" 
 Gunslinger with or without the Musketeer archetype. Solid DPR, good HP, DEX is the Stat. Solid skills, too. Also, if Tech matters, I imagine the Gunslinger will really shine. Not just automatic weapons, but automatic LASERS!!! :D Plus side: No tricks and shenanigans. Just simple. (Alternatively, a Swashbuckler looking for that energy-sword ;) ) (Alternatively 2, a Swashbuckler with an Aldori Dueling Sword looking to dip Aldori Swordlords Prestige Class :) ) 
 I ran a fight with a "Shadowbeast" that devoured light when it got close to a source. It cloaked itself in shadow and looked like an almost amorphous feline-ish black mist. There was one PC that had True Seeing so could see the creature simply-unless it was in the dark, where it liked to stay... when it came to each player's turn I would describe what they had seen during the previous action and let them run with it. The Abandoned One's camouflage abilities could be run the same way: Keep track of who either made the save, or has been attacked by the beasty and each turn tell the players what they can see. Imply it's an illusion if you like. Sounds like a complex encounter, but it could be a lot of fun, too! :D 
 If they were focused on making a submersible, you *could* allow them to make a series of wishes... I wish the ship could submerge and rise at the direciton of the helm; I wish the crew would not be harmed by the water while submerged; I wish the ship had propulsion while submerged. For what it's worth, that'd be pretty cool and the Players would remember the campaign for the rest of their days :) Wish Three however... The players have been warned that overburdening hte wish acan cause it to go astray or simply fail... let them wish. :) 
 Hello all. I am an *old* gamer (since '83!) and it is fair to say I cut my teeth on settings like Dragonlance. I still have the individual adventure modules and am (strangely) Jones'n to run them for my current group. The Golden Opportunity is that Dragonlance is now seperated in time by a wide enough margin that the new players have NO IDEA who the characters are! No preconceptions of how Raistlin will act, what Flint would say or wht Tas will get into next. How does this sound? Campaign Introduction wrote: It has been a long five years of hard travel around Ansalon but you are finally on your way home. The Inn of the Last Home calls to you, and the smell of Otik's famous spiced potatoes is already on your mind. The day your friends and family agreed to explore the lands seraching for news of the Old Gods is a distant memory, but the sense of purpose is still with you. The tragedy is that you found nothing. And you fear your companions had the same ill luck. Significant NPCs will be tied to the party and some (few) background details will be guided to ensure the NPCs are tied in as well. (Laurana and Tanis anyone?) Some of the details I need to work out. What clases are NOT available? No Gunslingers, Ninjas, Samurai or Summoners. Alchemists and Bards? Both can cast Cure spells so maybe they should be restricted too? (The darkness of no divine magic/healing is what made the Companion's Quest so EPIC!) Races? No Orcs so no half-orcs. No Gnomes and of course 'modified' Halflings I am looking forward to digging into some PF resources that I am *sure* exist online :) 
 There has been a lot of discussion about magic items, magic items crafting, wealth by level and etc. I am very on the fence about it: on one hand I am old so I like 'organic' loot. That is, loot found in game, and damn be WBL. On the other hand, I like letting PCs control their equipment. You don't put a race car driver into a '77 pinto and expect him to win do you? But how do you give both to the Players (and to you, too, as loot should be a 'temptation' for the PCs) Simply allowing them to make whatever they want is...blah. Especially if that becomes the reason for existing: "This session will be spent maximizing gold value and time schedules." Fun game? Nope. Lots of bored, er, board games cover that genre. One solution I have used when making a higher level party: I start rolling random items, one at a time until the value of random loot is equal to or greater than half the WBL. The difference to WBL is given to the PC to use as they see fit. If they want to dump some of the random stuff, they can. At 50% of market value. How could you apply that to in-game, story based progression? One option is to simply add an enhancement bonus or effect to existing items. This is easy with Armor, or Shields. "Your continuous use of the Sword of Whazzifuzzles has awakened a deeper magic! It is now +2!" Not so easy with spontaneously 'born' items, "Suddenly your gramma's old wedding ring you thought a mere trinket glows and you now have Resist Elements: Fire/10 as long as you wear it!" 
 Name: Kanika Panya
 Location:  
The General's Tomb Gory Details:   Got safely down the entrance shaft and had made dust of the deadly toy dolls.  Past the mirror (what does that thing do, anyway?) and into the worship room.  Out come the giant camel spiders (Solifugae)...  our Barbarian proceeds to nerf himself into senselessness; our rogue does no better so, the clerics have to do the work (we had two, one of Sekhmet and one of Ra).  Unfortuantely one of the giant camel spiders hit, then crit, then rended the cleric of Sekhmet, she drops to -2 HP.  Next round, the flippin camel spider coup des grace's the helpless cleric!  (note: We use both Cirtical Hit Cards and Fumble Cards.  In this fight our Barb dropped two fumbles (deafened himself by ringing his own bell and then shifted his sword grip so he could only do Non-Lethal damage...) and the Rogue bricked one, two, leaving her dazed for three rounds, apparently running into pillars will do that to you...)  So instead of a quick fight, it stretched out and the dice caught up to us. 
 Juda de Kerioth wrote: 
 Unfortunately even this example of 'balance' is misleading. I don't have the reference in front of me (in fact the only 1st Ed book I still have is the DMG) but I know that it was tough to get a Wizard to Level 2, but *easy* to gain levels once you hit about 7th. That is to say, it was hard to level and hard to survive as a baby Wizzie, but you rocket past every other class at the time that the wizard really comes into his power levels. Although, Rogues never struggled with levels ;) They were always low cost :p 
 About Arthur AshlundPersonal Data:  
Male Human Paladin 1 / Bard 1 Gestalt Neutral Medium Humanoid Languages Common Init +0; Senses Perception +4 Speed 20/30 -------------------- Defense -------------------- AC 16 (18), Touch 10, Flat-Footed 16 (17) HP 13 Fort +4, Ref +2, Will +3 -------------------- Offense -------------------- Melee Dagger (+4/1d4+3/19-20/x2/10ft/PorS) Melee Morningstar (+4/1d8+3/x2/B+P) Melee Greatsword (+4/2d6+4/19-20/x2/S) Ranged Javelin (+1/1d6+3/x2/30ft/P) -------------------- Statistics -------------------- Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 18 BAB +1; CMB 4; CMD 14 Feats: Battle Caster (No ASF chance while wearing Medium armor), Shield Focus (+1 bonus to AC while using a shield) Trained Skills: Bluff +8, Diplomacy +8, Heal +4, Perception +4, Perform (Oratory) +8, Sense Motive +4, Use Magic Device +8. Background Skills: Perform (Wind Instruments) +8, Artistry (Author) +4. Traits: Indomitable Faith (+1 Will Saves), Strength of the Sun (+1 on all Charisma-based checks during the day) Favored Class: Bard (+1HP [1]) Carrying Load: 75 (weapons, armor, clothing) Light Load: 0-76 Medium Load: 77-153 Heavy Load: 154-230 Inventory:  
Armor Chainmail (+6AC/+2MaxDex/-5Check/20ft/40lbs) Shield, Light Steel (+1AC/-1Check/5%ASF/6lbs) Explorer's Outfit (sturdy boots, cloth drawstring breeches, leather belt, shirt with buttons, leather vest, fingerless leather gloves, hooded cloak) -------------------- Weapons Dagger (1d4/19-20/x2/10ft/1lb/PorS) Morningstar (1d8/x2/6lbs/B+P) Greatsword (2d6/19-20/x2/8lbs/S) Javelin (1d6/x2/30ft/2lbs) -------------------- Equipment Backpack (2lbs) Bedroll (5lbs) Belt Pouch (1/2lb) Flint and Steel Musical Instrument (cedar wood flute) (3lbs) Rope, Silk (50ft/5lbs) Spell Component Pouch (2lbs) Sunrod (1lb) Torch (1lb/ea) Trail Rations (1lb/ea) Waterskin x2 (4lbs/ea) -------------------- Books The Three Damnings of House Thrune (1lb) Surviving the Dark Depths; A Beginner's Guide to Dungeons (2lb) The Birth of Light and Truth (2lb) -------------------- Currency Gold: 51 Silver: 3 Copper: 7 -------------------- Consumables Javelin: 3/3 Sunrod: 1/1 Torch: 3/3 Trail Rations: 3/3 Spells:  
Difficulty Check 10 + spell level + ability modifier Concentration Check
 0-Level
 The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Message [1]:
 Prestidigitation [1]:
 Read Magic [1]:
 Detect Magic [2]:
 Dancing Lights [3]:
 You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. 1st-Level
 Grease [1]:
 The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Silent Image [2]:
 Bardic Performances:  
Countersong [1]: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction [1]:
 Fascinate [1]:
 Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage [1]:
 Bard Class Abilities:  
Spells [1]: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Bardic Knowledge [1]:
 Bardic Performance [1]:
 Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Cantrips [1]:
 Paladin Class Abilities:  
Aura of Good [1]: The power of a paladin's Aura of Good (see the Detect Good spell) is equal to her paladin level. Detect Good (Spell) School: divination; Level: Cleric 1. This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Detect Evil [1]:
 Smite Evil [1]:
 Human Racial Abilities:  
Ability Score Modifiers: +2 Charisma Skilled: +1 skill rank / level. Bonus Feat: Humans select one extra feat at 1st level.
 Personality:  
-Always reading. Carries several books with him. -Innately curious. -Adores animals. -Vain. -Greedy. -Embellishes his own experiences and will "borrow" stories from others.. -Womanizer. Appearance:  
Height: 6'4 Weight: 240 Hair: Grey/silver Eyes: Blue Skin: Tan face and forearms -Impeccably clean -Commanding voice (deep, clear, and well-spoken) 10 Minute Background:  
Current Situation Convictions
 Goals
 Secrets 
 2) Unknown: The Dawnstar is Arthur's mother, Beatrix Redthorne. Acquaintances
 2) The Dawnstar. Throughout Arthur’s adult life he has felt stalked and tormented by a being he’s never met or seen that’s always one step ahead of. The only sign of the Dawnstar is the red star he finds carved into his horse’s haunch, painted on his door, and wherever else he least expects it. Arthur gave the mystery person the name "Dawnstar" and has many questions for him/her. And maybe an arrow, too. 3) Beatrix Redthorne – Arthur’s mother. She abandoned him when he was just seven years old. Beatrix was smart, cunning, and beautiful. She was as good a hunter as Arthur and his father combined. 4) 5) Memories
 2) 3) Fears
 2) Filth and poverty. 3) Being forgotten.
 Quoted Sources:  
	
Beowulf (417-426). Darkness by Lord Byron.  |