I played a bit of AD&D back many years ago. Most recently I've played some 4E, but have been pushing to get more Pathfinder time. I'm not a seasoned player as I'm sure many are, but I'm not a stranger to dice either. If a dungeon crawl is not a good idea for PbP, thats cool too. Beggars can't be choosers. If somebody is willing to do a game, thats good enough for me.
It would work for me. I'm really new to this format, so I thought at least the first time through if it was kept light we'd have some room to get use to the whole thing PbP thing, or game mechanics before diving head first into a deep campaign. Plus I've heard that PbP can sometimes lose steam as they go. If we kept it down to a module sized adventure, we'd have a good chance of getting though it. I'm a big Ravenloft fan, so a creepy castle, or crypt is always fun for me. Any other thoughts or ideas?
As I've never PbP before, I'm not in any position to offer myself as GM. At some point I'd love to, but I'd better start as a player first. I'm not sure how coordinated our times need to be in this type of format. Do we typically just agree to post a couple times a day? During a certain time of day? Again, all new to me.
Hi - I've been lurking about these forums for awhile and am considering giving the PbP format a try. I've never done it before, but I enjoy the additional RP it seems to provide. Honestly I don't really understand how it all works, or how often one usually posts. I'm in front of a computer most of the day at work anyway, so I thought maybe it might be a good option to try as I don't get around the table much. If anybody has a shorter game, or module that needs a player, and you don't mind helping me through the first bit I'd be very interested. I'm not against a full on AP, but I just figured being very new to the system, I'd hate to make any type of commitment that won't be able to keep. I use Hero Lab, and have a solid new player level of experience with the Pathfinder system. Thanks!
Hi- I'm just wondering about the relation ship between charisma and appearance. Is there any? I've heard some people say that a high charisma score reflects positively on character appearance. I'm assuming because it applies to the diplomacy skill. Anybody have high charisma, yet ugly looking characters? Now what about the intimidate skill? I can understand high charisma characters being intimidating. Just about any kind of mob movie would give you some examples of those characters. However what about physically intimidating? If I have a character that is say 7 foot tall and chews nails, but has no charisma, how is that not intimidating? Thanks for your thoughts.
Hi-- So I'm preparing to run a group of friends though the three "first steps" modules. In the third one, "A Vision of Betrayal", it goes into a little detail about overland travel. I'll not give anything away because my question is somewhat generic. When an adventure talks about traveling over dangerous mountains and other types of overland travel, it mentions how for example, movement is slowed to say 6 miles per day. Without going super complex, I'm trying to understand how to give the players a sense that they really are traveling across mountains or something similar. How do other make the players aware of the fact they they are traversing such a dangerous area and it is causing them to move slow? Would you suggest random encounters? the slower they move the greater the chance for an encounter? Do you bring skill checks into it? Like I said, I'm a new GM and my players are very new, so I don't want to hit them with something overly complicated, but an tips to give them a feeling of dread, when they are presented with traveling for a couple of days through a swamp or something. In my current state, I'd say something like "so...it took you two days to get through the swamp...". That seems lame. Thanks for the tips!
Abraham spalding wrote: GarrinB check out This link -- it has a lot more alchemical supplies from the various books and such that Paizo has put out (and some 3rd party publishers too). I think you'll find the list much more complete with those additions and almost exactly what you need. Thanks for the reply. In fact that was one of the first places I went to look for other alchemy items, but for some reason I was really having problems finding any sort of list. If you come across a particular page of interest please share.
Thanks this helps a lot. I think what I need to go find now is a better list of alchemical items. The list I had found in the core rulebook was pretty slim, and I'd like to expand on it more (if thats not already been done). Trying to price more "invented" items will probably just take some guesswork on their value. The first time his character took part in the killing of some giant centipedes, he was looking looking to try to remove the venom sack to see if they could be used for some type of antitoxin. So I know if I can get a reasonable list of fun stuff to do with these items, he'll have fun.
I'm not sure why i'm having such a hard time with this, but for some reason I am. Perhaps someone can provide some help that will click the lightbulb on for me. I basically have a player that is going to be putting some points into a crafting skill, Alchemy. I'd like to allow him to find some new herbs and oils that I make up along his adventures to allow him to create some "stuff". This is not based on magic, but on natural stuff. In my head, I'm thinking that I'd basically like to assign him an herb bag with misc stuff in it that gives it a value, say 50g of components. Then if he wants to produce a healing salve to cure some hit points, then that salve costs Xg to make, and it is deducted from his components. However what I'm having a hard time with is understanding if there is some basic rules or guidelines that help me determine the value of his end product (ie, the healing salve), and from that how hard his DC check is to produce the product. I could just make stuff up of course, which in part I think I'm already doing, but if there is some guiding principle already in the game, I'd like to try to follow it. Can anybody point me in the right direction? Or if I'm thinking about this all wrong, let me know.
Hi -- I'm trying to setup some additional pregen charcters for a game, using the iconic characters. I've got the ones from Pathfinder society, but there are still a few missing. Does anybody know if these have character sheets somewhere? For example:
etc. Thanks!
Couple new questions have come to mind now that I think of it. 1. This is a combination of fluff and mechanic. The monk wanted to essentially throw one zombie on top of another, trying to knock them down the stairs. I improvised this by having him make a grapple check on the first zombie. Then on his next turn, he made a 2nd grapple check to succeed the "throw". Then I basically just made both zombies prone. While I don't think there is a specific mechanic for this type of thing, I'm wondering how more experienced players would have handled this type of action. 2. The Stunning Fist of the monk. I see that it allows a save to resist the stun. What is this calculated from? I could find where it said how to calculate the DC of the fist, nor what type of save it allows for. Thanks again for reading!
Aldin wrote: And for the second question, if he was 4th level or higher I'd probably have allowed him to use his Slow Fall ability. Moreover, I'm a bit confused as to how a 20ft. fall instantly killed him. Assuming a CON of at least 10 and at least 1HP, you'd have needed to roll a 12 on 2d6 to instakill him. A CON of 11 or 2HP and he at least has a chance to stabilize. Sorry, I should have been more clear. The fall wasn't enough to insta kill him. However since he was alone, and we were just doing kind of a mock adventure. I just called him "dead", as nobody was there to hear him scream and he was so badly wounded after the zombies, that he died. But thanks much for keeping me honest!
Hi- So I GM'd my first mini session last night with a single player. It was more of a tech check to make sure MapTool and Skype were setup properly. However setup went so quickly we had time for a quick little romp through a thrown together dungeon. A couple of questions came out of it. 1. I realized after the game that I handled some of the acrobatics checks wrong. The player was a monk fighting 3 simple zombies. He was attempting to use acrobatics to avoid AoO and maintain control of the field. Where I believe I made the mistake was when he had 3 zombies side by side in front of him, and he wanted to break through the line to get behind them. I had him roll an Acrobatics check 3 times, one for each zombie. However re-reading the rules it looks like it was only suppose to be 1 check? The zombies CMD + 5 (because of moving directly through the space) +4 (+2 for each of the other two zombies). Giving him a DC of 23? Is that right? If he had failed it what would have been the result? Doe he pass through the square but take an AoO from all 3? Or does he not move and take an AoO from all 3? 2. He survived the zombies, but was pretty beaten up. Walking down a long hallway, he failed a perception check to notice the pit trap. He also failed the Reflex save and fell 20 feet and broke his neck. An unfortunate end to the monk. Just so I'm sure, was their anything else he could have done to avoid falling damage? Its not like he intentionally jumped or anything, but I just wanted to be sure that after failing that reflex save (only by 1), he had no other recourse. Thanks for the help! For my first game it was lots of fun.
I've got a player that wants to play a monk that he envisions as somewhat of a Chinese apothecary. However it seems like brewing potions is more about magic and casters. What would be the beat way to represent the ability to make something like a healing salve, without having to be able cast cure light wounds? Or does he actually have to multiclass to an alchemist to even consider a brew potion feat?
So I'm preparing for my first adventure and am going through the rules for possible circumstances I may encounter and a couple of things came up. 1. Grapple. When a player makes a grapple attempt, and provokes an AoO, does anything happen to the player should they be hit? I ask because I have this SORD PF quick reference page that says that you subtract the damage they take from their grapple attempt roll. However I don't see that in the rules. 2. Stealth. Coming from 4E, stealth checks by monsters could simply be make against the players passive perception. However I'm not totally clear on this works in PF. If a player say enters a room and there is a creature hidden, must I always ask the players to make a perception check first? They may initiate one anyway, but if they don't, I wouldn't want to clue them in on the fact that something was trying to hide from them. Thanks!
Hi -- So I'm still pretty new to this, but had a question about feats when starting a level 1 character. Is it simply that everybody gets 1 feat at level one, regardless of class, with the exception of humans, who gain an additional feat for their race? One of the reasons I ask is because I'm still trying to break down the Pathfinder society pregen characters, and I'm coming across things that just don't make sense. Like why does Ezren the human level 1 wizard have 3 feats listed? Thanks!
So using a full attack action, it would get both the bite AND the 2 claws? I'm just trying to figure out why they specify two claws. Here is another example, I'm trying to understand: Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7), bite +7 (1d6+2) So if I've learned anything, I would say that this creature can use 1 claw OR a +12 bite OR a longspear attack (although I don't get the +12/+7), but then why is there another bite option listed at +7. Maybe its just been too long of a day, but i'm trying to read into the use a comma, the "or" and the "and", but I'm not quite getting it. I'm more familiar with 4th edition that sorta lays out the monster stats real real simple. So please forgive my ignorance.
Just a pretty basic question for a new guy understanding monster stat blocks. For example, take this CR 1 Ghoul, and look at its melee stats: Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis) So when its the ghouls turn to attack, what are his standard action options? Does he get 1 bite OR 2 claws? Does he get both a bit and 2 claws? Or does it take a full round action to get both a bite and the claws? In addition, when it lists the dmg for 2 claws, is that 1d6+1 per claw? Or just a total of 1D6 dmg for both claws? Thanks for any clarification!
Joana wrote:
So are we back to this being an error on character sheet?
This would make total sense, except for that when I look up Ray of Frost and Disrupt Undead in the rule book and in the PRD, they both list Saving Throw none. Although they do say Spell Resistance yes. I'm still very new to these rules so I have no doubt you are correct, I'm just trying to understand where I'm going wrong with my understanding.
Are wrote:
That is what I initially looked at myself. Like you said, I noticed that neither spell had a saving throw. Plus The DC's listed are different between the two spells, and as I understand it for spells of the same level would have the same DC? Or perhaps his Spell Focus talent is giving him a +1 towards Evocation spells? But still strange for that type of error in a pregen.
So new question on another Pregen. This time Ezren the wizard. On his character sheet it lists a couple of his at will cantrips with a DC. disrupt undead (DC 14)
I guess I don't understand what these DC's are. They are not listed for other spells such as mage armor or magic missile. Thanks for the help!
MisterSlanky wrote:
Excellent! Thanks
Hi all -- I'm quite new to Pathfinder, but look to run a couple sample games for a few friends. I'm looking at the pregenerated level one characters and making sure that I understand their stats, feats, etc. One thing so far that I can't figure out is on the level 1 Valeros sheet, his Melee stats. It says Longsword +4 (1d8+4/19-20). I keep thinking that his longsword is actually a +6 on the attack bonus. BAB +1
Then his shortsword says its a +3. Why is it lower? I read that the dmg bonus from strength is cut in half with off-hand weapons, which makes the 1d6+2 look accurate to me. But I couldn't find a reason for the +3 on the short sword. Could anybody help me out better understand how these stats were figured? Thanks! |