LordKailas wrote:
Thanks, this is what i was looking for. I just needed a way to get the order in my head in a more cinematic way. Even without doing the surprise round, it makes sense that the party is on edge, and as soon as the BBEG makes her move, the party is able to react. The quickest reactions (highest initive) goes first. Basically the same thematically as readying actions to do something as soon as she makes a move.On the other side, she's doing the same in case the party jumps the gun and initiates hostilities first. As soon as they do, she will take the attack she has ready, and the order everyone goes is determined by how fast their reactions (in the form of initive rolls) are.
so, spells.
Clerics handle spells using the same mechanic as Druids. Wizards, Bards, and Sorcerers use different mechanics for selecting and casting spells.
As a gnome druid, your BAB is 0. Lets say you have a strength score of 12 and a dexterity score of 14. your BONUSES for those would be +1 STR and +2 DEX.
some of the things you asked.
hope that helps nome
Pathfinder does have a guide. Check out the Strategy Guide. Despite being horably mis-named, it is pretty much exactly what you are asking for.
So, say our intrepid band of <Hero's> is facing off against the BBEG. Both sides are in the talking "feeling each other out" phase, waiting for the other to make the first move.
Talonhawke wrote:
OK, where are those rules, because I'm pretty sure they would be in the same place I looked for the others and couldn't find them.
Kate Baker wrote:
no, it was specifically about society play. I haven't run a lot of PFS Scenarios; is adding non-PFS awards common in those?
I can find reference t selling a dead PC's gear at 10% to pay for removing a condition, but it specifically says that they cannot sell items found during the adventure, unless they have already purchased the item. Also something about selling back unused consumables purchased during the scenario at 10%. Nothing about selling foes equipment.
Ran "Into the Unknown" last night and noticed that in the first quest, under the Rewards header at the end it says the PC's can sell gear. Station wrote: The PCs can also sell their foes’ gear for 10% of its value, as usual. I'm not finding any mention of this in the Roleplaying Guild Guide, and this is a significant change from the PFS rules. Am I missing something?
Mashallah wrote:
Yup.. it was late and I was thinking about a related question I had about Pathfinder. I did mean DC instead of penalties.
I noticed some thing in the Themes section. The format of abilities goes something like; Reduce any penalties to (skill) checks you make when (relevant event happens) by 1. Is there any mechanical reason to reduce the DC over giving an equal bonu to the skill check? I've been noticing similar wording in some published adventures, i.e. Reducing DC over adding to the roll. It just seems to me to be easier to add a bunch of bonuses to the roll than to add bonuses to the roll and alter the targe number.
that sounds like a pretty good way to handle it. I ended up using the troop rules for the undead and sent them in in groups of two troops, with 2 more each round. I have a large group with some power players, so this kept the fight exciting and prevented it being a blow out. Not really up on the ritual rules, but i'll look them over and see if I can be helpful.
Orfamay Quest wrote:
I see the universal coinage as being a result of the Church of Abadar's influence. Having a god whose churches are also banks goes a long way to the standardization of monetary systems.
I thought about doing something like that, but wanted a little more direct interaction from the NPC's. I want them to be making a tangible effect on the encounters. We already scraped the relationship rules, and they are quickly falling more into the background than I'd like. I want something like half way between your solution and actually running them as separate characters. Using the cards lets the players choose how they are helping, but only takes a couple of seconds of game time to make the effect felt. I also planed to have the NPC's condition match that of the player controlling them, but I like your idea of using the key to randomize it a bit.
A while back I posted my idea about using the Jade Regent NPC's as buff cards. I put it on the JR Forum, but i don't think there is much traffic through there. For those not familiar, in JR the PC's are traveling for months with a caravan. they are accompanied by a large number of NPC's. The NPC's include not only a bunch of NPC-classed followers, but a large number of fairly powerful PC classed characters. These NPC's are important to the storyline and are one of the selling points of the AP. The problem I'm having now is that in book 3, 90% of the encounters are outdoors, using the Caravan Combat Subsystem. We decided to not use Caravan Combat (the rules are broken and at higher levels guarantee failure). But doing so created some other problems. The NPC's are all present for all the combats. I am going to either ignore them and come up with reasons why the are not helping, or have someone else run them. This option will potentially double combat time, as either I will have to spend time running them as the players watch me fight myself, or have them running 2 characters each. A couple people on the boards proposed having the players choose to have the NPC's give static buffs to the combat. My rough ideas are on the above forum. Some non-spoilery background for the NPC's Ameiko :
- Female Tian Bard/Rogue (Rake)/Aristocrat. The reason the PC's are in the caravan. Sandru :
- Male Varisian Rogue (Swashbuckler). The owner of the caravan and older adopted brother of half the party. Koya :
- old Varisian Cleric of Desna. Adopted mother of half the party. Shalulu :
- Famale elf Ranger. Ameiko's best friend. She has archery and hunters companion. Her favored terrain are not helpful where the party is going. Ulf -:
Male Ulfen Ranger. Owes his life to the PC's and is guiding them through the wilderness. Sword and Shield and Hunters Companion. His favored terrain is applicable (and the reason the PC's hired him) Spivey: - Female Lyrakien Azata Cleric of Desna. Befriended the caravan and is hanging around to help out.
Doram ob'Han had a great idea in the Hungry Storm (GM Reference) thread about “NPC Action Cards” that I’d like to expand on. I found another lower on the boards from bbreitz Alternate System for including major NPCs that does something similar. I’m thinking of having each NPC be represented by a card that is given to a the players. Each card will have 3-5 buffs that the controlling player can choose from each round at the start of their initiative, and maybe an option that will cause the buffs to stop for the rest of the combat (the NPC throws themselves in front of an arrow and are out of commission for the rest of the encounter or even the rest of the day/week if bad enough). the NPC's general health will mirror the controlling player's character. As the character gets damaged, the NPC will take damage also. Some thoughts, Ameiko:
Sandru:
Koya:
Shalelu:
Ulf :
Spivey:
any help on refining this will be greatly appreciated.
Arise dead thread!!
the Seal: Since Brinewall Legacy wrote: The Amatatsu Seal can never be transported by teleportation magic or dimensional travel. It cannot be taken from the Material Plane save via special portals blessed by the gods, and characters who carry the seal cannot cast or otherwise use teleportation effects. How can a caravan carrying the seal enter the demiplane?
BigNorseWolf wrote:
2) but you are getting the benefits from the one you are worshiping while potentially convinced that they are a different Diety. My first PRPG character is a wandering gambler that I wanted to worship the goddess of Luck. Desna and Calistria didn't really fit into my concept, so I went Seperatist. He worships Luck as a divine being, and Calistria finds it amusing enough to grant him abilities. I'm not obnoxious with it though. Most people at the table don't even realize he,s a cleric.
Lune wrote:
I will point out that there is a legal cleric archetype that does allow this, the Separatist.
the Strategy Guide is actually really good for stepping someone through character creation and understanding basic rules.
So the Belt of Fallen Heroes got a significant upgrade. Changes are in bold. Belt of Fallen Heroes:
This large brass belt has three panels depicting scenes of battle. Once per day on command, the wearer can summon the spirit of a hero of one of the depicted battles. This spirit acts as a spiritual ally, though unlike the force created by that spell, the summoned hero is not entirely mindless. Whether or not the summoned hero is active, it attempts to guide its wearer to victory via telepathic warning and advice, granting its user a +1 insight bonus on all saving throws. The fallen hero went from a specter that looks over your shoulder to a specter that looks over your shoulder and attacks your enemies. So my question is; did the +1 insight bonus go from 6 hours a day to on as long as you are wearing the belt?
you missed half of Varisia. how about; (10) Varisia
Not bad.
under "Advanced Weapon Training" we get the ability, Weapon Specialist (Ex):
The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites. Would "Exotic Weapon Proficiency (Combat)" be considered a valid feat choice? Exotic Weapon Proficiency (Combat):
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. in other words could a 9th level fighter with Weapon Training in Heavy Blades be able to use one of his 2 Combat Feat choices to choose Exotic Weapon Proficiency - Bastard Sword?
under "Advanced Weapon Training" we get the ability, Weapon Specialist (Ex):
The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites. Would "Exotic Weapon Proficiency (Combat)" be considered a valid feat choice? Exotic Weapon Proficiency (Combat):
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. in other words could a 9th level fighter with Weapon Training in Heavy Blades be able to use one of his 2 Combat Feat choices to choose Exotic Weapon Proficiency - Bastard Sword?
Hubaris wrote:
look at it this way, Illusion School wrote:
Emphasis mine If you made a Figment (some fearsome dragon RAAAAAWWRRR) in the deeper darkness that I couldn't see, I would have to save against it, because my mind "sees" a dragon flying around in the pitch black nothingness.
David knott 242 wrote:
Looking at the world map, it seems that the portion of Garund shown on the Inner Sea map is about 1/4th of the continent.
I was reading through the Corentyn section of City’s of Golarion. The section states that it is “a city perched on the richest trading route in the known world.” Which got me to pull out all my maps of Golarion and wonder why exactly would that be the richest trading route in the known world. The North Track begins/ends there, and the South Track runs past it to Azir. Looking at the world map, it seems that the only trade that would pass through it would go to Varisia, Nidal and The Land of the Linnorm Kings, including the trade coming from Tian Xia over the pole. To the south there is Sargava (which Cheliax will not trade with) and lots of Pirates and small scattered realms, and we don’t really know anything about Droon, except that it is ruled by lizardfolk. There are only 2 known trading partners across the ocean in Arcadia, and I have the impression that neither is very large. On the other hand, there is the eastern exit from the Inner Sea. You have at least 5 major nations along the east coast of Garand; Osirion, Katapesh, Nex, Geb, and Holomog as well as points south. There is Jalmeray. There is Qadira, the gate between the Inner Sea and Kelesh, the largest empire on the planet. It would be the most direct sea route to the Impossible Kingdoms. Trade with the interior of Avistan (including all the Lake Encarthan natons, Berovy, Mendev, the River Kingdons, Galt, and Numeria) would flow down the Stellen to Cassomir. Looking at all that, it would seem that both Katheer and even Cassomir and would be more deserving of the title of “a city perched on the richest trading route in the known world” I remember seeing a map that showed all the trade routes, but I don’t remember where it was and can’t find it. |