Pirahna

Gnome-Eater's page

153 posts. Alias of Harold S.




It seems like more than a few folks are using these boards for pitching around adventure/campaign ideas, so I thought I would join in the fray with my predicament.

I've been trying to brainstorm some new ideas for a very long running campaign which focuses on a group of rogue/thief/thug types. My games typically have a combination of Ravenloft creepiness and Riddleport like thuggery. Themes include robbery, murder, assassination, larceny, embezzlement, extortion, and spying.

So my question: what kind of game would you want to play, if you were in a party of rogues? (Also, any references to pre-written urban adventures or favorite books, would be great.)

Thanks!


I wanted to start up a thread to post some different issues I've encountered while running Pathfinder RPG since Beta was released.

This post will focus on my groups experience with Grapple and CMB

DC 15 vs. DC 12 When my group first started playing, I had them use the DC for Combat Maneuvers at 15. We found that this made maneuvers much harder to accomplish, even at low levels against weaker opponents.

For example, at DC 15 our level 2 Fighter (CMB6: +2 BAB, +4 Str) had to beat a DC 21 against a CR2 Choker (CMB6: +2 BAB, +3 Str, -1 Small, +2 Natural Bonus), which had a 25% chance to succeed. Players see these odds and are discouraged, effectively removing the point of special combat attacks to begin with.

Unfortunately DC 12 still runs into some difficulties as well. For example when our level 4 Monk went up against a CR4 Giant Crocodile (CMB15: +5 BAB, +2 Size, +8 Str). The Monk (CMB7: +3 BAB, +4 Str) had to beat a DC 27 to escape the Crocodiles grapple, which had a 5% chance to succeed, while the Croc had to beat a DC 19 against him, which had a 80% chance to succeed. With a creature that can do 2d8+12 a round in a grapple such odds come off as a grossly unfair to players. Of note as well: The Croc in this example was fighting the most CMB oriented character in the group. If it had been the sorcerer, the Croc would have automatically succeeded and the sorcerer would need a 20, or 5% chance to escape.

What I'm really hoping to see is Jason develop some of the suggestions of allowing all attack mods to be added against a CMB AC. If I could find a comprehensible write-up on this I would try it out.

Escaping Grapple I was wondering if there was a reason why Escape Artist (which is an untrained skill) has a lower DC to escape a grapple then making a grapple check in general? Grapple, as we have it in our game, is DC 12 + CMB (normally DC 15 + CMB). Escape Artist, normally DC 10 + CMB, we ruled as DC 8 + CMB.

My thoughts on this is: What I end up seeing is players with any Dex Mod at all (regardless of having Escape Artist as a trained skill) rolling the lower number. Maybe instead a bonus should be given to CMB if a player has Escape Artist trained? Or, just allow a player to use their Dex Mod in CMB rather than Str, because basically that is what a dex-based, untrained skill allows a player to do.


In the section Additional Rules, under Dungeons/Doors it states: "Often the easiest way to overcome a
recalcitrant door is not by demolishing it but by breaking
its lock, bar, or hinges. When assigning a DC to an attempt
to knock a door down, use the following as guidelines..."

Then, under Dungeons/Hinges it states: "The break DC for
a hinge is the same as for breaking down the door."

You might want to consider using the "smash" to mean "chop apart with weapon" and the word "break" to mean "force open with strength." Because right now the word seems to mean both.


In the Pathfinder Beta, Gauntlets are listed as unarmed weapons. With Improved Unarmed Strike, a monk does bonus damage with unarmed attacks.

My question: Can a Monk use gauntlets (for example Masterwork) to gain a +1 bonus to unarmed attacks and apply their bonus monk damage?


I run a homebrew Pathfinder RPG game set in a dense urban setting. The game boarders on a evil campaign, where the players are mostly LE/NE/CN. This makes it pretty hard to lift from published materials as 1) most material I've found is written from a LG/NG perspective and 2) most material isn't set in an urban setting, or is only briefly.

Here's the problem: I have a pretty well developed setting for the campaign, but I'm lacking the inspiration for actual adventures. Unfortunately my players aren't really into the "intrigue/mystery" games, or at least I've had a hard time pitching it to them.

Any suggestions on books, movies, tv shows, songs, comics, etc. that might inspire adventures, would be great appreciated!


If I'm a Rog1/Soc1 and I take level in Sorcerer, can I put points in my class skills from Rogue? I'm thinking: yes, since there are no limits on spending skill points, and the bonus from it begin a class skill for Rogue (+4) already applies. Just looking for a confirmation. Thanks!


Hey guys,

Just saw that the folks over at mydndgame.com added Pathfinder RPG character sheets! What's great is they they update automatically with the skill point math, etc. and can be stored online.

Spread the word!


Read Magic states:
"You can decipher magical inscriptions on objects—books, scrolls,
weapons, and the like—that would otherwise be unintelligible. This
deciphering does not normally invoke the magic contained in the
writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical
inscription, you are thereafter able to read that particular writing
without recourse to the use of read magic."

Linguistics states:
"You can decipher writing in an unfamiliar
language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing."

So I'm guessing that with read magic, one can read cryptic, unintelligible, magical writings, but not ancient, or unknown languages?

Can we just remove read magic or just have it function like linguistics? I mean, the point of read magic is what? To make it so only arcane and divine casters can read or figure out what a scroll or activation word is? And it's a lvl-0 spell, meaning it can be cast at anytime, at any moment for free? Can we just make it a class feature?


Hey,

I just picked up a copy of the Pathfinder Gazetteer and was reading through the alternate class abilities -- all of which I really like. I know that this was touched on before here, but it doesn't seem like much of an answer.

So my questions: does anyone see any problems with offering players the alternate class abilities for PRPG characters? Specifically, why would the cleric one (as mentioned in the thread above) be an issue?

Thanks!


Just needed to change one thing, and ask a question about another.

1) Please change "frnt" to "floor" in the 2nd address line.

2) I ordered the Critical Hit Deck as well, but it said it was in back order. Do I get charged for that now? Will I get charged for S&H when it ships, or before, or is it included? Oh, and when will they be back in? :)

Thanks!


Hey everyone,

So my long time forgotten realms homebrew game, which has focused on a single homebrewed city, is going to make the big switch to Pathfinder -- and it needs a home!

The city itself is an island, currently located off the Sword Coast in forgotten realms. It's over run by double dealings and corruption - rogues, cults and repression. It's LE/LN city focused on trade and stands as a way point to other cities along the coast.

I recently got the Campaign setting from my FLGS and have started looking through it. Does anyone have any suggestions on where my little island city could go and fit in Pathfinders world?


It would be great if the shopping cart had a "add to wishlist section" as well. I find myself often adding material that I find on the site that I really like and don't want to loose track of, which creates a sort of fake wishlist out of the shopping cart. When I go to buy select items out of the shopping cart though, I have to remove the items I can't get yet, and then go back and add them again.

Just a thought.


The copy states: Toughness: You have enhanced physical stamina.
Benefit: You gain +3 hit points plus 1 hit point per Hit
Die. Every time you gain a level or gain Hit Dice, you gain
+1 hit point.

That means the core races at lvl 1 gets +4 correct?


Gnome-Eater wrote:

Ok. So I have a funny feeling a reoccurring post on these boards is going to be something along the lines of: "Hey, I'm a X from book Y. If the base races are stronger, is this race still LA +Z?" As a matter of fact, I was just about to post something along those lines.

Now, there isn't anything wrong with post said questions. But now, there is no official that has been posted yet, which means all us fans and players have to say is subjective speculation. As an example, there was just a post (perhaps a few down now) that had two people arguing if there was or wasn't a level adjustment for theiflings.

Please guys, just post the logic or at least a rough guide for how we are to view the hundreds of other races with LA's out there.

Thanks!

I think this was eaten by some unknown forum monster...


...until the day of the BETA release. Sound the seventh trumpet!!!


Hey,

Thought I would notify the powers that be: On the equipment spread PDF there is an error. Under the description for locks it lists: Simple, Average, Good and Superior. Under the table on the next page it lists the locks as: Very Simple, Average, Good and Amazing.

Its seems as if there were some disagreements on if the locks were superior or AMAZING. :)

Cheers!


Hey everyone,

I'm new around these parts. I use to use the WoTC "What's a DM to do Boards?" But unfortunately, recently it's just not the same type of... uh... advice there. So here I am!

What's the problem? I run a dark and dirty campaign out of a home-brew metropolis island, loosely based in Forgotten Realms (same gods and land masses; think Freeport/Homebrew/Forgotten Realms). The group recently killed a prominent political figure, went underground in search his ally, were kidnapped by drow and will soon return to the surface to find themselves being hunted by the law. Since they are in a tight spot and in need of a "safe house" and a base for future operations, I want to offer them a deal from an NPC: "I know a place to hide you, but it might be dangerous..." After they clear the apartment of it's evil/demonic/undead residents, it's theirs.

So what's the issue? For some reason I'm just at a real lose for ideas for what is so wrong with the apartment building. My only requirements are that I want to throw something 1) new and 2) creepy at them. They have mostly encountered humaniods, undead, undead, undead, evil clerics and drow. Its a "mature game" so mature themes are welcome.

Thanks in advance!


So I was looking over at what is left of the "What is a DM to do?" forum at WoTC, and I can't say I was very happy with what I saw.

Does anyone know of a good place for DM's to get feedback/suggestions on their campaigns and adventures?

Thanks!


I'm not sure what other people think about the 4e skill challenge system (my personal opinion is that it's a cool idea, but a little broke in 4e). I was wondering if there had been, or if anyone else had thought of, rules for skill challenges for 3.5/Pathfinder RPG?

I'm no good at the probability/math rules, so I default to others.

Cheers!


I have a funny suspicion this was already found, posted, and discussed, but for those that haven't heard it, I think Erik Mona does a really great job (along with the others) of having a level-headed discussion about the merits and flaws of 4e, 3rd Party Publishing, and living in the Post-World of Warcraft Era.

If you don't have the time for the whole 98 minute discussion, at least check out from 50:00 to about 65:00. The discussion about the open-ended quality of table-top RPGs, encouraging creativity, versus a computer game (or a table-top game emulating a computer game) stiflingly, or having canned, creativity is spot on.

Hope this doesn't spawn a flame-war. (Casts endure elements just in case.)

Three cheers to Erik.

http://greenronin.com/2008/05/green_ronin_publishing_podcast_4.php


Hey everyone,

I'm new to Pathfinder (as in I don't have any books yet) but I've been around the boards since the release of Alpha 2 of the Pathfinder RPG. I'm planning on making the switch when Beta comes out.

One question I had is what roll, if any, does clockwork inventions play in pathfinder? Is there any books that people would recommend?

Thanks!


I have to say I'm dieing to see more. As others have mentioned, this is probably the first D&D book I've been excited about it a long time!

So...

Jason B. wrote:


In the coming weeks, we will be taking a look at a number of the changes made since Alpha release 3, such as the revision to arcane schools (now you choose bonus spells), alterations to most of the combat feats to change them into ordinary feats (some even get an upgrade, such as Dodge), bard and ranger modifications, a simplification of the cover rules, and a host of other changes (many inspired by the playtesters). We will also be taking a look at some new rules that appear in the Beta, such as revised traps guidelines (CR 19 Meteor Swarm trap), a new system for generating encounters, and a mountain of equipment, magic items, and spells.

What do you guys think he means by "you now choose your bonus spells for arcane schools?"


After searching the forums, I was a little surprised to find very few post that mention how dangerous 8HD/per lvl can be for specialized necromancers.

Now, granted, many of these scenarios presume a small amount of power-gaming, but as far as I can tell, they are all possible:

1) At lvl 1: An undead magically flying skeletal nightmare
2) At lvl 2: A undead skeletal purple worm, 16HD, +40 to grapple, 37 str
3) At lvl 3: 2 zombie giant squid pulled around in a cart, 22 attacks a round.

The only limit I can see to these is limited access to animate undead scrolls at lvl 1.

Is no one else concerned about this?


Question:

In the Alpha 3, under the Sorcerer's Draconic Bloodline (Alpha 3, PG46) it states "Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus."

Now, what if a player who is playing a monstrous race (e.g. Lizardfolk) that already has claws takes this bloodline? Do they have to choose which claws they really have? Do they gain the benefits of both BAB multi-attack, etc?

Thoughts?


Hey everyone,

I might just be blind and over looked it, but does anyone foresee any trouble with converting monstrous races in PRPG? I'm thinking specifically of a Drow and Lizardman conversion.

Thanks!


... is amazing. Let me say how glad I am that you guys have Wayne Reynolds (not sure if ever didn't have him). He's my fav.

Sorry for the ogling. It's really the small things that are going to make PRPG amazing.

Keep up the good work!


Hey eveyone, I'm new to the boards here and just beginning to look into 3P as an alternative to 4e (i'm really glad paizo is carrying the dnd torch through these dark times!)

One thing that was a clever (but simple) change that 4e did, was removing the free 5ft-step in combat and replacing it with the 5ft-shift or a move action with an AoO. The reason why I though this was so clever was because it removes the wandering battle phenomena (e.g. round by round, step by step, the battle wanders by 5ft-increments through the forest, down the hill, across the river...). It also makes combat harder to escape from when two opponents are toe to toe. I'm not sure if this has been discussed already, if so, please point me in the right direction, if not, I wonder what other people think about the rule change?

On the side: are there plans to spell out a combat round explicitly in the rules (e.g. Standard, Move, Free, Immediate, etc.)?

On reach: from what I can tell, 4e is still trying to figure out how reach will exactly work. I'm glad that it was removed from certain martial weapons, but now they seem to be struggling to give it back to larger creatures (i.e. dragons, etc). I can already smell the errata... In any case I was wondering if there were plans to revise the reach rules in 3P? Perhaps making it a combat maneuver with certain conditions? Perhaps even just qualifying it (e.g. in order to qualify for reach, two combatants must be two or more sizes apart)? Once again, I'm interested in what others think about this.

Thanks!

Organized Play Characters


Hawk
austin thomas 64
(1 post)
Beltias Kreun
Liberty's Edge Cern Colli

male human Divine Hunter Paladins (4 posts)

Aliases


Kardswann
angry alchemist
(1 post)
Enforcer
austin thomas

male Human 1Player/3DM (172 posts)
Sandpoint Cleric
The Bartender of the Dead Bard
(1 post)
Shag Solomon
dm austin-tatious
(122 posts)
Friendly Fighter
Kyras Ausks

male human Alchemist (711 posts)
Grau Soldado
Porter Keev

male human fighter(Seraphic Cohort from Kobot Q. 21e) (2 posts)
Enforcer
Thomas, A
(134 posts)