Owlbear

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I was four sessions into running PF2 when the lockdown hit, and haven't touched it in six months. Now I'm about to jump into a new campaign as a player, and I seem to have picked myself a character concept with a fairly complex build, and I don't know the system all that well.

The campaign will be RP-heavy, and will not require min-maxed characters, but I'd still like to be helpful when the dice hit the fan. I don't need a full build (not that I'd turn my nose up), but I could use a few tips.

The race will be some either the pre-defined half-orc, or use the 'Other Halves' rule to create an elf/orc (so elf with half-orc heritage, or orc with half-elf.) To be honest, the orc half is what's essential. The other half could be anything with a strong contrast - halfling, for instance. That's the core of the RP concept - a character in constant conflict. He'll constantly be having his orcish ancestors whispering in one ear and his human or elven ancestors whispering in the other. One telling him to exercise patience when dealing with that arrogant mayor; the other telling him to pull out his entrails. He's one part Klaus (Umbrella Academy), one part Bruce Banner.

The class is Oracle with the Ancestors mystery. It seems from my limited experience with the system that I need to be effective with everything - spells, skills, and physical combat - and be ready to switch between them on the fly.

Being good at casting is relatively easy (although I'm not entirely sure which spells to go with), and my thought is to focus on the Charisma-based skills. But how do I handle the physical combat with light armor and having to choose between Constitution, Strength and Dex? Obviously the 'easy' answer is to go ranged, but that really goes against the core character concept.

Any advice?


I'm on my second reading of the core rules before my game in a couple of weeks, and one thing felt strange both times through. Standard RPG logic is that you get X actions per turn, resetting when your turn starts once per round. I've asked elsewhere, and it has caused confusion and disagreement. So, here's the question. Bear with me and read, because this isn't as straightforward as it seems:

If a player takes a reaction with the trigger "Your turn begins", where does that reaction come from?

Standard logic says that your turn just started, so it is your reaction for that turn.

The rules, on pages 468/469, however, specify that there are several things that happen at the start of your turn, including reactions with the 'Your turn begins' trigger. It also specifies that regaining your actions and reaction is always the *last* thing that happens at the start of your turn. IE - you have to take 'Your turn begins' reactions *before* you gain your reactions for the round.

The relevant text, extra stuff snipped:

" At the start of each of your turns, take these steps in any order you choose:
• If you created an effect lasting for a certain number of rounds, reduce [SNIP]
You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar.
• If you’re dying [SNIP]
Do anything else [SNIP]
The last step of starting your turn is always the same.
Regain your 3 actions and 1 reaction. If you haven’t spent your reaction from your last turn, you lose it — you can’t “save” actions or reactions from one turn to use during the next turn.

Regaining your actions and reactions occurs *after* you have the opportunity to use 'Your turn begins' reactions. So, again, where does that reaction come from? Does that mean that in order to use your reaction at the beginning of your turn, you have to have not used a reaction during your previous turn in the previous round?

I assume that the 'one reaction per round' rule kicks in that case, too.


Yes, I know that this has been asked before. I've read a bunch of the responses, and they each are A) so packed with technical jargon that I (relatively new to the game) can barely sort through them, and B) often have responses that directly contradict one another. I want to make sure I'm understanding this correctly before I pull it out in-game.

Here's the question.

I just made a new character for a new game.
~He's a level 6 barbarian.
~His BAB is +6/+1.
~He has Beast Totem, Lesser, which gives him two claw attacks, 1d6 dmg, both considered Primary.
~He has both two handed and one handed weapons in his arsenal.

Here is my understanding of how his attack options would work out:

Two-hander alone: As usual (+6/+1 and mods)

One-hander along: As usual (+6/+1 and mods)

Unarmed: Two claws at +6 and STR hit bonus, 1d6 damage, 1x STR bonus damage.

One-hander with claws: +6/+1 (plus mods) with one-hander and +1 with the claws including .5 of the STR bonus damage, as they are now secondary.

Is this correct?


I've played Pathfinder for a few months, but I'm not terribly experienced with the system and the character options.

So, starting a new campaign as a player, rolled stats, four players. Although the other characters aren't set in stone, it looks like we'll have an healer paladin/oracle who uses archery, an inquisitor (unknown build), and either a ranger or alchemist.

This gives us healing and plenty of ranged damage (although it has the potential for three archers.) The healer has a massive charisma, so we're set on having a party face. Depending on the inquisitor build, we may not have any frontline melee characters, and we likely won't have any rogues.

That's where I fit in, it seems. I'm trying to plug the holes in this party. My thought is to run either a rogue (to give us the skills) or a clanky front-line melee character (to stand in the doorway and keep the baddies off of all the squishy folk.)

I'd like to play rogue, but without another melee character, I'd never have a flank, and would be the only character in reach of all those nasties. That makes the melee fighter/? more likely.

The problem is, I have no desire to play a 'stand on X, roll to hit every round' fighter. I want a degree of decision making in how I approach fights so as to keep the game from becoming an endless repetition of a single action, over and over.

Here are some limitations:

~Rules are Pathfinder, but the GM is running it in Eberron.

~This is a very casual group. There is little to no role-playing, unfortunately. That means I can't compensate for a character with dull mechanics by giving him an interesting personality.

~Stats were rolled. I have either:
17, 13, 13, 13, 12, 8
or
17, 15, 13, 13, 10, 8

~Core Rulebook and Advanced Players Guide are available, and I may be able to take options from other Paizo products.


Alrighty, we had a bit of confusion at our game the other night. To get everyone on the same page, here is the rule about AoO:

Rules wrote:
An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

So, here's the situation:

1 B 2

1 = PC 1
B = Bad guy
2 = PC 2

Bad guy, who is almost dead, has paralyzed PC 2. He chooses to perform a coup de grace to finish that PC off. This provokes an attack of opportunity from PC 1. The attack of opportunity kills the bad guy.

Which interpretation of the rules (specifically 'then... complete the current turn') applies:

1. The attack of opportunity, having killed the bad guy, ends the fight and the coup never occurs.

2. The coup and the interrupt both occur (ie - they are simultaneous), killing both PC 2 and the bad guy.

The way it is worded it could be interpreted either way.


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Yep, this is to you.

I'm a single parent of two kids. I'm also a gamer, and have been since elementary school. I know that when my kids show interest in something, I like to check it out first. I like to see what I'm getting them into. Since I frequently check official forums, I figure that some of you will end up here, trying to decide whether this RPG hobby is something you want to get your kids into. Maybe you want to find out whether this hobby has any real-world value. Maybe you're like me, and grew up during that raging paranoia of the early 80s that had parents thinking that a game would have their kids hiding in the sewers and sacrificing to dark gods. Then again, maybe you don't know the first thing about it. Like I said, this is for you.

What RPGs are: They are, essentially, interactive storytelling games. Think of them as a mix of telling ghost stories around a campfire and improvisational theater. One person (called the game master, or GM) is in charge. He has an outline for a story. He sets the stage by describing the situation and the players take part in the story by describing their responses. Conversations with characters in the story are simply acted out between the players and the GM. If you imagine a game of cops and robbers for big kids (and yes, even adults) you won't be too far off the mark.

All those papers and dice? The papers list equipment and abilities every character in the story has access to, and they rate each character's strengths and weaknesses with a number. A powerful warrior might have a strength rated 18, but an intelligence rated a mere 9. The numbers are used by essentially (simplifying for clarity) adding them to the roll of a die. The higher the rating, the higher the result of a die roll. 18+(1 to 20) is usually higher than 9+(1 to 20.) The higher the result of a die roll, the more effective an attempt to use an ability or skill is. That warrior's attempts to use his 18 strength will be much more effective than his attempts to use his 9 intelligence.

Ok, now to the nitty gritty. Now that we know what these games are, what do they actually do to your kids? I'm going to use myself as an example here, mainly because I know myself well and keep myself close at hand. I rolled my first 20-sided die when I was nine years old, and am still rolling as I inch ever closer to the big four-oh. Here is what it did to me and how it affected my life:

~I got constant practice with on-the-fly mathematics. This is obviously less relevant as an adult, but when I first started, the numbers I was adding and subtracting a hundred times a game were as complex as what I was getting in school, and I had to learn to do them quickly, accurately, and in my head.

~On a similar note, the game introduced me to the concepts of probability and statistics. Trust me, after you've played for a while the difference between a 5 in 20 chance and a 7 in 20 chance becomes significant. Is it worth it to take a chance on that slippery rope now when it makes it 15% harder to succeed, or is 15% too much to risk? Can your kids answer that? They will after playing RPGs for a while.

~They got me to read. I don't just mean I was reading the rules, I mean that I was reading everything, and constantly. You never saw me without a book in hand. By the time I was ten years old I was pouring through novels like mad, and this was in a time before Harry Potter, when 'young adult' fantasy novels weren't available. Along those same lines...

~...They got me to study, and to love studying. I'm not kidding. Playing and loving a game full of exotic cultures and medieval settings made me want to know more about those things. I started studying in elementary school, continued with courses in college, and still study and learn every chance I get. What am I talking about? These games led me directly to study, at various times: Art and art history, music history, ancient and medieval history, social and cultural anthropology, philosophy, military history, archaeology, mythology, folklore, literature, sociology, zoology/botany/biology, linguistics, language (I still have a smattering of ancient Greek and Latin), numerous historical crafts and skills, and more. I have numerous bookshelves filled with everything from medieval histories to Shakespeare, from mythology to language texts. Being introduced to a fantasy world based on our own creates a hunger to understand, and that can blossom into a love and fascination with our own world that last a lifetime.

~A strong imagination. That may not sound like much as an adult, but a strong, practiced imagination is the number one tool for problem solving and innovation. Problem solving is all about looking at a problem and thinking of a solution that can solve that problem. That's called imagination. Innovation - the ability to find new approaches and methods - is an invaluable tool in almost any profession or industry. In a society that tends to downplay imagination in adults, a tool like RPGs that constantly and actively exercises one's imagination can be a huge advantage.

~A social life. All of my best friends growing up were people I met through gaming. That's true as an adult as well. It may seem counter intuitive, but you can't game and stay a loner. I doesn't work. You meet great people in gaming. The game requires imagination and a healthy intellect, and the people with those qualities are the ones you end up spending your free time with. In fact, I met my wife and the mother of my kids when she was a player in one of my games in high school. We may be divorced now, but we were together for nearly 15 years. That isn't bad for a hobby.

As to the bad stuff? Well, I didn't ever sacrifice any of my friends to any dark gods, although when I was a teenager, I did sacrifice a great deal of junk food to a dark gullet.

Anyway, my kids are eight and ten. I got them the Beginner's Box a couple of weeks ago, and we'll be playing our first game together this week. After all, I have to look to their future, don't I? What better way to do that than to introduce them to something that will, essentially, trick them into doing extra, voluntary homework for the rest of their lives?


I'm brand new to Pathfinder (I've been away from rpgs for ten years), but love what I've seen so far. I'm wanting to run some things in the official setting, but I'm a little thrown off by which book is which. There are guides in the Chronicles, guides in the adventure paths, and guides in the Companions sections. There are 3.5 guides and PF guides. There is a Gazetteer. There are guides to factions and guides to cities. There are bits and pieces all over the place, and I have no idea how they all fit together.

I get that the Chronicles represent the setting proper, and the Companions are written for players, but do the Companions have enough information for a GM to run a game in an area, or do the Companions and the Chronicles guides overlap, and if so, which one where?

I'm wanting to start running a game in Golarion. There is the Pathfinder Campaign Setting book. There is also the Inner Sea book. Am I correct that the latter is an update and will replace the prior? If so, is it worth spending $50 (a lot of money for a single parent of two) for a book that will be obsolete in a few months? If not, is there anyway to get the basics on the world other than keeping my players in limbo until February?

What other materials are going to be obsolete with the release of the new book? Are half of the guides (the 3.5 guides) going to become irrelevant afterward and need replacing with new ones?

An easier question, to get me started: I'm getting the Serpent's Skull adventure path via subscription. What area is this set in, and more importantly, which of the myriad guides will apply to this area directly?

Yes, I know there are a lot of questions there. Pathfinder is going through a bit of a reorganization right now, going from being a product associated with That Other System to being its own product. I'm sure it will sort itself out eventually, but walking into the middle of it with no background on things is a bit confusing. I can't really afford to invest money in the things I don't need (say, guides to things I'll never see), or worse, in things that are going be be outdated in a couple of months.

Thanks for any help.