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RPG Superstar 6 Season Dedicated Voter. 140 posts (142 including aliases). No reviews. No lists. 1 wishlist. 1 alias.




I am running circles around my head trying to figure out Wealth Gains per Encounter and feeling like I am missing something. I am looking at Wealth by Level, so starting out, PCs have 1000 credits to start with, and by level 2, they should have gained another 1000 credits to be at 2000 credits by level 2.

Sell back is 10%, I read that as well.

What my question is, Wealth Gains per Encounter, is the number written for a single person or should divide the number written by the amount of players?

I feel that should be for former?

Maybe I am a bit bias, I am coming from Pathfinder 1e


Hello!

I am still actively seeking a group that is somewhere near Woonsocket, Rhode Island (where I live). Due to strains with two jobs, I am only free Monday night (around 6-11).

I am willing to travel, but I don't want to drive to a game that's over 45 min to an hour away.

I have experience being GM for 2 years hosting pathfinder with a group that now meets an hour plus away.

I am open to learning new systems and meeting new people (although I have always been a shy one). I am looking for an open-minded group that has players that are 25+ years in age.

If it comes to it: I can possibly host a game from my own apartment or we can try setting up a game in Plainville at Battlegrounds.


So my group has decided on all their characters for the new game and I am the last one to pick (again). In the past four to five games, I've been rather overshadowed by other players that it draws away from enjoyment of said game.

.

Here are some examples:
  • I've played a witch whose limited actions were outweighed by the party's necromancer and their collective of controlled undead. When the undead were not useful, the enemies we faced were, 90% of the time, immune to mind-affecting effects.

  • I've done the role of a ratfolk, rogue-like alchemist; played with someone who did full rogue ratfolk, and we worked with team work feats. In the 3 times we played, and around 12 encounters, our ratfolk characters never once rolled for an attack. The rest of the party were ranged built characters who picked off most of the enemies, by the time we setup to actually attack. I ended up dieing a third time when the monster self-destructed.

Now, in two weeks, we're set to play Shattered Star. A adventure path in which the player's guide suggests close quarter fighting and a lot of dungeon crawling. Our groups rather open to what they allow - even third party stuff like Ultimate Psionics (so long as its approved).

I've had thoughts about what I wanted to play... I was interested in doing a character that suffered from the hunger rules associated with vampires (Blood of the Night), or one of the race variants from (Blood of the Moon). These were just vague character ideas, honestly. What I should worry about is what I will be playing as a class. I've had ideas like playing a gunslinger (either a Pistolero or the updated Mysterious Stranger), Summoner (Master Summoner), The Harrower prestige class, or attempt the Skald (Advanced Class Guide playtest).

However, my problem now is finding a niche to fill with the party, that I will enjoy.

The composition of the group, as of this post, is as follows:

  • Conjuration Wizard - who will use summoned monsters to fight with, while covering arcane casting.
  • Paladin (Stonelord) - Frontline fighting, tanking, Healer
  • Psionic Class akin to Summoner (Synthesist) - Another front line fighting style.
  • Ranger - Style of fighting will be ranged

I think it is rather clear that this group will not need a front-line fighting character, obviously.

When I went to the group about the need for advice, I was told that I probably be happier "playing the healer", "be the trap finder" or "just buffing everyone". I don't have the desire to play Cleric, Rogue, or Bard/Witch... (or archetypes similar to these roles).

Is there something I might be playing as that I am overlooking or am I over thinking it and would be fine playing something I already suggested?


I live in Woonsocket, a few blocks from the Mass border. Been looking for a group that I can join into. I am currently free every Monday night, but I can change my schedule if I find a group in the area. I am willing to travel, but I don't want to drive to a game that's over 45 mins to an hour away.

I have experience being GM for 2 years, and have been playing pathfinder since 2010. I am open to learning new systems and meeting new people (although I have always been a shy one). I am looking for a group that has players that are 25+ years and older, as I am in my early 30s.


While writing the outline for an adventure, I was looking over the planes, and my goal is to have my PCs travel to the Outer sphere. My question pertains to the CR of using the Wild Magic Planar Trait.

What does this trait add to the CR of an encounter?


The Complaint: My group has been talking about their disappointment with the adventure paths and modules, and how classes are built to go all the way to level twenty but the games usually hit 15.

The Idea: I want to take them to twenty with the new campaign. With all the information the group has provided towards their back-stories, its enough material to work with.

The problem: My search-fu isn't that great, or I just haven't been lucky to stumble upon the information I need to build campaign scenarios for a group to go from 15 to 20. I know of a few spells that I should be weary of when building them, and some of the information from the players who decide to strictly keep the same class until twenty. I am concerned about keeping the game challenging while they discover the macguffins in order to do the thing that means "saving the world".

What advice can you give me? Maybe a link to article of some sort?

I know spells like "Find the Path" could ruin the fun of a dungeon I build. "Fly" would let them get right up to that tower, and different teleport spells would get them right there? What other spells should I be weary of that can be game-breaking for someone trying to home-brew an ending to a campaign?