Vic Wertz wrote:
I appreciate you being up front about what is available. I will in turn be open as well. I have interest in purchasing clothing. I need 4x. If there is something you can do to express your community's needs (as it should be readily apparent many of us are large individuals) to Amazon, I am sure your company would be compensated significantly more than other communities might be able to offer.
I think I did not completely understand caster level until now. I have read some on caster level and more on UMD. Essentially UMD is really rather weak once you get high level. For its part in the game, it either allows you to access your spells you cant normally access when low level or it lets you access lower level spells as low DCs/effects in classes you normally cannot access. Is that essentially its design?
So no one really knows. It is surprising that no one noticed this until after 2nd edition came out. One other thought is that I am using my caster level for determining effects, which to my understanding means total levels of casters. Thus if I was an 8th level cleric casting a fireball out of a staff, that said fireball is 8d6 due to my cl being 8. This might suggest that I use my main ability score, which is what I believe most people have assumed. I just wish there was one thread that actually cleared it up for me. I dislike having to house rule.
I have been looking all over to find the answer to this question and I cannot seem to find it. When you activate a staff using UMD, what stat do you use to determine the DC? The rule reads: "Because they use the wielder’s ability score to set the save DC for the spells..." But it doesn't say which ability score. Is there a ruling on this someone can link to? I could see it going charisma because I had to use UMD to activate. I can see it as the lowest level caster needed to cast this, but I assume cleric and wizard would bump heads somewhere and then it would be either wisdom or intelligence. As a GM, I would just allow the user's main stat. IE a cleric would use wisdom. But nothing specifically states which stat.
For hard copies, I would really prefer two booklets. One with the adventure and one with all of the NPCs/new items. Would it be impossible to organize stat blocks by encounters? If you can get 6ish on a page, you can probably get nearly every encounter pieced together so there is no flipping at all.
Erik Mona wrote:
Thank you, Erik. I will keep my eyes open.
Steve Geddes pretty much has it. I am concerned that I have not seen a post on minis since May 7th, which is over two months. The tentative release date of Kingmaker is October, which is probably closer to three months than two, but no new minis have been shown on that set since April. I was hoping for some information on when we can start seeing the preview of Kingmaker. I was also curious as to how PF2 would impact the miniatures of future sets. Not just the specific looks of the minis, but will there be new iconic heros, new creatures, etc. And if so, when can we expect to see these being added into the new sets. I am not concerned on whether I can use prior minis. I have a very nice set of DDMs and PFBs. I am simply hoping for some love for those of us that enjoy miniatures. I am interested in PF2 and I am definitely going to try the game, but I do feel left out on the miniature side of things as the Playtest has engulfed the blog. I would truly appreciate a Paizo employee to comment or even PM me, even if is simply a date to expect blog posts.
It has been quite a while since the blog has posted any information on new miniatures coming out. I am definitely a fan of the new PF2, but I am a little sad that I have not seen any new pictures of what is to come for my battlemat. Does any Paizo employee have information on new prepainted minis, the date Paizo will start previewing them again, and if any of the new minis will be based on the second edition of the game?
Are there any rules on values of pelts? I did see something small in Ultimate Equipment for maybe 5 different animals, but that was about it. I am going to be running a campaign in a tundra and I could use a rule structure for the hunters in the area. Additionally, what crafts/professions would be useful. A few I was thinking about would be: Profession (trapper)
Is there a profession or craft for curing meats so they can be preserved for consumption at a much later date?
Nice ideas so far guys. I have a lot to look through so far this weekend. Meirril, I really like your ideas. That is the flavor I wanted to go for. As for activation, I was thinking of having a random tattoo given to them. They can get more. I do not want to give them all the options at once. Also, I will consider the 1/day thing. I play homebrew though, so I do keep track of weeks - and months and years and lives. Where do I find the Kalamar info on Craft Trinket?
We can definitely weaken anything I posted. In fact, I would prefer it. I am going to have an undead "tattoo artist" place magical tattoos on the PCs. They will need to acquire all of the materials for the work, but he feels that he owes them because they cleared out some NPCs that desecrated his tomb. Also the PCs continue to keep unwanted NPCs away. Each tattoo will glow when used and gift the PCs. I would really like to have a good 50 or so to choose from, but I simply cannot come up with that many. And again, I am all about making them weaker than what I posted in my original thread. I just do not want anything stronger than what is posted.
I am starting a new campaign and would like to grant my players minor re-usable or minor permanent boosts to their characters for completing tasks. I do not want anything that can break the game or give any really huge advantage to the players. Here is a list of a few ideas I am throwing around. I was hoping you guys could help me brainstorm: Five +1 arrows appear for 1 hour - 1/wk
Any thoughts?
I, for one, am very excited about PF2. And as such, I would like to throw my two cents in on changes that can be made to the alignment system. Work around the remarks based on this article: Alignment It pretty much boils down alignment into two categories (ethic and moral) and uses real life views on how we describe behavior. There would be no need to even convolute the subject with new names, simply change alignments to be read in the mind as "chaotic and evil" for CE or "lawful and good" for LG. This allows you great flexibility on how to interpret alignment and definitely gives paladins a much needed break from the beating they take on LG vs paladin threads. I would hate to see the paladin disappear, but that is for another thread.
I have taken 2 levels in ranger and, just recently, 1 in druid. In the list of druid spells there is a spell called Longstrider. It says the duration is 1 hr/level (not druid level or caster level). Does this mean that it would last 3 hours or 1 hour. To follow up, if it is druid or caster level, then does the ranger level stack when I start getting casting levels with ranger at 4th as he gets this spell on his list? If it is caster level then does it have to be on my spell list to go up or is it any caster level, for instance if I take a level in sorcerer? Second questions, does the spell Entangle affect its caster? How would it affect a high level ranger with Woodland Stride?
TheAlicornSage wrote:
It was linked to the word "one" in my original post. I summarized it here for my players: Click me for the quick notes !!! As for easydamus, it is anything but easy. It reads like a textbook. I prefer to keep things quick and simply so I can roleplay instead of look up new rules. But that is just me...
I read these alignment threads every time I see one and I have never been impressed more than when I read the Escapist's take on alignment. I really do not have any reason to use another alignment system when I have this one on hand. To me it makes complete sense and I can use it mechanically in my Pathfinder games.
Sorry it took so long to reply, I was at work. It has to be a melee class, no casters. I can use any Pathfinder book, no 3rd party. I do not want to be forced into riding a mount. I want to be able to deal some significant damage, not just mage killer. I am not opposed to grapple, but I do not want it to be the only thing I do. This is a roleplaying opportunity so I need these restrictions. I was leaning towards a barbarian w/falchion, I just didnt know the specifics of the barbarian.
Doh, off by 1 on the Vital Strike. You will have to wait until 9th level to be doing 4d6+15, not counting buffs or magic damage. And at that time you can have Longstrider up for 9 hours, practically the day. Which means your normal move is 35 in fullplate armor. It will be interesting when you are charging 70 ft and smacking stuff for 29 average (19-39).
Human Fighter 1/Cleric 4 (25 pt buy) All Core Rulebook Why Fighter? +2 hp at first level
- First level you get Power Attack/Cleave/Improved Init (use a greatsword)
Stats Str 18 (+2 race) (try to raise this stat whenever possible, multiples of 4 starting at 14 [ex. 14, 18, 22, etc] are your best numbers)
Again, try to increase your dex. Having first initiative will help you a ton because you will want to buff yourself with a spell before you enter melee. You will hit like a truck. Heal with channels, spot debuff by using a 5ft step before casting, if you go Fire domain - enjoy dropping a handful of fire seeds on a square, stepping back, and watching whatever was in that square turn to ash.
Is there a common list somewhere for these three skills? I am trying to make a halfling rogue that is a tinkerer, someone that can essentially fix any minor device (like a music box or a clock but does not exclude locks and minor mechanical traps). He does not have to be great at it but he has to be able to work with it in his hands to figure out how it worked and how to fix any small problems.
Thinking about starting up a new Pathfinder group this summer. I would like to play 6 hrs per session. I believe any day of the week would work. It would be located in Tipton but it will be worth the drive. I have a alot of experience and plenty of ideas, space, and gaming materials. Anyone interested?
ericthecleric wrote: I don't know what level of resources you have, but I'd certainly recommend looking at Dungeon Magazine (still sold by Paizo!). My favorite Dungeon was one of the first 20 magazines (I can't remember which one). There was a keep one of the party members could acquire through a will if they cleared it out. There was a hobgoblin or orc gang that moved in. They kept the ears of their enemies. I believe there was a backdoor that led to a room with an ape or gorilla. It was the perfect 1st level adventure in my mind. Which ones do you like?
Aaron Bitman wrote: Despite the title of this thread, I assume that 3.0 modules are acceptable, since you mention Forge of Fury, which is also why I'll mention its predecessor and immediate successor: The Sunless Citadel is my favorite introductory module of all time, and The Speaker in Dreams is my favorite urban module of all time. My favorite modules series of all time is the "Coin" trilogy by Kenzer & Company (The Root of All Evil, Forging Darkness, and Coin's End). And my favorite Paizo adventure is for 3.5: Conquest of Bloodsworn Vale, which I'm currently running. Honestly, anything 3.0-Pathfinder. Modules that can easily be adapted to Pathfinder. To derail my thread a bit, I must say that one of my favorites (from Pathfinder) is Way of the Wicked. I bought hard copies and really enjoyed the first book. I was not able to play anymore as my group broke, but it definitely was a great read. I will take a look at the ones you suggested. I get to GM Forge of Fury on Sunday :)
Tim Emrick wrote: I tend to prefer to create my own adventures and campaigns, but I've had a great deal of fun with Green Ronin's Freeport setting. I ran the original Freeport Trilogy in v.3.0 (and [shameless plug] later updated it to 3.5 for the company) and "Dead Man's Quest" (v.3.5; from Dungeon Magazine). I've also converted "Cut-Throat's Gold" (from the "Tales of Freeport" adventure anthology) from v.3.0 to Pathfinder for a later Freeport campaign. Can you tell me what you enjoyed about these products?
Tim Emrick wrote: I tend to prefer to create my own adventures and campaigns, but I've had a great deal of fun with Green Ronin's Freeport setting. I ran the original Freeport Trilogy in v.3.0 (and [shameless plug] later updated it to 3.5 for the company) and "Dead Man's Quest" (v.3.5; from Dungeon Magazine). I've also converted "Cut-Throat's Gold" (from the "Tales of Freeport" adventure anthology) from v.3.0 to Pathfinder for a later Freeport campaign. I do homebrew campaigns as well. The real reason why I started this thread was to try and find interesting adventures to supplement what I am unable to come up with myself. Forge of Fury is going to be used by me for level 5 and 6 Mythic characters. I have several plans on how I will be upgrading the monsters and treasure. I am not looking for a Rise of the Runelords type of module. What I'm really looking for are adventures out of a Dungeon magazine or possibly a short adventure like Forge of Fury.
Samurai632 wrote:
Which other 3.5 books do you think are a must? I will pick up the Dragonlance Campaign Setting book tonight. |