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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.
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?
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?
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?
I would like to build an occultist that does these three things as the best in the world: read minds, manipulate them, and defend against attacking my mind. Any suggestions on which path to take? He would not need to have armor or weapons. I want him to be able to use his mind much in the way that Professor X does. Also, if he can do it without other people noticing, that would be great as well.
Looking for some suggestions on how to make a minor encounter a bit longer/enjoyable for my party. Right now, I have a mated pair of wyverns nesting up a mountain cliff. They have been attacking travelers on a desert trade route. They are hungry after all and they cannot travel too far from their egg. I am going to have the party climb through a sandstone cavern that has been made through millions of years of water washing down. It will have rained far from the party and they will have noticed it, but hopefully not put two and two together. I plan on having a flash flood hit them while they are climbing up. That is all I have, aside from an egg in a cave and two very angry dragons. Any suggestions?
Hey guys. I do not have the greatest imagination in the world and I was hoping I could find a few of you to help me with a big problem I have. I have a country that my players are going to be entering and they will likely be there a while. It has a basic concept behind why it exists, but the particulars are not there. And I am not good with particulars, especially on short time. What I need: Government
The country is Tamarack. It will eventually grow into an agricultural giant. They have the land and the people to hold it, but not enough workforce or technology to work the land. What they decide to do is raise the deceased and use them as slaves. The skeletons will work inside houses and the zombies will work in the fields. At this point in history, it is just starting out. The ones in charge need to convince their populace that this is a good idea. Additionally, there has been a war between this human city and an elven land to the east. The humans have been taking elves as slaves. It is hard. Raising undead is easy...just not on the moral scale the bulk of people would be on. Government What type of government would allow this? Is a new government taking hold? Maybe it has been ruled by many groups. That is the line I was thinking, but I am not sure of who could be vying for power. Organizations What organizations would exist in this type of society? Afterlife group – people who would comfort families and help them see the good in raising family members as undead. They would try to make others view it as a honor, continuing to serve their families. Collector's group – people who get corpses. There would be two subgroups: one legitimate, the other would be an underbelly of society. They type that would kill homeless people, infect villages, get paid for killing rivals of other important people. Creator's group – people who animate and sell the undead as well as the devices to control the undead. Is this dirty work or more religious/clean? What are these groups called? How do they interact? Are any of them run by an undead? Possibly a vampire? Why would he want to be part of this society? Maybe the society eventually begins to believe that old age is a curse and the elderly start committing ritualistic assisted suicides? Influences Who influences the politics of this country? What groups inside the country are for or against the undead? The party is from a very far away land that will look down on Tamarack. They are from Kossuth, a LG society that will look to destroy Tamarack. Kossuth is too far away and will not have the resources to wipe Tamarack out before the undead workforce is created. The party is going to Tamarack to research what is going on. My initial thought about how the government/influences could pull this off was to have an undead plague. People are dying all over the place and the country is running out of people to do the farming work. They would turn to controlling the new undead to save their families. Obviously the plague is caused by the government/influences. I thought about having the party first stop in a small community (party is lvl 4-5). It would be quarantined. They would eventually figure out that someone was making the undead and it would lead on towards the main city of Tamarack. The party would eventually uncover the plot, stop those behind it, but realize that they cannot stop the tide that was started. They would then return to Kossuth and report. I think I have some good ideas, but I need to flesh them out. Any thoughts or ideas? Anyone interested in coming up with particulars that could really make this place come alive? It is going to become a linchpin to my world and I would really like this place to shine.
I need to take a 5th-level Abjuration Wizard and turn her into a solid archer by the time she is 12th level. This gives me 7 levels to play with. I am only allowed to use the CRB and Unchained. Any suggestions? The wizard is an elf and has Precise Shot and Point-Blank Shot already. The 5th-level feat has not been selected yet. If possible, she should focus on killing undead.
I will be running a campaign where two major guilds from two different cities will be competing for the road between them. These guilds will also have a large foothold in the cities they live in. There will be a third guild, the party, that will be trying to establish themselves. They will be gaining a small keep deep in a tropical forest that has no strategic advantage to the other two guilds, except that this keep will eventually have a silver mine connected to it and producing silver at a slow rate. Obviously the silver will be of interest to the other two guilds, but in all honesty, there are easier ways for them to make money. I assume they will be ignoring most of what goes on at the mine, but rather intercept shipments from time to time. Does anyone have suggestions, book references, etc to help me run a thieves' guild as a GM? I anticipate the party eventually wanting to destroy the opposition. Infiltrating the other guilds' and taking them over from the inside is not going to happen.
So there have been several people telling me that 5th edition is so much smoother than Pathfinder and the game play is worth buying 5th edition. I made a decision... I bought a Player's Handbook. I have been paging through it over the last couple days and I have to say that there appears to be no significant changes that would warrant a shift away from Pathfinder for me. Maybe I am missing something? If you have a better understanding of the two systems, would you either point me to a link that describes the differences or would you take a few moments and point out the finer points of 5th edition?
Before I ask my few questions, I would like to state that my preference to playing is a smooth and quick game play in combat. It is my opinion that much of Pathfinder expands on rules and makes things much more complicated and difficult for players. With that said, I would like to comment on Consolidated Skills (actually Pathfinder Unchained in general). I love it! Aside from the Core Rulebook and Bestiary I, Pathfinder Unchained is quickly becoming my most treasured resource. I plan on using or trying many of the suggestions in this text. As for Consolidated Skills, I do not believe that they take away from making a memorable, unique player character (as many have posted on other threads). In fact, I feel it will allow more time for role playing. Yet, I do have problems with the way it was written. First and foremost is that I truly dislike the 1/2 point system. I did not like it in the past and I do not want to deal with it now. I also do not want to take +Int out of the equation. I have read several threads on this suggestion and I do not want to weakening the necessity of that attribute, especially for rogues. What suggestions do you have for me to include Consolidated Skills as a balanced alternative without a 1/2 point system and without excluding intelligence bonuses?
I was wondering if there was any sort of reference online or on paper that simply listed the value of, well, everything (mundane) with value? I was hoping there might be something like this available and it might have categories, like the things that are most likely found on a person, in a keep, in a cave, on a boat, etc, etc. If there isn't a reference, would someone like to build a list with me? It would be a time consuming project, but something many of us could use. Entries could look something like this: Chest, small: 1gp (wooden), 15gp (iron-bound), 25gp (duskwood), 100gp (glass or gem-inlaid)
I am looking for a massive list that I can just pick from for my home brewed campaign. I have no interest in d100 limited tables. I doubt it exists, but I thought I would ask.
I recently finished a transaction with a person in the UK. He sent me some Pathfinder Battles in return for my help on some purchases in the USA. He bought about 70 cards from Ebay through 5 different people. Those cards were sent to me; I repackaged them; And mailed them out to him. The total cost for shipping from the USA was about $13. It saved him a bunch of cash in shipping charges. The limit looked to be about 80 cards that could be shipped before the $13 started going up. I would like to offer my services to others. I will accept Pathfinder Battles in trade, credit on the Paizo website, or cash. I will try to bump this thread as long as it seems relevant. Please PM me if you are interested. Irrie. PS If you are looking for references, I can provide one via email. I can also provide several from a Facebook group designed to trade books/miniatures.
PATHFINDER BATTLES Hey guys. I am moving on to my next stage of acquiring miniatures and was hoping there might be a few people interested in trading or selling to me. I am seeking Pathfinder Battles. I have a list of ones I feel are core to my campaigns, a list I would like to include in my campaigns, and a list I am able to trade from. If anyone is able to help out, please let me know! Here are my lists: Essential Ghoul (RotR) 3
Desired Berbalang 1
Potential for Trade Ameiko 2
I also have a few D&D on my want and trade list, but they are pretty slim pickings. I will post that after I have exhausted the PF Battles list.
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