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Callum wrote:
The three tunnels described in C3 are those coming from C2, C5 and C8. The description doesn't assume the PCs are approaching from C2 - it can be used whichever direction they come from. There's a hole in the floor of C3's "chamber" to the west, which leads down to the sea grotto described at C27 - hence why that number appears linked to the hole on the map.

Thank you! Do you suggest I draw out the map of the entire place and have them explore or should I just ask which direction they walk and not actually bring out the battle mat until they are in combat?


So I'm preparing to run the big finish to Part 1 of RotRL and for the life of me, I cannot figure out the map on page 41 of the anniversary edition of the adventure. I keep reading the "C#" descriptions that match up with areas on the map and they don't make sense to me. For example, C1 describes all the thick plantlife that obscures the tunnels. Fair enough. They roll perception and find the tunnels. Then C2 simple describes the tunnels themselves and how to make people take penalties to them. Also fine. But then C3 says "Three thistle tunnels open into a large cavelike chamber". Assuming the PCs are going from C2 to C3, where are the three tunnels and where is the large chamber? Is the area with the C27 hole the chamber? I'm very confused.


I've read Treantmonk's Guide to Bards and fell in love with the controller build. He suggests to take the exotic weapon training feat at first level. However, this confuses me because bards start off with a BAB of +0 and the prerequisite is a BAB of +1. Did he mess up or am I missing something? There's definitely other great feats to take and the net can wait a level but I was just wondering if I'm not seeing something.

http://www.d20pfsrd.com/extras/community-creations/treatmonks-lab/test2
The Guide To Bards


Kimera757 wrote:
Quote:

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

You never need to make a Perform check for most bardic performances. The Perform ranks are just flavor. Countersong and distraction are the exceptions.

Round 1: The bard uses a standard action to use Inspire Courage.
Round 2: The bard maintains Inspire Courage as a free action and spends a standard action to cast a spell.
Round 3: The bard drops Inspire Courage. He spends a standard action to use Suggestion (as his spell-like ability, rather than cast a spell). The save DC is as the spell.
Round 4: The bard spends a standard action on Fascinate. The DC is 10 + 1/2 the bard's level + the bard's Cha modifier.

Alright. Countersong and Distraction just make it so allies can use the Performance check as a higher check to get out of something else magical. Got it.


Soon I'm going to be rolling a bard in a 1st-level adventure and I honestly don't understand the mechanics of bardic performances. I understand that you can use them along with spells and the general concept of each one but can someone give me a really dumbed down step-by-step example of a bardic performance. What do I roll? What's the DC of all these performance checks? I'm really confused.


I usually find a stand alone first level adventure when starting groups and then build off that and make a completely original story. I have a new group starting soon and I would like to know all of your experiences with the Adventure Paths by Paizo? Do they advance the characters enough experience point wise? Do they provide enough diversity in the encounters? Would you suggest adding in more encounters or changing a few up? I looked through Rise of the Runelords and it seems like a lot of goblins, goblin dogs and not much else. Let me know your pros and cons of it. Thanks.


Alright so I run a group for Pathfinder and I've been using tokens from Wizards of the Coast for a long time but I'd like to move up to something more three dimensional. Ever since I saw the Pathfinder Beginner Box and those nifty bases and cardstock pictures of characters and monsters I wanted to upgrade a bit. While I do like the new Pathfinder miniatures, I'm not sure I want to spend that much money. Some of those are 12-20 dollars for a single miniature. So I was think of buying some bases and putting my current tokens in them or making my own version of the paper minis in the Beginner Box. I was wondering if there is a certain way or place to get good quality tokens or paper minis? What works for you guys?


Thanks for all the advice guys! I made the n00b mistake using an adventure path designed for 4-6 players that is pretty easy seeing as I just started playing 3.5. I've only GM'd 4th edition before so this is slightly new. I thought adding a few more goblins here and there would even it out with the new players. Anyway, I'm throwing out this adventure and starting my own homebrew campaign with the CR increased to about 4 or 5. I have a pretty good homebrew from 4th that I can continue from. I'm adding more traps and upping all the stats of the enemies.


They didn't buy points. They all wanted to roll, then one guy rolled good and everyone used his basic array. I meant to say d10. I suppose I'll take off his shield bonus then...

Now about the lots of monsters. They recently fought a huge group of goblins, about 10 of them. And it was no problem. More of them? or buff their stats?


Alright so last session my players just leveled up to 2nd level and in my opinion I can do nothing to kill them besides throw way stronger monsters at them and here's why.

Their AC, HP, and Attack Roll Modifiers are extremely high, in my opinion, so tell me if I'm doing something wrong...

The Cleric's has 18 AC(Breastplate Armor +6, Shield +2, +0 DEX) +1 attack bonus, and 17 HP (He took the toughness feat)

Paladin has 18 AC (Armor +4, Shield +2, +2 Dex), +8 attack roll bonus (+2 BAB, +5 Str, +1 Weapon Focus), 23 HP (2d8+2, Toughness Feat), also he has a Greatsword.

Barbarian has 18 AC (Armor +4, Dex +4), +7 attack roll, +9 while raging, and 29 HP (2d12+3, Toughness feat), also a Greatsword.

And basically everyone besides the wizard has these stats. We also have a Ranger, Bard, Cavalier and Wizard. Buffed up health, buffed up AC, huge attacks. I don't know if how I can combat this so that the game is fun. Even the players said last session was boring because there was no danger. Any advice on buffing monsters? Specific monsters to use? More Traps? Anything can help.