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TOZ wrote:
Commoner.

Actually commoner with its lack of skills and competance (even the lack of a maximized first hit die) really makes them one of the most difficult, if not THE most difficult class in the game to make a PC out of.

I do not recomend Peasent :p


If I did anything that was Beginner Box compatible I would do my best to keep the module within the resources of the beginner box while adding a few new items or a new monster here and there. I would not center it in Sandpoint, but I would have my own town or towns that you could easily place near sandpoint in your own world. For the most part I would keep the writing to the nit and gritty part of the adventure, the dungeon delve and such, as to give GMs maximum freedom.

In order to do any of this though I need to know how to fomatt modules, or rather how people like their modules formatted.


Hideously Deformed wrote:
I would also be VERY interested in adventures, but maybe on a slightly more advanced complexity then that presented in the BB. Those adventures were clearly--and understandably--written for young adults. I'd prefer adventures with just a LITTLE more meat on their bones.

By "Meat" do you mean a degree of maturity? Or do you just mean overall complexity in encounters and so on? While I myself favor more mature games I understand that many people who use the Beginner Box as a primary source are often GMing for younger players.

Also, would anyone know a good, open licence module format that I could use to make them more accessible?


Thank you very much Mr. Wertz. I appologize if I sounded abrasive in the post (after rereading it I can understand why one could get that impression) but I was really just trying to understand the rules. Thank you for the link =) I had a really hard time finding it for some reason.


Hello folks, I'm an experienced GM hoping to gain some more experience by writing modules. While I was going to begin writing modules for a world of mine that I'm not set to GM for a very long while, I noticed that a lot of people on these boards were calling out for modules that could easily be run using the Beginner Box set. Is there still a large demand for this? Who would all be interested in a few simple adventures and maybe a simple town or two to center them around?

In addition I need to know exactly what I am allowed to write and put up here. It is to my understanding that Paizo has taken down several links and posts due to copyright infringements. While I will be using mostly open gaming liscence components, I want to make sure that posting modules and such either on this site or my blogg will not cause trouble.

Also, how do I get an avitar picture? I can't seem to figure it out no matter how much I toggle.


Thank you very much =D. I'm trying to teach a few new players and this will come in mighty handy.


I grant all of you awesome parents out there +500 Exp for good parenting ^_^.


This is pretty much the best advice for dealing with all Pathfinder questions. ;)

Sometimes the simplest advice is the best :p.


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Time should never get in the way of the enjoyment of the game. There are several charts that can be found based on travel time, which is the biggest time issue that i seem to encounter. But the average human walks 25 miles in a day at a leisurely pace if that helps.

Never spend too much time on time (pun intended), Pathfinder is a game of fun and adventure.


1) A bandit leader who steals to support his men, all of which are victims of the state in one way or another.

2) A goblin tribe leader determined to rule the entire kingdom under his name, but must kill all “human things” in order to do so.

3) A hobgoblin slaver that deals specifically in the sex trafficking market. He is infamous for cutting the hands off of his captives, for they “don't need'em where they're goin'”.

4) An ogre matron that believes consuming the flesh of warriors makes her stronger.

5) A master trapsmith, it is said her traps are rivaled by none.

6) A deceptive assassin who's name is unknown, and who wears a mask every-time he is seen. No one knows what is under the mask.

7) A Wyvern that used to steal sheep from shepherds for food, but since the townsfolk have put up measures against it, it has instead been forced to pick off travelers on the trade roads.

8) An insane alchemist who has a penchant for stitching lifeforms together and who believes all should be one.

9) The commander of a giant citadel that walks on humungous animated spider legs.

10) A mage who has made a blood pact with an otherworldly horror. By consuming the brain of other arcane casters, he or she may immediately learn their spells.

11) An intelligent weapon that constantly appears in the hands of the villains the PCs are fighting.

12) A giant spider that happens to be incredibly intelligent and scheming. She seems to be after a specific magical item.

13) A shapeshifter who has assumed the role of a person in a seat of power.

14) A cult trying to resurrect a god or entity that the players have never heard off. No knowledge religion checks seem to attain information.

15) An entity that is split in two, and requires a magical item or spell to be made whole again.

16) A member of a long dead and dangerous race who is seeking out a way to produce offspring.

17) A fire elemental that must burn souls in order to continue its existence.

18) A dragon that becomes obsessed with one of the PCs of an opposite gender for unknown reasons.

19) A PC's shadow that attempts to return and kill him or her at inopportune turns.

20) A beast that knows no equal within the region that has begun hunting down hunters.

21) A lich attempting to find his phylactery.

22) An undead hive mind that wishes to exist more fully, and thus must make more undead.

23) A corrupt official that has unsightly tastes for torture.

24) A cultist that believes he can achieve immortality if he consumes enough “pure” hearts.

25) A troll that kidnaps children and raises them as its own. The children that have grown old enough see it as a parent.

26) A religious cult of murderers that believe all who they kill receive entry into the afterlife sooner, a blessing compared to the world they must live in now.

27) A wraith that is the spirit of one of the player's relatives or long lost friends.

28) An orc rapist that is trying to create the perfect offspring.

29) A warlord that has supposedly been made immortal through diabolic means. It is the warlord's goal to unite the kingdoms as one.

30) The animate dream of a sleeping titan of earth and stone. The titan is so large that if it wakes the world will break beneath its footsteps. It wants to wake up, and its dream is attempting to do just that.

-Please credit if used on the forums or other site. I am attempting to get my name out there =) -


TOZ wrote:
I just remove alignment.

How do you handle spells and classes that are intricatly dependent on the alignment system then?


Before I start I must say I have nothing against paladins or people who wish to keep the alignment system black and white. I however have an issue with the simple ideals that alignment presents, for I believe it to be in most cases fickle and false at best. Alignment has done nothing but get in the way of my games, and has even caused entire party disputes on more than one occasion. The eventual question is simply "What is good and evil?" and since I am a mortal being I do not have the power to answer this question readily.

I know that the easiest way to do this would simply be to pick out an ethos and use its ideas of good and evil. The Pathfiner cosmology is pretty black and white (granted, more gray tinted than most tabletop games) and I have been using that for quite some time. But the clear cut dualism really has begun to bother me. I dont believe in good and evil being as simple as black and white, and I also dont believe that any mortal human has the ability to judge acts as good or evil. With that I would like to propose a different way to handle alignment.

So a ranger's favored enemy only works against one type of creature, as does several other abilities (detect undead, etc. ) and yet they are not labeled as "underpowered". The biggest issue with altering the alignment system is that it will statistically effect the game, for smite evil and detect (alignment) spells work pivotally on this function. But what if the paladin's smite was limited only to the "super evil" creatures that are listen in the ability (Evil dragons, evil outsiders, and undead) with maybe a few other types thrown i based on session or belief system (for example, the god of dwarves may allow his worshipers to smite goblins regardless of alignment). In a similar way, detect evil spells would ONLY work if something actually has an evil aura such as an undead or evil outsider. In addition to these creature types, any priest of an opposed religion would also be considered "evil" for the purpose of detect spells and smite abilities.

Now this may seem like it hurts paladins, and it does, but not as much as many would think. The paladin will be significantly gimped if the Game Master does not use enemies that he can smite on a frequent basis. But in the same breath one could say that a ranger's favored enemy ability is worthless if the game master enver throws the party against creatures that are on his list, and entire classes can be made worthless if the GM does not put specific encounters for them to be made useful (Skill Monkey Rogue comes to mind). What I am trying to say is that any GM worth his or her salt would be able to make a paladin seem just as awesome and badass as he has always felt in any other campaign.

I am posting this here to hear from your input. I understand that altering this mechanic has dire consequences, but in my group leaving it unaltered could have the same consequences (AE: no group staying together). This system is made with a more ambigous setting in mind.


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I would suggest, if it is difficulty you want, to not change the rules but instead include specific recipes for each item. Like the PCs have to actually find what it takes to make the item instead of a solid GP value. You can balance this by replacing some of the found loot on the loot table with the recipe items in question. It would take finesse and work but that would solve almost all your problems without having to change the rules.


So I am working on starting up a new campaign and I need help. The world is homebrewed entirely, but most of the rules are the same except for that I am capping the level off at 6 (much like the E6 system in d20, I have already done a lot of numbers crunching and it is balanced).

I want to create a magical item that will loosly string along my players on a set storyline, but still leavnig a lot of open ended oppertunities to do what they want to do. I do however want the item to have tangible benefits and negative effects (I was thinking that something is after this item). I need help creating a magical item that would have effects that are interesting so that it is unique to the campaign.

I'm sorry if the thread seems very open-ended, but I seriously only know that and that is it. I know for a fact I don't want the magical item to be a piece of equipment like armor or a weapon. I was thinking a ring, amulet, etc.