Sajan

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I am fairly new to the game and have played around with my group and on my own on some low level adventures. I notice as I look through the rule books and Bestiaries that at higher levels the # of attack rolls and the amount of dice for damage rolls can get pretty ridiculous. The spells and FEATS seem to be a lot more complex and time-consuming as well.

Does this bog the game down quite a bit? Waiting for one player to roll 4-5 attacks and then roll dozens of dice for that damage seems like it would make combat take forever. Honestly, it seems like the game gets a lot less fun at higher levels as the attacks, FEATS, and spells get fairly complex and complicated.


So the Fighter gets a critical hit on the Evil Cleric (decapitation-using the iCrit app!) and as a newbie I didn't know what the fortitude save DC was....

After a quick rules search which failed, I made it 10 + the fighters attack bonus. The Cleric failed and died, there was much rejoicing.

What is the actual rule?


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I always like browsing this forum and thought it'd be cool to have a thread to just share some fun ways people have modified the game. Feel free to share as many as you like. They can be simple or complex, who cares! No nit-picking others, it's their house rule, you don't have to like it.

I have a simple one I'll share:

Monks get to have enchanted fists. I want Monks to do bad ass damage with their fists and feet so instead of having to carry around an enchanted Temple Sword or waiting for Feats they can only used a limited amount of times a day. When the Monk finds an enchanted weapon he can "absorb" its power through a ritual (spending gold), destroying the weapon.


I was leafing through it in the store the other day and have looked at it online. It seems it is pretty heavy on Monk feats and what not. Is it a pretty good buy if you use Monks often?


I have the GameMastery Basic flip-mat and was wondering if it would be a good idea to cut it up to use more like my Dungeon Tiles. Has anyone done this? Does it hold up well?


http://paizo.com/gameMastery/maps/campaignMapPacks

I can't find the answer anywhere so I hope someone can help. I am making some dungeon tiles and I really hope they are one-sided so I can paste them to foam board to use with my Dungeon Tiles.


I was thinking about multi-classing my Magus one day. What are some cool ideas for multi-classing. I am just devising ideas for a back story so feel free to share any and all concepts.

I was thinking Inquisitor or Rogues might be a no-brainers, but wanted to hear some other ideas.


So the PCs went into Candlestone Caverns and rescued the captive villagers of the small farming community of Alghast from the Kobold slavers. They even managed to capture Zalsus, the Kobold leader, thanks to some nice grappling by the Monk/Cleric. (BTW- the basis for this adventure was inspired by the GREAT resource "Dungeons of Golarion".

Of the 39 captives freed, only 31 are citizens of the village. The other 8 are random travelers (merchants, bandits, adventurers, etc?). I want to place a possible plot twist or adventure hook in with one or a few of these freed captives. I also can do something with the captured slave captain Zalsus as a plot point.

Before I head in any direction however, I'd like to hear some ideas from you guys.


Was thinking about it and it seems that if a PC is engaged in melee with target A and target B runs by, if the PC turns to take his AoO, wouldn't he open himslef up to an AoO from target A? Seems logical to me. So instead of adding another AoO I am thinking of removing the AoO triggered by passing through a threatened square if the threat is already in melee.

Ideas?


I am about to run a campaign with a Fighter, a Magus, and a Monk/Cleric. They are all starting at LVL 2 so they will be a little more resiliant and so the Monk can get his Cleric level for a very cool character concept he created.

What do I need to watch out for? What are the main challenges for a party with no pure casters? I assume it's easy to just be careful what monster/NPC types I send their way, but I'd love some advice from those who have some experience in building encounters for this type of party.


I was thinking of allowing my Magus to use touch spells (Spellstrike) through his bow to fit a character concept. I would use all the same rules as written except he would be able, at 2nd level to use his touch spells through the bow and not just a blade.

Can you think of any long term problems this might create? We play in a more Heroic high-powered campaign as there are only 3 PCs.


After reading opinions on another thread I am thinking of making a Fighter over another Ranger. I used to always use Rangers partly because the Ranger on the old D&D cartoon was soooooo cool. A bow that shoots lightning? Sweet. I realized that as cool as the Ranger always seemed I rarely got to maximize him as I tended to spend more adventures indoors or underground.

So I want to try to make a Fighter that is a bad ass with a bow and a blade. Medium armor, quick and furious over heavily armored (slow) and punishing. Any tips on creating this type of character?


Just out of curiosity, what are some races or classes or even weapon types or spells that you just never play as or use? I was thinking about it as I looked through the Core Rules the other day. I realized I never have played as a Halfling, Gnome, or Half-Orc. I would like to one day uses a Half-Orc but the Halfling and Gnome have no appeal to me, too child like I think.

I also have never desired to be Druid, Bard, Summoner, Witch, Cavalier, Paladin, or Gunslinger (don't have them in our campaigns anyway). Other than the Bard I have no real cause for not liking these classes, they just don't appeal to me as much as others.

When it comes to other ancillary stuff, I am usually a pretty straight up light/medium armor sword/shield/bow guy. I do like a good battle-axe once in a while but any large/long two-handed weapons are usually not my taste.

Looking forward to hearing your opinions!


Does it provoke an AoO when a Magus strikes and casts? I assume it does but can't find it explicitly stated in the rules, might be missing it.


I was thinking of buying the Dungeon Denizens revisited but are they already all in the Bestiary books? I can't seem to find the info online.


So I noticed my 1st level Cleric with +4 WIS only has 3 uses of Channel Energy and the DC for resistance is only 10, not the 14 it should be.

Anyone else notice this glitch before? Any way around it?


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I am going to do the 1 hp, roll a save versus automatic damage spells with my minions but I was wondering what other house rules some of you have? Specifically, do you use average damage? Ex: instead of rolling 1d6 for a minions short sword damage, it just always does 3 damage.


Very excited to get them, can't wait. I'm looking forward to making some great adventures from them. I was wondering, what have you guys done with them? How did you tie the locations into your campaigns or what adventures did you create?


I keep trying to find good random encounter tables to use but everything I find is limited to the creatures in Bestiary 1.

The lone exception is the Monster database on the OGC site, but that doesn't have an encounter table, it simply sorts monsters from all 3 Bestiary's.

Has anyone found a good one?


Sort of on the fly during our last session I added a sub-plot where someone wanted the Barbarian in our group dead.

There was a cryptic message alluding to him being doomed on the wall of a dungeon they were exploring. Then I had them find a corpse with orders to kill him and after the adventure was over an assassin tried to slay him in his sleep. He barely survived, the mage woke in time to distract and defend him.

So the party is really intrigued by this little sub-plot and now I need for it to go somewhere!!!

They are 2nd level PCs so they have little back-story, the Barbarian player has very little details in his past so the script is pretty much wide open. So I am interested in hearing some ideas. Who did he piss off and how?


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Not that I think combat takes too long but I am always willing to learn new tricks.

I am going to try the great and fantastic Combat Manager this weekend to speed up initiative and damage tracking. I also am using the Gamemastery Condition Cards to cut out the need to refer to the rules for conditions, and I've pre-loaded the PCs spells to a great app (simply called "Spellbook") so I can find spell effects in seconds. I also printed out a copy of the SORD to use for quick reference if needed.

I feel I have a lot of bases covered, but like I said, I am sure others have thought of things I haven't so please share your tricks.


Specifically the Plot Twists, Chase, and Condition Cards?

I love the Crit and Fumble apps and don't want to buy the above decks if they are going to be available soon on my phone.


I am wanting to run an adventure before I start the Rise of the Runelords anniversary edition AP. Which of these two would you recommend? Looking for a pretty straight-forward dungeon crawl and these two seem to fit the profile.

Any suggestions?


All sound awesome and get great reviews and fit the style and type of adventure I like to play. So....I guess I'm looking for any persuasive argument one way or the other. Rise of the Runelords is coming out as a complete set this summer, correct?

Do any of them demand that you use the Players Guides and create characters just for the campaign or can you use existing characters?


So my PCs fell victim to a Gray Ooze, one of them reduced to 1 HP. They had just finished a combat encounter and were moving through the dungeon when one stepped right onto and was was grabbed by the Ooze (he is the one that was reduced to 1 HP). They decided to run past it, which was possible due to their speed and the space available to run around it.

I know it has no intelligence but would it try to follow them anyway? They went to an adjacent cavern to rest and heal, about 60' away and we ended the session. Should I have the Ooze follow them? I am leaning towards not doing it but wanted some input.


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I am trying to give advice to a PC and we are all new to the game. I have seen Silent Image is a great spell to have, we just don't know why. I feel stupid asking but how is it used? What makes it so great?

I already anticipate slapping my palm against my forehead and saying, "duh, I should have thought of that" as I read your responses.


I am trying to give advice to a PC and we are all new to the game. I have seen Silent Image is a great spell to have, we just don't know why. I feel stupid asking but how is it used? What makes it so great?

I already anticipate slapping my palm against my forehead and saying, "duh" as I read your responses.


After much debate and changing of minds we have come up with:

Ranger, Fighter, Wizard, Magus, Monk....that's our group.

What is the best way to compensate? I know characters could multi-class but at low levels we want to avoid that for a little while and try to make up for it in other ways.

The Ranger or Monk could buff up Perception for trap finding, that's make the most sense. We aren't above using some house rule tweaks, playing a Sky-Rim style game where one or all of them have a "Healing" spell but I wanted to ask for other ideas before we settle on one.


I am pretty new to the game and wanted some advice from long time players. I have played RPGs since the early 80s but took a looooong break and am now getting back into Pathfinder. While I have a good understanding of what each class "is" I am not sure within the game mechanics, especially long term what advantage each class might have over the other.

So help me decide, Ranger or Fighter? I want to be able to use a bow well, play as a half-elf and be effective in melee but more so with the bow. I like the idea of possibly multi-classing later on in order to use the Arcane Archer class.