NineHostages wrote:
Any adventure is bad if: 1. the players are not interested2. you are not having fun You cannot really predict on how the players will personally react to the adventure until you start it and play a few sessions with it.
Unlike bows and arrows, guns are more problematic.
If a gunfighter keeps his gear at his belt, his powder and wadding in leather sacks that are not water proof, and he jumps into a swamp or river, he will face some problems with his firearms.
Title or rank does not mean actual ability level. Depending on the player, some powerful ones can be humble, while others can be boastful. It really depends on the player.
Outside of using glitterdust spells, if you suspect an invisible assailant(s) attacking you in melee.
This of course does not work if they are of flying sorts.
pocsaclypse wrote: In the homebrew game I'm playing, we have a persistent enemy who likes to fly around and hit the party with a magic missile massacre. Any flier can be brought down with ranged attacks, both magical and mundane. The only danger this enemy has is its spells which can be thwarted by any means to break its concentration and to dispel its spells.Any flying swarm, small or large, can or hinder spellcasting.
HangarFlying wrote:
People will either name their character based on: 1. the profession; or2. their appearance; or 3. their reputation; or 4. their real name. Varisians reminds me of gypsies when I read into their background and stuff.
Better to ask with wishes on how to help your quest than to ask for the item itself to shorten the whole planned storyline.
Bringing the bard back is a generous thing.
The wish does not specify the spontaneous creation of matter (mundane and magical) as one of its 'normal' functions.
So doing a wish involving bypassing the defenses of the vault without the scepter, or to outright have the necklace or scepter may not be so safe to wish for. The wizard that wants a magic items or regaining memory or immortality is again beyond the "normal" functions.
Dijkstra wrote:
Devils are subtle exploiters. They are excellent orators.They know how to find out the weaknesses in people. They use that knowledge to exploit. They are not pushy or in a hurry. They will give little each time to make the PC feel they can accomplish some but not all without some aid. What the PCs ask for is not always apparent but it does slide their alignment closer and closer to evil in the long run. The devils are drug pushers and their help is a drug. Immortals have all the time in the world to wait. What are the goals and desires of the PCs?
Cass_Ponderovian wrote:
Essentially in a low or no magic game, I assumed that technology could be more present in this world. Kind of like the modern era.Connection to Pathfinder's version of the Weave has diminished or been completely blocked. The populace now concentrates on evolving what they got that is mundane into more sophisticated items of technology. Weapons, gear, travel, etc. I would play a more modern type of character.
dunebugg wrote:
Gods feed on the life force of its worshipers through their faith. If the populace cease the worshiping, then the gods will eventually cease to exist.A newfound discovery which prompts an increase of the technology level that evolves into a utopian society based on this discovery.
The gods are tired of its mortals and decided to do planetary genocide. A new deity has come forth, more powerful than the existing gods, its sends its messengers to spread its words among the populace.
Thank you for all of your suggestions so far. Further information to note: I will come in level 5.
I see Erastil cleric, an archer ranger and druid being most mentioned. Open to your suggestions on builds. Thank you again in advance!!!
Mageye wrote:
I would suggest the Player's handbook, Bestiary and GM Guide for starters. The Advanced guides are optional.What books are allowed is up to you as a GM to decide.
Frederic wrote:
If the party is starving, and the only sustenance is flesh from the dead, I do not see cannibalism for survival as bad. I can even see paladins doing it but probably going for atonement afterwards.If the humanoids are being sought for their flesh to be consumed, then that is different.
The group has three characters:
Typically I would play anything I desired to make at the time.
Thank you all in advance for your help!
Seranov wrote:
The price is meant to address both monetary and prejudice. The tiefling "popeye" may not get good responses by people because he is looking like a freak and may not have anyone sell or make things for him.Depends on the GM of course, but the possibilities are there compared to a normal looking tiefling. If you looked different from the normal type, would you be widely accepted in all places you go?
mplindustries wrote: Personal experience is the worst judge of these things. You could be a better player than the others, for example. If you are good at making characters and everyone else is bad or even just average, you will outperform them regardless of class. My previous response here is based on the OP statement. 15 years is a long enough time to know the ins and outs of a rogue if the player only rolls rogues as PCs.Even if one plays 1 time per month in 15 years, that is 180 sessions of playing a rogue. Plenty enough time to figure out to quit rogues if they suck or are obsolete. mplindustries wrote: Sneak Attack is a weak damage mechanic. It's only, effectively, 3.5 damage every two levels, and only in very specific circumstances. It doesn't multiply on a crit, and Rogues have trouble hitting, as they are the only 3/4 BAB class (other than monks) that don't have a built in mechanic to raise their attack bonuses. True, however it still works and it still kills mobs. There are more classes created in PF to make core classes seem not so good, and they all can be named...however base classes still work fine no matter what.If the GM was to say only allowed classes are in core rulebook, then your explanation is moot since the classes you compare are in the APG. Not my intent to flame you or start something.
Roberta Yang wrote:
Love the avatar of yours. I did not say Pathfinder for 20 years...meant D&D for 20+ yearsRogues sneak attack in both D&D and Pathfinder so they are similar. With enough levels, you can get the high level features even if you multiclass, unfortunately you might have to play for a very long time to get them.
Byrdology wrote: If you had a tiefling with large sized arms, could he dual weild mithril greatswords at no extra penalty? Large arms with a medium sized body will not alter equilibrium and balance of the body when using a large inertial weapon. Strength may reduce the penalties better than a weak person, but balance is still required nonetheless.
You are the GM
He is a player
If a game is played and events takes place based on actions by the players, then it happens. Make a general ruling.
At any time, the player could have re-checked his dex and bonuses during the event. I re-check to make sure if I am going to be suffering massive damage.
Unfairness is showing favoritism
This player is just mad that she did not spot the error in time
Once you give chances to people like him, he will continue to do it again seeing that you can be pushed that far to give.
So do a general ruling of appeals in same game session, stats and actions are on the player's responsibility not yours.
Sertorias wrote: The problem I'm having is that the dungeon goes well, until the boss. He has a perchance for these ridiculous bosses that we can't hope to beat. We had to fight a level 5 paladin, who was half dragon, using full plate and a tower shield, and had a large weapon. we are level 3. We had to roll a perfect 20 just to hit him, meanwhile he has +17 to hit and can nail us on a 6 or more for nearly 20-25 damage a pop. We should have died but he redid the boss mid battle. He is telling me that it was an epic fight and we should have been able to win because he was party level +4 and that is what the book said to use but I have no idea where he is getting those numbers. Is he right? If the number is EPL +4 then yes I suppose he would be but I don't think templates work that directly with class levels. 1. Like previous posters stated, maybe there was something that your party missed that would give you people an equal footing vs this boss. 2. Most armor does not protect vs magical attacks or splash weapons.
3. A hand to hand combatant is good as far as his weapon and his reach.
4. The most powerful characters are not melee, they are the magic-using classes...make sure the casters know they can do the most against a melee boss.
In 20+ years of my experience, rogues do not suck in combat.
Also, better to stick to one class or at most two classes to gain a decent progression in saves and BAB.
Rogue/Fighter: keep it at two of them
Vod Canockers wrote:
Old but good tactic, had done that sandwich pit combo when I GM'd AD&D over 20 years ago.
Like any land-based mob, barricades are used to slow down a creature.
There was a villian in an early X-Men comic called UNUS.
Same principle.
1. There are campaign rules on firearm technology in the main book.
2. Gunfighters are good characters depending on feat and skill selection. 3. Adding ranks in Knowledge skills to increase his monster lore would be helpful. Sees monster, does his monster lore, knows weaknesses.
4. The other alternative route would have been if he chose Spellslinger which is a mage that buffs his gun or shoots spells through his gun.
5. Rogue levels add sneak damage to his gun damage. 6. Treat gunfighters like archers in terms of feat selection.
DMasterE wrote:
This monk player needs to think before he acts. Evil characters can still act like a "good" character.That is the beauty of evil. You can stray from one end to the other. Unlike good, which cannot do this. His method may not be widely accepted or liked by his teammates.
Eventually he may need to leave the group at some point in time because of his convictions.
PaintedDeath wrote:
I would not increase the number or power level of the mobs against the party or the paladin. The rest of the group is not super-powered like the paladin so they should not suffer overwhelming challenges because of one player. To handle the OP, you need to utilize challenges that will challenge the paladin without killing the rest of the party. Paladins are both combative and spiritual/moral characters.
A charmed mob are not evil despite the mind controller's alignment.
Discover weaknesses.
Framing a paladin for a false crime is heavy.
Guile and subtlety will kill all sorts, even broken characters.
At 3rd level:
magic weapon = 3 minutes for +1 enhancement to hit and damage
With a set of nonmagical weapon and armor:
That is a pretty decent buff for a 3rd level
1. "Captain" is a openly-disputed rank, does not make one a leader of the group unless the party agrees to listen and to obey him without question.
2. Captain needs to realize people do not listen because he has not shown enough to have his men respect his authority and judgment.
2. Game is about roleplaying...not personal 3. If intimidation, bluff and diplomacy rolls are used to affect PC to PC interaction, that defeats the roleplaying part between PCs.
ZetaGilgamesh wrote:
Hi Zeta: My wife and I would be interested in joining a good gaming group.
Please let me know.
Have yet to play Pathfinder, this weekend will be my first session.
I am looking at different options to get into Shadowdancer.
Straight rogue will give me 3d6 sneak dmg. A level dip into Bard gives me unlimited cantrips and a few 1st level spells that can compliment my rogue skills. Monk levels can help me out on saves and give me a few extra feats that I can use for the rogue. Opinions on which way to go?
About Marcos DeAngelisName: Marcos DeAngelis, CG Human Fighter 3 DEFENSE
OFFENSE
STATISTICS
BAB 3 CMB 7 (9 bull rush) CMD 19 Feats: Dodge, Power Attack, Shield Focus, Toughness(b), Skill Focus (stealth)(b), Stealthy (b), weapon focus (longsword), Improved Bull Rush SQ: Skilled, Favored Class (Fighter, HP) Skills: Climb +6, Intimidate +6, Handle Animal +5, Knowledge (dungeoneering) +5, Perception +8, Profession (soldier) +5, Ride +4, Stealth +6, Survival +6 (ACP -4 factored in) Traits: Conspiracy Hunter (Perception), Armor Expert, Child of the Crusades Combat Gear: Alchemist Fire (5), Acid (4) Gear: Breastplate, Heavy Wooden Shield, Adamantine Longsword, Longsword, Morningstar, Dagger (2), Javelin (6), longbow, cold iron (silver blanched) arrows (20), lance, masterwork backpack: backpack: bedroll, belt pouch (2), fling & steel (2), iron pot, mess kit, rope (100’), soap, torches (10), trail rations (19), waterskin (2), candles (2), chalk, hammer, pitons (4), hooded lantern, oil (5), sacks (2), tindertwigs (4), crowbar, a clay mug, two fishhooks, a flint and steel, a sewing needle, a signal whistle, string (50'), thread (50'), whetstone Spare Warhorse: 800 lbs (80 days) of horse food, 60 lbs of rations (split amongst the party & spare horses) Coin: 40 pp 30 gp 24 sp 10 cp
Carrying Capacity: Light 116 Medium 233 Heavy 350 Lift 700 Drag 1750 Background: Spoiler:
Elite Imperial Veteran (3rd Scout Detachment – Eyes and Ears) [i]Stealthy & Skill Focus: Stealth (Profession: Soldier, Stealth
Marcos DeAngelis is the last scion of a small, rather impoverished noble family. His father, uncles, and as many generations back as the genealogies go, all the men of his family, have served faithfully as soldiers and scouts for the empire. This has not left much time to settle into the more profitable and safer life of a farmer or merchant. Many of the other houses look down on the DeAngelis’, both for their relatively unfashionable dedication to the public good over their own, as well as their relative poverty. The DeAngelis land consists of 40 or so acres of farm and woodland, north of the crossroad town of Woodbridge. Their home is a modest, but secure fortress of stone with a wooden palisade and watchtowers overlooking the nearby fields. Marcos has served himself for only a few years, but has proved himself an able scout and dedicated soldier. He has been allocated to the 3rd Scout Detachment, where his fighting skills, knowledge of woodcraft, and watchfulness has become extremely valuable. Marcos has even been selected as assistant squad leader for his last few missions. His natural paranoia and attention to detail saved the squad from at least one potentially fatal ambush, while spotting targets of opportunity and weak points in advancing forces readily. As of yet, Marcos has not been wounded in battle himself, although he has seen several friends and fellow soldiers felled. Whispers of a person or group gathering forces to itself, including some of the rumored spell casters and other exotic warriors have permeated the army. Marcos, being of strong mind and constitution, as well as naturally cautious mien, was fed some of the details of this summoning. Whether those details were intended for him or if he only came about them by chance, he doesn’t know. He knows better than to trust to coincidence, though. Marcos put in for an extended leave of absence from the army, which was surprisingly granted, packed up his gear, and headed for the meeting. He looks forward to finding out more about this mysterious benefactor, and plans on ensuring he acts for the good of the Empire, or not at all. Woodbridge: Spoiler:
Woodbridge lies west of Hereuth, about 200 miles to the north of Marthos (the Imperial Capital) the region is hilly, heavily wooded with a few genuine mountains, and has a real tradition of service to the Empire Rumors: Spoiler:
1)maybe someone else wouldn't have noticed but you did because you new several of the victims (and your convinced they are victims) personally. 10 men and women who all worked in the capital 25 to 50 years ago all died suddenly after visiting The City of the Storm King or The Isle of the Great Library during the last 20 years. No one else is convinced that anything strange is going on but you are.
2)D'reck Smith was your boyhood best friend, when he started displaying the signs of magic when he became a teenager everyone was so proud. The finders took him away and the letters started coming home every month. They talked of his classes and training and later of his assignments, about how there were so few mages that) the empire couldn't spare the time for a visit home. One night you mentioned, D'reck to a combat mage comrade of yours, a man you knew had been to the schools at the same time as D'reck's letters said he had been there. He didn't have any idea who you were talking about. The next day he told you to forget about D'reck and the day after that your battlefield friend was dead, killed by a bolt of lightning on a perfectly clear day. The day after that your squad was sent on a suicide mission, and you were missing and presumed dead for three weeks. |