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MinisculeMax's page
35 posts. No reviews. No lists. No wishlists. 1 alias.
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Long story short, my personally crafted world is more or less destroyed and a few hundred years later my PCs start anew.
Due to some interesting events, half of the tiny amount of the world's occupants that remain are mindless or intelligent undead.
Does anyone know of some interesting homebrew or maybe even a by-the-books way of making an almighty disease that affects most creatures, including undead? I saw that under the disease templates the "Magic-Resistant" template made it to where the disease affected that had immunity to disease, as long as they had constitution scores, which obviously undead don't have.
Any ideas on something i'm missing or on something that I can make?
Ideally i'd like the disease I make to be pretty nasty to start out but get even worse in time. Preferably powerfully arcane/divine in nature.
So, a little trouble i've always had, at least what I feel, is distributing wealth properly to players, just because tables i've encountered confused me a bit.
There are tables which refer to players having a gold value in treasure per level, so let's use level 2 as an example. The Character Advancement table says that players at level 2 should have an average of 1,000gp, assuming it's a mid fantasy setting.
Is this table claiming that each player should have a personal treasure value of around 1,000, or that the party as a whole (assuming the average of 4), should have 1,000 in total?
If it's the former, my players have always been quite under armed.
This is obviously a problem because this is either claiming that the party as a whole should have 1,000 gold, or that each individual member should have 1,000 gold, the difference is massive.

I know that this entire account has been all questions and no help giving, but all of this is so I actually know the game i'm hosting since i've never been taught my self (of course i've read the book, but lots of things can be forgotten or not mentioned). In good time i'll be trying my best to pay the respects forward, but I need to know the game well enough first.
I've recently just begun creating genuine dungeons with things such as portcullises, which is where i'm having a problem (as I always do)
So your average DC for lifting a portcullis is 25.
I take it that you can "Take 20" on this, but even if you've got the usual starting max of 18 STR and you take 20 on a STR check (assuming you can, i've just started using the take 10, take 20 systems and I don't fully know what's applicable), you still only get 24. So how does having someone else helping you, if at all possible, come into play? Can they both "take 20" or "take 10" to get a combination of 25 or over to lift this portcullis?
What would be some other examples of helping out on ability checks if there are any? I'm still trying to learn this all from scratch and I keep either missing information or not retaining it from the books.

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Hey everyone!
I've been doing a 1on1 session with my friend recently, and we've recently gotten into building a stronghold for him.
The Pathfinder sessions I hold for either my friend or for other groups are always a mixture of Pathfinder and D&D 3.5e, so we used the Stronghold Builder's Guidebook from 3.5e.
After some in-depth and time consuming choosing and customizing, i've only run into one problem, and it's not that big of one.
The stronghold, which is essentially miniature thorp populated by soldiers surrounding a keep, embedded into a mountain, has access to a nearby Iron mine, this was determined during the creation of the stronghold from the book.
My question would be as follows:
For a level 12 player who owns a 120,000 Gold keep which is in sole control of an Iron mine, what would you feel is the appropriate income a month for such a mine?
How would you properly implement this mine without making it into a cardboard cut out taped onto the side of a mountain?
I've been scouring the internet for hours looking for some nice management ideas for things like this, but I just can't seem to find anything. Maybe Paizo has the exact book I might need and i'm just missing it, i'm not sure.
So after looking through all of the books I can't seem to really find info on making unique magic trinkets or items.
For example, if I were to make a mace that was to shine light as if imbued with the "light" spell forever, how would I figure out the cost and level area for this?
If i'm missing certain resources, please tell me where to find them, if not, tell me how you do it.
EDIT: By the way, I mean creating as in a DM sense of creation, as opposed to creating these items as a player, thanks!
So after looking through all of the books I can't seem to really find info on making unique magic trinkets or items.
For example, if I were to make a mace that was to shine light as if imbued with the "light" spell forever, how would I figure out the cost and level area for this?
If i'm missing certain resources, please tell me where to find them, if not, tell me how you do it.
So, for the Ankheg attack it says "Damage+Acid+Grab"
Is this grab an auto grab, or does a roll need to be applied?
Along side this, the CMB reads "+7 (+11 grapple)" does this mean +11 while grappling, adding this onto the +7, or what?.
[IMG]http://i1297.photobucket.com/albums/ag23/Ministermax/Akneg_zpsa17cbec8.png[/IMG]
^Clueless as to how to post a proper photo on the Paizo forums, sorry.
As i've said in previous threads, i'm amateur at best when it comes down to DMing.
I'm a relatively new DM (I've been DMing for around a year now, but i've just got into doing it "properly) and i'd like all of the advice you can throw at me, silly or serious!
One of my favorite things about D&D, Pathfinder and games of the like, are all of the discussions, styles and info on these things, and there are always the people who love talking about it whenever they get the chance, so tell me everything and anything!
Hopefully this thread is allowed.
I'm currently DMing a session where my PCs and I are at a little problem.
My PC is currently on horseback with an PC who is currently knocked out on the horseback, and is confronted in the middle of the road. The person who is confronting them has a very good idea that they were doing something (just making it short), and wants to take them in.
My PC wants to sprint away on horseback, with would be 50x4 feet, making a total of 200ft, the character confronting them had a shortbow on his back, PCs are arguing that, without an initiative roll, 200ft away from a shortbow renders it useless, but I aruge that, with initiative, and him winning it (which he has) he gets a shot off before they even get running.
How does this work?
You decide the fate of my PCs

I'm a relatively new DM, and started in quite an odd way. I started off watching RollPlay made by itmeJP on YouTube, and quickly after started watching Neil Erickson, who does D&D 2E. So, naturally, I wanted to play, but due to lack of other DMs and lack of interest in others DMing at the time, I took it up my self, using an odd Hybrid of 2e, 3.5e and pathfinder.
Now that I know what i'm doing a lot more (and still barely know what i'm doing, it's funny how DMing works), and can focus on single styles IE: Pathfinder, I have some very annoying problems.
For 1: How do I pad stuff out, even if ever so slightly? I mean... if a player gets a mysterious magical item, what is there stopping him/her from just finding a mage and paying them a lump sum of gold to identify what that object does? This applies to many things, not just magical items. Whenever I DM it seems like the players aren't too interested in going into super amounts of details on things, aren't interested in crafting or exploring towns (or anywhere, for that matter) and only seem to enjoy finding jobs for people to give them. Obviously, with the lack of exploration, deep and extended conversation, crafting, shopping and so on, the sessions start to turn into a waiting game for the next encounter, how do I stop this?
I have more questions, but i'd like to see responses on these things first.
Also, i'm very interested in speaking with experience DMs, either via forum, PM, Skype or something similar.
TL:DR - I'm a s$$@ty new DM who can't find a way to stop players from changing 4 hours of stuff into 30 minutes of stuff

I'm a relatively new DM, and started in quite an odd way. I started off watching RollPlay made by itmeJP on YouTube, and quickly after started watching Neil Erickson, who does D&D 2E. So, naturally, I wanted to play, but due to lack of other DMs and lack of interest in others DMing at the time, I took it up my self, using an odd Hybrid of 2e, 3.5e and pathfinder.
Now that I know what i'm doing a lot more (and still barely know what i'm doing, it's funny how DMing works), and can focus on single styles IE: Pathfinder, I have some very annoying problems.
For 1: How do I pad stuff out, even if ever so slightly? I mean... if a player gets a mysterious magical item, what is there stopping him/her from just finding a mage and paying them a lump sum of gold to identify what that object does? This applies to many things, not just magical items. Whenever I DM it seems like the players aren't too interested in going into super amounts of details on things, aren't interested in crafting or exploring towns (or anywhere, for that matter) and only seem to enjoy finding jobs for people to give them. Obviously, with the lack of exploration, deep and extended conversation, crafting, shopping and so on, the sessions start to turn into a waiting game for the next encounter, how do I stop this?
I have more questions, but i'd like to see responses on these things first.
Also, i'm very interested in speaking with experience DMs, either via forum, PM, Skype or something similar.
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