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Thanks for the answers, this helped a lot. I did read through the Core Rulebook, but to me the explanation was vague. When you level normally then you "apply" the new scores, when you multiclass you "add" the new scores. English isn't my first language so you can see why this can be confusing.

But now I know how to do it thanks to you guys. Cheers!

Edit: Still the rage part is a bit foggy. The rulebook says: "At each level after 1st, she can rage for 2 additional rounds." Since they don't say "barbarian levels" it would mean that the rage increases even with other classes. The previous sentence talks about barbarian raging though: "Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier.", so am I supposed to assume that although they only say "level" in the first quoted sentence, they actually mean "barbarian levels" and that the barbarian rage-time is increased only by barbarian levels, not the overall level?

Phew!


New GM here and I have a 2nd lvl Barbarian who wants to take some Ranger levels.

Now, when calculatit BAB do the bonuses stack or do we take the lower one from the list? The level 2 barbarian has BAB of +2 and 1st lvl ranger +1. So does the multiclasser get +2 (the higher from the barbarian) or do they add up for +3?

What about the saves then?

Also when calculating barbarian's rage, do the ranger levels count or only the barbarian levels?

And the class skills. Does the character have the old profession class skills active or do they change according to the class?

Thanks in advance, this is very confusing...


bigkilla wrote:
There is a chance for players to find out info on the Runewells in book 4.

Awesome! That was exactly what I was hoping for. So for now I won't give them any more spesific info. Big thanks mate!


My players are soon going see their first Runewell. Now I'm wondering how much do an average hero know about the runewells and if there's info available through research in Sandpoint (or Magnimar)?

My guess is that since the runewells are from Thassilonian magic items no one really remembers anything of them and their use. But is there info available in the Sandpoint library or somewhere else? Since it seems they play a big part in the story it is important to know whether I just describe it as a "magic well of evil" or something more accurate.

I only have Burnt Offerings and Skinsaw Murders so far as I'm waiting for the compilation to come out. I understood from the forums that in the later parts of the campaign Karzougs presence will be bigger and probably the runewells and their use will be then explained more and maybe the player will count 1+1 what the "magic well of evil" was. Is this correct?

And then there's one more question:

Plot spoiler:
Oh, can someone also spoil why are the characters going back to the Catacombs of Wrath later on? I remember reading this happening from somewhere, but can't remember where.


Again thanks for the help. I have absolutely no problem giving extra XP for roleplaying and good deed to keep the characters on suitable level. Also wealth level is shouldn't be a problem as I can just add some coins and treasure here and there if needed. Or is wealth level something I should really look into game rules wise?

My concern is to know which encounters in Burnt Offerings are such that the characters will die if not leveled accordingly. I was thinking of giving lvl2 after Glassworks unless Tsuto is going to be too much to handle for four 1st level characters (Barbarian, Cleric, Rogue and Monk)?

Does the following sound like good advacement rate:

2nd level after Glassworks
3rd level after Catacombs of Wrath
4th level after Thistletop

I'm thinking of using the fast advacement to keep the ball rolling and tweaking the XP awards as needed.

Cheers!


Had our first session today. The four heroes fought off the Goblin assault bravely and saved the day. Yay! I printed out some battle maps for the first encounters and everyone seemed to have good time. I did have some slight rules issues as I didn't have time to read all the exact combat maneuvers and didn't have Pahtfinder conversion for the warchanter. All the players rolled very well (4d6 drop the lowest) for their characters, so a normal goblin wasn't really any real threat to them (high AC's). The commando put up a fight and almost killed the cleric, which was nice.

Now I'm wondering how should I award the experience to the players. It seems that if the first part of the AP is supposed to take the characters to the 4th level, there just isn't enough experience there to be awarded if I go by the book. I certainly could run some extra stuff in between, but at least for now I'd like to stick to the story as I want to get to the meat as soon as possible. According to my calculations the first three encounters give four characters something like total of 600 experience. I was thinking of giving them 200 extra for saving the city, 200 for playing their characters (nothing super, but just to award the effort) and 300 if they write the basic personality and history for the character. With fast advacement that would mean that they gain a level, which I think would make the players commit to the game even more.

Still I'm afraid that giving the players level already will break the upcoming encounters. Does anyone have any insight on this? Which advacement table should I use? And what is a perfect advacement speed for the group so the first part of the AP feels challenging (today really wasn't) and in the end of the AP the heroes reach 4th level.

Thanks for your help. The game is great and fun it just has some things I need to get used to in order to make things run smoothly.


Very nice. Yes, I meant campaign traits. The ones which help the players to flesh out their characters. I'll check out if I get Advanced Players Guide and let the players choose traits from there. I think any carrot I can wiggle in front of the players to flesh out the characters is very helpful.

Cheers!


Hi all.
We're starting off RotRL next sunday and there are some things I couldn't find an answer for here on the forums.

1. I understand that Paizo made all the D&D 3.5 --> Pathfinder conversions of RotRL disappear because of the upcoming campaign book. I am planning on getting the book when it comes out, but since we wish to start right now I'd need some pointers on what do convert and how to convert on Burnt Offerings. I compared the Goblin in RotRL book and the one in Pathfinder Bestiary and they are pretty close the same. I don't really see much difference between D&D 3.5 and Pathfinder, so is there something I need to look out for?

2. When trying to decide whether to play Carrion Crown or RotRL I found that Carrion Crown players guide had some campaign specific feats. I really liked those, but RotRL players guide didn't have them, only Varisian feats which imho don't do the same thing. Has someone done a homebrew campaign feat list for RotRL?

We were actually planning on starting with the Beginner Box, but then everyone got greedy. The players wanted stuff from the Core book and I'm thinking jumping right in the deep end might be doable and I'd save money (got Core book from the library!). Do you think it would be better to start off with Beginner Box and then upgrade to Core rules after Burnt Offerings? Or maybe just pick attacks of opportunity and a couple of feats from the Beginner Box. Would that work? We have played a lot of RPG's together, but I wish to get playing rather than use the first sessions for rules lawyering and system checking.

Thanks, really need some advice here.


Would love to have them too. ukaarto (at) welho (dot) com.

Thanks a lot!


Thanks mates. My plan is to start off with the Beginner Box to narrow down the amount of info and choices for the players. If we have fun running through the beginning of the campaign then we can upgrade to the core rules.

Thanks for the heads up concerning the haunt rules. I have to check them out before we begin.


We're a group of old school roleplayers (started off with the D&D Red Box) who are looking to get back on the saddle after an extended break. As everyone is very busy with other non-gaming activities (work, family, etc.) we need to start it off light and easy.

I was looking at the new Beginner Box and it seems like a perfect way to dive in to the world of Pathfinder. The Core book is way too thick and there's too much info in it to start with. We're lazy. Very lazy and I want to start off simple as "complicated & heavy" will kill the enthusiasm for sure. So it is Beginner Box or some other light game. Core rules isn't really an option.

Still the meat for us has always been longer campaigns and I (the GM) would like to run an adventure path for the players. Carrion Crown looks like a great AP to start with (more roleplaying, maybe a bit more mature and not so typical fantasy theme) and I am now wondering if we could start playing the AP with the Beginner Box rules? I understand that the Beginner Box only takes you up to lvl 5, but if we get that far transitioning to the "real" rules shouldn't be a problem. Or maybe Paizo will support the Beginner Box further with expansion boxes or Pathfinder v2.0.

Do you think this is a very bad idea? Or something I should pursue?

Thanks!