Pretty sure if you sneezed on someone in 1e they'd die, let alone breaking their leg. That'd probably require true resurrection to bring them back.
I don't just mean in terms of amazing effects with little to no drawbacks -coughspellscough- but also in terms of the rules that govern them.
How easy is it to become addicted to something? Does it take only one hit and a bad save and you're hooked for life? Can you be a drug fiend using every day for a year and stay squeaky clean?
I've tried giving the drugs page on the pfsrd a read through but I'm having a hard time wrapping my head around it and would prefer to hear others experience with drugs or even just theorycrafting.
We could definitely use a little more context here in terms of the party composition and also how experienced the players are.
If the rogue is an experienced player who knows how to build a character and has a good handle on the rules, then it's not that surprising for them to be soloing beginner zombies/skeletons. High initiative+sneak attack vs rigor mortis can make for an easy rogue challenge.
Meanwhile, if the rest of the group doesn't really know how to handle themselves or their characters and are prone to poor strategic choices (firing into melee without precise shot, casting in melee, etc) then yes, the rest of the party is going to feel useless.
I was kinda interested in expanding and fleshing out Linguistics a little, so I wanted to find out what kind of documents would've existed in medieval times for the purposes of forgery, etc
Off the top of my head, I can imagine merchant ledgers and proof of pedigree/nobility being two such documents
I want to design a castle for a dungeon idea to do one on one with a friend of mine to get them into Pathfinder.
I have no clue how to start out, all I know so far is that it's gonna have a moat, four turrets at the corners, and is gonna be like a noble's castle with a ballroom/banquet hall, huge kitchen, servants quarters, living quarters on the second floor, and a large wine cellar.
Once I design all that, I'll work on filling it with monsters/traps.
Does any know any modules or adventure paths that feature castles like this to get some ideas from?
To add on what Deighton said
You don't necessarily need to give numbers.
Just because a player asks if a monster has resistance to something, you don't have to say 'Yeah, it has Cold Resistance 20', you can make it a bit more wondrous if you'd like, for example 'The creature is naturally resistant against the cold, even the most biting blizzard does little to even slow them, let alone cause any sort of harm.'
There's very few things that one usually needs to know about a monster
How can you kill it?
What this devolves to is basically asking what defenses it has and what attacks it has.
This can be very broad in both catagories. With defenses, you could say what it has DR against, if it's immune to anything, if it has spell resistance, etc. For attacks, this can be anything from natural attacks, to special abilities, to even spellcasting for certain creatures such as dragons.
The Knowledge rules that that for every 5 by which you beat the creatures DC (10+CR), you gain an additional piece of information regarding the creature, ontop of the piece of information for just beating the DC.
You can be incredibly pendantic about this, and say that each little thing is a bit of information, such as saying that it has DR 5 or that it's bypassed by silver, rather than saying DR 5/silver, or that it has a breath attack, but not what that breath attack does.
If your player invested into these knowledge ranks to be able to tell how to fight these creatures, then that's their reward. No need to cheapen it just because you don't like it.
Keep in mind there are certain creatures that have higher base DCs (15+CR) or just flat-out can't be knowledge checked due to obscurity or rarity.
I just realized how sad it kind of is that we're so accustomed to such oversights in rules that we're more than willing to wait with baited breath for an explanation without even thinking of the possibility that someone's just trolling.
Kobolds of Golarion, they link sniverblin (I have no idea how to spell it) cities to dwarf cities and then let 'em have at it.
So a lot of items throughout the pathfinder books sadly lack a picture to go with them, and some could really use it (see thread title for example.)
So why not try and find an appropriate picture for all the wizmos and gizmos we look over to try and breathe some life into these odd tools that are so often skipped over for swords and axes and other shiny things.
For starters, what do you guys think the picture for a coffee pot should be? Here's the description:
"This tall, teapotlike device contains a small chamber for coffee grounds and a large chamber for water, connected by a small tube. Heating the pot forces boiling water through the tube and into the grounds. A glass knob at the top of the tube allows you to see the color of the brew and stop when it is sufficiently strong. It can brew up to 4 cups of coffee at a time. It can also be used to make tea, steep medicinal herbs, or just boil water."
So I wanted to try and build a clockwork assistant for a wizard character I have. While I consider myself well-enough read on most rules, golems and other such constructs are something I've never tackled before. What I would like help with is pricing this construct based on the stats and abilities I'll give in a moment, as well as what spells to use in terms of requirements. So first, a list of what I'm looking at in terms of abilities and stats
I'm on the fence as to whether or not I should use the bioconstruct modifications
Okay, let me see if I get this straight
Initial DC is 5+Caster level
Caster level for handy haversack is 9, while I do not have to meet this caster level, it's also not a prerequisite to bypass by taking +5 to the DC instead
So current DC on spellcraft is 14
I do not have secret chest, but being a spell prerequisite, I can bypass it via taking a +5 to the DC
Current DC is now 19
The handy haversack costs 2000 gold, but I need only pay 1000 gold to pay for the materials to make it.
This takes one day per 1000 gold in the haversacks BASE price, not CRAFT price
Am I missing anything?
I was recently introduced to 4e, and after seeing its skill system, I honestly think it's leaps and bounds ahead of Pathfinders in terms of function and form.
Would you prefer to play in a PF game where this is the skill list rather than the list of 40 that PF has?
Acrobatics: Perform acrobatics stunts, balance, escape artist, reduce fall damage
Yes, yet another Rogue rework, it's like the class is so bad that anyone can rework them to actually be useful, fancy that. I'm not touting that mine is the end all be all of Rogue reworks, just another one for forum goers to go look over, see if they like or dislike it, and hopefully give some feed back on.
Quick disclaimer, some of these changes are from Lemmy's own rogue rework thread over on giantintheplayground
Lemmy's thread for reference
And here is the google docs for my own
Let me know if the link doesn't work as I have had trouble with it in the past.
The biggest goal in the rework is, first of all, making talents actually useable as I'm sure we all know Paizo often mistakes Rogue Talents for Rogue Nerfs, honest mistake really! Secondly, I wanted to try and make the Rogue more Rogueish so to speak. Often it seems that people feel the Rogue should either be an assassin of the night more akin to a ninja than necessary, or a social juggernaut that can schmooze his way into any social gathering. Personally, I prefer my Rogues as quick and opportunistic and flexible, able to adapt to most situations with a mixture of wits, skill, and a touch of luck that's helped them stay alive for so long.
I never like to say anything's finished, cuz it never really is, especially for an endeavor as big as a Rogue rework, so I'll be updating this on and off as I get feedback/new ideas