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I've just purchased the Advanced Class Guide, everything went fine and the payment was successful, but when I click on the link to download the manual it just stucks on "Personalizing Wait 10 seconds" and then it redirects me on the very same page of my orders list.

What should I do?


I think it's not inherently bad, but it can be if you are too jerk.

Just watch your game and fill a list of things that you want to say at the GM about the rules. AFTER the session talk about your list with him and with other players.


These are the last 3 characters I played in our FR campaigns:

Human [Calishite] Cleric of Tymora, from level 3 to 4 (ongoing campaign), CG
Halfling Paladin of Yondalla, from level 1 to 5, LG
Human Wizard (Abjurer), from level 1 to 11, NG


It's interesting (but not solid) only if you use a spell-like ability to fulfill the requirements. Otherwise you lose too much.


Hello guys, I'm going to start a new campaign in a couple of days and I'm starting to think about my new character. Me and the GM were speaking about the features on the campaign when we decided to let me roll the stats in front of him, so that I could be able to arrive at the first session with my character sheet ready. Here are my stats:

17, 16, 16, 16, 14, 13

Of course they are really really great stats, and this troubles me a little bit because we'll probably run a round-robin campaign in which me an the current GM switch roles letting both me and him be players for a while. For this reason I don't want to play a character which is too optimized and therefore too strong w.r.to the other players who could misunderstand the strength of my character.

So I decided to play a Bard, so that the rest of the party could love me XD

Now, my first thought was to make an Archaeologist and a luck-based character, but then came out that one of the other players will make a rogue, so we could cover the same role and this is not too good. So I will play a vanilla Bard, but I need some advices:

1) I would like to play a buffer bard, but I would like to keep the luck thing since we will play Harpers in the Forgotten Realms setting and I want to be a follower of Tymora (goddess of Luck). I will play a Human, so I thought about the Racial Feats Defiant Luck and Inexplicable Luck. Are they a solid choice? And if so when could I take them? Is it worth it to pick them both at first level?

2) I read that bards are good archers, but I lack of feat. Is it worth it to start a ranged feat chain, or should I focus more on other Feats? I was thinking about picking them since I can't find good feats to increase my buff capability. Do you have any advice?

3) In order to increase my fighting capability is it worth it to dip into two fighter levels?

Short story:

BUILD 1 - Buffer Bard

STR 16
DEX 16
CON 14
INT 16
WIS 13
CHA 17+2=19

Feats: Defiant Luck, Inexplicable Luck, Lingering Performance (5th Point Blank Shot, 7th Precise Shot, 9th Deadly Aim...)
Weapon: ?

BUILD 2 - Archer Bard no multiclass

STR 16
DEX 17
CON 14
INT 16
WIS 13
CHA 16+2=18

Feats: Point Blank Shot, Precise Shot, Deadly Aim (5th Defiant Luck, 7th Inexplicable Luck, 9th Rapid Shot...)
Weapon: shortbow

BUILD 3 - Archer Bard 1 /Fighter 2

STR 16
DEX 17
CON 14
INT 16
WIS 13
CHA 16+2=18

Feats: Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, Lingering Performance (5th Defiant Luck, 7th Inexplicable Luck, 9th Manyshot...)
Weapon: longbow

Which one would you suggest me (if any)? Remember that I want to play a buffer, but also be able to do something offensive if it is necessary.

Race: Human
Class: Bard (Fighter?)
Manuals: Core, APG, UM, UC, Advanced Race Guide


Claxon wrote:

I agree with the above posters, treating it as squeesing into 1 square instead of the normal 4 seems like the appropriate way to handle it.

As chemlak notes, there is no official way to handle this. And it is rare that a creature should be cornered in such a way as they cannot grow to occupy adjacent square as necessary.

I think I'll houserule that letting the character to make a push check (after an ado) to increase in size moving the enemies in the occupied squares. If this check fails the character can't increase in size.


up


Hello, I have a question: if the size of a character increases (e.g. due to a spell) and there's no space around him not to occupy the same square of some enemies, what happens? In the Enlarge Person spell it is said:

Enlarge Person wrote:
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

But it seems to me that this only applies to cases in which there's no room due to walls, furnitures or something like that. I try to explain what I want to know. Assuming:

FXF
XCX
FXF

where C is the character who wants is size to be increased, X are the enemies and F is free space (assuming, of course, every letter a square).

What happens to C? Do I have to make a Str check to push the opponents back? If so, why the opponents do not have the right to be targeted against their CMD?

Thanks


I think it could fly up from the ground rolling a Fly check DC 20 for "Flying up at greater than 45° angle"


You could also create an Exotic Weapon called "Dornish spear", which is a spear with the finesse quality, and then go Duelist or Swashbuckler.


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You can have a nice game, where everybody has fun, using just the Core rulebook.


The Human Diversion wrote:

So I've been pondering about traps in Pathfinder a lot lately, especially with all the talk about rogues being weak and trapfinding being relatively easy to achieve with other classes, so I'd like to get some opinions on how traps are "doing" in Pathfinder. I apologize for the "poll" but it seems to be a relatively decent way to catalog and tabulate answers.

1) What does your Pathfinder experience consist of; mostly free-form home game, pre-printed adventure from Paizo, pre-printed adventure from another Publisher, or Pathfinder Society play?

2) In general, do you think the rules for finding traps in Pathfinder are too easy, too difficult, or just right?

3) In general, do you think traps in Pathfinder are too deadly, not deadly enough, or just right?

4) How, if at all, would you change trap mechanics in Pathfinder?

Feel free to include any other information that you'd like about traps and trapfinding. I'll try and catalog and tabulate the answers when we have more than a few replies.

1) I have always had home games

2) I think they are too easy to spot, since anyone can make the attempt. The DC for disabling them maybe it's low, but you need a rogue.

3) I think that's not the point, the point is that you need one specific class of the game or you can't put too many traps inside your campaign. I know that the rogue is bad and if we remove this sort of "privilege" from it, it would become too bad,

4) I'll remove the concept of HP tax, presenting more alternatives for creative traps.


Zedth wrote:

This is one reason why I hate the "ye old magic shop" mentality and I flat out don't allow it in my games. The CRB list of magic items is not the Sears Mail-order Catalogue of Adventurer goodies in my games. It leads to focusing on getting specific items instead of on RPing.

Virtually every past game I've played in that allowed the purchase of magic items, with what is essentially meta-game player-knowledge of what is available, turns into an orgy of greed and nonsense.

May I ask you which kind of solutions you adopted? I'm interested because I tried to fight this mentality, but I found no solutions unless I change the setting to a low magic one (with all the problems related to this)


Thomas Long 175 wrote:


Power gamers can and often do have strong roleplaying. They invest vastly more time into their characters than most other players, sometimes weeks or months of preparation into a single character. They want him to feel lifelike and fun.

I disagree, again, one thing is expand your character's background, its personality, its relationships and the way it interact with the setting, while another thing is to deeply study feats, spells and abilities to let it become more powerful.

It's true that sometimes even a well-prepared player can be interested in this roleplaying aspect, but I thought we were talking about players who don't care anything else but their character's strength in the game (or, at least this is my definition of power-gamer), players who just do optimization for optimization's sake.

I prefer to reward players who invest weeks or months in developing the personality or the background of their characters, instead that rewarding players who invest the same time in wondering how they can get another +2 to their AC.


Instant Enemy: suddenly you become strong against the entire world. Just nonsense.

Gravity bow: 1st level spell for 2d6 instead that 1d8? an average of +3 damage per attack with a first level spell. If it's used with Manyshot and Rapid Shot it's a +9 damage with just the attacks granted from these feats.

Mirror Image: for a 2nd level spell this is absurdly overpowered.

Protection from Alignment: immunity to mental control with a 1st level spell is bad.


gnomersy wrote:
Pandamonium1987 wrote:

Maybe it's unfair, but it's just.

Sorry mate but I think you need to recheck the definition for just.

"based on or behaving according to what is morally right and fair.
"a just and democratic society"
synonyms: fair"

I think a more accurate statement would be "It's not fair, but it makes the game more fun for the other players." or "It's not fair, but it enhances game balance for the players who put in less effort in character creation."

But most certainly it is neither just nor fair. It is in fact punishing a player for putting effort into the game/knowing the rules.

Of course your interpretation it's what I meant, but I don't side with your conclusions. I'm not punishing a player for knowing the rules, I'm punishing a player because he contributes to the game just quoting the rules. I would never punish a player who has a strong character but who roleplays a lot as well, I was talking about power-gamers


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Spastic Puma wrote:

Playing games with lots of options like pathfinder is fun. It's exciting to constantly try to formulate new ways and strategies to excel in them. The rush and high of discovering a previously unnoticed combination of items, feats, or abilities that give you that extra edge is invigorating. I can sympathize with my players for enjoying the game their way and powergaming their characters to get every advantage they can.

But seriously, they're all big stinky cheaterfaces!

** spoiler omitted **

When the monk player with already 60+AC in my game showed me this my first reaction was to say "No, this smells of gorgonzola. We finally reached the point in the adventure path where monsters don't need 20s to hit you."

But I don't wanna be that GM.

I wanna be the cool GM.

The guy who lets players do whatever they want and still provides a challenging experience.

But this doesn't seem consistent with the way the game prices AC bonuses on characters. What I mean by that, is characters who do not have access to 1st level spells typically have to have proficiency with shields, spend 4000gp+ to enchant one, and use a hand slot to gain a +4 shield bonus to AC. Wizards, sorcerers, etc. don't have to worry about that and take care of that by casting it. But being able to gain that shield bonus on any character for 2000 gp, regardless of class and hand slot usage, seems too good.

Yes, I know dispel magic is great to add to encounters.

Yes, I know I'm a whiny GM for complaining about player optimization.

But running games where monsters can only hit a player on 20s isn't exciting for me. It might be exciting for players who have fun "beating" Pathfinder, but it takes away the excitement for me.

Is that wrong? Am I being a funkiller? Let me know what you think. I'm also curious to...

I'm living a similar experience: I have a power-gamer in my group. He's the kind of guy that take things from a lot of manuals and spends a lot of time in combining feats, equip, abilities and so on. At first it wasn't too much a problem, because it was just one among a party of 6 people, but then you can have a "snowfall" effect. As the other players saw that he's able to make hundreds of damages, they wanted to obtain similar results so they asked him for advices and started to build their characters using a combat-driven mentality.

This is not bad per se, but it moved the focus of the game from roleplaying to combat. I had to work hard to mitigate this mentality and still there are some bad effects in my campaign. I had an argument with this guy three days ago and I don't know if he'll come back and play again with us, but sure in my next game (I usually play yearly campaigns) I will try to run a different campaign.

The advice I can give are the following one:

- Study the weaknesses of you power-gamer. He has some, because everyone has some weak points, you have to learn to use them. Maybe they can be saving throws, or touch AC, or flat-footed. If you cannot find them lurk for spells that has no saving throws among the manuals (maybe the online reference can help you), or for spells that divide the party and let you control the battlefield (like walls or fly spells). It' fun when you see their highly-optimized characters unable to hit the bad guy because they can't fly.

- Don't abuse of the knowledge you have about your power-gamer weaknesses. It's tempting to have your "revenge", but it's bad because you make him feel picked on. Just remember his weaknesses, memorize them and use them in very important encounters to reduce his power.

- NEVER let this mentality to spread in your game. Try to reward the other players for good roleplaying, let them feel that you are more generous with people who don't try to break your game. Maybe it's unfair, but it's just.

- Study hard. I know it's bad, because it's just a game and we GM don't always have time to read hundreds of pages, but you have to understand WELL the power you PCs are using because sometimes they don't understand well their powers and they use things in a wrong way, but also because you can learn a lot of counter-effects.

That's pretty all, tl;dr adapt your game.


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I play (don't know if houserule) it that illusions are not detected until you disbelief the effect. I consider this as a part of the effect of an Illusion spell.


Readied actions! People often forgets about them, but they can be very useful to solve a lot of situations. You could draw a ranged weapon (like a throwing axe) and ready a ranged attack against the caster with the trigger "As he starts casting a spell..." forcing him to succeed potentially hard concentration checks.


LuxuriantOak wrote:

I've started adding an extra page to the character sheet in my games.

basicly I've stolen the drive/goal - system from nWOD - GMC. And also added a system for contacts, family and allies.

so in practice, noone gets to touch a dice before they've clarified to the whole group and themselves: who are you? Why are you here? What do you want? Why is it that you will never betray the other characters? Who do you know? (Minimum one npc)

So far it has worked brilliantly.

edit: agreeing with supervillan, I've learned to build all my plots, npcs and areas as modular as possible. That way, if the players miss something, i can reuse it later with some changes in presentation and description.

Why don't you post your drive/goal/contacts/family/allies system? I'm curious :P


Thank you everybody, they're good solutions and I think I'm going to try a couple of them in my game. I was thinking about introducing the five second rule, I was afraid that it would have penalized them too much, but maybe it's time for them to face that they have to help me a little bit (also by learning their characters' abilities).

Magda Luckbender wrote:
Here's a terrific thread from yesteryear chock full of great tips on how to speed up high level combat.

This is a very good thread, i found a couple of useful solutions here too.


I'm currently playing the end (?) of my campaign in which i do the GM for a party of 6 people. They started the campaign at first level in September and my intention is to end the campaign at the end of June letting them to reach level 20. I'm not a new GM, I've made a lot of campaigns and I've been mastering for 10 years, but I never had players beyond level 10-13. Maybe it's also the dimension of the group, but I find really difficult to manage the game now that they are around level 16 and especially I find combats a real nightmare.

My campaign are usually politically-driven and combats are never the main activities for the party, but now they're in a situation in which they are going to face a lot of them and I'm quite scared.

For those who are interested I summarize the plot here:

Spoiler:

Basically they started in the Silver Marches (we're in Forgotten Realms) around Mithral Hall in 1372 CV helping the King to rebuild the city. The paladin of Lathander also had a sacred quest in the name of his god and he had to find a chalice that's named "Chalice of Dawn" which was composed by three parts, the first one is the chalice itself, the second one is a big emerald and the third one is a little mysterious and still unknown to them. Lathander told the paladin that this artifact could help him in regaining his city that was taken by an evil lich something like 50 years ago. This city was set inside the marshes above Cormyr. We also have the sorceress which has blood of silver dragons and who wanted to understand more about her blood doing some researches that led her to Candlekeep where she found that her main ancestor is a powerful female dragon called Pharyssolnyth that is currently sleeping. She contacted her powerful ancestor and the dragon tell her that her blood is the key for a large historic event that is going to happen soon in Faerun: the rebirth of Bahamut. The story here is a little bit different from the canonical one in Forgotten Realms, but I made some modifications. The other character is a female monk of Ilmater which is 16 and was raised by the paladin in the city orphanage. The girl was found with a tear tatooed on her cheek (which is something that is reserved only to high priests of Ilmater) and the will to understand her origins led them to reach Candlekeep and the city of Proskur where she discovers that she is the natural son of Ilmater. She understand this tracking the movements of the god during the Time of Troubles and after having found a diary written by his mother in which he describes the father of her children like Ilmater (I cut something because this description is becoming too big :P ). She also discovers that her mother was kidnapped by someone that later they will identify as "Th Cult of the Dragon" for the purpose to use her body to give birth to the child of Tiamat (for which they want to use a woman who had already bared a "divine pregnancy". Then we have a witch coming from the Rashemen that was sent to investigate upon the cult of the dragon and its relationship with the Thayans since in the last months they have seen a growing presence of dragons and dracolichs during the Thayan attacks to their homelands. The last two PCs (who entered later in the game) are an Uthgar oracle which has the sacred mission to rally the barbarians tribes and march on the Lich swamps, and an elven ranger which has a powerful dragon named Malachite (and which cooperates with the cult of the dragon) as nemesis and who wants to avenge his death brother.

Now they're going towards the lich castle who is built North of Cormyr after a war that they were able to win. They'll have to sneak into a portal because the castle is built geographically inside a swamp, but it lies in a demiplane of the Plane of Shadows, which is reachable just using that portal.

Short story now: I have a human paladin, a human oracle of ancestors, an elven ranger (ranged-kind), a human sorcerer/dragon disciple, a human witch and a human monk. My big problem are the combats because I cannot find a middle way to make challenging encounters in a reasonable amount of time and which are not too deadly.

In order to make the encounter difficult I always try to have action economy by my side adding minions and preferring to have more weak creatures than a single powerful monster. The problem here is that the fightings last WAY TOO MUCH, I mean in one of the last session we made an encounter against an orc warlord and his fellows; they fought against the warlord (a battle oracle), 4 bodyguards (barbarians), 1 high level cleric (18th level) and 8 orc minions. The combat was an important one for the storyline so I wanted it to be challenging and epic, so it was (more or less), but it lasted so long that we barely made the combat in an entire session of 3-4 hours. I don't want to repeat the experience: I know that maybe they should fight more than one encounter per day so that they don't keep all their powerful abilities for one combat, but I'm afraid to have multiple combats and now that (for story reasons) I will be forced to do that (they're entering in the castle of the lich, which is well-guarded) I fear that we will pass sessions just rolling dice.

The situation is bad also if I use a big monster, instead of a lot of small ones, because for action economy they basically always kill him without too much efforts.

My question is: at these levels, where the power of my characters is really high, what can I do when I'm forced to run an high number of combats? Of course I could reduce the number of fightings, but I want to hear some advices for you before modifying my idea of the final castle.

Thank you very much if you go through all the post and I'm sorry if I was a little bit unclear in some points, but English is not my mother tongue.

EDIT:

I forgot to add that the Paladin has the Leadership feat, so in the group there's also a Shadowdancer which is part of the paladin order. It's not too powerful (and not optimized), but it's worth mentioning it.


I think the right question should be: "are you having fun?". If the answer is yes, you have nothing to worry about. People play any game as they like.


That's right I hadn't considered this. Ok maybe I was too literal, but it surprised me the amount of attack that my player was able to do , he made something like 120+ damage per round at 13th.

Anyway, thank you very much :)


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Ok that's fine, what about Haste and Rapid shot stacking instead? Do you think they can work together?


Hello guys, I have some questions about these spells and the effects that let the creature make additional attacks. The ranger of my party prepared a Bow Spirit spell in one of the last sessions, he casted upon himself and told me that it would have been able to make +3 attack: one for the effect of an Haste Spell, one for his Rapid Shot feat and one for the bow spirit spell. I was unsure about it, but I let him do it with the promise of understanding the situation later. My doubts come from the description of the spell Haste, which I recall to you here:

Haste wrote:

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

....
[/Haste]

The bold part is the one that makes me wonder about the additional attacks. How do I understand what is a "similar" effect? Can everything that let you make an extra attack be considered an Haste-like effect? Even the Rapid shot feat?

Here's the Bow Spirit description:

Bow Spirit wrote:

A bow spirit is a shapeless force that hovers about you, taking ammunition from your quiver and firing it. For as long as the bow spirit lasts, you can spend a swift action to direct the bow spirit to fire an arrow or a bolt at a target of your choice, as if the bow spirit were firing the necessary ranged weapon. The bow spirit uses your base attack bonus plus your Dexterity modifier, as well as any bonuses and effects from feats you have that affect ranged attacks, or bonuses from the ammunition it uses. A bow spirit's attacks do not provoke attacks of opportunity. There must be ammunition available for the bow spirit to use, and it expends ammunition as if used by you.

.....

it says that you can take a swift action to fire an arrow. Would you describe this like a similar effect? Of course the problem rises also with Blessing of Fervor because it's the same concept.

Could you help me please?

Thanks


My next PF campaign will surely be a P6 one and I was thinking about this kind of combination with Mythic levels. I think that in the late game (around 5-6th level) it could be a great add-on to enhance the power of the characters and to improve a little bit the level of power, but I don't think I'll give more than 1 or 2 mythic levels.


Hello everybody.

Here's the thing: one of my friends yesterday built a monk based on the snake style feat chain. Quoting the Snake Fang feat it says:

Quote:
While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

emphasis mine.

The question is, if the character has combat reflexes (which is needed to take the feat) he can make as many aoOs as his Dex modifier, but can he do this even against a single target?

I mean, if with an NPC I have 3 attacks and I make a full-attack-action against the PC, and if I miss with all the three attacks, can I make 3 aoOs (having of course at least Dex +2)?

And what if I choose to try a trip maneuver with one of these aoO and I have greater trip? Does this generate a new opportunity?

I hope I was able to explain the situation and I'm sorry if I made some language mistakes but english is not my mother tongue.


To counterspell you've to ready an appropriate action. After this you have to pass a Spellcraft check to identify the spell. If you pass it you can either cast the same spell and automatically deny the effect of the enemy caster, or cast Dispel magic and make a caster level check. If you succeed this check your enemy's spell is denied. If you take the Improve Counterspell feat you can automatically deny a spell casted by an enemy caster casting a spell which is of the same school of the one he is casting, but it has to be one or more level higher.

That said as a Wizard you could try to pick the Counterspell specialization school, it's good but Counterspell Mastery is available very few time a day. To save actions you could take an improved familiar (like an Imp/Quasit/Mephit) and let him use scrolls or wands of dispel magic as a readied action.

As a sorcerer I'd pick the Arcane Bloodline.


blahpers wrote:
Pandamonium1987 wrote:

Quoting the rules:

Quote:
Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.
You should not allow these kind of buying.
Those guidelines are for creating characters above 1st-level, not for whether existing characters can dump all their money on one item. Otherwise, it's rather weird to say "Yup, this metropolis has a +5 mace for sale, and you have the gold, but you can't buy it because you just don't seem awesome enough."

I'm sorry I didn't read the thread carefully


Quoting the rules:

Quote:
Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

You should not allow these kind of buying.


I'd go mystic theurge, monk, paladin or arcane archer.


I'm currently playing a mounted halfling paladin. The lance gives me reach, so I declare the charge I attack from a square that is at a distance of 10 feet then using my Ride-by-attack feat I continue to move attacking with my mount when it's in reach and finally I move away if I still have movement available. Am I doing right?


Here is the thing: in my group, sometimes, some of my players like to change their PC during the campaign. This could be caused either by the death of their previous character or by the fact that a narrative cause comes into play (i.e. the character achieves some sort of background aim and it makes perfectly sense that it stops adventuring) or by other causes. When this happens, of course they have to create a new character and by doing this they refer to the Wealth-by-level table. The problem is that by creating a new character from scratch, of course they frequently create a more optimized (and usually entirely magical-equipped) one with respect to the ones that are playing from level 1. The possibility of buying a gear which fits perfectly the need of a build of course makes the character stronger because it lacks some sort of randomness that the gear of the other characters have by acquiring their gear looting things around.

So, how do you solve this issue (if you have it) in your games? I quote the rules about the wealth-by-level table:

Quote:
Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

emphasis mine.

It seems that a very clear way to spend that money is suggested. Of course spending 180k at level 14th entirely in magic items is very different that spending the 25% of this number in the same thing. Does anyone follow this percentages? And in this case which percentages do you apply for arcane casters or non-martial characters?


I am currently playing an halfling paladin on a mount and it's totally feasible!


I ran two campaigns in Pathfinder: the first one lasted a year and took place in my setting, while the second one is still going on (we've also been playing this for a year) and it's taking place in Forgotten Realms (3e).

I read Golarion and I didn't find it a particularly interesting setting, but I think I'm going to give it a chance for the next campaign.


Non c'è nessun tipo di organizzazione per Roma?


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GM and players have to work together for the fun of the group. A GM should never build encounters specifically to annoy one of the characters, but the players should also not catch avery occasion to break the game with their own build that does 123213128 damage per turn. It' s not a simple job, but of course it' very rewarding.


Ok, thank you very much!


Ok, so actually the building can generate capital without the need of a manager, But in that case there's no skill modifier right? The building just sums up its bonus and make the check, did I understand correctly?


One of my PCs has a building and an activity in a Metropolis, they are essentially a magic guild and a magic shop run by two managers while he is away. Up to now we thought that a manager could have earned capital during his absence (using the downtime of the manager), but reading the manager chapter on the Ultimate Campaign I'm no more convinced of this. Quoting:

Quote:
Skills: This indicates the main skills the manager has ranks in, allowing you or the GM to make skill checks for the manager if an event or encounter requires it. The manager might also have ranks in other skills that aren't relevant to employment duties. The managers here are examples; a specific manager you hire could have different class skills more closely suited to your business. A manager is typically a 3rd-level character with 3 ranks in the appropriate skills and the basic NPC ability score array, giving the manager a +7 or +8 for class skills and a +4 or +5 for non-class skills.

It seems that the manager can only roll for checks like the special events, but my player intend this as "it can also earn capital in my place".

Any help?


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Unfortunately this is an increasing trend in RPGs and it comes from the idea that there is a "right" way to play your PC. A "right" feat chain, a "right" stat block and so on... It's difficult to eliminate this concept from your table, especially from young players. The solution here is to speak clearly at the beginning of the game with something like : "Guys, I don't want this to become a videogame, I promise you I won't try to kill you, using very strong stuff from the manuals, but you promise me to focus on your character instead of focusing on its mechanic"


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This are some of my "Commandements" while GMing:

1) Don't exclude anyone, you have to involve in the game every player at the table.
2) Maximum 5 players, over this number the game because more difficult to manage and it could not worth the effort.
3) Don't play against your players, but with them, your goal is to let everyone have fun, not killing your group.
4) Encourage good game, reward your players for actions that are not combat or traps, social situations or roleplay should be awarded as well.

When I see an odd situation at the table (like players arguing too much out-of-character) I immediately stop playing and I face the situation because ambiguities are very dangerous.


Bellis Aleste wrote:
I'm yoinking this, just so you know. :)

I'm glad you like it :D


EvilMinion wrote:
Pandamonium1987 wrote:
If it wasn't for the disease attack also the dire rat could have been a valid option, anyway I think this is a good way to look for a solution, thank you!

Dire Rat's never get bigger then small anyway... and if you use one as an animal companion, you can just pick the +2 dex/con option instead of the 4th level advancment, and it doesn't get the disease.... not to mention if you look under dire rat in the animals and transport section of ultimate equipment, it states "However, dire rats raised in captivity can be trained as loyal pets and protectors. Pet dire rats do not have filth fever." ... so not hard to exclude it under that pretext.

I didn't notice this detail, my GM read some of your advices and she told me that I can choose between the dog, the kangaroo and the dire rat. My intention is to have the animal since the first level and then let it become a paladin mount at level 4, so maybe I'll choose one of the other two.


The kangaroo looks cool but I don't think the kick attack could fit, maybe a slam or a bite attack would be a better idea. If it wasn't for the disease attack also the dire rat could have been a valid option, anyway I think this is a good way to look for a solution, thank you!


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First try to talk to him and understand why he behaved like this, then I suggest you to reward the good gamers of your party rather than penalize the bad ones. Punishments don't work well in RPG, at least this is my experience.


Tipically I make a plan, but then I adapt it to the type of GM and campaign I'm going to play. For example I decide wether to take craft feats or not depending on the timing of the campaing. If I see that the action doesn't give the PCs a reasonable time to rest and to make downtime activities, I drop the whole feat chain.


Hello, I'm going to play an halfling paladin in a new campaign and I decided to build a character deeply focused on the mount. Now since the Halfling deity has the rabbit as sacred animal I really liked the idea of having a giant (actually a 3x giant) rabbit at level 5. The GM has agreed to the concept, but we're both undecided on how to handle the statistics of such a mount. For the moment we decided to just use the Riding Dog statistics, but we're open to other solutions. Do you think that building the animal as a Rat with 3 times the Giant archetype would work?


I would suggest using a P6 system. You could eliminate spellcasters and easily reach what you want to achieve without additional efforts.

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