His Mighty Girthness Chief Rendwattle Gutwad

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Grand Lodge

For my campaign I needed to make some changes to Sandpoint. They are going to be extensive enough to warrant a name change so I chose Dawnpoint. My campaign is 1/3 swashbuckling naval adventure(later), 1/3 a very edited RotRL, and 2/3 custom. Yeah I suck at math.

What I have started to do is rework Sandpoint into Dawnpoint in map form. I moved Chopper's Isle northwest, expanded the coastline to include a high bluff and cliffs upon which a naval fortress has recently been constructed. I changed (and will continue to rework) the river and have started to grow the town on the eastern and southern shores.

The biggest change, besides redoing every building, but keeping the same feel, is I remodeled and moved the cathedral.

I have posted a demo image on my blog and would like feedback on what you would change if this were your 'mostly blank' town.

The cathedral move was integral to the change and will not change based on feedback. For fun on a Friday, bonus points to anyone who recognizes the cathedral. In my opinion it is the most stunning building in the world.

Grand Lodge

For an encounter coming up I have a need of a powder or ground crystal or similar which can reconstitute or restore something to its previous condition.

Is there such a thing already?

If there is not, what spells can I apply to the creation of a new magic item to simulate this? This needs to be something beyond "Mending".

Campaign Info not needed to answer question:
In this particular instance, it is going to be a very rare, recently rediscovered (powdered crystal) from a rogue fey society which was active during the time of the Runelords based in Thassilon. The Pathfinder Society lost it transporting it back to Absalom.

This is a plot device in a massively reworked mix of RotRL /Jade Regent campaign. The 'bad guy' wants this powder to reconstitute the obelisks in the Sandpoint Cathedral, which will cause the "Lighthouse" to return from its protective pocket dimension where it has been hidden since the fall of the Runelords. It is fully operational of course.

Ideas?

Grand Lodge

I created a map for use in a modified Goblin attack on a cathedral during its opening celebration ala RotRL. Am I allowed to post it here or post a link to my blog where it is posted? It is NOT Sandpoint but was inspired by Sandpoint. I wanted to make that very clear for copyright reasons. I just did not know where to ask.

Grand Lodge

My players finally settled on classes our new run.

We have an Elven Cleric of (God of Magic), Human 2h Axe Fighter, and a Half Elven Rogue.

This is based upon the Beginner Box with EdoWars Half Elf from his blog. I am debating allowing the Cleric to use arcane items. How much would this disrupt things? Wands, Staves, etc.

I do not want a DMPC so that is not an option.

We only have the three PCs. What can be done to lend the balance and help access to arcane magic would allow?

Grand Lodge

I made this sheet at the request of my players who were constantly having to search for information.

I wanted to share it with the community. It can be found on my my fledgling Blog.

Grand Lodge

This week (or next week) will see the start of our new Beginner Box campaign. The players specifically requested they not start in a cliche' fashion, so the campaign intro is them surviving the campaign 'Final Boss'.

Kind of. It is more along the lines of the villains 'pet'.

The game starts with the PCs asleep in the crew bunks on a merchant ship bound for Magnimar. They awake to wood splintering around them and water rushing in, while the first mate is yelling at the "lubbers" to get on deck and earn their pay. The first few rounds is them making it through now difficult terrain to get on deck.

Once on deck, they are greeted by Sahuagin boarding the ship during a storm. "Something" is attacking the ship from below.

Goal= Scare the crap out of them!

details:
While the minis are Sahuagin, and the descriptions are of such, the stats I am using are for seven skeletons. The crew will be assisting in narrative fighting additional boarders, but the fight is just skels without DR.

Once they repel the initial wave of baddies, the boss makes his presence known.

Goal= Survive 7 rounds!

Boss Attack:

Using the 3 section caravel, the ship travels 4 squares per round across my chessex game mat. On the third round the ship slows to three squares per round. When the tip of the ship reaches the edge of the mat, they escape.
Narrative- The sister ship which has made the journey with you is racing to your aid. You have to do your best to survive until they can come along side you and you escape to their ship.

The seventh round see's them rescued by the sister vessel traveling with them. How I am pulling this off is with the Ships Map pack found HERE glued to some foamcore so it moves as one piece. The sister ship is the large 4 section ship.

There is a possibility they only need to last 6 rounds. I have a random event chart I made where one option is a sudden wave which shifts them a few squares sideways and two ahead. If this happens the two ships meet in six rounds.

The 'boss' stays underwater, but its tentacles erupt through the waves to attack the crew and ship. I am using these as miniatures for the Kraken for this attack. They can engage the tentacles or avoid them. Mainly they need to stay on deck until they are rescued.

I am using Reefclaw's as the tentacles.

Verdict- The surviving ship limps away for an unplanned stop in Sandpoint, right before a ceremony to open the new Cathedral*Grin*

CR1 hazardous terrain encounter.
CR3 fight
CR2/CR4 hazardous terrain with an option to engage a foe.
The four tentacles are decoration. I would maybe have one engage them using the stats for the Beginner Box Reefclaw.

The characters are built pretty well using higher than normal scores. I will adjust threat levels as needed if they become overwhelmed or just have a moment of bad luck.

So, what interesting ways have you started your campaigns?

Grand Lodge

I had inadvertently posted this in Advice, so I deleted and reposted here.

Last night my group made characters for our upcoming campaign kickoff and when we finished we sat around joking and I asked them questions to help fill in blanks for my planned campaign.

Due to thoughts running through my fever induced head this morning, I wanted to step outside my comfort zone and ask for help on two NPCs.

First is Sliver Longreach. A dwarven sorceror who is fixated on all things crossbow. He isn't into magic as much as money. He never touches copper as it is "beneath" him.

He and the next person are the co-operators of the Brisket-Sliver Trade Consortium and Coster. They are adventurer merchants.

Second is Vold "Brisket" Toastshanks; Brisket is a Gnome with a tattooed face, head and body. He is known for his "exotic" weapons. He carries a beautiful Katana which always shines like mercury in sunlight, and an Arquebus longer than he is tall.

These are intended to be recurring fun NPCs based upon an statement one of my players made in which he was explaining his wife's and his idea of what "Pathfinder" is NOT (to them).

Anything goes as far as Core, APG, UC and UM (very much NOT the norm for our campaign)

20 pt buy.

The rest is for anyone else to fill in the blanks.

Edit- Level range 5-9ish

Grand Lodge

Our little Beginner Box group is experimenting around with the BB rules and having a blast playing. Our new campaign kicks off this week, and one of the results of our round table discussions over dinner was adding Barbarian to the beginner box, which resulted in a discussion of how we felt the concept of a barbarian (savage) lends itself more to a race than a class so we molded our version into the following.

Volgen
(Human Sub-type)

Ability Scores: Add +2 Str and -2 CHA
Ability Scores: +1 to any one other ability

Speed 40 (25 in Medium or Heavy armor)

Arcane Hatred- Magic is a sin. They can never use an Arcane spell or effect.

Bonus Feat (since they are human)

Ferocity: Once per day, when a Volgen is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Nomadic Hunter: add +2 to two of the following:
Knowledge Nature, Ride, or Survival. These are always class skills.

Weapon Familiarity: You are trained in the use of spears and all axes regardless of class.

They can never cast arcane spells but totemic/shamanistic themed divine is ok

Background Fluff:
This is from my homebrewed campaign setting.

Volgen-
The first human settlers to brave the icy continent of Icecap were shocked to discover an isolated indigenous people already living there. These were a large, long-haired, blue-eyed, hardy folk descended from savages, very early explorers, outcasts and refugees of the Solomodian empire. They were once slaves to the magical Solomod and as such revile all arcane magic and its users.

The Volgen roam the North in the land between the war citadels and fortress towns. Civilization is viewed as a weakness among these people, and magic, as opposed to divine shamanistic gifts, a sin. They maintain a nomadic life, living by hunting (and among evil tribes, by plundering). The last few hundred years have witnessed a branch of the Volgen conquering and claiming coastal citadels, and a diverse and vibrant affinity to coastal raiding.

Leathers and furs are common dress, but they know well the value of well-crafted armor and warriors tattoo the image of their tribal totemic spirits on themselves and shields, and their camps sport intricate banners of their gods.

The Volgen venerate and take their name from Volgahrj. Worship of the beastly gods is very strong within the Volgen tribes. Volgen also venerate (the nature god), but to a lesser extent.

Relationships between the Volgen and the civilized world vary according to season and whim. Civilized people and unprotected caravans are often considered fair game by the Barbarians.

Grand Lodge

Some things stayed the same and some did not.

Dwarf:

+2 Con +2 Wis -2 Cha
speed 20
darkvision 60
Hatred +1 vs Giants, Goblins, and Orcs
Hardy +2 vs Poison and Spells
Weapon Familiarity - Battle Axes and Warhammers
Stone Cunning-
+2 Perception vs stonework as the normal writeup with the following added "and +2 Misc Mod to Knowledge Dungeoneerings and Knowledge Engineering (if it involves stonework)"

I also did a full write up on each race and put it all into a document using EdoWar's templates as a base and made it look like a Beginners Box 2 type players book. I intend to do classes allowed next.

Elves:

ABILITY MODIFIERS (HIGH ELVES) : +2 DEX, +2 CHA, -2 CON
ABILITY MODIFIERS (MOON ELVES) : +2 DEX, +2 INT, -2 CON
ABILITY MODIFIERS (WOOD ELVES) : +2 DEX, +2 WIS, -2 CHA
Speed 30
Low Light Vision
Elven Sleep Immunity
Keen Senses
Weapon Familiarity - You know how to use longbows, longswords, Scimitars, and shortbows, regardless of the class you choose.
Elven Heritage -

You get a +2 bonus on saving throws to resist spells.
High Elf - You get a +2 bonus on Diplomacy or Bluff skill checks. (pick one)
Moon Elf - You get a +2 bonus on Spellcraft or Knowledge Arcana skill checks. (pick one)
Wood Elf - You get a +2 bonus on Stealth or Knowledge Nature (uses wis not Int) skill checks. (pick one)
In Section D, write +2 in the Misc Mod box for the appropriate skill.

Not posting the writeups just a short version

High Elves - The nobility
Moon Elves - A more Tolkien take on the core elf
Wood Elves - Mankind distrusting forest dwellers


Gnomes:

ABILITY MODIFIERS : +2 CON, +2 CHA, -2 STR
Speed 25 - 15 in Medium or heavy armor
Low Light Vision
Hatred - +1 Goblins, Kobolds, and Gnolls (Yuan-ti or "Serpent Folk" are already extinct)
Small- In section D of your character sheet, write +4 in the Misc Mod for Stealth. Your small size also gives a +1 bonus to Armor Class (AC).
Illusion Resistant - +2 saves vs Illusions
Keen Senses - Gnomes excel at spotting details others may miss. In Section D of your character sheet, write +2 in the Misc Mod box for the Perception skill.

Half Elf:

Same as Core but
+2 to any one ability
+1 to any other one ability

Halfling:

+2 Dex +2 CHA, -2 STR
Speed 25 (15 armored)
Halfling Luck +1 to all saves
Fearless +2 vs Fear (stacks with Luck)
Small-In section D of your character sheet, write +4 in the Misc Mod for Stealth. Your small size also gives a +1 bonus to Armor Class (AC).
+2 Acrobatics and Climb
Keen Senses +2 Perception

Human:

Same as Core but +2 to TWO Ability Scores

Homebrew Barbarian Race (withholding name)
Half Orc replacement Human sub race:

+2 Str -2 CHA
+1 to any one other ability
Speed 40 (25 armored)
Arcane Hatred- Magic is a sin. They can never use an Arcane spell or effect
Bonus Feat (since they are human)
Ferocity (the half orc ferocity)
Nomadic Hunter +2 Knowledge Nature and Ride
Weapon Familiarity - spears and all axes regardless of class

They can never cast arcane spells but totemic/shamanistic themed divine is ok

The impetus behind this is we do not believe barbarian is a 'class', but rather it was a social heritage slur. This 'race' is half human half berserker (sorry Barbarian). We added aspects from both and removed Barbarian as a playable class.

All class types (except Paladins) can "Rage" if they want with the same barb penalties but the crash after lasts twice as long unless you are Fighter. You can rage as many times as your CON bonus. Period.


Classes:

Allowable Beginner Box Classes (campaign caps at level 5 or 6)
Fighter
Ranger or Spell-less Ranger from Kobold Quarterly (14?)
Paladin
Cleric
Wizard
Magus
Druid
Oracle
Witch
Inquisitor
Rogue (heavily tweaked)
All rogues get two weapon fighting but it is defined as you gain one extra attack per round if you use a dagger, hand axe, blackjack, or sap in your off hand. This attack is at -2 and takes the place of a movement action. (5ft step not included)

Rogues gain a level-1 bonus to AC

Bard is allowed too but no one wants to play one.
I would allow Cavalier or Sorcerer as well but I am not going to redo it, I will use EdoWar's version if anyone wanted to play one.

These descriptions are truncated but the printed volume is a page each with the back dedicated to lore and a random pic from whatever source we liked. Some paizo, some wotc, and lots of deviantart in the old 1e and 2e Forgotten Realms style.

I do not expect some of the changes to be well received but maybe it will prompt discussions we hadn't thought of. We all believe in a game we call fun. This is how a small group of us have added our own Errata per se.

The omitted classes are just that. Omitted. Do not take offense. My group has no interest in Ninja or guns or summoner or Alchemist, and barbs are just a (opinion) feat restricted flavor focus Fighter kit ala 2e(end opinion). Inquisitor was left in as an alternative to play a paladin style character without the alignment (real or perceived) restrictions.

We are just a small group of 4 with occasional guests, and since not a one of them knows Core, I am blending my homebrew into a mashup of parts of Golarion, my campaign world of 20plus years, and parts of the Realms to just tell stories and have fun rolling dice.

Credit and thanks to EdoWar. Link to his Templates that made these conversions possible.

honesty:
As I would have been too lazy to create them myself with my work schedule

Edit:

We removed "Crit ranges" from weapons. Now people can pick a weapon based on flavor or roleplaying, and not a game mechanic. *eyes locked on scimitar as an example*). Again. Our choice. Opinions welcome. Flames not as much but expected

Grand Lodge

I would like to hear counter arguments to this idea.

It stops being Pathfinder really, but I was enjoying the Houserules threads and was inspired by this post.

1. Drop BAB altogether
2. Implement the Skills Weapon Training (Melee) and Weapon Training (Ranged) sorted by categories such as Axes, Maces, Bows, Small Swords, Large Swords, etc (would need tuning)
...2a Base Skill cannot exceed level
3. Attack Roll =
...3A d20 + Appropriate skill + STR for melee
...3B d20 + Appropriate skill + DEX for ranged
4. Skill points would need to be adjusted per class of course but would be class driven per level
5. Fighters would receive level/2 bonus to attacks
...5A Rogues would receive the same bonus if the situation qualifies them for Sneak Attack
---------
(separate thought so casters don't feel left out)
6 or 76 depending on how convoluted it gets:
Spells per level goes away
Wizards get spell points based on 6 (maybe 1d10?)+INT(CON?) per level. These points are spent on either spell points or hit points in any combination equaling die roll + stat. If they want to sacrifice HP for spells let them and vice versa.
Spells cost 1 SP per level not to exceed wiz level /2 ie- Maintains current casting requirements of 5th level wiz for 3rd level spell, etc)

Thoughts? Was just a lazy saturday afternoon idea while painting minis

Grand Lodge

I am guilty of being a little dark when I run crypt and or undead encounters. I get very detailed in my descriptions of surrounding environs, etc. to the point if someone doesn't gag I did it wrong.

Last night, I wanted to lighten the mood a little bit so I wanted to share a few comedic moments that happened in our game session.

Skeleton fight, partially flooded room with a concealed pit. The party had just taken a pretty good beating (bad rolls) so I wanted to lighten the mood (new, unhappy players = bad)

Doing my best imitation of the Everquest skeleton laugh, I stated the skeleton fixed its gaze on Valeros and strode forward with a wicked rusted scimitar in hand. I moved the mini one step then just said "Bloop"! and removed the mini from the map. Apparently it helped because the downtrodden player playing Valeros shot wine through her nose onto my flipmat.

In the following encounter I had zombie who had just been hit hard but not dropped "lose its arm" and stop right in combat and just stare at it. It stood there a moment then just sat down cross-legged cradling its arm on its lap rocking back and forth. This launched them into a series of jokes and anecdotes and was just fun.

Finally, they inadvertently triggered the 'drain' of the flooded area of the crypt and were in jeopardy of being swept into a pit along with a lot of debris, corpses and skeletons they were fighting. Kyra missed her reflex save and was swept into the pit and Valeros wasn't able to catch her. Merisiel just laughed and said 'flush'. Through the course of describing the rat and zombie corpses faced earlier being sucked in as well while the whole pit was draining through a large grate in the floor, Meri said 'look out for rats' as one came over the edge and smacked Kyra in the face as she was whipped around in the whirlpool created from the drain. My wife (Kyra) is terrified of rats. The look on her face had us all about to wet ourselves. The rest of the night whenever Kyra commented on Meri's 'treasure tracking' or missed perception etc. he would just say "Flush". This went on all night. Merisiel trigger the flood on 'accident'.

I just wanted to have a light-hearted thread for a Friday morning.

What funny things have happened in your games that just made everyone laugh out loud?

Grand Lodge

My wife came up with a Magic Item idea last night and I wanted to ask assistance from you all to help me as I never understood the semantics of item creation.

I always just said. "This item is magic. It does this". Ala 2e

But I like this item concept and would like to develop it Pathfinder style.

Item:

Scroll Lock
Aura ? ; CL ?
Slot: It doesn't use a slot so ?; Price ? ; Weight —
Description

This metal ring is used to secure magical scrolls, as well as mundane messages and ledgers. While in the Lock, the scroll and its contents are completely protected from the elements and damage.

The item is crafted (in one of two ways, whichever you all think is best)
Option 1: of two metals fused together to make a striped ring. Example one side silver, one side gold. Pulling out the scroll from the ring in the wrong direction erases the scroll. Pulling it the correct way reveals the scroll and it can then be used.

Option 2: This silver band is inscribed with runes along its perimeter. It holds the protected scroll in place until the proper command word is given, at which time the ring releases and the scroll can be removed and used.

Construction Requirements: Craft Wondrous Item, ?Erase and/or Secret Page maybe? Cost no clue? gp

The idea came to her as we were watching our niece do a crafting project where she would color a paper towel core or toilet paper core(tube), and then roll up a 'pretty picture' she had done and slide it inside to present as a gift to grandma.

I welcome any feedback. I would like to introduce this item my next session and want it written up formal style.

Grand Lodge

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My players were constantly stumbling through the first encounters in Crypt of the Everflame, so I modified it completely from its natural form into a Beginner Box friendly dungeon run for the presets.

I thought I would share some of the changes I made for those who might be running this module.

Hidden in Spoilers:

I don't have my notes on me. This is all from memory while sitting waiting for a plane.

The players, in true player fashion, went in wildly different directions from what I thought they would.

"Kyra" wanted to immediately return to town to warn everyone that something had happened the moment they found the horses outside, and the group spent about 30 minutes telling her that's not what champions do. Her response was, "We aren't champions, we aren't even heroes, we are the equivalent of high school seniors who just stumbled into a college level final the moment we got here. Passing will make us heroes but we aren't ready yet"

There was only Kyra, "Meri", and Valeros at this point. We only have 3 players.

I did one fub right off the bat to help them because:
A) They were 3 new players I really wanted to come back
B) To be fair

My fub was I gave Merisiel the Wand of Magic Missiles and made it where she just 'knew' how to use it. Two of the three were completely PF new so they didn't even know I broke a rule.

Anyways,
Entry hall - Less tactics, more make them have fun.
I got some (un)lucky rolls the very first encounter, and quite frankly they got beat on before I 'accidently' moved all the skels into one general area so they could be "Channeled" effectively.
"The sunlight streaming in through the door seems to amplify your channeled divine might and the skeletons disintegrate into harmless ash."
She had rolled a 2 on the d6. So I fubbed.

Zombies in the Catacombs
I ran this pretty much as written in spirit only. I used the BBox Zombies but described them as horridly twisted, infectous cadavers that exploded upon death or more than a few hit points of fire damage. They freaked and were non too willing to get close and were lobbing alchemist fire and holy water like it was free. The first zombie exploded all over Valeros and my description made the player gag. Literally. She was green in three different ways. I had to be a little less descriptive from then on, until she got used to my DMing techniques for undead.

I constantly had them rolling completely fake saving throws when the bodies exploded. Just to add excitement without really infecting my new players.

The key pool-
Everything was fine at first. Long story short, think Harry Potter number 1 and the flying keys. But make it under water and make them sharp. Luckily Valeros was tied off to a rope and Kyra made a wonderful strength check. Valeros swore to drink more and swim less.

Maze room - I made it have only two switches, and I added a 'spectral Minotaur' to the room. I used the stats of an Orc from the Beginners Box so as not to actually hurt them but I described it as a luminescent, semi transparent minotaur charging forward. Poor Meri didn't even see it coming. I explained it as if (knowledge check) an illusion, similar to what you used to train against (to Valeros) in the academy, has somehow taken semi-corporal form. Something very evil or unnatural must have occurred here.

Roldare I played to the hilt with kiwi shoe polish and some of my wives makeup stuff rubbed on my face and I did my best Joker impression. They loved it even though his crossbow was hurting them badly until "Val" got mad.

Area 11
I made the pit around the pillar a safe area but a 20' pit with spikes (illusionary), but never-the-less "Merisiel" runs and jumps and hangs from the ledge looking for way to disarm it as Val and Kyra hide behind a shield from the Golem fight. He made his DC so I made it so there was an open panel with clockwork gears under the 'bridge' and it was easy enough for him to disarm it. I think Meri rolled a nat 19. Either way easily disarmed

Area 14
Ok first off I have always thought frogs here was just stupid. I am sorry Jason but it just never felt right.

I made the 'frog' encounter be a water elemental from the BB which was 'originally a watery fey spirit which dwelt in the ponds above'. It surprised them (and Vals player btw) with a WHOOOSH! as I jumped out of my seat, arms high, yellign WHOOSH and then set the mini down in front of her (Val is played by a female). She about pee'd her pants. It was great.


Plane is boarding. More later. Sorry so long winded.

Grand Lodge

Where can I find information on what a Staff of the Magi is? I do not want a (other game) 3.5 source. Where can I find a Pathfinder Staff of the Magi?

The description for Staff of Power ends like this

Retribution:
The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.

yet I cannot find it anywhere.

Grand Lodge

This is only an idea that was brought up by a new player on my Friday night game, and after listening to my players' discussion, I am thinking I might give this a try, but I wanted to ask some of the more rules savy types on the forums their opinions.

Short version - Wizards can cast (a form of) Magic Missile at will. Like a cantrip I guess.

Clarification- We play Beginner Box only and I have been informed we will never graduate to Core. That being said...

I do NOT want an auto hit spell cast at will though, so I am thinking of a roll to hit Magic Missile (no crit chance) 1d4+1 per Max spell level known and formally calling it Mage Hammer to offer distinction from Magic Missile. This would cap it at 1d4+3 at level 5. Hardly game breaking.

Crunch as it were, to follow: I am not trying to write an official rule so forgive me if I do not structure this correctly:

Mage Hammer:


School evocation [force]; Level magus 1, Sorcerer 1, Wizard 0
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range medium (50 ft. + 5 ft./maximum spell level)
Targets a single creature
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION

The Mage Hammer spell generates a magical, semi-transparent hammer that flies toward its target. On a successful ranged touch attack, the hammer strikes its target, bypassing any armor, dealing 1d4+1 points of force damage. This damage is increased to 1d4+2 once the caster can cast 2nd level spells and maximizing at 1d4+3 when the caster is able to memorize and cast level 3 spells.

The hammer strikes unerringly on a successful ranged touch attack roll ( I am thinking BAB + INT), even if the target is in melee combat, so long as it has less than total cover or total concealment.

The reason behind the idea is to offer a flavor option to the BB Wizard to have an attack iconic with wizards every round without having to rewrite the way spells are done. My players argument was Valeros and Mari get an attack every time they want. Why don't I?

Wanting to keep this person happy (and coming back) I asked for all players opinions and I would give a formal answer our next session.

My question is this, how game breaking would this be? I can flavor it up saying they can only cast it while holding a wand or staff or even make it a "Wand of Hammers" but with unlimited charges.

Feedback and please criticize. I want to give this player a fair shake and reasonable answer.

Grand Lodge

While I have wanted a Pathfinder based title since I first read the CRB, I am not sure how excited I am for a Pathfinder MMO.

With the likes of sandbox spoilage of Skyrim and soon SWTOR and Guildwars 2 in their glory, how do you think the recently announced title will fair?

Grand Lodge

One of our groups players wants to take a turn behind the screen, so we recently started a new campaign.

His character creation scheme is as follows:

Stats 18, 16, 14, 12, 12, 10

CRB APG UC and UM allowed.

Characters start at level 2. Max hp at 1 and half +2 at second.

Seems an okay start. This next part was the interesting aspect that I wanted to ask the community what they thought of it or how insane it can ultimately become.

All characters get a free 1 level "drop" in one other class of their choice. No restrictions.

You get all class abilities for level one in that class... including feats proficiencies etc.

If you take a 'drop' that has a higher BAB than your main class you use that BAB. (example- a level 1 sorceror with a barb drop would have a BAB of 1 at level one)

The only thing you do not get from this 1 level drop is the HD/HP and you are still considered a "character level" 2 character.

We have a Cleric with a drop in ranger for fav enemy undead.
I made a Human Skirmisher Ranger with a drop in Rogue.
We have a Gunslinger with a drop in Sorceror.
A monk with a drop in Monk... DM allowed this. It is for all pretense and purposes a level 3 monk with a level 2 Monks' hp. (Didn't care for that one)
(my least favorite one was)A Summoner (don't know the drop) that WAS his eidilon, or rather his armor and some lame 10' reach feather light sword was. He 'summons' his armor. This player is known for notorious outright breaking all char creation rules and I forget the other one. He/she was a caster I think. Don't know the drop.

Anyways, how would you play in this type of campaign and what interesting concepts would you come up with?

Grand Lodge

I probably posted in the wrong area but some questions:

Moving on from the BB I thought it would be easy to just jump into the "EFlame" module, but I read through it yesterday and I was completely staggered by the amount of "huh" and "wtheck" moments.

I will hide them behind spoiler buttons

Question 1:
The guy in area 3.. (I do not have module with me this is from memory) How did he get there? Flavor text says he ran here when the skels attacked. How? It is beyond a 3 person combination trap he could not have bypassed alone.

Question 2:
Area 4 Where do the stairs go? They are not even mentioned.

Question 3:
Area 5 The fire. I do not have details on me but it says the shadow is the result of the guy being afraid of fire and raising from that death... yet it said they were killed then burned. Huh? Also later the corridor with swords wrapped in padding.. the unused leather was burned up here? Did the writer even look at the map? What sane villager would tote goods and leather all the way over here, light a fire nowhere near where they needed to do anything then drag back leather to the corridor with the statues? You would think they would drop stuff in the usually safe entry chamber and sort and drag from there what was needed to prep the dungeon.

Question 4:
I think it was the frog area. There is a half eaten corpse of a bandit killed by frogs... the same frogs who were not there? The bandits broke in and pillaged the crypt below releasing some sort of necro energy blast which ruptures the ceiling and allowed tad poles to drip into the chamber where some frogs grew large and that's what players find. How could the bandit be killed by the tad poles who were swimming around above when the fleeing happened?

Question 5:
The skeletons came up and killed the villagers in the entry room. How did they get past the arrow trap room loaded with blunt arrows firing for 10 rounds?

Overall it felt very much like someone was tasked with a "Here is a task, write a beginner level adventure using this flip mat layout" which is sad because many of the interesting looking locations are just given a cursory write up or ignored altogether *cough* random stairs.

There were some other issues but without the module in front of me I can't think of them. Anyways, warnings that this might not be the best adventure to use as a follow up to the very well done Beginner's Box.

Grand Lodge

From a Neverwinter write up on the official site. I have to admit I cried a little inside when I read this.

Article

The quote- Regardless of what makes sense for roleplaying, sometimes it should take a back seat to what would be fun for everyone.

Seriously?

Not trying to troll, just opening up the topic for debate.

When is it okay to put aside the roleplaying in a roleplaying game for 'fun'?

What I read... Now Jimmy, yes you play Triegnor the Bardic Dragon Slayer, but Bobby wants to play a dragon today and attacking him would hurt his wittle feelings. ???

Grand Lodge

We are running a new PF game, and a new to pf player made the following inquiry...

Spider Step

Your physical mastery grants you an impossible stride.

Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.

Benefit: As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.

So... does using the half-my-move spider step use my whole move? Or is that just the max I can use of it while on unusual surfaces? The reason I ask is because at that point my base move as a monk is 50 ft... which seems like a huge reduction, especially since climbing is just part of a move action.

I am under the understanding that it only uses part of his total move. Am I correct?

edit for clarification. He will soon be level 6. Base movement on that level

Grand Lodge

I need help on a Cleric build.

Council of Thieves.

replacing a character which just hit level 3

16,15,14,12,10,8 are the scores used

Core/APG/and CoT guide only

we use traits.

Any suggestions?

Grand Lodge

Firing into melee combat invokes a -4 penalty to the attack if an ally is adjacent.

-2 if the target is 2 size categories larger

0 is Precise Shot feat is taken.

Those are the givens as I understand them.

Where is it written.. in THIS edition (ie Pathfinder, not AD&D 3.0 3.5 4.0) that firing into melee has a "miss chance" of striking an ally?

Isn't that what rolling ones are for?

Grand Lodge

Situation-
I cleave the goblin dog in twain in a mighty blow (end of my turn)

(Next turn)
Seeing the goblin who has been ravaging our cleric, I move the five feet forward to attack.... and get AOO'd by the goblin.

Why you ask? Because I stepped in to the square with the dog on it, which the DM considers Difficult terrain.

So my question is two-fold
1. Does a fallen enemy (med or smaller size) make a square difficult terrain?

2. Where is it stated moving [into] a threatened square provokes an AOO?
- Not using a polearm or spear. Assume Short Sword for this argument and does not have a readied action.

Any help resolving this inquiry would be appreciated. 99% of the time I am of the "DM makes the rules" type mindset, but in this case, the making a fallen enemy 'Difficult Terrain" only really affects the characters because "you can move through an allies square" so the enemies are not being penalized by this ruling.

Thanks in advance for any clarification. Assume newbie to novice Pathfinder experience in your answers.

Grand Lodge

I searched first and could not find this specific answer.

I just made a Wizard (for example) with an INT Score of 17.

Looking at the chart in the core book, linked
here http://paizo.com/pathfinderRPG/prd/gettingStarted.html#table-1-3-ability-mo difiers-and-bonus-spells

and here http://paizo.com/pathfinderRPG/prd/classes/wizard.html#wizard

Here is my question:

How many spells can I cast at first level? Is it three 0-Level,One 1st level+1 first level bonus spells?

I have not played PF yet even though I have a substantial Pathfinder collection. I have yet to find a group after a move. I want to play a caster and want to know the rule before joining a new group I met.

I played 2e a LOT back in the 80s through the mid 90s. If we had been using this chart we always stacked the bonuses. What I mean is at INT 17 you would have three 0-level spells and 1 first level spell + the bonuses from the chart. The bonus would be three first level as the 16-17 column has a 1, then 14-15 had a 1, and the 12-13 column had a 1. This would also mean two level two spells as a bonus and one third, but you could not cast the second or third level spells until your class chart said you had them (for wiz level 3 and 5 respectively). Have I been playing wrong regarding bonus spells for the last 20-25 years?

To further explain what I mean is with an 18 INT the bonuses would be 4 1st, 3 2nd, 2 third, and 1 fourth. Is this wrong?