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SeeleyOne's page
Pathfinder Maps, Starfinder Maps Subscriber. 369 posts. No reviews. No lists. 1 wishlist.
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Pathfinder Maps, Starfinder Maps Subscriber
I backed the original Meanders Kickstarter and I can attest to the quality of the work. While Meanders are offered primarily as digital terrain but you can also get printed boards. I own several of the boards from the first Meanders and I like them. They are durable and look good. I like them more than my Pathfinder Maps, which I like so much that I am a subscriber.
They are designed in such a way that you can fold them to make different terrain show at different (closer) locations and you can rotate the maps around to configure them to be the map that you want.
Meanders 2 link: https://www.kickstarter.com/projects/gametilewarehouse/meanders-2-synchable -terrain-400-new-designs

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I stumbled upon a type of table-top game mat -- also available as online terrain -- that is actually pretty neat in my opinion. The boards kind of remind me of some of the nicer boards for a board game, as one side is tough and black, and the boards are thick for sturdiness. They are wet and dry-erase compatible.
Anyway, about the terrain, you get to pick what kind of terrain to have. Most of what is currently available is outdoor terrain, but that is where my own table-top map stuff is distinctly lacking. With these tiles I will be able to fold them into configurations so that the terrain will appear as I want it to appear on the table and I don't have to attempt to draw it (I am a lousy artist -- I am quite blind so I often just have the players draw a map roughly according to my guidelines). I believe that this will improve the game experience for the players.
LINK: https://www.kickstarter.com/projects/gametilewarehouse/meanders-themed-boar ds-with-connecting-paths-for-r/description
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http://paizo.com/products/btpy97cv?The-Plaguewright-Lord-of-the-Microscopic
I just noticed that there is another Interjection Games product. This one is all about mutations and disease. I like Interjection Games' products. They tend to be fun and well thought out. And sometimes I find little jokes in them that give me a chuckle. :)
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I have seen many comments on the forums that can be summarized "we do not like the spell list for the Summoner". For me, when I see the class, it seems that the spell list is not really necessary. It seems to me that the "point" of the class is the Eidolon, all the rest is just added on because that is not enough on its own.
So, I was wondering about "what if the Summoner did not cast spells as well as it does, since that is the contention of many people". What would it do instead? I think that is probably why it is a spell caster.
What if it were a reduced caster, maybe a variation of a Paladin? If it were Divine-based, that would also give a hint as to why it has an Eidolon. Or a ranger, where the Eidolon is a sort of an extraplanar Animal Companion.
What if it did not cast spells at all? Maybe a variation of a Fighter, Cavalier, or even Rogue.
What do you think of that? Would it be fun?
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I am planning to run Jade Regent after my brother finishes running Rise of the Runelords for us. We just finished book 2 last session, so it will be a while before I run. But I want to be ready for when that happens (and not just start reading a few days before I run).
I might just hand-wave the relationship and caravan stuff. Or more accurately, I will have it work out as it makes sense in the context of the game and for the sake of fun.
I am seriously considering allowing a player to play Ameiko. But I do have a question about that. If everyone starts out at level 1, what level should she be? I was thinking that maybe she just "got rusty" and is level 1 again.

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I started working on the Tinker class for Hero Lab. At this time I am not planning to have it create the Alpha, automatons, or design the blue prints. Out of those, the only one that might be doable is the Alpha.
But I was wondering how much the class has seen play, and more specifically how it compares to other classes in power level. Looking at it, I would say it is about as powerful as a lower spellcaster, like a Ranger but kind of on the weak side, like a Rogue.
I will be honest, I see the class and I want to play Megamind (a blue Tiefling with +4 INT), so it is missing the gadgets. I was thinking about adding the Gadgets from the Gadgeteer to it; I would multiclass but that will weaken the character overall, and there are several "dead levels" for the Tinker anyway. But I hesitate to do that and make it overpowered. I think that it would make the class more along the lines of a more definite moderate caster (Bard or Magus).
In my house rules I have a couple of tiers and a way to "fix" them. Most classes get a level every 3 XP (stolen from PFS even though I will unlikely play PFS). Rogues and Ninjas get a XP reprieve every even numbered level (so the odd level is 3, the even is 2 XP). The full casters get a XP surcharge every even numbered level (so the odd level is 3, the even is 4 XP). This makes it so when most classes are level 6, the full caster is level 5, and the rogue is level 7. The trend continues at level 12, 10, and 14, and again at 18, 16, and 20 (actually with a 20, and then taking a new class with level 1).
That is only part of the "fix". The second part is that the non-caster classes get a bonus feat every even-numbered level (and these classes stack for multi-classed characters). For Rogues and Ninjas, since I hate when classes get only 2 skill points per level (so I raised them all to 4 per level), instead of getting a feat every even level instead get one every level (so every odd level of the character they might get 2 for that level).
I am thinking that if I gave the Tinker the Gadgets from the Gadgeteer then I would just make them a 3 XP per level class, and not get the bonus feats.
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I was looking at Ultimate Campaign today and realized that Seoni's mole is on the wrong side of her face. In the Core book (see Sorcerer picture), it is on her left side, and in the Ultimate Campaign it is on her right. I have not checked other books, but those two I am sure of. I have seen other characters with moles as well. Ameiko from the Rise of the Runelords has one, and I think that half-orc Inquisitor has one IIRC.
So are these moles like in Austin Powers, where they move on their own? Or are they magical devices? Could a witch have a mole as her familiar? Then again, that might be a wart on the nose instead.
What should an enchanted mole be able to do? Maybe they are just odd facial piercings.

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I have seen mention in various threads that spellcasters are better than non-spellcasters. That is not a surprise or epiphany of any sort, as spells give a character exclusive options. This is also something that is definitely not unique to Pathfinder.
In many campaigns it is a non-issue and gaming goes on without complaint, at least at the lower character levels. It is at the higher levels that the caster/non-caster disparity grows ever wider. Again, nothing new. Even the earlier versions of D&D had this problem.
But what can we do about it? Some people will change the spells. Other people will change the spellcasting classes around, or perhaps alter the magic system. Some people might choose to put a level cap on the campaign. Those ideas can certainly be fun and viable.
The idea that I have started mulling around in my head is "Initiation Levels". Wizards do not learn magic in a short amount of time. Clerics and Druids have to be initiated into their orders and only after a while do they start casting spells.
So, what I am getting at, is that the different types of spellcasters can have a sort of tax that represents the investment that is made in order to start getting those powers.
For lesser caster such as a Ranger or Paladin, I would limit it to a feat (which can be the character's 1st-level feat). A multiclassed character would need to spend the feat to gain a level in that class, and would need to spend the feat for each class if multiclassing into a class that requires this. For example, if a character were somehow two classes that required a feat (as it is a 4th level spellcaster), both classes would require a feat first. This is stated in case more 4th level caster classes become available in a campaign.
For a moderate caster such as a Bard, Inquisitor, or Magus, I would require a level in an Initiate Class. This level would give them their hit points and skill points as normal, and they would have a spell casting as about half of 1st level. A Bard would cast only 0-level spells and know 3 0-level spells. A Magus would cast two 0-level spells.
For a full caster such as a Cleric, Druid, Oracle, Witch, and Sorcerer, it might be better to require two levels. Learning to use these powers should require more devotion. The first level would be able to cast one cantrip, the second level can cast two cantrips. In the case of the Sorcerer or Oracle, they would know two cantrips at the first level, and three cantrips at the second level.
The result is that by having a tax this might help to simulate some of the devotion needed to enter a given class. It also helps to give the non-spellcaster classes a bit of a head start.
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On page 385 of the Core Rulebook, the Eldritch Knight (who becomes the Magus in other books) has a little fire imp thing in his right hand. What is it?
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I really like the Pawns. I like to use them for NPCs, and then have the "normal" minis for the PCs and any NPCs or whatever that is part of the "party".
But I do not like organizing them. That is not really true, I like them to be organized, but I have not come up with a way to do it in a satisfactory manner.
For Tiny and Medium I have tried using these. These are what is bugging me, and that is especially bad as they are used the most. The pawns fall out of these stupid sheets all of the time, even when I keep the notebook in an upright position. I swear that the same monster that ties the wires into knots for stereos and other electronic equipment must be messing with these as well.
For Large these. The work pretty good, so I have no real complaints.
For Huge these. They work quite well, actually. Each page only holds four.

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OK, so the Arcane Bond is pretty straightforward for a Wizard. You get it at level one. And well, that's it. Sure, you can spontaneously any one spell from your spellbook once per day, and maybe you can use the Magic Item creation rules and make it a cooler item, but every time I look at it I feel that something is missing.
I guess it is because I look at the other option of having a familiar. The familiar gets cooler as you level up without you having to do anything other than just leveling up.
Has anyone come up with any options for the Arcane Bond to level up with you? And idea that I have is that perhaps every so many levels you can spontaneously cast an additional spell per day. I am thinking maybe every 3 levels, as 5 levels already gives you a discovery. and every 2 levels is generally tied to some sort of School ability. What do you guys think of this idea?
Another idea would be to make up some Arcane Bond feats that would help do a little something cool with the Arcane Bond, but these would cost feats so a sort of leveling up thing is better.

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Today a thought struck me about how there are many tales of ships that are lost at sea. The general assumption is that monsters, pirates, or a storm took the ship out. That is good for most games.
But what if there is a phenomena that a storm at sea could instead open up a gate to another world? "We got lost at sea, and we have no clue where we are... in fact, the stars look different. I think that we are on a different world altogether".
That could be a handy way for a Game Master to transplant his PCs into another world. But take it a step further, and it could be a way to deliberately travel to other worlds. But how would this be done? Control Weather could technically do it, especially if creating a gate is defined as a "natural" occurrence (which would account for the accidental travel).
This sort of situation would add a bit more to the sea-faring side of a campaign world, or at least for a group of PCs that want to explore (and loot) other worlds.
Do you have any ideas and/or suggestions regarding this train of thought?

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As many people are already aware, the Mythic Adventures has an ability, called Divine Source, which allows for the Mythic character of Tier 3 or greater to grant Divine spells to followers.
This can have serious effects on a campaign setting, and it can lend well towards a different sort of paradigm. In the Stargate setting, there is a race that enslaves worlds and pretends to be gods. However, what if they were Mythic?
If the Goa'uld were actually Mythic beings, then they COULD be gods, given the context that they grant divine spells. Another example is Dark Sun with its Dragon Kings. I do not know what will happen in the new version (go to the Dragon Kings Kickstarter) but at least in the 2nd Edition version it had the Dragon Kings, also called Sorcerer Kings, granting spells to their followers, the Templars.
Anyway, this is in my opinion a cool idea. It makes use of the Mythic rules and makes at least one nation in a campaign make sense. I am envisioning kingdoms that are lead by Dragon Kings (and Queens) of the chromatic and metallic dragon types. Probably other types, too, as I think about it. It would give a state religion, a feel for that culture and just make sense given the context of Pathfinder. You get divine powers from your deity. Sure, in most cases that deity is on another plane of existence, but it surely does not have to be so!
Has anyone else already done something along these lines? Or maybe you have better ideas that you are willing to share?
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Looking at the rules it seems that a +1 sword is easy, as it is 1000 gp and it would require level 3 and the Craft Magic Arms and Armor feat. Armor is just as easy, as the different options give costs and add to the effective plus,
Scrolls are easy as it is based on spell level and caster level.
Looking at the Wondrous Items it does not appear to have any pattern at all. Sometimes items with lower spell levels cost more than items that require a higher spell level.
I want to make a repeating crossbow magazine have the Abundant Ammunition spell on it. It is a level 1 spell so the minimum of CL 3 is likely sufficient. But I have no idea what it should cost.
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I have seen some good conversions for Eberron to Pathfinder. The best conversion that I have seen is right here.
There are some really neat things in Eberron, but there are also some really neat things in Golarion. I was wondering if anyone has imported elements from Eberron in their Golarion campaigns. And, if so, what?
Personally, I like the following: War Forged, Dragonmarks, Dragonmark houses (or at least the concept of them existing, as I lean more towards them being a sort of noble lineage instead), Air Ships, and other magical transportation.
Basically I like the elements that make Eberron "cool" in my mind, but not specifically the setting itself. :) Sure, there are some fun elements from the different nations, but I find that I like the Golarion nations better.
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Has anyone made any kingdoms and played a political campaign, perhaps kind of like the old Birthright setting yet? If so, did you have the PCs be from one realm, or is each PC from a different nation?
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I have seen many threads (and even more posts) about how people think that the Fighter class is so lame. I have seen about an equal number that also tell us how lame the Rogue class is. Added to that, I have seen several people discussing Gestalt characters.
Would it perhaps be better if there were a gestalt class of the Fighter and Rogue classes? You could call it the Rogue Warrior, and allow archetypes of Fighters and/or Rogues. You could still play the character with specialization towards your preferences but it would open up many more options to the character. The Rogue Warrior would be a nasty flanker indeed.

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So far my only experience with Pathfinder is as a player. I am not new to running games, only to running pathfinder. I am playing in the Rise of the Runelords.
However there will come a time that I will run Pathfinder, and I want to be ready for when that happens. So I bug you guys for advice. :)
On page 399 of the Core book there is a chart that many of you are likely familiar with. It gives GP by level. I have read that entire section, and in so doing some ideas popped into my head.
First off. I am thinking that it may be easiest to just say "since you got this much XP this session, you also got this much GP". This is really easy to do, just figure out how much GP each XP is worth. A simple matter for a computer. The benefit is that we do not have to total loot found, divide it up, sell it, etc. it is all hand-waved.
Second, if a player wants to keep a particular piece of loot, he or she can buy it with his cut of the GP for that session. Again it is pretty straight-forward. You buy those 25 GP earrings and move on.
Third is where it can get tricky. Players love getting Magic Items, I know that I have loved it since I started gaming in the 80s. I do not know anyone that does not love Special Loot.
In that section of the Core book, it mentioned how the GP amount will vary based on the magic-level. So in addition to each GP value each character could also have Loot Points that are spent specifically on loot. The amount is based on the magic level. And a character can still spend GP on loot. A player can also save Loot Points to get an item later.
This helps to keep the loot fair and gives the player a method for choice of loot. It can be acquired in game either through adventuring or shopping.
I have tried many methods over the years. Sometimes interested people roll for first pick, sometimes it went to who would use it most. Sometimes the GM made something cool with a specific PC in mind. But in Pathfinder we have a nifty price breakdown that we can make use of. With this loot system a GM can still add in goodies (especially used by NPCs). The PCs can either keep them by spending Loot and GP or they can be sold or whatever via hand-wave.
Comments, criticism, and links to something someone else already devised as a better idea are welcome. :)
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Is there a way to sort our downloads? It can be frustrating to search for new and updated files when they are among several other titles that I own.

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I figure that it is likely that someone has done this already, but I have been thinking that a fantasy Stargate game would be a lot of fun to game in.
I figure that it is best to have the SpellGates be artifacts, mostly to keep them from being replicated by crafty PCs or NPCs. However, I still need a convenient way to control them. This brings up two things to consider, ease of use and power source.
The Stargate series tended to use a dial-device. That might still be worthwhile, especially if you consider that people will not have a computer that generates, dials, and maintains a database for the characters. That said, I wonder if someone will cite a Pathfinder version of a computer that would/could do the same. Regarding power source, it would probably run on charges of some sort.
I do not like the idea of it being powered by a character's spells, because who wants to "waste" their spell allotment just to power the gate. But then again it might not be so bad if it was just one for the trip there and one for the trip home. Maybe have a spell level being worth a given distance variable. A level-one spell could go for a closer star, or some other structure.
I could also see characters using a magical device, maybe a rod to control a gate. Depending on the parameters between origin and destination it could use a variable amount of charges.
When I was looking at the Pathfinder Society the other day, I was thinking that they might be a good source for people that would go through the gate, adventure around the galaxy, and do good deeds as they uncover artifacts and explore.
I do not think that a nation necessarily needs to be "in charge" of Golarion's gate travel. But I could imagine what the different nations might try to do if it were discovered that someone had access to it. The Elves might have it, as there is a gate network of sorts in the Elven lands, and that be where they went when they left Golarion. Not a different plane as it seems to indicate, but perhaps just a different planet.

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As mentioned in another thread, there is no apparent love for Crossbows. Or in the case of that thread, slings.
Sure, characters and NPCs are more likely to be proficient in the use of a crossbow, as it is a Simple weapon as opposed to the bow being a Martial weapon. Repeating crossbows are kind of cool, but they are an exotic weapon, even though in my opinion they should transfer the proficiency benefit that a Composite bow borrows from its similar weapon.
Anyway, griping aside, I was wondering how adding two modifications to crossbows would affect the game. They would fire less rapidly than a bow, but they would, in my opinion, be more viable of a weapon choice in the game.
1) Double the damage dice. This is a simple and straightforward fix.
2) Choose a strength for the crossbow. Basically this gives the crossbow the benefit of a composite bow. The different sizes would have to have strength ranges, or at least the effects of differing strength scores would mimic those differences. For example, if it is of your strength or a lower strength it is like a light or hand crossbow (move action to reload), if it is higher than your strength it is like a heavy crossbow (full round action to reload).
Given the above, a 12 Strength Light Crossbow would do 2d8 +1 damage, and a heavy crossbow with 20 Strength would do 2d10+5. This makes the weapon a viable choice.

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I really like the Pawns sets. I like to use them for the NPCs and use "real" minis for the PCs. The next adventure path will have a cool pawn set.
But as much as I love my pawns sets, I have been trying to come up with a good way to organize them. Here are some ideas that I have had, and I hope that other people can share ideas that are even better:
Use those Boxes: The boxes for the Bestiary and the NPC Codex are nice boxes. They can either be used to store them, but they are in themselves not a good way to organize them.
Plastic bags (like sandwich bags or other sizes) can work to sort them, but this does not seem to be a very good long-term option.
I have a plastic organizer thing with drawers. I think that the intent of the box thing is that it will store nails and screws and other doodads. This works pretty good, but this type of organizer is better suited to being mounted on a wall. And with the pawns coming out I will have to keep getting new organizer things. This is like the one that I have: http://www.amazon.com/Stack-On-DS-39-Drawer-Storage-Cabinet/dp/B000HJBA1W/r ef=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=2V813IQUFEHBS&coliid=I2YZAQKNU GA8L3
These two might be a good option:
http://www.amazon.com/Stack-On-SBR-13-Compartment-Organizer-Removable/dp/B0 00AM8BBI/ref=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=2V813IQUFEHBS&coliid =I2VSB6L3L4YN6R
http://www.amazon.com/Stack-On-SBR-10-Compartment-Organizer-Removable/dp/B0 00AM8BB8/ref=wl_it_dp_o_pC_nS_nC?ie=UTF8&colid=2V813IQUFEHBS&coliid =I38DG5F1EVFKZC

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In the Advanced Race Guide, page 219, under "Challenging Advanced and Monstrous Races" it suggests having races be a level less for race cost 20 for a while. In order to implement this I came up with a system for XP debt.
However, that can be a pain to implement. It is easier to just give a flat modifier. I was thinking that perhaps using Point-Buy Attributes, and giving a number of Attribute points based on the race cost.
For example, races that are more on par with the PHB races would be at 20, and races that are a bit tougher would have fewer attribute points to play with. Assuming that Humans and similar-pointed races would be 20 attribute points. A lower-point build (I think Kobold was 5) would be 25 attribute points. Tieflings and Aasimars would be 15 attribute points.
As a related aside, I have seen posts where people said that the race guide is not all that balanced. I wonder how true that is, I figure that it is really more subjective based on races and what they did (or did not do) in a given gaming session.
Is this a fair assessment? You guys and gals are good at shooting down my ideas (but in a good way), I would rather ask before trying it in the game.
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In the Advanced Race Guide, page 219, under "Challenging Advanced and Monstrous Races" it suggests having races be a level less for race cost 20 for a while. In order to implement this I came up with a system for XP debt.
However, that can be a pain to implement. It is easier to just give a flat modifier. I was thinking that perhaps using Point-Buy Attributes, and giving a number of Attribute points based on the race cost.
For example, races that are more on par with the PHB races would be at 20 or 25, and races that are a bit tougher would have fewer attribute points to play with.
Assuming that Humans and similar-pointed races would be 20 attribute points. A lower-point build (I think Kobold was 5) would be 25 attribute points. Tieflings and Aasimars would be 15 attribute points.
Is this a fair assessment? You guys are good at shooting down my ideas (but in a good way), I would rather ask before trying it in the game.

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I am playing a Sorcerer with the Arcane bloodline. I am only level 2, but I have realized something. When I turn level 3 I will get a class ability that will give me a small benefit while casting a spell alongside a metamagic feat. I will get one at level 3 if I so choose (which I should so that I can make use of the class ability), I will probably choose Extend Spell, Silent Spell, or Still Spell.
However there is a problem. Sorcerers do not get a second level spell until they are level 4. So, I have to wait yet another level to make use of my feat and class ability. I suppose that I could use a metamagic feat on a 0-level spell, but Sorcerers can cast those as many times as they want so I do not see them being Extended. Silent and Still are not as likely, either.
The solution that I have come up with is to allow metamagic fets to be cast as a second spell at the same time when cast by a Spontaneous caster. The metamagic cost can be tacked on to the "main" spell or they can be cast sort of as a second spell.
The metamagic spell levels can be broken up in any way as long as they are either added to the spell directly or as a second spell.
Examples:
1) Level 1 spell and +1 slot can be cast as a level 2 spell or it can be cast as two level 1 spells.
2) Level 1 spell at +2 slots can be cast as a level 3 spell or it can be a level 1 spell and a level 2 spell. It cannot be three level 1 spells as it can only be “cast” as two spells.
3) Level 3 spell at +1 slot can be cast as a level 4 spell or it can be cast as a level 3 spell and a level 1 spell.
What do you think of this? Is it fair? I think it is, but perhaps people with more experience than I have can share with me.

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Like many, I love to see new spells and Feats. However, it is hard to keep it all straight which book has what, and even if you know, it is hard to lug around all of the various references.
Hero Lab helps a ton as long as the things have already been entered into it, but even then it is very subjective as it is dependent upon the individual character. Even Hero Lab is especially problematic for Clerics and Druids as it only shows what spells that they have prepared through Hero Lab, which we use for characters but not for actual game play (for now at least). I GM off my iPad to look up things and type my notes into. Wizards can print off their spell book at least, and Bards and Sorcerers have their known spells already specified.
What is the best method to use for making a compilation for use at my gaming table? Right now I am leaning towards just making a pdf with it all copied into it (which is to NOT be shared with the world).
In my 2nd edition days I had photocopied every single spell reference that we used at the gaming table and made a list of it all, putting the entirety in a massive notebook. After that they came up with the Priest and Wizard spell compendiums.
I do not see there being a Pathfinder compendium since the lists keep growing, and besides there are so many publishers. Back in the 2nd edition days there was only one publisher.
So, before I start copy-pasting away, does anyone have a better solution? Some have used cards, but I do not see very well. I suppose that they would work for players, but this would be more useful for the GM as a wider base is needed (and Hero Lab can take care of the PCs).
I plan to put every single spell and Feat into this compendium. I would also want to make compiled spell lists by spell level for the different spellcasting classes.
Some sort of database program would be ideal if it could have a printable output. Does anyone know if Microsoft Access could do this? I have only started using that program, but at least I have already figured out how to do the basic queries (which is all that is needed, really).
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There are some things in Wraith Recon that I like, but I want to play Pathfinder and not 4th edition.
I am new Pathfinder, and to the Pathfinder world, and I am wondering where is the best place to put the Wraith Recon as a special forces unit. I think it would work in Andoran, but it could also work in a different nation.
Does anyone have any advice, suggestions, opinions, etc?
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