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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() So I'm also fishing for what angle I can take to get players interested in this. I've mentioned this AP and I typically get eye rolls. Could I take it as a battle of Magic vs Tech? Perhaps The church of Nethys realizes this and has sanctioned other groups to help in eliminating or eradicating the Technic League to start as well as getting these dangerous "artifacts" out of others hands. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Thank you so much for this discussion so far. I think I have learned a bunch from Crystal and the other posters that share that experience. So please keep up the enlightenment. As a GM I want to better be able to represent these types of characters, hell as a person I want a better understanding so as to NOT hurt someone's feelings with my ignorance. Are there websites, or materials that would be a benefit learning more about this subject that you could recommend? Thanks again in advance! ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Gozuja wrote:
A little houserule we have is that if you score a crit you can save it to avoid a fumble later. So instead of scoring a crit, it is just a normal strike, but when a fumble comes up you can turn it in to avoid the fumble. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Curious if this ever came up during any playtest. Can a player choose to fail his saving throw on a debilitating effect, to avoid taking the extra damage? For instance the effect would be knocked prone. I could see a player rather have that happen than to be hit with an extra 2d6 - 4d6 points of extra damage. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm checking through the various Druid spells and between the quick reference and the actual spell description the levels are wrong on quite a few so far. Some level 1 spells shown in quick reference are coming up as either 0 level or 2nd level spells in the descriptions. Examples:
When I run into these issues from which reference point should the actual level be? Quick list or Spell Description? ![]()
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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Some of our House Rules.... Aid Another: Only two are allowed per individual per round. The persons must be next to the one they are aiding (offense or defense, can't be at range, or using a reach weapon). Counter spelling: This is an immediate action, but at the cost of your standard action the next round. thus only one spell can be countered per round and regenerates when your turn comes up next. Massive Damage: We ignore this rule Movement in Combat: Any square costs 5' of movement even diagonals. Knowledge Checks to ID Creatures: We created a way for this to work that incorporates how badly you beat out the roll by giving you Knowledge points that you can then spend on the creatures stat block to learn various items. In addition, based upon your class you get one piece of info on a successful check. Drowning Rule: For every 5 points of CON, you gain one additional round after falling unconscious before you drown. Hero Points and Leveling: You can spend a Hero Point to roll 2 HD for HP taking the best roll. If you still roll very low you can then spend one additional Hero Point to get half of that particular Hit Die. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Curious for any that use this and Hero Labs together. Does this application do anything that the tactical console in hero labs doesn't? Do you see the benefit of running both during a game session, and if so how do you use them both? Thanks in advance! ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm adding some additional details to holy-symbols in my campaign and wanted to see what types of ideas I could get from the community. Here is what I have so far. The Holy symbol of Torag is an upside down warhammer. Symbols are split between precious metals for Clerics, artisans and royalty(copper, silver, gold). While the workable metals (iron, steel, mithril) are given to the more militaristic side of the religion. (Paladins, Warriors, Inquisitors). DC 15 Religion check to know the rank vs. the metal. Adamantine symbols are given only to the greatest of Dwarven Heroes. No known person outside of the Dwarven race has ever been given this honor.
Certain symbols may contain gems or are made entirely of a gemstone if the bearer demonstrates certain qualities.
I'm stuck on having some naming conventions for the Military and Religious side of Dwarven society. I'm leaning toward adding some Viking ranks as the Humans in that region do worship Torag as well. Anyone care to offer some input? Thanks in advance Segallion ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Great book! I want to see this continue, and for that we need to see these items show up in future AP's and Modules so we can keep this growing, otherwise it makes it harder to adopt in game. For example, I loved in the Elves book the various combinations of food/alchemy, yet nothing else ever shows up and that just kind of dries on the vine. I want to see rewards that incorporate Influence and/or labor points. After sending you on several adventures the Scholar becomes a Companion, etc. Keep bringing in new items like this and giving out various rewards that further this type of material. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() What I'm hoping to see included. 1. Boons and Obediences 2. Holy symbols. Are there differences between higher and lower ranking officials? What about which aspect you worship more. For example are there distinct markings that would show you worship the death aspect of Pharasma vs. the Birth aspect? 3. Titles. What are the named titles for each Dieties clergy. Are there various ones based on the specific aspect of that God that they worship. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm loving this book so far. But I have run into a concern in retraining Hit Points. In the example given you have a 5th lvl fighter with a 14 Con (+2 HP per level) which will give him a max of 60 hp's. You are not able to train past this point. Lets say he has rolled a "5" for every level after his first. This will leave him with a total of 40 HP's. Based on the math defines for training (3 days per HP) you will need to train for 60 days. (20 HP short of max x3) The cost for this would be (10 x lvl x # days training) for a total of 3000 gp's. The only limit I can see is you need someone of a higher level to train you. Am I missing something? Should there, or is there a limit outside of this? Otherwise I can't think of a reason why most PC's won't have max hit points. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm not sure where this would be of most use to everyone so decided this was the place to start, if this should go in a different forum please lets move it there. I wanted to start a list of rules found in various AP's and Modules that might come in handy for other GM's games when they need a ruling on something that might not be found in other sourcebooks. For example In the Crypt of the Everflame you can find the following: RESTING: DC 10 Survival check to find a suitable level ground to rest on. Those that sleep on lumpy ground make a DC 13 Fortitude save or be fatigued the next day. SINKING: Failed swim checks cause you to sink in the water. Those carrying light or medium load sink 10' per failed check, while those heavily encumbered sink 20 feet per failed check. Any others to add to this list? ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Steel_Wind wrote:
Oh I agree, this by far, is the one book I've been wanting for a long, long while. I'm also guessing this is not an exhaustive list. I seem to recall that Legacy Weapons might also be included? A way to level up weapons with a character. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Paul Murray wrote:
Then open thy wallet for Ultimate Campaign. I believe most of those items are going to be there as well as others. Such as running a business, what are the PC's doing during their down time, and PC background generation. ![]()
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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'm loving the new layout. AMAZING!! My players will love it as it will help some of the newer ones to focus on role playing aspects during character creation, and the older ones to get additional information to help them flesh out characters. When I think you can't possibly impress me anymore you seem to find a way. Kudos. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() revloc02 wrote:
Just my opinion Rev, this was good for me at one point, but now is outdated. It is way easier for me to use d20pfsrd.com website and get any information quicker. In addition the new Pathfinder Character Folio has some nice tables added to that product, which helps out the PC's. Hope that helps! Segallion ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() As a GM are Knowledge Checks bringing you down? Are the players ready to tear you apart when you don't give them the juicy bits of info they are looking for? Well fret no more. We have instituted something that seems to help, perhaps it will help you as well So prepare for the wall of text about to spring forth.... We broke down the creature stat block as follows
Creature Stat Block:
Header Name and CR XP Race, Class, Level Alignment, Size, Type Init and Senses Aura Defense AC hp Saving Throws Defensive abilities, DR, Immune, Resist, SR weaknesses Offense speed space/reach special attacks spell like abilities spells known/prepared Statistics ability scores base atck, cmb, cmd feats skills languages SQ Ecology environment organization treasure Special abilities special abilities When a Knowledge check is asked for roll as normal and get the number they beat the roll by, these are the points the PC can spend. If you are successful you get the name and sub-class(es) of the creature, as well as a brief description. In addition, we added that if successful you learn a bit of info based upon the type of profession you are. For example a Fighter would tend to get more info about ability scores and attack bonuses, while a Wizard would get spells or magical abilities. You are able to spend these points to learn about the creature itself or any of its types. Items to spend points on
Bone Devil entry from Beasiary:
Devil, Bone (Osyluth) CR 9 XP 6,400
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
Speed 40 ft., fly 60 ft. (good)
Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect
ECOLOGY Environment any (Hell)
The interrogators and inquisitors of devilkind, bone devils delight in
In battle, an osyluth uses quickened invisibility after each attack to
Osyluths tower over lesser devils at 9 feet tall—though their tails and
Thormar (Paladin) and Halis (Wizard) both roll against this and are successful. Thormar gets 1 point and Halis gets 2. Both get sent the following:
The interrogators and inquisitors of devilkind, bone devils delight in
Now based on class without costing any points here are the "extra"
///////////////////Thormar//////////////////////////
////////////////////Halis//////////////////////////
Now they choose which questions to ask, either in the current creature,
This seems to have helped since the PC's are responsible for asking the questions so if a valuable piece of information isn't found via the Knowledge check it isn't because I left it out. Happy Gaming!! ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() 1. Plants/Herbs/Poisons - descriptions of bonuses associated with them
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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() William Edmunds wrote: I just bought the item card deck for Carrion Crown and just wanted to hear some general advice for using them. In general, do you hand the cards to the PCs and let them fill in the blank spaces on the cardbacks as they learn about the items? Or does the GM usually have the specifics filled out beforehand? What kind of pen/marker works best for these cards? I've got a subscription so we use them as follows. Any weapon or armour that is Masterwork or better I select an appropriate card. Any other magic item or piece of equipment that matches a card I then give that player to keep. If a player buys or purchases a magic item they get to select the card that represents the item. We use sticky notes for the back of the cards so that they can be re-used in other games in the future. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() YuenglingDragon wrote:
No particular order, more of myself and the player working through this as his code, so we both are on the same sheet of music, so to speak. This is more of an outline so we both know what to expect, and that there are no surprises. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Well I did this once before for help with a code of Sarenrae, so figured I would reach out to the masses to see what help I can get for this one. Here is what I have so far.... "Justice and honor are a heavy burden for the righteous. We must demonstrate unyielding courage in the face of adversity. No danger is too great to prevent us from fulfilling a promise or completing a mission. This commitment is stronger than our fear, pain, hardship, or even death."
"For Victory, for the Heart."
"Be like a tempered steel sword, able to bend and not break."
"May the strength of your sword guide you through the fog of mortal words."
I'm having problems getting that last one filled in. I'm thinking something along the lines of her protection of women, and courtly love, but just can't seem to find the words. As always appreciate any feedback and or help any are willing to lend. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Well we had ourselves a nice water adventure that didn't go so good for the PC's. They were not at all happy about the drowning rules and how once you hit 0 hp the next round you are essentially dead. So I proposed the following change. You get your Con divided by 4 extra rounds before you are truly drowned. For example a person with a Con of 18 is knocked out under water, he has 4 more rounds before death. While an 8 Con would get two more rounds. Too little? Too much? Anyone else have any alternate rules they have used? ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Exitilus wrote:
You are correct! They get xp at each DC. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Question on the bloodblock alchemical item. Bloodblock wrote: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above). I guess my question is it assumed that when you purchase a healer's kit that this also comes with it? Or does it just save uses on the healers kit with deadly wounds? (instead of using two uses it only uses one) ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I'd like to thank you all in advance for coming back and offering advice. Thanks again!! Obi of the Hagfish
When damage occurs to the wearer of the Obi of the Hagfish (or Nuta-unagi obi as it is known in Tien) from either being grappled, constricted or swallowed whole, the Obi causes the wearer to secrete a layer of muculent ooze from his pores. For grappled and constricted characters this functions much like a grease spell. For those that have been swallowed whole, the Obi often initiates a gag reflex(DC 20 Fort save)due to the foul taste of the mucus. Should the creature fail its saving throw the wearer is regurgitated prone into any open square in front of the creature.
While obi typically come in a variety of colors and patterns, they are most often seen as simple sashes, but much more elaborate versions have been seen. Legends abound of powerful obi that bestow additional abilities that are connected to the various knots (Musubi) tied into them.
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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I seem to recall one from the old Dungeon AP's. Where you picked a demonation (cp, sp, gp, pp, or gems). From there each person has one set of dice from D4 to d20. You start with the lowest die first and all roll at the same time, once you hit the largest number on that die, you move the next. The first to roll a 20 then rolls again and the number that comes up is what each other person pays the winner ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() My players would love to see a Companion Expanded line...they love some of the options that have shown up in the Races books, but there just isn't enough "love" for them to run with it. For example in the Elves book you have a section on "magical" food items that can be created with cooking and alchemy, but with nothing else coming along those lines they are not keen on expanding their character that way since there is limited number of items listed. I understand that I or they can create additional items, it just seems my group dynamice doesn't give us the time to do those things. Just a thought. ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() I hate doing this here, but I don't seem to have permission to post on Hero Lab website, so hoping those that use the product here, or from over there get a chance to see this. In regards to the tactical combat console, how are you using this during your game? Say you are running an Adventure Path, do you have all the encounters entered ahead of time, like say per room? Or do you enter this on the fly? Just curious as I'm trying to figure this out and get a good approach to doing this quickly during a game. Thanks again! ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Colen wrote:
My question is around the tactical console. Are all of the monsters available there, so I can just click to add several creatures quickly to the console and just run a combat from there? Thanks in advance! ![]()
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
![]() Mikaze wrote:
I agree, and the things you bring up as they are why I was concerned. However, I do like the gray areas. Not as a trap to lose Paladinhood, but as an internal conflict. He has several codes that could possibly contradict themselves. This can help by allowing him justifiable actions and he isn't locked down to behaving a certain way. It also will cause him to maybe think twice about what he does. My real conflict was with the Devils part of it. I think Daemons for sure can be there, sounds like there is no redemption at all in any of them. I wasn't aware of the Demon aspect, but again I think chances are pretty good they are evil to the core. But for now, my player likes it so I'm good with it. I'm almost curious if a Code of Conduct might be reflective of an area the Paladin trains in. I could see the Paladin from Katapesh, having a very different code than say one closer to the Worldwound...interesting subject either way.
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