The PCs find a few colors of key cards in the first adventure, and it seems like they are meant to work for any door with a corresponding lock-type (brown card for brown locks, black cards for brown and black locks, etc), but what about later adventures in the AP? Will the Black Keys work for brown locks in other Tech Dungeons? From the SRD:
Does that mean I need to give my PCs a Lock Coder for them to use their 5 brown access cards (and why were there 5 of them???) in other dungeons?
Hey, all. I just joined a PbP game that starts at 16th level. I wowed the GM with my all-roleplay entry, got admitted... and realized I've never played a spellcaster beyond 3rd level. I could use a hand. Here's the Bard's Spell List and Masterpiece List (linked for your convenience!), and I'm kind of lost. I like the spells that do sonic damage. I went with the Sound Striker Archetype because I like it so much, but as much as I want to be able to be all banshee screaming and melting people's faces with wikkid violin solos, I can't help but think that going all sonic damage will mean I'm not fulfilling my role, especially at that high a level. Number of spells/masterpieces known:
I'm not looking for anyone to give me a list and send me on my way, but a little guidance (updated guidance: I've read Treantmonk's Bard Guide, and it's great, but the Masterpieces have changed things a bit) in trudging through an expansive list (to my eyes, though I know it's got nothing on the Sorceror/Wizard's) of spells would be much appreciated. Thank you!
Hello, all. I'm making a gestalt Musket Master/Witch for a Play-by-post game, and after listening to the Gamer's Guide to the Witch over at 3.5 Private Sanctuary, I figured I'd give a build they mentioned a try. So, I've got this gunslinger, right? And he's got a musket, and he's got this prehensile moustache (PM). As I see it, without the PM a round would be to use Rapid Reload to load musket with Move Action, then fire with Standard. But I've got this, basically, extra hand because of PM. Is there anything I'm overlooking that the PM could do? If not, that's fine, I just think it's funny and a great RP thing, but I just want to make sure I'm not missing something obvious.
Hey, all. So, I just ran my PCs through the Beginner Box, which has all the encounters already planned out so YOU don't have to. We've finished that adventure, and now I'm working on one of my own. As I understand CR, you add up the levels of the PCs and then divide by the number of PCs: I have 5 lvl 1 pcs, so that means regular fights should be CR1, correct? Well, after last week's game, I'm not so sure: they breezed through everything. Am I doing something wrong, did I miss something somewhere? Any assistance would be much appreciated. -TKS
Last session, my PCs (unexpectedly) captured a famous Blackbeardian pirate. For this upcoming session, here's my lineup: Encounters -
My issue, again, is with step 2. Has anyone tried to do a trial before? How'd it go?
As a Newb GM with a party of Newb Players, none of whom desire to fill the role of cleric, it has been suggested to me that I find some other way to provide my party with healin'. One such suggestion was an NPC pacifist that follows the party around and only drops the heals, more commonly known as a "Heal-bot". That's a fun term. Let's take it literally. Does Pathfinder have any variant rules for creating (for lack of a better term) a Warforged-style race? I can obviously skin anything however I like, but I figured I'd ask everybody first. Maybe there's a company that specializes in providing literal heal-bots: they could be like Marvin the Paranoid Android ("You'll probably just leave me to die") or C-3PO ("Oh, no: goblins! The odds of us surviving this encounter are flurbiddy-durbbidy-zillion to one!"), and you provide a security deposit that you don't get back if the thing is too damaged, or if you don't pay for it they send enforcers after you! Plot hooks! So: how would YOU build a Heal-bot?
Seriously, all of this is excellent advice. (And sorry for the silence: I work at night, so I've been unconscious all day.) Party Makeup: we just ran through the Beginner Box and had a blast, but now I've opened up just the regular CRB to them and we're still building characters. One thing that has been made abundantly clear, though, is that no one wants to be the cleric. So far we've got:
I'm thinking of just going the heal-bot route, but working that into the campaign: y'all want healing? PAY FOR IT.
Jak the Looney Alchemist wrote:
I think you hit the issue on the head with that. There's only one that might actually want to be really, truly, innocent-slaughtering evil; your definition fits the rest of them pretty well, I think. Thanks all, this was helpful.
So, I bought the Beginner Box. Love it. I got a group of guys together who have mostly played Star Wars Saga Edition under an a&!!#$!, and I've constrained them to just the BB races and classes while we learn Pathfinder by playing through the canned scenario in there; after that, if they want, they can build new characters with the Core Rulebook races and classes. During Character Creation, they are ALL OF THEM asking if they can be Evil. I say no, I'm new at this, I don't think I can handle that. I've got a group of 5 CN douchebags (I say that with love) who are pretty much new to fantasy. What I'm looking for is perhaps a few suggestions on how to motivate them to heroics without railroading.
Hey all, newb here. I'm having a little trouble with the max dex/armor penalty wording. 1. Does Max Dex apply to Initiative? Ex: Dex bonus of 2, but does full plates Max Dex of 1 mean you only have a +1 Dex Bonus to Init? 2. In skills, say Acrobatics: I'm already taking a -7 for my half-plate armor penalty, which also has a max dex of +0. I'm not only taking a -7, but I can't even add my Dex bonus at all? I feel that I'm missing something. Any help would be appreciated. Thanks, all. -TKS |