I can't find any information at all (threads or FAQ) about how to start a campaign, add players, add characters, and so forth. Could someone list out some steps. The best I could get to so far is create a thread under each area: Recruitment, PBP, and PBP Disc. Thanks. Also, the Wayfinder phone app crashes each time I try to post. Any ideas on that one?
There are no directions for creating an online campaign. No info on how to add players, how to add characters, how to start it up, etc... I 'stumbled' upon a thread that said to simply create a post and the site will prompt you for something. So, basically, I can create a thread. That's it. I can't recall a worse website with regards to directions and user-friendliness.
Dojen wrote: ...hunt for a merchant prince whose organization has been trying to kill them. The new large kingdom city they are entering will be run by a Lich, and terrorized by his Spectre guards. Can you think of any twists and turns that might make for good adventuring? In a linear thread, the organization will have some connection or rivalry with the Lich ruler. Very much expected. As are a cadre of paladins to make up for the group's shortcomings. Surprises are always good. The surprise is that the lich really isn't bad. But everything the players hear about him is totally evil. The group (captured by the spectral guards after being teased by the GM that they may be able to sneak by) is brought before the Lich. The Lich could have a reputation for ruling harshly, but he is really a misunderstood villain. W/O knowing the rest of the group, perhaps the druid has some connection in the past (A last name, an origin, etc...) that the Lich recognizes and needs help in laying something to rest that has haunted him for 200 years. The lich really doesn't "want" to be bad, but is under some tragic, cursed obligation.
What is this? A game of 12-year-olds?
1) Preemptive DM & Skill checks and running from room to room? and... Searching dead bodies before helping the guy bury them? There are consequences to such things. Suppose that man burying the bodies is "greatly offended" at their behavior and tells anyone who hears it after they leave. As a result, the 15th level Ranger-Warden (or local lord) of the area confronts these "looters" and the rest of the town refuses anything to them. Can't buy anything, can't sell anything, can't get a place to stay, etc... And let's say the info spreads to many towns. Nothing lower than despicable grave-robbers. As I recall, Detect Magic requires one to stare at something for a while to begin to figure out more than simple auras. A few rounds of staring would be odd. as would walking around "perceiving" everything. You have to walk around getting a closer look at things to perceive specific things (like secret doors and wall carvings). You just can't perceive everything from the doorway and it may take a long time. Maybe the tavern has some higher-level patrons who see right through their scheme. How many of them would like to be scoped out? Screw that! Ever consider that the NPC's make their Spellcraft check to ID a spell being cast? 2) Sorcerer taking too long. Play out the combat in close to real time. Say, "The Orc is charging you with a battle axe and you have about 6 seconds to react." Otherwise, in RP'ing situations, the story moves forward. "That frozen, blank look you have is unnerving the other tavern patrons." Or, have an NPC's question him while he is looking up something. The NPC reacts appropriately and the PC's reputation suffers. While he's deciding what to use, the others take care of business and leave the building (leaving him behind). YOU can keep track of his spells. You know what level he is. 3) Google? No wonder why he takes so long. I am with the others, no googling at the table. Or, just make the diseases your own variety and change it ever so slightly. Call it something new the townsfolk came up with. That'll likely piss the person off, but so be it. I'd be careful of such gamers because such perfectionists don't want to be wrong and are prone to eventual cheating and fudging rolls. (had one back in college.)
Why go with Precise Shot? Why not just: PBS, Rapid Shot, Deadly Aim? The case against:
Just asking because going through the exhaustive list of Archery feats leaves room for little else.
Dorn Of Citadel Adbar wrote:
+1 ...... the WOW factor. Also,
Thyrkill wrote:
- Any alternative class that trades out Trapfinding is usually a good thing. - Combat skills are a lost cause for Rogues and waste you Feats.- Combat Expertise and Improved Feint lets you get a chance to Sneak Attack each round. Probably worth it. You can do it every-other-round without those two feats. - at 10th level, great talents like Hunter's Surprise really pay off. Multi-classing puts those off too far. ***Feat: Extra Rogue Talent is very good. Some Rogue Talents allow rolling two dice for: Dipl, Sense Motive, Bluff, Acrobatics, and Sleight of Hand. So a human Rogue at 3rd level could conceivably have 4 Rogue Talents PLUS whatever it gets from the alternative class.
Eric the Cleric! wrote:
Looking at that list of characters, you'll be the 4th least effective combatant...or the 5th if the Sorcerer has combative spells. My advice is not to try to out-fight-the-fighter by playing a cleric. You're not going to dish out handfuls of damage with a cleric. You're also only going to get a few feats, so accentuate your strengths and do not try to use 3 or 4 feats to 'catch up' to the fighting prowess of other classes. You'll never be as good as they are in 1-to-1 combat. You can't be a Vindicator at 6th level cleric, not enough BA. What are the strengths of the cleric? Charisma, Diplomacy, Channel Energy, Undead control/destruction, decent hps, and ecclesiastic connections. By the description you gave us, perhaps Channel Energy and Undead minions are the way to go. Extra Channel and Undead Master feats are the way to go along with Spell Focus Necromancy and Elemental Channel (both needed for Vindicator). You get Animate Dead as a 3rd level spell. You need to spend a few feats just to get that Prestige class at 8th level. Just my two cents.
NeoSeraphi wrote:
Then don't play a rogue. ...and stop complaining about them. PF is not W.O.W. It's an RPG and you CAN actually have an alternative to combat, and you CAN actually do something other than build munchkin-melee-death-machines, accept quests by clicking a button, and kill big-bad-bosses at the end of every adventure.
Why all this concern over how to "improve" a rogue? Want to do damage? Play a fighter or barbarian or ranger. Want a better BA? Play a fighter or barbarian or ranger. Want spells? Play a bard or mage or sorcerer. Critical build? 2-weapon build? Don't play a rogue. ...Want to deceive others, evade people, avoid battlefields, and escape difficult situations? Then play a rogue. It's not a WOW world in PF.
I most any society, the mutilation of the dead is sadistic (though your group does it for different reasons, I know). They do it for practical reasons but society won't see it that way!!! Think of CSI or shows like it: killing someone in a fight is murder, killing them and mutilating the bodies is sick and garnishes special attention. How would the friends, family, and allies of those dead people feel about it? Desecrating a corpse puts the outrage factor up by x100!!!!! I mean, you can't even give them a proper burial or allow loved ones to see them for a last time. That's why it is so heinous. People want to bury their dead and pay their last respects. And once there was a trail of faceless and footless bodies across the countryside...(much like a sadistic serial killer)...I would think that a society or race of people would begin to see a pattern and begin to hunt the sadists down for mutilating the dead. Hire bounty hunters...hire Diviners...track 'em down and mutilate them back.
GeneticDrift wrote:
1) This supports the part where things aren't automatically given. Even this key gives bonuses to Disable Device just like Invisibility only gives bonuses to Stealth checks. 2)A moderate Craft Locks skill might allow the person to "create" a general key and then use it in this way. If it does not work, then use the power again to make another key and try again. It is basically a temporary create wondrous item power.
Adamantine Dragon wrote:
http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo--- arcane-schools/classic-arcane-schools/conjuration/creation Creation
Replacement Powers: The following school powers replace the acid dart power and the dimensional steps power of the conjuration school. Create Gear (Su): At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
I think the first rule of running an enjoyable game is to allow your PC's to try anything they want to try. Saying, "No, that does not work." usually just dissuades participation. Yes, it is impossible for some things to work, but let 'em try what they want to try. "Picking" a lock is akin to knowing how the lock works and putting little things in it (effectively mimicking a key) to "pick" it. Knowing how to build a lock is the Craft Skill. Figuring out what kind of key might fit this lock is an application of the Craft skill. (Suppose you have a key ring of 20 keys and must choose the right one before the giant gets to you.....Craft: Lock checks, maybe Engineering, would help you figure that out.) What the player is going for here is automatic success...a skeleton key to open all locks. Just making a random key out of your imagination with no connection to the complexity of the lock will not work. It'd be no different than me making a random key at a hardware store and going home to use it on my door. Not gonna work! If I was a Locksmithing expert making such a thing MIGHT let me come close to it if I knew the type of lock it was. The better my knowledge, the more closely I'd come to the real thing. 20 Ranks of Craft Lock and I probably could come up with the correct key when given the lock. 5 ranks??? No way. Maybe on a nat 20 he gets lucky. To Craft a Lock is DC 20. Crafting superior ones might be more. The DC to open a lock depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). Didn't 3.0 or 3.5 have something where 5 Ranks in a skill gave you a Synergy bonus to another skill? Sounds like this is a case for something like that. In all, I would see it as you are making a "tool" to pick a lock with. You can possibly make the right key on a great roll. You can't make the perfect key without looking at the original key, so you are making something LIKE the perfect key (to the best of your knowledge) in order to use it to Disable Device. Your knowledge of the lock is a Craft Locks check(or, Knowledge: Engineering). The better your knowledge check, the better the new key fits the lock. If the Craft Locks roll is SOooo great, then I'd say the Disable Device check is not necessary(basically it was like a +20 to the DD check). Note #1: It WOULD be possible to make such and outstanding key that it would automatically work. That is, IMHO, if the Craft check exceeded the Disable Device DC for the lock...or maybe a nat 20 roll. Note #2: In the spirit of the rules, even Invisibility only gives you a bonus on your Stealth check...not automatic success. Using a "power" or "spell" to enhance a skill should give a bonus to that skill. Invisibility helps Stealth, Craft Locks helps Disable Device. I'd let the guy keep on creating keys until he got the right one (by a nat 20 or a 19 roll, depending on the lock.) Let him try. Making "a" key is a simple check, no problem. Maybe he gets the great roll. Unless the key is nearly perfect, it then is just a tool and is like using Disable Device at that point.
Own character death? Failed a saving throw in 2E with a Helm of Brilliance and then failed the item saving throw despite significant bonuses granted by the helm, causing ALL of the gems to detonate at the same time. Average damage in the hundreds. :) Someone else I saw die after having Slay Living turned back on him with Spell turning. He rolled a 'one'.
Happler wrote:
Also consider the giant's nature... "Cloud giants are notoriously proud and consider themselves above all others..."I'd say that this "nature" makes the cloud giant extremely likely to receive a saving throw for nearly everything it is commanded to do. Especially helping out humanoids. I doubt you could get a cloud giant to do much of anything. It's like working for a boss you despise, hate, and have NO respect for...you'll do the bare minimum, do it as poorly as you can, and screw up as much as you can along the way. Also consider how the creature "neglects all else except that needed for basic survival." This giant will still go around foraging for food in the best way it knows how. You know, kill a few humans, steal some food, raid farms and villages, etc... When it gets its fill of food, THEN it will get on with the mission... Or, how about....without being specifically told NOT to do so, why wouldn't the giant just squish anybody except the caster???
Stynkk wrote:
With the above, you are not Overruning a foe that is obstructing your path, you are simply charging your primary target. There is no obstruction. With Charge Through
I stand corrected. It looks like you do charge, overrun, and then get your charge attack or Bull Rush. Overrun moves you through the target. Beat the CMD by 5 and you knock it prone.
Stynkk wrote:
...you can use Overrun as part of the charge to move past him, attacking on the way, and stop fifteen feet past him so that he can't retaliate against you with full-round melee attacks against your reduced AC. I hope you're are equivocating "attack" as a "combat maneuver" and not as an overrun plus and attack. It seems like you might be saying that you get overrun and attack on the Charge Through and then overrun and attack on the focus of the charge. "If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone."(from Overrun) That's your 'attack' there on a Charge Through; then you get to make the charge attack on the target of the charge (whether it be a melee attack or an overrun attempt). So you are getting an overrun attack while moving and an attack at the end of your move with the Charge Through feat.
Nightwish said: "First, the description for Overrun specifies that it can be done as a standard action or as part of a charge. That's pretty clear - it can be combined with a charge, it doesn't say instead of, it says as part of. There wouldn't be any point in saying it can be used as part of a charge, if you couldn't attack in combination with it. " Now it seems that you can Charge and then either A) attack once, or B) Overrun the target. I am not sure about doing both at the end of the Charge.
Tanis wrote:
That is correct. So, what if your overrun attempt fails and you "end your charge" in front of the creature that was in your path. Do you still get your Charge attack on that creature instead?
Blake Duffey wrote:
1) Make your first attack (at the moment, a Standard Action) 2) If it hits, then you can 1)make one Cleave attack to an adjacent enemy, or 2)make it a Full-Round attack by using your other attacks.So, it seems that you make that first attack attempt and then decide where to go from there. Is there something that says you MUST decide before attacking and hitting exactly what you can do? As I see it, you can attack, hit, and decide what to do next. You can only decide to use Cleave on that first attack when you hit. |