I picked up the Gamemastery Guide a couple of weeks ago and I really like this book. It is going to add a lot to my homebrew campaign.
I just created a couple of new magic items. I was wondering if I could get the critique of you other forum posters. DAGGER OF THE BLACK CAT
RING OF HURLING
Thanks in advance! -- Urlord --
Good Evening All, I'm converting my home-brew campaign setting to run under Pathfinder Playtest rules. The hardest thing for me is converting the Non-Adventure class NPCs. What I mean, is if Adventurers make up less than 5% of the population (less than 1% in many cases), what of the remaining 95-99 percent. What about that dwarven master-craftsman who has done nothing but practice his trade for the last 40 years. Or the Sage (non-magical) in the old tower who has a wise answer to any question you can think to ask him. For example, I have an elven city-state called Ashla Alora. It is governed by a Lord Mayor (Executive Branch), a City Council (Legislative Branch) and the Council of Magistrates (Judicial Branch). All of these NPCs, along with many others, are high-ranking, highly-experienced people within the city. However, they do not fit into the Adventurer Classes, nor should they. I know its probably not covered in the Playtest Rules for a reason, but for some GMs World Building is a huge part of the game for them, at least it is for me. Using the Playtest Rules as written, I can easily provide a Level to an NPC and use the SKILL DCS BY LEVEL AND DIFFICULTY table to assign a DC. For example, if the Magistrate is hypothetically 13th level, then PCs should have the following DCs for challenges dealing with them: Easy............ DC 20
But, that seems flat and lacks personality. My question is: Has anyone thought about NPC Classes or how NPCs fit into the world as a whole? Because, if the answer is Non-Adventurers max out at Level 5 or something like that, then that is totally ridiculous and will not work for most Persistent World type campaigns. Thanks for reading my post and I hope it makes sense. -- URLORD THE WONDERFUL
Hello All, I just need a bit of clarification. At Level 1 Hit Points are equal to: Ancestry HP + Class HP + Con Mod I got that fine from the rules. Where I am a bit confused is... Beyond Level 1, is it... Calculation #1... Ancestry HP + (Level x (Class HP + Con Mod)) OR Calculation #2... Ancestry HP + (Level x Class HP) + Con Mod Thanks,
Thanks for all the ideas folks. It has helped get my creative juices flowing again. How's this... For the next several weeks, Percival will lay low, feeding off beggars and outcasts - but fighting the hunger enough not to kill them (hopefully). Using his Dominate power, he will start setting up a network of a dozen or so "Associates" who can run errands and do his bidding. He will be able to do this without drawing attention to himself and remain hidden from the suspecting PCs. However, there is his love of music and in a thriving city, there are attractions such as concerts and symphonies that he simply must attend. The PCs catch a glimpse of him at the coming symphony "The Crown of Wintermist"? When spotted, a chase ensues behind the scenes and up in the catwalks while the orchestra is playing below. Fighting with some of his associates & their hired friends. In the end, Percy and his associates escape leaving the PCs possibly having to explain what they were doing back stage fighting with the stage crew. The authorities will not believe their story about things of myth and legend, like vampires. Kind of a Phantom of the Opera feel. The PCs earn extra XPs for not interrupting the symphony or killing any of the charmed back stage crew. A couple of days later, the Conservatory contacts the PCs inquiring about their activities at the symphony (they were spotted). If the PCs come clean, the Rothmire family hires them to investigate the theft of a magical violin, which can create illusions once per day (Minor Image: Bard-2). Secretly, the Rothmire family knows that Percival was cursed as a vampire and that he is back in the city (he was seen too). If such knowledge gets out, the damage to the family name would be devastating. Therefore, the family has hired Father Joseph, a priest of Pharasma & skilled Undead Hunter, to find Percival and lay him to rest. Father Joseph allows the PCs to bungle along, using them as bait to lure Percival out. I'm thinking Father Joseph ends up getting killed by Percival and all the priest's "Tools of the Trade" fall to the PCs to continue their search. The PCs may or may not learn that they were being used as bait by the Rothmire family. Comments?
Hello My Fellow Gaming Friends. Normally, I don't lack for scenarios or plot ideas, but I have a bit of a writer's block going on here and could really use your assistance. Maybe its due to all the stuff going on at work right now. But I know I can count on you readers to help a brother out. Here is the situation so far... Player Characters:
The PCs investigated a series of murders in a small town and uncovered clues leading to Percival Rothmire, an 80 years dead classical music composer (bard), turned vampire. As they put the clues together and narrowed in on the Percival's secret underground lair, he figures it is time for a change of scenery. When they found the lair, it was recently abandoned with almost everything either taken or burned. However, there were a few clues left in the burn pile and behind a shelf indicating that Percival has fled to a large city 4 days away. The PCs, hot on Percy's trail, follow him to the city. They know he is in the city, but have no clue where to start looking. The PCs are not anywhere strong enough to take on a Vampire so I want to avoid a direct confrontation. I am wanting Percival Rothmire to become an arch nemesis of the PCs - much like Prof. Moriarty to Sherlock Holmes. Even though I know the flavor I to achieve, I'm at a creative loss of ideas. What fiendish plots could Percival be up to that the PCs have to foil? Any suggestions you have will be much appreciated. Thank You,
I am leaning towards a Chain of Feats with each higher level feat allowing the shaping of progressively larger areas. In addition to the Feat, I will take into account Level and the bonuses of the mental abilities (INT, WIS and CHA). I do like the requiring some sort of task or exclusivity to gain access to the Feats. so I will come up with some kind of task/test as Feat requirements.
My characters are 10-12th level. One of them is a Sylvan Elf Druid-11 of the Green Faith. The player is wanting to know more about shaping the area of First World. Nothing huge, but just how her character can start developing that ability. I just want to have some guidelines in place before next game session. I really don't like the idea of it being a spell because that limits it to the spell casting classes. I think it should be based on the character's power level only. I just don't know how to adjudicate it.
The characters in my campaign have crossed a planar tear into First World. I have been reading everything I can find about First World. In several places, references are made to "Shaping" the local area. I would like to develop this as an ability and need your assistance. Should this be a Spell or a Feat? How can low level Shapers only affect their immediate area, while powerful Shapers can make changes to hundreds of miles. Once altered, how is it maintained over time to keep the chaos of First World from undoing it? What happens if multiple Shapers try to make changes to the same area? What is the Saving Throw if a Shaper tries to change a living thing or a magic item? I welcome all your thoughts at this point.
Hello Ladies and Gents, I am GMing a Pathfinder RPG game and we are going through the Rise of the Runelords Campaign. Currently, we are in a lull period between chapters, because I want to get them a bit more experience before continuing. I can also take this time to allow them to clean up a few loose ends and I can throw a couple of red-herrings their way. The characters are all level 6-7. One of the character's back story has them getting married. The character, Joseph, is a lesser noble who is marrying the daughter of another lesser noble. The whole grand affair will be very posh and will take place in Magnimar surrounded by gentry and upper class folk from all over the city. I will be dedicating an entire 10-12 hour game session (we only game once a month) to the various festivities leading up to the wedding and the wedding itself. Lots of role-playing opportunities, but I want a bit more. Some sort of mystery might be appropriate. I am looking for ideas of what I can throw into the week of the wedding without actually ruining the event. The characters in the party are:
There are three major events planned so far:
2. The Ball - Two nights before the wedding, there is a grand ball where everyone shows up in their finest clothes. It is a very formal affair. 3. The Ceremony - This will be the actual wedding ceremony performed in the Temple of Sarenrae officiated by the high priest. Any and all ideas are welcome. Thanks
T7V Jazzlvraz wrote:
[BEGIN ROLE PLAY] Dear Jazzlvraz - Hûd Glanas Edhellen as we call it is not interested in conquest. On the contrary, we desire that all civilized races live side by side as peaceful neighbors. Because only then, can the uniqueness and beauty of each culture truly shine. Our goal is focused on the preservation and promotion of Elven Culture. I would hope that every race would have a group dedicated to such a cause. Just because you are a proponent of one thing, doesn't automatically make you an opponent of others. As stated above, the league would only be against issues that threaten Elven culture. For example, if an evil warlord were attacking our settlement, then of course the Hûd would raise up arms against them. Likewise, if someone were poisoning the minds of our people with propaganda, trying to undermine our beliefs, that too would be a threat. Without a threats such as these, the Hûd will concentrate its efforts on preservation, education and strengthening our society. This whole debate appears to stem from our views of half-humans (the child of Elven and human parents). Just as with any controversial subject, views will vary. Personally, my feelings on the matter are of pity and sadness. Due to the unwise decisions of the parents, that child will be in limbo between two different cultures, never being truly accepted by either. But again, that is my personal view on the subject. I thank you for your interest in Hûd Glanas Edhellen and perhaps in time you will lose your distrust and skepticism. Peace, Lord Xilanthus Narthingad
After giving this a great deal of thought, I would like to form a Company with the LoEP. Here is the basic information for the group: Alignment: TN Mission: The mission of the League of Elven Purity is to research, promote, defend and protect all facets of elven culture and heritage. We strive to foster pride in our Elven heritage within all our constituents, whether they are long-time residents or recent arrivals. Website: http://loep.guildlaunch.com Member Roles:
Snorter wrote:
I'm with the Snorter here! He expressed it succinctly. I'm an avid pen and paper RPG gamer and always will be. I'm 53 years old and since 1976, I am still GMing a regular game (Pathfinder for the last few years) with 4-8 players from ages 15 to 50 (Nerd Alert, I know). I've been involved with some MMOs over the years, but they tend to become uninterested quickly due to the lack of RP. Personally, if there's no RP, its very boring and my heart won't be in it. I think the problem is that there's a huge group of players out there that don't understand the concept of "In-Character". This is where as a community, we need to educate, promote and reward the use of this concept while at the same time chastise and punish those who are engaging in frivolous PKing. If we do this as a community and set some Acceptable Community Standards (ASC) early and most of the players abide and uphold them, then we should be able to effect positive change. I believe this is a culture problem and is only going to be solved by the community, not game mechanics.
But back to the topic - Appropriate Community Messaging By billing PFO as an "Open-World PvP Sandbox", it is attempting to describe PFO in terms related to other games. I truly believe that GW is building something much bigger than this description and as such should not use such limiting buzz words and descriptors to market it. These are words describing it to other gamers. Pick words that describe it to the world. Don't let the existing games box us in.
[DISCLAIMER]
I think I understand the delicate balance GW is having to do. There is probably a 2:1 (or higher) ratio of players that enjoy the PVP over non-PVP. In my experience, the non-PVP players are the ones that tend to be older and come from previous table-top D&D or Pathfinder histories. Older, non-pvp players are potentially more stable economically and can afford to support games like this on a consistent basis. Therefore, these players are of great importance to GW from a revenue perspective. I am one of these older players who came up pre-video games and prefers games where players work together to accomplish common goals, like a table-top game. I love the settlement vs settlement concept, and I like the ability to attack caravans and POI to disrupt supporting settlements. These systems are logical and make great sense. But, I would be perfectly happy with no PVP outside these activities. However, I am wise enough to understand that I am but one voice and probably in the minority on this topic. Ryan, answered a forum post of mine this morning at 2:08 AM and I was thinking, what is he doing up this late during the week. Its because he probably can't sleep with all the stress trying to make Investors happy, Paizo happy, PVP Players Happy, PVE Players Happy and RP Players Happy while still remain sane and have a tiny bit of personal time. If he is married, he has to also keep Mama Happy. My advice to Ryan and the entire GW Team is to do your best and end the end, go with your gut. At least that way, regardless of what happens you keep your integrity. I pray that PFO does well and makes a lot of people happy for several years to come, and I pray that Ryan and other GW leaders make the right choices for its success. I for one plan to support GW and PFO however it turns our. I mean, its gotta be better than Wurm, right? Urlord Goblin Squad Member... No Really, I am... I am damnit! LOL
I feel that the lack of evil groups id quite realistic. I mean how many evil people do you know? Probably not many. That's because they are secretive because society doesn't accept them and would punish or at the very least shun them. Evil lurks in the shadows and as many of these "neutral" or "Good" groups start being run by characters (not players) with greedy, prideful or any of the other bad traits in their hearts, they will begin to erode the foundations upon which these groups were formed. They may not even know what is happening until it is too late and the "Brotherhood of Holy Honor and Justice" crumbles into just another greedy, blood-thirsty mercenary guild. Evil characters will exist, but many will not show their goals and actions until ... well until it may be too late.
I have a couple of questions about a Ghouls: 1 - When a character is bitten it says: bite +3 (1d6+1 plus disease and paralysis)
Does this mean that there is an immediate save vs the paralysis and a separate save vs the disease after 24 hours? Or is there one save for both the paralysis and the disease? 2 - The characters are entering an old mansion that is infested by ghouls I would love to hear some of your ideas of tactics for the ghouls. Note, there is a Ghast in the house that is the boss. The party is large (8 characters) consisting of:
Any ideas and insight would be most welcome. Urlord
I have always played it that when a spell caster learns a Summoning Spell, they develop a mystical bond with that creatures that could be summoned and every time they cast the summon spell for that kind of creature, the same creature is brought forth. If it dies, then it cannot be summoned again for 24 hours. This is consistent with the PRD rules: http://paizo.com/pathfinderRPG/prd/magic.html#_summoning wrote: Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again. I extrapolated the rules so that if the summoned creature was wounded, the time between summonings would be up to 24 hours based on the percentage of damage taken. Meaning, if the summoned creatures had 50 HPs and took 25 HP of damage (50%), it would be unavailable for 12 hours. I even had the case where a Babau (demon) grabbed a cleric's discarded backpack and put it on just before the spells duration ended. I did this because the party's cleric kept blasting it with positive energy every time it was summoned - the demon was pissed off. It took several additional summonings and negotiations to get some of the more valuable items back. If the character wants to change the summoned creature, they can make a Spellcraft roll to do so. The DC is 10 + (2 x the Spell's Level). Once changed, the bond is now set to the new creature until it is changed again. I have even had a player character that took a Drawback that he was the target of a summons spell for another creature. Basically, I could pop him out at any moment to go do the summoner's bidding for a few rounds. He would pop back where he left after a while based on how much damage he took, up to 24 hours (if he was dropped to 0 HP).
In my game, the characters are getting ready to go into a Haunted House. I have all the Haunts created and such. However, in my preparation I had a thought... One characters in the group is a female Varisian Rogue (level 4) that is a Professional Trapsmith and Fortune Teller. She took the rogue talent Minor Magic "Disrupt Undead" spell. The player is playing the character like a gypsy who does Harrow readings and is into the spirit world. I wanted to give the character an ability interact with Haunts, but I want it to be balanced so that the character is not something for nothing and the benefits and penalties balance out. Can you please read over Haunt Empathy below and give me your thoughts about it. Thanks in advance! Urlord Haunt Empathy (Ex):
The character is also hyper sensitive to haunts and regardless of who the haunt targets, she is slightly affected by the same haunt. Whenever a character within 60 feet is affected by a haunt, she experiences exactly what they do. For every point of damage they take, she takes an equal amount of non-lethal damage. If they take ability damage, she takes it too but all abilities recover 1 point per hour instead of one point per day. Finally, she may attempt to commune with the haunt. To do so, she initiates a Will save vs the Haunt. If successful, she may ask a single Yes or No question. If the Haunt knows the answer, the spirit answers directly or provides an empathic feeling of Yes or No. If the spirit doesn’t know, there is no answer. It is important to note that Haunts seldom know why they exist or how to remove the Haunt. If the Will save succeeds by 5 or more, she may ask two Yes or No questions. If the save fails by 4 or less, there is no answer and if it fails by 5 or more, the spirit invades her mind and she takes 1d3 Wisdom damage.
I interpreted the rules to mean that you have to spend the capital before the 62 days of construction starts. This allows you to buy it outright and be able to move in in 62 days, or you can spend half the gold but take more time because it takes 62 days or less to acquire the capital and another 62 days for the construction. Now that I have read your post, I see both possibilities. Now I am really confused. Another thing my players are confused about is this: If you are paying for Cost of Living (which they are) and it includes a place to live, what are the benefits of building a house? Also when they build a house and do not run a business out of it, what is the upkeep cost to maintain the building. I find the Downtime rules very intriguing but they are a bit confusing. -- Urlord The Wonderful --
According to the description of Pathfinder’s Survival skill with a DC 10 skill check you can “Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.” I personally find this an oversimplification. I want more about hunting and it’s not there, so I am making it up. Hunting involves 3 to 4 activities (1) Locating the game, (2) Stalking the game, (3) Bringing it down and possibly (4) Tracking. For the purposes of these rules, game for hunting is always an animal. What follows are rules for hunting animals: Time Frame: 3d6x10 minutes Locating Game – The hunter must state what type of animal they are hunting. It is up to the GM to decide if the animal resides within the search area (approximately 1 square mile). If an animal of that type does not reside in the area, the hunter expends 3 hours and fails to locate an animal of that type or any signs of one. If the animal resides within the area, the DC to locate the animal is its CR+10 (for CRs less than 1, treat as a 0). If the roll fails by 1-4, the time frame has passed and the hunter locates signs of the animal’s presence but not the animal and must continue searching. If the roll fails by 5 or more, not even signs are found. Stalking the Game – Successful stalking of the animal is the hunter’s survival roll opposed by the animal’s perception roll. If there are multiple stalkers, each stalker rolls and the lowest result is used for everyone. If successful, the hunter gets to a range of 2d10x10 feet. To get closer (half the distance) requires another opposed stalking roll at -2 for the hunter. Each halving of the distance increases the difficulty by an additional -2. If any of the rolls fail, the animal is spooked and gets away. Bringing down the Game – Successfully stalking an animal allows the hunter to attempt to bring down the animal with a single ranged attack (or melee attack if they can get that close). Roll a survival roll based on the size category of the animal (Tiny or below: DC 5, Small: DC 10, Medium: DC 15, Large: DC 20, and so on…). If the roll succeeds, the animal is brought down with a single shot. If the roll fails by 1-4, the animal takes normal weapon damage. If the normal weapon damage fails to slay the animal, it either flees or attacks (GM’s discretion). If it flees, it may be tracked. If the roll fails by 5+, the attack was unsuccessful. Tracking a Bleeding Animal – Use the normal survival rules for tracking and grant the hunter a +2 because the animal is wounded and bleeding. If the tracking roll is successful, the animal is found and the hunter is able to kill it. Add 1d6x10 minutes to the total hunting time. If the tracking roll fails by 1-4, add 1 hour to the hunting time and they must make another tracking roll. If the roll fails by 5+ the tracks are lost and the animal got away.
Very nice indeed. I really like what I am seeing. I have never been one that has to have fantastic graphics in a game to enjoy it. I am just not that visual of a person. Hell, I played and really enjoyed RP in Minecraft for a couple of years. So, I am not that great of an art critic. But, this looks fantastic to me. I was pleased to hear that gear may be player customizable during the crafting process. But, please don't make it changeable after the crafting process. If someone wants a particular look to their gear, they should have to commission a crafter to make it that way for them or craft it themselves. I'm also interested to see building designs and progression for different races. I know that may be down the road after initial release, but it is a logical progression. Well done Art Team and congratulations on the new jobs Andrew, Andrew and Cole.
I have spent 90 minutes reading/scanning this thread and I see the Quality of an item differently. Sticking with D&D/Pathfinder Tabletop concepts, the quality of an item would determine if the item is Normal or Masterwork. If the crafting attempt is successful, the item would be a Normal Item. If the entire process (Harvesting/Refining/Crafting) involved higher quality material, refining and skills, the item would have a chance of being Masterwork. Now with a scale of 1-300, the concept of Normal and Masterwork can be expanded somewhat for better flavor, but you still need to have Normal be the "Norm". Therefore, you could have the following Quality breakdown: Final Quality 1-100 = Normal Item. It is tempting to introduce a chance of item flaws here based on final quality. But to make material/skills less than 100 useful & marketable, flaws should not be linked to Final Quality. If you want to have Item Flaws, base it on the final item creation skill roll. If the crafting roll it close, but not quite a true success (i.e., within 10%), it might produce an item with a single Flaw. Also, using the crafting roll means that anyone can produce a flawed item and the harder the recipe, the higher the chance. Final Quality 101-199 = Normal Item plus a Chance of a single Masterwork Bonus. The percentage chance would be Final Quality-100, or 1-99% chance. Final Quality 200 = Masterwork Item (1 Masterwork Bonus) Final Quality 201-299 = Masterwork Item (1 Masterwork Bonus) plus a chance of being Double-Masterwork (a second Bonus). The percentage chance would be Final Quality-200, or 1-99% chance. Final Quality 300 = Double-Masterwork Item (2 Masterwork Bonuses) Using this system would allow materials, components and skills below 100 to be utilized without penalty. However, if you wanted to make a Masterwork item, you need to find the best raw materials and consult the best people. A Double-Masterwork item would be a true masterpiece indeed. Masterwork Bonuses should be things like (25% less weight, +1 to Hit, +1 to Damage, +1 to AC verses a single attack type (Piercing/Slashing/Bludgeoning), +25% to Range, etc. A MW bonus should be selectable at the completion of the creation process by the crafter. Masterwork bonuses should never be equal to or replace a magical enchantment. Even in the rare case of a Double-Masterwork item having a +1 to Hit and a +1 to Damage, they are not Magical bonuses and would not hit creatures that are immune to non-magical damage. Only an +1 enchantment or better can do that. In D&D Tabletop, in order to enchant an item, it must be Masterwork Quality and Masterwork Bonus go away when the item is enchanted. So a +1 to Hit MW bonus would be replaced by a +1 to Hit & Damage Enchantment. It should not stack. I really think this concept needs to be continued in PFO. Finally, the quality of material/component/item should be a general descriptor. The numeric quality of the material/component/item should only be visible through the Appraise Skill and should never become part of the description. It should have to be appraised by each person looking at it. And if Appraisal always had a chance of failure, you might need to have it appraised by multiple people to get an accurate assessment. Which means that you need to have appraisers that you can trust because they can always lie to you. Quality should just be designated as follows: For Materials & Components:
For Finished Items
This is what I envisioned when I read the crafting system. Comments?
Solemor Far'men wrote:
I completely agree. It has already been said that you can indirectly convert real $$$ into Coin through selling Skill Training Time in game. This should be the only way to turn $$$ into Coin which could then be used to buy consumables. If a player goes out and has a bad adventure and needs more consumables, tough luck - they should have planned better. This is no different than if they wondered into a PvP area and got waylaid. By allowing emergency consumables to be bought with $$$, you are really belittling the efforts of those players, like me, that take forever to plan an adventure to maximize the highest chance of survival. It also diminishes the classes that those consumables replace. Even a 1d8+1 Cure Light Wound potion, takes away from a newly created Cleric character that could be earning experience and coin by being a member of a group. Sometimes, if your adventuring party is looking for a mid-level cleric but cannot find one a the moment, they may have to resort to hiring 2-3 low level clerics instead. This is how low level players learn, grow and become members of the society. And aren't we trying to build a society here? So again, no in-game items (other than bling) should be purchasable with real money! Access to VIP in-game adventure/quests is a completely different story and should be available with $$$. This rewards those that help to support the game. However, items found in said VIP Adventures must also be able to be found/crafted/purchased without $$$. Otherwise, you run the risk of creating a VIP Elite class that has far superior items to non VIPs. Finally, subscribers should also have access to the same VIP Content after over time. Perhaps, one or two VIP Access areas per year subscription. Thanks, Urlord the Wonderful
This alternate magic item crafting system was born when one of my players wanted to cast a single-use, Command Word Activated, Raise Dead spell on his Masterwork Silver Holy Symbol. We couldn't figure out which Item Creation Feat to use and the one we picked had issues with the process. So, was born this alternate system: https://docs.google.com/open?id=0B8xccR-Fvop3eG1jYXRwblJ4WXM Please read it and give me your honest critique, including any and all typos you can find. I have proofed it a couple of times, but you know that it is very difficult to find all of your own typos. Thanks in Advance, Urlord the Wonderful |