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![]() Hey all! Has part of the ongoing plot I am running, I wanted to add a side story for a player of an Inquisitor of Calistria. They are headed to Riddleport next, and I figure it would be good for him to hear about "corruption" at the Temple there. Any ideas of what would be a good "corruption" against Calistria he could find out about? ![]()
![]() One other question. I was looking through the Bestiary and my questtion is about the listing under melee. For this question we will use this example: Melee: 2 claws +7 (2d6+4) Does that mean: A) This monster gets two claw attacks, both at +7 B) This monster gets one claw attack at +7 and another but you have to add the off-hand penalty C) It gets one +7 attack, and it's using it's two claws to do so What's the answer? BTW thanks to all for all the help. It has been immensely useful! ![]()
![]() Well my current problem seems to break down to this: If I have 5 CR1's, they can't swing hard enough. If I have 2 CR2's and 1 CR1, they can't swing hard enough. Etc.... Etc.... (Mind you that I don't have my book in front of my to see what the actual to hit of a monster's specific CR equals and I don't have the little multiplication chart for adding multiple creatures of the same CR to find out what their total CR is.) ![]()
![]() Wow. Well, lemme try and sort through this. @clawoftiamat - He primarily uses his Hexes, bow or sword, but I'm going to have to remember the spell failure more often (it's actually 35% because of his shield) :I @Breakfast - For this plot it is primarily Humans and Undead they have to deal with. More larger numbers of NPC's (trying not to get out actioned) @Everyone else (and the aforementioned) - Thanks for the advice. You've given me a lot to think about. (though as I said before, the problem with single monsters is that they all get ganged up on by the party.) One more thing, the Barbarian, when raging her average hit is around 25 AC. :O ![]()
![]() Hey all! I'm looking for some advice. (duh) So let's just dive into it. Currently, my group is at level 5. Their Classes/AC's are as follows: Barbarian - AC 22 (20 when Raging) Inquisitor - AC 22 Warrior/Witch - AC 25 (Mithral Full Plate and spells) So the advice I need on this has to do with encounters. When I write them up, I have to make them harder or the adversaries from the Beastiary and the GM Guide can't hit them. It sucks when your Mobs have +4 to hit and either can't hit or can't hit without a nat 20. This also means I end up having the main baddie focus on the Witch/Warrior while the rest take pot shots at the Inquisitor or overly focus on the Barbarian. What can I do? Do I alter the baddies stats to increase their to hit? Do I add spellcasters to avoid having to hit has much? Do I focus on destroying their armor (which would get old fast)? Also, I am looking on advice to add more fluff beyond constant encounters. Preliminary thanks to all! ![]()
![]() Though I am quite new to Pathfinder, I just wanted to say thank you as well. I never really got into D&D but I took a chance on Pathfinder and I am enjoying it. I am even running a game already! I hop around the forums every so often and I am really happy to see all the community (and especially the staff) support. So once again, thank you, Staff of Paizo, for all you've done and are doing! PS: Hmmm... Staff of Paizo..... New magic item? ;) ![]()
![]() Well I've narrowed it down to two class choices. The Goblin will either be a Rogue or a Druid. I figure a Druid can be explainable because Goblins live in nature, even if he does decide to revere fire (possibly). This would also allow him to have a companion animal to use has a mount. My more likely choice is to go with Rogue. This would be explained by his difficulties in "regular" society causing him to stick to the shadows. It would also allow him to steal more books. I considered Monk solely for the idea of him jumping around like Yoda, but I think that could be accomplished by a Rogue as well. :) Any opinions? ![]()
![]() I just want to add to this, as I just recently picked up Pathfinder, so I have a kind of new player mentality. I started out by picking up the Core book and the bestiary. I read the Core book cover to cover (with the exception of spells, at the time I figured I could get to that during play). Since then I have picked up the APG and Gamemastery Guide. For my background, I vaguely remember taking a look at AD&D and thinking it was too complicated. I have only played a session or two of D&D over the years and a few sessions of someone running it in a minimalist style with only abilities and spells written down. Now when I came to Pathfinder, I didn't know if I wanted to try it out. I didn't know if I wanted to put the time and effort into it, but in the end my Wife wanted to play so I started DM'ing. (Keep in mind I only recently acquired the GMG) So, I am currently running a game with 2 brand new gamers (to tabletop at least) and one with a little experience from D&D (I think he has some anyways). I think I am doing a pretty good job as my players are having fun. I feel it is a little bit of a pain at times coming up with plot. (I spent the better portion of a week designing a dungeon, but in retrospect, I have never done it before). I am basing my playstyle on half plot and half players having a "job board" they can go to. To get to the point though, I am having fun. I think I am having more fun with PF than I could of had with D&D (yes I know PF just has improvements, but that is one of the main reasons I picked it up). I still screw things up and forget things at times, but I am learning. Yes, a 2nd ed with a layout improvement and errata added in would be great. (I for one haven't bothered with the errata really.... yet) Also I think the beginner box could be really neat. I do not think though that the book is TOO complicated, though at times it can seem to be. The forums have been a great help though, in times where I just wasn't getting how something worked. I greatly appreciate all the help I've found from my fellow forum users and the Devs and such who roam the boards. Especially as at times, I still wonder if I am doing things right. Like when my band of a Barbarian, Cleric (Domains = Death/Fire) and Fighter/Witch, smote my carefully planned encounter w'o too much difficulty. :D Also, I just want to add that the GMG's NPC gallery has been an immense help, as now I don't have to write-up every mob my players need to fight that isn't a "monster". I still need to do that for spell casters they face, but having the Gallery alleviates that quite a bit. I feel the NPC Gallery would have been rather helpful to have in the Core book, to help save time and trouble for those starting out. Just wanted to add my thoughts to this. Thanks for reading. My only problem now, is not having a game I can play in myself. :) ![]()
![]() Staffan Johansson wrote: A 5th level fighter (CR 4) should have about 3,500 gp worth of gear (most of which will be sold at half value), but a normal CR 4 encounter will include an average of 1,150 gp (much of which is in cash). 3,500gp? Wow, I have just been figuring a weapon or three and armor. Apparently I need to go more in depth with the possessions of my NPC's then? ![]()
![]() Axl wrote: That section is not implying that players should "buy" rolls on the table. It is an option for the GM to use the treasure's effective value to "buy" rolls on the table. Oh I know that. I was questioning the idea of spending 1000g for a roll only to get a potion that MIGHT be 1/4 of that in value. As a side note, I was looking at the gold per character level chart vs what I have been giving them in treasure. They are around 2000g and by the time the next event is over they will be about half-way to 6th level. This means they are dreadfully short, so I think I'll give them a big infusion of gold after that part of the plot is done. :) And yes I understand that I don't NEED to do that and that the chart is more of a guideline, but I think I'll give it a shot. :) ![]()
![]() Also two more things; 1) It says under Belt of Incredible Dexterity +2 (page 502 Core Book) that the bonus should be treated a temporary for the first 24 hours. So after that is it permanent? Is there a big difference between permanent and temporary? (Though I am assuming the bonus is only while wearing it) 2) Under the treasure section, it mentions buying rolls on the random magic item table. I was wondering what the point of spending 1000g for a random roll only to get a potion that isn't worth even 1/4 that? Thanks again so much to all the people answering these questions. It is definitely appreciated! :) ![]()
![]() kikanaide wrote: There's definitely a reason that all the loot processing was simplified in PFS - it can take a LONG time to get stuff done if you handle everything straight. How is it simplified? I am finding myself figuring the treasure budget, then having to add up ALL the mob weapons/armor/items and convert that to gold, then subtracting that from the budget. THEN I need to fill that out with anything else. If there is an easier way, PLEASE let me know. ;) ![]()
![]() kikanaide wrote:
Actually, I have yet to use the treasure roll tables (and my group is almost 5th level). Currently I have been giving them whatever the mob has with occasional extras. When dealing with mobs who have no treasure (or little reason to be carrying a large amount of gold) I have been keeping a tally of it to add to later stuff's budget. The next adventure they are heading into involves a cult's base (it is going to be pretty big and involved) and I figure I can use the excess money for some magic items. As for art/jewels/trade goods, we've decided to have it so that unless an item is magical/interesting/important to plot, I just tell them how much gold they get. Otherwise it is just extra time spent listing out that they get, say, 16 short swords and them saying they go sell them. (Though I do understand I could haggle with them and that there aren't always shops that will take bulk items, it just is simpler with this method). Rereading your post, something occurred to me. Was I supposed to be rolling on those tables when they fight mobs with little to no treasure??? Hmmm..... ![]()
![]() Avianfoo wrote: Also, if your players truly choose to sell 95% of their stuff, they are choosing to have less total wealth than they could. Let me rephrase that: They sell 95% of the mundane stuff. The are fully outfitted in mundane weapons and armor to the point that unless it is strange/magical, they are going to sell it. No point in downgrading weapons and armor. Also they already each have a masterwork weapon. So a plain longsword is kind of incomparable. And in case the point comes up, yes they carry a few spare weapons of different damage types. (ie; blunt, piercing, slashing) ![]()
![]() Axl wrote: Use the market price. But doesn't that kind of gip the players? They are going to sell 95% of it anyways. Wait a minute, I just had an idea. Is loot for mobs, like weapons and armor not counted into that? IE: does the longsword that guard is carrying NOT count into the treasure by CR? (BTW thanks for the help again Axl) ![]()
![]() Wow, thanks for all the responses everyone. I have another math question: When planning treasure for an encounter, I look at the table for treasure by CR. My question is, do I count treasure items towards that value at the market price for the item, or at the price they get on selling? IE: For treasure purposes, does a Longsword count as 15 gold or 7.5 gold? or Does a +1 Ring of Protection count as 1000 gold or 500 gold when adding up treasure? (I believe I have the amounts right.) ![]()
![]() Once again, I want to thank all of you for being so helpful. Now though, I have a math problem :) I just got the Gamemastery Guide and I was looking through the NPC Gallery. The problem comes when, at the bottom of some of them, it talks about them in a group, like on page 282 under Caravan Guard. It says that two slavers (CR 3 pg 266) might use four Caravan Guards (CR 1) and somehow that equals CR 7? How does that work? Thanks again all. :) ![]()
![]() Ok, I need some help with these. First, the simpler question: One of my player just cross-classed to Witch after 2 levels of Warrior. He has the Ward Hex for now. How many times per day can he use it? I need to go over the Hex list still, but if it is once per person per day, it seems like that is pretty dang powerful. It seeems to me that he could just pick a good one vs mobs and he can use it once on every one he comes across. Second, I have 3 players at level 3. 1 Barbarian, 1 Cleric, 1 Warrior/Witch. Their AC's go as follows: Barbarian: 21 AC Cleric: 18 AC (I think, but she needs to upgrade her stuff next game) Warrior/Witch: 21 AC (I believe atm but up to 26 after Ward Hex/Mage Armor) My problem is that I am building encounters for them and they rarely get hit. It seems to come down to me needing a 19-20 to be able to hit them (19 w/+2 or 20 for auto/potential crit) How should I address this with my mobs? (So far, I have had them face Skeletons and Goblins and RP reliant Quests.) I don't want it to the point of nearly wiping the party every time, but I worry that the danger isn't there for them. Thoughts/Opinions most welcome and appreciated. ![]()
![]() Hope this thread isn't too dead.... Would it be appropriate to add another monster or two per encounter if running 6 pc's? The book is set for 4 pc's. And just a a side question, it says the book will play out over 6 months. How long/often of a game session is that based on? I found a post listing when to level, (Papa-DRB's in this thread) though I still have reservations . How exactly does one calculate xp? On a medium progression and adding the xp from the CR's divided by 6 (# of pc's) I wouldn't have the pc's level until Thistletop. The list (Papa-DRB's) has them leveling before entering The Catacombs of Wrath. How is the xp figured? Thanks for any help that can be given! ![]()
![]() I found a post listing when to level, though I still have reservations about the difficulty of the listed mobs. The other question to add is: How exactly does one calculate xp? On a medium progression and adding the xp from the CR's divided by 6 (# of pc's) I wouldn't have the pc's level until Thistletop. The list I found has them leveling before entering The Catacombs of Wrath. How is the xp figured? Any answers to the other questions? ![]()
![]() Hey all, I was just wondering if anyone knew if the Rise of the Runelords (Burnt Offerings) book is balanced has per the treasure per encounter table in the core book? Also if anyone knew when a group of 6 pc's would level up in RotR? Also, would it be appropriate to add another monster or two per encounter if running 6 pc's? The book is set for 4 pc's. I just ask because I was wondering if someone else had already done the math. I still want to do it myself just to practice doing it but it would be nice to have something to check my math against. And just a a side question, it says the book will play out over 6 months. How long/often of a game session is that based on? BTW - Another thanks to all that help me out. It has been immensely appreciated. :) ![]()
![]() Thanks Skylancer4! I forgot a question. In the point buy system your attributes start at 10. Now, it lists an 11 as 1 point and a 12 as 1 point (or 2? still don't have the book next to me). Now to get a 12, do you add the cost for 11 and 12? Or do you just use the cost for 12? What about for 9 and 8? If I go to 8, do I get 3pts or 2? Thanks all! ![]()
![]() Thanks Jagyr! Next question. When making a magic weapon, it says that it must be +1 to be able to get special abilities/enchantments right? (I think it says that, I don't have the book in front of me atm) Now, masterwork items get +1 right? Does the +1 from masterwork cover the requirement for the additional abilities/enchantments? If not and you have to add a magic +1, doesn't that make, for example, a +1 longsword actually +2? Thanks again everyone for all the help! ![]()
![]() Well, I am almost finished with the core rulebook and I have two more questions. Is the "inherent bonus" such as the one a Tome of Understanding (page 531) gives, a permanent bonus? If so, what prevents a character from making a bunch of them to skyrocket their relative attribute score? Next, under Create Magic Armor (page 550), it says: "Additional magic supply costs for the materials are subsumed in the cost for creating the magic armor - half the base price of the item" Under Create Magic Weapons (page 551) it says the same thing for the first half but adds: ..." - half the base price of the item based upon the item's total effective bonus." What in the frack do those two mean?? Thanks for the help all! ![]()
![]() Hey all! I am new to Pathfinder and have only played D&D a few times. I have a couple questions. For this example let's use the Sorcerer: To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. So, in essence, that means a Sorcerer needs to have a Charisma of 18 to cast an 8th level spell, correct? I was thinking of using the point buy system, and I figure the best score will be about a 14 or 15. I know you gain an Attribute every so often, but wouldn't that mean you would have to use that on Charisma every time at the expense of other stats? Next question. When it says you get a +2 bonus to DC (as an example) what does that mean exactly? If your DC for casting a spell is 15, does that +2 make it a 17 or a 13? Or is it the target gets +2 to their DC to resist/save/etc? Next question. Under the Barbarian class it says: The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. So when are they lost? If last then wouldn't the Barbarian fall if that's what he has left when the Rage ends? I appreciate any help given. Thank all! |