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pauljathome wrote:

Tahomen comes down the mountain
Tahomen : "Are the intruders inside?"
Panelliar : "No".

Tahomen goes in and gets attacked. Panelliar listens.

Well, Avissa detonated the explosives so he will have heard that and know that something has happened. But I like the notion of Panelliar resisting within his possibilities.

Thanks for your thoughts! :)


My group has reached the finale of book two. When they encountered Panelliar, they felt that he was a) pretty powerful and b) they didn't want to hurt him because he was under the command spell. They had no way to lift the spell but they did not attack him and stayed outside of the veil.

Then, clever as PCs tend to be, they scaled the southern wall of the temple and entered through a window, thereby bypassing the Panelliar fight for now.

Now it would make sense that they will face Tahomen when he descends from the mountain and Panalliar (who still keeps watch in front of the temple) *together* as soon as they leave the temple. And that worries me some.

The group's combat performance has been all over the place. Salask was challenging but reasonable for them. The mountain eel nearly killed two characters (due to bad positioning and abysmal rolling on their part), but they mopped up Avissa, the two culstists and the lore guardians inside the temple with relative ease.

So, should I just let it happen? Or should I somehow separate the encounters? Maybe Tahomen could send Panelliar inside the temple to hunt the PCs down while he is waiting outside?


Why not handle it in the way that you feel about the situation yourself. Next time you play your cleric takes the warlock aside and says something along the lines of "Dude, I'm pretty upset about the thing with the sacrifice. Taking that guy's life and all. I know you meant well, I seriously don't know what I would have done but it deeply strikes me as wrong to save a human life by taking another human's life..." Something like that. To my mind you don't need the perfectly scripted speech. I would rather voice my character's feelings.


Avatar-1 wrote:
kaisc006 wrote:
You can simply copy and paste the maps from the scenario into roll20, then use a tool to size the map correctly with the squares.
What tool? This is the biggest thing stopping me using roll20; I've tried setting up a map with an image before and can't for the life of me get the grid to align using the 3x3 method.

Have a look at this wiki page: Aligning Maps Especially the subsection "Further tips on aligning" deals with the fine tuning of map alignments.

Hope that helps.


I like 'Abraxas'.


In my group, there is the agreement that if a player can't be at a session then his PC just "tags" along with the group (maybe having a bad day...).

Personally, I would give him the reward and gloss his absence over rather than play the hard-liner in this case. That is, if the player isn't the greedy type that would only want to get the reward to pursue his 'almighty super pc' status... As LazarX said, you know your players best. But even more importantly: It's supposed to be fun, so I would probably roll with it...


I also find it useful to remind the PCs of their surroundings in the descriptions.

While fighting outside in a thunderstorm: "At this point, you are all drenched to the bone and you hear a wet thud as your blow hits the fighter's leather armor."

In a cave: "Although you see next to nothing, you manage to hit him right over the head."

On a mountain slope: "Because he has the higher ground, you find it hard to hit your opponent."

I find that it is easier for the players to imagine the action if they are given these cues. That in turn keeps them more excited.


There is also this Combat Reference Sheet in pdf format in the Pathfinder Database. Not exactly what you were looking for but it may be handy.


Well, this seems kind of obvious, but have you looked at the GameMastery Guide? It contains lots of useful information, some of it specifically written for new GMs.

Some thinkgs that I can remember from the top of my head are:
* Player types, what they do and how to handle them
* What to do if a character dies
* Different types of campaigns (railroad vs sandbox)
* How to "wing it" if things go unexpectedly


Matthew Downie wrote:
I don't want to waste table time on role-playing the shopping experience.

No to mention that the "Ye olde shoppekeeper stands behind his counter..." routine gets old very quickly.

BTW, Skyrim tried to implement this semi-realistic economy system where the shopkeepers had a rather realistic (=low) amount of gold which would respawn slowly so players had to decide what to sell where. End of story: People were annoyed that they had to carry the looted heavy armor across half of Skyrim just to sell it and quickly some mods appeared that gave shopkeepers deeper pockets.

I think some people don't really care about certain aspacts of reality that they try to escape by playing RPGs ;-) .


It's in the skill description. There you go:

PRD wrote:
Special: You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

Edit: Ok, the thing pointed out by DM Blake seems to be more what you were thinking of...


Frankly, I don't think that PF is built to support economy and trade as you envision it. At least not without adding substantial homebrew content. In my games, I usually stick to the advice given in the Gamemastery Guide (town wealth, etc...) and let the players sell/buy whatever they want if it is within those limits.

Personally, I think adding full-fledged economic considerations on top of the game does pretty much overload it with bookkeeping and isn't worth the bother. (Same with players crafting stuff to make a living. It just breaks down pretty quickly because the game isn't built to support it, really.)

That said, I'd still be interested to see if somebody has come up with a light-weight system for this purpose.


Oh, and you might also want to look at this advice thread:
So you want to play Pathfinder RPG: A comprehensive guide for Dungeon Masters and Players


Skooma wrote:

Can you choose to make a full-attack action even if you have only one attack per round?

Yes, you can. The key to the answer is in your quote from the rules:

PRD wrote:

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks.

This states that you can get more than one attack for various reasons: high BAB, fighting with two weapons, or special reasons. In your examples (rapid shot, haste) those would be the "special reasons". It also says that inorder to use those attacks from rapid shot or hast eyou have to make a full attack which inturn takes a full-round action.


Welcome to gaming, Loreforged! I also think that the Pathfinder Beginner Box is a brilliant way to get started without being crushed by all the rules of the Core Rulebook. If you want start without purchasing more stuff right away, I'd also recommend looking at the free introductory adventure to Pathfinder Society In Service to Lore. It is designed for new players and can of course be played without all the "official" PFS background.


I don't know if you have already seen this, but the "Gamer's Guide to Pathfinder" podcast has a whole episode (>1h) on dipping. Besides some general thoughts, the hosts go through all the classes and discuss if/why they make a good dipping class.

Link to the episode


Hey there!

I'm willing to throw my hat in the ring although I'm not from Australia. :-) I'm new to the Messageboards here at Paizo but I've played my share of PF live and on other boards.

Never used MapTools either. Does it support PBP?

If you're willing to have me, I'll play Ascaria the witch.


Just a quick note: Has anyone noticed that the privy at the Graul farm, which is described as a number of "stinking pits", is located directly above several basement rooms (areas A11, A14, and A15)?
How can this work? Did the grauls dig a deep basement?