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Wordenskjold's page
Organized Play Member. 13 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.
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Ravenmantle wrote: Tamago wrote: Cool article!
I'm curious about what language you use at the table. I have no idea if the Pathfinder books have been translated into Danish, but I have a strong suspicion that the PFS scenarios are not. When you run games in Denmark, are the players all English speaking, or do you translate things on the fly?
If you do game in English, does the language barrier hinder your attempts to find players at all? If not, what challenges do you face trying to translate things yourself?
Pathfinder RPG has not yet been translated into Danish (at least not as far I know).
I can only speak for myself and the 5 players in my Pathfinder Society group, of course, but when we get together to play RPGs (whether it's Pathfinder RPG or any other RPG), we speak Danish. Game mechanics and flavor text are done in English. For instance, Armor Class is Armor Class and not rustningsklasse as it would be if we translated it into Danish. The same goes here. We are 6 players and a GM. We use Danish for normal conversation with a heavy dose of English mixed in. English is a second language for most danes - especially the younger generation. We could just as well play entirely in English, and have done so when we have had foreign visitors.
EDIT: Oh, I see that Diego got there first.
Leonal wrote: Page 14 of the Players' Guide. I would love to insist that it wasn't there when I checked. Unfortunately, that wouldn't change the fact that it is there now and probably was before too.
Thanks a lot, Leonal.
*Feeling slightly embarrassed here* :-)
I would think this has already been covered on this forum, but I have been unable to find an answer.
Last autumn, I was a player in Kingmaker, and back then the GM had a nifty blank hexagon map which we filled out as we advanced our exploration of the green belt.
Now, I am GM'ing Kingmaker with another group now, and when I asked my former GM about that map, he replied that '...as far as he remembered, he got it from the Stolen Lands adventure or the Players Guide.'
I have looked just about everywhere and couldn't fint it.
To sum up:
I need a blank hex map for Stolen Lands, which the players can fill out as explore.
Any help would be greatly appreciated!
/Christian
This first installment of the Serpent's Skull looks very nice. I just got the PDF, and can't wait to run it with my players. I have one question, though.
The prologue states: "If your players are using the Serpent’s Skull Player’s Guide (available as a free PDF download from paizo.com)..."
This booklet is not yet available, is it? If so, my Paizo-browsing skill needs more ranks. :-)
silverhair2008 wrote: System Reference Document.
Aaah. Makes way more sense than my other suggestions.
Thanks.
I forgot - What does SRD stand for?
Super Reference Document? Stinkin' Reference Document?
*Something* Reference Document, but what?
Awww, come on... Start shipping!
Daddy needs his PDF to ease boredom at work!
Jason Beardsley wrote: HA! I got my answer.. printing the PF Beta pdf, color, double sided, bound, would cost approx. $215... I'll save my money for something else lol... I did this at work. Double Paged, Color, Bound and everything. It didn't cost me anything, so if you happen to work for a multinational capitalist evil corporation like I do, that will work :-)
Ok, lets not get our panties in a twist here. :-)
Say, we had 20 of the most powerful priests in the realm casting create water continously for 8 hours each day. How long time would they take to create a 'Caspian sea'?
[list] A level 20 cleric creates 40 gallons (151,4 liters) of water each time they cast the spell.
If they cast for 8 hours without missing a single beat, they create 726720 liters. (151,4*10*60*8)
They do so for 1 year without missing a single day: 265252800 liters.(365 days)
There are 20 casters working together: 5305056000 liters. (5305056 cubic meters)
The caspian sea is 78.200.000.000.000 cubic meters. (78.200 * 10^3)
These extremely powerful clerics will take 147406 years, 6 months and 18 days to finish the task.
I really don't see a problem here.
If a very high level cleric wants to spend a year to create a fishing pond, I think he should be allowed to do so. :-)

I dealt with this problem by introducing 'bound' magic items - Once you have used a certain magic item for a while, its magic becomes attuned to the weilder, and cannot be used by any other. That way, a lot of the selling frenzy is prevented.
It is still possible to buy a magic item from a vendor of sorts, but it has become less attractive, since the players tend to have less gold coming in from obsolete magic items. Items such as wands, potions and scrolls do not get bound - only items that bestow a continuous bonus of some sort.
I also tend to introduce some events, that the players may have to spend a lot of their gold on. For instance, in my current campaign, an undead army is laying waste to an island. The closer they get to the capital, and the more obvious it is, that the capital is going to fall, the more expensive it becomes to get a spot on a boat off the island. In the end, the players had three options - Buy passage for 1000gp, sneak aboard the ship or serve the kings last defenders. The players chose different options, but eventually ended up aboard the same ship for different reasons. Look at me sidetracking here... :-)
Anywho, the binding of magic items to the user has done a lot for our game, and the players agree.
I am working on a system where a crafter can 'disenchant' an item to add some of its magical energy (Based on base cost) to a new item.
Kirth Gersen wrote: It's relatively easy with one ally and one enemy. More than one ally, not so good. More than one enemy, and you're better off ditching your protectee and chasing off and clobbering the enemies, and just hope that yet another enemy doesn't sneak in while you're distracted and do in your ward. Aye, I completely agree. This system is thought up in order for the benevolent protector to protect a single ally from a single enemy.
Perhaps it could be augmented with feats, so the protector could protect an extra adjacent ally. I haven't put much thought into this yet.

Thanks so far for the input.
My reasoning behind the way I do it at the moment (Read OP if in doubt) is that in a real life fight(*), it is relatively easy to get between an ally and an enemy and stay there. Sure, You risk getting clobbered, but you will still protect your buddy from the clobberer. That is why I chose to allow a protector to designate a single enemy and stay between that enemy and his ally.
The way I see it, anyone could do this in theory. Even a soft-skinned mage could step in front of his dying armadillo-plated friend to protect him, although it would probably be a short lived protection.
I think it should be possible to do this without taking a bunch of prestige classes and feats. In my opinion, that is what a Fighter is there for. Nobody in their right mind would willingly attack a fighter in a full plate armor carrying a heavy shield, when there is a half naked sorceress nearby flinging fiery death at her enemies. Not unless they had to attack him to get to the caster.
I like the thought of the classical party with the fighter who protects the others, the mage who blasts and solves problems of a magical nature, the cleric who heals and keeps morale high and the rogue who picks locks, bluffs stupid ogres and steals from his friends when they're not looking. With a little help, the fighter might actually get to fill this role
(*)
Right. I will admit that my real life melee experience is rather limited, but I mean, how hard can it be to stay between a friend and an enemy when you have a sword to poke him with.

Has anyone developed some sort of system for an armored individual to step in and protect a teammate?
In my group, I have tried different mechanics for the fighters to take on the role of protectors in stead of just armored killing machines:
My latest idea was to make a maneuver, where a fighter or some other tough individual could move up and share a square with a weaker ally. The 'Protector' can then designate one enemy, and stay between this enemy and the 'Protectee'. That way, the designated enemy cannot make melee attacks against the protectee. If either of the two allies move out of their common square, the protection is broken. Neither of the two allies can take more than a standard action each round while the protection takes place.
I also decided that both protector and protectee are considered to be in melee when it comes to ranged attacks against them.
As stated, I find it important that the Fighter has a way of protecting his group and be more than a walking tin can.
If anyone else has a decent system at hand, or could offer some constructive advice for this system, I would appreciate it greatly.
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