The Expansionist

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Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.




So my players looked at the route, looked at me, and then said, "Yeah, we want to teleport there." What keeps them from doing that? I mean I could come up with some Deus ex Machina but I would like a logical reason.


So Earth Supremacy states, "In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground." How is ground being defined? I know it is nitpicking, but I feel there is a difference between the ground as in any surface that is part of the gravitational plane (so the plowed field, the floor of an inn, etc) and the ground as in any natural occurring surface (grass, natural rock, sand, etc).


I am getting ready to run the Serpent's Skull AP with some old friends from college. Since we now exist over several time zones, this will be done with Maptools. Many of my players are new to the setting and want a quick background of the world so they can develop their characters. Now the Players Guide for SS does a great job of getting players in touch with where they are going, but not with where they are coming from. If we were all in the same town, I would just pass around my Paizo library until they found what they wanted.

So to be brief (TOO LATE!) is there a short handout on Golarion somewhere that I can give to my players, or do I need to do my own write up using the Campaign Setting book?


I found this on one of my favorite sites:

http://loadingreadyrun.com/videos/view/456/Pathfinder

Just thought I would share...


So there my gnome rogue was, in the middle of combat, trying to open a lock so we could escape from a monster we were not powerful enough to defeat. The lock was hard, but not impossible. This was a time for my character to shine! I just had to wait for the wizard to go. After that I would leave everyone in suspense as I rolled the d20. What a great moment....

And then wizard casts knock and the door opens automatically. No roll, no suspense.... just an open door.

In short, I hate the knock spell. I hate how it opens a door based on the size of it. In essence you could have the smallest, most complicated lock on the planet with DC 50, and a level 3 wizard could open it. Conversely you could have the largest door known to man, built to let Colossal Red Dragons through three abreast with a DC of 5 and a 20th Level Wizard would stare blankly at it. Knock is a horribly worded spell. I would love to see it changed in Pathfinder Beta to something where the spell caster must make a caster level check with the DC equal to the lock. This allows arcane casters a way to get around locks, but not take all the fun from a rogue that has invested skills in opening locks.


Ok so not really, but I think that a medieval/fantasy styled gun or two would not be too bad. They are rare in occurance, but we are seeing more of them with Monte Cook's Ptolus (a great game by the way that I love playing in) and World of Warcraft RPG. A pistol and blunderbust would cover most of the firearms used in fantasy societies with some tech in it. Just a thought.

Also if you want to add some suspense to your game AND have your game be a little bit more organized I have a suggestion. Select what item cards you will be in various chests ahead of time. Go ahead and put them, along with a slip of paper mentioning any gold/silver/copper/whatever into the envelope. When they see the chest give them the envelope to open. If the chest is trapped, I like to write it on the inside of the envelope. When they open the chest/evelope they get a message like "TRAP! Roll a fort save." My players seem to get a big kick out of it. Also it makes them more mindful to be careful.

Also while I am here, just wanted to say that I really like the item packs and finally got my local gamestore to start carrying them. I know of two other games that now use them as well in our small college town.