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koesherbacon's page
Organized Play Member. 4 posts (147 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Hello Paizo,
I know it's Xmas Day so I do not expect an answer to this question today but I have to ask it or else I might forget to do so tomorrow or another day this week.
Anyway, I was attempting to buy the PDF-version of the "Lost Origins Character Guide" but when I checked out I receive an error message. I wish I had copied down or took a screenshot of it because I can't remember exactly what it said. The error I received was "Your debit/credit card has been declined!" or something similar. However, when I went to check on my bank account this debit card is tied to, I saw that there were 3 pending charges to "POS DEBIT PAIZO REDMOND WA" for the exact same amount as my order including the 10%-off promo code I used, which ended up being $22.04.
Since I was charged 3x for this problematic purchase, it appears that I have been charged $66.12 in total. Moreover, due to the error upon checkout I can't even download the PDF I was trying to order in the first place!
I have saved a screenshot of my debit card's webpage and obviously I do not want to post that here, even though I also censored any information other than the pending charges from Paizo. If you need this screenshot showing the problem, please let me know where to send it.
Again, I know that I probably won't get a reply for a day or two, and I don't expect this issue to be solved immediately. It does need to be addressed some time soon at any rate. How can you help me remedy this strange situation?
Thank you very much! Happy holidays and new years!
Hello Paizo community. Now that the Playtest is out, more and more material will be released with the newer version of PF's rules. I'd just like an answer to this question:
Will Paizo continue to release books and other material for Pathfinder Classic?
Thank you very much!
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I am positive that the question I'm asking has been addressed by other forum members and/or official Paizo/PFRPG blogs and so forth, but since there is such an overwhelmingly huge amount of topics being discussed I have not found this information easily. Many of these topics start out answering or discussing one thing and quickly begin discussing something else. I simply want to know whether PF 1st Edition will continue being supported or if Paizo is going to quickly make the switch from v1 to v2.

I came up with this house-rule where players would roll their HP after each extended rest, as opposed to rolling their HP once per level.
I don't think my write-up will format very well here, so I've made it into a PDF, which you can view here:
http://is.gd/zhESfT
I'm still going to post here what I wrote, but I really doubt it's going to look very good.
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House Rule: Roll PCs HP after every extended rest.
Reason:
Nobody wakes up feeling exactly how they felt the day before. Maybe you were playing soccer with your friends, and although you slept very well, you’re still sore and might have a minor ankle twist. Having a standard amount of HP for a character’s entire level does not allow these variations to exist.
Rules for Rolling for HP Depending on Different Circumstances
1) After an extremely restful sleep following a day with very little physical and/or mental exertion
Roll 2 dice per HD, dropping the lowest, and adding 20% to the final number (rounding up). Then add your [Con Mod * Level].
2) After an extremely restful sleep following a day with light physical and/or mental exertion
Roll 2 dice per HD, dropping the lowest number of each. Then add your [Con Mod * Level].
3) After a relatively good restful sleep, following a very demanding day, physically and/or mentally
Roll 1 dice per HD, and adding 20% to the final total (rounding up). Then add your [Con Mod * Level].
4) After an adequate restful sleep following a very demanding day, physically and/or mentally
Roll 1 dice per HD and add up the totals. Then add your [Con] modifier.
5) After a bad night’s sleep following a very demanding day, physically and/or mentally
Roll 1 dice per HD, and subtract 20% from the total (rounding up). Then add your [Con Mod * Level].
6) After a horrible night’s sleep (or a time when your sleep was interrupted due to various circumstances like random encounters, etc)
Roll 2 dice per HD, dropping the highest. Then add your [Con] modifier.
7) After a night where you got little to no sleep, following a very demanding day
Roll 2 dice per HD, dropping the highest. Then subtract 20% from the total. Then add your [Con Mod * Level].
=====
Examples
1 Fred the Fighter is Level 4 and has a 16 Con. He his party have just defeated a group of Gnoll slavers and freed all of the slaves who were still alive. It was exhausting both physically and mentally, but now that he’s back in town he’s able to get a good night’s sleep at the inn. This would qualify for #3 above.
He wakes up the following day feeling quite rested, although there’s still a few sore muscles. He rolls 4d10 and ends up with [ 6 + 10 + 2 + 2 = 20 ]. Now he adds an additional 20% to that total, for a grand total of 24 [ ( 20 + ( 1 ÷ 5 ) * 20 ) = 24 ] or to write it another way [ 20 * 1.2 = 24 ].
Finally, he adds his [Con Mod * Level] to that final number, resulting in a grand total of 48 HP!
He had a tough day, rested well, and ended up feeling better than average.
2 Clint the Cleric is also Level 4 and has a 12 Con. In order to find where the Gnolls were holding their slaves, Clint went undercover and was abducted by the slavers. He spent the entire day getting beaten, whipped, degraded, and pushed beyond his limits. Needless to say, he had a horrible day. Now it’s time for him to sleep, but because he’s trapped in a Gnoll slave-camp, he is not going to sleep well (if he sleeps at all).
The next morning he opens his eyes after only sleeping off-and-on for 2 hours, tops. He’s going to be using method #7 above.
He rolls 4d8 and gets [ 7 + 7 + 4 + 5 + 8 + 6 + 3 + 4 = 16 ]. Now he subtracts 20% from that number and gets [ ( 16 - ( 1 ÷ 5 ) * 16 ) = 12.8, which we round up to 13 ]. Now he adds his [Con Mod * Level] to that final number, resulting in a grand total
of 17 HP!
Clint had a horrible day, and a horrible night’s rest. And now he’s paying for it in the morning.
3 Stacy the Sorceress is also Level 4 and has a 14 Con.
Once She, Clint and Fred have had time to recuperate, she decides she’s going to spend a few days working on magic items for the group while they try to find their next mission. She can take a leisurely pace while crafting and not very tiring mentally.
She spend all day crafting until she heads back to the inn that night. Obviously, she will be using method #1 above.
She wakes up the next morning having rested extremely well. She gets to roll 2 dice per HD, dropping the lowest, and add 20% to that grand total.
She rolls [ 5 + 4 + 5 + 1 + 6 + 5 + 4 + 1 = 20 ]. She now gets to add an additional 20% to that number, which she does and gets [ ( 20 + ( 1 ÷ 5 ) * 20 ) = 24 ].
Now, she gets to add her [Con Mod * Level] to that final number, and gets a grand total of 28 HP!
Stacy had a very good day, and a very good night’s sleep, which resulted in her feeling very well and having some extra HP!
=====
So that’s my HP per Day House-Rule I’m thinking of using with my group. Does anyone have any input for me? Should I give it a go and see how my players like it?
Thanks a lot!
I wasn't sure which forum I should put this in, so I hope I chose the right one.
If you’re like me, you really love using Hero Lab, but really dislike their triangle icon.
(Hero Lab's Website: http://goo.gl/nL7B5H)
I put together a collection of icons that I think you’ll enjoy if you want to replace their stock icon with something a little better.
All these icons are by WickedDestkop on DeviantArt. You can view the previews here: http://goo.gl/k5Cd4P
They’re included in both PNG format and ICO format, for use on both OS X and Windows computers.
Here's the link to the collection:
http://goo.gl/CXnsZC
I hope you enjoy!

1 person marked this as a favorite.
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Hey there, I'm hoping you can give me some feedback about the Advantages & Disadvantages I'm planning on giving my PCs in a new game where they'll all begin as Gladiator Slaves based on where they were born and how long they've been slaves.
Here are my ideas:
Born into slavery by parents who were both slaves themselves or by single parents who had a child by a free person
Advantage: +2 bonus against Disease, Sickness and Nausea.
Advantage: +2 bonus to Fortitude
Advantage: +1 bonus to one Class Skill of your choice
Advantage: Need only 2.3rds the amount of sleep as a normal member of their race
(rounding to nearest .5). Humans, for example, would only need 5.5 hours of rest to gain the benefits of a full rest instead of 8 hours like normal. Likewise, Elves would only need 2.5 hours of rest instead of 4 like normal.
Advantage: +4 bonus to Intimidate against new guards
Advantage: 1 bonus Feat – Has to be justified in background and approved by DM
Disadvantage: -4 penalty to Will against Illusions
Disadvantage: -4 penalty to Will against Compulsions
Disadvantage: Start with 1,500 gp fewer than the normal amount for Level 4 characters. 4,500 gp in this case, not 6,000 gp
Born in the slums of Bergovitsa and kidnaped into slavery recently
A: + 1 bonus to two Class-Skill of your choice
A: Additional +1 bonus to one non-Class-Skill of your choice
A” +4 to use Diplomacy to Gather Info in Bergovitsa
A: +2 Damage bonus against Guards and Guard Animals
A: 1 bonus Feat – Has to be justified in background and approved by DM
D:: -4 penalty when using social-skills against upper-class citizens.
D: Requite 1.5 amount of sleep as standard to your race for a full rest.
D:: Start with 1,000 gp fewer than the normal amount for Level 4 characters. 5,000 gp in this case, not 6,000 gp
Born in the slums of Bergovitsa and kidnaped into slavery many years ago
A: +2 bonus against Disease, Sickness and Nausea
A: +2 to bonus to Fortitude, Reflex or Will of your choice.
A: +1 bonus to two Class-Skills of your choice
A: +4 bonus to Intimidate against new guards
A: +2 Damage bonus against Guards and Guard Animals
A: Need only 2.3rds the amount of sleep as a normal member of their race
(rounding to nearest .5).
A: 1 bonus Feat – Has to be justified in background and approved by DM
Disadvantage: Start with 1,500 gp fewer than the normal amount for Level 4 characters. 4,500 gp in this case, not 6,000 gp
Disadvantage: -4 penalty to Will against Illusions
Born in the wilds outside Bergovitsa and kidnapped into slavery recently
A: +4 bonus to Handle Animal against guard animals
A: +2 bonus to Heal (self & others)
A: +1 bonus to three Class-Skills of your choice
A: +1 bonus to two non-Class-Skills of your choice
A: 1 bonus Feat – Has to be justified in background and approved by DM
A: Standard Amount of Gold
D: Requite 1.5 amount of sleep as standard to your race for a full rest.
Born in the wilds outside Bergovitsa and kidnapped into slavery many years ago
A: +2 bonus to Handle Animal against Guard Animals
A: +1 bonus to two Class-Skills of your choice
A: +1 bonus to two non-Class-Skills of your choice
A: +2 Damage bonus Guards and Guard Animals
A: Need only 2.3rds the amount of sleep as a normal member of their race
(rounding to nearest .5).
A: 1 bonus Feat – Has to be justified in background and approved by DM
D: Start with 1,000 gp fewer than the normal amount for Level 4 characters. 5,000 gp in this case, not 6,000 gp
D: -4 penalty to Will against Illusions
What do you think? What should I add? What should I get rid of? Accepting all opinions!
Thanks a lot!

My wife and I are selling our house and I do not have the same kind of time I used to for creating my own homemade adventures. Since this is the case, I've decided to pull out some of my very old 2nd Edition Ravenloft premade adventures and convert them for PF.
For the most part, its fairly simple. Take their monsters' concepts, open HeroLab, make them fit Pathfinder. I use things like the old THAC0 to figure a rough estimate of what their attack bonuses should be, and so forth.
The current quest their on involves tracking down a Golem-Creator, Emil Bollenbach, who has kidnapped Rudolph van Richten because he wants to put van Richten's brain into a "Super Flesh Golem". He wants to do this in order to continue his mad dream of ridding the world of golems. Naturally, he's completely insane and has not realized that by creating his own golems, he's only adding to the problem he sees with the world. I guess in twisted logic, he feels that if he's successful creating his "Super Flesh Golem", he'll be able to destroy all the golems, including those he made himself. The adventure is called "Surgeon's Blade" and extremely fun, if anybody wants to check it out. It's part of a a book of group of standalone adventures featuring van Richten called Chilling Tales, and available on Amazon.
Anyway, here's what I'd like to know. In 2nd Edition Ravenloft, Emil Bollenbach is listed as a Madman. There's absolutely no conversion for the class for Pathfinder, so I'd like to know which would you think is the best choice to make this insane golem-creator?
- Wizard? If so, which specialty school?
- Sorcerer? If so, which bloodline?
- Cleric w/ Artifice Domain (or another domain)?
- Artificer from Eberron?
- Other choice?
- How about any Prestige Classes that I should consider as well?
By the way, 5 of the 7 PCs are 11th level, the other 2 are 10th. I'd like to make Emil around 12-14th Level so their final encounter with him and his lackeys be challenging, but not impossible.
Thanks a lot! Looking forward to hearing back from you guys! I know I can count on you guys/girls :)
Can somebody tell me which of the Tales (including the novels, short fiction and web fiction) take place in Andoran?
I'm about to start DMing a campaign I'm writing that takes place primarily in Andoran and will head into the Darklands from the entrance in the Candlestick Mountains and would like to read other stories that take place in either of those locations. If someone could tell me which Tales I should take a look at, I'd appreciate it!
Thanks a bunch :)
If my DM allows it, would a fair price to make True Seeing permanent be 15,000gp, the same as Symbol of Fear, which is the same level?
Thanks!
This thread has a minor spoiler, so if you haven't read it yet you might not want to read this thread. I'm reading Nightglass and really enjoying it so far. I just reached the point in Chapter 4: Gifts where Ascaros reveals he is a Sorcerer and not a Wizard like he is being trained as. What I'm curious about is which Sorcerer Bloodline he is supposed to have?
I can't really tell, but he does mention that he feels cold when he casts a bloodline spell which would lead me to believe it's something like Boreal, Elemental, Draconic [White], or possibly Marid. Then again, it would make sense for him to have an Undead, Umbral or Shadow Bloodline due to the novel's overall theme.
Does anybody know which Bloodline he has?
Thanks!
Quick question...
I know that Prince of Wolves is set in Ustalav and would like to read more Tales set there. Are there any others?
Thanks guys/gals :)
Is there any feat which provides more skill points per level? Specifically, I'm playing a Level 3 Wizard who is focused on crafting and could use more skill points for the many crafting skills available.
My DM does not want to use Skillcraft for item creation, in order to make characters more developed. But the Wizard's meager 2+[INT] skill points per level is limiting.
Thanks a ton!

I've come up with two feats which I think would be interesting for clerics with the Luck or Chaos domains to use.
Please let me know what you think. I feel they would add some fun flavor to these types of characters. :)
Chaotic Channeling
You never know whether your deity will allow you to channel positive or negative energy.
Prerequisite: TN or CN alignment, channel energy class feature, Worship a deity with the chaos or luck domain (or one of their subdomains). The deity must also be TN or CN in alignment as well.
Benefit: Your connection to a deity of the chaos or luck domains makes your ability to channel energy unstable. Each day while preparing your spells, roll 1d4. On an odd number, the energy you channel that day is Positive Energy. On an even number, it is Negative Energy. This also means that you either can cast Cure spells or Inflict spells spontaneously.
Normal: You have to choose whether you channel positive or negative energy at character creation.
Inverse Channeling
The deity of chaos or luck wishes you to keep a balance of Positive or Negative energy.
Prerequisite: TN alignment, channel energy class feature, Worship a deity with the chaos or luck domain (or one of their subdomains), Chaotic Channeling Feat. The deity must also be TN in alignment as well.
Benefit: When you roll 1d4 each day to determine whether you channel Positive or Negative energy, your ability to spontaneously cast Cure of Inflict spells is the opposite. In other words, if that day you are channeling Positive energy, you can spontaneously cast Inflict spells; and vise-versa.
Normal: Both your ability to channel energy and spontaneously cast Cure or Inflict spells utilize the same Positive or Negative energy instead of the reverse.
I've also posted these to my blog, NPC-a-Day.
Hey every one. It should come as no surprise that I enjoy making characters using HeroLab.
At my wife's urging, I decided to make a blog where I'm going to post these characters for use in your games as NPCs.
You can check out the blog here...
http://npcaday.wordpress.com
If you have any requests, I'm happy to take them.
I might not be the best character creator in terms of optimization, but I hope these NPCs can add some fun to your games! I hope to post at least one each and everyday.
Hope to see you there!
I just picked up a copy of "J1 - Entombed With The Pharaohs" at my FLGS and am planning on running it for my group of newish players and I was wondering if anybody else has had a chance to DM it?
If so, what are your thoughts? Is there anything in particular that worked or did not work for you? Anything in particular I should know before giving it a whirl?
Thanks!
I have a question about delivering Touch Attacks while grappling.
Let's say my Antipaladin has a PC grappled. Do they still need to make the Touch Attack roll to activate a cruelty or is maintaining the grapple with a CMB roll good enough. Does the attacker using a Touch Attack have to release the grapple and then make the Touch Attack against the creature and it won't be grappled anymore?
How about the converse?
Let's say one of my PCs has the Antipaladin in a grapple. Do they have to escape the grapple in order to deliver a Touch Attack? I feel like they wouldn't need it because they're currently touching the target and the Touch Attack would automatically hit, but that might just be me.
So can anybody clarify how Grappling and Touch Attacks work with one another?
Thank you!

Hello all,
I'd love to get some feedback from you fine folks about a campaign I'm running. Here's what's going on so far...
Alright all, looking for some fun inspiration for a campaign I'm running using 3.5 with some PF rules thrown in here and there. I'd like to play a ballsout PF game, but the group wanted to use 3.5 instead.
Anyway, here's the deal.
The PCs live and grew up in a moderately sized town in the middle of a swamp called Dannor. They began at level 1, and even though they were very low levels themselves, they still more capable than the typical farmer, fisherman, etc, who live in the city.
Dannor has a friendly trading relationship with their nearest neighbors in the swamp, Lizardfolk. As a whole, the Lizardfolk are NG and largely worship Bahamut, Pelor, Obad-Hai, and to a lesser extent Ehlonna. If my PCs will allow it, I’m going to also have the Lizardfolk worship Hanspur. Most of their worship is of Bahamut and Obad-Hai in addition to Hanspur if she’s allowed. (Yes, I know I’m the DM and what I say goes, but I’m the kind of DM who likes to have as much player input and involvement as possible to make it for fun for everyone).
In many ways, the Lizardfolk are primitives, but very friendly toward their neighbors who live in Dannor. The two groups have formed strong trading bonds with one another and would consider one another to be strong allies. If one of the groups were attacked by outsiders, the other would send help any way they could.
The previous night a massive meteor shower took place all across the world. One of the meteors fell swamp, days away from the PCs home and much closer to the Lizardfolks.
Meer hours after the meteor fell, plants and animals in the swamp began acting strangely — crazed would be a much better word to explain it.
The PCs began their adventure In medias res (or in the middle of the action for you non-latin speakers out there).
Their battle began against a swamp ooze who schlepped its way out of the swamp and onto the docks. After killing it, the Druid of the group noticed some strange, possibly arcane, red veins all over the creature’s body.
Before they could fully examine these markings, they were ambushed by some of the Lizardfolk who clearly were not acting as they normally do. Whey the group attempted to talk to the LF, they received no reply, even when address in their own native tongue.
Immediately after the group’s failed questions, the Druid asked if he could use Wild Empathy on them. I said he could try, and when he rolled 19 on the die roll, I go for it. So he attempted to calm the beasts who would not calm down. He was, however, rewarded for doing that by gaining an emotion from the LF. Pure, unadulterated rage.
Their thoughts were clouded with full and complete rage.
Fearing for the townsfolk who would be no match for the Lizardfolk rangers, the group engaged them as well. Once the LF were defeated, the entire group noticed the strange markings on them as well.
The Rogue cut off on the LF’s arms (gruesome) and put it in a glass vial to take to the village Wizard.
When the wizard saw the arm, he had to admit he’d never seen anything like it before. But he could presume (as the PCs have at this point) the meteor might be the cause of this outbreak — whatever it is.
So he asked the PCs to investigate and bring back the entire meteorite if possible; or a smaller portion if not.
No, they’re on their way down the swampy river on a ramshackle raft. There’s been a few attacks and all but one of the PCs has fallen in the water (remember that for later).
After a day and a half on the swamp, the PCs got lost. Luckily, they came across a small isolated hut. They were hungry, tired and in need of rest from their rafting.
Scared about what they might find behind the door, they slowly opened it and peered in. Inside, to see a Lizardfolk wearing chainmail praying at an altar. The Lizardfolk inside urged the PCs to come inside so he can what brought them to his hut. After sharing their experiences with him, he felt he must share his own with the group.
First, they learn he’s a Lizardfolk Cleric himself, devoted to Bahamut. After their treacherous journey to his hut, the group actually cheered! Awesome response to an even more awesome Lizardfolk
(At first he was only level 2 like the PCs, but I reworked him so he can cast Remove Curse for them when the adventure draws to a close since body in the party would be able to do that.) [The Cleric could, but she’s going for a Battle Cleric approach with an undead theme and eventually going for Radiant Servant of Pelor, so I can see why casting Remove Curse as this character could deter from the way she’s playing it).
Just as he was about to begin sharing what he’s learned, he asked to give a once-over to everyone in the group. He found that just all all the PCs were in Stage 1. They’ve been in the swamp long enough, it would be extremely difficult not to succumb to Stage 2. Some of them have the beginning signs of Stage 2; however, the Half-Orc Rogue’s status of Stage 2 was clear blown. He might be on the cusp of becoming Stage 3.
Naturally, just as Thriss was finished giving his physicals, HOR’s adrenaline spiked and he attacked the party in a rage.
He’s learned…
1) The Meteorite is somehow cursing the water. Its curse hit the water-dwelling first. Then the animals that live on land and under the water. Next, the birds that head to the water to eat and drink. And, well long story short, he’s surmised that its curse is propagated through ingesting (drinking it). There is a stream coming off where the meteorite hit and heads downstream toward the Lizardfolks village and further down to Dannor.
At this point, every party member but one chimed in that they’d fallen in the water and had been drinking it with a Purify Water Spell.
2) The next thing Thriss learned was that the spell Purify Food and Drink will help, but only to an extent. It will not cure the water of the curse, but make it much easier to defeat with saving throws.
3) He’s also made a rudimentary diagnosis of the curse:
Phase 1
The first stage is when the disease begins to take root into the body. There are no visible signs when this happens
Phase 2
The second-stage is when the red markings appear on the skin. This indicates the first phase of the curse is complete and Phase 2 is beginning. At some point during this Phase 2, players get a +2 bonus to ONE ability score and a −2 Penalty to TWO ability scores (Which is determined randomly at manifest. If the same ability comes up twice, just reroll it.) Thriss does not yet understand how and why these physical and mental changes take place.
Phase 3
While in Phase 2, stress, harm, anxiety, anger, and still more stimuli can cause the creature to go berserk, alá being under the effects of a Rage spell for 2d4 rounds unless they succeed a DC 18 Will. After they’re knocked unconscious they wake up, bright as day.
One of our players, the Half-Orc Rogue went berzerk, but the group subdued him and now he's back to Phase 2 (He keeps the same ability score adjustments though, does not reroll).
Phase 4
This phase of the curse is the easiest one to diagnose. They’re dead. But the curse is not.
What the PCs don’t know just yet, is that the creatures that were slain while still under the effects of the curse will rise again as zombies, skeletons and other horrible (low level) beasts. The closer they are to the core of the curse — the Meteorite — the quicker they become undead.
This means, that the enemies they’ve defeated before in the town and thought dead… won’t be dead much longer. Same goes for any creatures kill while venturing to the Meteorite.
And they’ll learn that soon, because they’re going into the heart of the crash zone tomorrow. I am planning on having them kill a group of crazed LF and their pets. And while the group is looting the bodies, the recently deceased baddies will grab hold of them and attack once again as Skeletons, Zombies and Ghouls (those ones are pretty darn if you ask me)
Then the true fight is on! Waves after waves of all sorts of undead crazy lizardfolk and critters attack them while trying to get to the meteor’s crash.
My PCs wrote: Finally, all is calm. We've won!
Time to heal up and take our prize!Time to heal up and take our prize! Hoorah! … Hoorah? Right?
OOOOOOMMMMMMMGGGGGGGG Look at the size of the mini he's bring out!
I need a cigarette before this battle!
*me too! Says the DM sheepishly
Just as they think they’ve won, their last fight before they can claim the Meteor will be against a much nerfed Large Skeletal Black Dragon! (Thank God for Herolab, they make creating, empowering, level and in some cases nerfing monsters so much easier and a ton of fun!). The Dragon has even fallen victim to the Meteorite's curse and must be stopped at all costs.
After they default the skeletal dragon, the Meteorite will be theirs! Just shove that greasy pig in their bags of holding and head back to town!
… Right?
Well maybe. But there’s a very significant chance both the Lizardfolk Village and Dannor are under attack by the zombified and skelefied enemies that were fought before!
What will they do next?! Go home? Go to the Lizardfolk town? Or go elsewhere, and try to find other fragments of Meteor that hit the Earth! People in those areas must certainly need help as well! Oh, what will the crafty PCs come up with next time!
~~ Cliffhanger ~~
Feedback always appreciated! Thanks guys and gals!
I've been reading and really enjoying the Pathfinder comic. What I'd like to know is if the comic is based off of an Adventure Path or Paths. It seems like it's similar to Rise of the Runelords but I cannot be sure.
Let me know! Thanks :)
I know it's possible to lower Spell Resistance, but is it possible to lower or remove an immunity to a particular effect? For instance, a 20th level Sorcerer with the Protean bloodline gains immunity to Polymorph effects. Can that Sorcerer elect to remove that immunity if she wanted to cast a Polymorph spell on herself?
Can somebody recommend some good Sorcerer/Rogue prestige classes for me? All content from PF is fair game as well as 3.5.
I'm designing one of the PCs BBEGs and don't want to go the straight Sorcerer/Rogue route if there are cool prestiges available.
Thanks a bunch!
With the Paladin's divine health, are they immune to magical diseases contracted via Contagion and other like spells and abilities? I know they're immune to regular disease they could contract by other means, but not sure if the spell bypasses this immunity.
Thank you
Hey, quick question. What's the magic item equivalent of a "Belt of Physical Perfection" that applies the bonuses to mental stats? I can't seem to find it, maybe it doesn't exist, but I'm pretty sure it's there somewhere.
Thank you :)
Is there a feat where a cleric of an evil deity can channel positive energy in order to heal and/or give her allies a profane bonus with variant channeling? Or are they limited to just channeling negative energy against the PCs?
Hey everyone,
Of all the aspects involved in DMing, I think trap design is where I need the more help. Is anybody on here good at designing them?
I've found some online and in books, but my players have had literally no problem in finding and disabling them. They're all level 11 now and the rogue has a DD of 16.
Does anybody want to help me out by providing a walkthrough for trap design or possibly giving me some good ones to consider adding into a Gnoll camp? They're going into the camp in order to free Halflings who have been taken as slaves by the gnolls. They gnolls must have some traps set up to stop their slaves from escaping which will also give the players an added element to tackle while trying to free their captives.
Thanks so much, I really want to learn how to provide better traps for my group :)
How many metamagic feats can you apply at once? One? More?
Thank you :)
I seem to remember this being an option in 3.5, but it might have just been a house rule in a group I was playing with. Does anybody else remember an option to add blades to a bow or crossbow in order to make it a melee weapon as well as a ranged weapon? Or was that something a group I was playing with made up?
TY again!
What's the Caster Level of Determination Armor? (http://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-spe cial-abilities/determination)? Would it heal the minimum of 5d8+1?
Thanks!
How can I go about getting published in the webfiction area of the page?
As a Disabled American, I have a lot of time which I'd like to use by writing some stories for you all to enjoy and enhance my brain.
Any deets you can give will be great! :)
Hey all,
I'm looking for some pre-made traps for a party of 10 & 11 characters to tackle. I've never been very good at designing them myself, so if anybody has anything to share with me, I'd love it!
Thanks a ton
Hey All,
I put together an Excel spreadsheet for totaling up how much individual XP everybody gets for each session.
You can check out a screenshot here.
If you're interested you can download it here!
It tallies up the grand total of experience gained, as well as divides it up between 2 to 6 individual players.
Hope this helps some of you in your games :)
Hey all,
I made an experience chart for DMs and players to easily keep track of the XP rewards they've received during each play session.
It's made in Excel and pretty easy to use.
Here's a screenshot.
If you're interested in using it yourself, you can download it here (but you'll have to change the names of your players from mine).
My game started at level 10, which is why the screenshot says "Grand Totals from Level 10". You can easily change how much experience each player starts with by selecting the proper cell in Column B and changing the Grand Total cell to "Bx+SUM(Y:Y)" (where x=the cell w/ the experience you want them to start with B, and Y=the character's column you want to add up.)
If you have any questions about how to use it, please let me know. I'm happy to help others since you've all given me so much help in the past :)
What's the best choice and why? Paladin? Cleric? Ranger w/ Undead Favored Enemy? Other choice? Any good prestige classes from PF or 3.5?
Thanks!
I've made up a spreadsheet already where all I have to do is punch in the CR XP values from each encounter and it spits out how much experience each player should have depending on the party size. But that only keeps track of the experience everybody got through cooperation.
What I'd like to know is if there's a good spreadsheet or system out there for keeping track of individual XP rewards. For instance, if the party cannot gain entrance with the King but the Bard's performance helped put the guard's fears to rest, how's the best way to keep track of her individual XP for that challenge?
TY!

--- First a little backstory ---
As my level 10-11 party is traveling by sea will encounter a terrible thunderstorm. The storm will severely damage their ship on the first lightning strike, and can cause further damage and even destruction depending on how they use their skills to overcome this encounter.
After the encounter, they'll either beach their boat or run aground and will need to find shelter from the downpour.
In the distance, they'll see torchlights about 1/4 way up a rock-covered mountain roughly 1-2 miles from their current location.
After facing several more skill challenges revolving around the downpour and thunderstorm, they'll make it (soaking wet) to a small, Dwarven outpost near a larger Dwarven town much higher up the mountain. Think of this as a Dwarven equivalent to a small wild, west, frontier town. It has one general store, a longhouse/community house, a tavern with an inn attached and a chapel dedicated to Torag, Sarenrae and Pharasma.
---A little more pertinent info ---
The PCs will be invited into the outpost's inn to dry from the rain. There, the party bard will surely wish to entertain the group of Dwarven hunters/trappers/craftsmen and while doing so gather info about what's going on.
They'll be informed that this storm comes on suddenly and then disappears just as quickly. The town priest and paladins (all Dwarf except for one Halfling) will tell the group they fear something magical is at work. To further their hypothesis, during every storm, they are attacked by groups of Bulettes.
The cleric, paladins and the rest of the low-level Dwarven warriors/rangers/fighters/etc who also reside in the outpost have had a difficult time dealing with the Bulettes and they want the PCs to help them find the cause of the storm and why the Bulettes always attack the outpost during the storm or very soon thereafter.
--- Now my question ---
I have it in my mind that a BBEG is causing the storms and sending the Bulettes for some reason or another. What I need some inspiration on is who this person should be: Race, Class, Archetype, etc; and what he hopes to accomplish by attacking the outpost with severe weather and Bulettes.
Many thanks! My PCs are going to love this game, especially the ocean travel, the destruction of their newly bought ship, and finding a new culture.
Thanks so muh :)
Okay, I'm sure this is somewhere but asking will be easier than searching for it. How exactly do you calculate CR of enemies with class levels? Is it their Monster HD + Class Level? Or is it more esoteric than that?
Thank you!
My PCs, all level 10 and one level 11, just purchased a sailing ship and intend to use it to go from a known port to an unknown part of a continent they've tasked with mapping.
Does anybody know of any good adventure ideas for them while they're on the open sea aboard their ship?
Looking for good combat and skill encounters as well as anything else that could be fun for them to play.
Thank you!
Is there a good system anywhere for keeping track of my players alignment?
For instance, they're all TN or XG, but if they commit an evil act is there a way to keep track of that numerically so I can judge whether or not they need to change?
Thanks
Hey there, I have a quick question about Paladin multiclassing. I know there's rules about a Paladin falling and no longer being a paladin any more, especially after taking levels in other classes.
If a Paladin were to take a few levels in Fighter, would that cause them to fall?
For instance, I have an idea for the captain of the town guard who was an adventuring Paladin and now that he's settling down in a town he takes a few levels in Fighter to be better suited to the challengers the captain of the guard would face.
Would this be allowable? Or should I stick with a pure Paladin build?
Thank you
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Male Halfling Cleric 10
Today marks the penultimate day of the Swallowtail Festival. As adventurers, you're in the beach-city Sandpoint (in the country of Varisia) for various reasons.
After partaking in games of chance, you've decided to come and listen to Father Zantus' dedication of the brand new cathedral. The previous cathedral burned to the ground about five years ago. Though hardly a Theocracy, Sandpoint is as religious as many of Golarion's cities.
Father Zantus begins making his speech around noon. Many food vendors have set up carts surrounding the stage, allowing Sandpoints citizens and visitors alike to have a free meal during the speech. They cook food over a large, central bonfire, powered by a cart full of fuel in the northern most corner of the stage area.
[Feel free to RP here until something happens... Shouldn't be too long.]

Male Halfling Cleric 10
Level: 4th
Races: Anything in the Core rulebook. If you want to use something from another source please ask first.
Classes: Anything that's from a Pathfinder source. 3rd party material might also be acceptable, please ask first. No Necromancers as Necromancy is a forbidden school of magic in my Golarion and plays a significant part of the campaign. (Sorry for the spoiler).
Please, no more than 2 classes to begin with. Once we are high enough for prestige classes, no more than 3. This way, no one has ridiculous class combinations like Fighter 2 / Rogue 2 / Barbarian 1 / Sorcerer 2 / Prestige 3 at 10th level.
Alignment: Only Good or Neutral characters will be allowed. I don't want any Chaotic Stupid characters or evil ones. That means you can be LG, NG, N, LN, or CG.
Ability Scores: 20 points to spend. No abilities can be higher than 18 before applying racial modifiers. Don't forget your level bonuses.
Feats: You can use any feats from any Pathfinder source. If there's feats from 3.5 or 3rd party material, please ask me first. I will not allow any Exalted feats. You also get 1 additional bonus feat.
Traits: Take 2 traits from here. They must both be from different categories.
Hit Points: Maximum HP per character HD. That's right, you automatically get the best HP possible.
Starting Wealth and Equipment: Begin with 6,000 gp to spend however you'd like. Please, no items worth more than 4,500 gp. I'll give out plenty of treasure. Any equipment from a Pathfinder source is fine. If it's found elsewhere, ask me first. Don't worry about buying mundane equipment, add whatever you'd like within reason. For example, 7,000 feet of rope or 10 ladders is ridiculous.
Experience: We'll begin with 6,000 xp and use the Fast advancement table.
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As a disabled individual, I enjoy writing fiction in between my physical therapy appointments and other exciting (and horrible) experiences during the day. So if anybody would like to read some of my current fiction, I've uploaded it to Scribd for free viewing. I hope it's all allowable by the Pathfinder publishing company but if it's not allowable I'm happy to take it down.
If you'd like to read, you can check it out here:
Rise of the Necromancer hosted by Scribd.
I hope you enjoy the first three chapters, and I shall let you know as more chapters get published.
Please post any critiques, suggestions, or criticism as all three will help me as a writer.
Thanks everyone and enjoy.

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Hi everyone. Happy holidays and New Year to you all.
I'd like to start a slower paced game as my first PbP here. I have a campaign idea, which I've given the name Rise of the Necromancer. Oh-so-original, I know.
In my tabletop group, we started out using Rise of the Runelords, but I quickly changed things around and used the AP as inspiration. It starts off in Sandpoint, within the country of Varisia and progresses throughout the Inner Sea region.
Here's some of the basics:
- Level: 4th
- Races: Anything in the Core rulebook. If you want to use something from another source please ask first.
- Classes: Anything that's from a Pathfinder source. 3rd party material might also be acceptable, please ask first. No Necromancers as Necromancy is a forbidden school of magic in my Golarion and plays a significant part of the campaign. (Sorry for the spoiler).
Please, no more than 2 classes to begin with. Once we are high enough for prestige classes, no more than 3. This way, no one has ridiculous class combinations like Fighter 2 / Rogue 2 / Barbarian 1 / Sorcerer 2 / Prestige 3 at 10th level.
- Alignment: Only Good or Neutral characters will be allowed. I don't want any Chaotic Stupid characters or evil ones. That means you can be LG, NG, N, LN, or CG.
- Ability Scores: 20 points to spend. No abilities can be higher than 18 before applying racial modifiers. Don't forget your level bonuses.
- Feats: You can use any feats from any Pathfinder source. If there's feats from 3.5 or 3rd party material, please ask me first. I will not allow any Exalted feats. You also get 1 additional bonus feat.
- Traits: Take 2 traits from here. They must both be from different categories.
- Hit Points: Maximum HP per character HD. That's right, you automatically get the best HP possible.
- Starting Wealth and Equipment: Begin with 6,000 gp to spend however you'd like. Please, no items worth more than 4,500 gp. I'll give out plenty of treasure. Any equipment from a Pathfinder source is fine. If it's found elsewhere, ask me first. Don't worry about buying mundane equipment, add whatever you'd like within reason. For example, 7,000 feet of rope or 10 ladders is ridiculous.
- Experience: We'll begin with 6,000 xp and use the Fast advancement table.
I'd like to have between 4 and 6 players in this game.
Please give me a brief description and background of your character.
- Why are they in Sandpoint for the Swallowtail Festival?
- What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
- What sets them apart from others of their race, class, and race-class combination?
- Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
- Is there anything else that's important to know about this character?
- What posting rate do you hope to expect?
Please also let me know if you have any questions or if I forgot to include something in my lists above.
Thanks everyone. Looking forward to playing some Pathfinder with you!
I'm reading the Pathfinder Tale, The Winter Witch and just encountered Baba Yaga's Dancing Hut in the opening chapter. (It's a great book so far, if anybody's looking for a good read).
In which source can I find Baba Yaga's Dancing Hut's statistics so my players can encounter it?
Thank you!
Is there a chart or section in a book for leveling up monsters? For instance, my PCs are going to be fighting a lot of goblins as part of their campaign plot but they're level 4 right now. How should I level those goblins properly so they're still a challenge for the players?
I know in 4e there is a way to scale the monsters by adding HP/HD, upping their defenses, attack bonuses and skills, giving them extra feats, and so on. Is there a good way to do this for PF? If so, where can I find that info?
Thanks a bunch!
Hey, quick question from one of my players. When calculating an animal companion's ac, do you start from 10 (like a PC), then add their natural armor, then everything else they might have? Or does it start from 0?
Hello everyone,
I'm going to start running our first PF campaign, Rise of the Runelords Anniversary Edition, on Tuesday. I'd like to know what the leveling advancement is in the campaign. I don't think I'm going to hand out experience and instead just tell the PCs when to level up their characters. It says that the PCs should get to level 17-18 by the end of the campaign, but when should these levels be handed out?
Thanks a bunch!
Is there a place to submit your own Pathfinder Tale to be freely available for other fans? It'd be fun to write up some stories.
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