Thank you all for all of the help! It looks like I'm going to have about 20-30 people I need to introduce PF and d20 too, but with all of your advice it shouldn't be too difficult. I totally missed the release of the Beginner Box, and that looks to be exactly what I need to ease all these players into PF...literally use it for what it was made for. Since that won't be out until later this month (and I need to find a local sponsor to help cut the cost of buying 4-5 boxes) I'm going to try to meld what Fog/Caleb mentioned into one wholly mental introduction to roleplaying/pathfinder. I'll just use powerpoint + group activities to introduce the concepts of character acting and try to instill some element of "fantasy" into it. I think we have a room I can use that has 1ft squares on the ground... PF with human minis on a 'map' would be awesome as an intro xD I'll post up the final version of the powerpoint, though it will be rather barren text wise; since no one loves walls of text. Again, thank you all for the great ideas and the help!
I have recently started a role-playing club at my University, and some whatever reason we have had quite the turn out of interested individuals! The catch is that most of them have never played RPGs at all, let alone table top D20s. I worry about introducing the massive amount of information that comes with learning to play a RPG. Getting them to understand the rules without making it seem like another class lecture seems difficult... To remedy this I've started working on a Prezi presentation (like powerpoint but it zooms around). The link to the online presentation can be found here: http://prezi.com/lpwltwlrex61/pathfinder-rpg-intro/ If anyone has any recommendations of what to do, any advice on what to include in the prezi, or any other comments at all I would be most appreciative. Thanks for all the help!
I have a player in my game who plays a Magus and wants to use Spellstrike w/ Bouncing Spell. His interpretation is that if he misses with his spell strike he could redirect the attack to another enemy within melee range, and since the description says "has no effect on its intended target (whether due to spell resistance or a successful saving throw)" I voted no. I want to do right by the player, and since Im new to GMing I would love some help here. Thanks! Spellstrike:
Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. Bouncing Spell: Bouncing Spell (Metamagic)
You can direct a failed spell against a different target. Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. Level Increase: +1 (a bouncing spell uses up a spell slot one level higher than the spell’s actual level.)
About Vakmu BlackhorseParty Notes, GDQ table 2, Gm Chillblame:
Rommon Ranger, Male Elf CG Ranger 2/Wizard (Diviner/Foresight) 5 Vakmu Blackhorse, Male 1/2 Orc N Shaman 7 Fenla Welci, female gnome NG Arcanist (Brown Fur Transmuter) 7 Brother Hawthorne, Halfling CG Rogue 7 Ungor, Male Bear-Kin Druid (Bear Shaman) 7 Therbin, Male Dwarf Fighter (???)7 Description:
An Image, as requested:
Studying at home. Vakmu’s clearly a bit of an outdoorsman, his weathered grey-tinged skin is tanned with a bronze tint. He has many visible tattoos, mostly arcane symbology (enough study and a high enough K(religion) or K(arcane) will reveal they are a) a large sacred tattoo and b) a tattoo’ed holy symbol ) His black hair is going grey, perhaps prematurely (he is only 27, but ½ orcs are not long lived); he is not vain enough to dye it. He has hazel eyes, small tusks, and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 6’ and 188 lbs. His gear is well cared for, but plain. You could take him for a mercenary soldier, perhaps one with some experience, a sergeant or such because of his apparent calm. Demeanour:
He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is a devoted scholar and linguist, who has come to love poetry in many languages. He is quick to pull out a good bottle of wine, his pipe, and to lose himself in one of the books of poems he has transcribed from many sources (hedonistic drawback). Still, he has the ability to concentrate on a project, especially those involving scholarship or magic.. Background:
Vakmu’s folk originally come from the pomarj. They were part of a mixed (1/2 orc and human) tribal group, that was despised as mulattos by both the orcs, nor the humans. They were forced to flee as refugees, as part the violence surrounding Turrosh Mak’s rise to power. Those were dark days for the clan, with many kin lost to who knows what end (Finding you Kin) Unable to settle in Ulek, they ended up in Gran March, on the border of the Dim Forest, in the shadows of the darker fey (Fey Thoughts). The shamans cast the runes when he was born, first of the tribe in the new land, and felt he was destined for great things (fate’s favored) Physically, he was smaller and weaker than most of the tribe. Inevitably, he was bullied, where he became quick to react (reactionary). But he found his own path, becoming a shaman through apprenticeship with his uncle (Shaman’s Apprentice). He memorized the lineage of the clan (Keeper of the Ancestral Scrolls), and learned his mathematics (mathematical prodigy). It was his uncle that put on his sacred tattoos (Sacred Tattoo), when he came of age, and undertook his shamanic initiation ceremony – where he was ritually stung by a scorpion, to induce visions of possible futures. That particular scorpion became his spirit animal. His wander-years began, searching for wisdom to bring back to the tribe. In truth, he may be lost to the tribe; civilization is seducing him with its comfort and scholarship (Hedonistic). Not to mention, he has always had a bit of an urge to see what is over the next hill... Stats:
Vakmu Blackhorse
Defense
Offense BAB : +5
Spells Prepared L0 (DC 15, 4) : Guidance, Detect Magic, Virtue, Stabilize
Spirit Magic : 1st [ ] 2ed [ ] 3ed [ ] 4th [ ] Stats
Feats : Endurance (Shaman’s Apprentice), Extra Traits (1st), Amplified Hex (3ed), Ritual Hex (5th), Accursed Hex (7th) Traits : Hedonism (drawback), Keeper of the Ancestral Scrolls (race Trait), Mathematical Prodigy (Magic Trait), Fate’s Favored (Faith Trait), Reactionary (Combat, extra Traits), Finding Your Kin(Campaign, extra traits) Skills (4+2(int)+ /lvl) + 2 FCB (Ranks, skill roll. NOT INCLUDING ACP)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Languages : Common, Orc, Draconic, Giant, Sueloise, Ancient Balklunish, Old Oeridian, Flan, Terran, Celestial, Aklo, Undercommon Special Abilities :
Spirit Abilities : Stardust, FCB Cleric Spells added: Murderous Command(3ed), Liberating Command (4th), Fallback Strategy (5th), Burst of Radiance (6th), Resist Energy (Communal)(7th), For the future: Invisibility Purge (8th), Blessings of Fervor (9th), Freedom of Movement (10th) Magic Gear:
20 playing cards sized wooden planchettes with pre-cast Woodland Runes on them. They are programmed not to effect anyone/anything displaying all 3 of the following symbols:
Metamagic Rod of Extend (Lesser) 3000 gp
Potion of Cure Moderate Wounds Mundane Gear:
Weapons: Cestus, Morningstar, Dagger, Underwater Light Crossbow, 40 bolts Armor:
Spring Loaded Wrist Sheath (wand of CLW)
119 gp worth of assorted coinage. 50 gp worth of gemdust for scribing symbols Gods :
Obviously, Vakmu is a shaman, and thus a pantheistic spirit worshiper. In terms of gods, his primary spirit is Heavens, which would be Celestian's portfolio. He commonly select Lore as his wandering spirit, which would correspond to Boccob, but obviously that can vary enormously.
The deities themselves tend to be open minded, taking worship in whatever form it comes. The organized churches can be much less so... Like most mercenaries, he will keep oaths sworn in the name of the Brothers (Hieroneous and Hextor), and the occasional "Kelanen protect me now!" when in the crack... Spirit Animal:
Vakmu’s spirit animal is a scorpion, the same on that stung him as part of his initiation ritual to shamanhood. At the time, the sting provoked visions, as the spirits charted Vakmu’s possible futures. It is a standard Greensting Scorpion, no archetype. It often clings to his earlobe, pretending to be an ear ring, where it can scurry back inside the armoured familiar box attached to the back of his helmet in an instant.
Clackers
Offense
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Special Abilities
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