noah mclaughlin's page
Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.
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Lambsteak wrote: Well, my party is a lvl 1 Draconic Sorceress, one lvl 1 Bard and one lvl 1 rouge. Where would you recommend that I set APL? :0 I'd eyeball that APL as 1/2 or even 1/3. While you have two skilled characters and a blaster, the party lacks a truly dedicated healer/buffer (bards are only okay compared to clerics) and also lacks a meat-shield.
So, Ashkecker's spread is pretty good:
Easy 1/3 (one goblin)
Average 1/2 (two goblins or a single human zombie)
Challenging 1 (three to four goblins, two zombies or a single wolf)
Hard 2 (four to six goblins, four zombies, two wolves or a single bugbear)
Epic 3 (you get the idea)
Generally, for this party I would design encounters that are engage the PCs' skills rather than their combat prowess. Let them talk, give them time to think their way around a problem / trap / deadly fight. And be sure to reward them for thinking first rather than barreling in to their deaths.
If you're working with new players:
1) Aim low with your CRs until you and your players are more comfortable with the system
2) I would encourage you to provide the party with either a dedicated buffer or meat-stick as an NPC ally. That or investigate a subsystem like the "Companion Spirit" from the old 3.5 Dungeon Master's Guide II (pg. 194).

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meatrace wrote: Hobbun wrote:
Now, I would also like to see a book dealing with mid to high levels (post 10 up to 20), also. I think that would be a great intro book before coming out with a Mythic Level book.
Actually I have to agree. I'd like to see a GameMastery Guide type book aimed at running higher level games with the rules we already have. +1 ^This^
I have zero interest in play above 20th level and would not ever buy a product for it.
I would much rather have a book of options that help with problems encountered as play cranks over 12th-15th level. I don't find the combat too swingy, but it does involve an inordinate amount of GM prep-time and combat can just grind on... So, a good guide to alternatives would be invaluable. Give me tips about how to transition my campaign from a dungeon-crawl to a political intrigue, ideas about interesting narratives, ways to build engaging characters, a skill-centered (rather than combat/hp-centered) resolution subsystem (à la 4E's "skill challenges.")
I (and my players) don't need to play god-killers. We want an engaging campaign that rewards smart, skillful play that let's higher-level characters shine but keeps things moving at an enjoyable pace.
Disciple of Sakura wrote: Cartigan wrote: That's why you put all THAT stuff in a spreadsheet and sort it on the "Initiative" column. That's what I'm going to try and do for encounters.
THAT's a brilliant idea. I'm stealing that. Can't believe I didn't think about it before. Ditto. You just got robbed twice. Thanks!
Just happened across the listing in the d20PFSRD, which led me here.
Just wanted to say that this thread is FULL OF WIN!
My wife and I live in the Kennesaw / Acworth area and we're looking to start a new group (thinking about co-GMing a PFRPG game). Anyone interested, drop me a line via njm148 AT yahoo.
- njm
I like the new system as a GM purely for its ease of use. Calculating XP in 3.5 wasn't that hard, but at the end of session, when everyone is dog-tired and half-packed up, and someone goes "Oh! Experience!" it was kind of a pain. The new system solves that problem quick and easy: I just add up XP like I subtract hit points in the middle of combat and voilà!
I also appreciate the options for slow, medium or fast-track. I have a group that meets only once a month; we use the fast-track so that they can actually GET to all the cool stuff and use it that same session. However, I appreciate other campaigns, especially ones with weekly sessions, where you want the PCs to really work for it - or you have a narrative that complex that it takes time to explore.
Cool options is what Pathfinder has been about for me and this bad boy has delivered.
Now, when is my pre-ordered Bestiary going to arrive... :-)
Do targets of an entangle spell get two saves the round that it is cast?
The text reads:
Quote: Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. (my emphasis)
So, as a standard action, a druid casts entangle on a band of goblins, catching them all in the area of effect. They're goblins, so all but one fail their saves and are entangled.
The druid then uses a move action to pull out a potion, ending her turn.
Do the entangled goblins now get another save? (They have technically remained in the area.) Does the free goblin have to save again? (He's still there, too.)
The common sense test for me says that this takes effect at the end of the druids next turn. But I'd like to be sure, since I'm starting up a wilderness campaign this weekend.
That is the most awesome bit of awesome awesomeness that I have heard in long time.
* promptly contacts his own FLGS.... *
Well this is just fan-frakin'-tastic, this is. My family is a little weird: I'm a digital nut, my wife (who games just as much as I do), is the dead-tree-lover. So, we're totally getting both.
Now, what I would pay $20 for is a searchable/archivable version of the PFRPG rules à la what Sovelior Sage did for the 3.5 System Reference Document. Consistently updated, downloadable, fully searchable and when used with tabs on your web browser, one of the best GM (and player) resources, bar none. And this guy did all of the work for FREE!
I've found the PFOGC, which is similar, but not quite as developed - probably b/c it would be a waste of time just for the beta rules. But if Paizo were to adopt this site, or a similar project that merged conventional tabletop and digital play, I would pay good money for that service.
I don't think Google Docs will swing it too well, but Open Office is the way to go:
http://download.openoffice.org/
Free office software: word processor, spreadsheets, the works.
FREE.

1) Update psionics. I know it's a contentious topic, but I think that the EPH/3.5 psionics are awesome and I'd love to see them get the PFRPG touch.
2) As a GM, I would LOVE to have book of campaign options: organizations with agendas, backgrounds, leaders, lieutenants and signature mooks. These can (should?) have at least one associated prestige class. This places PrCs into their most profitable context: campaign flavor. Campaign options for DMs could also include things like a quick guide to creating settlements,from thorpes to metropolii, as well as different ways of telling a story/organizing an adventure. Lists of quick-reference NPC names and some handy stats (or a short-hand method) for when I need a 5th-level alchemist named... uh... Sorlin with uh... a nervous tick. This book could also include different names for coinage, tips on making maps, etc. This is getting more "fluff" oriented as I go on, but a great GM's reference guide would give really good advice for novice GM and provide useful resources for even grizzled veterans.
3) As a player, I really enjoyed the PHII and would snatch up a similar book for PFRPG ina milisecond: a collection of base class options, feats that provide interesting combat options without re-arranging the game, and other nifty options for various campaigns and parties, like companion spirits, teamwork benefits, etc.
JBSchroeds wrote: Pact Wrought awesomeness I am stealing this presently (with some minor modifications). What a great, flavorful core class.

I'd like to chip in a word for leaving Damage Reduction as it is in the 3.5 version of the rules. There are two good reasons for this:
1) Backwards compatibility
The new rule doesn't muck around too much with how the rules interact with each other, but with it, you can chuck the existing CRs out the window. (Debate as to their current accuracy/usefulness for another forum).
2) It already (and still!) works
I thought 3.5 DR was a stroke of genius: different monsters have different susceptibilities and resistances. Spell or sword (or whatever weapon you use), sometimes you just need the right tool for the job and the rules reflect that without making creatures with DR complete show-stoppers (at least in a well-designed adventure or for canny PCs/players).
I think that the numbers along with 3.5 DR implementation are reasonable. Very little exceeds 10; most DR (even for tougher creatures) is 5. This makes getting around DR possible with just doing massive amounts of damage, which is what Power Attack and Metamagic feats are for.
3) DR isn't a problem for canny adventurers and well-designed scenarios, it's an opportunity.
DR encourages (one might say requires) creative and critical game-play. Case in point, a group of 3 level 10 PCs (a fighter/rogue, a psion and a warlock) encounter an iron golem (DR 10/adamantine). The fighter/rogue is pretty much out of her element, and many of the powers and invocations of the others are useless. HOWEVER, the fighter/rogue has Combat Expertise and thus is capable of an incredibly high AC. She keeps the golem busy in melee (using evasion to keep out of that pesky breath weapon) while the others dig into their bags of tricks for the one or two powers (crystal shard) and invocations (acid spray) that are targeted and don't allow for Spell Resistance.
Bam: five rounds later and a little worse for wear, the PCs have turned a simple guardian fight into a major victory for their inventive strategy.
It's a challenge, and those who rise to it are rewarded. No need to go watering down an already-balanced mechanic.
BTW, I've never seen PCs having a problem carrying around the "golf-bag" of weapons, and simple alchemical items (silversheen) or potions (align weapon, bless weapon) take care of all kinds of things. Pair that with the weapon capsules from Complete Adventurer and there's nothing more to worry about.
Claudio Pozas wrote:
Okay, folks, it is done:
Seoni and Merisiel
Suh-weet! Thank you, Claudio!
- njm

Just to add my 2 cp:
I am a fan of the two favored classes; why do the woodsy elves always have to be wizards if they want to excel? Also, dwarves as either fighters or clerics definitely fits my iconic vision of this race and I'd like to be able to encourage my players to take either of these options.
However, halfling wizards does not do this at all. I'd vote for either ranger or druid, actually. Halflings have long had an affinity with natural things - and heck, check out our iconic for the PFRPG.
On another note, the bonus skill point is an intriguing option for favored classes. I like having the option, really. Tougher fighters makes sense (though some fighter builds are smart) and smarter casters make sense (though you can always use a tougher fighter/sorcerer). Like the favored class, I'm all for taking the option at first level and having it remain that way.
Alas, I see this excellent idea living in house-ruledom. The backwards compatibility with skill ranks would be a nightmare. Hit points are much easier to recalculate even on the fly.
Allow me to second (or fifth, I lost count) the progressive bonuses à la Ranger. This provides for both fighter-specific awesomeness ("I am better at any weapon in this group than anyone.") and adaptability (if you want to change your focus from slashing swords to pole-arms, then you can).
Some modular abilities like the new Rogue would also be welcome, to help add flavor and power to the Fighter, especially abilities that would continue to ramp. I saw a progressively better SR ability, which is pretty cool and very in line with a mage-slayer type, or bonuses to Diplomacy checks for the charismatic general type. Most excellent.
- njm

After ruminating about cool things a fighter should be able to do without magic, here are some feats that give him some great versatility. I'd especially like feedback about the prerequisites: too lenient? too harsh? superfluous?
Harrying Strike [Combat]
Your expertise in mêlée combat inflicts debilitating injuries.
Prerequisites: Str or Dex 13, BAB +1
Benefit: You perform a combat maneuver that dazzles (DC), fatigues (DC +5) or sickens (DC +5) an opponent. This condition lasts until the end of your next round.
Staggering Blow [Combat]
You press your advantage, rendering your opponent's condition even worse.
Prerequisites: Str or Dex 15, BAB +3, Harrying Strike
Benefit: You perform a DC +10 combat maneuver to exhaust, nauseate or stagger an opponent. This condition lasts until the end of your next round.
Special: You must have used Harrying Strike on this opponent in the previous round. If the target is already fatigued you gain a +5 circumstance bonus to exhaust him; you gain a similar bonus to nauseate a sickened target.
Disabling Strike [Combat]
You press your advantage to the point of disabling your foe, limiting his options in combat.
Prerequisites: Str or Dex 17, BAB +5, Harrying Strike, Staggering Blow
Benefit: You perform a DC +15 combat maneuver to disable, deafen or blind an opponent. This condition lasts until the end of your next round.
Special: You must have used Staggering Blow on this opponent in the previous round. If your combat maneuver was successful, you gain a +5 circumstance bonus to your Disabling Strike this round.
Knockout Blow [Combat]
Your unrelenting mêlée onslaught can render your opponent helpless.
Prerequisites: Str or Dex 19, BAB +7, Disabling Strike, Harrying Strike, Staggering Blow
Benefit: You perform a combat maneuver that dazes your opponent (DC +15) or knocks him unconscious (DC +20). This condition lasts until the end of your next round; unconscious characters fall prone.
Special: You must have used Staggering Blow on this opponent in the previous round. If your combat maneuver was successful, you gain a +5 circumstance bonus to your Knockout Blow this round.
General Feats
Harrying the Mob [General]
You can harry, even disable, multiple opponents in mêlée.
Prerequisites: Str or Dex 15, BAB +8, Harrying Strike
Benefit: You may attempt the same combat maneuver from the Harrying Strike combat feat chain on multiple opponents within reach. As a full-round action, you make a single maneuver at your highest bonus. You may attempt this against one opponent within reach for every +2 BAB (two opponents at BAB +4, three opponents at BAB +6, etc.). For every opponent against whom you perform this maneuver, subtract a -2 penalty from your roll.
Special: A fighter may select Harrying the Mob as one of his bonus feats.
Harrying Master [General]
You are especially adept at harrying and disabling opponents.
Prerequisites: Str or Dex 15, BAB +6, Harrying Strike
Benefit: You gain a +3 bonus to combat maneuvers when using any feat from the Harrying Strike combat feat chain.
Special: A fighter may select Harrying Master as one of his bonus feats.

I'd like to put in a second vote for fighters having the ability to cause various conditions (Dazed, etc.) through mundane means.
This ability might come from feats, which opens up possibilities of chain-like Combat Feats: from Dazed to Stunned to Helpless. And the Combat Maneuver Bonus mechanic makes adjudicating this process simple. A mid to high-level class ability could let the fighter do this to multiple opponents within reach.
Voila: now you have a fighter that has serious control of the battlefield but does so in a distinctive way compared to a Wizard or Sorcerer. It gives a player more options while remaining flavorful.
Also, while I don't think that the fighter needs more skills, I'd like to see Acrobatics added to his class skill list. The option to play a classic full-plated tank should be just as accessible as a wily duelist without multi-classing with rogue.
Thirdly, it would be interesting to see how one could expand the role of skills for various effects in combat. Sure, with the Intimidate skill you can make opponents tremble in fear for a bit (which a mighty or sharp-tongued fighter should definitely be able to do), but what about other effects, as other's have mentioned, like drawing opponents to you, or some kind of improved aid-another effects (à la the abilities of the the Marshal). Nothing aura-like or Supernatural, but inspiring and tactically sound: giving allies a sudden 5-foot move or improving flanking bonuses for a round, etc. The new feat Dazzling Display starts to go down this road, but I think it could be expanded upon.

Just want to add my 2 cp that I'd prefer psionics to be folded into the main rules - and more than just the soulknife (which is megacool, no doubt, but what about some love for the psion and its tremendous versatility)?
Honestly, I don't think there'd be that much work to do: 3.5 psionics from the XPH worked very well - balanced, yet distinctive. I've run several campaigns, ranging from the all-psionic/no divine or arcane magic to the unusual (Dawnforge setting) to the traditional (Shackled City) and psionics have always found a home in each one, flavor-wise, story-wise and mechanically.
I've also had a number of players go "Psionics? What's that?" (Or the more polite "I've never gotten into that...") And I think they're being left out of a great opportunity just because the rules originally came out in a different rulebook. One of the greatest things about the SRD is that psionics were folded right in: it made referencing easier for fans and exploration easier for the curious.
- njm
P.S. - One way or another, I'd love to hear/see some ideas about making psionic/magic interaction more interesting. Incompatibility tends to break the game (or at least bog it down) and transparency is rather boring.

As a DM that loves to have flying creatures but dislikes the current aerial maneuverability rules, I think the Fly skill is an elegant simplification. Dragons are awesome because they can have Flyby Attack, and Wingover and Hover... but they only get all of these feats because they have serious hit dice. And flying PC races (such as half-dragons using feats from Races of the Dragon or homebrew, half-fiends and raptorans - especially raptorans) are a PAIN:
"Wait, so I climb and that costs double and then I glide and circle around, but that costs... uh... 5 feet for every 45 degrees? And then I dive and that's at double speed... and uh... wait, did I fly last round so I don't have to fly again this round?"
5 minutes later, the character lands and fires her bow and we get on with the mayhem.
This skill is very applicable to all kind of monsters (man, fiendish ANYTHING) and elegantly simplifies the entire process while keeping maneuverability rating relevant and a logical inclusion.
Moreover, I would definitely argue AGAINST its inclusion in Acrobatics. While the Fly skill may allow for some fancy moves in mid-air, its results and context are fundamentally different from balancing, tumbling or leaping about. In a parallel manner, I like that Intimidate and Diplomacy are kept as separate skills, because though they may produce similar effects, they function in different ways.
I'm interested in hearing why the Fly skill is trained only.
Final thought: I'm a little concerned about this: "At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check" (page 25). So, effectively, EVERYONE with this skill has a kind of Wingover feat? Given that it can't do it in the middle of its turn, the big hulking great wyrm can flip itself right around in the midst of combat? Wow. My PCs are going to be pulp...
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