Killian Paltreth

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Organized Play Member. 92 posts. 1 review. No lists. No wishlists.

I've been running my group through a bunch of different modules and I've noticed how cool some of the unique monsters are.

I think it would be a great idea to offer a set of Pawns that are made up of the artwork from the modules. Also maybe some of the monsters in the modules that didn't make it into the bestiary sets.

I just had my party run through the Pact Stone Pyramid, and we loved it. It was so thematic and the encounters were pretty good (the dig turned out to be annoying, I would love to play another DM's version to see how they run it).

So I'm wanting to convert Entombed with the Pharoahs from level 6 to level 9 or so (it's a big party so I'm going to favor more combatants).

Is there anyone who's run the module that has any tips?

Luckily I've got the community repository hero lab files of the module and I've upgraded those by increasing the CR by roughly 3 for each one (though some of them look tough! like the dragon, whoof!) any other tips?

I think there are a good amount of lower level modules, and I do agree they get played the most.

Does anyone else wish for more say 12-17th level modules? There's only 1 each of those modules without running into 3rd party stuff.

Is it basically a magical place where you can build rooms however you like? Or do you have to have a place (like a building or cave) and designate it a safe house?

We had this come up in my last session and I wanted some other people's opinions on it as we're all fairly experienced but we reached a disagreement (well I disagreed with everyone else at the table).


Obscuring mist is cast on an area. There are two combatants (Chuck and Greg) right next to each other, they can see each other and can attack each other with a 20% miss chance.

Now let's say Chuck has a reach weapon, he 5ft adjust back to be 10 ft away from Greg, Greg is fully obscured (50% miss chance and the attacker cannot use sight to locate target). Can Chuck now attack Greg?

I said of course he can, he knows Greg didn't move and so Chuck would just receive the 50% miss chance. Everyone else at the table said you couldn't, you had to act like he was invisible and probe the square to locate, then attack the next round.

The scenario is simplified from what actually happened (the spell was stinking cloud, there was more than two combatants) but the fact pattern is the same.


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The trip to Hunclay's manor is pretty much a walk through an "I want this" store.

My group is likely to leave everything alone (as the Paladin would insist), but what about the Spellbooks? Did you allow your players to copy spells out of them before the auction? I mean there's a month of down time (I'll have a lot of that filled because they decided they wanted to own the tower and I've got side quest), and letting the wizard sit down and copy 224 levels (8 hours/day, 7 days/week, 4 weeks) I feel would massively upset the wealth by level (11 5th level spells is 12k gold in scrolls alone, let alone the other levels of spells).

Also anybody deal with a group of 5 in this module? It's really built for 4, the XP is pretty tight and you've got to keep up.

Here's a spreadsheet I worked out with my take on yearly NPC salary. I think it quite accurately describes what the rules state and gives an easy way for DMs to handwave background economic activity. The multipliers are not RAW, but I think they're a good way to add variability. These numbers hold true to Craft and Professions (perform is a little bit different) and I made a decent estimate at NPC's ages and levels. Basically everything in here is a reasonable way to work out what is in the book, but is not in examples in the book or anything like that.

NPC Wealth

I've got an excel file I've worked out that has the data and graphs for different types of character creation statistics. For example 3d6 averages a 10-11 with a relatively large standard deviation whereas 10d2-2 is a very small standard deviation that has a fairly high average.

Is anybody interested in it? I thought I'd share it since it took me nothing to make it.

So I've been reading a lot of complaints about how realistic, or how awkward the economic system of Pathfinder is. I'm currently in a campaign where we aren't necessarily meshing with the DM on how to make money either, we want to make investments and create items to sell, but realistically it's not going to happen, as we can only sell for as much as the cost of crafting, so we'd have to wait in town for months for a commission to craft something.

I'm proposing to create a coherent, (relatively) simple, economic system for Pathfinder. So I've come here to ask y'all, what is most important in y'all's games? What would you like to see?

I'm thinking of making two systems of economics, one for the micro-level, and one for the macro. The micro will be able to tell you what a business has, how a PC can make profit using their skills without adventuring. The micro will tell about a region, a city, or an area and what they make and how they make their money.

In other words if your campaign travels from the mountains all the way to the middle of the inner sea, you will probably be able to sell your gems or other mountain components for more, making a profit. If you go from a forest to mountains or bare plains, if you're carrying a portable hole full of wood you'll be able to sell it more than what you bought it for.

For those of you interested, I'll probably use mostly neo-classical, and Austrian economics for most of the models, as that is what I'm familiar with. Though obviously most of the countries will use a mercantilist system, as that is probably most historically accurate (if you can somehow translate Golarion into our time). I'll try to make some models of countries and what they make and how to figure out prices of a couple of popular countries, any recommendations on which countries?