Pathfinder really needs to start considering a grandfathering option for people that may not make a window. Some of us just dont get that much of a chance to play regularly and having a game option to see your character through would be nice. Especially for those of us who have a character 1/2 way through the process. There is more then enough material out there for us to complete.
Pathfinder does listen to its players right?
So I have this Dwarven Cleric and he just feels self conscious about carrying around a scimitar. He gets looks from all the other dwarves with their great dwarven axes and beautiful hammers. He doesnt want to offend his deity with her preferred weapon and all but it just doesnt fell right?
Any ideas for a pathfinder society member? Help a dwarf out eeeh?
Ole Rumble Gut!
Hello everyone. While I am not new to D&D and am new to Pathfinder. I picked up the 5th edition last weekend for the core rulebook. One question while in the process of generating a new character. I could not find the section under feats on how you obtain initial feats. Is there a specific page that helps line out the count on feats for say a Dwarven Cleric at lvl1? What determines any more or less in terms of how many you get?
I used to play the original 1st edition from the 70s and 80s. I had not played in awhile and stumbled into the pathfinder society group playing a prepared Pathfinder society module. Decided to sit in with a pre-rolled character. 1st lvl female cleric but with cloth and a long scimitar. Apparently some special type that had the ability to perform heals or damage against undead 5 times per day. Anways it was a two parter where we had to kill assist someone in the dungeon already and then kill some zombies. My faction was shadow so I also had to retrieve some brains with another member of my party. Turns out we did pretty well and nobody died but I did end up stuck in the pit in the center of the dungeon for a few rounds. The "alchemy" in the group burned the zombie we needed but we were fortunate enough to still get the brains.
I have to tell you this adventure and the next one brought back lots of good fun and memories and I will definitely be coming back.
p.s. I shelled out the $$ to pick me up a core rule book. Pricier then what it would have cost in the 70s but I think its going to be well worth it. Started putting together a character for the next session. Can't wait.
I'm always amazed at the level in which we can stoop to sell something with such an incredible markup with such a low value. Cheap poorly painted plastic mini for $75.00 where the markup above cost is what? .. 100x the amount it took to produce it. (yay for cheap chinese labor.) And yet they can't keep enough of them in stock.
Ill take 3.
Im curious how you incorperated you adventure tie ins from adventures in Dungeon magazine. Which adventure did you use and how did it work in your bigger campaign? Not so interested in following an entire campaign like savage tied but rather the smaller ones and how they fit into your bigger picture.
One example for me. I used one in a issue of dungeon where an old guy was looking for a recovery from a chest in a sunk ship. The ship was being gaurded by a giant squid/octopus. I ended up putting the scene outside of waterdeep and using the old guy as a hook to more work being needed. One of them ended up being a pirate lighthouse adventure that tied as another perfect hook in my campaigne.
Im interested in what your story was?
My group tends to run the safe camp scenario as much as possible. If in a dungeon they fallback to a relatively safe area for storage of certain items in a secure area. Id hate to see water bottles and wine skins break. You ever carry 10 days of water. Its rather awkward. This also allows for an area where they can manage spells and rest and store treasures they have picked up.
Right now Im stuggling with things like banks, familiars, long term residential etc. Even the one character with a bag of holding I think is getting a little full. But for the immediate adventure, I tend to work on a fallback location that is relatively secure. Once a day roll for the wandering monster to see if it came by while they were out. Creates an interesting twist to the plot when they come back to find out goldy locks has been around ....