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I have just read "Dungeons of Golarion" and applied already a few of it with great success. Now I am looking for similar official or third party publication (no user self written ones) that collect some fully pre-written 5-10 pages long dungeons in it. Is there something out there? And if so, where can I find it.
I am looking for a 3-5 level pre-written adventure where the party has to break-in a consortium or mafia house to steal some papers or whatever. The house should not be so big, just an outpost with 3-4 persons in it (max). I have checked already some pathfinder society adventures but could not find anything.
Hi! One of my players just gave me his sheet and suprise suprise, charisma 7. I just asked him how he looks like and how he wants to play charisma 7. His answer was this picture and that that he is not god in human relationships. I am not super strikt with this acutally but this player suppose to be a power player in every party dumping charisma stats or int stats but not playing it correctly. Looking into the Ability Score Description a Charisma 7 character looks like a Troll or a Bear. I once played with a guy who was ugly and scratches his ass, picking his nose and stuff that would be ok too. My question is: Would you let him get through with this Jake Gyllenhaal picture and this Oh I am not good with human relation thing. I would say the guy on the picture is Cha 12.
Hi! My party participating at the entrance examination to become a member of the pathfinder society located in the grand louge in absalom. The guide says they test the novices are tested on their skills, their mind and the have to pass magical tests. Skills is no problem but I just cannot come up with good ideas for mind and magical tests. Especially if the person is not a caster like our rogue or the brawler. It would be nice if you could help me a bit out.
Hi! I am reading some Pathfinder Journals at the moment to get a better idea of the world. At the moment I read Hell's Pawns. I am a bit confused about some things like a dwarf working for a thief organisation runnning around with a broken arm (usually I would just go to a temple to get help or I would guess there are heaps of healer running around) or that all the magic they use is very very low level magic. That is something that already stands out reading other Pathfinder Journals (like the on in Curse of the Crimson Throne). I write a adventure places in Golarion (Absalom, Cheliax, Hold of Belkzen and the Darklands) and I am not sure how to play the distribution of divine and arcane magic. It would be nice if anyone could help me here, maybe with some sources I can read. Or just by explaining how it magic is set in golarion.
I am planing a short campaign in the Age of Darkness where the dwarves still have not seen the surface of golarion yet. I was just wondering if they use self made light (not worms hanging around anyway). Since they can only see 60 feet in darkness I would guess they have lights in there cities or gathering points. Any ideas to this?
Hi! In agreement with another party member (the paladin) we want to accomplish the following thing: I am a wizard 15/archmage 6 and I want to turn our paladin 15 of iomedae evil. In the end I want to hold his heart in my hands and want him to be my puppet. Besides trying to implenent bad ideas I am curious whether there are drugs or spells I can use? Or can I kill him and raise him back from the death giving him another alignment? Any ideas to this are very welcome.
I have:
I am also holding a Greater Rod of Thanatopic Now I cast: Quicken (+4) : Enervation (4) (Maximized) + Empopwered -> Level 4 Spell (Spelllevel: 8)
Is it possible to cast Enervation this way with all the Metamagic Feats?
I have a long experience with roleplaying and there is one thing that comes up again and again. That player do not stick to there character and jump into some kind of meta-role. They talk as if they were their off-game character. Situations this is happinging are e.g. Example: wrote: The party prepares for a fight. They sit together and talk what to do. Example: wrote: The party sits on a big Table with the King and his consellors. Up till now I have not game mastered that much but this is something I always found annoying. Other GM's I played with were just not interested in this topic. They let the party members talk as they wish. And this ended up that the best idea to invade a castle came from someone who has never been in a castle with no knowledge skills at all but being an engineer in real life. I am thinking about telling the player to stick to there characteres, attributes and skills. But I am not sure about the consequences for the game-fun since I have never experienced this kind of game mastering. Maybe the stupid (Int: 7) barbarian can not participate in any conversation anymore. The second part or rather a consequence of this is that if the player do not stick to there character skill values the game gets more imbalanced. This is why I always hated it to play a bard. I actually like the idea of playing it but it always ends up the same. My primary task (this is how I want to play a bard) is social and knowledge skills. So I lack in damage dealing (compared to a paladin or so) or healing (compared to a cleric) and so forth... No problem, that is not the role I want to fulfill. BUT ... when it comes to social skills and we just play them out (e.g. between each other) everybody else just does not stick to there skills they have on the paper and switch over to there off-game character. Now the fighter and the barbarian have quite good social skills and can do big damage. They are just stealing the role of the bard (not in every situation but in some). I really would like to know how this is been handled in your parties, since I can imagine, this is not a problem emerging only in my parties.
In another thread with a different topic someone wrote that when he creates a big encoutner he also writes down information what damage a weapon does when it hits: 6-10, sword: "The blade slips between the primitive wood armor biting into flesh as he roars in pain, spittle hitting you. He backs away, his shield now drooping." I like the idea coz it makes the game more visual for me and the players. I am looking for othere ideas. What do you as a GM (or what have you seen from other GM's) do for prepartions beforehand to make the game more vivid?
Hi, I will start a campaign soon where everybody has to be a member of the Pathfinder Society (here I mean the guild explained in "seeker of secrets"). For getting a member and attaing some prestig I want to send them into ruins or let them do other adventures. Are there any 'short' adventures (selfwritten or not) out there or is there a souce where I can find a colletion of it?
We are playing double or triple masters for about 10 years now with self written campaigns. This means we are 8-12 persons who rent a cabin for a weekend with 3 rooms for playing. We have between 2 and 3 GM's. I am looking for a souces for double or triple master campaigns. Anyone heard about something like this? The adventures should be between 4 and 24 hours playtime.
We are playing WotR at the moment (but this is not a specific problem of this AP). I reached Level 13-5 and my improved familiar has almost no chance to either break the SR or dispel. My fairy dragon is according to the base rules CL3. So SR or dispel would be 1d20 + 3. Am I right here? I almost cannot imagine that there is no CL development for my familiar since they only can cast buff spells on high levels but are worthless for attacking or counterspelling. Is that right?
I am looking for ways to analyse a teleport. Incoming TP: What is comming? Where is it coming from?
I already choose Steward of the Great Beyond to counter a teleportation effect. I remember that there was a Trace Teleport or a Anticipate Teleportation spell in 3.5 but cannot find something similar in pathfinder. Any ideas?
Creating some Rules-Summaries for my wizard I stumbeld upon "Injured while casting" that bring up a lot of questions. Is it possible to interrupt a swift or standard action spell without using ready in action? E.g.: 1.Round
Am I right that without having a "Ready in action"-Attack that triggers on the spellcasters standard action, there is no way on trying to break the spell due to injuring the caster? So I have to follow that only Spells with a duration longer that a full round action can be stopped (without the ready in action). But now I have the problem, when does the spellcasting ends? This is how we play it for ages but at the moment I am not sure, if we do it right: 1.Round
... Time when the spell can be interrupted... 2.Round
There is another thing. Let us say the enemy dealt 20 damage in the time span where I added '...Time when the spell can be interruped...'. Does he has to make a 10 + damage dealt + spell level check on summon monster and on Confusion? You see, there is a lot of confusion here, I really would appreciate if you could clear that for me.
Hi! I am a wizard7/archmage2 in the wotr campaign. I want a place where I can create potions, talk to my imp (familiar) and do other things paladins usually do not like. My first idea was to create a pit (create pit spell) underground and teleport into it. But the spell duration is just 1 round + 1 round/level so this is not an option. Any ideas how I can accomplish this?
Many guide point out that you should get Improved Familiar as a wizard as soon as you hit level 7 since the familiar can create alchemy items and can fill the cap of using magic devices since charisma is often a dump stat for a wizard. Now I am at level 7 and just cannot see how to use this effectively. Let us say I maxed out UMD and Craft Alchemy for my wizard I have 7 Ranks. At level 7 my improved familiar has (according to this) an intelligence of 9. Let us say I will take an Imp as a familiar (apparentely one of the best) I have a Charisma of 14. As a result I woud have UMD 9
Am I calculating something wrong here or is this just not worth taking the feat to fulfill this
We just started a new party and I play my first wizard. Now I just read into "How to bind creatures" and really like the idea to combine many spells to accomplish a task. Magic circle against evil -> Dimensional anchor -> Bestow Curse -> Lesser Geas -> Command and so on... Now I am looking for more of this complex rituals.
Hi! I started playing wotr as a wizard (with archmage path) and want to build my owen academy specialized on binding demons, scribing scrolls and alchemy.
Tried anyone building an academy and has some advice for me? br!
I am in a pub in mendev where two guys making a fool out of my stupid fighter who do not get it. I want to cast fox cunning on him so he realizes what is going on. But now I was wondering how people would react if I start casting a spell in a pub.
What do you think? Would it be ok casting fox's cunning in this situation? What would be the 'normal' reactions?
Just a few questions about my wizward familiar that I just do want to be verfified. Is it true that 1. My familiar gets bonus feats at 1,3,5...
And last but not least:
Familiar Rule wrote:
So according to this my wizard with stats of Fort1, Ref2, Will3 would have Fort4, Ref2 and Will4 (having a compsognathus)?
I just read through this awesome Planar Binding Guide since I want to play a good wizard with binding specialisation. The author let the demon in the circle for days and tortures she with curse spells and lesser geas to drop her charisma for a better bargaining chance. Now I was wondering if a good aligned wizard can do this without getting into trouble with his god. I would say he can since he is doing this for the greater good and this creature is evil anyway but would like to know what you think.
I am looking for a guide that gives me information about how to commmunicate with familiars, summons and bounded creatures. E.g. can I summon an elementa and ask him where to find a specific item in his plane or even if he could get that for me? Can I summon the same creature again so he can give me this item? Or can I summon an evil outsider to play cards with me. What will happen when they encounter my paladin?
Hi! I was thinking about building a wizard or arcanist Demon Hunter for wrath of the righteous (so we will go mythic). But the problem was access to good demon hunter spells from DemonHunter Handbook. Now a friend of mine told me that it might be possible to mix arcane and divine within the mystic theurge. Before reading into it I just would like to have a quick estimation from some experts if it is worth reading into it or if there are big obstracles building it?
Hi!
Good thing: The pub is full of weak arcane spellcasters so he goes down to ask them how they do the trick!
Hi!
Since our GM has read only the first book yet we do not know if the Magus and the trickser will do there job since they deal almost no damage against Demons. I have not read through the mystics yet maybe there is a workaround. Do you think, we can go like this or would we better change the party constellation.
Hi!
1 Level Wizard or Arcanist (need some advice here)
I play an aasimar (daylight) to fulfill the 3rd-level arcane spells so I can get into Eldritch Knight at level 3 (source). My questions at the beginning woudl be if I should go Wizard or Arcanist and if I should use a archetyp for them and for the fighter?
Hi!
Hi!
Usually these builds take the Flagbearer feat due to the synergy effects with the Banner of Ancient Kings. The Banner Ability gives a +1 on Attacks on charge and a +2 on Fear Saving T. As soon as I have the Flagbearer Feat the bonus on attacks is redundant since both bonusis are moral. The Flagbearer also gives a +1 Fear Bonus. So the only benefit going with the Standard Bearer is a +1 on Fear S.T. Which is not much of a benefit. Do I oversee something here?
Let's say I want to play a Battle Herald in our next campaign and would like to check other peoples builds. As quite new to this messageboard I discovered that it is possible to check character builds going to peoples profiles -> campaigns and boom there are a lot of builds. But is it possible to perform a search to only find e.g. battle herald builds?
After reading the demon hunter handbook to prepare myself for the WotR Campaign we gonna start in a few weeks I am curious about the Riftwardens. Unfortunaately I have never played a wizard yet and would like to ask two questions about it. 1. Can you tell me if a wizard fits into the campaign since I have read that they are only useful as supporters due to the DR of the demons and since they are often immune to fire/cold/acid (btw. I do not want to play a summoner). I actually wanted to play a magus but I am not sure if this would make fun at all if I cannot deal damage. 2. Do you think a (prestige class) riftwarden would make sense in the WotR and how would you build it?
We start playing the worldwound campaing (please no spoiler!) and my character idea is a greenhorn that comes to the worldwound and develops (I think at level 10 this evolution is finished) to a badass lieutanant (I think at 'apocalypse now' or 'starship troopers', I hope you know what I mean). Regarding his henchmans he is a tough bastard but they like going with him since if they follow the orders the probability for surviving is quite high. I just become desparate finding the right class for him. We are playing with the mystic extension and I have read about the Marshal- At the moment I am between the bard (maybe a controller?) and the paladin, since I like having some skills I was thinking about multiclassing them but I am not sure whether the build is to weak in high levels (we are playing up to level 20). I would be really if you could just share your ideas about realizing the idea above. Thanks in advance!
We start playing the worldwound camaign and I am thinking about playing a Sound Striker, found in this forum. Character build:
7th level Bard (Word Striker)/ 3ed Level Rogue
Aasimar (Agathion Blooded) Halfling
Ability Scores:
Hit dice: 10d8 + 20 (Con) + 1 FCB = (8+4.5*9+20 +1) = 69 Saving Throws:
Armor Class: 25 (= 10 + 7 (Chain Shirt) +3 (Shield) +2 (Dex) + 1 (small) +2 NA) Class Abilities:
Bardic Knowledge
Racial Traits:
Traits:
Feats:
Skills:
Gear (62,000gp, 60,057 used) +1 Elven Chain (6,150 gp)
Buffs:
Since we play with three players I have to look, that I deal damage as well. I would like to go into the Marshal Mystic but am not sure if the bard performs good in high levels, especially with the rogue dip. I already have problems in level 1-8 since I am doing not much damage. Could anyone help me either adjust the build or to help me how the build could look like up till level 20?
I play a long time now and from time to time a GM comes up with aweseome ideas to connet the ingame and real life experience of the player. Some times it is just coincidence that such a situation come up. Let me give you a few examples: 1. Four player sitting in a lorry in a big old dwarven mine and drive down in the underground. All players sitting on for chairs (positions like they would sit in a lorry (two in front to behind)). Now the GM says: "A left curve is coming what do you do" Then the players have to lay left or right on there chairs (depending how intelligent or how lucky they are *G). One player has the brake ... 2. You build up a huge dungeon on the table and shut down the light. Every player has a little plate with a snap light stick to see what he rolls. Every player also has a miniature with a snap light stick so he can only see only about 4 fields around his miniature on the map in the dungeon. 3. You build up a city in dense fog and for the fog you put cotton wool on the map. Where the miniatures are you remove the cotton wool It would be great if you could give me some examples how you implement such a 'technique' or situation. Thanks in advance and I hope we can collect some awesome game mechanisms here to make even more fun for our player :)
Hi!
Str: 21
I took the Skirmisher Archetype, so I have Hunter's Tricks 1: Piranha Strike, Surge of Success
My Traits are: Reactionary: +2 to initiative. Everybody loves initiative.
Thanks in advance! |