Pathfinder Endless Encounters Thread

Game Master Gilthanis


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Discuss whatever is on ur mind :)


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

Dot


- INACTIVE -

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HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

So, this is what I have in mind and wanted to get everyone's thoughts and opinions.

In regards to a GM who has done multiple games. The first one a "level bank", then after that is a % roll, but what should the table be. Should I make a list of different tiers, and pick 10-20 items so the GM can roll a d20 to see what they get. Or should we switch it to after the first scenario, a GM earns 1/2 level so he/she can apply another level to a PC if their choice after every 2 games done?


I think the leveling thing might be better. Rolling a random item seems like 90% of the time it will net something of little to no use. And the market just isn't there yet in terms of people having enough cash to buy magic items of any value. It may be better, that in addition to some XP/level, the GM also gets some cash based on the wealth by character level charts.

It was never clear to me what list of magic items would be used anyhow since there are a myriad of sources. I don't know if one comprehensive list exists.

Since the original GM no longer participates (to my knowledge), we are free to do whatever we like I think.


- INACTIVE -

I agree with CaveToad.


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)
CaveToad wrote:

I think the leveling thing might be better. Rolling a random item seems like 90% of the time it will net something of little to no use. And the market just isn't there yet in terms of people having enough cash to buy magic items of any value. It may be better, that in addition to some XP/level, the GM also gets some cash based on the wealth by character level charts.

It was never clear to me what list of magic items would be used anyhow since there are a myriad of sources. I don't know if one comprehensive list exists.

Since the original GM no longer participates (to my knowledge), we are free to do whatever we like I think.

So with the WBL idea, it could be that if a GM uses a "bank level", say to go from level 2 to 3, the difference in WBL is 1K - 3k or 2000. The GM could receive say 75% of the difference, giving them some monetary reward, but since there is a varying $ in this game, they won't be super ahead of the curve. Maybe a little below but not horrible.

So in the above example, the GM would receive 1500 gp, to be able to make or buy whatever they want or need?


I see that as reasonable


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

Another possible change I have been thinking about: selling of magical loot. Please see the campaign tab; under Magical Loot about the potential change and weigh in here.

Thanx :)


What is the difference between vendor sale of magic items and selling to a random NPC adventurer? Are you saying the NPC adventurer may pay more than the NPC vendor?


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

Correct, you could try to find an NPC adventurer and they could pay FMV or closer to it than the NPC vendor (Rifikki). This way the magical goods could be turned in for a revenue. This way at least we could keep money flowing for PCs.

?


Ok, yeah I like that, makes sense. :)


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

Cool, will keep it unless overwhelming response says otherwise :)


- INACTIVE -

Am I on the list? Alright, I see that CaveToad is starting a new module. That means I can make my 4 Profession or Crafting rolls. I'm going to hold off because I'm not sure if I want to craft something or not. Also, I think I missed at least one other module starting (about to go check the thread history) without doing rolls for it. Is it too late for me to do those rolls now?


- INACTIVE -

Also, anyone want to help me pick my lvl 3 feat? Mostly I just need to think out loud.

I'm considering Dodge, a little, partly for the AC and also partly for opening up Mobility later. If I did this I could take Two Weapon Defense at lvl 5 to further improve my AC.

I'm also considering Double Slice, because at my next level (when I have +5 STR) it will increase damage output for my off-hand by +3 at no cost to attack. On the other hand, Power Attack would increase my overall damage output at my next level by +6 (+4 main hand, +2 off-hand) at a -2 cost to my attack. So far I have literally fought nothing but minions (dire rats, zombie, and skeletons), so I don't need a super-high attack, and most of my weapons are Masterwork.

Big Game Hunter would be great, except I have yet to see anything Large or Huge.

Also considering the Stepup chain, and maybe Iron Will.


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

Power attack is my suggestion

-Posted with Wayfinder


- INACTIVE -

For now I'm thinking Big Game Hunter, since it is a bonus that applies with whatever weapon I use. It also pairs nicely with my Favored Enemy, since most Magical Beasts are Large or Larger. Just going to cross my fingers those start showing up in adventures soon.

If I decide down the road that I would prefer something that scales better, I'll probably retrain it for Power Attack. Retraining it would cost me 50gp x My level at time of retraining. A little expensive, but for the benefits, not terrible. Power Attack is great, but as I'm currently considering TWF without a Light weapon, I'd like to keep my penalties down.


I would love to throw magical beasts, and other baddies, but I don't want to overdo it and cause a TPK. Magical Beasts can be thrown in multiples at higher levels, causing a good challenge, but a lower levels (1-3), it would be just 1-2 MB, which the party could go NOVA on, like Bubo and his bomb happy alchemist lol.

I do plan on moving away from undead, and were-creatures. I have golem idea brewing, as well as a couple others involving humanoids, and aberration. Like I said above, I just don't want to overestimate and cause a TPK. I would rather guess low, ad have it be a little too easy, then have it be too hard.

I was worried the last fight, with all the undead would be too overpowering, but it caused some damage; make some people sweat; and i think it worked out well overall :)


- INACTIVE -

Ah, posted this in the wrong thread before:

Also, if I am working on an encounter, what APL/CR should I shoot for?


Female Catfolk
VITALS:
AC: 11, T: 11, FF: 10; HP: 8/8; F:0, R:1, W:1; CMB +0, CMD 11 ; Init: +1; Perc: -1
Expert 1
SKILLS:
Climb +8

I think it went amazingly well. People knew what to aim for. Like Kit, zombies she can easily damage, skeletons not so much. Atleast now she stands a better chance at it

-Posted with Wayfinder


- INACTIVE -
DM Stylz wrote:
Kale "Seascum" wrote:
So, based on this, if I wanted one Hard encounter (which I do, right, since the party can go NOVA on this one encounter) for 4 players, I would do 4 x 100 x 2 = 800XP, which would be a CR 3 monster or two CR 1 Monsters, or 4 CR 1/2 Monsters, etc.

In theory, yes. That is a good baseline.

When I did my last one, I guessed how many zombies/skeletons to throw. I didn't see that chart which I may have to use now :)

Interesting. I did the math. If I was level 2, and Kit'Arr, Quiad, and Janji were all level 1, whether Yurei was level 1 or level 2 it worked out so that encounter was right between Hard and Epic according to this baseline.


It was about half way between hard and epic...total cost was around 1800, instead of 1200 for "hard"


Male Gnome Bard/1 [ HP 9/9 | AC 16/16/13, CMD 13, Fort +1, Ref +5, Will +2 | Init +5, Perception +6 ]

hey I have a quick questions can you have more than 1 char for these encounters or are you limited to 1 character per person


- INACTIVE -
Mekal Magetail wrote:
hey I have a quick questions can you have more than 1 char for these encounters or are you limited to 1 character per person

I am pretty sure you can have more than one. However, you might be limited to only one in an adventure at a time--or maybe just anytime one of your characters starts an adventure, all the others move to the bottom of the list.


Sorry folks, I need one more day to get the mission posted up. Bunch of stuff came up tonight.


HP: 6+? Dwarf Stone Warder Sorcerer (Deep Bloodline)

@ Kale: don't forget to level up & don't forget to roll fir your "downtime" craft since cavetoad started a new scenario :)


- INACTIVE -

Yeah, just trying to decide if I want to spend the rolls to craft something or just get gold. You're not supposed to be able to do any crafting without spending those rolls, I believe.


Can I just check, is there certain gear that you can always buy between missions (even if it's just really mundane stuff) or are you entirely at the mercy of what people are selling and capable of crafting?


you can buy any sort of normal mundane stuff


- INACTIVE -

Now that I'm being tapped for the adventure that will take me to level 5 I am wondering--should there be an option for players to get 1/2 or 1/3 of a level from an encounter if they want to spend more time at a given level? To keep things fair, for the duration of their time at their "slow" level they would have to get 1/2 or 1/3 Loot and Craft/Profession rolls as well.


Hmm, not sure. I mean I guess. Not sure why you would want to stay at a certain level longer?


- INACTIVE -

To keep your character from capping out too soon; to keep from getting to far ahead of new players; to spend more time enjoying your character; etc.

If it's not an option, each player gets to use their character only about 12 times before the game starts to get ridiculous--only 20 times before the game is insanely ridiculous.


I could see Kale's point on it, I wouldn't mind doing 1/2 level if the PC wants or I guess 1/3. I am okay either way to be honest...I am too laid back lol

Sovereign Court

I also like that option because you get to spend more time playing the fun levels, 4-10, while getting through the 1st 3 levels quicker.


Female Human Superstitious and Surprisingly Intelligent Barbarian 2
Kala Krunn wrote:
Now to work out the logistics of making a couple of adamantine arrows.

So I've been talking this over with some folks and I think I may have finally worked out the logistics, but I want to double check.

The market price of 2 adamantine arrows works out to be 120.1 gp or 1201 sp. Normally I'd have to pay 400.333... sp but I think because I already have the adamantine component I don't need to pay for that? In which case I just need to pay 3 copper pieces for the basic arrow bits.

Then, I'm not sure if I have to do this separately for each arrow or if this set of checks covers both arrows, but I have to make a DC 12 check to make the basic arrows and then one or more DC 20 checks for the masterwork and adamantine components of the arrows until my check result times the DC of 20 equals 1201 sp.

If I've gotten any of this wrong, please let me know before I start rolling craft checks and screwing it all up.


Unless there are objections by others, I will rule (since I ran the scenario in question) if you want a fletcher from the town will make each of you 2 adamantite arrows or bolts for you as a small way to say thank you. This way you don't have to work out the logistics too much for this one :)


- INACTIVE -

What is the ruling here for how Animal HD are done? I see some people do the average of the HD (so 4.5 + con per level) while others roll every die, and it looks like some others even do max die every level, or max die for the first level and some other means after that. What should I use for my little Amir?


- INACTIVE -

On a related note, is it necessary to create an alias for my animal companion?


Male Halfling Cleric 10 - Speed 20, Init +7, AC: 31, T:21 FF:24 HP:110/110 Fort: +13 Reflex:+13 Will:+14 CMD: 18 | Perc: +6

I didn't do an alias for my ape. I think I had max hp at first for him, then wasn't sure why I did that, if it was a post that said so ( doubtful ), so I changed to average, although I feel like rolling would be fairest ( and maybe rerolling 1's).


- INACTIVE -

For his first adventure I am doing average HD + Con, but I will be reconfiguring him afterwards (going to get Boon Companion at 5th level), so I can redo his HP whatever way we decide to do.


- INACTIVE -

Kale and Amir are leveled again and ready to kick butt. Back on the list, please!

I'm going to slow my XP progression by half--it will take me two modules to get to level 6. That means I'll also be halving all of my treasure from those two modules. Will I also be halving the number of rolls I get? Or do we want to keep those independent? I could see arguments for either way. Your level and rate of progression is not exactly tied to how many other players go through modules, after all.

--

Regarding Animal Companion HPs, are we going with what Bartleby suggested? Roll all the HD and reroll all 1s?


Will add you back.

Rolls can stay at 8, regardless of xp progression is fine with me.

Hp I say will be max first and roll after. Reroll 1s


- INACTIVE -

Animal Companions have 2 HD at first level. Do they max out both of those or just one of them?


I say max 1, roll 1...other input?


- INACTIVE -

Amir's 2nd HD: 1d8 + 2 ⇒ (1) + 2 = 3
Amir's 3rd HD: 1d8 + 2 ⇒ (6) + 2 = 8
Amir's 4th HD: 1d8 + 2 ⇒ (1) + 2 = 3
Amir's 5th HD: 1d8 + 2 ⇒ (7) + 2 = 9


- INACTIVE -

Amir's HD Rerolls: 2d8 + 4 ⇒ (5, 6) + 4 = 15


Human fighter 4 AC-21, Touch- 16, FF-16, HP-31, Perc: +1, Init: +5, F: +4, R: +6, W: +2, CMD-varies alot

Finnian's 2nd level hp 1d10 ⇒ 6

Ok, ready and able :)

Updated character.


- INACTIVE -
Finnian wrote:

Finnian's 2nd level hp 1d10

Ok, ready and able :)

Updated character.

I *think* we do 1/2 HD + 1 instead of rolling.


Human fighter 4 AC-21, Touch- 16, FF-16, HP-31, Perc: +1, Init: +5, F: +4, R: +6, W: +2, CMD-varies alot

worked out the same anyhow :)


DM Stylz wrote:
I say max 1, roll 1...other input?

Works for me!

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