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21

PCs can speak as a free action. Strictly, a round is six seconds, which bounds what they can say in that time. It generally makes for a better game if you are very lenient with that time (talking characters mean invested players). There are no rules on how players speak. You can set whatever rules you like at your table for what table-talk is acceptable,...


21

The gods favoured weapon has the folowing influence on a cleric: A cleric gets proficiency with this type of weapon. I.e. if the cleric has quaterstaff as favoured weapon he can use any quaterstaff with no penalty. Clerics are also proficient with the favored weapon of their deity. link The weapon summoned by a Spiritual Weapon spell takes the ...


10

They have to buy it like everyone else. They only gain proficiency with it and gain no other benefit.


9

UMD is actually a trained only skill, and a class skill to rogues. So no, you can not assume it is 'present and available'. However, if one of the group has the skill, and you let the players have or find a wand of healing or similar item, they can use it. Like you said about taking 20, I would not allow it: taking 20 means "I take so long time that it ...


8

They stack. The misc box on the character sheet is a place for all the miscellaneous modifiers the character gets. Of course, if you were to get two bonuses of the same type they would not stack, but in this case they are different - +2 racial bonus, +3 class skill bonus = +5 in the "misc" box.


7

All the resources you mention are good. You should also have a look at the Adventure Paths from Paizo, which are complete adventures that will take your heroes from level 1 up to high levels. And there are many to choose from!


7

There is not really a hard and fast rule for this, it's a matter of table rules for the most part. Table rules are simply the 'soft' rules that you, the GM, set for your players while they are playing at your table. Different GMs handle it different ways depending on their preferences and their player's preferences. Per the Rules as Written, this means that ...


6

A wand of cure light wounds can substitute for a healer, but it's risky to adventure without someone who can also heal A wand of cure light wounds costs 750 gp, making it beyond the means of a party of newly created level 1 characters. Nonetheless, this answer assumes the party gets such a wand anyway from, like, a friendly squirrel or whatever. This answer ...


6

I've also looked at the Pathfinder Roleplaying Game: Beginner Box GM Kit but I can't tell if that's a complete adventure, or just tools for creating my own. This contains a similar one-shot adventure that you can use, but mostly contains more gear/creatures that are compatible with the Beginner Box rules. It also contains 2 pages of details/advice for ...


6

Paizo claims even permanent markers (Sharpie) will come off if you draw over it with a dry-erase marker first. http://paizo.com/threads/rzs2hgqy?FlipMat-Issues I don't think I'd try permanent marker, but wet-erase and dry-erase are both proven options (according to Paizo reviews/threads). Dry-erase can stain proper dry-erase boards when left long enough, ...


6

If it is the style of battle map found here then the markers I see used most often(and with best results), are wet erase style. However the website does list as any marker being usable. Looking at the beginner box page, it seems like it uses the above battle map, but since I don't actually own it, I can't say 100%


5

Paizo provides a free Basic Box Transitions PDF to help you migrate from the beginner box to the main game. Also there is an extensive Forum Post detailing the differences - the summary is that the rules aren't different, just many rules are removed for the beginner box. More detailed overview of the Forum post: Races Only Dwarf, Elf and Human ...


4

As Trish said, Use Magic Device is a trained-only skill available to Rogues mainly. From Pathfinder SRD : Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills ...


3

Even with full charges, and some way to use it reliably (house rule on UMD, or a class with Cure Light on its spell list), a Wand of Cure Light Wounds will probably not last very long. It will, however, last plenty long enough to keep the players going until they can replace it, and/or find better alternatives. This guide to healing is designed for D&D ...


3

Pathfinder Pathfinder's box set is, in my opinion, one of the nicest self-contained game presentations I've ever seen. I'd recommend it without a second doubt; it has folding maps and cardboard character printouts with bases that immediately offer a low-budget battle map, and it has enough content to give players a bunch of fun. Plus, Pathfinder's SRD is ...


2

Personally when I make my first PC in a game system they are somewhat flawed that I figure out somewhere in play. It appears that maybe your group is not similarly afflicted. Either way, I would recommend you chart your future course as follows: New PCs or keep old ones? Pull each player aside and ask them what they like about their current character and ...


2

There will be a lot of changes, but I wouldn't call any of them game breaking. Most if not all of the rules are expanded/enhanced in the full rulebooks, and there are a truckload or two of more options for both players and the GM. The way my GM did it when we switched, was to sit down with everyone, hand out new character sheets, and have the players ...


2

Do Whatever You Find Easiest/Most Comfortable I know this probably isn't very helpful of an answer by itself, but I feel like it is important to mention. There is no one right way to do answer this question. One of the best things about RPGs with your SO: You're not going to judge each other. You're not going to hold each other to unfair standards. If you'...


2

The characters have had days and nights in the game world to talk to each others about tactics and strategy, and to train together. It's unfeasible to require players to actually play all this. So, in my mind, players talking during combat is reflection of this. It could even be seen as flashback scene, though I've never played it as such (would be ...


1

I would say no, unless someone has CLW on their spell list and does not need to use UMD to activate the wand. There are a number of options to resolve your healing problem, though: Instead of a wand, create a worn magic item (or set of items) that contain healing charges that are either limited or have a number of charges per day. You can choose to give ...


1

The question only asks about "healing" wands yet the details of the question cover Cure Light Wounds in particular. Though as long as you have a Wizard, Sorcerer, Magus, Summoner or Witch you don't need a wand of Cure Light Wounds, you only need a Wand of Infernal Healing. As it's a spell on their spell list they can cast it with no check needed. Fast ...


1

It is largely a matter of the Social Contract in your gaming group. See The Big Model. In a hardcore simulationist group, players (including the GM) would interpret the rule as allowing for 6 seconds of speech per character, possibly less if you also want to hear other characters. In most groups, short discussions are allowed, as the characters can be ...


1

It might be helpful if you specify whether you want a by-the-rules Pathfinder answer, or a more general DM/GM advice answer. I have DM/GMed a lot of different pen and paper RPG systems, and in most of them, player to player communication is not specifically regulated by the rules because of the issues you hinted at with your question. In scenarios that ...


1

It's actually written right in the book, but unlike equipment and armor which has it in a big font on Orange background in the upper right corner, weapon cost is in a small black font in the lower left corner along with the other weapon stats


1

The Fighter and The Rogue are no doubt the easiest and fastest classes to get into. There's no spells to prepare or memorize, plus the players get right into the action. They also both have very unique class skills to each other which compliment the other's weaknesses. The third is up to the player, if they don't mind being a lot more passive/defensive in ...


1

Personal experience answer here (I own the beginner box). The flip mat in mine is a semi-rigid glossy cardstock like material. I use dry erase markers on mine. It wipes off easily. I have also used permanent marker. The permanent market came off easily after writing over it with a dry erase marker.



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