Pathfinder 1E new to pathfinder and looking for a GM tutor

Blackdagger

First Post
so i made my character sheet, but now i need to learn the basics of moving, exploring and fighting in this game. im looking for someone to tutor me a bit before i actually start playing for serious. i'm also looking into giving GM'ing a try. so if you can help me out by giving me some good examples, tutorials or if you have skype, that would be awsome!

so what i mean by examples:
examples of fighting
examples of basic exploration and movement

so what i really need is a GM to help me walk through some simple scenarios and teach me how the information on my character sheet is used for the game.
 

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Have you read the Core Rulebook? It explains all the things you are asking about using examples and tactical maps to help you visualize what is happening.

I would suggest finding a local game and try playing before GMing. Do you have a FLGS where you can play?
 

Have you read the Core Rulebook? It explains all the things you are asking about using examples and tactical maps to help you visualize what is happening.

I would suggest finding a local game and try playing before GMing. Do you have a FLGS where you can play?

i have read the core rulebook, though i find myself to be a more visual, hands-on player. i haven't found any useful examples of dice rolls, just stat modifiers so far...
 


esentially yes to both. my current gm has been ducking my calls lately and not showing up much in our college. it feels kind of frustrating leafing through the rulebook to try and find a good example to start me off. i did find a beginners solo rpg that looked sort of promising, but trying to play as both gm and player at the same time is confusing...

i am fully ready and willing to be taught how to play by someone more experienced so i can get rolling as soon as possible (pardon the pun)
 

One more question... What experience have you had with any roleplaying games to this point?

I can't do anything tonight (too tired and going to bed soon), but I don't mind helping someone learn the ropes and can correspond with you via email or on this thread in the evenings this week. I can also possibly work you into one of my PBP games on the Paizo boards, but PBP is slow and not the best way to learn quickly.
 

well, as for experience i have only a tiny amount, and that was playing dnd 3.5. we didn't get far in our campaign as my character was eaten by a purple worm during the first bloody mission.... (we had a very inexperienced DM)
i haven't played for about 7 or 8 years so i'm basically learning it all over again.

all i need is a quick'n'dirty tutorial for rolling my dice in combat and making checks. i keep flipping through the rulebook, but i can never find what i need and i end up floundering around in it and not finding anything helpful. i really do wish they could have put a tutorial mission inside it, explaining basic steps as you went along...
 

Quick Combat Tutorial:

Basic Combat:
1. Each individual in the combat rolls initiative. This is a d20 roll with an initiative modifier added. The initiative modifier is normally equal to dexterity modifier but some feats and traits will improve it.

2. High Initiative goes first, follow by next highest and so forth.

3. On your initiative turn you get to act, doing anything you are allowed to do in a single round. Generally this is "movement + 1 attack" or a "full attack + 5 foot step".

4. To attack, you roll a d20 and add your combat modifier for the weapon in question. Combat modifier is equal to BAB + strength modifier (or dexterity modifier as appropriate) + any bonuses from feats, traits, etc. + any bonus from weapon quality. If the total of your roll is equal to or greater than your opponents AC you roll damage using the die appropriate to the weapon. If you roll a natural 20 you automatically hit and you also reroll the attack to see if you get a critical (some weapons, such as swords, threaten a critical on a 19 and a 20 but a 19 does not automatically hit). If your critical confirmation is equal to or greater than AC you get to roll for double damage (triple with axes and arrows).

5. If anyone's hps go below 0 they are unconscious and dying. Zero hp is a special case and the individual is allowed partial, non-strenous actions.

6. The next person in initiative acts. Repeat this till everyone in combat has acted. Go back to step 2 and repeat. Initiative does not need to be rerolled.
 

ok, so let's say, i'm fighting against a skeleton armed with a light crossbow and a dire rat. what would be their actions?

also is there any such thing as a grave hound? i can't seem to find it in the PF bestiary or the fourth edition or 3.5ed dnd monster manual.
 

I have no recollection of a Grave Hound. Where did you hear of it?

As to your main question, skeletons are mindless, so depending on how it is being controlled, it might either move forward to attack with claws or fire at you. The dire rat is going to move in and bite. As a dumb animal, it won't be much for tactics.
So the dire rat would roll initiative (d20+3).
The skeleton would roll initiative (d20+6)

Assuming the skeleton acts first and it is under orders to use the crossbow (we'll say its a heavy crossbow) it fires the crossbow (1d20+2), if it hits it does 1d10 points of damage.
The dire rat charges in to bite (1d20+1+2 for charging), if it hits it does 1d4 points of damage. Also if it hits, you would have to make a fortitude save. If you had less than an 11 on the save, you would contract a disease which would set in tomorrow (if you live so long)

Assuming you act now, you could respond however you chose.

On the next round, the skeleton would spend the whole round reloading the crossbow and the rat, if it was still alive would attack you again, only this time with no charge bonus.
 

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