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Cheliax (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber)

So, we kicked off our new campaign with the final Pathfinder rules, and the game felt a bit ... different.

On the player side, the party bard felt more useful, the extra hit points made characters a bit more durable, cantrips were used a fair amount, and the party was able to go through a fair number of encounters before retreating to rest.

On the GM side, I found the xp and treasure system interesting. I tracked the encounters, and kept an eye on the treasure I was handing out on the fly, and while I should have handed out 2000 gp of treasure, I only gave 1600. It's neat to see in the middle of the session whether or not I should give the party a boost, or reign back on the swag.

My rulebook is getting a bit of a pounding in our sessions, flipping to rules a lot until we get used to spells and other effects. It's holding up so far!


Archade wrote:
On the player side, the party bard felt more useful, the extra hit points made characters a bit more durable, cantrips were used a fair amount, and the party was able to go through a fair number of encounters before retreating to rest.

What made the bard feel more useful?

Cheliax (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber)

Argothe wrote:
What made the bard feel more useful?

The free action to maintain the bardic performance, mainly. The bard made a fair use of their cantrips, running around dazing goons, while maintaining the inspiration.

The player commented quite a bit, feeling like they had more of a role in the party with the small changes to the bard.


Archade wrote:
Argothe wrote:
What made the bard feel more useful?

The free action to maintain the bardic performance, mainly. The bard made a fair use of their cantrips, running around dazing goons, while maintaining the inspiration.

The player commented quite a bit, feeling like they had more of a role in the party with the small changes to the bard.

So it was the change to allow casting while maintaining an inspiration? Other than casting or using a spell completion item the bard has always been able to maintain inspire courage while taking other actions, the only change in Pathfinder is the addition of the ability to cast spells or use spell completion items.


Archade wrote:

So, we kicked off our new campaign with the final Pathfinder rules, and the game felt a bit ... different.

On the player side, the party bard felt more useful, the extra hit points made characters a bit more durable, cantrips were used a fair amount, and the party was able to go through a fair number of encounters before retreating to rest.

On the GM side, I found the xp and treasure system interesting. I tracked the encounters, and kept an eye on the treasure I was handing out on the fly, and while I should have handed out 2000 gp of treasure, I only gave 1600. It's neat to see in the middle of the session whether or not I should give the party a boost, or reign back on the swag.

My rulebook is getting a bit of a pounding in our sessions, flipping to rules a lot until we get used to spells and other effects. It's holding up so far!

How many players, what were they, what type of adventure did you start with? (I always love the details)

It sounds like you had a fun time and so did your players! I'm gearing up for running my campaign. My players are still in the character development/creation stage while I'm converting Rise of the Runelords in detail (I know I could probably just run it as written with little difference, but I like digging into the nuances of the new rules to get a deeper feel for them).

Here are a few conversions I've done if anyone is interested:

Warchanter Update:

Goblin Warchanter CR 1 (400 xp)
Female goblin bard 1
NE Small humanoid
Init +3; Senses darkvision 60 ft.; Perception +5

Defense
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +3; +1 vs fear/charm

Offense
Spd 30 ft.
Melee whip +1 (1d2 nonlethal, disarm +2, trip, reach 15') or
dogslicer +1 (1d4/19–20)
Ranged shortbow +5 (1d4/×3)
Spells Known (CL 1st)
0 — daze (DC 11), ghost sound (DC 11), mage hand, message
1 (2/day) — charm person (DC 12), hideous laughter (DC 12)

Tactics
Before Combat: The warchanter activates inspire courage, gaining a +1 morale bonus on saving throws against fear and charm and on weapon attack and damage rolls (included in the stats above).
During Combat: The warchanter continues to sing during combat, using her whip to try to trip PCs. She casts daze on any PC who seems to be particularly dangerous.
Morale: The warchanter fights to the death.

Statistics
Str 8, Dex 16, Con 13, Int 8, Wis 12, Cha 13
Base Atk +0; CMB -2 (-1 w/inspire courage); CMD 11
Feats: Combat Reflexes, Exotic Weapon Proficiency (whip), Martial Weapon Proficiency (dogslicer)
Skills: Acrobatics +7, Perception +5, Perform (sing) +5, Ride +7, Sense Motive +5, Sleight of Hand +7, Stealth +15
Languages: Goblin
SQ bardic knowledge +0, bardic performance 5 rds/day (countersong, distraction, fascinate, inspire courage +1)
Combat Gear: potion of cure light wounds; Other Gear studded leather, whip, short sword, shortbow with 20 arrows, 20 gp


Commando and Dog:

Goblin Commando CR 1 (400 xp)
Goblin ranger 1
NE Small humanoid
Init +3; Senses darkvision 60 ft.; Perception +5
Defense
AC 15, touch 12, flat-footed 12 (+3 armor, +3 Dex, –2 rage, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
Offense
Spd 30 ft.
Melee mwk horsechopper +5 (1d8+3/×3)
Ranged shortbow +5 (1d4/×3) or
shortbow +5 (1d4/×3, mounted)
Special Attacks favored enemy +2 (animal)
Tactics
Before Combat: The goblin commando has already imbibed a potion of rage for his fight against the dog and has 2 rounds remaining on its duration (likely the surprise round and the first round of combat).
During Combat: The commando makes sure to use his Mounted Combat feat to try to negate an attack each round against his mount, and uses his superior mobility to remain out of melee so he can shoot at the PCs with his bow from dogback (taking the standard –4 penalty for using a ranged weapon when double moving with his mount). If all of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee.
Morale: The commando fights to the death.
Base Statistics Once the goblin commando’s potion of rage expires, his stats change as follows:
AC 17, touch 14, flat-footed 14
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Melee mwk horsechoper +4 (1d8+1/×3)
Str 12, Con 13
Statistics
Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Base Atk +1; CMB 1 (2 raging); CMD 14 (15 raging)
Feats: Mounted Combat, Track
Skills: Climb +5, Handle Animal +3, Perception +5, Ride +11, Stealth +15, Survival +5
Languages: Goblin
SQ wild empathy +0
Combat Gear: potion of rage (already used); Other Gear small studded leather, small masterwork horsechopper, small wooden shield, small shortbow with 20 arrows

Goblin Dog CR 1 (400 xp)
N Medium animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
Defense
AC 13, touch 12, flat-footed 12 (+2 Dex, +1 natural)
hp 10 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
Offense
Spd 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
Tactics
Before Combat: Goblin dogs usually squeal for help then hide if they know danger is coming, hoping to surprise opponents. They typically only attack prey smaller then them or that they outnumber.
During Combat: Erratic attackers, goblin dogs are constantly moving, squealing and barking all the while.
Morale: Once incensed by battle, a goblin dog is likely to fight until mortally wounded or outright killed.
Statistics
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; CMB 2; CMD 14
Feats: Toughness, Track B
Skills: Acrobatics +6 (+14 when jumping), Stealth +10, Survival +1
Special ABILITIES
Allergic Reaction (Ex) Goblin dogs constantly shed copious amounts of dander to which all creatures (except for those with the goblinoid subtype) are violently allergic. Any non-goblinoid creature that is damaged by a goblin dog’s bite attack, deals damage with a natural weapon or unarmed attack, or attempts to grapple, ride, or otherwise come into close contact with the creature, must make a DC 12 Fortitude save or break out in an itching rash. Any creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). The spell remove disease or any magical healing removes the rash instantly. The save DC is Constitution-based.
Skills: Goblin dogs have a +4 racial bonus on Acrobatics (jumping) and Stealth checks.


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