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I have one question about the Warrior of the Holy Light ability called Shinning Light:
At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. Good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.

Ok, I understand everything what happens to EVIL and GOOD creatures, but correct me if I'm wrong, you unleash this SHINNING LIGHT as a standard action, all the effect take place for 1 round (except if Evil outsiders and undead can be blinded for more than 1 round)and that's all?


Ooops, I wanted to say: "such a dick". My mistake :)


And silverkyo, my friend, I think, as some people here have said, that it's best to talk to that GM and tell him that what he did to you was wrong, that this Pathfinder RPG should be really about having fun after all the hard work and private life problems we have everyday. So, if after say all of it right to his face, and if he still remains a "dick" as you say, then you can tell him to GTFO :) Or, since it's your life and we all here won't bother you doing what you really want, if he is suck a "dick", then make a new character, a sorcerer, pick fire spells and make him extra crispy :D


I also want to add, since after those sessions playing with the EVIL GM, I accumulated enough experience to in the end try myself to be a GM. In my opinion, since I didn't torture my PCs (ok, the only case that should be familiar to PCs is that when they make problems and a lot of trouble or even kill someone innocent or anything violently, any PCs shouldn't be surprised if, for an example, a Paladin appears and wants to SMITE them, as I like to say, EVERY ACTION HAS A REACTION), and I never killed the PCs just because they made me mad or just to take revenge on them for something stupid, I think I am far better GM than that EVIL GM. My only big mistake while I was GMing is that in 90% of cases I forgot to put traps in dungeons etc. I was praised about the complexity and in-depth of the story, campaigns, NPCs (when it's about NPCs, they praised my ability to remember all the names of the 100+ NPCs they encountered on their way, and plus having a background for all of them), and many other. But in the end, after 40 sessions while I was GM (and I even think I did a great job as GM because of the 40 sessions, I don't know if anyone managed to hold that long of all people I know that where GMs), we stopped playing because of the fellow players, I don't want to mention all, I had enough of the player playing the Paladin that gone rogue.

Anyway, after few months of freedom, reading pathfinder books, making new puzzles, mazes, labyrinths, dungeons, new stories etc. I think that maybe tomorrow or next few days, I will have the privilege to be a GM once again, I will be GMing to my best female friend, since she is a huge fan of Legolas, and I told her a few times about Pathfinder and how it goes, she wants to try herself as a Ranger. And since me and my friend we never argued about anything in this past 4 years, I think that everything will be great and ok, since I always favor players and cheer for them to beat my challenges, the only thing that can go wrong, and that I just hope it won't happen all of a sudden, is to kill her because of the dice rolls (rolling 20s like crazy, critical after critical and kill, it happens sometimes).


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silverkyo wrote:
fair enough, it's probably still too soon for me to come at this rationally. It just sucks because I was really invested in this thing too and it felt like it was handled completely without my control. But, I'll take your advice into consideration. I'll probably feel better after some rest.

I had been also tortured by an EVIL GM, and when I say EVIL, I mean the man is that kind of person that likes to be always a GM, just because he then has all the power in the world and he mock and torture your characters. I said about him in one of my topics about "Paladin behaviour", when my 10th level Fighter had nightmares (I mean, a demon was always inside my dreams while I was sleeping, trying to take over me for me to become a somewhat demonic knights, or how I would like to say, to embrace the hate and the dark side). He tortured me for 20 sessions! 20 sessions! And in the end, I managed to overcome my nighgmares! But that was not the only thing. The GM was always in favor with the other player, who played the Paladin, there were session where we played about 8 hours, with only half an hour he played with me, while 7 and half hours he played with the Paladin. And as answer to my question why he doesn't just put all together instead to to separately roleplay to each of us, he said that "THE BEST GM wanna-be IN THE WORLD I don't know who" said tht every plyer should know his place. Then I said to him: "Listen, you are not the best GM in the world!" And to cut the story, just a few session later we stopped playing, finally ending this stupidity.


Human Fighter 17/Chevalier 3. Overpowered and awesome!


When it means "character level", it means the total number of your levels. For example, you are 15th level Fighter, and you take these 3 levels Chevalier to get Smite Evil, then your total level (15+3=18), you add 18 points of damage to evil villains, and double your level against evil outsider, evil dragons, undead etc. It's overpowered, especially if you re a fighter of 17th level and then take the 3 levels of Chevalier. Immunity to poison, immunity to fear, recklessness, plus the Smite Evil, it's overpowered and awesome!


People, correct me if I'm wrong but, I haven't seen anything in the Mythic Adventures Playtest that may increase my Fighter's attack roll if he were to take the champion mythic path. I mean, since there are Archdevils and other greater Evil that have a huge AC that you mostly need critical to hit, so I'm asking will there be something in the full book of Mythic Adventures that will boost and give bonus to the attack roll of my future mythic character?


James Jacobs wrote:
The Block Knight wrote:

Kthulhu, while I do agree with you on this, this is entirely in the hands of James Jacobs who's said he'll be handling Cthulhu's stat block for Bestiary 4. James plans on Cthulhu being CR 30 and will officially be the monster with the most hit points ever in Pathfinder. Granted, I'm sure Cthulhu won't be the only Great Old One to eventually be statted at CR 30.

(Though I can't remember if he said this in his "Ask James Jacobs" thread or the actual "Bestiary 4" thread)

While Cthulhu is indeed being statted up for Bestiary 4... there are some non-Bestiary 4 contenders for the "most hit points" award. We'll see how it all shakes out in the end.

Bestiary 4! This just keeps better and better! Sir James Jacobs, I was at first skeptical that the party could barely scratch a CR 30 monster, but since you are telling that the Mythic Adventures will be far more better than the playtest (sincerely, most of the things in the playtest were good in my oppinion). I also can't wait to see the Adventure Path were the PCs are taking on the CR 30 foe. I can't wait for something "Mythic" like that to happen. My character, Geleborn, son of Geletorn, is already a 15th level Fighter, and me and the GM can't wait for the Mythic Adventures to see how all this will work once I reach 20th level. And thanks a lot Sir Jacobs, and thanks to Sir Jason Bulmahn and others from Paizo for a hell of a epic job you have done by far. Pathfinder truly is one Mythic of a Roleplaying game!

AdrianGM


There is one specific thing that makes me wonder and think a lot. Like many people here, I can't wait for the full book of Mythic Adventures, and I even believe that some things in the Playtest might get changed, so right now I mostly look to focus on something else untill the book gets released.

Since I am curently playing with a friend who played D&D 3.5, we had a discussion. Since the Epic Level Handbook from 3.5 was a mess, there were many things which in mine and his opinion were just too much. And as everybody here know, that "Beyond 20th level" section in the Core Rulebook, in our opinion, would have been very nicely implemented if it were for the "Epic" levels. Skills, class abilities, everything continues normally and simple, the exception are some tips when it comes to gaining spells levels, spells etc. with that being said, we were thinking: Why wouldn't we add, besides 20 levels, another 10 levels for some kind of "Epic level". The only thing we would have to adjust is the feats. Everything else from the "Beyond 20th level" is already great. I think it would be alright. 20 levels of base class + 10 levels of prestige class or even continuing the base class for 10 levels more. Then after 30 levels, since in our opinion, the term "Mythic" seems much greater than "Epic", that it would awesome to have 20 levels of base class, then continue 10 levels through Epic rules, and finally, since the term "Mythic" starts with the "Ascension", when somebody or someone whos is a "mythic being or creature", or maybe an agent of a God or even Gods themselves, grant you powers in the form of "mythic powers", that would, after 30 levels, take you higher in becoming a legendary hero.

Taking all of this into consideration, mister Hobbun, the party would have a chance to Challenge the Four Horsemen of Apocalypse and other.


I have a very interesting question to ask, I don't if it really were a question about this or missed that, but there be any kind of Mythic Sheet? Since most of the Character Sheets I found have enough space to write your feats, class abilities and traits, but there will not be enough for Mythic feats, abilities etc. I think it would be nice to have some kind of Mythic Sheet to easy keep track of your abilities and mythic powers.


Thanks digitalpacman, but I figured it out already. Thanks anyway :)


Claxon wrote:

Base fighter no archetype, Armor Mastery ability doesn't stack with anything (DR does not normally stack). So you're adamantine armor which normally provides DR3/- still exist, and your Armor Mastery ability provides Dr5/-. They do not stack and are different sources.

If you had taken the Armor Master archetype and received the Armor Defense ability it would stack since the ability explicitly states that it stacks with the DR provided by adamantine armor. So, at 19th level in heavy adamantine armor you would have DR 15/-.

Armored Defense (Ex) wrote:

At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless.

This ability replaces weapon training 1 and 3, and armor mastery.

That's brutal. But I'm fine with my old-school fighter class, with bravery, weapon training and other, so it looks I have to find, for example, Mithral Full Plate to lower my Armor Check penalty when I get Armor Mastery. That would give my fighter more mobility, and Mithral Full Plate is twice easier to carry than Adamantine one.


Aaaallrighty!

Ladies and gentlemen!

I have an interesting question when it comes to DR, since I have something else. Right now, mz 15th level Fighter wear Adamantine Full Plate that grants DR 3/-. On 19th level, mz Fighter gains Armor Mastery, which gives DR 5/-. Can they stack, since thez are both the same Dr that can't be bypassed (only with Smite Evil), or I must take the better DR?


Avatar-1 wrote:
AdrianGM wrote:
Amulet of Iomedae (+2 to AC vs Evil)
What's this from?

That's an amulet made by me :) I give a simple name like Amulet of Iomedae, due to the fact Theodric Voralius is an inquisitor of Iomedae, and purpose of this amulet is to protect him from all manner of evil creatures, thus giving him +2 to AC vs Evil. Simple as that :)


pocsaclypse wrote:

I'm lovin all the inquisitor love in this thread. I will be echoing a lot of what's already been said, but much of it bears repeating. The inquisitor is the swiss army knife of classes. If you want to focus on damage, they get that in spades. If you want to tank, you can focus on that and not worry about losing damage cause you still have bane. Is ted feelin poorly after that fight, good thing I brought cure spells to the party. Need a skill monkey? Take a trait for disable device and you can rogue with the best of them. And the domain ability probably saves my ass once a session.

Also AdrianGM- you forgot to pick up one of these.

Thanks a lot for the Baldric Bane, I can't believe that I missed that in the Ultimate Equipment book. Maybe this has just give an idea for a quest or something, "retrieve the Baldric Bane from the Dark Tower". Yes, Kevin Lodge syndrom, it feels good when you get new ideas :)


Aaaalllrighty!!!

Ladies and gentlemen!

King of The Crossroads, I can tell you that Inquisitor is a very awesome class. Like the Paladin who has Smite Evil, Inquisitor has Judgement. The bigger the level, you can have more judgements at the same time and that makes Inquisitor nearly as good as Paladin when it comes to fighting Evil Outsiders. One another interesting feature that I also like very much is Bane. The good thing is that, before you say that you use Bane, is that you can choose it to be of the subtype of the enemy you fight plus you can change it in the middle of battle. Inquisitor also has many interesting features and special abilities, I was, when I first saw that he gets Teamwork Feats, it was a relief to find out that those feats don't require the other party members to have them for the Teamwork Feats to function. As for the spells, I like that the Inquisitor casts them like a Sorcerer, it has Holy Smite, Flame Strike etc, powerful spells which I like. To summarize, Inquisitor is like a mix of Paladin and Cleric.

Anyway, if you take feats from Ultimate Magic Book, you can further enhance Inquisitor's Judgement and Bane abilities to become much deadlier. I have an Inquisitor of Iomedae, which I made as a companion to aid the Paladin of Iomedae in the introduction story for the Paladin which was played by one of my friends. Here he is:

Theodric Voralius, Inquisitor of Iomedae 13th lvl;
Human (Chelaxian)
Str 18; Dex 16; Con 18; Int 14; Wis 27; Cha 12;
AC: 30; Touch: 13; Flat-Footed 27;
Fort +12; Ref +7; Will +17;
Base Attack: +9/+4
CMB: +13; CMD 26;
Traits:
Birthmark (+2 vs Charm and Compulsion spells and spell-like abilities);
Indomitable Will (+1 to all Will saves);
Instead to take a single Domain from the Cleric List, I took an Inquisition from the Ultimate Magic book.
Inquisition (Valor):
*Touch of Resolve: Remove Fear from a single creature (3 + Wis modifier use per day);
*Fearless: Immune to fear;
Feats:
1st - Weapon Focus (Longsword), Improved Initiative;
3rd - Favored Judgement (Evil Outsider);
5th - Judgement Surge
7th - Insightful Gaze
9th - Extended Bane
11th - Extra Bane
13th - Critical Focus
Teamwork feats:
*Outflank
*Precise Strike
*Back To Back
*Swap Places
Gear:
+3 Holy Keen Longsword, +3 Mithral Breastplate, +3 Heavy Steel Shield, Belt of Physical Might (+2 to Dex and Con), Gauntlets of Strength +2, Headband of Wisdom +4, Amulet of Iomedae (+2 to AC vs Evil), Ring of Protection +3;

I think this is enough, I only didn't write spells, special abilities, and skills.

Anyway, I like this character very much, so I will keep the character sheet of him, because he can always be a good NPC that can sometimes give aid to PCs who venture in very dangerous adventures.

Untill next time!

Peace!!!


Ok, so it would be better for the Cleric not to waste that spell on the Paladin :) Then he should focus on other spells :) I know that this was too early to ask because of the Thorncrown, since party is just 12th level, but it's good to know in advance :)


Thanks, Crusader. I am sorry again, but I have another question. Does that mean that, for example, if the Cleric casts Holy Aura on Paladin, and since Holy Aura also gives deflection bonus, then Holy Aura also doesn't stack with the bonus from the Thorncrown or Smite Evil?


Aaalllrighty!!!
Ladies and gentlemen!

Sorry to interrupt your discussion here, but I have a very interesting question to ask, since I'm not sure about something. I will cut this story short.

Recently, I read Artifacts and Legends book. I found the Thorncrown of Iomedae. It says that the Thorncrown grants deflection bonus to Paladin's Armor Class equal to Paladin's Charisma modifier. That's awesome. But what if the Paladin that wears the Thorncrown of Iomedae uses a smite evil on an evil outsider, the activated smite evil also provides deflection bonus to armor class equal to Paladin's charisma modifier. Do these two deflection bonuses, from both smite evil and the Thorncrown stack? I'm pretty sure they don't, since it would be fantastic and brutal, but I would really like to know if they really stack or don't. Thank you all in advance.

Untill next time.

Peace!


shallowsoul wrote:

If you want a Holy Warrior then create a fighter/Cleric.

If you want to play a Paladin then you need to accept the fact that it comes with a specific code that is part of what makes the class.

I had once the privilege to play the Paladin of Iomedae, and I proven that is not hard to play one. But I definitely prefer a NG or CG Fighter, especially a CG Fighter, because then I don't have to deal with any code of conduct. And yes, I even found that there are players that lack that one TRUE IMAGINATION when it comes to Player and Character Knowledge. For example, I started this past week to play an introduction story for my Fighter, where I met a strange Evil 100+ year Hermit called Ishtvans, courtesy of my friend who made this Villain NPC before. I knew as a player that doing quests for that NPC is unacceptable, but that's player knowledge. So, since I know that my friend has planned something big, EPIC that will happen if I finnish his quests, I just made that my Fighter was a little suspicious in the beginning, but since the Hermit offered a huge reward (like Sandro in Heroes 3 of Might and Magic), my Fighter accepted the offer to do those quests. I know that there is a posibility that I could risk for my Fighter to shift his alignment to Evil, but anyway since I like epic moments and i trust my friend about what will he come up with, I will do those quests anyway.


Jaçinto wrote:

Now for allowing a paladin in a group, that is touchy. Upon character creation, have your party discuss what they want. If the majority are gonna be playing jerks, don't allow a paladin. Same goes for if one person wants to be an antipaladin or an evil cleric. But that's another thing. I have never seen a good cleric in a party actually berate people for being jerks or actually preach his faith to others. A cleric is a warrior priest, so act like it. You are a priest that has been blessed by your deity with magic to help you spread their word and will, so act like it.

Your quote: "Upon character creation, have your party discuss what they want. If the majority are gonna play jerks, don't allow a Paladin." - I find interesting, actually I think I forgot to think about it when I started Gming. Since I planned and I always want for the PCs to be heroic, do many epic things, I made a mistake when I thought it would be like that. I can't tell that people that played in my campaigns have played like jerks, because there were moments where they shone playing their alignment, but there were also moments, especially in the case of a Paladin how he acted the opposite, as I described in my many previous posts, I won't say it again.

To summarize, discussing with PCs before starting the game is very important, in that way we would know if the players are going to play Heroic or like jerks, but I think that we GMs should in the end put ourselves in position like judges. I mean, since there were GMs who were bothered or even disgusted by the actions of the players, the actions that GM wouldn't expect the players would do, and sometimes we would even get nervous because we planned something epic, something veeery interesting, but players can always ruin that epic thing, moment or surprise. So what I want to say is that we should think more like judges, to judge their actions without even bothering or being nervous if they would ruin something, just to judge them if they make mistakes. In that case, if we think that somethong that players have done is wrong, then its wrong, and because of that if we punish them, or change alignment etc. they don't have the right to argue. You cannot argue that you didn't do anything wrong just to get away with it. So the next, I won't bother if they would play like jerks or heroic, I will plan my campaign, heroic or not, give it to them, and I will judge their actions. Anyway, so far, I was always in the favor of players, cheering for them to beat my challenges, even awarded them too much sometimes, but you must always know when its enough, because when you give too much, they would start to ask too much.

I hope you understand what I wanted to say.

All the Best


Iomedae, be with us now
Give us your judgemt clear and strong
Before your sword, we shall bow
That right may triumph over wrong
Give strength to those whose hearts are true
And give the guilty one his due
O let your will to us be known
Wisdom is found in thee alone
Wisdom is found in thee alone
O now we pray thee
Show us your light
Iomedae
Defend, defend the right!


Durngrun Stonebreaker wrote:
Rocketman1969 wrote:

i've actually been convinced. Paladins should remain lawful good.

Yea!

That's the true Paladin spirit! Lawful Good till the end! Yea! Yea! Oh yeah!!!


I'M BACK!

After I left this topic about Paladins since my last (450th post here), you have made it all to... Holy Avengers! 965!

I don't have time to read all of it, but I approximately understand what's going on. Anyways, I'm doing my best to add something new in addition to my self-made puzzles, mazes, labyrinths, and beside those I started to make a crypt, and there will be more crypts, dungeons, caverns and other of these that could in the future make my GMing easy.

Ok, I know this is the topic about Paladins, but I'm currently making a Harrowing Deck ( I printed the cards, and now I'm sticking on "Hammer Papers" which the size of the cards), and I'm half way to finish them. Besides Harrowing Deck that could be very interesting in useful to maybe create something that could occur in the future sessions and give me new ideas about those future sessions, I thought to also introduce the HoMM famous Arcomage Deck.

I'm planning to make two Arcomage Decks, one for me and one for the PCs. I think it would be an interesting experience for the future PCs ( especially if there would be a rogue in a party) and use the Arcomage Deck for the purpose of gamble. I think that sometimes when PCs want to relax from rolling dices for atk, dmg and other, playing Arcomage with real self-made cards would make this very interesting.

Once again, I know that this isn't the right thread to post this, but since there are many good (and I hope good) PEOPLE here, I would like to hear some of your opinions (if you have one) about this.

In advance, thanks a lot.
AdrianGM


I mean I wouldn't allow Paladin class to be played* - That's what I meant to say in that sentence in the third paragraph.


Weirdo wrote:
ciretose wrote:

If you want to remove alignment restrictions, that is what house rules are for.

But it seems the writers, developers, and most of the rest of us like to have defined classes, in part so when we sit down at a table there can be some level of shared understanding we can build from rather than having to hand out a reading list in advance.

If your group wants to veer from these, nothing is stopping you. But removing the norm so a few people can play things like Drittz without getting an eyeroll from the rest of a group that is aware that the setting will now need to change significantly to accommodate one "special" person, and therefore they can't play the way they would prefer to play is a silly approach to game design.

The Paladin code exists because the Paladin trope exists. If you don't want to play the paladin trope, you need to find a group that is fine with you not playing the paladin trope.

More power to you.

I understand the power of house rules and use them liberally when I think that rules restrictions are impeding the group's fun or preventing interesting character concepts. My interest in the subject on the boards is pretty academic. It mostly boils down to two points:

1) If the PF rules system is supposed to work in a variety of campaign settings, it should err on the side of being inclusive and permissive on things that do not affect game balance. Firearms are inappropriate in some settings, but that doesn't stop PF from publishing firearms rules and the Gunslinger class - it's just understood that if guns don't make sense in the setting the GM will disallow them. While it absolutely makes sense in some settings for drow and tieflings to be Always Evil, it doesn't make sense for PF as a whole to make that restriction. And similarly while in many worlds it makes sense to use the LG paladin trope, in many worlds it really doesn't, so PF as a whole should not use that restriction. At minimum it should encourage a group to consider alternate paladin...

I came to another conclusion from your point of view.

Since I would really like to find a player who know to play the LG Paladin to it's best and me as GM and that player understand each other in terms of better cooperation during the game. But there is one more thing that I found out:

If that future party whom I'll be GMing consist most of CG, N or CN characters, especially if they are in the range on N and CN, then it's better not to have a Paladin in that group, I mean I would allow for Paladin class to be played. In that way, as far as CN goes, then it's all fine with me what those characters are going to do, except not going too far to becoming CE.

Look the only thing is if a Player wants to play the Paladin but ask like a Fighter, which means he won't ask LG how I expect, then it's much easier for him to create a Fighter, then both myself and he won't have problems, everything would be nice and smooth.


Ok, to summarize this...

Since there are just too many people with too many their own personal opinions, LG Paladin, CG Paladin, Tiefling Paladin fighting his own blood, egotistical Paladins, honorable Paladins, Paladins acting like Barbarians, Paladins that defile female Clerics, bless their own "nuts", Paladins don't respect authority, Paladins that beat innocent people, Paladins that use poison on weapons, Paladins that run like cowards from combat, Paladins, Paladins, Paladins, and just too many different Paladins.

Every GM has the right to make his own rules about Code of Conduct, every GM has a different point of view what Paladin stands for, how he should behave, how not etc.

So in the end, since I'm the GM my opinion when I explain about Code of Conduct to the future Paladin player is the rule that the player should respect, GM is the law, GM is GOD, no matter how bad or good ( in soul) he is! I was and I will be the GOOD GM as i always been, but from now on, Paladin will be a Paladin how it should be, Lawful Good, honorable, a true hero who fights to preserve the good humanity from evil and fight for a better Utopia!

If you smeeeeelll what AdrianGM is cooking!!!


ciretose wrote:

We should also remove the Oracle curse, because who wants to play a curse, right?(S)

And Rage seems really...well angry...that should go. And why should can't they be lawful, that seems like a silly restriction?(S)

Just like why shouldn't monks be allowed to be chaotic? And why do Druids have to be neutral? And why can't they wear metal armor? And arcane spell failure is cruel.(S)

See how well the tag would work if it became universal?

Like I said to Gaekub, in that case, let's make a party consisting of a Halfling Barbarian, Half-Orc Bard, Dwarf Wizard, Tiefling Paladin, Dark Elf Cleric of Sarenrae, and Minotaur Rogue who backstabs with a large greatsword. Epic, twisted, hilarious party.


Gaekub wrote:
AdrianGM wrote:
Gaekub wrote:
AdrianGM wrote:
Malachi Silverclaw wrote:
Wait! Wait! Wait! Waaaiittt! Are you saying that there are players who have their Paladin act like a cold blooded Barbarian that drinks blood from enemy's skulls, defiling female clerics and beat the hell out of his own superiors and act like an egotistical, selfish bastard and still expect to be called a PALADIN and go unpunished?

Well, yes. I mean, if you're not informed about problems that I had with a Paladin player. Yes, he started to act like a cold blooded Barbarian, beating innocent people, he even didn't have respect for authority, so he even had an, lets say, "unoficial UFC match" with Watcher Lord of Lastwall and Paladin of Iomedae Ulthun II, and he did started to act like an egotistical, selfish bastard. And I even said something in one of my previous posts how he continued the same when he transfered his character at the other GM and he continued to do how he did in my sessions and in the end that GM gave him CG alignment so he could act as I said before and still call himself a Paladin and go unpunished.

If the name and the meaning of PALADIN can be ruined in that way, then I demand I play as a Demonic Paladin with not Holy Avenger but Holy Bastard in my hands.

You'd like to play a tiefling Paladin with a named sword called the "Holy Bastard"? I'd certainly let you, I like that concept.
If you would let me play that, in that case the meaning of PALADIN CODE and what PALADIN truly stands for shall be no more. And how James Hetfield from Mettalica says: "And nothing else matters!" :)
So, here's what I want you to do. I want you to go find where it says Paladins (or PALADINS) can't have demonic blood in them, or where it says they can't swear.

I think that it is obvious that there can't be a Paladin with demonic blood in his veins fighting demons, it's absurd. But I see you are that kind of GM that would allow parties like Halfling Barbarian, Half-Orc Bard, Dwarf Wizard, Tiefling Paladin, Dark Elf Cleric of Sarenrae, and Minotaur Rogue that backstabs with a large greatsword etc.


2 people marked this as a favorite.

Anyway Malachi Silverclaw, thanks again, since I see you are the one that agrees with me that the solution to that particular problem is that he indeed falls, not that the world changes so that paladins can behave as badly as they want while retaining their powers. Bravo! My man!


Malachi Silverclaw wrote:
AdrianGM wrote:
Malachi Silverclaw wrote:
Wait! Wait! Wait! Waaaiittt! Are you saying that there are players who have their Paladin act like a cold blooded Barbarian that drinks blood from enemy's skulls, defiling female clerics and beat the hell out of his own superiors and act like an egotistical, selfish bastard and still expect to be called a PALADIN and go unpunished?

Well, yes. I mean, if you're not informed about problems that I had with a Paladin player. Yes, he started to act like a cold blooded Barbarian, beating innocent people, he even didn't have respect for authority, so he even had an, lets say, "unoficial UFC match" with Watcher Lord of Lastwall and Paladin of Iomedae Ulthun II, and he did started to act like an egotistical, selfish bastard. And I even said something in one of my previous posts how he continued the same when he transfered his character at the other GM and he continued to do how he did in my sessions and in the end that GM gave him CG alignment so he could act as I said before and still call himself a Paladin and go unpunished.

If the name and the meaning of PALADIN can be ruined in that way, then I demand I play as a Demonic Paladin with not Holy Avenger but Holy Bastard in my hands.

I can't believe that there is any doubt that this 'paladin' must fall!

This wouldn't be a dick DM, this is a dick player!

As his DM at the start of this behaviour, it was your decision to make. Did he, in fact, fall?

Why or why not?

The solution to this particular problem 'paladin' is that he falls, not that the world changes so that paladins can behave as badly as they want while retaining their powers!

In the end, he fell. I told him: "I'm sorry, but you are fallen right now. You didn't act according to your Code".

After that, the next 5 sessions he was seeking for atonement, and I even watched how will he behave and session after session I restored one of his abilities. But one again after he "did everything alright", he started once again to act like I said above and in the end we had a huge arguing and that was the point where I stopped being GM, since because of him, no one else didn't want to play.

Anyway, I don't care anymore. If anyone would allow someone to play the Paladin act like that and give him chaotic alignment, I don't care. I just think that Paladins are of LG Alignment for a reason, not just made so that the rules be broken. If I'm going to be a GM again and there will be a player who wants to play the Paladin class but to act like that player above and doesn't respect what I as a GM say how Code of Conduct goes, then I would tell him to create a Fighter or Barbarian or he can go away and not play at all!


Gaekub wrote:
AdrianGM wrote:
Malachi Silverclaw wrote:
Wait! Wait! Wait! Waaaiittt! Are you saying that there are players who have their Paladin act like a cold blooded Barbarian that drinks blood from enemy's skulls, defiling female clerics and beat the hell out of his own superiors and act like an egotistical, selfish bastard and still expect to be called a PALADIN and go unpunished?

Well, yes. I mean, if you're not informed about problems that I had with a Paladin player. Yes, he started to act like a cold blooded Barbarian, beating innocent people, he even didn't have respect for authority, so he even had an, lets say, "unoficial UFC match" with Watcher Lord of Lastwall and Paladin of Iomedae Ulthun II, and he did started to act like an egotistical, selfish bastard. And I even said something in one of my previous posts how he continued the same when he transfered his character at the other GM and he continued to do how he did in my sessions and in the end that GM gave him CG alignment so he could act as I said before and still call himself a Paladin and go unpunished.

If the name and the meaning of PALADIN can be ruined in that way, then I demand I play as a Demonic Paladin with not Holy Avenger but Holy Bastard in my hands.

You'd like to play a tiefling Paladin with a named sword called the "Holy Bastard"? I'd certainly let you, I like that concept.

If you would let me play that, in that case the meaning of PALADIN CODE and what PALADIN truly stands for shall be no more. And how James Hetfield from Mettalica says: "And nothing else matters!" :)


Since i made some confusion in my previous post, my post starts with "Well, yes." :)


Malachi Silverclaw wrote:

Wait! Wait! Wait! Waaaiittt! Are you saying that there are players who have their Paladin act like a cold blooded Barbarian that drinks blood from enemy's skulls, defiling female clerics and beat the hell out of his own superiors and act like an egotistical, selfish bastard and still expect to be called a PALADIN and go unpunished?

Well, yes. I mean, if you're not informed about problems that I had with a Paladin player. Yes, he started to act like a cold blooded Barbarian, beating innocent people, he even didn't have respect for authority, so he even had an, lets say, "unoficial UFC match" with Watcher Lord of Lastwall and Paladin of Iomedae Ulthun II, and he did started to act like an egotistical, selfish bastard. And I even said something in one of my previous posts how he continued the same when he transfered his character at the other GM and he continued to do how he did in my sessions and in the end that GM gave him CG alignment so he could act as I said before and still call himself a Paladin and go unpunished.

If the name and the meaning of PALADIN can be ruined in that way, then I demand I play as a Demonic Paladin with not Holy Avenger but Holy Bastard in my hands.


johnlocke90 wrote:
AdrianGM wrote:
I had many issues with a friend who played as a Paladin, since after 20 sessions he started beating good NPCs, starting to lie, being selfish, egotistical etc. and I tried many times to find an agreement with him but he was so stubborn to continue doing all those things, that in the end I gave up GMing for some time and made some new statements considering if I'm going to allow Paladin class to be played by someone in my,hopefully, future campaigns. Since it's one month after I quit to being GM and relaxed, I finally got some inspiration in making puzzles, maze, labyrinths, dungeons etc. During this period, the same friend that played as a Paladin had 'transfered' his own Paladin into another party of PCs where one of his friends is a GM, and I found out that he still continued doing things as he did in my sessions, and that GM also had issues with him, and once again the friend playing was once again stubborn and continued doing his things, and in the end the GM made a very, to me very FUNNY thing, I laughed loud for 5 minutes after I heard about it. The GM gave the Paladin to be of CG alignment so he could do whatever he wants, from beating good people,to lie, be egotistical, don't respect authority etc. That's hilarious! The whole ideal of Paladin is ruined. Ok GMs can make exceptions, break some rules, but to go that far is hilarious!!!

That sounds like a good way to handle it. If you don't want to get into arguments with the player and don't particularly care about the Paladin code, just shift his alignment and let him keep his powers.

If I were GMing, I would probably do something similar. As long as they aren't disrupting other players, I don't care what people do with their characters.

Wait! Wait! Wait! Waaaiittt!!! You would rather let the Paladin act like a cold blooded Barbarian that drinks blood from enemy's skulls, defiling female clerics and beat the hell out of his own superiors and act like an egotistical, selfish bastard and still be called a PALADIN and go unpunished? I would then rather prohibit players from playing the Paladin class than to let them playing like I said above.


Roberta Yang wrote:

But Weirdo have you not considered that if the player and the GM ever don't see eye to eye on what qualifies as honorable then it is in fact the player's fault for agreeing to play with that GM in the first place? Or that it is in fact the player's fault for not being part of a hive-mind with the GM? Or that it is in fact the player's fault for being a dishonorable dirty cheater?

The moment you sit down at a table with a GM, everything is your fault and nothing is the GM's fault because you sat down at the table. Once you take your seat, the GM is blameless and all problems rest squarely on your shoulders. However, the reverse is not true because

YES! YES! That's what I wanted to hear! For example, if you were a GM, and you have your own view about Paladin Code, and let's say I sit down and say that I want to play the Paladin. You start to explain to me how Paladin Code goes, whats ok to do, what not, what's honorable, what's dishonorable etc. Since, I hope you are an OK GM and of course you told me everything you had about Paladin Code, I as a player should agree on your terms, you are GM and you are the boss, you are GOD! Anyway it's in my interest and in the interest of GM that we both agree on how Paladin Code goes, but it must be how you the GM described it.

So I think it can't be harder than that, and that's why I CAN'T BELIEVE that someone wants to play a Paladin but to act like a Barbarian, beating people, be egotistical etc, I cannot simply let that happen, then the PALADIN loses its true meaning, its true self. You cannot act like a coldblooded freak and be chaotic, doing what's not Paladinly and call yourself a Paladin, that's unacceptable!


Josh M. wrote:

I have a fellow player like that. Feels way over-entitled as a Player, and feels like the DM should be pandering to his every whim. No request is too great, any attempt at dealing lethal damage against his PC should be hand waved away. He thinks that a Natural 20 on a skill checks mean automatic success, flying in the face of any extenuating circumstances or situational modifiers. Then, argues how a Natural 1 is somehow not an automatic fail on the same skill. Blah.

Natural 20 is indeed a success, but if its something reasonable that a player wants to perform, not for example: a Fighter to jump 400ft high which is impossible, or whatever. Everything must be reasonable.

I had a situation with my friends when they came to Fort Thorn which was attacked by Red Drakes, and the Ranger asked for a perception check to is if there is someone on the main building ( Town hall which was 15 meters high) and he rolled a 20, but since in reality it wasn't possible to see Sir Tolgrith who was on the ground wounded off the Town Hall's tower, I told to the Ranger that he didn't saw anything or anybody on the tower of the Town Hall. That situation would make the PCs to think about, since a Paladin was in the group, if Sir Tolgrith really fought on top of the Town Hall or was he hiding cowardly. But unfortunately after the attack, the Paladin made a bad judgement and slapped and punched Sir Tolgrith because he thought that Sir Tolgrith was hiding cowardly inside the Town Hall, but in fact Sir Tolgrith was in the battle before the PCs came, and he was struck by a fireball and was badly wounded. And then the arguing about paladin code started...

To summarize, the rightfull GM has the fall authority to say to PCs if some natural 20s are impossible or not, and they have to accept that no matter what.


Anyway, since we all stopped playing those campaigns2 years ago, in the end it doesn't even matter. Currently what matters is that I got some inspiration and started making puzzles, mazes, labyrinths and dungeons that could be used by any level of party if I'm going to be GM one day. Since I was GM for 40 sessions (and by some people I know, they told me that it was a huge success, since many couldn't make it to 10 sessions before stop playing), I think I did one hell of a job, and I'm optimistic and inspired to continue creating, making new ideas, reading pathfinder books, and i manage all of those besides my private life. Once I find a suitable people to play as a party, I will say FINALLY! Adventures have come back to Golarion! :)


I only know that one truth is that I never argued about anything when I ws a player. There were sessions where one guy which I met for the first time and he was my first GM under whom I played, and he was very cruel. I made a NG Fighter who was a follower of Sarenrae, and after 10 sessions (and the next 20 it continued like that), my Fighter every night had nightmares (but in fact, an Archdevil named Vorgat entered in my brain, torturing me untill I don't accept to become a Devilish Knight), and I tried everything and I asked help from the Church of Sarenrae to help me, but still whatever I done, I had nightmares. I even remember a nightmare when Vorgat asked me to take a cursed dagger in my hands, and I refused, and then that dagger started attacking me, and I remember that dagger had hit a critical, he split my stomach open, and when I woke up, I had a spurting wound from my belly and I could even see my intestines. It was sick, twisted, but still I didn't argue, and in the end, I managed to overcome my nightmares and banish Vorgat from entering in my head.

The bottom line is, I wish there were players that don't argue, if there were more like me.


3.5 Loyalist wrote:
Lol, arguing about crypt architecture. That is really strange.

Believe me, there many other STRANGE arguings like: Since the party played in Nirmathas, and when I introducedthem to Forest Marshall Weslen Gavirk, that same person that argued about crypt architecture said: "why Forest Marshall, and above all Weslen Gavirk? How couldn't you just gave him a simple name like King Bob?" when it comes to that same crypt, there was a room in it where in the middle was a fire pit, and when I asked them for perception check, they have seen a key in that fire pit. And then he said: "You got to be kidding me? Who the hell would throw a key in a fire pit?" I think you wouldn't want to have that kind of person in your sessions, he is a reason why the first group of players split up in the end.


The thing is, since I'm from Serbia, city of Zrenjanin, there aren't many people that know about Pathfinder or Dnd, especially that play it, especially not those who DO NOT ARGUE A LOT. I can number at least 10 people who tried Pathfinderand whom I was GM but, since how they always look to argue about less important things, like: Why this crypt is built two levels, what kind of a architect would build such a crypt etc. After that, my last group (friend playing a Paladin and two others) have started well, and when the Paladin gone rogue, all the others argued with him a lot, and since they also couldn't reason him just like I tried, in the end they blamed me for not in the end letting him do all those that Paladin shouldn't do, that I should be the one to simply let the Paladin go rogue, but I can't let a Paladin act like a CN Barbarian and not punish him. I know some GMs which would instantly make him fallen, our they would do that slower. I hope I'll meet some new people who like gaming and maybe one day I'll have a chance to be GM again, because not just that I have experience,plus I read Pathfinder books in free time, I started making mazes, puzzles, labyrinths, dungeons, and since I'm a great fan of LOTR Spartacus Series and many other fantasy movies, there are also games like Dragon Age, Baldur's Gate, Heretic etc. and I like Celtic\Epic\Gothic\Dark Fantasy music, I know to make epic quests, campaigns, stories etc. and the only thing that many people tell me is that, since no one has the nerves to write EVERYTHING andI mean EVERYTHING in the notebooks while making stories, encounters, locations, NPCs, and many other details.


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I had many issues with a friend who played as a Paladin, since after 20 sessions he started beating good NPCs, starting to lie, being selfish, egotistical etc. and I tried many times to find an agreement with him but he was so stubborn to continue doing all those things, that in the end I gave up GMing for some time and made some new statements considering if I'm going to allow Paladin class to be played by someone in my,hopefully, future campaigns. Since it's one month after I quit to being GM and relaxed, I finally got some inspiration in making puzzles, maze, labyrinths, dungeons etc. During this period, the same friend that played as a Paladin had 'transfered' his own Paladin into another party of PCs where one of his friends is a GM, and I found out that he still continued doing things as he did in my sessions, and that GM also had issues with him, and once again the friend playing was once again stubborn and continued doing his things, and in the end the GM made a very, to me very FUNNY thing, I laughed loud for 5 minutes after I heard about it. The GM gave the Paladin to be of CG alignment so he could do whatever he wants, from beating good people,to lie, be egotistical, don't respect authority etc. That's hilarious! The whole ideal of Paladin is ruined. Ok GMs can make exceptions, break some rules, but to go that far is hilarious!!!


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I'm back! :) It has benn a month since I posted here, and I think it would be interesting to tell you something. Since i quit last time to being GM and relaxed, I finally got some inspiration in making puzzles, maze, labyrinths, dungeons etc. for the, let's hope, if I would be a GM again. During this period, the samefriend that played as a Paladin had 'transfered' his own Paladin into another party of PCs where one of his friends is a GM, and I found out that he still continued doing things as he did in my sessions, and that GM also had issues with him, and once again the friend playing was once again stubborn and continued doing his things, and in theend the GM made a very, to me very FUNNY thing, I laughed loud for5 minutes after I heard about it. The GM gave the Paladin to be of CG alignment sohe could make exception for the Paladin to beat good people, lie etc. That's hilarious! The whole ideal of Paladin is ruined. Ok GMs can make exceptions, break some rules, but to go that far is hilarious!


Larry Lichman wrote:

Why shouldn't the Paladin code be vague? Isn't that the point? Shouldn't there be room for interpretation by the Player and GM of each game? After all, wouldn't a Paladin of a Lawful Good Deity behave differently than a Paladin of a Chaotic Good Deity? Going one further, wouldn't Paladins of different deities have different priorities and codes based on his/her deity's portfolio?

After all, if every Paladin had to abide by the exact set of rules, have the same personality, regardless of their patron deity, wouldn't they all act the same? This would mean that the Paladin class is the player's version of a railroady adventure - you can't act how you want to, you must play a certain way no matter what. Why would any player choose to play a Character Class that railroads him/her into playing it the same way each time?

This "One True Paladin" debate has gone on for years and years, causing lots of disagreements and aggravation. Moreso than it deserves. However, I've never experienced it first-hand in any of my 30+ years (dear Lord, was 1978 that long ago?) of gaming. Many players (including myself) have played Paladins. In each case, the Paladin had subtle differences in behavior and his/her interpretation of the Paladin code. Never once did it cause an issue at the game table, as the DM/GM always went with the player's character concept and made it work.

Variety is the spice of life! Methinks thou dost protest too much.

Viva la Paladins! (and their diverse interpretations of codes).

I definitely agree. There must be a difference for example between a Paladin of Torag and Paladin of Iomedae. There are basic rules about code of conduit which applies to all paladins, but there are also specific rules for each paladin when it comes to their deity. Gods and Magic book helped me a lot, where you have details how should a paladin of a specific deity behave and how not to and plus from there you can understand how it works. Faith of Purity book is also useful, since there is a section where it contains paladin codes for each specific deity.

Most important is that GM and the player should discuss seriously about code and conduct and all before the player start creating a paladin. If the GM and the player cannot come to an agreement when it comes to code of conduct, then its better for sake of all for the player to create a fighter or other fighting class.


Kolokotroni wrote:

So you see no difference in adhering to a clear rule (you cant see past x feet) and an argument over the overly ambiguous mess that is the dnd/pathfinder alignment system? Seriously?

The problem with paladins isnt that people intentionally break the code and want to get away with it (not that this doesnt happen its just not the problem with the code). Its the fact that as you say, the dm and the player have to agree on what the code means and how it is actually implemented, and for the most part that is really hard to do. Ive seen threads where a detailed code been posted (i forget what paizo product had a bunch of codes for different deities) and still people couldnt agree on what it meant and how that applies to in game situations.

We can all agree that if you cant see past 30ft you shouldnt react to things at 50ft. If I have to have a detailed discussion with my dm on how weapon focus works, something is wrong. If in thousands of message board threads we havent resolved how channel energy is to be used in game, we have issues. But these lines:
"Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents."

Have been the subject of more discussion, more confusion, and more table conflict then how many levels of magic user gandalf has. And that is a problem. It has been a problem for a long time, and its not the fault (usually) of some deceitful and dastardly player for trying to take advantage of it. Its that everyone has their own picture of how a paladin should act, and more often then not the two pictures dont look the same.

OK... Definitely there are people that see that the paladin should act in a different way, but I think if a GM explains to the player about codeof conduct and how paladins should behave in his campaign, then the player should think twice,and I even recommend for the player to read about deities from Gods And Magic book about LG deities and which deity is easier to follow before taking up the role of a paladin.

I had a great problem with one of my friends, in the beginning i told him about code of conduct etc. and it was ok untill 20 sessions where he started to act more like a fighter than a paladin, beating innocents, and when I told him that what he did was not right, he told me that he sees his paladin like a crusader and despite I like it or not, he would continue doing as he pleases. He didn't respect authority, he became egotistical( esppecialy in a moment where after he heard many talk about a paladin of Iomedae from Lastwall, Sir Dramott, and he wanted to meet him in person, and after a coupleof sessions when he finally met him, he told me that he wants to make a sense motive to see if Sir Dramott is jealous of him), and he slapped and beat a few lords or two, I punished him and gave him a second chance, but that nothing changed, he started to ask like that again, and it was untill two weeks ago when we stopped playing since he broke those agreements about code of conduct we made at the beggining.

Anyway, me myself I don't find playing a paladin to be a difficult task, but if GM tolds how code of conduct and everything should be done, zou must accept it, or if you don't like it, than create a fighter. I was a lil bit furious that in theend after we quit playing, I made a paladin of Iomedae and played with one of my friends and I showed how it's nt difficult to play a paladin. My friend was first afraid that I would make mistakes, but in the end he praised me so much that I gave him inspiration to continue being a GM :)

To summarise, anyone who can't agree with the GM about code of conduct and how paladin should be played, then create a fighter or a barbarian, or a two-weapon fighting ranger, or if a player has it to play the paladin but he doesn't wantto be very limited, I think inquisitor would be fine, since inquisitor has more freedom than paladin.


Mikaze wrote:

Inner Sea Guide came out. New questions! ;)

1. Are the only sizable dwarf settlements in Nirmathas located at the edge of the region, along the Mindspin Mountains? I had assumed Skelt was primarily populated by dwarves until someone mentioned this wasn't exactly the case.

2. Do dwarves have any pull in Nirmathi matters(such as the selection of the Forest Marshal) beyond being important sources of trade?

3. Has there been anything else on the dwarves of Kraggodan in other sources not already in the Inner Sea Guide? Specifically anything that might cast a light on their attitudes towards two lands(Nirmathas and Molthrune) that each welcomes a traditional racial foe of dwarvenkind(assuming good/neutral orcs in Nirmathas, respected hobgoblin soldiers in Molthrune) and their status as a neutral party in their war with each other.

4. Is there any more info about the dwarf Kaltia(mentioned in Hallein Town's description in Lastwall's entry) and her attempted peace talks with the orcs of Belkzen? Specifically when this attempt may have taken place and whether it was rooted in good intentions or treachery?

5. Have the mountains and plains in the northwestern corner of Nirmathas been tagged as being populated by any particular people in other sources?

6. Is the blight in the Fangwood still the Darkblight, or has it been shifted to something more vague and ambiguous?

Thanks!

Glimmerhold and Kraggodan definitely dwarven settlements. When it comes to Skelt, there are both human and dwarven population, and Skelt is ruled by a "Council of several Guilds". I am sorry that still there isn't any Pathfinder Chronicles book about Nirmathas, since Nirmathas is definitely my favourite kingdom. Only important I can say when I was GMing to my friends is that when they got to the point where Forest Marshall Weslen Gavirk wanted to take his nation to war with Molthune, he asked the PCs to ask for aid from the dwarves of Glimmerhold and Kraggodan, and of course, the PCs have done a favor for the dwarven King and the dwarves had joined the forces of Nirmathas. When it comes to politics between dwarves and humans, in my campaigns dwarves where independent, but when asked to help (since Molthune was also the enemy of dwarves), they go to war :)


Cesare wrote:

I just started a solo campaign in Nirmathas for my wife. We are almost through with Crypt of the Everflame and will play through the Price of Immortality Arc.

I am thinking of running Conquest of Bloodsworn Vale for her afterwards. Kingmaker rules will definitely come into play once she takes over the vale.

Since she is heavily invested in her home region, I plan on having her embroiled in the Nirmathas-Molthune conflict. Her ultimate goal would most likely be to unite her people, prevent a Molthuni invasion, and broker some sort of peace treaty with the aggressors. Are there any higher level modules, dungeon adventures, or AP adventures which I could adapt to this campaign?

Glad to see that there are people making campaigns in Nirmathas. I started GMing using Crypt Of the Everflame module, and it was great. And I even then found Nirmathas a very interesting kingdom. My friends even roleplayed very well and after the Price of Immortality Arc, they convinced Forest Marshall Weslen Gavirk (definitely my favourite NPC! Long live Forest Marshall Weslen Gavirk!) to go to war with Molthune. In the end, Nirmathas had defeated Molthune and captured its capital of Canorate. After a couple of sessions, I also used Conquest of Bloodsworn Vale, there were many epic and funny moments while I was running that module. I hope your wife has taken over the Vale, if you two still play this epic rpg :)


A very interesting story, redeeming a foe of the party which was female, and that miss or lady was so happy that she was redeemed that the only way to repay the paladin from saving her andmake her atone for her sins was forher to marry to him, real fantasy epicness :D I also have an epic moment (one of the good ones before paladin became rogue, beating innocents) was I think my 15th session, where the party (a Paladin of Torag, Fighter\Duelist, and a Ranger) have joined the army of Nirmathas in the epic battle against Molthune known as "The battle at plains of Molthune" on 4th Sarenith 4711.AR. Nirmathas had an army of Forest Guard (3000 rangers, both skilled in ranged and melee, led by Forest Marshall Weslen Gavirk), 50 "Dendroids" how I called them (Treants like the ones from LOTR), led by an Ancient Dendroid named Kayn, the Guardian of Fangwood (my friends have done a side-quest for Kayn so they could ask him to join the war), and my friends also managed to get Behexen, a Behir(it's a long story) to join the war. On the other hand, Molthune had an army of 20000 men (archers, swordsmen, pikemen etc.).

An army of dwarves from Glimmerhold which also joined Nirmathas have attacked the city of Braganza in Molthune while the main battle took place (my friends also persuaded dwarves of Glimmerhold to join the war).

I hope I'm not bothering, but I just have to tell you all this :)

And finally, the battle took place, andwith great strategy, the army of Molthune was crushed, and before the battle to come to an end, a huge army of Cheliax (40,000 soldiers, mixed with bearded devils, led by an erynies) had arrived on the battlefield. When it would seem that Nirmathas would lose, the Chelaxian army charges, and right before they would strike Nirmathi army, a beam of light fell from the sky, splashing nearly half of Chelaxian soldiers, and the Aroden came down (that's also a long story how Aroden was back, since by the Pathfinder books he "died"), and with two Solar Angels and an army of celestial soldiers behind his back,Aroden charged and eradicated the entire Chelaxian army.

That was a real epic moment to my friends, especially for the paladin (with whom I have problems right now).

I will forever remember that moment...


The only thing I know if one of my friends would take the role of GM, is that I won't be the one that argues. I was harrased by a GM when I started playing pathfinder as a fighter, and by the storyline, demons have entered in my head (through telepathy of course) and tried to dominate me,torture me until I don't give up and become a Demonic Knight. And back then, I knew it was harrasement but I didn't argue and quit,I just continued playing until I have managed to banish those demons. I don't know, maybe I'm just too much a good person, and I don't like to argue, and I try to adjust to the GM,and always one of the other players is the one that starts arguing. I only wish I met more players that also think how I'm thinking, and then it would be great, but that's not going to happen.

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