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My idea does work and the faction missions (and some modified ones) do provide very interesting roleplaying opportunities so that it's not only dungeon crawling and killing the monsters. It also gives a chance for the pLayers to shine on their own.
I don't have a log to show you but my main tool is a Mind map to weave everything together.
Well I'm very excited as a GM. I'm eager for more detail but I'd love to GM this with my group. My players have done Evil before and know how to behave themselves. I even think that giving them the option of evil makes character development better because the GM can throw at them moral dilemmas. How those characters react and what they decide shows that some characters can do good things and some evil things.
That's what I'm doing, playing up the factions. During character creation, each player picked a different faction so that throughout the adventures, they can report back to their faction leader what they find and secretly do missions for them.
Each player also have a second character in the same faction because when the whole group cannot play that night, the remaining players switch to the "B team" and do Pathfinder Society scenarios linked to Varisia/Thassilon/Runelords/etc instead.
My character would be Zolthan (Fire Wizard 1), a Tiefling whose grandfather would have been Belial the archduke according to his mother (she would have had a half-fiend lover). He was raised in Westcrown, Cheliax. His red skin and horns were a clear sign of his devilish heritage yet he never showed any innate magic. He decided instead to focus his energies into studying magic, fire magic to be precise in order to acquire magic, power and influence to eventually impress Belial, his grandfather, hoping that he would welcome him with open arms as his real kin. He worships Belial and Asmodeus. He joined the Pathfinder Society and managed to get enough wealth and influence to be able to retire in a country house in Talingarde. In his later years, he had a young halfling slave, bought from Gnolls. She managed to escape the house and vowed to get her revenge. Some time later, he was arrested for Slave Trading.
How about this then? I want to create a Thieves Den.
Guildhall 34 BP, 2 Lots
Kingdom Economy +2, Loyalty +2
Thieves Guild, 8 BP, 1 lot
Kingdom: Economy +2, Loyalty -1
Explanation: the Kingdom stats are a net +1 so compared to 1 lot, 2 + 1 stats, they average 10 BP... Only one +1 stat should be less than 10 BP, i settled on 8BP.
What do you think?
I did a quick search on the forums but could not find the answer.
If I want to create other types of buildings, are there some kind of rules (even unofficial) to calculate what the price in BP and the bonuses should be? Rule of thumb is fine too, i just don't want to screw up with picking unbalanced stats or under/over priced buildings. Thanks!
Hum... I'm planning to use Tyrax as a new government council member since the players are countinuing playing Council of Thieves after Book 6 and are now ruling the city.
The players are evil PCs so Tyrax keeping an eye on them is a good plot point and will eventually step in to stop their evil plans.
But maybe it's a 3.5 thing that I don't get or a retcon because Dragons Revisited don't fit anymore into Golarion but ... How can dragons disguise themselves as human in society? Do they usually wear some magical item, cast "Veil" on them or something? Looking at Tyrax stat block, I don't see how he can be disguised as a human.
So, if someone asks will I die tomorrow, do you think this is too direct of a question?
Not too direct but what if the reading says that you (or another PC) will die? What do you make of it? As a GM, I would perhaps kill this character which might not be what the player wants but the cards should be respected somehow. Maybe the character dies BUT he is being revived after. Do you avoid combat the next day to not die? (Maybe someone will kill you in your sleep though!) That is why I said to not ask a question you are ready to know the answer.
Good questions that lets the cards tell a story. Careful about giving 2 choices in the question (fortune OR doom). Let the cards tell their own story instead of putting boxes in front of them. It's more gray than black & white.
Doesn't matter if the questions are silly or not, but I would only focus on one good question instead of a Q&A. Asking the right question to have valuable information is better than pointed yes and no question that leaves little to nuance.
First, as assume that your questions are about the roleplaying aspect of the Harrow deck and not the mechanics of it.
1. What kind of questions can be asked?
You can ask any question but be careful of asking questions you are not prepared to know the answer to. Questions about death are not recommended for example. If a PC learns that he will die soon, is he prepared for that? Your questions should not be too vague because the answer could be interpreted in different ways and you won't know which interpretation is the correct one (until it's too late). Your question should not be too pointed either. If it's a yes-no question, the reading of the cards might not explain the bigger picture. Because the reading will include many cards, it's the connection between those cards that matter instead of the individual cards themselves. The reading tells a story.
3. Who do the cards in the spread represent?
I think that if you have cards that are partial matches, they can help give context to the "lead" card being analyzed.
That is interesting indeed Brad. I am not opposed to that and I meant it when I said that I did not have criterias. If you have a great concept, go ahead and stats it up. :)
I was leaning against it because being a very high ranking member of the Chelish army, I though that he must had proven is worth in battle numerous times in a hands on approach instead of a support character.
Hello Mathias, the PCs are overpowered already so technically, they don't really need his help in a battle. But if you want to build him as a cavalier instead of an aristocrat 5/fighter 10, I'm fine with it. Just keep in mind that he might fight the 2 PCs eventually so don't make him the buffer NPC. :)
Douglas, he was a NPC in book 2 and 6 of Council of Thieves. The description above comes from the book so Paizo titled him general.
Ruling now the city of Westcrown as an independant city-state, the PCs decided to build their new government council and somehow recruted the general of Queen Abrogail II to sit at their council. He'll then play a recuring role and will likely join them in battles as an ally and maybe betray them and fight them eventually.
Hello all. As GMs we all have our strengths and weaknesses. As for me, I'm a good storyteller but not much of a battlemap tactician. My group is continuing Council of Thieves after book 6 so I need to stats new NPCs, allies and adversaries. I suck at it. Yet, I know that on this board, a lot of folks LOVE to build characters. So here comes the challenge! I challenge you to stats, feats and gear up this NPC with the description below! :)
If you feel like it would be fun for you to do that, please try it! You'll have me thankful and I'll credit you in my homegame! The character doesn't need to be optimized but there is a good chance that he'll fight at some point, hence the needed stats.
So, challenge #1: General Vourne
"LE male human aristocrat 5/fighter 10
You can google his name to see a picture of him.
"In Westcrown there is a Chelish-owned private pub close to the docks that’s run by clerics of Iomedae called the Bell of the Sea. The ground floor of the Bell is a typical pub and restaurant, but the basement is a meeting place for central Chelish Bellflower tillers and functions as the harvest moon barn for all slaves freed from that area."
I agree with the few people who talked about the Hero point mecanic (or the beanies variant). That is what I use as a GM to reward players who care enough about their unique character to not want to let him/her die. If there is a game session with heavy RP (Trials of Lazarod, We Be Goblins) I give one hero point to players who did not acted like my usual friends but as their characters.
With each point, they can either make sure that their character do not die if they would have, or they can add a d20 to their roll.
That way, people still level at the same time. The roleplayer increases the odds of his character surviving combat while rollplayers can just play their stats, not feeling the pressure to roleplay. If their character die due to bad rolls or bad strategy, they can just reroll a new character...
Mark Seifter wrote:
you could grab an inexpensive ring of inevitable summoning and summon some very clockwork-looking inevitables.
First of all, THANK YOU for your great answer!
Also... I could not find any mention of a ring of inevitable summoning anywhere... Do you remember in what book is it from?
I'm very excited about this AP because I love Cheliax and had so much fun GMing CoT. Yet, reading the broad description of each book, I am getting worried that the storyline is getting too much like CoT.
In both AP, you are joining a rebel group wanting to overthrow the local government.
The going to Hell is a nice new thing though.
So when my players will ask me what is it about before committing to this 6 months (or more) Pathfinder game, I'm not sure that this description sounding like CoT 2.0 will get them excited.
We played in order: RotRL, CotCT, SeSK (Books 1-3), CoT, CC and we are now in Sk&Sh.
What makes this AP truly unique? :(
Hello Mister Designer!
I need your input. :)
I wanna create a Level 1 PC for the Iron Gods AP that create clockworks that do most of the fighting for her. Considering that creating golems is more high level stuff, can you recommend a nice way to keep the flavor and/or make this character concept mechanically possible at low level?
I have this concept of a girl wanting to create clockworks. They would be used in battle and also she would also interact with them through RP.
I've never had a crafter character so I'm a little at loss regarding how to build this character.
So, what class and archetype should I use to create this character? How complicated is this process or creating clockwork machines (feats and $)? Is it the type of character concept that is only able to create its first construct at level 10?
I am also trying to get the dynamic on the battlefield of some weaker person and its powerful eidolon but without her being a spell caster (or a very limited one).
I'm running a home (unsanctioned) long game with my friends and they created characters each from a different faction. We'll go to Level 12 but I want to include in the strings of modules and scenarios, 3 scenarios for each player to let them shine and have the game night be about them. So in your point of view, what would be your top (best, more fun) scenarios for members of the factions of
If there is short story arc between the 3, the better. :) Thanks!
ps: I'm gonna use the secret faction missions and play up the competition between factions.
Well a quick update. We had the final fight for book 6 of CoT and here is what happened:
Council of Thieves:
The PCs are definitely OP with the Vampire template, the 30 points buy and the wealth!
I threw at them at the same time Eccardian (CR15 + mythic template = CR16), Melavengian (CR14), Gelugon (CR13), Bone Devil (CR9), Bearded Devil (CR5), Hellcat (CR7), Gylou (CR14), Erinyes (CR8).
Only the Gylou was a threat because while the others were not able to beat the AC of the characters or do enough damage to bypass their DR by a lot, the +22, 2d8+7 and the grappling skills of the Gylou was problematic at first for the players. The same with Melavengian with the +28 and 2d8+10... BUT!
Instead of hoping to roll a 20 on my dice for the other lower level devils, I should have perhaps used aid another to increase my chances to hit but it's too late now. The Vampire Rogue still can't be flanked (too bad) and he has Crippling Strike so he lowered the strenght of Melavengian first, then Gylou so latter in the fight they were not hitting him anymore.
When the fight was over, I had a Horned Devil (CR16) enter Golarion but while powerful, being alone meant that he didn't have a lot of rounds to do damage. The Crippling Strike incapacitated him.
Using devils was a good thing though. No domination for the vampire and with a strong CMD, the Vampire Cleric cannot succeed on every trip attack with his whip. The DR of the outsiders did help to give them a chance against the DR of the Vampires.
So the conclusion is that I need to throw at them CR16-17-18 monsters now, if possible in groups of 3 or 4 per encounter. :)
Capriati has a great idea with linking this to Ailyn. I approve because this AP lacks foreshadowing, period. You cannot fix all of it but the more people who are important in books 4-5-6 that you can introduce earlier to interact with the PCs, the better.
Also, with the shadows, keep in mind that Paizo had not released a lot of shadows when CoT came out. Don't feel bad with introducing any variant shadows in your nights as your PCs go up in levels: http://www.d20pfsrd.com/bestiary/monster-listings/undead/shadow
The goal is not to TPK them at night but if they don't know if they could encounter a CR 20 shadow or not, they might be more afraid of venturing at night instead of knowing that they can kill easily CR 3 Shadows.
Erastil is listed in the list of deities worshipped in Cheliax (Gods and Magic and Inner Sea World Guide).
Right outside Westcrown, there is a small community called Vormer's Shallow with a cleric of Erastil NPC. (Page 77 of What lies in dust.)
As for actual other temples of Erastil, I don't remember any in Westcrown but this is a huge metropolis so there is got to be at least a few (even though they might have been also abandoned also.)
Looking for advice!
I'm gonna GM "And Madness Followed" in a Golarion setting with Pathfinder rules due to my appreciation of Lovecraftian horror. I have never played 3.5 so for those who have played or GMed it, do you have tips to do a conversion or update it to our setting (for example, I saw a WotC god in there) or perhaps there were some flaws in the original scenario that it would be best to fix in order to increase players fun...
I know that it's an old scenario so I don't expect a quick answer (or an answer at all) but if I don't ask I sure won't get one. :)
Well my players now control Westcrown in Cheliax. What is interesting (and complicated) is they got what they wanted, control of this metropolis. Now they will realize that it is not easy to rule such a big city. But they'll try. :)
Perhaps they'll have to make tough choices such as abandon certain districts of their city because they won't have the ressources to do everything.
Well if you still want to play a Tiefling, don't forget that a lot of human Westcranis have a lot of prejudice against tieflings. So even in the aristocracy, tieflings are not likely to go up the social ladder. So i would stay away from classes that are prestigious in society.
The rogue class makes sense because Wescrani society did push a lot of tieflings to the edges of the lawful society. So a lot of tieflings band together to become thieves.
Some go into becoming clerics of Asmodeus or other devils... Probably to get closer to their racial origins. On thing to keep in mind is that in Cheliax, Asmodeus is worshipped but mostly through Diabolism which is about humans using devils. I feel a tiefling cleric of Asmodeus would think that it is wrong and that it should be the other way around. So you have nice religion roleplaying possibilities.
If you wanna play a halfing wanting to free other halflings from slavery I strongly suggest tying your character to the Bellflower Network. They do have a base in Westcrown at the Bell of the Sea.
Finally, if you look at the Milani wiki page, you might find inspiration for a rebellious character wanting to fight oppression and unjust rule coming from the Westcrown government.