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Hound of Tindalos

Andros Morino's page

Goblin Squad Member. Pathfinder Society Member. 79 posts. No reviews. No lists. No wishlists. 7 Pathfinder Society characters.


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Skeld, what interesting new info do we get in the Brigh article? Thanks!


... And that's why I Love Adam. :)


RAW

That this why I love GMing APs and modules in my homegames and refuse to be a Gm for PFS. Playing is is fun though.


That would be pretty cool. Also, the more we go down the Darklands, the more Lovecraftian goodness we could find. :)


Top 4:

Vudra
Arcadia
Telling more about the Peacock Spirit
More Lovecraftian horrors!


Tels wrote:
It came out in the Advanced Class Guide and isn't up on the PRD/PFSRD yet.

Thanks! I just bought the pdf and will look for it. :)


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.
You get the support of the Hellknights (Torrent and the Rack).
You get the support of the local population.
You get the support of people outside the city (strix and mother fly)
You go to a masked ball/dinner to infiltrate the aristocracy.
You rule the city.

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.
There are so many AP with original plots or twists that we haven't played...

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?

Thanks!


Quote:
6) No archduke writeups, sorry. Unless there's an uprising in demand!

I would love it! I also like the idea someone else had about the NPCs high level minions of those devils.


Hello all,

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).

Thanks!


2 people marked this as a favorite.

Thank you so much Paizo and Crystal for this great character! I am cis but I love real diversity in my (Pathfinder) world.

As soon I get the right backstory and key characteristics, I can't wait to also roll my first trans character and play him or her.


I haven't played any of those but my next character will be an Harrower and I am planning to go with the Wizard Diviner route.


Thanks to all. Your recommendations help. I am still opened to more suggestions. :)


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

Tian Xia

Osirion

Siver Crusade

Taldor?

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.


Thanks Alex! That's what I'll do.


If in your campaign, public temples of gods other than Asmodeus (because private shrines in homes I'm sure there are a lot of) are allowed in Westcrown, it would make sense to put one in the Priest Sector (Rego Sacero).


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. :)


Interesting comments Jon. I am particularily interested in the mapping of the city you mentioned because my group decided to rule the city and play it Kingmaker style. Would you mind sharing the map based on the guidelines from Ultimate Campaign that you mentioned?


I think that you are looking for this: http://www.mindmeister.com/fr/118035539/city-of-westcrown


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.

Goblin Squad Member

I also like the Abadar angle for RiverBank. It inspired me to create for one of my 2 characters this one:

The Marquise is a noble lady from Taldor wanting to make a name for herself. She is quite ambitious yet probably not really prepared for what is to come in the River Kingdoms.

She was raised in the grandiose city of Oppara, in an environnement where money was never a concern because money was never lacking. While not greedy, the Marquise love numbers and got involved and volunteered in the Bank of Abadar in her rebellious teeenage phase. While she may overestimate her banking skills, her status in Oppara meant that people (pretended to) listen attentively to what she say on money matter. Beyond the concept of money, she likes to see numbers grow and see her vacations in the River Kingdoms as a fun little project of making a small number grow.

The Marquise hesitated between spending her summer vacations in Absalom and perhaps joining the Pathfinder Society but while talking to her dear friend, Gloriana Morilla over tea in this exciting new city, she realised that she would have to follow orders and be sent to foreign and remote locations for numerous weeks with little comfort. No, thank you.

Inspired by discussions she had with her dearest friend, Princess Eutropia, about the vital role of the Armies of Exploration in making Taldor the great Empire it is, particularily the fifth one, she decided that it would be fun to be the one in charge instead of receiving orders. She acquired one of those Goblin Rune Stones and is already picturing herself going back to Oppara after her vacations with tales of taming the wild, settling a new colony for the Glory of Taldor and to impress the Grand Prince Stevian III. Her name will be known throughout the land, she will make sure of it.


It really depends on the tone of your campaign. I GM Council of Thieves and the players wanted to play Evilish characters so obviously I adapted the tone of it to let them play the game they wanted to play.

Intreresting characters that made sense in this quest with my players were:

Cleric of Calistria who trips with his whip. That is a great strategy for a lot of encounters in this AP.

Undercover Red Mantis Assassin (must have good backstory with the GM on why he is part of the group.)

Tiefling Rogue. Out of all of the countries on Golarion, Cheliax is your best opportunity to play a Tiefling whose race identity is a key component to the AP.


As a big fan of the Peacock Spirit since my Monk of Irori got the Revelation Quill in the first AP a few years ago, I'm very interested in this theory, specially since I will be GMing Shattered Star shortly. :)

Goblin Squad Member

Armenfast, do we have any member from New Orleans? :)


Well as I buyer, i would be interested in such a book. I always spend a lot of time on naming my PCs or NPC and I pretty much have to resort to name generator on the internet and inspiration from the list of male and female names in the race section.

Here are two of my characters I researched their names:

Perykin meaning Flower (Pery) dance (kin) in halfling. That reflect her innocent personality.

Duervarest meaning Dark (Duer) exile (var) cave (est) and being my cave druid dwarf.

The name of a character is probably (for me) the most important thing about him or her. :)

On a side note, my favorite made-up language is D'ni.

Goblin Squad Member

Well Cal, if your cook needs a day off, I can send my cleric of Erastil to your settlement to cook you some Lac St-Jean Tourtiere. It's a family recipe but meat-lovers like your customers will love it. :)

Goblin Squad Member

The merger has been completed (2 players took their time). :)
The 6 votes of the Phantasmagoria company are now in the Riverbank Settlement (Companions). With our 16 votes, I am very confident that we will go into Week 3 in a strong position. :)

Goblin Squad Member

The Companions (hex AD) is pro RP. I haven't consulted with all 16 members but the medium level seems appropriate.

My 2 characters are into heavy RP.

The Marquise is a noble lady from Taldor wanting to make a name for herself. She is quite ambitious yet probably not really prepared for what is to come in the River Kingdoms.

She was raised in the grandiose city of Oppara, in an environnement where money was never a concern because money was never lacking. While not greedy, the Marquise love numbers and got involved and volunteered in the Bank of Abadar in her rebellious phase. While she may overestimate she banking skills, her status in Oppara meant that people (pretended to) listen attentively to what she say on money matter. Beyond the concept of money, she likes to see numbers grow and see her vacations in the River Kingdoms as a fun little project of making a small number grow.

The Marquise hesitated between spending her summer vacations in Absalom and perhaps joining the Pathfinder Society but while talking to her dear friend, Gloriana Morilla over tea in this exciting new city, she realised that she would have to follow orders and be sent to foreign and remote locations for numerous weeks with little comfort. No, thank you.

Inspired by discussions she had with her dearest friend, Princess Eutropia, about the vital role of the Armies of Exploration in making Taldor the great Empire it is, particularily the fifth one, she decided that it would be fun to be the one in charge instead of receiving orders. She acquired one of those Goblin Stones and is already picturing herself going back to Oppara after her vacations with tales of taming the wild, settling a new colony for the Glory of Taldor and to impress the Grand Prince Stevian III. Her name will be known throughout the land, she will make sure of it.

Goblin Squad Member

3 people marked this as a favorite.

As the representative of the Phantasmagoria company, it makes sense for us to join the Riverbank settlement. We are a small group of friends who could have decided to try to hold onto our settlement (located in the T hex).
The reality of the River Kingdoms is that this part of the world is too unstable to build a home on a wild piece of land and expect that on our own, our wooden house will stand the test of time. Reports coming from this region tell of highly agressive goblin populations. I don't want to foolishly risk the lifes of my beloved friends nor do I want a goblin attack or some other wild monster attack to destroy everything we will work so hard to build. I want to begin my new life in the River Kingdoms but most importantly, I want to survive and I want to protect the ones that I love.

And then I met Armenfrast from les Companions. I noticed a fellow adventurer, traveler and leader wanting to protect his group with the same concerns that I had.

Riverbank is not about power hungry people wanting to rule the River Kingdoms. It is a place when one can carve a piece of this beautiful land for himself (or herself), his loved ones and his friends. The River Kingdoms is a fruit ripe for settlement development yet not at any price.

Come as a friend and the doors of Riverbank will be opened to you. Come as a concerned leader of your small community and you'll find allies sharing the same preoccupations.

Goblin Squad Member

Just a heads-up. Phantasmagoria and its 6 votes have joined another top 33 "guild". Phantasmagoria has been disbanded in the leadership board and an official announcement will come soon.

Goblin Squad Member

2 people marked this as a favorite.

Yes, Phantasmagoria, my guild, is the little guild that could. Our motto is "Nothing is what it seems" so the other guilds should probably not underestimate us unless they want to find out what lurks beyond the realm of possibilities.

Join Phantasmagoria!

Goblin Squad Member

I'm glad to know that Phanstasmagoria, my guild, finally got its icon. :)

The next few weeks will be interesting...

Goblin Squad Member

La Guilde-village Phantasmagoria serait bien intéressée à choisir une Hex près de la vôtre. Des alliés potentiels seraient une bonne chose et des voisins francophones seraient agréables.


I am so excited!!!! Thanks! I'm finally gonna be able to play my Harrower with my new Harrowdeck. :)


Also a big thanks to the Map maker. I used it since day 1 of the AP and now that the players want to actually rule Westcrown, I need even more your map to use the Kingdom building rules. :)


Kilmera, you asked:

"What classes are we talking about here?" Vampire 1 is a Rogue Knife Master and Vampire 2 is a Cleric of Calistria.

"Do your PCs seem likely to want to make slam attacks?" To use the energy drain, possibly. Vampire 1 is big on making sneak attacks with his dagger. and Vampire 2 prefers to use the whip to threaten 20 feet and trip enemies (very annoying because I almost have to use a move action to get up with my martial opponents/monsters. Thus, they have the action economy advantage.)

"Did they have to give up any levels?" I don't think that the template asked for it.

You said: "revoke invitations". I haven't seen in the bestiary or blood of the night something about revoking invitations to private dwellings once it has been granted by someone with the autority to grant that. Are you sure about the revoking part?

To the others who talked about the Hunger rules, I am a bit disappointed that they only NEED to feed one per 13 days (because they have 13 Hit dice). There are smart ways to not leave a trail of corpses, including drinking dying ennemies.

And by the way, thanks to all of you for your help. The brainstorming really helps. And I'll probably keep this thread updated about what encounters work and which ones don't. A small payment for my gratitude towards the Paizo community. :)


Alleran is right. Vampire 1 already acquired an object with protective penumbra before even turning into a Vampire (He wanted the Totemrix to turn him into a Vampire at first so he is really ito the Vampire thing.)

One solution might be to go with the slow track. That way, yes they will fight monsters with very high CR yet they won't benefit as much from the XP gained. Otherwise, the power creep gets out of hands.


The title of this thread pretty much says it all.

The cliff notes are that during the Council of Thieves Adventure Path, one of the PC made a pact with a contract devil to be transformed into a vampire. He also turned the other character into a vampire. It's a 2 players game and the second player wanted to.

I already customized Book 6 heavily because their original characters were build with 30 points. I don't mind as a GM continuing this Adventure Path with more modifications and the players want to continue playing after the final boss. I'm also cool with that and I don't lack storytelling imagination.

Where I am lacking is mecanically wise... I want them to have challenging fights.

So from now on and with their new vampire/undead status, what kind of creatures (specific or general) should I throw more at them and what kind should I just not bother with anymore?

For example, I suppose that vampire hunters might hunt them later and that light casting clerics would be good options for building encounters.

Just like throwing at them weak minded humans would be pointless, so I suppose that the encounters will have way less humans than if they had stuck with humanity.

Any help will be appreciated. And by the way, I don't want to shelf the game nor give them a dhampir template to fix the problem. ;)


Hey Mark. As a chelaxian at heart, perhaps a compromise could be to do a module (the new big ones) in Cheliax and see with the sales if people have an interest to revisit the Cheliax nation with an eventual AP...


Thanks for your input GMs. :)


Thank you J-Bone.

I decided to include these in the AP (as a side-quest):

First Steps, Part I
First Steps, Part II
Master of the Fallen Fortress
Dawn of the Scarlet Sun
Seven Swords of Sin
The Green Market
The Godsmouth Heresy
Feast of Sigils
Portal of the Sacred Rune
The Cultist's Kiss
The Refuge of Time
Words of the Ancients
The Waking Rune
In Wrath's Shadow
Severing Ties


True.

And I was browsing through old thread because I was genuinely looking for GM comments on Master of the Fallen Fortress.


GV, where are these books referred in?

-Codex of the Ebon Depths
-Grimoire of Impossible Secrets
-Kargeth’s Blackest Encyclopaedia

I ask because I had kept a list of the other ones yet I did not recognize the above 3.


Wow. Blast from the past with rookie Michael Brock asking basic questions about PFS. :D Things have changed indeed since 2010, Michael. ;)


Rakshaka, thank you so much for writing this. I've been GMing this quest and I honestly saw the same problems with Book 1 to 5. And that is why I am so glad to see this thread before starting to GM Book 6.

My group was also more powerful than most because I convinced them to use the Point Buy system instead of the Dice rolls they used in the past. It wasn't easy but I convinced them with a 30 points buy... and I still had a player complaint that his stats were too low.

With the challenge difficulty not being there for most of Book 4 and 5, the players had their fun with the RPing I infused the AP with but without your recommended changes in Part 6, I'm sure my players would have felt like the final chapter is a big let down, leaving a bitter taste in their mouth regarding this AP.

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