Grallak Kur

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Here is a Richard Pett adventure project that needs some love. I can't imagine why this thing hasn't funded yet. I'm guessing perhaps a lot of OSR-types aren't familiar with his excellent work. At any rate, if you'd like to see a Richard Pett adventure, go kick in a few bucks. Thanks!

http://www.indiegogo.com/LotFPPett


So, my brother-in-law has decided he wants to run a drow noble campaign, tells us to roll stats three ways and take the best set, and gives us the Heirloom Weapon trait. (Has this been nerfed? It seems the version on d20pfsrd doesn't jive with my adventurer's armory book.)

At first, I was going to run a caster, but it looks like we already have a sorcerer and an alchemist, so I think I want to go ninja.

I am taking a wakizashi for the heirloom weapon, and Weapon Finesse for my first feat. I figure I'll use my 2nd level ninja trick to pick up two-weapon fighting, and get another wakizashi.

So far, I haven't had the opportunity to sift through all the new options between Ultimate Combat and Ultimate Magic. Honestly, I haven't even gotten that familiar with the APG content yet.

Also, a few questions about all the spells I get as racial powers: Does the armor arcane spell failure chance affect those spells? What ability modifier do I use to calculate my spell save DCs?

Here is the link to my dude


I usually don't do play reports because I find them boring as hell, but I tried my hand at typing one up that might be entertaining to read. I still think it's too long and gets a bit too much into the minutia of the game, but I'm curious to hear people's thoughts. Please drop a comment and tell me what you think.

WARNING: The session report contains spoilers, so only GMs should look at it. It also contains some naughty language, as it is meant to be an accurate reflection of things happening at the table, so if you are bothered by that kind of thing, you've been warned.

RotR Session 5, Part 1


"I search the room, I roll a 13."

Followed by 3 other people telling me what they rolled.

It totally breaks that versimili-whatever-word. And for other skills, looking up all the rules around them can be a real game killer. Sometimes finding something or knowing something shouldn't be left to chance.

I still have people spend their ranks, and take ranks spent into account when adjudicating things, but ultimately I try to avoid players making skill rolls now, and our games seem to flow a lot better and feel less clunky as a result. I just decide what they know or don't know. I determine if they find things based on where they look. If something is hidden under a pillow, they can find it by looking under the pillow, not by making a DC15 check or whatever. If they want to craft something, and they spent ranks on it, I'll just say yes or no. Some things like acrobatics still work well with dice rolls, but I much prefer DM fiat or a die roll made by me for things like spellcraft, appraise, etc.

Anyone else using this approach? If you hate looking up skills all the time and grinding your game to a halt playing by the book, give this a shot. It's worked well for our group.


I'm interested in running some planar adventures - either adding some stuff to one of my current campaigns, or perhaps even building an entire campaign around the theme. Problem is, I know nothing of the planes. I was hoping I could get some suggestions as to good material I should look into that would give me a good feel for planar travel.

Back in the summer, when we were playing 4E, I did read the 4E manual of the planes, but it didn't seem to be much help at all.

Is 2E Planescape material the way to go? Are there any good Planescape novels (or any other novels) that would be a good primer for someone looking to get his feet wet?

To clarify, I'm not really interested in mechanics. I just want to be able to properly capture the sense of awe and wonder and "take-everything-you-know-about-reality-and-throw-it-out-the-window-because -it-won't-do-you-any-good-here".

Your suggestions are appreciated!


Hi, my party has the following:

Fighter
Rogue
Ranger
Cleric

I want to give the cleric some tools for casting damaging spells, for those enemies that have DR and situations like that. I wasn't sure if he could legally use an inflict wand.

Furthermore, maybe I am just going about it the wrong way and maybe the rogue is the one that should be putting ranks in UMD and handling this job.

Input is appreciated.

thanks!


P.P.S. - I am playing a native of the Mwangi jungles, so not sure if that makes a difference or not.


My group has recently begun the Council of Thieves adventure path. We are going to be running our second session tomorrow, and I was reviewing the loot to ensure that everyone would get something this session.

CoT Adventure Path Spoiler:

The first session netted only 1 item, really. Just a masterwork dagger. They did get other things, such as a pound of Flayleaf, and other flavor items like that, but not much in the way of weapons or armor.

I see that pretty much all the weapons and armor in the Bastards of Erbus' lair is for physical damage dealers. There is a wand or two, but nothing much for the casters.

Is it just normal that at low levels all the weapons and armor are for the physical damage dealers, while casters just get scrolls/potions/wands? Or should I insert an item or two for them? Even in paging through the core rulebook, there isn't a lot to offer them. Anyone have any suggestions as to how to keep my casters from feeling like they got the short end of the stick without giving them a too-powerful item?


I'm working on creating a character for Serpent's Skull, and I think that I like the concept of a bushman-style bard. I envision him playing drums and being an orater/storyteller. I wouldn't have him wear any armor, except perhaps a buckler (a darkwood buckler would be sweet but I don't think I'll be able to start with one). Spears and shortspears are simple weapons, and they fit the theme, so I'll probably have him use a regular spear for melee, and some shortspears for throwing.

Skill-wise, I'd like him to be good at athletics, swimming, survival, etc.

What I'm looking for help with are feats, traits, and options that would make this character mechanically sound, while strengthening the theme. I don't have the Sargava player's companion, so I'm at a bit of a disadvantage.

Maybe there's a better class to choose to play this type of character, but the jungle bard is the one that popped in my head and I'm a big fan of skills.

I kind of picture him like the main character from The Gods Must be Crazy. He would be at home in the wilderness, but pretty much a fish out of water anywhere else.

Your suggestions are appreciated!

thanks

P.S. - The way I statted him up so far is
12 STR, 13 DEX, 10 CON, 16 INT, 11 WIS, 16 CHA

Please make a note if any of your suggestions would be hurt by the way I did the stats, or make a recommendation as to how I can better arrange my stats.


Whoops, bad link. Here is a fixed one:

The Finchtown Detectives


I have made some printable 1" tokens for the torbles using the art on page 85 of the Bastards of Erebus module. I would like to post them and share them, but before I do so I wanted to make sure I wouldn't be infringing on any copyright thingies...


Greetings and salutations.

I am about to start running Council of Thieves for a group of friends. We played 2E in high school, and just started a 4E campaign a few months ago, which sort of unraveled for a number of reasons which probably aren't relevant to this thread.

I perused some of the Pathfinder content available, and landed on this adventure path, which seems to me to be a good fit for the group. The urban setting will allow for a good amount of RP and the backstories behind Westcrown and Cheliax are just incredibly rich and awesome. Furthermore, the AP was written specifically for PFRPG, so I am optimistic about not having to fiddle with the encounters/monsters very much, which was a huge pain for me with 4E.

We will be having our character creation session sometime in the next few weeks. I have a group of 5 players. I know that in 4E, group composition was a consideration, but it's not clear to me how important it is in Pathfinder. I've been flipping through the core book, and haven't found anything relating to group composition and the filling of roles. However, I often see in threads relating to 3.5 statements such as "you must have a rogue and a cleric for this module" and things of that nature. How big of a role does group composition play in PFRPG and this AP in particular? What are the roles and what classes fill them? Sorry if this seems like a basic question, but it's not clear to me from what I've read so far.

Also, any other pertinent info related to this AP - corners to avoid painting myself into, etc. - any of this type of advice is very welcome.

Thanks in advance to those that take the time to post and answer my silly questions. So far the stuff I've read in this adventure and the core rulebook have me really excited about running an awesome game!