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Mynafee Gorse

Bill Dunn's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 5,360 posts (6,246 including aliases). 4 reviews. No lists. 1 wishlist. 1 Pathfinder Society character. 20 aliases.


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Absolutely, Amira. The control vermin spell has not been cast.


Pathfinder Adventure Path Charter Subscriber

On the topic of splitting the party - the main issue for me is it's a hassle to manage the table for long. If interaction with one group takes too long, the other group drifts away. It also puts a bigger burden on the GM. But in this case, if you're OK with the hassle, more power (and more ibuprofen for the headaches) to you.

On the topic of a player refusing to have ranged weapons - there's a special place for players like that and it's in the corner with a dunce cap on as far as I'm concerned. There are all sorts of good reasons to not be using one right now but no good reason to completely eschew them. And as a GM, I'm not going to be sympathetic if the dragon isn't stupid enough to land just so you can amble up with your melee weapon. I'll make you pay for it like the RBGM I am. In the case of the goblin raid on the caravan, I can see not using one right then but that's a case-by-case evaluation. If the player continues to avoid ranged weapons for his concept, if I were another player at that table, I'd be getting kind of irritated.

On the topic of voting the players off the island - sounds a bit oversensitive to me. Tempers flare from time to time. You should have told him to stifle the insults and disrespect as soon as it popped up and made sure it was limited to in-character behavior. If you didn't act to correct them, it's poor form to boot the players now. Redemption isn't just for Sarenrae's followers - I always try to give players a chance to fix their screw ups. If they refuse, then it's time for the boot.


Pathfinder Adventure Path Charter Subscriber
SmiloDan wrote:

Why do some GMs think it is acceptable to mess with divine casters?

Clerics have a lot of power and flexibility in the game and, in previous editions, one of the means GMs had to keep their power in line was to mess with them if they grossly violated their deity's ethics or morals. There isn't anything inherently wrong with that.

The questions here are whether or not that's appropriate for 5e and whether or not failing to rescue a co-religionist is really grossly violating their deity's ethics or morals. I think the count on the last question is a resounding no for at least 99% of the deities out there (there may be a few pacifist or other oddball deities out there for which this would apply). As far as whether its appropriate for 5e? Maybe - I'd be looking to mess with clerics who blatantly violate their deity's outlook in any game, any edition, as long as there were active gods about. It's part of the charm of dealing with divinities and deriving your power from them. The operative words there are "blatantly violate" not just make pragmatic choices for more important goals even if those choices lead to unfortunate ends for some people here and there.


Rats may be "vermin" but they aren't Vermin by creature type - that would be mainly insects, arachnids, centipedes. The rats count as animals.


Whether it's the movement of Tolenn and Terri or Cassandra's shout, the reaction is swift. A colony of fungus embedded along the southern wall of the chamber starts to produce an intense screeching noise. It seems to drown out all other noises (particularly for Tolenn and Terri, who are closest to it).

In response to the shrieking, Wednesday, Amira, and Landis note some sloshing sounds around the bend of the sewer, near the grate (as appears on the map). Within the chamber, the ratty scrabbling increases in intensity as large rats start to emerge from hidden holes and cracks in the cavern walls.


Direct contact with the goblin dogs has left both Karl and Darnak a little itchy - the creatures seem to trigger the most intense allergies - but neither is impaired and the itch fades shortly thereafter.

"I can see that the Rusty Dragon is the place to be! I shall meet you there shortly. I am not yet in a proper state for sharing drinks or bread in a public room. I need to see to my dead dog and the blood on my waistcoat first. But fear not, I shall see my pledge through." He looks thoughtfully at Baldek for a moment. "Though... I may stop off at one or two other places on my way to make additional arrangements that Baldek has inspired. Until we meet again," he makes a sweeping bow to the group, though his eyes linger longest as they fall on Alesta.

The route back toward the Rusty Dragon passes through the main part of town. Townsfolk, shaken by the attack, are hustling to their homes, but many kind words are said of the valor of these travelers who seem to have come for the festival only to defend the town in a dark hour. None of them take any time to chat, but "Thank yous" come in passing along with a few pats on the back and a good many "Desna's blessings".

Near the center of the town, by the town hall, Sheriff Hemlock and his guards are securing a trio of live goblins in manacles under the supervision of Mayor Deverin. "See what you can get from them, Belor," she says. "I will try to get a message out to Shalelu. She may have more information on what the goblin tribes are doing."


With his ear to the door, Piper can hear some distant sounds - maybe voices of some sort - it is hard to tell, they are so indistinct. They do not seem to be very close by.


Pathfinder Adventure Path Charter Subscriber

I mean it rerolled the d4 and used just the d4 for the check. My combat check went from about an 8 to a 2. Merisiel's ranged combat wasn't included at all, nor was the die from the blessing of the gods that was thrown on the first check.

In fact, to miss by 8, it could have only rolled the d4 as adding in the other two dice would have given me a minimum roll of 3 and max damage of 7.


Pathfinder Adventure Path Charter Subscriber

It's a bit crashy on my iPad 2, but it may be pushing the little thing pretty hard. Fortunately, I'll be upgrading soon.

I did find one possible bug in rule implementation. The reroll for Darts is supposed to let you discard to reroll the dice if you fail the combat check. When I used it, it just rerolled the d4 for the Dart card. That was a much worse result than I had initially gotten - I had missed the roll by only 1 or 2, after the reroll, I missed by 8. That simply can't be the card's intent.


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Pathfinder Adventure Path Charter Subscriber
GM_Beernorg wrote:
(she was a LG marshal (3.5 convert class)/psychic warrior, did not like being told to hang up her sword and find a man)

Who told your character to do this? Even in the write up in which Erastil is a bit of a male chauvinist, this isn't a necessary outcome. If this is the outcome presented to you, someone was reading way more hostility into it.


After a flight of steps and a turn at the landing, another shorter flight of steps leads to a stout wooden door - currently closed. All is currently quiet.

Added map of the dungeon. I've exposed where you are (Piper), added tokens for the PCs, exposed a compass rose and scale, and have made the map editable from the link above.


Pathfinder Adventure Path Charter Subscriber
phantom1592 wrote:


If going RAW, you're supposed to make them search every 5-10 feet and if you're using the Take 10/20 rules then you'd better be eating up to 20x to the clock for each step.

Taking 10 takes absolutely no more time than any other check. That's one of things that makes it useful for things like climbing tasks and being wary of traps while moving along in a dungeon. You don't roll at all - the GM just has you find any traps your modifier +10 allows you to find as you move along. It works pretty well for basic traps like pits and tripwires and it speeds up play a lot.


Pathfinder Adventure Path Charter Subscriber
phantom1592 wrote:


The text says distracted OR in immediate danger. Two situations that negate the ability to use take 10 or 20's.

If there is danger, you would trip it with the Take 20.

They pretty much mean obvious danger - not hidden danger lurking out there for you. If they meant the latter, then no place is actually safe enough to take 10 or 20 - making them utterly useless rules. They're there to keep you from having to roll again and again and again tediously in order to get the results you want.

Take, for example, the PCs who want to search for traps as they walk down a hallway. You going to make them roll every 5 or 10 feet? You could, but that would suck. Perfect situation to use Take 10 as the trap finder uses a set of cursory tactics to probe ahead without necessarily exhausting his full capacities. The party gets to balance moving with being somewhat secure, the DM doesn't have to pull his hair out asking for Perception checks every step of the way.

For another example, taking 20 doesn't actually trigger traps. Searching for traps by taking 20 on Perception is one of the specified ways to use taking 20. That should give you an idea what they meant when they came up with the rule and how your assumption that being in some dormant or lurking danger preventing players from taking 10 or 20 is incorrect.


I know DM Dr Evil was giving out XPs. Do you want me to continue doing so, or would you prefer I just tell you to level-up at appropriate times in the AP?


The goblin dog, in fact, fails to "dodge that" as good luck comes Bad-Luck Baldek's way. With a single swing, he crushes the skull of the goblin dog and it flops to the ground unmoving.

With the battle over and everyone able to catch their breaths, it becomes apparent that tide of the goblin menace has turned. A few stragglers can be seen sprinting as fast as they can away from the town - up into the forest along the Lost Coast Road - from your vantage point near the north gate.

Elsewhere about the time, Sheriff Hemlock's constables seem to be putting things in order, the last bits of goblin violence being quelled.

"Good show, everyone. I am in your debt." says Aldern Foxglove. "Thank you. Thank you," he repeats, "for saving my life. I should like to thank you and reward you properly. Where are you staying? I will be staying in town a few more days and would like to call, perhaps at a less trying time, so that I may begin to settle this great debt of gratitude."

Father Zantus also speaks up. "I must take my leave to tend to others injured or done to death by these vile creatures. Such an auspicious day turned to sorrow. If you need further ministrations by me or my acolytes, come see me. I will do my best to put you right."

I need Fortitude saves from both Karl Sarvo and Darnak.
Fight over


The gap opens into a wider chamber, a rough cave that is dark save for the light shed by Landis's dart and a dim, flickering light spilling from an opening directly ahead along the flow of sewage (and marked by the yellow star on the map).

Also from that direction, a masculine voice can be heard in the distance. It's too distant and disrupted by echoes from the rock walls to make out any detail, but it does seem to be quite emphatic.

Nobody seems to take note of Tolenn's, Terri's, or Landis's salutations. Landis can make out some other sounds - rustlings and squeaks - that indicate there are definitely rats about - and maybe some big ones at that.


Behind the door, Masamune finds a set of stairs heading downward into the lower chambers of the castle. The stairs appear to have been well-used in the past. There are also enough sconces on the walls to indicate that this stair would have been relatively well-illuminated. The amount of cobwebbing and dust, however, indicate that the stairs are not currently used by the corbies (or even the quickling or ogrekin) who call this ruin home.

Map updated


The goblin dog once again barely evades Karl's axe. How long can its luck hold?

"That creature is a wonder!" Aldern Foxglove says with some awe in his voice. Then he looks about sheepishly. Ahem... but, er, Go, Heroes of Sandpoint!" he cheers on his saviors.

Ahdak, Alesta, Baldek, and Nadine - you are up!


Pathfinder Adventure Path Charter Subscriber

Just make the cleric PC of the guy who left an NPC. Play him as someone's follower who hangs back at the basecamp - keeps it safe from wandering trouble and is reasonably available for out of combat healing and removal of diseases/curses/ability damage.

Wands of CLW, lesser restoration, and neutralize poison should go on your shopping list.


Pathfinder Adventure Path Charter Subscriber

I think you should (relatively bad advice to follow):

1) Give them each a nickname like Turd Blossom or something else moderately annoying until they actually tell you their names.

2) Start acting like them and piddle about on non-productive stuff while they're carrying the load.

3) Wait for the inevitable TPK

Yeah, that's all fairly passive aggressive, but it seems to be the kind of game they want. And, as the odd man, it's up to you to conform to their style of play.

If you want good advice, I'd say to link up and ask them what they hell they think they're doing, is this what they really want, how do they think they'll get anything accomplished, and at least get it out in the open air before you follow my 3 points above and let the campaign crash and burn.


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Pathfinder Adventure Path Charter Subscriber
Drahliana Moonrunner wrote:
thejeff wrote:
It's also a fantasy world, which means we're not necessarily dealing with humans. Different species can have different psychologies and respond differently to such pressures or even have completely different gender divides or even genders for that matter.
True but since we have very limited to no experience with non-human sapience, we generally characterize these races with caricatures of human behavior.

True, but taking a shot at developing or working with a race with different gender psychologies can be a lot of fun. Back on Traveller's Aslan example, one of the really fun aspects of their gender divide is how that spills over into how they deal with other races and cultures. A human male working in a technical or financial field will be assumed to be female by the Aslan because, to them, those are female jobs. That's a fun one to spring on your male players with engineer or steward PCs.

Traveller writers did some pretty awesome development of alien races over the years (one of my favorites being the K'Kree). Though most of them don't really address this topic quite like the Aslan do, I'd recommend people check out any resources you stumble on about the K'Kree, Vargr, Aslan, Droyne, and Hivers. Even the other human cultures (Zhodani and Vilani) have some nice ideas to them.


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Jessica Price wrote:


I'm unclear as to why anyone would think that men's opinions on women in gaming groups are relevant or needed.

Maybe you should take that up with the OP. She's the one who asked us.


Amira Oenestria wrote:
So I think I'll go with point blank and precise shot to up my ability to hit in combat, take rogue talent (weapon training) for my slayer talent next level to get weapon focus all to set up the Startoss style feats. When coupled with Cassandra's returning weapon spell, hitting multiple opponents per throw with increased damage. Total Batarang

Sounds good to me.


I'm presuming that's a channel, Ash? I'm also going to update the map to handle some of the routine initial room openings since they are fairly trivial.

The two doors that flank the entrance to the quickling's lair are swiftly identified as leading to storerooms - or what would have been storerooms in the castle's heyday. Both are populated with crates and musty smells from decades of deterioration. Both appear to have been at least hastily ransacked.

The lair of the quickling is cluttered with the products of the creature's apparent interest in taxidermy. Here and there appear to be preserved remains of humans or other humanoids, amid the more traditional woodland creatures. All preserved, if not all to your tastes in preservation art.


Two women with the children ultimately prove amenable to going to the temple, though a little concerned at first. Eries encourages them on and, in short order, they are squared away. Either by taking them there or simply sending along a short missive requesting they be given shelter - either works to get us to the action.

Eries then starts to lead the way into the sewers and to the place where Girrigz holds sway with his people. The air is not pleasant for much of the trek - it is thick with the foul stench of sewage and rot and the central channel of filth constantly offers reminders of the dirty challenges of city life.
After what seems like an eternity given the conditions, Eries leads the heroes to a cleft in the masonry wall. Behind it is a deep crack in the rock large enough for a human to pass through and into a rough tunnel. Just up at the corner ahead a grate can be seen across the sewer channel.

I have added a map link at the top of the page. It's not terribly big but I think I've got it correctly set to allow edits for anyone using the link.


The goblin dog that was between Baldek and Darnak ran and was killed by an attack of opportunity that was provoked. The one fighting with Karl is still fighting on. It's still a legit target for everything going on (Alesta's daze and Ahdak's crossbow shot - though he will be significantly harder to hit in melee with Karl, barring precise shot, so I'll give Ahdak a chance to revise his action under the clarified situation.

Will save: 1d20 + 1 ⇒ (9) + 1 = 10
The goblin dog mixing it up with Karl starts shaking its head in an effort to clear it rather than attacking anybody.

Meanwhile, Karl and Darnak are up

Status
Red Commando's goblin dog: uninjured
Aldern: -5 hp
Karl Sarvo: guidance is active


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Pathfinder Adventure Path Charter Subscriber
Aelryinth wrote:

And the adamantine golem isn't even made of pure adamantine, merely some small fraction of its total mass. That's exactly like arguing my sword's blade is made of adamantine, gold, mithral, and platinum, so I get DR/Adamatine because I say it's the same as a true adamantine weapon. It doesn't have the Cannon Golem's language, so it doesn't get the ability.

Exactly like arguing the blade is made of multiple materials? I'd quibble that. More like the adamantine sword has gold and platinum inlays and mithral wire on the hilt. The business part is adamantine. The question is, does it make sense for the business end or the outer shell of the adamantine golem to be adamantine? For my money it does, hence the name rather than some-other-material golem as well as its DR which was clearly envisioned as better than adamantine.


Pathfinder Adventure Path Charter Subscriber
Lorewalker wrote:


It gets DR/adamantine. It is just obscured by DR/epic because they are just such bad dudes.
"Immunity to Magic (Ex)

An adamantine golem is immune to any spell or spell-like ability that allows spell resistance, except as noted below.

• Transmute metal to wood slows an adamantine golem for 1d4 rounds, during which time its damage reduction is reduced to 15/adamantine (no save)."

I think this serves to show how nerfed DR/epic is. When it debuted in Bestiary 2 (at least I think that's when it debuted), you needed a +6 enhancement bonus and that pretty much means any weapon capable of penetrating epic DR could penetrate any material or magic-based DR, including DR/adamantine. When Mythic reduced DR/epic to +6 equivalent bonus 3 years later, there became no certainty a weapon capable of penetrating DR/epic could penetrate much else. Transmute metal to wood might actually improve the adamantine golem's DR.


Pathfinder Adventure Path Charter Subscriber

Yeah....

Frankly, I'm going with an adamantine golem being able to penetrate DR x/adamantine. And I'm doing so for these reasons:

1) It's an adamantine golem. Even if it's not 100% adamantine, it requires a metric profanity-load of adamantine and that going to count for something.

2) It's got DR 15/epic which used to require a +6 weapon, not +6 equivalent, to get through (even if that did get nerfed) at the time the adamantine golem appeared. The golem can punch through DR x/epic in turn and a +6 weapon is good enough to get through DR x/adamantine.

3) Even if it didn't penetrate DR x/adamantine, it's already doing 6d10+13 damage. And you're going to quibble over saving 15 points per hit? Really?


Darnak Deepstone wrote:
Crap. My bad. I completely forgot. Thanks for the catch. Alright! I actually get to use 1 of my awesome damage rolls. Cool. And nice roll on the AoO! I wish I could take your die rolling ability. :)

Don't mistake occasional kindness from the die roller for good die rolling ability. I have a solid reputation around the tabletop for crap rolls with physical dice.


Darnak, it looks to me like you haven't added the flanking bonus you should be getting with Baldek. Adding that means the second attack hits...

The goblin dog attacked by Karl flinches away from the axe. But the one caught between Baldek and Darnak is unable to completely divide his attention and takes a solid blow from Darnak. In response and badly hurt, the goblin dog tries to make a break for it. This leaves it open to quick attacks from both Baldek and Darnak.

Baldek AoO: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
Darnak AoO: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 Threat! Crit?: 1d20 + 4 ⇒ (1) + 4 = 5 Nope Normal Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Baldek misses, but Darnak doesn't and delivers another hard chop that lays the goblin dog low.

Ahdak, Alesta, Baldek, and Nadine can go.

Status
Yellow Commando's goblin dog: dead
Red Commando's goblin dog: uninjured
Aldern: -5 hp

Initiative order
Alesta, Baldek, and Nadine
Red Commando's goblin dog
Sarvo and Darnak
Yellow Commando's goblin dog
Ahdak


The explorers surge forward to try to defeat the murderous quickling.

blur miss chance 1: 1d10 ⇒ 3
Masamune's wakizashi makes a connection with the quickling, but the gash it leaves heals most of the way almost instantly. She seems only marginally more hurt by it.

blur miss chance 2: 1d10 ⇒ 10
Rawnie, after two failed attempts, gets a good slap on the quickling. The electricity surges through her body, her hair stands on end, and the distinct scent of burning skin reaches the nostrils. The little fey creature takes full damage from the spell and falls to the ground, her nerves still twitching.

Once again, the general quietness of the castle reigns. The room the quickling came from, with its bizarre taxidermy, remains open to examination.

A charge from Alara will not be necessary in the end.

Status
Quickling: dead


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thorin001 wrote:

It is a serious question because it is a major sign of an overly controlling GM. And they do not want players, they want an audience to ooh and ah at their amazing story.

Also, what makes you, or any other GM, more immune to metagaming than the players? Don't say that it is not metagaming when the GM does it, because that is a bald faced lie. GMs may not do it with skill checks, but they do it with PC abilities and tactics.

So? You have to realize the GM isn't simply a player. He's also part of the system and above the system at the same time. His role is very different from the players' roles.

Ultimately, assuming fair dice all around, there's no systematic or functional difference between the player rolling and the GM rolling in secret (barring optional rules like hero points or certain feats that allow rerolls and suggest the player knows the outcome on the dice). I've run and participated in online games in which the GM handled all rolls. In those cases, the gameplay can be considerably streamlined by doing do.


Commando will save: 1d20 + 2 ⇒ (15) + 2 = 17
The goblin feels the tug of the daze spell but easily shrugs it off. So easily, in fact, that a loud "Hah ha! escapes his lips... just as a cloud of stardust forms around him and Baldek winds up for a swing. With a loud CRACK, the goblin slumps off his goblin dog and to the ground.

The dog on the western edge of the conflict (the red commando's) tries to bite a chunk out of Karl Sarvo. He succeeds (for 7 hp of damage).
Bite: 1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (8) + 2 = 10 no crit
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Karl and Darnak are up next.

Status
Yellow Commando's dog: uninjured
Red Commando's dog: uninjured
Aldern: -5 hp
Karl Sarvo: guidance in effect


Peace restored, the women return to human form and graciously, if somewhat hungrily, accept the food Cassandra offers about. Her mouth full, Eries speaks up again, "Whenever you are ready to see Girrigz, I can take you to his territory. They have broken some tunnels out from one of the sewer branches. They do defend it, so be prepared for trouble."


Terri Riverrun wrote:
Yeah, I'll just stick with Terri and deal with not being able to post form work.

One thing I may be able to do is ask people to slow down when passages like that come up again so that other people who can't post as often can get a word in.


Do we need more gruff? Terri, at least, brings a positive outlook. I'm not against you changing your character, I'm just thinking of the group atmosphere. Too many dark characters can be a bit gloomy.


With the tension rising and a naked blade drawn, the two women standing in the chamber reflexively move in front of the third and the children and shift into wererat forms - with sharp fangs and claws. They hiss and stand ready to defend themselves and the children if a fight breaks out.


Baldek, did you miss this back on March 30?

Quote:

Meanwhile, Father Zantus moves up to a somewhat protected position to heal Baldek (for 10 hp).

cure light wounds: 1d8 + 4 ⇒ (6) + 4 = 10


Alara's attempt to clobber the quickling comes to naught and, in a flash, the fey creature is back on the move. She initially takes another run at Masamune only to fall victim to his slashing blade and in a bad way. Her speed fails to protect her.

blur miss chance 2 in 10: 1d10 ⇒ 6
And I'm pretty sure the Masamune's attack is also a crit threat
Confirm: 1d20 + 7 ⇒ (19) + 7 = 26 confirmed! extra damage: 1d6 + 4 ⇒ (4) + 4 = 8

Nevertheless, something does seem to protect her a little. The blade hits hard, but her magical fey form does seem a bit resistant to it. low level DR

The quickling is hurt, but persistent. She slashes at Masamune, giving him a minor scrape (for 1 hp of damage).
Quickling knife: 1d20 + 10 ⇒ (14) + 10 = 24, Damage: 1d4 - 1 ⇒ (2) - 1 = 1

She then caroms off Masamune, dashes under him with ease, ducks under Rawnie's attempt to shock her, add ends up back in the ballroom again with Ash.
Acrobatics: 1d20 + 14 ⇒ (15) + 14 = 29

That makes it everybody else's turn. I'll adjudicate the sleep spell and we'll see what happens then.
Will save: 1d20 + 6 ⇒ (9) + 6 = 15
She resists Piper's magical music - but it's a close thing.

Status
Quickling: -10 hp


Landis is definitely a local, so I don't see anything wrong with using a knowledge skill to see if he is of local renown. This will be info as the rumor mill knows it.

Know Local DC 20:
The Ryne family has come out on the losing side of a couple of incidents with Hellknights a few years back. Their shop was ransacked and gutted in an investigation conducted with typical Hellknight zeal, and their eldest son, serving in the Sable Company, was called out as a traitor by one and died in the ensuing fight.

Know Local DC 25:
Not long after those incidents with the Hellknights, the younger son was known to be slumming in the employ of Devargo the King of Spiders, a local crime boss. Rumor has it that younger brother, Landis, eventually left Devargo's employ - alive - a relatively unusual occurrence.


I'm guessing that looks like a single move action, Rawnie. Any plans for the standard action part of the round? You could always declare a held action...

Anything this round from Ash before the quickling goes again? The disarming spell was a held action from before and that means Ash can try another action this round if available.


It isn't long before the heroes meeting with the wererat women can hear the sniping coming from the main level of the book shop. The proprietor leads the way, tea tray in hand. "Oh, my. I didn't realize that the tunnels would be so extensive. But I think I have enough tea for all who want it." His voice drops to a whisper. "An additional gentleman has joined your companions with the food. There seems to be an... argument of sorts. Please, take any fights outside." he adds as he sets the tray down and scuttles back into the shop.

"Girrigz and his followers maintain a home of sorts. I can easily direct you there." Eries says. "I wish we had something of value to give you in return. But, as you can see, we are a poor folk."

Meanwhile, Cassandra, Wednesday, and Landis make their way into the shop, down to the cellars, and into the tunnels...


The still surviving, still defiant goblin commando counterattacks against Darnak's flurry of misses with his horsechopper. And comes up with a clean miss himself. In fact, he doesn't come close to Darnak as the irregular blade of the horsechopper goes over the dwarf's head.
Commando horsechopper: 1d20 + 4 ⇒ (1) + 4 = 5

Ahdak, Alesta, Nadine, and Baldek are up

Status
Yellow Commando: seriously wounded at -9hp, flanked
Red Commando's dog: uninjured but dazed
Aldern: -5 hp


Pathfinder Adventure Path Charter Subscriber

There is no right or wrong answer to this question in RPGs in general. Many games work just fine mixing a character freshly generated with veterans. Most of them aren't level-based games with substantial increases in power and ability as characters advance.

For level-based games like D&D and Pathfinder, that's a bit of a tougher question. Back in 1e days, we usually brought new PCs in at 1st level when we could. But under that system, XP requirements to reach the next level tended to approximately double, so it really didn't take long for a PC to catch up most of the way. Also, in a lot of ways, character advancement wasn't as steep as it became in later editions, particularly when compared to monsters they'd be fighting.

With the introduction of 3e (and running through PF and 4e) including mixed character levels is much harder. The XP requirements for level advancement don't allow for such easy catch-up as in 1e days, character power increases more steeply in a number of ways, and monsters are powered up and more closely matched to the level of the PCs. Lower level PCs (at least lower by more than a couple of levels) are going to struggle a lot harder in the typical 3e/PF or 4e game and are going to die a lot more often. In many ways, given the number of powers and synergies in the highly customizable characters of these editions, it would be nice to play through a whole character's career, to learn how to better master the character as they add new powers if nothing else, but sadly, the mechanical demands of survival don't easily allow it for ongoing campaigns with higher level PCs.


Aldern Foxglove, his breath coming heavy, almost performs a double-take when he sees Alesta, nods, "Thank you for your kind words, Miss. My gratitude to you and your companions for coming to my rescue will not be diminished by the death of my dog."


The fleetest dwarf around these parts, Baldek takes a loop out of the range of the goblin commando's horsechopper and puts the creature and his goblin dog mount into a tough position between himself and Darnak.
Bot, double-move

Goblin Dog will save: 1d20 + 1 ⇒ (6) + 1 = 7
The red commando's goblin dog, really more of a rodent, ducks under Ahdak's crossbow shot, but then gazes a bit vacantly at Alesta as her spell takes effect. He is dazed and stands his ground (thus missing his turn).

Next up are Karl and Darnak

Status
Yellow Commando: seriously wounded at -9hp, flanked
Red Commando's dog: uninjured but dazed
Aldern: -5 hp
Karl Sarvo: under guidance spell again


I had forgotten! I'll bot him right away...


Pathfinder Adventure Path Charter Subscriber

We made it through the campaign with:

Ranger with freebooter archetype
Inquisitor
Rogue
Summoner

We felt a bit short on long-range capability - the ranger and inquisitor were built for melee combat, the summoner's spells are fairly short in range, so our long range was largely the rogue's crossbow and skill she picked up leading a ballista team.

That said, none of the choices were bad for the campaign. There are lots of uses for skills in this campaign so the rogue's large number of skill points won't feel wasted at all. Summoners get good access to haste and water breathing spells - both of which you can expect to be very useful in a nautical campaign about piracy. A ranger with the freebooter's bond ability suddenly turns most of your boarding party into expert flankers. And having an inquisitor at your side (or as yourself) is great for when other captain lie through their teeth to you.

There are lots of great options.


Pathfinder Adventure Path Charter Subscriber

I wouldn't worry about it. In fact, you could try three distinct builds of 1st level characters for the three adventures it takes to level up to 2nd just to see what you like best.

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