You have, of course, seen these, right?
Yes indeed! Those wood block prints are in fact the 'original' version of Zuddiger's Picnic that I intend to use in the game. Again I apologize for not looking up the original creators before I made this post.
The version of Zuddiger's that was released to the public is the much more child-friendly version created by Elizabeth Leib...link found here on the site.
Both are excellent portrayals of the story and I love being able to use them as different interpretations of what Zuddiger experienced in Thousandbreaths.
Hello fellow Kingmaker fans. So my group is just starting Rivers Run Red and we are working on the kingdom building rules for about a year before jumping back into the game. During this year of settling their land, there are hints that I want to slowly drop on my players to build evidence towards
1. Zuddiger's Picnic and its importance
My hints in this case are coming in the forms of dreams for two of my characters so far. While I plan to eventually give dreams to all of my PCs only two have shown themselves to be easy to write for so far.
But before I get to that, the reason for the title of this thread. I like the idea of Zuddiger's Picnic. And I really have found the fan art of the book that has been created to be a wonderful instrument for furthering the story. I intend to use both versions of the story - the light fully colored children's book version (and I apologize for not looking up the creators names before starting this thread) for when the players discover the old book in its publicated form, and the dark creepy wood block prints of the *original* version of the book from Karn Zuddiger himself if they track down his old publisher.
So to create this scenario I wanted to add a bit of background to Karn Zuddiger and the Zuddiger family. While my current game assumes the world of Eberron which has a somewhat more advanced civilization than standard Golarion, I hope that this can be edited rather easily to fit anyone elses version of Kingmaker.
The Story of Zuddiger Publishing
The secret to the Zuddiger family’s inspiration is their bloodline dates back to a connection with the First World, and they would often have dreams or inspirational bouts of madness that would allow stories or creatures to be captured with words and pictures. This was never discussed publicly or openly even among the eldest of the family, though a reason for the secrecy was never given.
Famous titles of the Zuddiger family include…
Karn Zuddiger, unfortunately the last of his line as he had no surviving descendants, passed away nearly 40 years ago. Two years before his death, Karn was exploring Xen’drik with a hired expedition looking for inspiration for a new children’s story – trying to get away from the onslaught of war propaganda that had filled the newspapers and libraries to justify the ongoing war for succession in Khorvaire. The message changed by country but the players all remained the same. In one book the heroic Aundairian Legion of Dragonhawk Riders would foil the plot of the evil Cyran Nobility. In another the Aundairian Wizards were attempting to destroy the Cathedral of the Silver Flame, only to be thwarted by a small squad of Silver Flame faithful.
All of it was about death. About murder. Karn hoped to find something beautiful and primal in Xen’drik – and he found it. A rare convergence of the planes created a gateway that Karn slipped through by accident…finding himself in the realm of Thousandbreaths. There he met the exiled queen Nyrissa. Days later Karn re-emerged unharmed from the fae realm…but the man was possessed of a passion once back on the material plane.
Karn returned to Khorvaire and spent the next three years working on his next bestseller while ignoring any and all other projects that he was charged with writing. The business was going bankrupt, everything hinged on the last Zuddiger’s “Story to end all Stories”.
A week after the final extended due date, Karn’s friend and publisher went looking for him…and found his home in tatters as if a storm had hit it. It’s said that only Karn’s closest friend and publisher ever saw the room where the original wood block prints were created. The contents found within were never revealed to the public.
Karn Zuddiger was found later that day at the site of a murder, captured, deemed insane and sentenced to death. There were several murders committed by Karn that day with nonsensical images painted on nearby surfaces with his victim's blood. (In the original text in Book 6 it mentions a murder was performed each week until he was caught, either timeframe is viable. This change was largely to show that the events while horrible, were swallowed up and forgotten by the ongoing events of the war being more important. While the murders were scandalous for weeks, perhaps even months, by the end of the year people had moved on through necessity.)
The murders were largely covered up, the scandal of a beloved book author becoming a mass murderer was moved to the back pages of local papers as the news of the ongoing war consumed the daily lives of the people of Khorvaire. Karn was quickly forgotten.
The publisher performed one last act for his friend, to leave a small drop of light on the blotted end of Karn’s legacy. The business’ accounts were settled, the employees laid off, and one final book given a limited run to appease the investors of the company.
One last children’s book – changed drastically from the original woodblock prints found in the dark soot stained room within Karn’s home – was released in a limited run. “Zuddiger’s Picnic”
The prophetic images within have gone unknown in the world for over four decades.
That's what I have so far. Thoughts?
Now to the dreams I have for my PCs so far.
The first dream is for the Ruler of the Kingdom. It's meant to be a part of Nyrissa's story before she became increasingly involved with Ranalc and before her punishment by the rest of the Eldest. It's intended to have kind of a 'cinderella' twist to its feel. Right now it's simply a description of experiences and thoughts and I would really appreciate any assistance in bringing it more to life.
The reason the Ruler got this dream is because of some similarities she has had in her own life so far. While she is the ruler of the kingdom, she recently revealed to the rest of the players that she contains an Aberrant Dragonmark (an Eberron thing that is a social stigma and can be likened to having a mutant power from X-Men. Some go nuts, some are okay, it really depends on who's telling the story.) If it is ever revealed that she has an Aberrant mark, it could cause an uproar of drastic levels (oh I'm looking at a nice increase in Unrest when this eventually happens - though my players will already have issues with declaring that Intelligent Undead and Warforged will be considered citizens with full rights)
The Ruler has also been a disappointment to her parents, a failure to her Dragonmarked House (Lyrandar) and been harassed by an evil stepsister for most of her life.
Here is what I have so far for the dream...
Simple and short, but providing a few hints that something weird is going on.
The other dream I have written so far is for the Bard and Investigator in the party. She's distant from her family and often found meaning in reading up on ancient civilizations (attempting to discover what happened to the ancient Giant civiliazation of Xen'drik is one of the reasons she's here).
Here is what I have so far...
All Of What Follows Is True.
So! Please let me know what people think. To heavy handed? To vague?
It does briefly mention that the unicorn in book 1, if its spirit is somehow spoken to or returned to life, that it was struck down by "Purest corrupted beauty" (paraphrasing not sure if I remember exactly).
Nyrissa also has been cursed/cast down by the other fae elders so there could be things like "The Lost Grace" "The Exile of the First World" "The Heartless Wretch." "She who will never know love."
Just some suggestions. For better effect you might want to have different NPCs/hints use different names for her to show she multiple 'titles' depending on who is referring to her.
For my group, the Stag Lord didn't arrive on the scene until after a rather large brawl with the Owlbear, the rest of the bandits, Dovan, and Auchs was nearly at an end.
His grand entrance was shooting an arrow through Akiros' back which was unfortunately the first of only two sneak attacks he managed to get (glitterdust and being outnumbered prevented a lot of stealthing).
But as for music...this worked out rather well as the Stag Lord, despite being surrounded, was nearly unhittable for the entire fight.
Another thought: After the PCs kingdom is nicely established (say, a couple years in), what if Talonquake becomes an additional kingdom event? Say, there's a 5 percent chance each turn that he comes out of his den and randomly wrecks a square>?
You could list it in the same category as a Dangerous Kingdom Event or even a Dangerous Settlement Event as a creature like that is effectively a natural disaster.
Depending on whether or not your PCs are away when Talonquake begins its attack you could determine how many siege engines are left working by the time they arrive. Distracting and leading it away could be a goal in and of itself (say 3-5 rounds as 'minutes' if you want to while the army mobilizes the remaining engines).
Then you could have the engines do a rolled amount of damage per round while the PCs actively engage it?
If you wanted to reduce its DR but give it Fast Healing or Regeneration/Epic or Fey Bane weapons, that might make it more of a returning hazard as time would become a smaller factor of when it could strike again.
If your aim is for your players to not be able to take it down themselves, but require a different approach rather than "hit it until its HP hits 0" then I'd say you're definitely on the right track.
This could even work as something driven off by their attacks and coming back later once the group levels up a bit.
Do the stats for Armies account for Damage Reduction?
Upon first glance you could practically declare this creature one of the Tane of the First World if you wanted to - it definitely says "City Killer" to me.
Even without any uses of Mystic Power the attack rolls, which with Power Attack should still be hitting easily averages around 20 HP per hit...the secondary save vs any ongoing effect...the damage resistances...the ability to try and block a single attack per round and its DR 10/Epic? Freakin amazing.
Definitely a foe for the ages - it screams "Mythic Encounter".
I'm not too well read on the mythic rules so far but if your players have methods of at least bypassing its DR or Resistances it will probably be a fair, but hard, fight.
Really my only question at this point in regards to making it an encounter with your players - whom you obviously know better than I - is can they actually damage it?
DR 10/Epic is a challenge to most lvl 6 fighters (if they can't bypass it), and Resistance 15 takes a huge chunk of damage away from most spells at that level too (near half on a max damage Fireball or Lightning Bolt).
Actually taking a look at the stats again...it has a Fly Skill modifier? Can this thing fly? Cause that would be hilarious and terrifying at the same time.
Overall, an excellent looking monster.
Excellent observations pennywit. I really like your changes with the bandits, and I've had a few strange wandering monster encounters myself. Most notably a herd of Elk that the group just let wander by and watched from a distance.
My favorite so far was the pack of wolves, led by a dire wolf, that began hunting the party after they smoked the hide of the dire boar Tuskgutter and were dragging literally hundreds of pounds of cooked pork and bacon back with them to Oleg's.
With it being Xen'drik I added a small bit of strangeness to the wolves in that they could naturally tree-stride and their fur coats matched the leafy green of the bushes.
Happs and Kressle similarly went down like punks in my game and the group has been slowly making their way down to the Stag Lord's fort after already having taken care of Tartuk and the Mites.
If the group doesn't get a move on soon Dovan may start to figure out that something's going on...
Also holy crap there's a random weather generator? I totally need to use that.
My group is still on Book 1, about six sessions in having recently dealt with the Mites and Sootscales and just hitting level 3. They're close to the end of the Book aside from exploration and the big bad.
Please feel free to take a look. Questions and criticism are always welcome and appreciated.
Dotting for Eberron Great Justice.
I'm currently running Kingmaker in Eberron and my group is about five sessions in. While I agree that reclaiming the Eldeen Reaches for Aundair is a good initial substitute for Brevoy/Stolen Lands I decided to go with more of the pulp Indiana Jones feel and have the Twelve fund a group of Dragonmark-related PCs carve out an area of Xen'drik (a good ways south of Stormreach) into a Kingdom.
As for Skull and Shackles...Lhazaar Principalities seems like the perfect stage for pirate-y action. Also airships. Delicious Eberron Airship Battles.
I had initially dismissed Carrion Crown as impossible to run in Eberron but I absolutely love the ideas placed in this thread.
I really like that idea Penny.
After this point the group will start governing their kingdom and when missions or events come up that they want to take care of via exploration or fighting off bad guys they can mix and match from their group of PCs who they want to send to deal with it.
So while one group can be out tracking down some trolls, the other group can suddenly find themselves defending the capital from a giant owlbear.
Now I'm really excited about this scenario. This thread is officially awesome.
I've been wanting to run Kingmaker for a couple of years now. There is just something incredibly enticing about a sandbox campaign that plays out over years, possible even generations of PCs.
So finally I started getting things organized and gathered a group of awesome PCs together to start exploring the Stolen Land and forge a new kingdom.
I will admit my favorite tabletop setting is Eberron, so that is the world I am running Kingmaker in (3.5 edition, 4e Eberron and I disagree on some things.)
Rather than be associated with Restov or Brevoy, all of my PCs have a connection to one of the mercantile Dragonmarked Houses, that for millenia have been bound by the Edicts of Korth restricting them from owning any personal land or noble titles within the Kingdom of Galifar. Well thanks to the Last War, the Kingdom of Galifar doesn't exist anymore.
So the think tank of The Twelve that all the Houses have representatives in are sending a group of explorers to Xen'drik the unexplored continent across the sea to initially explore and tame the land - and hopefully in the future found a kingdom by and for the Dragonmarked Houses.
My PCs are...
Sidney Xavier d’Cannith – Dragonmarked Scion (Human Artificer 1)
Korin d’Kundarak (Dwarf Barbarian (Invulnerable Rager) 1)
Tarvis Eathro d’Lyrandar (Half-elf Magus (Staff Magus) 1)
Valerie Anona Ardovini d’Lyrandar (Half-elf Rogue 1)
David’s stern hand with raising Valerie assured she got into good classes and received the best training though sometimes he pushed the young girl too hard. As with most scions of a Dragonmarked House, Valerie’s future built towards her eventual Test of Siberys to see if she would manifest a Dragonmark. The test went horribly wrong, and her left arm was mangled in the process.
Years have passed since then and the family has since been blessed with three new children. Jackalyn Nadia (13), Sara Garnette (11), and Carl Ignatius (6). Valerie loves her family though stayed out of the public eye as often as she could – eventually emerging back into the political light with a completely prosthetic left arm.
The group is only two sessions in but have decided to take the fight to Kressle's bandit camp as soon as they can, which is where we will pick up in session 3.
It's been really fun so far and the group is excited about the sandbox nature of the area, the quests that give incentives for exploration, and even the cartography aspects of filling out their own map.
The Pathfinder Beta release was the main reason I started going to GenCon, and I've been going every year since.
Your game is fantastic and you treat your customers/rabid fans with pride and respect. I am very proud of Paizo and plan to have my beaten up copy of my Beta on my gaming shelf for years to come. It reminds me that there are gaming companies that want to create a good game, and that the input of their players actually means something to them.
That keeping a loyal following requires consistent, if not constant, interaction with customers for their input and feed back.
Making the Alpha and Beta versions of the Pathfinder RPG a free interactive experience with the developers of the game was the crowning stroke of brilliance for this wonderful game.
Thank you for the PRPG, and I look forward to purchasing Paizo Products for years to come.
A rather brilliant idea a friend of mine came up with that I am using for my own version of Warforged is making their 1st level "Warforged Armor" feats (Mithral/Adamantine/Composite) as their Alternate Racial Traits such as the ones created in the Advanced Players Guide.
It provides options for a starting Warforged PC, and it doesn't kill their 1st level Feat anymore.
If you're keeping a lot of their same immunities from 3.5 when converting to Pathfinder then I wouldn't worry about giving them Toughness as a bonus feat, they've already got plenty of boons without having an extra set of hit points - which if they really want they could just either get a high CON or use their Favored Class bonus for extra HP.
I also agree that the Warforged should have either a Wisdom OR a Charisma penalty, whichever feels more appropriate to you. Both reasons are valid and I like the sort of naivete it places on the young race that they just don't understand the other people or things around them.
Hope that helps, and good luck with your version of Warforged.
My only concern with making Dragonmarks as sorcerer bloodlines or Oracle mysteries, and Aberrant marks as Witch Archetypes is the implied power of NPCs in the setting. Now, everyone's version of Eberron differs by their own perceptions but I always liked the idea that most notable NPCs with Dragonmarks, such as most of the House leaders, had a lot of hit dice to be able to gain the dragonmark Feats but their class levels were almost always NPC levels.
If suddenly every NPC with a dragonmark is a sorcerer/oracle/witch that shakes part of the assumptions of the campaign setting.
Making them part of the Eldritch Heritage feat tree is not a bad idea but I think you can get more mileage and less of a headache out of adjusting the original trio of Dragonmark Feats than trying to create 10+ sorcerer/oracle bloodlines/mysteries and then shoehorn what abilities NPCs could get from the Eldritch Heritage feats.
As for the Varisian Tattoo feat I believe there were very similar feats printed in the Dragonmarked book (though many of the feats in there were fairly crappy), but I think this is closer to the answer you're looking for.
The Tattooed Sorcerer is an interesting archetype however and I could see how it would be intriguing to use in Eberron, especially with Dragonmarked characters. I think it would work well as a "Dragonmarked Heir" archetype or that the abilities could be used as a skeleton model for what you're looking for in a super-dragonmarked-character.
Always willing to share my two cents on Eberron, good luck with finding your version of it. =)
Dragonmarks seemed to be, in 3.5 at least, modeled to allow someone to take the Least feat at 1st level, the Lesser feat at 6th lvl and the Greater feat at 9th level, with the Siberys Prestige Class being available at 12th Level.
To Reflect the feat change progression in Pathfinder I would suggest changing the level prerequisites to 1st, 5th, 9th.
The Dragonmarks themselves are rather powerful weak as currently written as well, while I have simply made them more powerful in my own version of Pathfinder Eberron that may not be what you are looking for.
Just my two coppers.
For wilderness exploration as well as showing the various aspects of the Eldeen Reaches I think the first two Kingmaker modules work very well in Eberron. Take what you want, because there are ideas a-plenty. Particularly you can use the various Eldeen Ranger factions if you want as there are at least four if I recall correctly - one of which (The Greensingers?) are attached to the Fae.
There are also pockets of demon infestations in the Reaches if I remember correctly which you can use a lot of hooks with.
If your question is "Would this work in Eberron?" then my answer is "YES!"
Are there any more specific queries you have such as where to fit in particular parts or events from the modules? Any parts of Eberron you want to make sure gets used?
This actually brings up a question about the Ranger though. They don't actually get a Caster Level until level 4 when they gain access to 1st level spells. I assume that a Ranger below level 4 cannot use a wand of CLW simply because he does not have access to magic yet. Is this correct?
If so I assume it works the same way with Paladins.
Ello again everyone. Not sure if this is technically a "conversion" appropriate thread but this is where I usually post anything related to Eberron so I figured why not?
I'll be starting up a pathfinder eberron mini-campaign (4-5 adventures long) and while I have a general outline of the plot, I could always use some extra insight from other forumites and fellow eberron fans.
Anyways the model of this campaign is after the B.P.R.D. organization from Hellboy, a mismatched group of somewhat supernatural/talented adventurers called in to investigate things that other people just can't deal with. There are things that go bump in the night. These are the groups that bump back.
Overview: A long time ago during the Age of Demons the Rakshasa Rajahs waged war against the forces of the Dragons and the Couatls across Eberron. At the end of this time all of the Rajahs were defeated, though most were simply bound as killing them proved to be nearly impossible.
What begins as an investigation into a Brelish intelligence agent turned rogue turns into a world-spanning trip to discover the machinations of the Lords of Dust, a group of powerful Rakshasas who wish to free their Rajah masters and once again gain control of the world...
The adventures I *want* to use for this story are...(in the order I hope to run them)
#1 "Whispers of the Vampire's Blade" - a good introductory adventure for people who are new to Eberron. It has an interesting plot, some really awesome set piece encounters and throws the PCs onto just about every major moving vehicle in the setting and they get to fight on it. One of the set pieces for this adventure involves an intelligent weapon called the Soul Blade whose goal is to return to Karrnath. In my version of this, the intelligence of the blade is due to a bound demon (using the "possessing an item" rules to give it the magical properties) that has laid dormant for decades, merely listening and recording all of the things it heard. In the course of its slumber it heard some of the key words it was told to listen for - something called "The Teeth of the Three" and its effect on a bound demon lord.
#2 "Christmas in Karrnath" - I'm working on writing this one for myself, so it's not based on anything so far. With the blade hopefully apprehended and interrogated, the PCs learn that the master it was to report to lies somewhere in the city of Atur (I'll need to double check to make sure I have my names right) - more specifically that the Rakshasa master it served created a nice underground lair for itself in the same vaults that now house the waiting undead army of karrnath.
#3 or #4 "Crucible of Chaos" - I want to throw in some Cult of the Dragon Below kinda stuff in the mix, and a Shoggoth is always fun. Exploring an ancient ruin in Xen'drik to find the next clue is also fun. The assumption of the adventure is the discovery of a golden compass that points unerringly to the ruined city. I could have this be either a gift from the Rakshasa's lair from the previous adventure OR if I run it after The Harrowing it could be a gift from the demiplane of stories. But I think there being a record of the creation of an artifact called the "Teeth of the Three" and its purpose could be somewhere in the City's records...
#3 or #4 "The Harrowing" - I've been *dying* to run this adventure since it came out. One of the last bits of information (thought I don't know what this information *is* yet - possibly where the item is *located* taken from the lyrics of an ancient song) the party will need to put the pieces together and race to Sarlona to stop the Lords of Dust from freeing Raan Iishiv upon the world.
#5 "The Teeth of the Three" - the party must make its way to the mountainside guarded by blue dragons and (they also need to find a golden key that grants entry to the mountain...so need to figure out where that comes from too...maybe *that* could be the gift from #2). After facing a number of challenges by the draconic gods the PCs finally make their way to the Chamber of the Three and must defeat the opposing forces found there to protect the world.
Other factions I'd like to use somehow.
The Dreaming Dark - one of my favorite factions in the world. I like their complexity, and one of the PCs is a Kalashtar so I have to mess with him a bit. They could be both enemies and possibly allies in the course of this campaign. While the Rajah escaping would benefit them in the short term - by allowing them to make a full attack on Adar - it would upset the balance of the world with a Rajah loose again...and the ultimate goal of the Dreaming Dark is stagnation rather than destruction.
So please fellow eberron fans take a look, and let me know what you think. I'm always open to criticism and if any of these adventure summaries give you ideas please share them. =)
Hey Xoriael. Had a little while to think about your campaign idea and wanted to throw some ideas at you. It sounds like you have a really solid foundation which is the hardest part (in my opinion) of starting an AP.
1. I have to admit I had a little schadenfreude at the idea that the Quori get their asses kicked off of Sarlona. Though this artifact does bring possible side effects. If it only affects Sarlona, keep in mind that there are Inspired ambassadors all across khorvaire that (if they are possessed) return to Dal Quor every night - and time travels differently there. I believe they have three days versus our 8 hours of night.
If there is the possibility of a counterattack or at least figuring out what is going on the Quori would probably be the fastest to *realize* especially if they suddenly cannot go back to Riedra. This of course would likely cause the social collapse of the entire country without the Quori to guide the people there. How fast they do so is up to you.
Edit: If this effect covers the entirety of Sarlona (and not just Riedra) then this could adversely affect the Kalashtar of Adar as well. Possibly even killing them all by ripping half of their soul apart.
2. I can't really find out anything bad about taking out the demon wastes. It makes sense from a power point of view, and would probably throw people off from sensing that something terrible is about to happen. After all a bunch of demons just disappeared, that's a cause of celebration to me. Maybe the barbarians that live there could have an idea that something is coming - but who would believe them? Plus I don't believe they usually ever leave the demon wastes.
3. The population of the Eldeen Reaches would realize something terrible is happening - in particular probably the Gatekeeper faction of (traditionally half-orcs). This would be another way to "get the word out" or at least have rumors start spreading.
4. It sounds like you want an independence day scenario of "Holy crap aliens and they're exploding all of our nice things." Depending on how wide spread you want this destruction to be there are some nice floating arcane schools in Aundair, Flamekeep in Thrane, the ziggurat of the Twelve in Karrnath, and I'm sure the Lord of Blades has some sort of precious location in the Mournlands.
5. Bringing the Dragons in is a difficult thing to do. You don't really give an indication of *how soon* they will be brought in to help, and I'm not really familiar the adventure module you're using so I'm not sure how much of this AP you're working on is supposed to take place on Eberron or not. BUT if the dragons are aware of what was going to happen because of their Draconic Prophecy and that people would need a way to escape to the stars then it all kind of works out. One of the things I would suggest if the players are concerned with "There is a continent of Dragons and they're only NOW coming to help us after everything has exploded!?" is that the concerns of dragons are not the concerns of other mortal races.
One last thing to keep in mind is that often when an area is attacked by an outside force, many people are willing to set aside their differences to repel the invader. While the Quori and the Dreaming Dark are considered antagonists their goal is stagnation not evil - they just view the world differently than we do.
Just a bunch of ideas I figured I'd throw at ya. =)
I know, I know. Not another one. Well, thanks to the new playtest, there is another one. Also, this is about finding the original poster of the document I am going to link here for Eberron Conversion & House Rules. If you recognize your handywork, please let me know. I have edited the file, but not that much. I used the ARG Playtest, but some of the racial abilities had no analog, so I had to wing it. It would take a long time to explain all of my reasoning, but suffice to say I like them & will be trying them out soon. If you have specific questions on the races, I will answer them, but I am not changing them. LOL, your reasoning may be different. I am waiting to see what happens in game play. Maybe you will offer your takes on these races instead, because somebody may like yours better.
=) my converted traits and religion chart! I hope they've been of use to you.
Seeing that just made my day. ^_^
Kydeem de'Morcaine wrote:
As a living construct with a specified immunity to the Fatigued condition then yes, they should be immune to the effect of Waves of Fatigue. It's one of the benefits of being a Warforged.
Well, for a fairly high level spell the effects don't seem game breaking. Powerful, but not game breaking. I'd throw a ballpark range of about 7th-8th lvl Cleric spell, and 4th lvl Ranger spell.
It mostly reminds me of a variant Oath Bow. While the auto Crit is a nice initial ability, and the range of the arrow is increased it does not fly unerringly to the target or anything like that so if you're able to take cover/concealment the arrow might just miss you in the first place.
It also doesn't negate things like Deflect Arrows.
The Will save aspect of the spell's "Full Effect" makes it much more powerful for a Cleric as they're likely to have the higher save DC, but the Ranger would probably hit more often.
Mostly the spell combines a number of lower level spell abilities into one.
1. Instant Greater Magic Weapon on the initial attack, increase in range.
Just a couple thoughts. =)
Robert Ranting wrote:
Blood Pig is the best sport ever. EVER. Robert Ranting can back me up on this.
Any Urban Barbarian would be nuts to not like it.
......pugwampies are, to me, the single most hated low level monster in existence. Any DM, that would consider running not only Pugwampies with *levels* but in a scenario such as the Carnival which involves a time limit for saving villagers from grizzly deaths, during most of which they would likely be cursed...as *well* as rolling twice on just about every d20 roll that would matter....
You sir, are evil.
However I shall take no small amount of Schadenfreude from the horrors inflicted upon your poor PCs.
I just forsee long table arguments about if guy x qualifies as working against Karnath. I'm considering smite anything, but making it more in line with the cavalier's challenge to compensate. Probably it would be just charisma to hit and level damage with none of the other bells and whistles. Or maybe not allow paladin levels to so they'll cap out at 2 or 3 per day with less damage. It's hard to say if the cavalier's challenge is supposed to be balanced with the paladin's smite in a vacuum or if it's all balanced against the rest of the class features.
Hm...I see your point. If I recall correctly the situation for determining if they were "working against karrnath" were things like resisting arrest, carrying contraband into the country, to give it a super-cop kind of feel. But I do like your point about making it similar to a cavalier's challenge.
Let me know how your summoner synthesist turns out if you decide to go with it! Again thanks for the input on all this.
Hey Momar, sorry for the delay in the response.
Double checked the standard pathfinder PrC save progression, and you're right the PrCs I converted get a bump a level before they should and I never realized it. I'll go back and edit the save progression the next time I start working on game stuff. Thanks for noticing. =)
At your advice I've re-worded master of the white banner to be a little less wordy.
Profane Bond was listed on lvl 1 of BK to indicate that if you had previous levels in paladin that it would stack to determine it's effect, otherwise you gain the Profane Bond ability at 2nd level.
I've not had a player that was a BK but I did have a recurring NPC Paladin/BK of the Blood of Vol run into my party on occasion. He was a decent combatant when the party burst into an unhallowed church where the inhabitants had been turned into zombies. The Paladin/BK was giving a sermon while the party fought the zombies and his negative channels every round. It was a pretty rough fight - sending a Paladin after the party is harsh.
My focus in the changing of their smite evil ability was to emphasize the shades of grey in Eberron. While Alignment tries to define things in black and white, I think it disagrees with the noir feel of the setting especially since clerics don't have to be the same alignment of any god they worship.
+1 for all these.
Considering the paizo crews love of researching mythological creatures, I would like to point out this (to my knowledge) little known sea-worthy spirit/fae. The Klabautermann.
Having one as a guardian spirit of your ship would be neat. Heck having a ship that can "level up" throughout the course of the AP - possibly even becoming an intelligent item would be awesome.
If you're interested Momar, I made a list of all the Eberron prestige classes from their 3.5 line and "pathfinderized" them for my own game. I could send you my version of Bone Knight if you like.
My take on the class was that it is in fact easier to enter it as a paladin than a cleric. Entering it at 5th level is not a big deal either, as most eberron prestige classes are intended to be able to get into them quick. Most are just five level prestige classes as well.
Granted I made this document before the APG and Ultimate Magic came out, so there are a couple things that could be changed about it. Making it a cavalier prestige class would be interesting to say the least.
In keeping with the version of paladin in pathfinder I think it's a good idea to offer a "Profane bond" rather than a skeletal steed should they choose one. You could grant them immunity to critical hits/sneak attack or just 75% fortification at 10th level, depending on your choice.
One thing I did make sure to do was allow them to heal or hurt undead with their Lay on Hands ability. However their channeling permanently changes to negative energy (though they can heal themselves with this still).
Hope some of this helps. And good luck with your bone knight.
There is a large Eberron adventure for 3.5 called Eyes of the Lich Queen.
The middle of the adventure (about lvl 7-8 or so) is all about finding the location of a haunted island called Trebaz Sinara in the Lhazaar Principalities (which is pretty much the Caribbean from the Pirates movies), and locating an ancient burial chamber on it. It was a lot of fun to run you just need a reason to go there if used out of context.
But yes, it's possible to build a vigilante detective hero as a bard. If you're trying to keep the stoicness of Batman choosing a bardic performance might be difficult, but spell selection can focus on misdirection and interrogation - both things a bard can do well.
The skill points are there for being a wealthy playboy (diplomacy, bluff, etc) as well as an accomplished physical athlete.
Gadgets are a bit harder but that's more of what you select as the character.
Seems like a solid method of laying the groundwork for a Blue Rose conversion. I agree that the magic system would be the most complex to convert, and this seems...clunky so far, but it still maintains the basic feel that magic is physically draining and incredibly versatile which is important.Have you been working on other Pathfinder conversions of Blue Rose or just the magic system specifically?
Looking good so far keep up the good work! =)
Why not change the flavor of Hangman's Noose to make it a sort of prologue to the Carrion Crown AP? It would add to the attachment of Professor Lorrimor if that adventure was where the PCs first met him and each other.
Saving the day as young adventurers (or just bystanders, and Hangman's is how they become drawn into that lifestyle or are at least given a taste of it) and then finding out that the man who helped get them through that terrible night died could help bring the party together.
There would be a couple of bits of flavor in Hangman's that would be rearranged but otherwise not too great of a hassle. There would be the possibility of making Lorrimor out as the "hero" of the first adventure - all with the help of these up and coming youngsters of course.
Just a thought.
philip nicholls wrote:
I've played Blue Rose a couple of times (fun setting btw, you can either run it as a very light Disney-esque setting or explore a lot of the corruption that runs through the magic kingdom (tm) )The Vata-An and Vata-Sha always just struck me as re-skinned elves and dark elves so that would be a good place to start.
The Rhy creatures are a bit tougher since it's usually assumed that PCs in Pathfinder are humanoid instead of intelligent animals. I would suggest looking at either the individual animals from the Druid Animal Companion list or straight from the Bestiary (The druid animals are a little more watered down if I recall). You could let them gain levels like other classes after that point, which would be an interesting experiment.
Hope this helps.