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Just wanted to start a quick thread to congratulate all of the past RPG Superstar items that made an appearance in Ultimate Equipment. I know many of you (us) have some other stuff published in the meantime (looking at you especially, Spicer), but I wanted to make sure people saw that even a top 32 appearance could mean a publishing credit in a Paizo hardcover. So enter when RPG Superstar 2013 comes up!
Hope you guys like it! I know it makes my wife giggle and should add a horrific scene to a boring trek through the woods...
I've tried to do a bit of searching, but have come up with little. I thought they were looking for a venture captain in Calgary, but now I can't find it. I'm not interested in the job (no time, I'm afraid), but I'd like to know what I can do to help. I'd like to start GM'ing events at cons, but none show up when I search on the site here. Come on, I know Calgary has a great support network for gaming, let me know how I can help!
I've been a huge fan of Paizo for a long time (back when I could subscribe to and complain about the magazines). I'm not sure I understand the point of this forum section. If you have a complaint or question about an order, maybe you should contact Paizo directly. Every problem I have had I have done this, never feeling the need to put it up publicly. I just wonder if Paizo should have a sticky at the top of this forum with contact information. It can't help to have everyone's individual problems aired for the public, especially when personal solutions should fix it. I love Cosmo as much as the next guy, but shouldn't his work be behind the scenes?
Chittik, Fey Would-be God
Motivations/Goals: A shrieking sound from above is the sole memory Chittik retains of his old life. He awakened to find a chunk of glowing rock in a crater nearby. A single whispered word echoed in his mind- Starstone. He now spends his time trying to activate it in an attempt to reach godhood. Little does he realize that this rock is actually Abysium; a rare skymetal that is causing a gradual deterioration of his mental and physical states. So far the effects are still in their early stages, giving him his haggard appearance while not truly hindering him. Schemes/Plots/Adventure Hooks: Perhaps as a perversion of the prankster nature of pixies, Chittik’s madness has twisted his sense of geometry and architecture. He has persuaded himself that he can design a labyrinthine structure of eldritch composition that will energize his meteorite and catapult him into godhood. To this end he convinced a gang of minotaurs to serve as both construction overseers and muscle. He himself sneaks into houses, knocks out healthy adults and has the minotaurs drag them off to toil endlessly on his architectural delusions. His escalating dementia has encouraged him to break into progressively more elabrate trap-laden locales in search of better architectural slaves. Spoiler:
Chittik CR 8 Male pixie rogue (burglar, APG 132; Bestiary 228) 4 NE Small fey Init +8; Senses low-light vision; Perception +12 ===== Defense ===== AC 25, touch 20, flat-footed 16; (armor, deflection, +8 Dex, +1 dodge, +1 natural, +4 shield, +1 size, etc. alphabetical) hp 52 (4d6+4d8+20) Fort +4, Ref +16, Will +6 Defensive Abilities evasion, invisibility, trap sense +1; DR 10/cold iron; SR 19 ===== Offense ===== Spd 20 ft., fly 60 ft. (good) Melee short sword +15 (1d4-1/19-20) Ranged +1 composite longbow +15 (1d6/x3) Special Attacks sneak attack +2d6, special arrows Spell-Like Abilities (CL 8th) Constant—detect chaos, detect evil, detect good, detect law 1/day—dancing lights, detect thoughts (DC 17), detect magic, entangle (DC 16), lesser confusion (DC 16), permanent image (DC 21; visual and auditory elements only), shield ===== Tactics ===== Before Combat If Chikkit expects combat, he casts shield. During Combat Chittik uses his special arrows to put his foes to sleep, letting his allies carry them off. He switches to lethal attacks if someone is threatening his meteorite. Morale If at all possible Chittik avoids a fight, especially if he is alone. If his meteorite is threatened, he fights to the death. Base Statistics AC 20 ===== Statistics ===== Str 9, Dex 26, Con 14, Int 16, Wis 13, Cha 20 Base Atk +5; CMB +3; CMD 21 Feats Dodge, Point Blank Shot, Precise Shot, Weapon Finesse Skills Acrobatics +19, Bluff +16, Disable Device +15, Escape Artist +19, Fly +25, Knowledge (engineering) +11, Knowledge (nature) +10, Perception +12, Sense Motive +12, Stealth +23, Use Magic Device +16 Languages Common, Giant, Sylvan SQ careful disarm, rogue talents (quick disable, trap spotter), trapfinding +2 Combat Gear potions of cure moderate wounds (2); Other Gear +1 composite longbow with 20 arrows, masterwork short sword, cloak of resistance +1, potions of glibness (2), Abysium meteorite worth 1000 gp, brass crown worth 20 gp ===== Special Abilities ===== Invisibility (Su) Bestiary 228 Special Arrows (Su) DC 17, 20 uses per day; Bestiary 228
RPG Superstar FAQ wrote:
As I recall from last year, the point of this free PDF was to put people on even footing for the following the rounds, as they would all have access to the same Golorian information. I realize this book isn't available yet, but I am curious when the Top 32 will have access to it. I have the old Campaign Setting (in print and PDF), but I'd hate for anyone else to be disadvantaged in this competition. Ok, I also want to play with the shiny new version of the book, but can you really blame me ;p
Knife Fighter (Fighter)
Knife Expert (Ex): At 1st level, a knife fighter gains a +1 bonus on attack and damage rolls with daggers. In addition, a knife fighter gains a +1 bonus to CMB and CMD on disarm and sunder checks with daggers. These bonuses increase by +1 per four levels after 1st. This ability replaces weapon training 1. Never Caught Unarmed (Ex): At 1st level, a knife fighter gains a bonus to Sleight of Hand checks to conceal a weapon on your body equal to 1/2 your fighter level (minimum +1). This ability replaces the bonus feat at first level. Quicker Than the Eye (Ex): At 2nd level, a knife fighter gains a bonus equal to 1/2 his fighter level to all initiative checks. This ability replaces bravery. Parrying Defense (Ex): At 3rd level, a knife fighter gains a +1 shield bonus to his AC when he is using a dagger in his off-hand, or has his off-hand free. This bonus increases by +1 for every four fighter levels the knife fighter possesses. This ability replaces armor training 1, 2, 3 and 4. Cut and Run (Ex): At 6th level, as a full-round action that does not provoke an attack of opportunity, a knife fighter can make a combat maneuver check to hamper an opponent by targeting tendons in vulnerable locations, such as the wrist or hamstring. If it succeeds, the target is staggered for one round and the knife fighter can then make a normal move without provoking an attack of opportunity from the target. This ability replaces the bonus feat at 6th level. Discreet Throw (Ex): At 9th level, a knife fighter can make ranged attacks with daggers without provoking an attack of opportunity. This ability replaces weapon training 2. Barrage of Blades (Ex): At 13th level, when a knife fighter makes a full attack with daggers, he may make one extra attack at his full attack bonus. All attacks that round suffer a -2 penalty to hit. This applies to both melee and ranged attacks. This does not reduce the action required to draw a weapon. This ability replaces weapon training 3. Master of the Blurred Hands (Ex): At 17th level, attacks made with barrage of blades no longer suffer the -2 penalty. This ability replaces weapon training 4. Weapon Mastery (Ex): A knife fighter must choose the dagger.
Shadow Falconer’s Glove
There seem to be a few threads around talking about this adventure. Most of them seem to focus on the prep work needed for the adventure. I have a few ideas on this that I have posted and thought I'd start thread to share them again. I really feel this adventure was written to be run as a one-nighter, so most of my advice is geared toward that goal. I'll post over the next few days to help this. Hangman’s Noose Pregens
Spoiler:
You were an acolyte of the famed Father Kelgaard, a blond-haired, blue-eyed charismatic cleric of Sarenrae the Dawnflower, goddess of sunrise, redemption and healing. Shortly after your training finished, Kelgaard led a group of adventurers to the old courthouse in Piren’s Bluff. Only one survived the expedition and he was driven completely mad. You have recently decided to try to find out what you could of your old master’s fate, and started to seek information in Piren’s Bluff.
This character will get Vision 3 Fighter Spoiler:
Bastard son of one of Lord Tandinian Fellcroft’s many dalliances with beautiful maidens; you were raised by the nobleman nonetheless. Lord Fellcroft’s oft-illicit activities led him to some trouble with a hobgoblin thug named Malgrim Hurkes. You know some past debts resulted in the goon paying visits to your family’s house and blame the goblinoid for your father’s mysterious death one year ago. Having been cast out of noble society, you honed your skill with a blade, now seeking revenge on the “man” you feel is surely guilty of your misfortunes.
This character will get Vision 1 Rogue Spoiler:
You have grown up on the streets of Absalom, mostly in Piren’s Bluff and the surrounding districts. You learned most of what you know from your old uncle Horace, a great deceiver and self-proclaimed king of the streets. You’ll never forget the day he earned gold to eat for a year by helping hang that old executioner who murdered his family. He passed away about six months ago, leaving you to fend for yourself in the underworld of Absalom.
This character will get Vision 2 Sorcerer Spoiler:
You are an amateur fortune-teller and alchemist, plying your family’s trade in the city of Absalom. One morning, as you were telling your morning fortunes, you started to see and unmistakeable pattern emerge. The same cards kept coming up- the Hangman, the Keep and Death. Scouring the portents, this lead you to the district of Piren’s Bluff. For some reason, you knew you needed to be right here, right now.
This character will get Vision 4 The next thing to do is sort out NPCs. I developed a habit for each one, so I could slip into character (this is recommended in the module. I say EXAGGERATE). The following is a "descriptor" for each, and a "habit". Spoiler:
Mine were as follows Halgrak- Massive Half-orc smith- Sighs, Nay-says Ebin- Alcholic gnome jester- Twirls sap Patrissa- Voluptuous human enchantress- Pearl necklace (chews, feels) Killian/Sveth- Ragged nobleman- Sips flask Malgrim- Burly hobgoblin tough- Long drags on cigars Sir Rekkart- Naive Paladin- Snuff box Madge- Athletic halfling- Toys with earlobe Tablark- Gruff old dwarf- strokes chin I attached pictures of each of the NPCs to the front of the screen, removing them as they got killed.
Sensory Stalker Description: A two foot long beetle-like creature scurries through its victim’s peripheral vision, but disappears when the viewer tries to focus on it. A distant dripping sound slowly escalates into footsteps, even though the listener is alone. The distracting fragrance of a lover, now long since dead, pervades the room, though no one else seems to notice...these are the signs of a sensory stalker. This outsider appears as a hideous insect with a glossy carapace that shimmers with a myriad of colours. A pair of whip-like antennae sprout from its head, lashing with terrific speed. Its long spidery legs end in hard talons. It is rarely seen however, as it normally exists as a ghost-like presence on the fringes of a creature’s senses. A fleeting glimpse or distant clatter of legs is all the warning it gives its victims. These creatures feed on powerful feelings and extreme sensations, often pushing their victims so far into extreme experiences that they go insane. Powers and Abilities: This creature is usually incorporeal and invisible, lurking on or near a potential victim. It can manifest itself to be tangible to any of the five senses: sight, smell, hearing, touch or taste. These "phantom" sensations slowly drive the victim mad as they relive vivid memories and experience growing paranoia. The creature can also manifest fully when threatened, lashing out with full force using its antennae to amplify its assault against a victim’s senses, causing blindness, deafness, nausea or even pain.
Hourglass of the Insightful Conjurer
All area effects are centred on the hourglass, touch and personal range spells affect one or more random characters holding the hourglass (up to the spell’s usual limit), other effects emerge into the hourglass’s square or the nearest empty square(s) as needed. No spell effect can originate further than 30 ft from the hourglass. The hourglass can be reset once its spells are cast by turning it back over. It takes one minute for the sand to return to the top. This process must finish before any new spells can be cast into the hourglass.
How did this not make the front page yet? For anyone who has been looking to find these books (long out of print...), here's a perfect opportunity. The Iron Kingdoms is a phenomenal resource for anyone looking to inject a little steampunk into their campaigns, or start a full-metal fantasy campaign using the 3.5 rules. This book is actually almost rules-free and a great starting point for anyone who needs a new campaign. The Player's Guide is essential as well and both of these books go for well over $100 on eBay. Great job guys!
So I am looking for a bit of help in trying to distinguish the two countries a little more in my mind. I will likely be running Legacy of Fire this Fall, and they seem to be somewhat similar in my eyes. I understand that Katapesh is a loose "anarchy" with a alien overseers, while Qadira is the edge of a much larger empire. They both seem to be "Oriental Adventures" or "Arabian Nights" style settings, with scimitars, genies, slave markets and harems. Katapesh is less desert-y and more lush, while Qadira seems to have more of the swathes of desert. I realize Katapesh relies more on Abadar, while worship in Qadira spreads to more to other gods, such as Irori and Sarenrae. Does anyone have any more concrete differences? Could anyone give me a few historical examples to follow up on? Any help is much appreciated.
So I intend to run this as a one-shot at some point. I'll almost certainly build pregenerated characters for it with some back story. I figured I'd post them here in case anyone needed some inspiration or had any advice. The adventure just screams for a deeper connection for its characters. The goal was also for each charater to have a better of a piece of the story right from the get-go, to try fit it in a slightly shorter session. Cleric Spoiler:
You were an acolyte of the famed Father Kelgaard, a blond-haired, blue-eyed charismatic cleric of Sarenrae the Dawnflower, goddess of sunrise, redemption and healing. Shortly after your training finished, Kelgaard led a group of adventurers to the old courthouse in Piren’s Bluff. Only one survived the expedition and he was driven completely mad. You have recently decided to try to find out what you could of your old master’s fate, and started to seek information in Piren’s Bluff.
This character will likely get Vision 3 Fighter Spoiler:
Bastard son of one of Lord Tandinian Fellcroft’s many dalliances with beautiful maidens, you were raised by the nobleman nonetheless. Lord Fellcroft’s oft-illicit activities led him to some trouble with a hobgoblin thug named Malgrim Hurkes. You know some past debts resulted in the goon paying visits to your family’s house and blame the goblinoid for your father’s mysterious death one year ago. Having been cast out of noble society, you honed your skill with a blade, now seeking revenge on the “man” you feel is surely guilty of your misfortunes.
This character will get Vision 1 Rogue Spoiler:
You have grown up on the streets of Absalom, mostly in Piren’s Bluff and the surrounding districts. You learned most of what you know from your old uncle Horace, a great deceiver and self-proclaimed king of the streets. You’ll never forget the day he earned gold to eat for a year by helping hang that old executioner who murdered his family. He passed away about six months ago, leaving you to fend for yourself in the underworld of Absalom.
This character will get Vision 2 Sorcerer Spoiler:
You are an amateur fortune-teller and alchemist, plying your family’s trade in the city of Absalom. One morning, as you were telling your morning fortunes, you started to see and unmistakeable pattern emerge. The same cards kept coming up- the Hangman, the Keep and Death. Scouring the portents, this lead you to the district of Piren’s Bluff. For some reason, you knew you needed to be right here, right now.
This character will get Vision 4
I think it was mentioned that the Open Call submissions were being re-visited for new monster entries for Pathfinder. I was curious whether or not this was still the case. Have people been contacted to submit their monsters? Will they be anytime soon? Sorry if this was covered somewhere else but I couldn't find anything recent. Also sorry if this sounds like a complaint and I have no intention of making anyone rush for this
No, I'm not a long time poster. No, I haven't been reading since the beginning. I did read a lot of old Dragon mags. I've been playing since about 1990. I never really liked it. But the last few years, I really started to enjoy both Dragon and Dungeon. Within the past three years Paizo has vastly improved the quality of both magazines. I look forward to all of Paizo's products, the Gamesmastery line is already a phenominal tool for all players and DMs. I can only assume you'll do better from now on. I am sorry to see both mags die. I will stand by you.
So I just finished Hall of Harsh Reflections, what a killer adventure. The main concerns I ran into were: -Pulling off the move into Sodden Hold. I had a character that didn't need to sleep (something akin to a Warforged). That makes the whole moving the party to different cells a problem. I solved with a scroll, bit it could easily have derailed that part of the adventure. -The Mirror Maze, while very cool conceptually, was almost impossible to pull off in game. No matter how good the players behaved, there was no way they would believe in the sudden doppelgangers. -Zyrxog's lair is too hard. There is simply no way a standard 4 man party of level 7 or 8 can do the whole thing in one go. Since Zyrxog is scrying on the party, they either expend resources just getting there, or he knows when they're coming.By the time the party got themselves to Zyrxog, he could have killed and eaten them without breaking a sweat. There are, what, 3 or 4 Party Level+2 encounters before Zyrxog (which EL+4)? Crazy.
So the party had a brief chat with Alastor, before electing to aid him in having a proper burial. Afetr a brief investigation of the farmstead, the party had a short, but brutal battle with the Wounded Owlbear (who put down the Barbarian in one round). They found the arm and then decided to split up, with most of the party staying in the farmhouse (with the baby Owlbear) while the Rogue and Wizard elected to confront the Gang for info. The Rogue and Wizard get distracted by a knife throwing contest with Tirra, before the Wizard none too subtly makes a few comments about "digging" and "bones" to Kullen and the gang. The two then retire their room to be awoken in the middle of the night by tyhe gang. A few bribes and a good diplomacy check later has Kullen asking for Filge's eyes. The party then decides to re-visit Alastor, who reminds thgem that his request was "to be laid alongside his family" and most of the party heads off to the observatory. The wizard lags behind, convincing Alastor to open the door. Trying to go solo in with the Wind Warriors lasted about a round. When the party realized he wasn't following, they met Alastor in front of the once again closed door letting them know their friend would not be joining them. A quick bash through the observatory resulted in Filge's death, leaving the party with relativley few scraps of knowledge to find out about the Age of Worms... |
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