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So Pathfinder does a lot of stuff great, its strongest suit has to be telling linear fantasy adventures, stories with distinct beginnings, middles and endings. What if on the other hand you want to try something different? How for example do you handle an In Medias Res opening where the players are up to their tails in trouble, and we cut back to the beginning to see how they got there. Or Flashbacks when PCs reveal heretofore unknown aspects of their past? Or Forgotten Tales - Adventures the PCs may have had between other adventures? The problem with a power curve like Pathfinder is that it's difficult to jump around in narrative time without feeling disjointed. So do any of you try anything different in your games? What works? What doesn't? So there is very little I actually want to change in Blood 4 Blood, my post here is just to add options so that GM's who have groups that decide they want to use some Kingdom Resources to solve some problems can. Blood For Blood is easily one of the strongest books in Kingmaker, with active opponents. I will post up rules about "Wandering Armies", as the Tiger Lords and Boggards patrol their territories en-masse, the PCs might want to put together a force to deal with that. Boggard Warden Guerrillas
Spoiler:
Boggard Warden Guerrillas CR 6 Small Army of Boggard Ranger 6 Combat Hp: 37 DV: 18 OM: +8 Tactics: Taunt Special Resources: Giant Frog Mounts Special Abilities: Swimming (+1 DV in marsh/swamp terrain) Logistics: Speed: 2 (No penalty in marsh/swamp terrain); Consumption: 7 Leader: M'bogo Priest (Cha +3) Spellcaster: M'bogo Priest (4, 3, 2, 1) Hero: None Prerequisite: Boggard Tiger Lord Barbarians:
Spoiler:
Tiger Lord Barbarians CR 5 Large Army of Human Barbarian 4 Combat Hp: 52 DV: 15 OM: +5 Tactics: Relentless Brutality (+5 OM/-2 DV) Special Abilities: Berserker Rage (1/combat Heal CR x 2 Hp, gain +2 OM/-2 DV for rest of Combat). Logistics: Speed: 3; Consumption: 5 Leader: Ameon Trask (+2) Spellcaster: None Hero: Tiger Lord Bravo (CR 9) Prerequisite: Ovinrbane I occasionally want to reskin a monster or present something a little unique. Often times the simple templates from Bestiary will do, but sometimes I want to give something a bigger twist. So here are some for folks to use. Rusted (CR -1) Constructs with the "rusted" template have succumbed to corrosion and prone to malfunction. Quick Rules: -2 on all rolls, -2 hp/hd. Add Staggered Condition. Rebuild Rules: HP: -2 hp/hd AC Reduce Natural Armour by -2. Ability Scores:-2 Str, -2 Dex. Special Qualities:Staggered Rusted Constructs have poor reflexes and can only perform a single move action or standard action each round. A rusted construct can move up to its speed and attack in the same round as a charge action. Difficult to Wind: Any construct with the Winding SQ only remains active for half as long when fully wound. Ectoplasmic (CR +1) Native to the Ethereal Plane, Ectoplasmic Creatures are formed from the very matter of the plane. Occasionally such creatures slip through where the material plane and the Ethereal Planes overlap. Rebuild Rules: Add the following Special Qualities:
New Feat: Ectoplasmic Summoner You may summon forth Ectoplasmic versions of monsters when casting a summoning spell. Prerequisities: Spell Focus (conjuration), ability to cast summon monster Benefit: Once per day when you cast summon monster you may summon an ectoplasmic version of one of the creatures on that list (apply the ectoplasmic template to that creature to create this monster). Hiya, I'm about to start playing in a new campaign for Evil PCs. So I've decided to go with my favorite evil archetype: The Mad Scientist. This character is evil. Apparently Way of the Wicked promises to hit level 20, so for the first time I'm putting together a 1-20 build. History:
Spoiler:
Dr. Archimedes Schmidt was descended from exiled Ustalavic nobility. Schmidt was always fascinated with biology, dissecting the family dog at 6. He attended university where he quickly earned a medical licence, often helping at the Temple of Mitra to save lives. Schmidt always resented the Mitrans, their constant bleating to their god for the ability to heal seemed so weak. If Schmidt could be allowed to continue his research he would be able to cure death itself.
"Technically, I vas arrested for grave robbery. Although I never vunce took a corpse from ze grave. I alvays experimented on zem in situ. I vould have gotten avay viz it too, if it vusn't for zat old man Jenkins and his meddling dog!"
The Stats: 25 Point Buy Str 10, Dex 16, Con 13, Int 17, Wis 14, Cha 10.
The Plan: Using SCIENCE! My Alchemist will keep the party alive through his crazy experimental techniques (flavoring his potions and elixirs as being kept in syringes). Anyone he can't keep alive will get ZOMBIED! Later on he'll stitch bombs into his zombie minions and send them forth to fight opponents (or at least explode GOREiously). I'll be using Wands of UMD to cast Control Undead (hopefully someone else in the party will be able to craft the Wands) - Plague Zombies will be the funnest to let loose on the occasional population. Traits:
Skills:
Spoiler:
Craft (Alchemy) Disable Device Heal Kn. (Arcana) Kn. (Nature) Perception Spellcraft Sleight of Hand UMD Feats:
Spoiler:
1 - Point Blank Shot H - Toughness 3 - Skill Focus (UMD) 5 - Die for Your Master 7 - Extra Discovery 9 - Extra Discovery 11 - Implant Bomb 13 - Extra Discovery 15 - Extra Discovery 17 - Extra Discovery 19 - Extra Discovery Discoveries:
Spoiler:
2 - Infusion 3 - Spontaneous Healing 4 - Tumour Familiar 6 - Healing Touch 7 - Preserve Organs (or Leadership) 8 - Alchemical Zombie 9 - Implant Bomb 10 - Mummification 12 - Lingering Spirit 13 - Dispelling Bomb 14 - Tanglefoot Bomb 15 - Smoke Bomb 16 - Elixir of Life 17 - Explosive Bomb 18 - Immolation Bomb 19 - Plague Bomb 20 - Alchemical Simulcrum, Doppelganger Simulcrum 20 Grand Mutagen - Fast Healing Finally a rules Question: Reanimator says: Spoiler:
Simple Reanimation At 7th level, a reanimator adds lesser animate dead to his formula book as a 3rd-level extract. When he uses that extract, rather than drinking it, he injects it into the corpse he intends to animate, which rises as an undead creature under his control 1 hour later. The extract can only create zombies (including variant zombies). This ability replaces the increase to bomb damage at this level. Does this mean I can make Juju Zombies? I'd like to stitch together an Igor. Otherwise I might just take Leadership to get myself an intelligent undead manservant/lab assistant. I'm finally starting Varnhold Vanishing, (my players have only just reached Varnhold). I'm going to be posting up my additions and changes here, in order to have a quick reference during play and to help other GMs who are looking to make some minor pacing changes. There are three major sections that I am looking to change: Varnhold Since I used Realm of the Felnight Queen and Conquest of Bloodsworn Veil, I have decided to have straggler fey of the Rosethorn Court and Fellnight Spriggans band together. (I had a two year downtime between defeating Hargulka's Monster Kingdom and Varnhold Vanishing). The Fey fled East towards Varnhold, got into a fight with the Centaurs first and hid out in a cave complex there.
Nomen Centaurs I really liked the idea of A History of Ashes from Curse of the Crimson Throne. Basically returning the Nomen Centaur's bow will give the PCs the right to take the "Challenge of Honour". Basically each challenge will give the PCs more trust points (See Haunting of Harrowstone), when the PCs have enough the Nomen will relate their secret history to the PCs. The Trail A whole town of people leaving all at once, leaves a trail, even a month old one. Basically I am going to have a piece of evidence in each Hex between Varnhold and Vordekai's Tomb. Just in case the PCs can't or don't want to befriend the Centaurs, they can find the townsfolk the old fashioned way. Looking. Hi all. I have a player who wants to join my Kingmaker game, the PCs are currently 7th level, and she's only played 2 sessions before (as a human fighter (4th level Valeros Pregen) and a Kobold Rogue (7th level)). In any case she wants to play her own character the original concept being "Swamp Thing" but we've since refined it to Grippli Druid, possibly a Swamp Druid archetype. I would like to refine the idea down to it's most simple elements in order to make the game easy for her to play. My concerns: Animal Companion: She wants a small bird of some type that can scout around for her. Spell-casting: Easily the most complex part of the druid, choosing spells each day and tracking spells can be quite complex especially now we're at 7th level. Does anyone have any advice for simplifying this? Shape-Shifting: This is another problematic element, I was thinking of giving her a number of pre-chosen shifts equal to her level (Mostly based on swamp-themed animals) with modifiers to attack, damage and other abilities listed on cards. What do you guys think? Any help would be greatly appreciated, as I'm always glad to have a new gamer join the ranks :) Hi all, I've got an itch to create a truly Mega-sized Megadungeon for my players. Basically a location my players could delve into for the entirety of the adventuring career. My rough idea: The Megadungeon should either be beneath a city, or no further than a day's walk from a city (to more easily buy and sell treasure, and to give the players a home to care about). The Megadungeon should have a mix of "natural cave" levels and artificially created levels. The Megadungeon should have three layers of story:
The current story: I.E. What the inhabitants are up to now. The intrigue story: What factions in the city might be interested in or interfering with. In any case: What would you recommend for a GM attempting to build a massive Megadungeon? What dungeon adventures would be the best to use? (I was thinking of opening with Shackled City #1, and expanding into the Underdark, rather than following the rest of the AP) No Trace (Ex) At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1. _______________________________________________________ Does the ninja only gain a bonus to disguise if they stand perfectly still? Seeing as this is an Epic Journey AP I'd like music to emphasize the different feeling that each location gives to the game. I was wondering if people had some suggestions for music for the following locations: Avistan: Sandpoint (Lord of the Rings Soundtrack) Avistan: Land of the Linnorm Kings (Something Metal?) Crown of the World (Icewind Dale Soundtrack) Tian Xia: Forest of Spirits (Princess Mononoke Soundtrack?) Suggestions and ideas welcome! The Dreaded Pink Dragon - You'll Only Laugh Once. This great pink beast is covered in thick scales, it's claws and horns are distinctly candy-striped. The only reason you've yet to burst out laughing is it's great dagger-sized teeth, and the the distinct sensation of frostburn you have just from standing near the beast. MATURE ADULT PINK DRAGON CR 13
SPECIAL ABILITIES Ice Shape (Su)
Icewalking (Ex)
Snow and Smoke Vision (Ex)
Aura of Cold and Flame (Su)
Habitat and Ecology: There are few places in the world where Red and White dragons interact and often their interactions end in violence. Occasionally though, a desperate and aging Red may seduce a white in order to spawn offspring. These abominations are the dreaded pink dragons. Possessing the strengths of both parents and none of their weaknesses, Pink Dragons usually lair atop snowcapped volcanoes. Some heroes assume Pink Dragons are weaker and easier to kill than their white or red parents. Such heroes never return from their foolish quests. More cunning than white dragons, and possessing an almost schizophrenic ability to focus their rage into lazer like precision or blind destructiveness. Pink Dragon's unpredictability is only matched by one other quality: They all hate being laughed at - and laughing at them is a mistake you'll only make once. Notes: The Pink Dragon is a white dragon with the Red Half-Dragon template added. I also added some of the Red Dragon's other abilities supernatural and spell-like, as well as additional sorcerer spells known (but not more per day). Okay so I'm thinking about a character I might want to play in Carrion Crown, and I was thinking something along the lines of a mad scientist (see also THIS. Basically Dr Victor Frankenstein, with a touch of Igor. He'll get his party mates stitched up and back into action... one way or another. So I was thinking of combining The Chirurgeon (Replace Poison Use, Poison Resistance and Poison Immunity)
Can these three archetypes be combined? Or because the Vivisectionist replaces bombs with Sneak Attack does that mean the Reanimator can not be used with that archetype? Would it be reasonable to reduce Sneak Attack by the amount that bombs would be reduced? Thanks,
First Question: If I give a creature construct armor, do include the Construct Armor as part of the CR? Example: I have created a 15th level human Magus with the Craft Construct feat. He has crafted himself an Iron Golem Construct Armor. Normal - Human Magus 15 is CR 14. He's a boss and has PC level wealth increasing his CR to 15 (51,200 xp). If the Iron Golem is included the XP reward increases to 76,800 (that budget would buy a CR 16 encounter). Second Question: Is a creature wearing Construct Armor susceptible to the attacks which effect golems? Using the Magus in Iron Golem Armor above: Is he Slowed by Electrical attacks? Is he healed by fire attacks? Is he otherwise immune to magic? I'm designing a high level challenge for my PCs to face in my Kingmaker game and while this isn't for a while down the track it would be useful information to have ahead of time :) I remember seeing it a while ago but foolishly forgot to bookmark it. Essentially it was a table patterned after a page 4th Ed. DMs refer to as "The DM's best friend" or something. It was listed by APL or CR and it had average attack rolls/save DCs/damage bonuses/Perception/Disable Device DCs etc. I was hoping to find it in order to add it to my "GM's screen" (essentially just a series of links on my laptop I keep open for usability at the table). It was of course for pathfinder. Anyone know what I'm talking about and able to provide me the link? My google-fu appears to be weak. (It sort of looked like This. But of course was for traps, hazards and skill challenges. Some background. In my Kingmaker campaign my players needed a Magister, so I introduced an NPC to fill the role. A necromancer who escaped Geb (LN). He's been researching a new school of Necromancy called Biomancy. So it's been a few months of game time and I'm coming up short on how to best represent Biomancy. The basic idea is that it's a sub-school of Necromancy, it does some healing (but nothing nearly as good as divine magic, requiring either expensive material components or converting lethal damage to non-lethal) and can animate the dead, but not through negative energy, instead using voltaic energy (aka electricity). It might also mess with things like poisons and have some debuffs in the way of disrupting biological functions (target unable to sleep, or feels starving or can't catch their breath). What I need is one or two spells of each level along this theme. Here are my ideas so far: Critiques and suggestions are very welcome. Share Vitality
Voltaic Revival, Lesser
While I think it's Rad that Paizo is expanding its list of monsters (fun for me as a GM), I think it's cool if players got to get in on the action too. While Bestiary 3 has been announced I hope there is time for a suggestion. New Summoning Spells. While I understand that Paizo does not want to expand the Summon Monster Lists (except with new elementals). I think new Summon Devil, Summon Angel, Summon Fey spells would be really neat to give players who would like to try out some of the new toy monsters. While these spells wouldn't have the versatility Summon Monster I-IX have they would round out character concepts quite well. Especially for someone like me who plays a summoner in Legacy of Fire (with a djinn flavoured Eidolon) having a "Summon Genie" line of spells would be awesome for my character. Also Universal Monster rules. If there could be some kind of tag in these rules which would point to which spells grant which abilities, I would be psyched. As new monsters come out, and GMs use them players of Transmuters, or other shape-shifting focused characters like Druids and some Witches would probably get a kick out of trying some of these cool abilities. Seeing a little versatility added to the UM spells like Monstrous Physique and Undead Anatomy spells would be super nifty. Thanks,
What changes if one changes Monk to the following: HD: d10
Remove: Maneuver Training Change: Flurry of Blows - The monk is treated as having 2 weapon fighting when fighting unarmed or with a monk weapon. Does this tip the monk too far the other way? For the record: I think the monk works fine as is, I've played one, my players have played monks, and we all have had fun with the class. A friend of mine is building a half-orc luchador for a campaign using the monk. I'm just curious if this simplification of the class would be easier to play (I have a player who keeps getting confused by the math). I was wondering how best to build the world's greatest liar, someone able to make you believe even the most outrageous untruths. I was thinking: Level 1:
Total Skill bonus: 1 (Rank) + 5 (Cha) + 3 (Class) + 5 (Feats) + 1 (Trait) = +15 / +16 to deceive (Spy ability). Continuing from there: Pretty much keep my ranks maxed from there. Take things like Coax Information, Honeyed Words. Combat Expertise, Improved and Greater Feint. Anyone think of any other good uses for the World's Greatest Liar? Tonight my group and I went out to a nice dinner in the city to celebrate 12 months of Kingmaker (and tangentally one of the player's birthdays). We had a great time, barely talking about the game at all, and instead enjoying a great night as friends. The best part? My players surprised me with a gift of a very nice wooden box to store my copious dice. A set of the Allies and Villains face cards, and the basic flip-mat. AND WE'RE ONLY IN BOOK 2! :) So I just wanted to brag a little that I have a great group of passionate appreciative players and I wouldn't give them away for quids. So there just never seems to be enough time even playing in person an via the facebooks. So I've taken to occasionally writing short stories from the perspective of NPCs in my player's Kingdom. The Barony of Kyshahn. These stories will contain spoilers for Kingmaker. Kitchen Thunderclash
Spoiler:
The scent of delicious game hen, and pork turning on the spit was too much for young Raeth. He eyed the meat, seeming to watch the colour change to the appetising golden brown in front of his eyes. "Soon," the boy whispered, "soon." He enjoyed the kitchen, despite his demonic appearance (his horns were growing in painfully), Raeth was mostly ignored so long as he kept from getting underfoot. The sturdy dwarven cook ran the kitchen like a drill sergeant. Shouting orders this way and that, as he kneaded heavy dwarven dough with muscular dwarven arms. "You there boy!" Cook called with his thick dwarven accent. Raeth looked behind him, and realised he was the one being indicated. "Me?" "Aye, dinnae just stand there like a stunned cave fish. I need more sun-apples, go fetch 'em from the garden." "Bu-" "But nothin'! This pie cannae wait fer yer gawpin' now GO!" Raeth ran from the kitchen and through the servant's passages, entering the grand feast hall. It was empty save from some human servants scrubbing the tables clean, and sweeping up some stray bones and nut shells from the stone floor. All that was left of the Baron's lunch with the Drelev diplomatic envoy. Raeth looked up at the tapestries, sewn by the elves and given as gifts commemorating important moments in the founding of Kyshahn. The bandit camp at Thorn river, the discovery of Howling Rock, the Kobold Accord, the fey and the 8 trees representing those lost in the exploration of the Green Belt. "Is it just me or does that tapestry look funny to you?"
Raeth headed to the grand staircase, where Althalos and Rhonin were coming down."I'm telling you we can't AFFORD pistols for the watch. Alkenstar controls the trade of guns very strictly, and the last thing they want is an upstart bandit kingdom getting their hands on a shipment of guns - the kingdom can't afford the expenditure."
Raeth actually liked Rhonin - he had a cool hat, and stood for what he believed in. Raeth didn't mind that Rhonin looked at him like he was about to burst into flames any second. EVERYONE looked at him that way. He was growing very close to Althalos though, Althalos knew what it was like to be different. He was a bit of an economics geek, but he made up for that by being able to smell what colour socks you wore yesterday (that was a cool trick). Raeth ran along the second story hall way, dodging servants and tables on the way. He paused when he spotted a pair of servants looking into a room, the door only slightly ajar. He knew this room, it was Hollow's Laboratory. Raeth sidled over to the door and tapped both servants on the shoulders. The pair jumped.
Raeth took a peek into the room even as he latched the door. It seemed Grand Diplomat Rosalina and Magister Hollow were engaging in some very vigorous combat training. Raeth quietly shut the door blushing furiously. A nearby candle burst into flame, and Raeth put it out quickly. He looked down the hall, the servants were long gone and he let out a sigh of relief nobody had seen. Channel the magic. The artist controls the brush. The sculptor shapes the stone. He remembered the advice of Zool. The gnome had taken to mentoring Raeth in the arcane arts. Zool was meeting with Dodgy Nick today, something regarding a business deal gone sour. So Raeth had to make do on his own. He pictured the inferno inside him being drained away to a mere candle and then going out. Calming himself Raeth headed up the nearest tower to the rooftop. The cool night air was refreshing on Raeth's hot skin. The trees on the roof grew impossibly tall thanks to the ministrations of Archdruid Ulver. Ulver was enjoying a spirited debate with High Priest Jhod.
Raeth ignored them and spotted the apple tree. He quickly leaped onto it and began shimmying into the branches. He took a moment to look out, from this tree he could see all of Calvin's Rest, people were lighting the torches outside their houses but there was light enough to see by. That so many people were still outside spoke to the sense of safety they felt in the Kingdom's borders. Raeth looked further north and could see the hills, much of it converted to farmland to support the bustling town of Calvin's Rest. Raeth had ridden through it with Althalos and his mother as she saw to the needs of the farmers and hunters. He enjoyed the peace of it. To the South was the Tuskwater lake, and the wild untamed hills. Rumours abounded of trolls ruling the hills, but Raeth had never seen a troll for himself. The south represented adventure and excitement, Raeth sorely wished to see it for himself. Almost on the horizon was the flickering lights of Candlemere. They said it was haunted by the ghosts of those who had died conquering the Greenbelt. That the dead explorers that came before were locked in eternal conflict with the Stag Lord and his bandits. The tree shook. Raeth screamed, and near fell off his perch.
Fully laden Raeth was barely able to carry the apples down the stairs without tumbling, he stopped half way down to rest.
Cook was still yelling like a drill sergeant. "-and WHERE ARE THOSE DAMN APPL- M'lady Sarynn."
I was reading the rules for Acrobatics and Charge and wondered if the two interacted. Example: Merisiel the 3rd level Rogue has an Acrobatics bonus of +10 (very easily achievable). She's fighting hobgoblins in the Caves of Unfortunate Terrain. The hobgoblin she wants to stab the most, is 30 ft. away but there is 10 feet of difficult terrain (slippery rubble) between Merisiel and Hobgoblin Victim (TM). M - - X X - - H The rules for charge state: Quote: You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge. However, Merisiel's player states: "Can't I just jump over it and stab the chump? Even on a one I can jump 10 ft. on a running long jump. Plus the idea of me gracefully leaping and stabbing this dude is way cool right?" She does have a point. So I ask fellow GMs and Devs? Can Acrobatics be used to ignore difficult terrain for purposes of charging? Can one make an Acrobatics check as part of a charge? Why? Why not? Reason for asking: Spoiler:
I plan on becoming a Pathfinder Society GM in the next few months, and I'd like to be square on the rules. I tend to allow the above in my home games, because rule of cool wins, but for PFS play, my rules knowledge might need to be tighter. The following is my attempt to change the impact of Death on a campaign, inspired by games like Dragon Age, where the characters are revived after battle having sustained some wounds. Also inspired by the idea of the retired and grizzled adventurer, covered in battle wounds and nursing injuries from his adventuring days. Near Death Experiences
Near-Death Injury Chart
Spoiler:
% Dice Roll - Result 1-10 - Broken Bones - 1d10 Str Damage (On a 10 Lose a Leg: 10 ft. Speed Penalty) 11-20 - Ligament Damage - 1d10 Dex Damage (On a 10 Lose a Hand: Can't do tasks requiring two hands without taking -5 penalty.) 21-30 - Organ Damage - 1d10 Con Damage (If reduced to 0 con, then death is permanent) 31-40 - Brain Damage - 1d10 Int Damage (On a 10 Lose an Ear: Permanent -1 Perception checks, 5% spell failure chance on Verbal Component Spells) 41-50 - Beaten Senseless - 1d10 Wis Damage (On a 10 Lose an Eye: Permanent -1 Perception checks and ranged attacks) 51-60 - Uglied Up - 1d10 Cha Damage (On a 10 Ugly Obvious Scar: Frightening appearance gives +1 to Intimidate, but makes many creatures starting attitude start 1 step lower towards you.) 61-65 - Gut Shot - You gain the Sickened Condition, as your injury causes you great pain and nausea. This can be healed with the long term care of the Heal Skill (DC 20) or Lesser Restoration. 66-70 - Recurring Nightmares: You gain the Shaken Condition, as you constantly have flashbacks to your near death experience. This can be healed with the long term care function of the Heal Skill (DC 20), or Remove Fear. 71-75 - Seeing Spots: You gain the Dazzled Condition, as your injury has left you seeing spots. This can be healed with the Long Term Care Function of the Heal Skill (DC 20), or Lesser Restoration. 76-80 - Crushed Lung: You gain the Fatigued Condition, as your injury leaves you breathless. This can be healed with the Long Term Care Function of the Heal Skill (DC 20), or Lesser Restoration. 81-85 - Heart Broken: You gain the Exhausted Condition, as your injury has seriously damaged your heart. This can be healed with the Long Term Care Function of the Heal Skill (DC 25), or Restoration. 86-90 - Major Disability: You sustained such major damage you are left with the Disabled Condition. This can be healed with the Long Term Care Function of the Heal Skill (DC 25), or Restoration. 91-92 - Punctured Ear Drums: You gain the Deafened Condition, as you injury did major damage to your ears. This can be healed with the Long Term Care Function of the Heal Skill (DC 25), or Restoration. 93-94 - Blinded: You gain the Blinded Condition, as your injury did major damage to your eyes. This can be healed with the Long Term Care Function of the Heal Skill (DC 25), or Restoration. 95-96 - Recurring Night Terrors: You gain the Frightened Condition any time you are in immediate danger (such as when you see monsters, or foes with weapons drawn). This can be healed with the Long Term Care Function of the Heal Skill (DC 30) or Greater Restoration. 97-98 - Major Brain Damage: You gain the Confused Condition. This can be healed with the Long Term Care Function of the Heal Skill (DC 30) or Greater Restoration. 99 - Spinal Damage: You gain the Paralysed Condition. This can be healed with the Long Term Care Function of the Heal Skill (DC 40) or Greater Restoration and Heal. 100 - Roll Twice Take Both Results. Variants:
Spoiler:
Knocking on Death's Door: Instead of rolling when one reaches negative constitution, a PC must roll any time they are reduced to negative hit points. This makes for a more brutal system, where PCs often end up heavily scarred and battered. Be careful when using this variant to offer plenty of downtime or magic to let the PCs heal up from particularly tough battles. Sewn Back Together Wrong Only roll on this chart when a PC is brought back from death, as the magic imperfectly brings the PC back. Tougher to Heal: A PC may only heal the above conditions with a Heal spell. High Levels are Deadlier: The PCs may only use this rule from levels 1-6, after which dead is dead and Raise Dead or similar magic must be used on a character who hits negative constitution. So what do y'all think? There are still major repercussions for Death (in the form of a semi permanent injury), but the PCs aren't hit as often with a big GP loss. The PC usually only requires some down time with a skilled healer to be back in peak adventuring condition. Questions? Suggestions? Comments? Since I'll be playing in this AP I haven't had the chance to read any of it (besides the Bestiary, what fun!) I have however just flipped through the PDF to look at the amazing illustrations. I don't know who you have on the art in the Haunting of Harrowstone, but make sure all of them get thanks for making a truly beautiful book! In particular I loved the art style in the Bestiary, and in the Adventure proper, (those half page illustrations one can get lost in!). Hey so I've only recently discovered the joy of Podcasts, and currently regularly listen to the Pathfinder Podcast, and the entire network of SMODcasts. I've listened to all of Ricky Gervais' "Guide To..." series. I am devouring podcasts faster than they are being made! Help me Paizo-One-Kenobi, you're my only hope! Find me some podcasts to keep me sane during my very dull filing job, so that I can keep my mind busy while my hands and eyes do all the sorting work. Does anyone else think that Serpent's Skull would be the best port to a 1920's pulp era setting? This AP is the one that makes me wish there was a Pathfinder Modern Conversion. It evokes the feel of a 30's pulp serial, Indiana Jones and The Mummy. It's a long while before I can even consider running this AP, and I'm considering a lot of different options before I do and the one I'm considering most heavily is making this a modern conversion: Some flavour conversions: Azlanti = Atlantis
Red Mantis = Japan (NINJAS)
The basic premise is that the true and secret history of the world as posited by Robert E. Howard's "Conan the Barbarian" stories happened more or less as written. Africa is still largely unexplored by western society, and has many strange and fantastic creatures living there. Book one works more or less perfectly as written (the cannibals are degerate Nazis that are trapped on the island). Book two also works pretty well, mostly just changing up some of the rival faction's equipment. Book 3 onward is where I start to get iffy as the game starts to get pretty high magic by that point. Anyway I'm off to bed, anyone have any ideas or suggestions - ideas on how to best modernise PF classes or Pathfinderise Modern classes? Quote: Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force. Bolding mine for emphasis. My question is this, can I extend my moonlight bridge directly upwards? If so could I stand in front of a doorway create a Moonlight Bridge from the floor to the ceiling and effectively block the doorway for 24 hours? The text does say "in any direction", but I want to be sure I'm reading this right? First of all I love the Gunslinger, works equally well for a Pirate or a Cowboy (and frankly the game needed these options :D). That said, I think the Gunslinger might be a Base class rather than a fighter sub-class. Here's why: Grit: It's such a unique and thorough class feature that I can't help but feel that it's removed itself from the fighter's purview. Multi-Classing: I feel a Gunslinger/Fighter multiclass should be possible, as far as I'm aware you can't multiclass between a subclass and the class it's based on. There's nothing incompatible between a fighter and a gunslinger (and it might be fun to go with a switch/hitter fighter gunslinger build). I also feel the same way about the Ninja. While it bears a lot of similarities to the rogue they aren't incompatible. The samurai on the other hand has so many similarities to the Cavalier it might as well just be additional orders. When I first saw the Anti-Paladin base class I thought it was brilliant because it's completely incompatible with the paladin. In any case what do others think? Can I ask the devs why they chose Sub-Classes rather than base classes? I really love this stuff, and am definitely going to implement it into my games ^_^ With Serpentfolk, Intellect Devourers and a mysterious foreign locale all featured in Serpent's Skull I was wondering if anyone wanted to take a stab at converting some encounters into psionic menaces. Perhaps transform some treasures into psionic items? I'll probably take a crack at this at some point (I aim to have 2 psionic encounters per adventure), that way characters with Psionic classes can feel fully incorporated into the setting and the campaign. So just a question for everyone out there currently playing or running a game set in Golarion: Where on Golarion are you? I have 7 players currently in The Stolen Lands area of the River Kingdoms. I'm currently playing in the Katapesh region, along with another 8 players (but not all at once though). Wish we had a big communal map we could put pins in... So I've just come home from watching Tangled, and I've been thinking about how to modify the game to make it, well... Just a little more cartoony.
First off Tangled/Rapunzel. Longest Hair in the Land (Fairy Tale)
Magical Glowing Hair (Fairy Tale)
More to come... Kingdom of Kyshahn Fun Facts:
Spoiler:
Age: 6 Months Founded: 5th of Calistril 4710 AR. Current date: 8th of Sarenith 4710 AR. Pop: Approx. 2,250 Rules Notes:
Spoiler:
Alignment: Chaotic Good Size: 3 (Approximately 450 square miles of area (A little larger than Hong Kong) Control DC: 23
Scores (Unaffected by Edicts, Taxes or Festivals):
Current Edicts:
Consumption: 1 Leadership Spoiler:
Baron Auron "Doc" Thundershield (formerly of the Thunderclash Clan): Dwarf Cavalier 4.
Settlements: Spoiler:
Calvin's Rest
Bonuses:
Items:
Major Buildings:
Fun Facts:
Major Events:
Spoiler:
Month 1: Built Castle Thunderclash. Oleg attacked by disgruntled customer, but the criminal was apprehended by some concerned citizens. The criminal was put in the castle dungeon, after he sobered up he was set free with a stern warning. Celebrated the Founding Festival. Month 2: Howl-of-the-North-Wind Lair Hex claimed. Month 3: Attracted Dodgy Nick's Carpentry to Calvin's Rest. Celebrated the Festival of Wang, wherein people dressed as fey creatures or insects and attempt to frighten each other, big fireworks display. Bridge Hex claimed. Month 4: After hearing some rumours about a barbarian barrow, the Council of Kyshahn travelled to the Barrow of the Lonely Warrior, finding a fantastic treasure with which to bolster their failing economy. Month 5: Celebrated Rhonin's Archery Tournament of Erastil. Month 6: Celebrations cancelled for foreseeable future, until treasury can recover from the spending and consumption which crippled it. At the back of the Players Handbook II in 3.5 there was a really brilliant table for rapidly generating NPC statistics and gear. Just pick the level, and follow the lines. I'd really like to see a Pathfinder version of this table. As a GM who often finds his players taking on NPCs as help or as replacement PCs, tables like that would be SUPER handy. It took the complexity of NPC generation and boiled it down to a much shorter process. So if that could be in a future product, or if a 3pp sees this. I would pay money for this. Thanks in Advance, DM_aka_Dudemeister. I start RRR next week, and while I'm excited about the Kingdom building and have a good idea of how to inject plots built off my character's back-stories. My problem is that the adversaries in RRR don't have the same presence and personality of the Stag Lord and his bandit compadres. So with that in mind I decided to tweak the villains in RRR. BEWARE FOR SPOILERS ABOUND Hargulka as written doesn't do a whole lot. Mostly just send his incredibly tiny band of Trolls to harass the PC's kingdom occasionally. Then just sits on his silly throne waiting to get killed. I like my villains a bit more proactive than that. So I present to you: Hargulka's Monster Kingdom A dark twin of the PCs kingdom born at the same time, with a capital in the deep southern reaches of the Greenbelt. Hargulka has seen trolls slain at the hands of upstart "pinkies", and sees the fractured nature of the monstrous races as their greatest weakness. Nyrissa has encouraged in Hargulka a feeling that he is destined to rule the monstrous races of the Green Belt and drive out the encroachment of civilization. To that end she has sent Hargulka an emissary in the form of one of her Will-O-Wisps. Hargulka's plan is as follows: 1) Diplomacy: Send troll diplomats (advised by invisible Will-O-Wisps) to the various monster tribes in the Greenbelt and convince them to swear fealty to Hargulka. 2) Harassment: the PC's kingdom with threats and acts of terrorism. The basic message being: "This land is for monsters only. Civilization not welcome." 3) Attack!: Coax the Talonquake (the giant owlbear) to attack the PC's major city, hopefully driving the PCs out once and for all. ----------------------------------------------------------------------- Expanding Part 1 - Diplomacy. The Sootscale Kobolds and the Monstrous Feast Spoiler:
If the PCs befriended the Sootscale Kobolds, at some point the PCs should be called to the Sootscale caves, preferably just before, or just after the PCs plan to annex the caves as part of their territory. When the PCs arrive at Sootscale Caverns they notice that the Kobolds are busy making a feast of a dozen or so boars. They are welcomed inside (if the Sootscales are friendly of course). Once inside the PCs are escorted to the common area, where the Kobold leader sits on a throne. The room seems especially crowded as a trio of Trolls are in the room. Chief Sootscale (KM #31) and/or Tartuk (KM #31) should be present (assuming they are both alive), otherwise there should be some manner of Kobold leadership present. Also in the room is Hargulka, Nagrundi, and one of Hargulka's trolls acting as an honour guard. Hargulka and Nagrundi take the opportunity to size up the PCs. Chief Sootscale greets the PCs warmly and a feast quickly begins. Roast boar is carted in, and Chief Sootscale explains:
Hargulka clears his throat (a sound loud enough to cause dust to shake off the cavern ceiling). "I was explaining to the little Sootscales the danger of being beholden to a human empire. I am aware that you mean well by annexing the Sootscale Kobolds, but what you hope to accomplish by 'redeeming' them is nothing less than cultural genocide. Given enough time in your... empire, the Kobolds would lose their cultural identity. They are fierce dragons, not a mere... halfling variant. What I offer the Sootscales is a chance for Kobolds to be Kobolds. They can continue trap-laying, and mining and scheming and rather than lose their cultural identity they can be beholden to me and still retain their... draconic heritage." The PCs should feel free at this point to argue against Hargulka. Chief Sootscale would prefer not to join Hargulka's new "Monster Kingdom" as the memories of his uncle being eaten by a kobold are not so long past. The reason he called the PCs was in his clever koboldy way to give him an out. If the PCs can come up with any half-reasonable argument and make a Diplomacy, Bluff or Intimidate check on Chief Sootscale then the Chief bows to the PCs wishes and remains in the PC's kingdom.
If a fight should break out, Hargulka doesn't kill the PCs. Rather he attacks for non-lethal damage and when there is only one PC left standing (preferably the Baron/ess) he tells the PCs. "Go home, pack your things and then get out of my country. Your kind aren't welcome here." Again stalking off (He's more than a match for a group of level 4 PCs, especially with Nagrundi as back up).
Next time: Assault on the Faerie Nest. Four groups of adventurers were sent into the Stolen Lands. We know the fate of Baron Varn thanks to the Varnhold Vanishing (Kingmaker #33), and Baron Drelev thanks to Blood For Blood (Kingmaker #34), but unless I missed something the explorers of the Glenebon Uplands are simply forgotten. Perhaps I've missed something, but I was curious as to what became of these intrepid explorers. My PCs should be finishing up Stolen Lands (Kingmaker #30) within the next month (hopefully). I'm going to run a Ball in Restov wherein the Barons will be receiving their new Charters and was wondering if perhaps the poor doomed Glenebon expedition had already met its fate (also whatever that fate was, as I'd like to pepper it into War of the River Kings). Am I the only GM who finds it difficult to play Multiple NPCs in the same scene difficult. Jumping from character to character (particularly at a big feast or party). It's even more complicated if you have to NPCs disagreeing with each other (it gets to a point where I end up arguing with my self and that's never a good sign). So do you guys have any tips to running multiple NPCs at once? I've had this idea banging about in my head, and although I should be sleeping because I have work in less than 4 hours, I am not. The basic premise is a mash-up of Shackled City and Second Darkness (with perhaps some of the fun stuff from Kingmaker). Shackled Darkness An Adventure Path Idea Main Villain:
Themes and Key Conflicts: Falling and Redemption. Home. Level 1-3: Shadow Bazaar Spoiler:
The PCs are given the deed to a series of ramshackle old buildings, which they can use to run and operate their own business from. They soon discover that beneath their very homes are a series of tunnels which lead to the Darklands themselves! The players will discover a grim market wherein the lives of those above can be bought and sold by the treacherous creatures from below. The adventure ends with the PCs dueling a Drow raiding party above a spectacular underground waterfall. Rewards: Homes, Businesses and Noble Titles Level 4-6: Party Season Spoiler:
When knowledge of the Drow beneath Cauldron becomes public, the PCs are invited to the Elven Embassy for one of the season’s finest parties. There the PCs learn of a number of problems plaguing the city at large, from an unsolved murder, to missing wands and a haunted house-party the PCs will soon learn that the Drow have more influence on the surface world than originally thought. The adventure ends with the PCs battling foes in a watchtower rolling through the streets of cauldron. Rewards: The PCs gain some influence throughout the city and some information on the Elves of the region. Level 5-6 Echo of Evil Spoiler:
A villain revealed! The PCs now know the Drow are behind a series of concerted attacks against their home city, worse still the Elven Enclave has been harboring extremists bent on destroying Cauldron to remove the taint of Drow evil beneath the city. The PCs will need to tread carefully and accrue political power if they wish to accuse a powerful member of the Elven council of wrongdoing without provoking a war between Cauldron and the nearby Elven population. Can the PCs gain the support of the populous, the ruling class and the city guard in time to fight back an invasion of Hobgoblins, Drow and Driders from beneath the city? Rewards: Mass Combat! Increased titles, and when the leadership of the city dies the PCs must take up the reigns. Level 7-10 Rise and Fall Spoiler:
With the Drow either repelled from or occupying Cauldron the PCs will need to deal with the problem of refugees and dispossessed (so rebuilding of some homes can get under way). Unfortunately the nearest settlement belongs to the Elven nation. The PCs will need to escort refugees across a dangerous landscape, and petition the Elven court to supply refuge for the dispossessed citizens of Cauldron. Unfortunately for the PCs the Ambassador they drove away is plotting her revenge. The PCs will have their work cut out for them especially if an Elven noble offers their lands for the PCs to use if a PC will get hitched! Also: Bear witness to the startling and terrible transformation of an Elf into a Drow! Rewards: A bride/groom for one lucky PC and access to elven resources. Level 11-12 Flames of Redemption Spoiler:
Convinced that the only way to rid herself of the Drow taint is to destroy her long hated foes once and for all the PC’s nemesis embarks on a mad plan to let loose an eruption beneath the city of Cauldron. The chase is on as the PCs must aid the evacuation of the city, and open the long sealed magma tubes so that the flow won’t reach the city above. The adventure ends with a BANG as they do battle with their arch nemesis, the Drow Queen, a Red Dragon inside around and above a burning Drow city! Rewards: The end of the campaign, a sense of accomplishment maybe a lousy t-shirt. Maybe a TPK in the climactic end battle. Let me know if you see anything like a gaping plot hole. Next up: A Player's Guide to Shackled Darkness! Quote:
Also See: This. This accomplishes two things: 1) Gives the class a DEFINITE flavour. A Dragoon is the heavy artillery, packed with weapons and spells he's a one man WMD. He masters combat and magic equally in an attempt to destroy his enemies quickly and efficiently. Perhaps high level Dragoons are often called on to act as guards and emissaries for powerful dragons. Essentially a Dragoon is a master of spells and combat because dragons are masters of spells and combat. 2) Works within the parameters of the Paizo naming conventions for base classes - To whit: "A single real word with a foundation in fantasy lore". I've been pondering it for days. Module: Kingmaker Stolen Land (No real spoilers) Characters: Human Barbarian 3, Human Inquisitor of Erastil 3, Dwarf Cavalier (Shield) 3, Gnome Sorcerer (Destined)3, Elf rogue 3. The Setup A twisted area of forest with Bandits hidden around the area (lots of difficult terrain and cover). Polom and Porom were on either end of the party. They were well hidden and prepared for the party with their buff spells (shield, magic weapon etc).
Magi: I had a pair of Magi with a group of bandits ambush my PCs in the Narlmarches.
Parting Thoughts: It was a tough fight (I dread to think what a Magus' critical hit might look like). The Magi had about a 35% chance to hit the highest AC in the party, and their damage output when they hit was very intimidating to the party. Over-all a fun encounter, but Magi are complex enemies to run. They were designed to test two build philosophies Pre-Buffing and going in using a weapon 2 handed, or using spells dynamically in combat. One style feels very barbarian, the other style feels very manga. Three rounds is pretty average for my party combats. A lucky crit or two from the magi could have caused some egregious PC harm. I think maybe finding a way to streamline Spellstriking and Spell Combat might make a GMs job easier when running a dynamic casting Magus.
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