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Elan

Fiendish Dire Weasel's page

Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 600 posts (603 including aliases). 6 reviews. No lists. 1 wishlist. 1 Pathfinder Society character.


Qadira (Pathfinder Adventure Path Subscriber)

I make liberal use of this website to pathfinderize my RotRL game

http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths/pf-0 5-sins-of-the-saviors

It has a conversion of Kazaven's Necromantic Deathtrap in the Gluttony secion of Runeforge, however the only way to dispel it is keyed to the Turn Undead ability, which is now substantially less common than it used to be. You can see it here:

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/tr aps/necromantic-deathtrap-cr-13

Has anybody come up with a way to alter this so more groups would be able to suppress the ability? I'd be interested in any other ideas anyone else has had on that.

Qadira (Pathfinder Adventure Path Subscriber)

I'm running Runelords in the Pathfinder RPG, and am having a great time with it. The

http://www.d20pfsrd.com/bestiary/fan-conversions/paizo-adventure-paths

site has been super helpful in handling most of the conversions and saving me a ton of grunt work. I tweak them when I feel like it, but often run them right out of that when possible.

The problem is that nobody has created one for the 4 lovely ladies that accompany Delvahine in the Iron Cages of Lust - her alu-demon daughters Eryalla, Lelyrin, Voivod, and Zevashala. Now normally, that's not the end of the world, as I'm capable of making up my own, but in this case those chicks come from 2 listed sourcebooks (Tome of Horrors and Plot and Poison) that I don't own. Now, I know I NEED to get Tome of Horrors, but that's a paycheck or two away still, and we're running this room tomorrow night. So I have no idea how to convert these chicks while still being as true as possible to the concept of the source. I don't know what they get from where.

I could always just run them from the module as written, switching grapple for CMB/CMD and all that, but if somebody has something else that's a more effective use of the source books and captures these lovely ladies better, I'd love to hear about it. Thanks! :)

Qadira (Pathfinder Adventure Path Subscriber)

We finally started RotRL this Tuesday (3/8/11) and are converting it to the Pathfinder RPG rules. We are all veterans of 3.5, but this is our first foray into Pathfinder and we are excited about the prospects. Here is our starting cast of characters:

Aamon Vosh - Human Cleric of the Old Ones (Void and Chaos Domains)
Korisel Spireson - Shoanti (Human) Monk
Constantinos Tsirtsirkis - Cheliaxian (Human) Cavalier - Order of the Cockatrice
Adolphus "Matt" Trymantis - Elf Wizard
Wilhelm Trueblood - Half Elf Bard (going to multiclass w/rogue)
Anisa Iraclido - Human Witch
Dagrora Alekin - Dwarf Fighter

Should be a good group. I worry just a little about their ability to heal since their Cleric is a negative channeler, but the Witch took the heal hex so that will help some, at least early on. The rest of the bases seem to be covered, as you would expect in a large part. :)

What follows is intended to be a chronicle of their adventures and they attempt to make their way in the world. I hope anyone reading this enjoys it. I'm going to start with a post for each of the character's backstories, as well as the character bonuses I presented to each to represent their additional training as a backstory reward.

Qadira (Pathfinder Adventure Path Subscriber)

We are starting a pathfinder game in a week or so, and all of my players have vast previous experience with 3.5 but none with Pathfinder. Is there a website or a pdf or something that summarizes all the differences? Mostly we're talking about skills, feats, CMB/CMD, and so on. Mechanical stuff.

Anybody that has access to anything like that and could share it would be appreciated. Thanks! :)

Qadira (Pathfinder Adventure Path Subscriber)

The Improved Natural Attack feat from the Bestiary increases the size of your natural attack by one step, just like in 3.5. It has an additional line that it can't be applied to an unarmed strike.

The monk's improved unarmed strike says that it counts as a manufactured weapon or a natural weapon. So feats/spells that normally can only go on manufactured weapons or natural weapons can be used with their unarmed strike.

My understanding is that the generic unarmed strike every humanoid possesses does not qualify for the feat. My question is whether the monk improved unarmed strike overrides it being a generic unarmed strike.

Qadira (Pathfinder Adventure Path Subscriber)

I know I've read this in the material somewhere before, but we're doing character creation and one of my players wants to know the starting year in order to write up his back story, and I can't remember what it was or where I originally saw it. Anybody recall either?

Thanks in advance.

Qadira (Pathfinder Adventure Path Subscriber)

I know I saw this somewhere once before, but can't remember where and can't seem to find it now...

Which XP progression is the one that's assumed to be in use when determining the "proper" level gain to keep up with the Adventure Paths? I remember there was one suggested but can't remember which. I'll be running Runelords as soon as my friend finishes up his turn as GM doing Age of Worms, our last 3.5 campaign, and need to know.

Thanks. :)

Qadira (Pathfinder Adventure Path Subscriber)

Hey all, I ran a group through Savage Tide and we all had a GREAT time, but that's all finished and one of my players is now running us through Age of Worms, which has also started out well. We're having a blast.

Well, after that is over (probably at least a year from now), we'll be moving on to one of the Pathfinder Adventure Paths. I have all of them, being a Charter Subscriber carried straight over from Dungeon Magazine, but haven't really been able to keep up with reading all of them as I've gotten them. My players don't really know much about any of them either, as I am the only one with an AP subscription.

What I'd like to know is this: is there somewhere I can go that has a short summary or synopsis of each of the 4 Pathfinder APs so I can get a good idea of what they're "about"? Obviously something like that would have some spoiler info, but if there's something like that, that'd be great.

Barring that, would anyone who's played or run one or more of them like to give input on what they did and didn't like about the one(s) they were involved with? I'd like to know. :)

Thanks!

Qadira (Pathfinder Adventure Path Subscriber)

I play 3.5 presently with a group of guys, one of which is currently running us through Age of Worms, after I ran them through Savage Tide. We like Paizo and their products, so that should help. :)

Anyway, I have read through the PFRPG and love it, but was wondering if there existed a simple pdf or similar document that outlined all the basic changes between PF and 3.5. I mean I have been able to work a lot of it out on my own, stuff different with all the races, the core classes, the skills of course, some of the spells, and so on. Is there one document I can give them that would start as a good discussion point with them so I can help "convert" them to wanting to make the switch?

I've explained to them that all our 3.5 stuff is still applicable and that's been a big selling point with them, and as I mentioned, we're big fans of Paizo and all they do anyway, so that helps too. But there IS some conversion involved, albeit minimal, and obviously some of the stuff in the 3.5 books will need some adjusting to be kept level with PF. Mostly monsters made tougher, NPCs in published adventures adjusted, and so on. Nothing huge, but not zero either.

Anybody have ideas? If not, I guess I could put something like that together myself, but if it's already been done, it would be silly of me to replicate it (poorly most likely, I'm sure I'll miss something)

Qadira (Pathfinder Adventure Path Subscriber)

Hey all, I have a minor issue. I'm making a Drow PC, a prospect I'm relatively excited about because it's something I've never done in any edition of D&D despite having played for a LONG time. I always felt it too cliche after the whole Drizz't thing and didn't want to be like that. But I'm making a character story that's different enough that I don't feel like that's an issue in this case. Cleric of Sehanine Moonbow (alignment CN) and the whole bit.

Anyway, my dilemma is this: My DM is running the campaign in Greyhawk. I'm used to DMing in the Realms and that's the world I know better, but I can adjust. The one issue I have is that he's forbidden the use of all FR source material.

The issue is that I would very much like to take the Daylight Adaptation Feat. It fits with my character's concept and would negate the rather harsh penalties associated with being a drow on the surface world. The most recent version in Drow of the Underdark is blinded for the 1st round, and -1 to attack rolls, saves, and checks thereafter when in bright light. The problem is that the only place I've been able to find the feat in 3 or 3.5 material is in the Player's Guide to Faerun, which is not a usable source for this game.

Does anybody know of another source for this feat? Alternatively, does anybody know a good workaround for it? For now, all I've been able to come up with is darkness, but that's only usable once a day. Now there is a great feat in Drow of the Underdark called "Blend into Shadows" that gives me another use of darkness AND lets me make hide checks in it even when being observed, and that would raise it to 2x/day. But that's still far inferior to daylight adaptation, AND I likely hamper the abilities of the rest of my party, which is not what I have in mind.

Ideas anyone? Thanks in advance!

Qadira (Pathfinder Adventure Path Subscriber)

I saw in your blurb about the release of Anubis Murders that Gary Gygax will be signing copies at the Paizo booth. Is there a list of times somewhere saying when he'll be available? I doubt he'll just be hanging out at the booth from open to close all four days, right? :)

Looking forward to getting my copy, and getting it signed by the guy who started it all. :)

Qadira (Pathfinder Adventure Path Subscriber)

Our party begins Sea Wyvern's Wake tonight, although I don't expect us to get terribly far tonight because we're starting with some much-needed downtime. Then, after that, I can pretty much guarantee that my PC's (one or two particularly) will take a very keen interest in the exact nature and specs of the ship's cargo. So, while we might set sail tonight, I don't expect them to get too far.

Anyway, the reason I am writing this is that I have a couple of semi-unique problems that I forsee with the adventure as written, and I'd like some input and advice on them.

I should state before hand that, as I have mentioned in other threads, I have a relatively unusual party in a number of relevant ways. One is that it is a large party, consisting of no less than 8 PC's. Also, I have converted the campaign to run in the Forgotten Realms, in case that matters to anyone's advice. The other is that they're all good sailors, with all of them having at least 3 or 4 ranks in Prof(Sailor), many much more than that.

The reason that's a problem is that I feel like it's going to be rather obvious when I railroad them into a shipwreck at the end of SWW. I understand that it's a near-hurricane storm they're facing, and that the ship is rolling and turning, but these old salts have been through some rough storms at sea and know how to manage themselves.

Even if I made the modified Prof(Sailor) DC about 40 for them to stay off the reef, they'd have a pretty solid shot of making it, especially a few levels from now. Any more than that and you're talking Epic difficulties, which is also not especially believable. I know that the adventure doesn't even CALL for a Prof(Sailor) check, as I said, I feel I need something to prevent the feeling that they're being railroaded, which I know most gamers hate when they know that the storyline dictates a given outcome no matter what the PC's do to stop it.

The good news is that this particular issue won't be a problem until the end of the journey, which is several sessions away. But I'd like some input on that one from you all.

The next issue I have is that it's been made relatively clear that the adventure encourages romantic interactions with the NPC's, including Lavinia. I've been really trying to play up Lavinia's character as being cute but somewhat damaged by recent events (death of parents, brother's betrayal, etc etc) and in need of some caring companionship. So far, nobody has really taken the bait (There haven't been many opportunities, the PC's have acted pretty independently for long stretches of the AP), and now they're going to go 3 months with VERY limited interaction with her, since she's going to be on the Nixie.

Now, I don't want to split up the PC's between the two boats, it would cause a ton of logistical problems. And I know Lavinia needs to reach Farshore for the adventure after HTBM (the name of which has left me) before the PC's, for storyline reasons.

I could see lots of great roleplaying interaction with Lavinia and the PC's over the course of the 3 months' sailing adventure that would REALLY do some wonders for getting her hooked up with one of our fine eligible bachelors, but she's going to be on the "other" ship. I can very much imagine the guys being very happy to teach her soem tips about sailing and sea voyages, where to tie off the ropes and what not. Wouldn't there be any way for us to have her on board for long stretches, maybe 2 or 3 days on one ship and then 2 or 3 days on the other? Or would that be too much hassle for boats to keep swapping passengers all the time? Is that something they'd ever really do? If so, I could just have her row over to the Wyvern for a few days at a time, and then conveniently be on the Nixie when the Wyvern hits the saragasso, and the 2nd storm and so on. Is there any reason I couldn't / shouldn't do that?

Related...since all of my guys are good sailors, Amella is going to seem and feel like a third wheel. To be honest, she'd probably make more sense on the other boat. But then I'd just be trading one single female for another, I'd rather keep her on the Wyvern but I'm not sure what to do with her. As I said, I'm really interested in trying to begin to play up the romantic interactions in the campaign. What's a good pirate movie without some play with the fair damsels?

Final thing, I'm planning on playing up the actual day-to-day events of the sea voyage more than the module. My group was made for this, and I want to make use of some of the Stormwrack stuff more than it is assumed in the module. I am going to roll for the weather and wind at least once a day, maybe twice, I haven't decided yet. I'm also going to have random encouters at semi-regular intervals. I want this to FEEL like a long, arduous journey to the players and the PC's, so that they really feel the enhanced sense of gratitude when they arrive (which will be about the time the T-Rex shows up). Do you think 2x per day weather is too much?

I have a lot of PC's with a lot of aquatic abilities, and many/most of them were largely wasted in the first two adventures. I understand this, and so do they...you need time in a town with people to build up a proper storyline. But now that they're setting out, I/we really want to play up this part of the campaign to meet the abilities and expectations of the party. Also, I have some of my own of course, but can anyone recommend any particular places I could/should look for some extra side plot ideas? I have a neat idea for a deserted "volcanic" island with a smoking volcano, for example, which, as it turns out, is actually just a sleeping red dragon in an extinct volcano, who happens to be guarding the one fresh water spring on the island. And the PC's need it to replenish their suddenly fouled water supply. I also have a plan with sahaugin and an evil druid, and some other goodies. But more ideas are ALWAYS welcome. :)

Sorry, I know this is a hugely long post, but you guys have always been good with very quick and good input, and I'm counting on some more of that again. Thanks!

Qadira (Pathfinder Adventure Path Subscriber)

OK, for PCs that haven't gone thru Bullywug yet, this may have some spoiler info, so be warned.

My question is that when Vanthus sets off the Shadow Pearl at Kraken's Cove, does that affect the marine wildlife in the area as well as the above-water wildlife? I would assume it does, but the module doesn't seem to make any mention of it. I haven't read the following modules well enough to know if it's covered specifically in future issues either, more or less I've just read the summaries and skimmed the rest.

The reason I ask is that our Water Genasi Ranger in the party is likely to "talk" to some of the sea life on the voyage over, and I would like them to have a sense of dread if he says where their boat is going, due to some unspecified "scary news" coming out of that area, but I don't know if it would be something that the underwater creatures would be affected by or not. In other words, are there any "Savage Starfish" in the harbor and so on?

On the other hand, the events in the harbor are only supposed to occur a few hours before the PC's arrive, so news would have to spread really fast, and he'd have to talk to something right before arriving at the destination for it to really matter. But still I think it's an interesting Q just for its own sake anyway.

Thanks!

Qadira (Pathfinder Adventure Path Subscriber)

At the beginning of "Bullywug's Gambit", the PC's are charged with finding their way to Kraken's Cove, and the module lists a number of ways in which they could do it...rowboat (eeek!), pinnace, cog, caravel, etc...

It begs the question of why Lavinia wouldn't simply allow them use of the Blue Nixie, which they rescued for her in the previous adventure, "There is no Honor". I'm sure my PC's will ask about it, they already have designs on that boat for their own uses anyway, as they say "Lavinia doesn't seem the sailor type, what use would she have for it?" They, of course, lack the foresight that is involved in knowing where the story's going as I do. :)

At any rate, I could easily make up an excuse as to why the Nixie is unavailable for the trip, the one that springs immediately to mind is that she's undergoing cleanup and repair following her recovery from Vark and his cronies, but if there is an actual answer in the materials, I missed it.

Is there any actual reason the PC's can't take the Nixie? I know in the metagame sense, we want the PC's to really want to bring the Sea Wyvern back from the Cove, because both will be needed for the trip to the Isle of Dread, but is that in fact the only reason? Honestly, I don't think I'll have the least bit of difficulty convincing my PC's to "appropriate" the abadonded Wyvern, and they all have several ranks in Prof: Sailor, and my party consists of 8 PCs, so I would think they could actually get 2 boats back without terrible difficulty.

What say you all?

Qadira (Pathfinder Adventure Path Subscriber)

I am running STAP in FR, and I have the players guide, the conversion notes, and all the online extras from Dungeon (as well as the subscription to the mag itself, of course). The only piece of the puzzle I'm missing is Dragon #348 with it's "Savage Tidings" article.

In all honesty, do those of you who do have it think it's worth the $8 for me to get it, or is there not much there that I don't already have somewhere else, or could easily do without?

Opinions please!



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