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Flavor wise, a half elf may certainly have worshiped Aroden, and could have chosen not to cast/and or changed spells since his death. Starting at 1st level as cleric then going into cavalier might be fun for you, hoarding your first level spells, your only connection to a dead/missing god. Bear in mind he went off the grid 108 years ago.
This, you get Varisian Tattoo for free. Heck if you wanted to start as sorcerer with Varisian tattoo, spell focus, and spell spec; you can fire off 2 magic missiles at level 1 in one cast, if you want to avoid melee. You can pick up unlimited magic missile and Eschew materials if you really need it with the Staff of Entwined Serpents.
You don't "have decided that when their ride starts, they're all fatigued" that's what the forced march rules are for.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
You can just rule the 3 hours in the dungeon count towards it if you want it extra brutal.
I've dealt with long overland chases in other campaigns, the real danger is the PC's can't run, therefore can't run away.
Relevant text for this thread. Have a nice debate!
I've just been running AP's lately.
Death due to smart/mean encounter design in the first book via ghoul cleric level 3-4
Death due to a X3 critical hit level 6
Death due to a high level destruction spell in the final encounter level 16
Reign of Winter
No PC deaths
No PC deaths so far (Book 3)
But yeah for the most part I do not favor random character death, as replacement characters never feel the same and are usually more powerful.
Covert Operator wrote:
The best you can get with confusion is damaging themselves.
Uh, no. The best part of Confusion is
Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.
Casting this on a pack of enemies usually ends up with enchanters sitting back for rounds per level watching a gang of enemies beating each other to death for their amusement.
The Songbird of Doom: A Guide to a most unlikely tank and Mechanism of Mass Destruction (Warning: GMs will hate you)
Rise of the Runelords converted my DM who had been campaigning since '79 to Pathfinder. He said, and I quote, "This is the best game I've ever run.".
edit: oh and if you're over 35 and don't like video-game style RPGing, I'd stay away from Kingmaker, which will get a lot of good buzz when you ask what to do next. While obviously well made and ambitious, it can be a bit off putting if you are of the age where you want things more like the old D&D modules, just our groups opinion though. Reading through the forums marked "Pathfinder adventure path" can get you a good idea of what everything is like, including reading the reviews for the modules.
When he woke up the fight was already over...Exploiting Underhanded / Sap Master / Always Threatening
The whole "half orcs are proficient with any weapon with Orc in the name"
it would take a dip into cleric for one level, but
You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.
Prerequisite: Ability to turn or rebuke undead.
Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain.