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Cool. Now finally we can assemble a team made up of a Human Gunslinger, a pair of Half-orc Slayers, a Wyrwood Druid and a Raccoonfolk Alchemist and have them team up with a wheelchair-bound Human Psychic and his uncanny students on a quest to save the galaxy from Dominion of the Black.
You seriously made me stop reading this thread and look for Raccoonfolk.
You might consider a higher teir of gods thus limiting the # of keys.
Use events or small complexes rather than 20-30 room dungeons.
For instance a short mystery discovering undead, which unfolds into dramatic revealing of undead localized zombie outbreak. This could be 2 or 3 encounters and some investigation as opposed to dungeon exploration.
Specialization breeds weakness. He made choices. I am not suggesting you go swinging for his jugular every encounter every time. But 9 levels is a long time for a gaping weakness not to have come calling. Also if any enemies see that he is that incredible then he is a target. Smart enemies fight smart especially when they want to live. Sometimes it happens.
Between Plunder & Imfamy, Ship combat, Fleet combat and skill checks aboard ship has anyone made a document that might serve as a 1 or 2 page at a glance distilled version of the campaign specific stuff. That would be amazing and save me the trouble of making one or commissioning one of my players to make one.
Male Aasimar (Plumekith)- Scion of Humanity
Vital Stats:Gestalt- Slayer/Monk (Weapon Adept)8
HP 88/88 (AC 25, T 24, F 13) Saves: F 8, R 11, W 10 Init: 4 Perception: 14
Catwoman and I have discussed a previous meeting. I added it to my history. But for the lazy here you go:
Previous Meeting with Selena Kyle AKA Catwoman:
Korvosa is city who has made corruption part of its judicial system. Rather than competing with Falconi's mob, Fisque's trade company which includes the Cerulean Society. Imagine a city where a known thieves guild agent walks the streets in the trademark blue collecting protection money in the open. When caught significant legal protections and lessor sentencing kicks in. That is Korvosa.
Mathias Murdock a journeyman barrister working with his master Franklin Nellsken volunteers for a case in the legal defense of a young hard edged woman, Selena Kyle. Kyle a locally famous burglar is being denied the softer treatment by the law that normally extended to her. It seems as Murdock has explained that her employer is prepared to burn her and let her suffer the full extent of the law. Despite her predicament she refuses to do as council directs, rejecting an offer of lighter sentence to testify against her employer. Despite Murdock's pleas for her not to be the stooge she stood firm. Throwing his efforts back at him mocking his idealism. She made a pass at him. He saw it as her way of ending the discussion. Though he was sorely tempted.
Selena though sentenced an extended time in prison was able to break out. Using a distraction among other prisoners arranged by her likely. She looked up Mathias Murdock at home intrigued by him. Thinking a blind administrative type an easy target. Mathias woke suddenly and an altercation ensued. Shocked by the fighting skill of a blind man Selena fled.
Well given Matt Murdock's list of ladies if they ever did a DC/Marvel crossover I am sure just to keep the trend going he would have to hook up with some one. In fact I will have to review the Marvel versus DC books from the 90s and see if Daredevil did work his black magic or if one of the 2 Amalgam characters that pulled from Daredevil got enough ink for a date.
Yoda is in-fact a hobbit.
In the early days of the 4th age of Arda (later known as earth) a hobbit, Bilbo who for a time was the bearer of a ring of great power left that planet sometimes called Middle Earth as it in the ancient cosmology it was Mid-way between the realm of Illuvatar and the "underworld." He left this Middle Earth along with many residents of the planet to join the powerful Valar in their realm in the "heavens."
While for many the story ends here but few know that it does not end. You see Hobbits are strange and resilient creatures. One of their number possessed an evil artifact for many decades and experienced many mutations that in some artist rendering give his skin a greenish hue in addition to giving him a wicked soar throat and big eyes.
It has been suggested by some that this time among the Valar was ended for some unknown reason he left the idyllic realm of the Valar whose planet has not been identified, to journey to a distant galaxy. Their are several reasons given for several physialogical changes that this hobbit under went though most suggest that the lack of natural starlight or poor oxygen filters caused a pigment change from the normal hobbit pinkish hue to a more sage green. Additionally it is suggested that when first admiring a laser sword he was somewhat clumsy and damaged his his ears and lopped off several fingers. While surgeons were able to save both his ears stuck out funny and the reconstruction of his hands left him with only two fingers and a thumb on each hand.
The strange pattern of speech he developed some have suggested is due to playing bridge with old friends, Gandalf, Rhadagast, and Elrond feeling he had no way to compete with their actual wisdom he adopted a strange and backward way of speaking which forced people to ponder his words and in the end seemed more wise.
Once in this strange new galaxy some sort of magic symbiotic parasite really liked his mutated skin cells so much that he was first paraded around as some sort of curiosity because of the "high mitochlorian" count. Eventually they figured he should be trained in the manipulation of this quazi-divine magic prevalent in that galaxy.
It is unclear exactly when he started going by the new name Yoda but people from his original planet, in that era, changed their name all the time for example; Ellessar/Aragorn/Strider, & Mythrandir/Gandalf.
I have noticed a few people speaking about cannons. Having them not having them. How having them makes the fight with the Filthy Lucre less special. I have yet to roll this out yet but I had a different way to play this than I have seen talked about.
Some are having no cannons except Bonefists as the AP is written.
Others are having lots of cannons and just having a great old time.
My crew has yet to deal with any cannons. Just starting book 2. However one of the characters did lay eyes on one of the items Harrigan wanted off the Man's Promise. I showed him a pic of an early European cannon. If you have never seen one they are quite small and rather than shooting cannon balls shoot a short heavy arrow.
Through the course of their career they will encounter and search after a number of competing cannon tech. My thought process was that being where they are located in a very diverse area with influences from Vudra, the far east analogs (which I can't spell off the top of my head) as well as competing Inner Sea interests. This means that the will encounter a variety of weapons. Like the early cannon described above. Perhaps they will also meet the early chinese style cannons that the carved in the shapes of dragons that were essentially rockets similar to bottle rockets. My thought that these cannons will do varying degrees of damage at varying rates of speed a varying degrees of reliability and of course varying degrees of danger for the crew firing it.
Once I finish my write up I will post it. Though I wanted to bring up the idea to see if anyone else had similar ideas or ideas that would gel well. My hope is this will create 1- a real arms race and technology aspect to things 2- create very diverse strangeness to ships that reflect the great diversity of the Shackles 3- It gives the fun and flavor of cannons without giving the PCs or other ships encountered long before Bonefist weapons that rival the Hurricane King.
The best advice I can give you is not to hold back and flagrantly ignore the Meta aspect of the game.
No one remembers that time your character played it safe (even if playing it safe is a good idea).
If your half-elf warrior type is sensitive about his mixed heritage and someone talks down about half breeds around him. PUNCH HIM! Even if its not you he insulted.
If you play a happy go lucky thrill seeking pick pocket . . . umm pick pockets.
You are an ornery hairy dwarf. Evil nasties are up to no good. You just smashed 6 goblins. The elf is studying the elaborate tapistries, the rogue is looking at a locked box, the cleric and ranger are searching the room and then some dern fool brings up going over the wall searching for "hidden doors" as if all places have the time and resources for such tricks. Every room they search for hours after a few minutes of action. . . . Well screw this . . . "When yew navel gazers are finished admiring the 'aqutrimon' yew cin join me cracking gobber skull." March to the next door and kick it in.
Go back through the history here it is invaluable.
We are between book 1 and 2. I have them running around on some side adventures.
My biggest tip: There are a lot of NPCs. I got a pic of all of them. Even if they did not have a pic in the book. When interacting with them I would show them a pic and really play up some aspect of their personality. It totally helped. It prevented the crew from becoming a faceless commodity some of them are in relationships, some of the NPCs have real status in the crew. It really keeps the world breathing for them.
There is an excel sheet that one of the forumites did that tracks attitude, populated their foot locker, and so on. http://paizo.com/threads/rzs2o0pc?Skull-Shackles-NPC-Attitude-Helper#1
sabedoriaclark developed a system for the whole party for ship to ship combat that is based on the default system. http://paizo.com/threads/rzs2p54b?Naval-Combat-For-a-Whole-Party#8
Consider making some of the standard sailor or pirate weapons marshal or simple so people do not need to spend a feat.
Figure out what type of game you want to run alignment wise 1- Happy go lucky pirates of the Carribean (Jack Sparrow, Han Solo, all of the cast of Firefly). 2- Rape and pillage torturing pricks (real villans). This is really important if the pirates are mostly good Han Solo, Robin Hood types you need to really sell Cheliax as the evil imperialist empire and Kerdak Bonefist is Jabba the Hut. If they are really evil d-bags themselves you will want to send the law after them.
Figure out the system of "how the politics of a pirate ship works." There are several systems. The AP assumes similar to Wormwood; Captain- First Mate-Bosun and then had other officers that were incharge of things. Your players may be familiar with the show "Black Sails" where the position of Quartermaster is essentially the First Mate. The captain is elected by the crew and only really in charge in fights. While the Quartermaster is the voice of the crew. If they research pirate ships they will find this system or variants of it on a number of websites. I suggest you make it clear before you start. Movie pirate captains (and Harrigan for that matter) are tyrannical/beloved leaders of the ship that everyone will obey). The Black Sails or quasi-historical bunch feel more like a brutal democratic meritocracy.
Come up with multiple pirate underworld personalities. It is way to easy for everyone you deal with feel similar. Its a pirate campaign after all you don't want the Captain Barbosa parade of NPCs
I am really enjoying this flavor of game so I added a lot of additional and side content. There is a list of pirate adventures that are pure gold. http://paizo.com/threads/rzs2oho7?Dungeon-Issues-Module-Recommendations#1
So I have been trying to encourage pirate/swashbuckling shenanigans a number of people have suggested action or hero points. A tweaked it a little to play on the theme and to steer things more in the pirate stunt awesomeness.
Take a look.
Tell me I am crazy.
What are Pieces of Eight:
Pieces of Eight are an adventure/hero point system for Swashbucklers. Pieces of Eight (Po8) allow characters to take dramatic action at key moments.
Po8 give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of Po8, and once a Po8 is spent, it is gone for good.
Po8 also make it more likely that the use of a character's most potent abilities will be successful. For example, although its overall effect on an encounter might be minimal, few things frustrate a paladin more than missing with a smite attack—an event that becomes less likely when using Po8. That said, Po8 can also lead characters to routinely get in over their heads (relying on Po8 to save themselves), and for GMs to unconsciously increase the difficulty of encounters (since characters are more likely to succeed against foes of equal power). This is as fine as long as the characters have a reserve of such points to spend—but if they run out, encounters that would otherwise be merely challenging can become incredibly deadly. Keep the number of Po8 available to your characters in mind when designing encounters.
For GMs who are worried that Po8 increase the power level of characters without an offsetting cost, there's an easy solution. Just think of each Po8 as a one-use magic item with a broad range of possible effects. With that analogy, it becomes easy to justify reducing the amount of treasure awarded to balance out the accrual of Po8. Note that this is merely a tool for GMs interested in carefully monitoring character power levels; Po8 should never be for sale.
Using Pieces of Eight:
You can spend 1 Po8 either to add to a single d20 roll, to take a special action, or to improve the use of a feat.
You can spend 1 Po8 in a round. If you spend a point to use a special action (see below), you can't spend another one in the same round to improve a die roll, and vice versa.
Add to a Roll
You're a Class Act
Who Needs a Shield
All Together Now
One More for Good Measure
Negate Miss Chance
I have yet to flesh the idea out and I mentioned it in a previous thread but I was thinking of having an uncharted island (probably movable) that was a tweak of Neverland from Peter Pan. A heavy fey touched island with a small colony of children.
I am trying to work out if it is a twisted place where it is evil crazy weird fey in which case I see Peter Pan being something like a "Spring Heeled Jack." Or if it is a place very much like Neverland where lost children of shipwrecks have been saved by Besmara (There has to be a reason she is not completely evil right). The island would of course be full of natural hazards and creatures the residents know to avoid.
Mythic +10 Artifact Toaster wrote:
No I am really sorry I did not realize what sub forum this was. I saw Epic level and thought of the WOTC Epic Handbook.
10. At port a seed trader sells on of the crew a cute little ball of fur reportedly from the continent of Acadia. The little buggers reproduce at an incredible rate. They also have voracious appetites and are not above chewing wood. Problem: THE SHIP IS MADE OF WOOD. Incidentally they are calm and often purr when almost any race pets them they however screech horrifically around orcs.
So I was reading some of the 101 things that happen at camp or in town threads and realized that once your off the Wormwood most situations are external to the ship. When I watch Star Trek, Firefly, Battlestar Galactica some threats or problems should come from the ship. Yes I know those are all sci fi but there is some overlap. The setting changes but the plot remains the same. Here are few things that I thought would make for some fun.
1. Aretta Banison is a former prostitute since moving over to the new ship she has realized that with regular pay there is a steady stream of those who have money to spend. Several sailors come down with the clap.
Another hilarious moment was Jack Scrimshaw hitting on one of the PCs. I played him like Mclovin from Superbad. He is nervous but brash. Trying to play tough in front of the other pirates. So when the Druid asked how someone so young got on board I said the best pick up line I could.
"I am older than I look, perhaps I can show you, they call me Jack Scrimshaw cause I'm good with the bone."
Oh he rolled a Nat 20 on the diplomacy.
Well we had a great time with the session. The fatigue effects, knowledge and heal checks made them wary of the rum. There is a Druid and a Caiden cleric in our bunch so they are already being termed "scroll" thumpers. This will turn on them. But so far it has been good. I am moving in waves Plugg and Scourge are pricks. To they don't like you stage. The are moving into the trying to royally screw you phase.
The bloody hour I liked because I used Dudemiester's clock idea. The clock requires punishment one of the reasons such sick jerks dole out the punishments.
High points. One of our group Urdnot our barbarian is a half orc. When Cutthroat met him she made a passing joke about hooking up. She fully expected it to be ignored. He looked at the gross picture of her and made it clear he would be into it. He rolled diplomacy and hit pretty high I figured not many pirates are trying to hook up with her. So he has been shacking up with her. This also will pass. They were without the barbarian for the day two welcome fist fight cause he was sleeping with Grok.
Our merry band not only got Rosie's violin back but stole Cronchobar's lute and tossed in the bilges.
Our ugly swine goblin befriended Owlbear.
Remember that there are multiple reasons to worship a force of evil in this sort of setting only one of which is hey I am evil and want to accomplish evil things. One might worship a diety out of respect or fear of its great power. I.E. Hey at the end of they day this guy Rovagug is the biggest baddest force going I want to be on his good side. This is closely related to Rovagug is powerful beyond measure even the other gods we must appease him with our humble worship so that he does not destroy us or to delay that destruction. For instance Shiva in Hinduism is part of the cycle of death and rebirth on a universal scale. One day Shiva will destroy all things so that the cycle can begin again.
Now if your Barbarian does more than express a troubling philosophy that you disagree with you might consider action but at this point he has taken little direct action.
You can tell them that new characters need to have some experience with Harrigan. Perhaps you could make up a new batch of Campaign traits that give each character reason to hate/fear Harrigan.
Sweatbox Delirum- You were once a conscript of the infamous Barnabas Harrigan a chance remark landed you in the sweatbox. You do not recall for how long. This experience would have killed most however you have by luck or some unexplained reason developed a resistance to hot weather. You gain a +2 to saving throws dealing with hot weather.
Lost legacy- You have learned that your father left many years ago to take up the life of a humble sailor to earn his fortune and provide for your family. Word has reached your family that he was killed brutally at the hands of the infamous pirate lord Barnabas Harrigan. You set out against your mother's wishes to chase down the scoundrel. Your desire for vengeance consumes you and developed in you a sense of unrelenting purpose granting you a +2 to all will saves.
Scorned Dream- You grew up in a port town in the shackles. Seeing the pitiful existence of city life scraping ends off the scraps of pirate tables you longed to enter the sweet trade. You were weaned on pirate tails. Still young you signed on as cabin boy aboard the ship of the pirate captain Barnabas Harrigan. Your turn aboard ship was not as glamorous as you hoped you learned that Harrigan was brutal, wicked and not unwilling to betray those closest to him. This experience taught you much about human nature granting you a +2 to sense motive and sense motive is always a class skill for you.
These are just a few examples I would look at the characters they are thinking of playing and revamp the benefits of other traits with a story that makes Harrigan an important part of their story.
Neckerchief of the Scout Lads
Also sedentary pirates like most organized crime ventures eventually turn to politics, corruption and protection rackets. Like the current agreement with Sargava to not raid their ships. Barbary pirates survived for decades by only pillaging ships from countries and companies that would not pay tribute. America's first foreign war was because Jefferson did not want to pay the extortion money. So he created the Navy/Marines to fight back against the pirates. Most European countries just paid the money and were annoyed that we went all cowboy and caused trouble.
This sort of Pirate extortion seems a great way to go for the Shackles. It also sets up a power struggle between bloated entrenched pirate lords like Kerdak and upstart "honest pirates" earning plunder by the sweat of their brow.
Traps are part of the legacy of the game. Ironically people use less traps and then complain the Rogue is useless.
Old school traps were sometimes heavy handed and unfair. Which a little thought can correct. Not using traps is fine but they can be used for dynamic and add to the feel of dread that should be felt going into a dungeon.
The use and placement should be considered logically placing traps illogically and in such a way that it feels unrealistic is a GM or Adventure design failure not a defect in the concept of using traps.
A wizard who traps his area rug yes is likely to lose an underling. Certainly that is different from trapping the secret compartment that the extra spellbook is in makes sense not to mention the Snake Sigils in its pages.
As I already said this is not a one I would say deserves to be labeled evil.
That said there are plenty of examples of this in multiple cultures that would be considered evil. Desecrating the corpse even of an enemy is something plenty of cultures look down on. I would not bother to make an issue of it at the table but the question is not out of left field.
Optimism is not my nature but I think there is a pervasive pessimism about the future.
Paizo cut its chops making content for a what was a tired bloated system whose only income stream was power creep. They made money then by injecting solid content via Dragon, Dungeon and Adventure Paths. They then upped that bet by rather than transitioning to the new system but instead saying lets keep 3.x going by publishing Pathfinder RPG.
My point is that more than anyone else Paizo should be aware that substantive content trumps new editions. Now a new edition my happen at some point but I hope that its a long time away because I don't in anyway see the need for drastic change. What I will always see the need for is engaging content. New editions recycle content.
I want the guys to have jobs too but your prophecy of doom I think is misplaced. Look at it this way. Compare 3.0 power creep to PF power creep I think they have done a far superior job at keeping things balanced other than the Summoner and the Master of Many Styles. 2E lasted almost a decade. Expanding relevant content has been the success of Pathfinder. People still play chess, checkers, Monopoly ect without significant rules change.
I am still of the opinion that a new Pathfinder Edition would suck. Its not necessary. They have a great system they have a great world. Given that most the important rule books are free. They are making money off support material, adventure paths, minis, paper minis, maps, and all sorts of stuff. Much of which would be made obsolete by a new edition. Which is why many people play Pathfinder because they did not want to stop playing 3.5.
If they want to do a rules super book or recombine the rules including FAQ material and so forth that would be great for new players who want to buy the books. The pathfinder special sauce is keeping their content relevant over time. For instance their first AP (made prior to the release of their game) is still selling.
As for what they should do about DND Next. I think they should keep doing what they have been doing when they see innovations in other systems roll them back into their system. If there are worthwhile features to the new system then incorporate them.
I don't think one on one for Pathfinder is going to have the right chemistry. Part of the magic of the gaming table is the experience, the chatter, the laughter as well as dynamic play and roleplaying.
Ideally a fighter or barbarian seems like a simple play but honestly invest the time in letting her get excited about the type of adventurer she wants to play.
Tone down the inside jokes and assumed knowledge. For example when combat starts give insights that her character knows that she may not and let them informer her choices. Even if the insights have no mechanical value it will help get into the mindset. If she is a fighter add tactical information about the room with words like, "you notice," "training has taught you," "experience has shown" and so on. This feels like you are describing the room but you are setting the stage for some of the options that a character of her class might normally naturally go for. This prevents the need to coach later. It is so much better when you describe the room and finish off with a statement like, "as an experienced archer you see a table already knocked over off to the right which might be ideal for cover and keep you from aiming around the backs of those who while likely charge into the fray." Or "As a monk light and fast on your feet know that you have a chance of reaching the enemy in the rear who seems to be casting some sort of spell or taking aim at one of your fellows."
Let the character roll up, give him just money and no gear. The last line of his back story should be, "Over the last few months I have been conscripted as a slave in Chelaxian Navy, aboard the pirate hunter 'Dominator.' Tonight have taken my chance as luck would have it the scoundrel of a leftenant beat me one to many times. I beat him to death with a batten, took his weapons, and money including a number of gems he kept on his person."
If you want to be generous give him a few items of your random choice not his off the Leftenant and the cash comparable to the party not WBL.
This fits into the book, it starts him out as a nobody and it gives him the cash but should end the temptation of viewing the character as some rich noble fop at a semi secret dry dock.
When ever I hit something I know what it is I make judgement call as to how obscure whatever it is. If I imagine that my fighter has only heard that trolls are hard to kill I race forward with my shocking burst weapon. If its a toss up. I will directly ask if I know. Chances are I will have to make a knowledge check. We always laugh when we make inappropriate conclusions.
Well most bards I have played or encountered primary in something that they can do with a weapon in hand; comedy, oration, singing, dancing rather than whipping out the lute mid fight.
I tend to think of it more like the bard is insulting the enemy like Spiderman while kicking tail.
Dancing about acrobatically in a performance o death.
Calling out an ancient tale that invokes power that blurs the line between arcane and divine, Aragorn yelling about Elbereth while hacking at wraiths in Fellowship of the Ring.