|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0
Looking out for my dwarfies
Sounds like your crew likes betrayal and inter party intrigue.
If you believe him to be evil in character and find his leaving banditry to be not a sign of repentance. Then lift your hammer announce your intentions and smite. Give him his chance to kill a paladin.
"You are a coward and a liar. Your crimes call out for justice. In the name of Austri the reckoning has come."
I mean its that or he coup de gras you in your sleep.
Well Talkies considered his stories fairy tales but I understand where you are coming from. I think the real issue would be presentation. I mean Snow Whites dwarves were hard working miners. So the real task is to set the tone of the stories in the trope you want to tell. Gnomes should be something like Christmas elves or the shoemakers elves. Drop halflings make sprites or pixie playable. If you look around for Narnia campaigns you will find a number of people who have already dine some work on animals as playable races as well as satyr and fawns as races. Depending on the type of fairy tale you want.
Goblin Unchained Rogue HP 10/11 | AC 19, FF 13, T 17 | F +2 R +8 W +0 |Init. +6 | CMB 6 | CMD 17 | Speed 30ft
Acrobatics 10, Appraise 7, Bluff 3, Climb 5, Disable Device 10, Escape Artist 6, Know Dungeon 3, Know Local 3, Linguistics 7, Perception 4, Ride 10, Sense Motive 4, Sleight of Hand 10, Stealth 1
Brand talks loudly as if he wants to be heard beyond the camp conversation, eyes looking around, "Huh umm who are you talking about BLAZE, I know umm I only see TREMOR and THUNDERBEARD here Ahh I." He motions to himself, "I am Sleek . . . and that's Ahh umm our names." Brand whispers, "remember code names."
I think I just channeled Han Solo's "We had a slight weapons malfunction" bluff.
I will pump him up.
Basically it lets you throw cards like darts.
Also it adjusts Spellstrike to work only with cards so I could cast it and use it on a card and throw it rather than deliver with a melee weapon.
@gaming ranger thanks.
You too @Kavail Nor
Well first the biggest thing you need to do is lead by example if you are hoping your players do more RP during a fight have monsters and NPC's do so as well.
Don't run static fight to the death enemies. Fighting a group of mooks have some flee. Have another betray his fellow mooks and offer to help the PCs after all he does not want to be murdered. When the fight turns obviously against the PCs he works to save his skin. Fighting several hungry animals. When one of the party goes unconscious have one of the monsters start to feed. If one of the other monsters are closer to the fallen party than the rest have it turn on the one trying to feed or steal a bite. "Oh crap they are eating the Barbarian."
I was running a group through Skull and Shackles we for a number reasons ended up jumping the rails and I use almost all of another book from Serpent Skull. It was great they went treasure hunting and ended up fighting their way through the city of 7 Spears. I was trying to figure out how to cut down encounters but keep them challenging. So I figured combining a couple of fights might kill 2 birds with one stone. So I pulled to major encounters together. 1 giant monster was being attacked by 3 other monsters when the PCs found them. Separately both fights were challenging. The watched for a minute and the advantage was leaning toward the big monster. The PCs figured they could use the situation and from a safe distance started working against both sides. One of the smaller monsters offered treasure to the PCs if they would help. Together they took down the big monster but not before the last small monster betrayed the PCs. The PCs had to decide to help this thing, and then had to deal with the thing betraying them.
Use the environment. The enemy archer flips over a table in the corner and uses it as cover poping up to take a shot and then ducking. A different enemy hops up on a table and roars barking a challenge at the PCs. If one of your PCs steals your play and hops up on a table for a high ground bonus or just coolness. Have one of the cowardly NPCs attack the table leg.
All of us have had party disagreements about what to do with the enemy survivor. Almost always it happens after the fight. Why? Because that is when GM's pose the dilemma. Why not propose the dilemma right in the middle of the fight. The Paladin is busy fighting and the rogue drops a guy who might just be unconscious. Remind the rogue that last time the Paladin demanded we leave the guy alive despite all the dangers. When the rogue's next turn comes up ask him what he wants to do. Sure you can move on to the next enemy but this guy might be still alive. And Brightarmor Fancybriches won't let you kill him later. Watch how fast the rest of the party asks if they see this.
Introduce some enemies before they actually fight the PCs especially ones you want them to hate. Let them witness the enemy from a distance. You are playing Kingmaker, they see the Staglord and some of his bandits from the other side of river. The Staglord raises the head of one of his victims and tosses it toward the PCs. By the time they get there (crossing the river oooohhh fun skill challenges) they find dead caravan guards, wounded victims and then they get ambushed by mooks the Staglord sent back. No sign of the Staglord.
The PCs fight assassins have them meet an assassin early the assassin grabs and kisses a surprised PC (contact poison lipstick) and then gaseous form out.
Going on a dragonhunt. They see smoke on the horizon, burned out village tons of wounded needing help. The dragon is a red dot in the sky flying away.
In Crimson Throne there are plenty of times to show off powerful political figures in situations the PC's can hope to win. Executions, being rude to peasants while people return necklaces, government proclamations and so on. Anything to give the villain a personality before engagement.
The best thing I could say is to rp the enemies. This makes things more diverse. But it puts the onus of responsibility on the villain not you.
For instance if the party fights assassins I will ruthlessly coupe de gras.
If the party fights what basically amounts to an animal it will run when it feels it is beaten. But it will might also FEEd. If the giant alligator drops the rogue unconscious. The beast will bite down and drag the victum away from the party trying to protect its kill.
Thugs will flee.
Enemies who expect to fight or defend their home will have and use tactical advantage and utilize surroundings, call for help, and so on.
I provided the following to my gang. It included my own take on the code as well as examples of pirate codes both made up and historic. Perhaps this will help.
Code of Besmara- The code has undergone many changes over the years to serve different captains and purposes. Longer and more complex versions are known to exist but most agree these are additions of famous captains than from the will of Besmara. While this list is vague it is used in the creation of longer and more complex codes of most pirate vessels. The Code of Besmara often serves as the framework for sometimes lengthy bylaws. It is common for pirates to advise someone to look at the size of a ship’s charter. Too long is the sign of a litigious captain and crew given to loopholes often aimed at cheating sailors of their due. Too short is the sign of a rookie crew and captain who will have a long road of contentiousness ahead till reasonable guidelines are struck.
1. Ye don’t sail or ride for Free
2. Blood and sweat has a price
3. Fortune favors the courageous action but martyrs and fools don’t live to spend the reward
4. One fool can sink a whole crew
5. Keep ye blades sharp and boots ready
6. There is no rule 6
7. Neither soft-hearts or tyrants can keep a ship or crew long
8. If ye fall behind ye gets left behind
9. Keep the peace of the ship
10. The code is more a guideline than actual rules
Common Code Expectations
1. Ye don’t sail or ride for Free
· Ye work not ye eat not- The captain, quartermaster, first mate, boswain or a vote of the crew can deny food, water or grog to any able bodied member of the crew who does not work. Only by captain’s command or vote of the crew can charity be given. If a crewmember wishes to bestow charity on the lazy it comes from their own rations.
· Each crewman gets a wage, and a share in the treasure, that captain gets 3shares, the quartermaster, first mate, and sailing master get 2.
2. Blood and sweat has a price
· Double normal wages (Hazard Pay) will be paid the man or woman who braves a hazard be it battle or daring on behalf of the ship or proper order.
· Any sailor injured in performance of orders shall receive full wages and a share in plunder just as any who is fit until ships doctor finds them able. If they lose a digit they get 200 gold. If they lose a limb 800 gold.
3. Fortune favors the courageous but neither martyrs nor fools live to spend the reward
· Often quoted but rarely additional ship rules attached
4. One fool can sink a whole crew
· Sailors found deficient in their duties will be left in the nearest safe port.
· No open flames below deck, light a lantern. Sailors who court with fire below deck will be marooned.
· If any crewman acts in violation of local law or custom outside of the chain of command risks the whole crew. Such a sailor can be left to his fate.
5. Keep ye blades sharp and your boots ready
· All crew must keep their weapons ready, clean and fit for action failure will result in being left in the nearest safe port
· Cowardice before the enemy or desertion of post is punishable by death (provided the sailor is not under enchantment)
6. There is no rule 6
· Often quoted for things that a crew feel should be self-explanatory. Though it is likely an insult to Asmodeous is often associated with excessive rules and the number six and is one of the principle targets of Besmara’s own efforts.
7. Neither soft-hearts nor tyrants can Captain a ship long
· Like several other items in the code this one results in few rules but is often invoked when a captain is viewed to soft, weak, or alternatively cruel or reckless with the lives of the crew.
8. If ye fall behind ye gets left behind
· Easily the most broken of the code. While it expresses the somewhat callous nature of pirates captains or crews take a measure of pride of rescuing crewmembers or even engaging in revenge. But the flip side is also true. Piracy is a bloody business and it should not be the crews fault that someone unable to the task took the risk.
9. Keep the peace of the ship
· Disputes are to be settled by arbitration of the Captain or First-mate. If that fails any grudge must be set aside till the crew members are off ship and in safe harbor.
· Stealing from crew members is punishable by marooning.
· While a crewman has the right to put issues to a vote no direct order during the course of sailing or in times of danger will be disobeyed. Insubordination will result in a lashing. Grumbling against the captain or officers will result a flogging.
10. The code is more guidelines than actual rules
· While generally no actual law of ship is created with this guideline it is often invoked when exceptions are warranted or defiance of the rules is prudent.
• Every member of the crew gets an equal share of treasure.
Real world example
Honor Among Thieves
I. Every man has a vote in affairs of the moment; has equal title to the fresh provisions, or strong liquors, at any time seized, and may use them at pleasure, unless a scarcity makes it necessary, for the good of all, to vote a retrenchment.
II. Every man to be called fairly in turn, by list, on board of prizes because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one dollar in plate, jewels, or money, they shall be marooned. If any man rob another he shall have his nose and ears slit, and be put ashore where he shall be sure to encounter hardships.
III. None shall game for money, either with dice or cards.
IV. The lights and candles to be put out at eight o'clock at night: if any of the crew, after that hour, still remain inclined for drinking, they shall sit upon the open deck without lights.
V. Each man shall keep his piece, cutlass, and pistols at all times clean and ready for action.
VI. No boy or woman to be allowed amongst them. If any man were to be found seducing any of the latter sex, and carrying her to sea in disguise, he shall suffer death.
VII. He that shall desert the ship or his quarters in time of battle shall be punished by death or marooning.
VIII. None shall strike another aboard the ship, but every man's quarrel shall be ended on shore by sword or pistol in this manner: at the word of command from the Quartermaster, each man being previously placed back to back, shall walk an agreed upon number of paces, turn and fire immediately. If any man do not, the Quartermaster shall knock the piece out of his hand. If both miss their aim, they shall take to their cutlasses, and he that draws first blood shall be declared the victor.
IX. No man to talk of breaking up their way of living, till each had shared £1,000. If in order to do this, any man should lose a limb, or become a cripple in their service, he was to have 800 pieces of eight from the common stock, and for lesser hurts, proportionately.
X. The Captain and Quartermaster shall each receive two shares of a prize: the Master Gunner and Boatswain, one share and a half, and all other officers one and one quarter, and private gentlemen of fortune one share each.
XI. The musicians shall have rest on the Sabbath Day only, by right, on all other days, by favor only.
I have tried on several occasions to play Kerpca basically a squirrel. One DM I had in 3.5 made a go at the race. He thought it worked best as tiny and allowed it to be pretty fast. I never got to use it cause the campaign fell apart.
One of the other players was a very strong Goliath. My plan was to run around for one round around enemies with rope and then end the round handing the rope to the Goliath and yelling "pull."
You mean like Queen albums. Flllllaaaaasssssshhhh AHHH ah.
1- Out of time characters- human astronaut in a more ancient time setting.
I think the issue should not be formulaic CR -4 or whatever your work is harder.
1- Use monsters that do not have defenses only magic can defeat. Either to not pick them or make it so mundane items that are made of silver, cold iron or whatever material you want effect them.
2- Adjust monsters so that their magical abilities do not overwhelm the reduced magical defenses of the party.
Elf children after the age of 12 are sent as apprentices to a far off land actually on a whole other plane where they work as slave labor for a degenerate fat elf who uses them to assemble toys. He keeps them in line with psychologically terrifying combination of holiday songs and making them addicted to candy canes and egg nog. After 80 or 90 years of this slavery the elves are returned to their communities where they begin a sort of occupational therapy learning ti chi like sword and bow techniques to forget their troubles.
1- Explain that it is locked into a robitcs law paradox and must destroy itself.
2- Treat it real nice so that when it falls in love with you it explodes.
3- Trap it in some sort of trash compactor.
4- While in the future reprogram it to go back in time to protect you now.
5- Knowledge Robotics=off switch.
6- If Earth based robots are analogous run up the nearest stairs and laugh.
7- Hack wireless network give it a virus.
8- Hack wireless network self destruct command.
Also PF is not generally a Points of Light setting but it is a "the wilderness is dangerous" setting. Also depending on where you are there are varying degrees of governing authority with the ability to respond to situations. I mean the River Kingdoms pretty much are a Point of Light situation and when you get there the "light" is held by murderous bandits. Large sections of Varisia are wild, almost all the southern continent, are we calling the shackles government. Certainly Andoran, Nidal, Taldor, Cheliax, Osiri, Absoam and other places will have different resources and responses. However in all of these places you run into squirrely humanoid tribes running amok from time to time. Part of the fun of Gol is that it incorporates from multiple genres. You can play a pirate game in a few places, Points of Light game in the River Kingdoms, nation-state level intrigue around the inner sea oh and high science fantasy in Numeria.
If you want to talk about a world building aspect that breaks down its that all these places co-exist cohesively and separately at the same time.
Spook I don't think we disagree. I am just saying that I like the PCs to feel special. They do have peers just less than it felt in past editions.
Think about it this way. In Star Wars Leia appealed to Obi Wan as her only hope. This sort of plea adventurers hear a lot. However in some worlds this means the word "only" needs to be redefined. I mean if every city has a team of rapid response troubleshooters of 10th level answering to a wizard who can keep 7th level spells on the table some one walking in and telling the PCs that only they can address the problem is odd.
Don't get me wrong. They still need to get to the higher levels its just that there is a lot less company up there. Also certainly higher level issues like dragons or cadres of giants do from time to time rise up narratively I would suggest that it happens rarely not biannually.
Uncommon but not unheard of is how I try to play things.
Well I think the gnome obsession (which can be applied to many things) covers the tinkering, crafting, gemcutting of old. Culturally gnomes have the element of being fey touched being from the first world and the aspect of the bleaching.
I would say halflings are more easily lost among humans than gnomes.
It probably my take on things but I really think PF saved gnomes from being a little bit everything that they were in previous generations they were kinda like dwarves but skinny kinda like elves but small, kinda like halflings but more magicy.
I always aim for as low as possible outside the party. Granted you need governments to not be push overs but I want the PCs to eventually feel special and significant as early as possible and for as long as possible. Even if they are fighting foes that challenge them. I want the players to feel after a while like they are growing into the legendary hero status. In previous additions PC felt like the B team because every hamlet in Forgotten Realms has an epic level caster as their benefactor or ruler. Apparently they cant be troubled with this crisis that might wipe out their beloved city so we must rely on the B team cause Dritzzt is out dancing with snow leopards.
I treat NPC classes differently. I stop dealing with the hit points for most experts commoners or aristocrats after a few levels but allow them to gain skills and or feats. This means I can create a level 16 expert tavern owner as a social challenge and have a built in xp reward for a level 14 party.
I usually treat guard captains, local well known crafts people around 5-8 level. Government officials, regionally known masters at 8-12 level. Beyond that is pretty rare.
My point was the promotion of gritty realism just for me immersion is broken when people use strategy based on some game mechanics and not real world thinking. My example has flaws. I just prefer it when real world tactics line up with in game tactics. It breaks immersion for me when a math problem that has nothing to do with heroics or reality breaking trumps sound real world tactics.
I prefer magic as rare and items as special. However I tend to play as RAW. What I found is that there is a huge difference from you can buy what you want when you want and how buy magic items is presented. That alone made it a lot easier on me.
Whenever we get to town. I will actually roll up a few shops from this generator.
If its a small town I will just to a general store. If it is larger I will do a few shops. When people start asking for who can make what they can but it there is a wait and cost for pushing you way up the wait list.
For me it has worked a good balance. Its not item entitlement syndrome or death by no item.
John John wrote:
I uses the prices as guidelines not set prices. I do this for everything. I am famous for asking my players to find the listed price while I deal with something else. When they tell me the price I always adjust it up or down. Even if I don't want to rp every sale. I will tell them mundane items are available at +10% list price. There is a 75% chance that you can find alchemical gear and after an after noon of gathering info you find these randomly rolled items are available for sale also at +10% list. The next town will be different. I will allow the party face to try to diplomacy a better deal through haggling and gain a 10 or 20% discount one way or the other. Some stuff you just can't fence.
The biggest thing that could say about magics effect on economy is to gauge how common I want magic to feel. One of the things I liked about Golorian is that after a few levels I felt the PCs were major contributors to the city or region rather than just one of several hundred random adventures around many of whom are higher level and every point of interest has an epic level NPC handling the "real problems." I mean after 5th or 6th level in Curse of the Crimson Throne I felt awesome. There was no 24th level Elminster or 23rd level Drizzist to be the real mover and shaker. We were Korvosa's only hope, even the captain of the town guard thought so and the BBEG of the whole campaign was threatened by us.
Don't confuse the fact that every time you play there is magic going on and strange ruins to explore to mean its not special or unique to the world at large. You may not be the only wizard in the world but you might be one of the few people have ever met.
You can now play an effective rogue in the modern adventure format.
Part of the 3.x change to traps made them easy to implement but they are by in large a single skill check or a hp tax if you don't have the skills or ability to bypass. Elaborate puzzles are not as much a part of the current fluff of games like they were in the 10 pole days. Add to that that much of character contribution is decidedly combat based and other "skilled" classes have spells or other options. This makes the rogues lagging behind the fighter harder to swallow. Enter the Slayer. Full BAB enough skills to hang out with skilled kids at the lunch table and hits often enough to by on the line next to the melee bunch.
The rogue is now pretty much an NPC class.
They seem to really hate people who build houses too or dog houses.
If you did awaken a house and it started taking class levels what would be a good class to focus on?
I would suggest some variant of arcanist. I mean you want your hose to be prepared for specific things but you also want it to be spontaneous not so stodgy. You know not to formal but could still whip up an impromptu heroes feast.
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.
Totally. Its almost like the build came up on the boards so many times that someone had to do the Captain Andoran archetype.
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.