Goblin Stickylord

Goblin Berserker's page

Organized Play Member. 18 posts (20 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters.


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Awesome! Amazing art and cool story. I love me some vikings, and I look forward to trying out this class.


Very cool! This was the class I was looking forward to the most, and I'm digging Crowe's story. I was kinda hopin he would be an Ulfen before the reveal, but I figure the Skald will end up being the Ulfen.


Aleron wrote:

Helped some proofreading on this. Fantastic stuff here.

The bloodlines in the book are ancient, crystal, lycanthropic, martial, mercane, musical, phantasmal, royal, sand, swarm, time, toymaker, xill

The archetypes are battle sorcerer and cunning sorcerer.

The swarm bloodline makes me think of Shino Aburame, and I hope he was the inspiration. That’d be cool. Anyway, I’m gonna have to check this out. I love me some sorcerer bloodlines.


This is the party I'm running for:

Dwarf Barbarian (Iron Hulk) - CN
Human Cleric of Pharasma - LN
Human Witch - N
Rakshasa-Spawn Tiefling Elemental(Fire) Blooded Sorcerer - N

A very neutral party. The dwarf fancies himself a ladies man, lol, and it was fun running the Shayliss part. The goblins at the beginning were nearly heroes as bad as the party was rolling, but we had fun jokes about it. They are currently storming Thistletop which I am looking forward running.


Man that review is pretty harsh. I just finished reading the scenario and I think it looks fun. Sure it may have fantasy cliches, but hey, where would we be without them? Well, I for one don't mind them and look forward to running this scenario.


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Quick question. It says "A hunter may begin play with any of the animals listed in Animal Choices (Core Rulebook 53)." I know the answer is right in front of me, but I just want reassurance. Does it mean that the Hunter cannot choose any other animal companion form any other resource?

Thanks.
GB

1/5

I plan on running Crypt of the Everflame soon for society. I was wondering if there is a set way to start the adventure, or if I need to edit a few things just to have the Pathfinder Society in it from the get go.

You could also share what you've done or encountered to start this adventure off, I'd love to hear it.


If I am a Draconic Bloodline Sorcerer of a Black Dragon, do spells that affect yourself and cause damage when you are hit get the bonus?

Example: Eruptive Pustules. If I am under the affects of this spell and get hit will the attacker take 1d6+1 damage? (The +1 from the Bloodline Arcana)

Thanks in advance.


Thanks! I seem to have been just overlooking that part of the description of dispel magic because I thought it was only for removing spells and not countering them.

Move along, nothing to see here folks. :P


Have a quick question. What is the DC for Dispel Magic as a counterspell? I did a search for this and I found one person saying: "If you do not know/recognize the spell (via spellcraft), you make a dispel check as usual against the spell's caster. So this check would be 11+spell's caster's caster level. Example: 10th level wizard casts fireball, then the DC is 11+10=21. If your own caster level is 5, you have to roll a 16 to successfully counter it."

I just wanted some validation because I can't find that in the core book and to me it just feels like the spell level should be in the DC...

As I'm writing this it just pops into my head, if you don't need to identify the spell for dispel then I guess you wouldn't know the level, ha. Still is that correct? Dispel check (1d20 + your caster level) vs 11 + caster’s level?

Oh and if so, where do you find that info, the 11 + caster level?

Thanks guys, you all are great help on these forums and your knowledge is invaluable.


Thanks for the replies, very helpful. When I ran a few homebrews after the BB i was fudging like crazy cause I was scarred to kill my players. 1 I didn't know how they would take dying, and 2 I didn't really know how to handle it myself, haha.


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Sorry if it's been covered as it's hard to filter "death" in the search, lol. I'm still pretty new and planning on running this AP so I figured I would ask here.

I see a lot of threads mentioning the amount of character deaths and such and it makes me a little worried for my newbie group. How does most everyone handle PC death as far as re-rolling? Is it a brand new lvl 1 character, or the same level as the dead PC? If it's lvl 1 how is that handled? Does the fresh new PC find goblin camps to grind XP or just keep going as is. That sounds pretty difficult if that's the case.

Well I rambled enough. In short, what exactly do you do when a PC dies in the AP?

Thanks!


So I finished the BB and did a little home brewing. Now I wanna see how it's done so I picked up the Rise of the Runelords anniversary book from my comic shop. I would like some advise from the experienced GM's out there. Any old advise will do, but I also would like to know how to start this thing. Keep in mind my players are noobs too.

I'm reading up on part one. How do you go about starting this thing, lol? You know, like presenting the speeches and the fun and games. What I've ran so far has been minimal on the roleplaying aspect, mainly just quest givers, so I'm just having a hard time figuring out how to present everything.

Any advise is appreciated. This game is awesome. I just want to be better at running it.


I am creating an insectfolk race based on your common grasshopper or locust even. I would like to know how the rules work or how it plays out for 2 movement racial traits. Right now I have a base speed of 20 ft, but if the race had the Jumper and the Vestigial Wings or Gliding Wings how would that work? I might be pushing it trying to use Jumper with acrobatics and wings, idk.

If anyone could tell me how this works, or if it is overpower, or not even feasible I'd appreciate it.


A few questions. Would it be recommended to purchase the hard copy, or the PDF. I've been reading only the last few pages of this forum and I see the PDF comes with maps. I'm not too familiar, but can you take these maps to a printing place and have them printed up? Would they be page by page print ups that you just line up together?

I'm looking to start using the big boy rules and plan on moving my group from the beginner box to the CRB. I homebrewed for a while with the beginner box but i want to see how it's really done so I figured this adventure path would be the best way to go. Any answers or advice is appreciated.


Sorry if this is a necro, I just wanted to share because I’ve been having so much fun. First thing though, thank you for making such an awesome product!

I’m a first time GM and pen and paper person in general. I’ve played a few D&D computer and PS2 games so I have a grasp of a few things, other than that though I’m a newb. It took us 2 sessions to finish the BB quest due to time restrain, but it did give me plenty of time to pick up some things like some graph poster board and ruler.

First I had the players rest up after dealing with Black Fang before heading back to town. Seems like quite a walk and I had something planned. When they got back to town (NE side) they were approached by a frantic priest who was having undead problems in the graveyard. (I drew all the maps from here on out) The PC’s went in and killed a few undead and then came upon a wizard behind the problem. I lowered the CR for the “Evil Wizard” because it turns out he was a flunk out at Korvosa’s Acadamae and also the son of one of the head priest. He had stolen some magic items before leaving the Acadamae and had in possession a Wand of Animate Dead. I let the PC’s try and identify the wand, but I made the DC high so they would get the priest to look at it. The priest took the wand to destroy it and gave the party some gold and told them he and the church would owe them a favor.

The next day after the celebration the PC’s went shopping and I had them approached by someone who, after hearing about their deeds, wanted to employ them to look into an orc clan who had come into possession of an artifact.

After the PC’s invade the orc camp they run into the chief, have a chat, and then a serpentfolk appears. They take the artifact and escape in a secret passage behind the orcs “throne” as an ogre comes smashing in. It was a nice little boss fight. The ogre had destroyed the “throne” and the wooden base it was on so the passage had caved in. The PC’s found a cave in the back where the ogre was locked up, along with a human who was in a different smaller cell. One PC used a ration and some water to help the prisoner and he tells them about what he knew. The serpentfolk was name Za’Thule and I planned to make him a reoccurring villain.

When the PC’s go back to inform the quest-giver what happened, he tells them he learned what the artifact is. (Ok so I kind of borrowed the name, but my players are none the wiser.) The Orb of Elemental Evil-A magic orb that can create elemental servants. The orbs power is limited in the fact it must be painted with runes and left to absorb the element in which you wish to create for three days. At the peak of power a simple ritual must be performed and then the orb releases its power in the form of an elemental creature, bound completely to the will of the one who undergoes the rite.

That’s where we end. Sorry for ranting, and I did leave plenty of details out, lol. Next up our PC’s will infiltrate Za’Thule’s temple. I have some ideas for the rooms which will have elementals to encounter. I have the bestiary now so I can add cool stuff like the water elemental whirlwind ability.

I’m having a blast. I always wanted to play but never had a group. Guess I should have committed to being a GM a long time ago; I’ve been missing out on a lot of fun!


Awesome, thanks! I thought that was it, but I wanted some reassurance before I rolled with it.

And you're right, I was getting class and trained confused. At least I assumed that if it was a class skill that they were also trained in it.


Ok, on skills. The finishing touches section says to put your ability mod in section D and so on. Then later it says if you don’t have a rank in a skill listed in section D put a 0 in the rank box. Then later it says to add it all up.

So the next day I’m comparing my players character sheets with the premade ones. My players had skill point totals in all the skills from the ability mods, but the premade ones didn’t have ability mods in all the skills, nor totals for all the skills.

I think the finishing touches section might have thrown the players off (me too), but I need some clarification on the issue. I just assumed from the book and the premade character sheets that only the skills that don’t require training get the ability mods and get added to the total section. It is quite confusing because say a wizard is trained in a bunch of skills but he doesn’t get to put 0 in the rank and put his ability mod into that box and add the totals.

Hope my wording isn’t too confusing, because I am, haha.