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Haldrick's page

143 posts (144 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Jade Regent has artefact which are story props, they can all be omitted or re-classified as powerful items.

It really depends on which areas you want advice on.

1. Certainly go through the RoTRL part of these boards. There is loads of advice, stuff people have created and other stuff.

2. Really play up how mad the goblins are
3. Try and get the party involved in Sandpoint

Basically I agree with NPC Dave, here are my thoughts in more detail:

1. The campaign has to end with the world saved. So they need to find evidence/correspondence that shows The Shadow Pearls cannot be made anywhere else and that the ones already delivered have been used or accidentally broken.

2 The climax has to be special. Look at your party and enhance Khala or add helpers to make the fight really epic.

I stopped my ST campaign at a similar point.

Just to agree with Corvino, Blistering Invective is great fun. Not the most optimised spell, but great fun. What is better then intimidating your enemies until they catch fire!

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Occult could bring up stuff which claims to get around normal prophecy,
Séances, Spirits, ancient lore.

The Knights of the Ioun Star know a lot about him. Aboleths (good luck to the party getting them to talk). Thassilonian ruins/records or Azlanti ruins themselves. The Mordant Spire Elves

These spring to mind

While not essential there are all kinds of stuff which could be useful (you can run it with just the Book itself)

1. Player companion to Varsia (cannot remember it name)
2. A Campaign guide to Magnimar called "Magnimar City of Secrets
3. Goblins of Golandra

These spring to mind.

I would echo the call to look at the forums. Some people do some amassing stuff and then share.

The Caryatid Columns have DR 5/- so the chances are good. The primary weapon will be broken. Yes they all have back up weapons, but facing a big boss CR 3 above party level with back up weapons looks like trouble.

I had not considered Suishen (The party had decided to present it to Ameiko, but are still carry it). You are right it does help with the initial fight and evens up the big boss fight a lot.

Has anyone had trouble with the Advanced Caryatid Columns

Anytime anyone hits them with a weapon, the weapon takes 3D6 Damage.
I have a Barbarian with a +1 Earthbreaker and an Inquisitor with a +1 Great Axe. Both have Hardness 7 and 20 HP.

I can see them going in to face the Big Boss with broken weapons!!

My brother is playing this kind of character in my Jade regent Campaign. He is not multi-classing, and is doing fine. In a party with a summoner, inquisitor and Warpriest, the character is more than holding her own.

The Ranger dip does not do much harm but is not necessary (swap the con and dex as you suggested or lower str to 17. The dip does also give you some different class skill and track. These are ok but hardly earth shattering. That decision I think comes down to flavour and personal preference

I do not see that you need to change much.

Sea Wyverns Wake
Most of this will do as written (obviously converted to 5E). The stowaway would need to be changed.

Here There be Monsters
Likewise, you can ship wreaked the party. They journey to safety.

Tides of Dread
The politics of Farshore will have to change and the way the party deals with the challenges from the locals can change. But the basics can stay the same.

The whole bad people fighting worse people can be great fun

Nothing original


Watch it. I have been playing since 74/75 and will hit you with my walking stick (but I might fall over).

Looking at these message boards Rise of the Rune Lords has masses of support material. I have been Gm ing for decades and some of the stuff people have come up with just astounds me.

Not sure which modules fit it best, as I do not know many of them.

A few pointers

1. Try and have some party investment to the Jade Ravens. Doesn't matter if is Like/love/hate or rivalry. Just something.

2. I had the party come across mention of Vanthus during the journey just to keep the name in their minds

3. Like all campaigns, I personalised things to fit into the characters back stories (e.g. The basilist statues in adventure 3, one was a characters lost uncle. An evil necromancer, but she did not know that at the time

4 I liked Sasserine so added material between 2 and 3. Including investigating the plantation Vanthus was sent to.

It does depend on your role for Jhod in your campaign.
1. He can be a higher level NPC at first (before the PCs overtake him)
2. Plays a part in the Kingdom
3. Anything else you come up with

While it does Nerf him Adept works for 1, and is fine for 2

Ranger could work

Personally I would not worry about classes you do not like (he is only a NPC) and go with oracle.

Name: Kelso
Race: Gnome
Classes/lean Wizard 10th
Adventure: 4th Book
Location: Wilderess north east of the Hooktounge Looth
Catalyst: Bad luck
The Gory Details:
We were ambushed by a group of 4 Naga's, multiple fireballs were more then our crafting specialist wizard to take. He had to guess on the defences to put up and guessed wrong.
Travel back home and get Jod to use our scroll of raise dead.

Without more information It is difficult to advise alternatives.

Atarlost is correct that many people on these boards think a wand of CLW solves every problem. Parties can and do survive without a cleric/oracle. It is a decision for the players, but has implications they have to live (or die) with.

I am in two adventure paths without a cleric/oracle. On occasions this hurts (costs a lot of money) but we are surviving.

I am with Samy. She is an incredible NPC. If I run this AP I am looking to keep her alive. As a minimum I would want the back story to come out, preferably I will use her as a recurring enemy.

I was going to fiddly with the backstory (I don't have my notes with me with the details)

Many thanks for the ideas. Kama beads is an idea I would not have thought of. Mage's tattoo is worth looking at when a feat comes round.

My problem is whether to take teleport when I next level. Currently I will not be able to take the whole party. Hence the level increase does not need to be permanent.

I will have to balance the cost/benefits

I have a sorcerer who I want to be able to raise his caster level. It does not have to be continuous. 1/day is fine. Can you advise me which items would work. Obviously there is the ioun stone, I am looking for other options.

As others have said, the first decision is melee or ranged. This decides on Str or dex as the main stat. Also it pushes you towards a race. Melee: half orc has some great weapon proficiencies. Ranged: Elf gives you Longbow.

After that decision, others will follow.

The entrap ability:
This appear to be a constant effect. I do not think it stacks, but it is a constant effect, so you can become helpless

Hethua: You know your party better then anyone. However this critter has DR 5 and 4 attacks. Against 4 x 1st or 2nd level characters Hethua looks to be a party killer

I would second the idea of an inquisitor (with or without the rogue dip)
It gives you everything you mentioned.
Spells including healing
Combat ability

Running a module to learn the rules is a good idea. I am playing Dragons Demand at the mo, it is certainly a good module and great for new players.

If they are happy with dungeon delving then Emerald Spire might me worth looking at (I have not read or played it, so only going on whats on the web)

As others have said. There should be no problem. Fighter, wizard and Cleric are all solid/classic choices. There is more to the Skald then raging song. Many parties go without trap-finding. They will be without some skills and just need to co operate between themselves to cover the important skills.

I would stick to a AP with a strong story line and which avoids adding new rules/subsystems.
1. Rise of the Rune Lords
2. Jade Regent (without the Caravan Rules)
3 Possibly Serpents Skull
4 Shattered Star

Not Kingmaker, Skull and Shackles, Wraith of the Righious or Iron Gods.

Just some person thoughts

Detect Secret Doors is a spell I seldom carry. But I like to have it on my spell list. Either have a scroll or memorise it in an empty slot as needed

Also second level is Acute Senses (UM)I find it great.
I found Bane very useful as well however many rounds I have (and there are ways to increase the number of rounds)
However with your current build it is all a long way off.
As much as I love Inquisitors I think your are right not to continue with it.
What to replace it with is very much a personal choice. I would probably go ranger to continue with the skills, BAB, with the rest being icing on the cake.

My party were travelling towards Ravenscraig while still 4th. So I made the journey more difficult by adding a Glacial Toad, the idea was to get them to 5th. It was doing ok, the oracle move within its reach to get into the right position to cast a spell. Unfortunately it criticalled the Oracle and killed her outright (rolled lousy hit point)
The player decided he did not want to be raised so has rolled up a War Priest.

Kingmaker has lots of differences to "normal" APs. As others have mentioned. Another one is the amount of down time. It is great for a crafting character. Our party has a wizard who is always making something for someone.

I have a paladin and have not suffered a lack of things to smite. The mount is great as well.

Your party already has a martial charater and a cleric. So depending on builds should be ok in that area, but only has a part time arcane caster. I would look at that area. If you feel the need to add melee ability, possibly a magus or bard. If you don't like that idea, personally I would pick between Paladin and Oracle and not mix. Love paladns in Pathfinder

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Basically, without a totally different build you simply need to SA more. Without party support your only real option is feint. To do this usefully you need improved feint, which needs Combat Expertise. So without re-training you are 2 feats away.

Other stuff can help around the edges, but your class is designed to get combat damage from SA.

The thing to keep in mind is which type of action each ability uses, and what they can be combiened with.

Playing in Kingmaker I have a half Orc Rogue using a falchion. Highest stat is strength. Uses Improved feint. So far I have been the most consistent damage dealer. Has been a real glass cannon. It is often a race to see who fall over first (something I have lost on numerous occasions)

I like having the skill out of combat. While spells can replace skills they either have to be carried at the right time or resources (i.e. money) spent on scroll/wands/potions. Skills cost nothing.

Agreed with the OP further up. Two weapon fighting is a serious trap. But then it is for most classes apart from fighters.

I believe the idea that you always have something better to do in combat then healing is great in theory, not so true in practice. A selective channel at 3rd level can be healing 4D8+4 to allies. There are lots of occasions when a 3rd level cleric does not have anything more useful to do. This is equally true at other levels.

If your party has a good damage dealer, keeping him/her on her feet can be your best move. You may not be able to keep up with the opponents damage output, but it can still be the best option.

Looking at real life history then several thing become apparent (in no particular order):
Salt is massively important (Roman legionaries were paid in it)
England became rich on wool
There is a big difference between short haul and long haul trade.
Allot of short distance trade was food and materials to make clothes and household goods. Urban areas need a lot of stuff shipped in to support them. Even in Golarion most of the world is still very rural and trade would be to to and from any rural center.
Long range trade is always a balance between weight/baulk vs value. Hence the spice trail from east to west was named after that product. The huge profit from the slave trade only came about because of very high demand in the Americas. Prior to that it had been generally a (high profit) small scale business, over relatively short distances. Skilled slaves might be moved around the Mediterranean or from Africa to the Middle East or vis versa but you would not see huge numbers moved long distances.
Overland trade over long distances tended to have a lot of merchants moving the goods part of the way. The spice trail did not have Chinese merchant turning up in Venice/Cairo with their caravan. Sea travel between East and West changes this.

The first three books (I do not have the others yet) have a variety of opponents. Nothing wrong with stealth or precision damage. There are situations where someone with consistent high damage output is useful (rather then everyone having average damage output).

I don't see this affecting Rangers that much, as they are not great at TWF even if they take that style. Currently only fighters get enough feats to twf. This just opens up the possibility to other classes.

Any inquisitor could have been sent by their god/church to investigate what is stirring in the area. Not quite as tanky as a slayer, but good in combat (depending on the build) skllls and spells.

While you will have to win over very independent locals, Nirmathas would be a good location.

I am running this kind of rogue in kingmaker. Half orc with a falchion. Took combat expertise and improved feign, weapon focus and dazzling display (using rogue talents to get some of them) He has been a very effective glass cannon. Deals horrible damage and/or falls over. Orc ferocity has saved him on at least one occasion. I did not spot the scout until afterwards or I probably would have taken that.

The character has been fun to play, which is always more important then what other people think of as sub optimal.

Personally I think the answer is "Why would normal people not believe in his Godhood?"

He is powerful enough and he has clerics. This would convince anyone who has no reason to doubt him. People may not like him/his church but they have no reason not to believe his godhood.

So you have a barbarian, archer paladin, a wizard and a rogue. So you have the bases covered.

I would go bard, druid or inquisitor. Alchemist is another option (do not know much about them)

Bard, druid or inquisitor all offer useful spells, skills and clas abilities.

Savage tide till the end of Lightless Depths
Kingmaker just finisher Book 3
Serpents Skull in Book 3
Jade Regent still in book 1

These things vary a lot. Nearly had a TPK at the end of book 3 of Kingmker. I think the DM pulled some punches or it would have been. Obviously I do not know for certain as I am a player.
Had a random encounter on the Isle of Dread (with random weather) which nearly killed the party with some lowish level dinosaur’s. That was just bad luck, weather impeding perceptions allowing an ambush followed poor dice rolls. These thing are often balanced on a knife edge and come from encounters you do not see coming.
Some encounters are famous of course. End of Book 2 of RotRL !

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Book 1 includes a journey of about 2.5 weeks. But not a lot of other time
Book 2 Starts with a journey but after that is urban and time constrained
Book 3 is a long overland journey, lots of time.
Book 4 has a stay in a city. Then a journey. Then a big dungeon.
Book 5 Is very sandboxy. Lots of time
Book 6 Not a lot of time

My big fear is Nindinzego and Slugwort killing the whole party, not them getting to the crypt it's self. Sorry I was so unclear

Ok so I moved Kikonu to U13. The party climb the walls at U3, take the door and move to U8. Now they have a light source as they have characters who cannot see in the dark. Kikonu see the light go down the corridor. He waits for them to go further then follows.

The problem: The party are making a beeline for the crypt. They know that Ameiko's family secret is there. They have no idea what is causing her incapacitation, but based on no evidence feel the answer is in the crypt as well. They see no point in messing with the rest of the inhabitants of the castle. At this stage they are not really strong enough, being a level short.

The situation: The party is in T12 and have found the stairs down. So Kikonu steps out on the balcony U7 whirling "Dancing Wasp"

So Kikonu can generally act mad while the wasp is fighting. Then throw ray of enfeeblement/scourching rays about.

Any ideas about keeping them out of the cellars if Kikonu runs after a few rounds, and in the longer term, after they heal up.

It also depends on your parties mix. Do they need more a Swashbuckler or will this step on someone's toes.

I certainly think that Craft Wondrous item is worth taking, but I would stick to Scribe Scroll at 1st. It does dramatically improve or usefulness, survivability and combat power at low levels. At higher levels it helps utility. Jade Regent has periods when scroll may not be for sale.

Had not spotted that. I think the ogrekin patrolling at ground floor level instead of the troggs makes sense.

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