Running a wrath of the righteous campaign and I came across the following question, Does a caster need to take Steal Power as a mythic spell or is it merely a regular spell that can only affect mythic creatures? If it is merely a regular spell, then casters with wild arcana could expend a mythic surge to cast the spell with the result that if the target fails its save, then the caster will at least get the surge back. I thought this option too powerful but at the same time, the spell does not indicate that an expenditure of mythic power is required to cast the spell; therefore, it is not a mythic spell. My balance thought is that it is a regular spell; however, it is an exception to the wild arcana type abilities that allow the casting of any spell; therefore, a caster must know the spell (spontaneous caster) or have the spell memorized. Thoughts? Any other ideas?
My campaign was definitely infamous. It is a decidedly chaotic neutral campaign but definitely involved a darker side as the PCs kingdom encouraged extra-planar magic (something that the crusaders of the world wound did not enjoy). I would offer the following advise with some of the plot elements. In an evil campaign, loyalties are not necessarily simple things. Prior to Book 3, I had Lord Varn rescue the PC lord along with his wife from bandits. This engendered a sense of obligation when Varnhold goes quite. Furthermore, Vordakai has awaken from a "sleep" wherein his race was preeminent. Vordakai is a cyclopean supremacist and was a lord over his own kind. There is no place for the PCs in his world except as deathless slaves. Keep this in mind. The PCs may reach out to it but Vordakai will never see them as anything better than pets. Evil can still fight evil. Additionally, your necromancer PC will likely lust after the knowledge and artifacts that Vordakai has, particularly the eye. Other than the resources listed above, I would look to Firemountain Games evil adventure path (an evil pc party taking over a nation), the Forgotten Realms Red Wizards of Thay (a magocracy based on a ruling council that eventually turned into an arcane, necromantic dictatorship), and the infernal realm of Cheliax (devilish tyranny). The only problem with most evil empires are that they allow slavery which is a violation of the river kingdom rules. Violating that rule would draw the rest of the kingdoms down on your pcs. Turning all the serfs into undead servants...maybe an exception but not one everyone would believe, i.e. Pitax and Fort Drelev.
I'm looking for more information on Mivon, one of the River Kingdoms.
All information is appreciated.
I assume that Midnight got most of her levels from merging with Mystra. As far as Cyric is concerned, he started out his career pulling an intrigue/scam on all the followers of Bane/Myrkul/Bhaal by continuing to grant them spells. This became even more relevant when Cyric killed the goddess of lies and illusions. After that, there were all of the events of Prince of Lies and Trial of Cyric the Mad. Kelemvor is a little harder to swallow. After he dies, he's in hiding thanks to Mask until Mask and Jergal's gambit to oust Cyric from the city of the dead. Now, Kelemvor did partake in a little bit of that uprising so I suppose that justifies a few of his levels. Then once he becomes the god of the dead, I suppose he needs to pacify any dissenters. Doesn't help much but makes the idea a little easier to swallow. Additionally, gods just earn xp in a way that is different from most adventurers as their goals are different, i.e. deities advance by increasing the presence and predominance of their portfolios as opposed to mortals who gain levels by adventuring and defeating enemies (both are overcoming obstacles but in different ways). That's my two cents.
I do not have the old versions (except some 4e stuff). I picked up a print on demand version. The art is pretty good. The classes are still "almost" full BAB. As far as support, there appears to be one adventure in the book and there was one other pdf adventure that Paizo doesn't carry. Not sure if there is any plans for other adventures but I'd definitely like to see some.
Zedth wrote:
Response 1: the groves are usually normal trees with trees of life inserted into them. Depending upon which system of defiling was used (energy gathered during preparation vs during casting), the Sorcerer King would memorize or cast spells near the trees of life. The trees of life would absorb all the defiling. Response 2: the method of identifying slaves varied somewhat depending upon the city state. However, the typical marks are through markings such as tattoos and scarring. Response 3: I believe the Expanded and Revised Campaign Setting had some pictures. Also look to the athas.org equipment pdf books. Response 4: Gilfalas had the cite for the original book. The expanded campaign setting and artifacts of athas had some additional information (including growing more potions).
Rathendar is correct that there was never a gnoll bane; however, Irikos, the weilder of the Silencer of Bodach, was said to have taken care of errant tasks for Rajaat. Could gnolls be in that list? Don't know. In looking at the expanded Campaign Setting p. 89 (list of suitable monsters from Monstrous Manual 2e), gnolls are not on the list. I think that the gith would be the appropriate substitute in the Tyr Region (gith seem to take the place of orcs, goblins, gnolls, and other general humanoid enemies). Outside the Tyr region, who knows what still exists. The Crimson Savannah could have a small section of gnolls that war with the kreen.
In the old 2E, Dark Sun had two sets of "adventure paths". The first was the Freedom adventure followed by Road to Urik, then Arcane Shadows, then Asticlian Gambit, and finished with Dragon Crown. It was a great adventure path as the adventures were all connected. The second set of adventures were not connected but could be strung together as they were of abridging levels. Started with Black Flames, then Merchant House of Amketch, then Marauders of Nibenay, and finished with Black Spine (probably the only plane spanning adventure for DS). You can find some conversions for the adventures. Additionally, athas.org has some adventures that would finish off with a great three part adventure called Dregoth Ascending (similar to the previous Dragon Crown and Black Spine adventures). As far as pathfinder adventure paths, I don't think you could set them in the Tyr Region without a lot of overhall. In the old Crown of Fire source book, there is a continent to the east of the Crown of fire that seemed to have some forest. Might work for Serpent's Skull.
I don't think it would be an easy fit. First, there is the conversion of the PF system to darksun. Athas.org did some good conversions to 3.5 which you could move to PF but a lot of PF stuff doesn't fit. Second, the setting of ROTRL has some callbacks to the dark sun setting; however, the environments aren't the best. If you were to set it in dark sun, then I would suggest moving it far out of the tyr region. (the valley of dusk and fire maps show another continent across the sea of silt that may serve your purpose or perhaps in the land of the mindlords of the lost sea). Third, if you are looking at running an adventure in darksun with the 3.5/pf system, then it would probably be easier to take some of the free adventures on athas.org and string them together (the rise of dregoth series is a great high level adventure to finish with). forth, if you are dead set on using a PF adventure path in dark sun, then Legacy of Fire is probably more in tune (there is some plane of fire aspects but athas has always been closely tied to the inner planes). Otherwise, I would suggest the Serpent skull adventure path (make the jungle the forest ridge and have the island in the first adventure be an oasis with the party trapped there by a sandstorm) or the slumbering tsar adventure path (placed near the fields of the dead and substituting either dregoth or the dragon for orcus with elemental clerics for the holy groups)
I'll toss my hat into the ring for a LE hm wizard(abjurer)4 (prohibited schools: illusion and enchantment). The theme would be a demon hunter who has embraced Asmodeaus for knowledge in combating tanar'ri. He sees the current rulership as being ill equipped having watch the church try and fail to exercise his family from a shadow demon. Str 8
Here is my idea for a character: a middle age human woman necromancer named Inferis with the Resurrected campaign trait. Having died years before, she was resurrected recently by unknown means but returned without a great deal of her former power and having an enhanced knowledge of the dead. She initially returned to her former home and found it had been sold and rumors that her son perished in some magical accident involving the efreet. With nothing else left, she has traveled to Orisian to partake in the discoveries of Wati in hopes of finding the power she once had.
Male Human Ravenloft-hybrid infected werewolf Ftr 10
Here is an idea for a character: a middle age human woman necromancer named Inferis with the Resurrected campaign trait. Having died years before, she was resurrected recently by unknown means but returned without a great deal of her former power and having an enhanced knowledge of the dead. She initially returned to her former home and found it had been sold and rumors that her son perished in some magical accident involving the efreet. With nothing else left, she has traveled to Orisian to partake in the discoveries of Wati in hopes of finding the power she once had.
I'm considering running SCAP using the rules from Monte Cook's CBEM. Has anyone else tried to run SCAP with CBEM? If not, does anyone have any experience with doing conversions CBEM? For PCs it seems straight forward but monsters look like they are a bit of a pain (not sure if monsters get a feat for each HD).
I'm curious. A couple questions:
Dotting for interest. I would do a cleric of asmodeus.
Crime: Attempted Murder (tried to kill a priest of Mitra in order to fulfill a pact previously made. botched the job and went to prison) Background:
Here is a link to a book on pc vampires that I really liked. I couldn't find a copy of it available on paizo. Spoiler: Fang & Fury: A Guidebook to Vampires by Green Ronin
The designation is stated as such:
Rulers in Palfray's Lands:
Spoiler: These are my best guesses as to whom would be in the specific positions. Ruler: Count Sandior Palfray Heir: Lyntern Palfray Consort: Countess ____ Palfray (she is not named in the box set) High Priest: Chaplain ______ (unnamed cleric 1 of LG deity) Treasurer: "Squire" Marlen of Thurmaster Warden: Garyld of Melborne Councilor: Mayor Dorius Carmen of Melborne Magister: Tauster of Thurmaster (this is only a guess as the only named arcane spellcaster in Haranshire) Marshal: Kuiper the Ranger (this would be based upon Kuiper's self appointed nature in keeping the peace outside of the towns) Spymaster: unknown General: unknown Grand Diplomat: unknown Spymaster: unknown
Palfray's Keep: Spoiler: Kingdom bonuses: Economy +2, Loyalty +2, Stability +1 Community Bonuses: Law +1, Society +1, Fame +1 Population: 50 (per book but per rules population would be 1,000) Base Value: 200gp (200gp max based upon description but 1,000gp based upon stats) Defense: +3 Magic Items: none Layout:(locations are by x,y coordinates on a standard district map with 1,1 being in the far left, lower corner) Noble Villa: 1,1-2 Stable: 2,1 Barracks: 2,2 City Wall x1 (based upon size treat as encompassing)
Harlaton: Spoiler: Kingdom bonuses: Economy +2, Loyalty +1, Stability +1 Community Bonuses: Corruption +1, Crime +1, Society -1 Population: 75 (per book but per rules population would be 750) Base Value: 500gp (500gp max based upon description but 1,000gp based upon stats but buildings only supply 500gp) Defense: 0 Magic Items: None Layout:(locations are by x,y coordinates on a standard district map with 1,1 being in the far left, lower corner) Houses: 2,2 Tavern: 3,2 Tanery: 4,2
Thurmaster: Spoiler: Kingdom bonuses: Economy +4, Loyalty +1, Stability +3 Community Bonuses: Corruption +1, Crime +1, Law +1, Productivity +1, Society +1 Population: 100 (per book but per rules population would be 2000) Base Value: 500gp (500gp max based upon description but 1,000gp based upon stats) Defense: +2 Magic Items: 1 minor ring, wand, or wondrous item Layout:(locations are by x,y coordinates on a standard district map with 1,1 being in the far left, lower corner) Houses: 1,4 2,2 2,3 Exotic Artisian (Tauster's home): 1,1 Mansion ("Squire" Marlen's home): 2,1 Shop: 1,2 Pier: 1,3 Tavern 2,4 City Wall: x2 (given size treat as encompassing the town)
Melborne: Spoiler: Kingdom bonuses: Economy +6, Loyalty +8, Stability +6 Community Bonuses: Corruption +1, Crime +1, Law +1, Productivity +5, Society +2, Fame +1 Population: 160 (per book but per rules population would be 4500) Base Value: 500gp (500gp max based upon description but 2,000gp based upon stats) Defense: 0 Magic Items: 1 minor potion, scroll, or wondrous item Layout:(locations are by x,y coordinates on a standard district map with 1,1 being in the far left, lower corner) Houses: 1,2 2,1 6,2 6,4 Tavern: 2,2 Guildhall (this reflects the closed market): 3,1-2 Mill: 4,1 Bridge(half): 5,1 Pier: 6,1 Inn: 5,2 Noble Villa: 1,3-4 Shop: 2,3 Stable: 2,4 Granary: 3,3 Smith 4,3 Shrine (made the temple a shrine due to the small size of it): 3,4 Trade Shop (Garyld's shop): 5,4
Welcome to the boards Koleikos. Zerzix's conversion gives a good basis for converting to pathfinder. Quite honestly, book 1 is pretty straight forward with it's conversions. Book 2 and 3 are going to be the hard ones. First, you need to decide what world you wish to but Night Below in. The first couple times I ran it was in Forgotten Realms. The last time I ran it was in a generic world with pathfinder gods. Second, you need to decide if you are converting monsters from 3.5 to pathfinder or just using pathfinder monsters. Mind flayers, grells, kuo-toa, and ixians were all converted to 3.5 in various books but haven't been converted to pathfinder. A conversion between 3.5 to pathfinder is rather easy, the difficulty is in acquiring the monster stats (if placed in the Pathfinder Campaign Setting, then there is the additional issue). Third, how will you handle the multi-class characters? I have ran it the first few times with standard 2nd ed to 3rd ed rules (add 1/3 of lower level classes rounded down to highest level class). My preference in pathfinder was to use gestalt rules (from WOTC's Unearthed Arcana and in the SRD). Gestalt characters are roughly a CR 1 higher (pcs are ecl 2 higher or just use slow advancement). Forth, will you use psionics? The box set tells you to not use psionics as there is so much else going on. The first few times I ran it I played without psionics and it was fine. The last time I ran it in pathfinder, I decided to use the Dreamscarred Press pathfinder psionics and I really liked it (if you use psionics I suggest you replace the mind flayers' cleric levels with psion levels and the aboleth's mage/cleric levels with psion plus use the aboleth savant prestige class from Lords of Madness (wotc) if you have it). As most of the issues don't come up until book 2, I would suggest just focusing on the character development of book 1. It really is a great little sandbox to run the pcs through for a while. Once you are comfortable with the pathfinder rules, then I would make my decision on the above issues. Hope that helps.
First, check the Ultimate Campaign rules for additional world building. Second, railroads should be double or triple the costs of a highway (highways weren't in the original rules). Third, I would require that railroads are in claimed hexes (otherwise your construction crews would face the danger of the unclaimed hex during construction). Forth, if you are doing a homebrew world, I would change the surrounding kingdoms to support your play style (Pitax is important but Brevoy can be more tangential. Numeria can be any barbarian kingdom or just a mercenary wild land).
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