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Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6) (PFRPG)
***** by Talyseon

Pathfinder Society Scenario #4–17: Tower of the Ironwood Watch (PFRPG) PDF
****( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Gug
***** by Itzeebitzee

Pathfinder Battles—Shattered Star: Iron Golem
***( )( ) by Itzeebitzee

Pathfinder Battles—Shattered Star: Cleric of Zon-Kuthon
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Tarrasque

Lord Twitchiopolis's page

FullStarFullStar Pathfinder Society GM. 201 posts (232 including aliases). 3 reviews. No lists. No wishlists. 21 Pathfinder Society characters.




1 person marked this as a favorite.

The Magus is a solid choice, but it's not particularly suited nor ill suited to the AP. Perhaps the best thing it has going for him is his ability to nova freely, a side effect of the short adventuring days. Otherwise, he's pretty middle of the road for the AP; as good as a Magus gets, but not it's not like this AP is screaming "PLAY A MAGUS IN ME!"

Depending on how strict your DM is, travel through water can play hell with anyone reliant on a spellbook (ever wonder why the loot tables say "Watertight scroll tube containing...?")

Over all, a magus built right fits right into the campaign (using cutlasses, rapiers, and whatnot), but I wouldn't say it really brings anything to the table special for S&S.

Besides, those are just my opinions on the classes fit into S&S. These are by no means rules or even guidelines. Play whatever you want, really.


3 people marked this as a favorite.

Solved the issue of Heave killing everyone in my game by modding the rules:

Modified Heave Rules:

First, determine the number of opponents by rolling a die (1d6 on most nights).
The PCs participating place their bets, the competitors match.
All competitors "Heave!" at once.
Each competitor makes a Fortitude Save against DC 15.
Failure deals the character 1d6 points of non-lethal damage.
For each following round, the DC increases by 3.
Competitors knocked unconscious are eliminated from competition.
In the event of a tie (multiple players falling unconscious simultaneously in the final round), those competitors split the pot.

It ended up being a fun mini game that my players regularly enjoyed, hinging on as much luck as it did stout drinkers. The final hoorah on the Wormwood included a MASSIVE game of Heave with a 500g pot. Humorously, the PCs didn't win it.


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My player's are pitching the idea of "She's One of Ours, Sir" hoping to buy a few moments of confusion prior to battle, though they all seem to agree that the captain will have the final say...once a captain is determined.

They also tossed around "The SS F&@# You Leeches," a callback to hyjinks that unfolded in Carrion Crown, but I told them that the former "Man's Promise" is not a large wooden chest barely capable of holding three people.

I'm tempted to bring my PFS character out of retirement and have Ridgar Redhammer and "The Busty Barmaid" pay them a visit.


1 person marked this as a favorite.

Tar-Baphon and Karzoug get into a fight, who wins?

Geb.


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I'd like to dedicate a thread for GMs to share their original ideas for unique encounters to add to the Skulls and Shackles campaign. Feel free to add your own!

The Isle of One Eyed Sheep:

This adventure takes place some time after the PCs acquire their own boat, and can be scaled for higher levels.

Some time while the PCs are scouring the seas for plunder and disrepute, they stumble across a small, lush, unassuming island; a small, smoldering peak, dense jungles around its base, and large, open fields from jungle's edge to beachfront. Through the spyglass, the lookout can tell that this uncharted island is home to a great flock of sheep. Upon nearing the island, it becomes apparent that these are not normal sheep; they are nearly the size of a cow! Should the PCs land, they find that these sheep have another distinguishing feature; they have one single, massive eye in the center of their forehead. As they investigate the flock, the first encounter happens: the territorial alpha ram.

Use the stats for a bison for the ram, the sheep have stats for aurochs. The sheep flock together as the ram charges the trespassers, and do not fight unless attacked themselves. The ram fights until at 1/6th hp (7 for a standard bison), at which point it submits, or flees if still attacked.

When the PCs return to the flock, they will notice that some of the flock have been sheered. These are obviously attended to by someone, or something. Searching he island, they will come across a large, rudimentary hut, currently unoccupied. Inside the hut they find crude and simple items; a large size pile of wool bedding, a crudely spun blanket, jars of lamb organs, and the like. A perceptive PC will notice that there is no water being held here, though there is what appears to be a wash basin. The hut's resident is currently out gathering water from a spring in the forest, and he returns just as the PCs are about to leave.

The owner of the hut is a cyclopes, but PCs may only guess as to the singularity of his eyes due to the mask he wears. The giant eclipses the door, casting shadow over the room. He wears a mask of a hideous three-eyed hagfish. A DC 30 Knowledge(Religion) reveals this to be a very uncommon depiction of Lamashtu, the Mother of Monsters. The cyclops is a hermit, and as such only knows Giant and Cyclops, not common, wields a greatclub as oppose to the standard greataxe, and has Profession(farmer) as oppose to Profession(seer). He starts by dropping the water jugs he was carrying and yelling at the PCs in Cyclops.

The cyclopes begins the encounter as unfriendly. If he is made indifferent, he tells the PCs that he wishes to be left alone and tells them to leave. Failure to do so makes him immediately hostile. If made friendly, the cyclopes allows the PCs to stay for a time, offering them food and water. If made helpful, he gives the PCs his mask as a token of friendship and agrees to allow the PCs to his herd's wool.

If combat begins (either through failed diplomacy, the PCs wearing out their welcome, or the PCs attacking), the cyclops attacks the nearest PC first. If hard pressed, he uses his Flash of Insight to threaten a critical on a PC, hoping to thin their ranks.

Treasure:

The cyclops has his standard equipment: Large hide armor, Large greatclub, and Large heavy crossbow. His mask magically sizes when removed to the size of the one removing it, and appears to be a Goz Mask (Inner Sea World Guide). In actuality, it is a cursed Demon Mother's Mask (Gods and Magic).

The one eyed sheep are a variable source of plunder; they are worth one point of plunder if slaughtered, two points if taken alive and sold, or one point per four months if allowed to live on the island. Note that the sheep's wool is unusable if they are not properly tended to, so the PCs must revisit every month or leave a dedicated farmhand (a person with at least one rank in Profession(farmer) or be denied the plunder point until four months after the conditions are met.

Cursed Mask:
CL8
The mask does not interfere with spell casting or daily activities, and occupies the Head slot.

This mask appears to be a Goz Mask, a mask useful to sailors. Goz Masks allow you to see through rain, fog, and silt, give you a bonus on resisting wind effects, and allows the wearer to breath water for one hour a day.

Instead, this mask grants a +2 on Handle Animal and Heal, and allows the wearer to smell when an animal is in heat. The mask treats the wearer as if his patron was Lamashtu, allowing him to cast Summon Monster II to summon a fiendish squid once per day. It also allows the wearing to interbreed with any animal within one size category of themselves, often resulting in monstrous offspring, such as gnolls, lizardfolk, and natural lycanthopes in hybrid form.

The mask targets the wearer with suggestion whenever he detects an animal in heat, causing them to desire to breed with the target (DC 15 negates). The mask cannot be removed without a remove curse being cast.

**

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I just wanted to say Thank You to all the good people at Paizo for bearing with us (gamers) through this transition.

It can be rough to see that your favorite character is no longer allowed or that boon you saved for a year is worthless, and as a result we can get pretty passionate about our feelings. yet through it all you've been working with us, listening to our complaints and addressing them as needbe in a professional and curdious manner. I am grateful to be playing a game by a company that actually listens to its customers and takes them into consideration.

And so I say with utmost sincerety

Thank you.


2 people marked this as a favorite.

At a convention far from home:

GM: The Minotaur casts Maze on Ridgar Redhammer.

Ridgar Redhammer, the dwarven brawler, is now stuck in a maze, with NO chance of escaping before the duration expires.

GM: The Minotaur enters the maze with Ridgar.
Friend: *Laughs* That was the wrong choice. Good game!
GM: Huh?
Friend: I GM for these guys all the time. Good luck.
Me: Ridgar grapples the Minotaur. *rolls* success.
GM: Minotaur tries to break. *fails*
Me: Ridgar moves the Minotaur to a pin. Ridgar moves the Minotaur to a chokehold. The Minotaur has his constitution score in rounds to break out or he suffocates. Every round he struggles, he docks an extra round.
GM: *rolls* 42. The minotaur breaks out.
Me: Um. Sorry. He needs a 49. And at least one round I can make that a 60. But he still breaks on a natural 20.
GM:.....what?!?!
Friend: *Laughs* Told you so!

So I choked out a minotaur.

Level 11 brutal pugalist barbarian with propper feats, items, and magic effects go!


1 person marked this as a favorite.

Ran this with my crew and it was a hoot. A word of advice for making the scenerio even more involved.

For the GM:
Represent the fireworks with candy, pop, or whatever other consumable goodies your crew loves. The desire to eat candy works well with the goblins' desires to burn the fireworks. See if your players can hold out!



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