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520. Take Refuge Below: Deep below the surface the survivors of the mist struggle to rebuild their lives. Surface dwellers forced underground by the mist and the horror it brought.
Nearly 200 hundred years ago a dense mist settled over the island of Eganrack. In that mist lurked foul and murderous beasts who forced the inhabitants of the sleepy isle to flee into the caves and eventually underground.
I've been playing with the idea of taking the various feats from the Core and APG and breaking them into 3 tiers.
Tier 1 feats would be high valued feats such as Spring attack. These feats would cost a feat slot and be treated as normal.
Tier 2 would be feats that are good but not great or always needed such as weapon focus. These feats would cost 1/2 a feat and two of these could be taken in a feat slot.
Tier 3 would be feats that often are not taken such as alert or athletic. These feats would cost 1/3 of a feat slot and 3 could be taken per feat slot. You could also take a tier 2 and a tier 3 in place of a feat slot.
I want to try this in order to encourage players to expand their feat selection. Has anyone tried anything like this?
53. Timtom: At home in the treetops of the jungles canopy. The timtom is the smallest species of feline known. Weighing in at just 12 oz. these tiny predators feed almost exclusively on Squints and are known for their raucous mating calls that can be heard for miles around. Legend states that timtom gallbladder can cure gout.
471. Ready, set, go: Once every 25 years comes the Great Race to Freedom. It is a time when the city of Dantre allows 1,000 of its slave a chance to be free. The first 25 slaves to make it to the isle of Dryas are hailed as heroes, given a title, 10 acres, and slaves of their own. The rest are condemned to death and sacrificed to appease the gods.
All you need do is avoid being killed by your fellow slaves, defeat the creatures that are sent out to hunt you down, and get past the devious traps placed between you and your freedom.
You and your companions have been trained by your master, who has a great deal of money riding on your survival, in the various arts. Now all you have to do is survive. No problem right?
Some times I find myself not voting for an item but rather voting against another.
Is it Wise to Prohibit / Restrict Consumable Magic Items (wands, scrolls, potions, etc.)? In a Dungeon Delve?
Reading this over I see where you are coming from OP. However, I think that in this particular case you might want to just restrict access to CLW wands. As you said there are two small towns near the dungeon. These small towns will have access to ~75% of items below 1300 gp. That however does not mean that they will have an infinite number of these items. Most likely the villages are getting these items delivered once or twice every couple of months. They could very easily sell out. Especially, if other adventurers are rolling through town on occasion.
Heck I live in a city of 3 million people and there are times when I find myself unable to purchase specialty goods (like clw wands or Densite plaster) because they are simply out of stock in every store I go to.
You're kidding, right? That would hardly be a rogue fix at all. The problem is he already has to work to be situationally useful. Other classes aside from the Duelist get a version of Canny Defense (like the Kensai, for example) and it doesn't hurt the Duelist at all. And make it a rogue talent? You may as well not change the class at all.
I have to agree. Setting up a sneak attack is hard enough that the rogue should really be rewarded for it.
While not an item exactly I recently introduced these to my campaign.
54. Waystone Constructed by a long lost civilization these large magical pillars can be found along the old kings road every 50 miles or so. Sought out by travelers these pillars give off an aura of warmth (20 ft), Can create water (10 gallons a day), and can cast daylight.
I recently started making 3D terrain for my games.
From my understanding you can use a free action anytime you are taking an action. So free actions are ok during your turn, during AoO, and during readied actions. Or at least that is how I am understanding it.
I've done this in the past. It works out although it feel very canned.
I think the greatest character I've ever played was evil. My fellow players had no idea that I was evil until an alignment spell outed me.
My fellow players had no idea that nearly every person that we spoke to in our quest to find an artifact was then murdered by me. I mean why should they know. It didn't hurt them... I was helping. I didn't want the informants to tell other adventurers or evil monsters what they knew. Be sides loose ends make a whole mess of trouble.
My fellow players also didn't know that the crime we were blamed for in city "A" was one that I had actually committed. They just thought it was a plot point. They all thought that I had learned a bit of information about a enemy via a divination spell... not torture.
I didn't steal from the party, I didn't back stab them, I didn't kill them or argue. If I disagreed I just took matters into my own hands. Of course this all required DM approval but it was all great fun and when the other players found out it was awesome.
245. You have been hired to investigate the ruins that were recently unearthed during a rock slide. Entering the ruins you find a series of rooms each with guardian, traps, puzzles and monsters. At the end of the tunnel you come upon a large room, far to large to make sense of but from out of the darkness you are attacked by Allips. When defeated you realize that they emerged from a well in the midst of the giant room. Looking down the well you see a giant eye flicker open and the room/complex/earth begins to shake. It appears that you and your party may have just unleashed a very powerful evil on the earth. And those Allips where the only thing keeping it down.
In the thread this monster was the tarrasque. The allips continually feeding on it would it was theorized keep it unconscious but it could be any monster you want. I just like the idea of the characters having to clean up a mess they caused.
I'm running a low level, low magic game and was wondering if allowing my players to buy combat feats (ie pay to train with masters for combat feats) would be a good idea. It's a small 3 person party that is less than optimized so I thought giving them a combat feat might be a viable option.
172. Your valley has long been a place of peace and harmony. The orcs do not enter, the game is ample and the harvest is always a success. But now fire will not burn and the snow which has never entered your valley before has begun to fall.
173. Evandorf the notorious catpurse has escaped from prison and is on the run. Rumor has it he stole something that the Duke desires. Do you join the team that is going to be sent out after him or do you leave your half-brother to the mercy of the posse?
174. For the dwarven party. The mines of clan Redshield were legendary. Once producing nearly all of the mithral in the region. Then one day the production stopped and the clan simply vanished. Now nearly 250 years later your small dwarven town was attacked and all of the ogres were wielding mithral weapons with the red shield stamp.
At the beginning of each game I used to remind my players that this was a no holds barred, life or death game, and that they should try not to bite off more than they can chew and above all else don't do anything stupid.
I like to think of it like a course syllabus. I pull no punches. If you want in you have to accept that. You have a problem with that please refer to the speech.
I have been playing with a magic fearing barbarian that has sundered almost every magical weapon that every BBEG has wielded. It's something of a joke in the group now. We'd get rid of him but he's really good at killing stuff.
I say sunder away. It's a legal tactic and one that is very smart when standing toe-to-toe with a barbarian. I feel like I've read a lot of these threads lately and I just don't get it.
In the last 2 games that I've played:
1. The ranger lost both of his magical weapons.
We all walked away saying: "Wow. That was awesome! I can't believe that happened." Because those are the risks you take when you fight Big Bad Evil Guys.
151. Something has begun to taint druidic magic. It's spells have begun to turn. Summoned monsters are uncontrollable. Spells meant to preserve are beginning to corrupt and the forests themselves are no longer safe to travel. The Druids themselves are fearful and those that have tried to commune with the earth have been driven mad...Has mother nature had enough or is there something else tipping the balance?
152. The neighboring kingdom has been destroyed. Refugees tell of a large floating orb that settled over the city and released a destructive blast. Then came the fog. Those that survived the blast were lost to the fog... All you could hear from inside the impenetrable fog were cries and screams of mercy. Wen the fog vanished not a single body was found. Now the orb is slowly moving North towards you. What is this orb? Who controls it? Are those that were taken in the fog still alive?
153. You and your group of bandits have made quite a name for themselves. However, your latest raid on a seemingly nondescript caravan has yielded some surprises. The king and young prince was in the caravan. They were fleeing the castle and they are now your prisoners. The King promises you and your men a title and lands if they could kill the queen, an evil witch.
Here you go:
Male Half-Orc Inquisitor 13
LG Medium Humanoid (orc)
Init +6; Senses Darkvision; Perception +19
AC 20, touch 13, flat-footed 17
Fort +15, Ref +10, Will +17
Speed 30 ft.
+1 Cold Iron Bastard Sword +16/+11 (1d10+22/17-20/x2)
Ranged Longbow, Comp. (Str +2) +12/+7 (1d8+2/x3)
SQ Helm of Fearsome Mien, Inquisitor Domain: Rage, Rage (13 rounds/day), Ring of the Ram, Second Judgement (5/day), Solo Tactics, Strength Surge +13 (1/rage), Teamwork Feat (change 3/day), Track +6
Judgement of Sacred Destruction +5 (Su) Weapon Damage bonus.
Second Judgement (5/day) (Su) Variable bonuses increase as the combat continues.
Every day I would cast magic weapon (+3) and magical vestments (+3 ac).
First off... Never take over a city. It's not worth it. Just too much work. You want to be the one behind the scenes pulling the strings not the one who everyone is trying to kill.
A number of fun ideas.
88. You have been sentenced to life imprisonment on the isle of Zartacla, the realms harshest prison. On your way there however the ship is caught in a fierce storm and blown off course. With the ship grounded you find yourself on a small uncharted island with unfriendly natives, horrible monsters, and surrounded by thieves, murderers, and worse.
You should add these to the 1001 campaign seeds thread...
To the OP. I recently ran a campaign where the characters were all brought together in order to recover an ancient artifact. Each of the characters were "needed" because of their unique bloodline that enabled them to handle and use said artifact. The wizard was the great-great-great-great grandson of the original crafter. The barbarian the distant relative of the Hero that had the artifact created. The Dwarven monk was the grandson of the dwarf that created the weapon that was then enchanted by the wizard. Etc...
I played up the fact that if I could find another group of heroes I would but they were all the realm had. The fun part was that there was another group of adventurers seeking the same artifact... All were distant relatives and were actually working for the good guys. My team was just a bunch of well meaning saps working for an evil wizard.
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