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Leonard Kriegler

Mark Hoover's page

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Most PCs can't afford a wand until level 2. At level 3 Wizards get a 2nd level divination spell called Elemental Speech; they can talk to elementals. Follow me here:

1. Put the spell on a scroll
2. Cast the spell before heading into a battle
3. Using the Share Spells feature put the personal spell on your familiar
4. Your familiar can now speak the command word... in elemental.

The rules say you have to speak the wand's command word, but not what language to use. This may work in a home game (check w/your GM) but probably not in PFS.

Frankly I'm all for familiars wielding wands. Any familiar in my game is a viable candidate. The way I figure it, if you take a vanilla familiar w/no archetype and are willing to spend a feat on it so it can use UMD skill, why would I nullify those choices? For that matter even some of the familiar archetypes aren't all that useful long-term so why have the character choose an option (familiar) that is just dead weight on their character?

I wholeheartedly encourage PCs in my games to use their familiars. If they're small and dexterous enough to hold things in their paws I give characters some extra move-equivalent options: "my squirrel draws a dagger for me so I can full attack with 2 weapons." Aid Another, UMD, extra hands or eyes; these are the cornerstone of having a familiar IMO.


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You said the game takes place "mostly underground" and that the dwarves don't trade with the surface. That's fine; here's some suggestions:

Sun rooms: dwarves create solar tubes to direct sunlight down into their halls. This diffused sunlight isn't great but it does allow for crops to grow. Small gardens and water grains are grown in these chambers. Over time as kobolds and other lower-dwelling light-sensitive creatures have invaded and claimed dwarf territory, these rooms have come to serve a different purpose: torture. Kobolds, being primarily lawful take dissidents to these rooms and chain them to where the sunlight pools, forcing their eyes open with toothpicks.

Frostgrass: just like green plants on the tundra there are some green plants that survive in fissures and glacial rifts. Canny dwarves have learned to recreate these conditions where their halls exit onto frozen cliffsides. Just at these entryways are hoarfrost gardens where domesticated goats graze. Never one to leave resources unused, the scat from these animals is even processed. Through Purifying spells as well as good old-fashioned work undigested greens and grains are extracted and then boiled in a mash for a pleasing, if nutty fermented drink.

These, plus the suggestions above this and the inclusion of spells like Daylight, Plant Growth and finally the invention of some unique, setting specific lichen and fungi would give the dwarves plenty of food sources.


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They might be shy, or reserved, or feel silly/awkward doing in person what they used to do whatever happened behind screens before. Your players are people and they have fears and anxieties like any other humans. Its only natural that they have great cerebral ideas for their PCs (good backstories) but don't really dive into roles when they're at the table.

This might be it for how they RP in person, and the challenge falls to you as a GM and fellow player of the game to be willing to accept that. Talk to them. See if they're comfortable with this level of engagement and if it is, so be it. If you want more and they're not ok with it you may be looking for other players.

If however everyone at the table says they need to RP more (whatever that means; it's very subjective) then here's some ways to help nudge them:

1. Encourage skill use: create social or puzzle-based encounters. One I like to use at 1st level as an ice-breaker is the "heroic save" scenario. PCs are in public (town, in the middle of a ship, on a road in the midst of a caravan, etc) when monsters appear. Said monsters are everywhere and the players could spend the entire session just fighting. Suddenly a cry rings out: "MY BABIES! PLEASE! SOMEONE SAVE THEM!" followed by the crashing of wood. Two little girls are trapped; could be under a fallen cart, could be in a runaway caravan, or maybe on the second story of a burning building. Now sure, there are monsters everywhere and all of the public area is in jeopardy but what hero in their right mind would let a kid die? Saving the girls isn't about JUST murdering monsters. The PCs will have to lift a broken cart that's full of goods and swarming with monsters; maybe they have to control the panicking draft horses all the while batting monsters off a moving vehicle; they've got to get INTO the burning building or scale the side, dealing with the hazard as well as the creatures they're fighting.

2. Now that you've got them thinking like heroes, treat them as such: create the kids' mom as an NPC. She should have something relevant to offer the PCs after the fight; I usually go with the mom being influential around the neighborhood and spreading the word that the PCs are heroes to give them a 10% cost of living decrease. But then its on you as the GM to RP that boon. It's not enough to say "cost of living is reduced." Show them HOW it's reduced. "Oh, it's YOU guys!" the shopkeeper says, pushing another patron out of your way. "Right this way heroes! I've got deals for you on these fine masterwork backpacks just in from up north. Genuine dragon hide! Nothing but the best for our heroes!"

3. Ask the players "How?": everything these guys do, even when they fumble an attack, should add something to the overall narrative of how awesome they are. If you're just telling them about it they might feel left out. Instead challenge them with the word "how" as in:

Player: I attack with my battleaxe
GM: How?
Player: Huh? I just told you, with the axe.
GM: No, how do you attack with it?
Player: What, like, what feats? I've got...
GM (interrupting): no, describe it to me. What are you trying to do?
Player: Umm... I don't know, trying to... umm... hit the orc in his face
GM: Ok, roll
Player: Umm... 18. Does that hit?
GM: You drop sideways, luring his head just a half inch closer then pivot, bringing the axe up and down in a deadly arc! As it hurtles right for the orc's face he moves with it, minimizing the blow! You hit but didn't manage to cleave his face; instead you came down glancing off his collarbone to lodge in his shoulder. Roll your damage...

Then apply the same dialogue to social encounters. Ask HOW when the PCs gather info, intimidate, research between adventures, or use other non-combat skills. Even when it's as simple as making a Climb check in the wilds ask them how they're doing it. This gets your players in the habit of describing their character; his actions, mannerisms, and method of action in all things. Hopefully, with practice and repetition the players will just learn to work this into everything without your prompting.

4. Remind your players their characters should always be doing SOMETHING: the story of the game might be made up or narrated by you, but it goes nowhere without the players moving it forward. As such they should never be standing around doing nothing. I like to roll initiative for everything to keep my players engaged. Example:

GM: the hallway dead ends in a solid oak door 30' ahead.
Ranger: Ok, I check for traps
GM: roll initiative
Ranger: what? Who's attacking?
GM: No one yet; I want to know what everyone's doing.
Wizard: I got... 15
Fighter: 6
Inqisitor: 18!
Ranger: 11
GM: Ok, inquisitor; what're you doing?
Inquisitor: Umm... I check for traps
GM: How
Inquisitor: Right! Um, I cast Guidance on myself and ask Pharasma for divine insight. My guy has Darkvision so I'm just going to inspect the area visually through the darkness. I got... a 23 Perception
Wizard: Well I'm going to tell my owl to circle the area in a visual search as well while I cast Detect Magic and try to sense any auras in the area. My familiar got... 12. Crap.
Ranger: well I've got a glaive with reach so I'm going to prod around and try to search for traps that way. Perception... 19
Fighter: My guy has Knowledge: Dungeoneering. Can I use that?
GM: to do what?
Fighter: Well, it says I can identify underground hazards and monsters and stuff. I'll look around and try to identify any normal hazards or see if anything looks out of place.
GM: Ok, give me a Knowledge check
Fighter: Umm... SWEET! 21!
GM: OK, here's what happens...

The group begins to spread out. The inquisitor kneels briefly to the holy symbol in her hand, then rises and peers into the dark. She notes an odd, wet patch on the floor but can't quite make it out with much detail though it smells faintly of lamp oil. The wizard sends his owl off and casts his spell detecting a faint aura on the side where the oil has gathered though his familiar notes nothing. Ranger, as you're tapping you don't notice anything out of the ordinary but just as you're moving up to the next area you can reach the fighter spots something. The kobolds you've encountered so far have favored fire and there is unnatural scorching on the wall near where the oil has gathered; normally such would be the result of a torch bracket or something but none are present here and the normal dank breezes you've been feeling down here seem to breathe upward through a tiny hole in the ceiling.

Congratulations: together the team detected a Burning Hands trap that chars everything in a 15' radius beneath the hole. You might mention the PCs have a bad feeling (those who rolled a 20 or higher) and then they can decide what to do next. Bottom line as all of the advice begins to come together the hope is that your players feel engaged, empowered and willing to insert themselves into the role of their characters at a moment's notice.


Auxmaulous wrote:
This adventure is difficult. There are parts where everything is not level appropriate and the players will curb stomp the threats. And then there are parts that are not level appropriate where the players will die horribly.

Aux I hope the players aren't dying horribly at your table. Their characters, sure, but otherwise there might be something else at play here.

For serious though this is a tough megadungeon, even for veteran players. I stole a couple levels merging them whole hog into a megadungeon I was running turning my campaign into a modified RA. In that instance I gave 4d6, re-roll 1's and starting gold of 150 GP/person. I had 2 PC deaths early on, and these were players confident in taking on CR+3 fights even AFTER a couple fights in the day.

I would urge all GMs to warn your players: build your characters well, understand all of the rules of fight AND flight in whatever system you're running, and most of all keep track of all the exits, even if one's a rat's tunnel.


Well ok, save-or-suck spells are worthless on a scroll. Still, any spell that doesn't allow a foe a save is still viable on a scroll. Got a familiar you feel confident to deliver Touch spells? Pick one like Shocking Grasp that doesn't grant a save and just spend more on the scroll. Ray spells are also decent attack scrolls.

For the most part though I say stick to any utility, buff or defensive spell for scrolls. Also don't be afraid to include cantrips in that list. "But Mark, that's LUDICROUS! I can spam 4 cantrips all day!" Yes, but you ONLY get 4. There's about 6 that can actually be consistently useful. I like to spam Acid Splash, Detect Magic, Resistance and Touch of Fatigue on my guys but then carry around scrolls of Detect Poison, Disrupt Undead and Read Magic just in case. If I know about undead ahead of time, I just drop Touch of Fatigue and spam Disrupt Undead instead.


In the research, as interpreted by my GM, it says under a klar that it can be used as a light spiked shield. Under a light shield it says you can shield bash. it doesn't actually say "shield bash" under the klar or the madu. Therefore my GM has ruled that I can only shield bash with a light or heavy shield, spikes or no.

By that logic I can shield bash with the klar, but not with the 1d6 slashing bit. When treated as a light spiked shield I can shield bash. Since it's already treated as a spiked shield I can't then ADD more spikes to up the damage.

Also I was told I couldn't throw a shield as a free action even though that's what it says for the Throwing Shield. My GM ruled that the throwing is a Standard action and the getting it ready/drawing it FOR throwing is Free.

Lastly I was told I couldn't throw a klar. It's not listed as a "throwing" shield. The only way I could throw a klar was to either take the Throw Anything feat or be a 3rd level brawler with the shielded brawler archetype or whatever it was.

Basically I was looking to be a grippli who could throw his shield, grab it with his tongue, put it back on his arm, then 10' charge with the device and maximize his shield damage. My GM didn't see it that way. The build is scrapped at the moment.


Cuup wrote:

When buying magic items or finding random magic items as loot, the rules dictate that the caster level and ability scores relevant to that item are the lowest possible amount. However, this isn't the case when crafting your own magic items.

When crafting your own magic items, you may actively lower your caster level to the lowest possible (thus keeping the cost to craft the typical amount, as well as the level-dependent effects), or you can use up to your current caster level (which may increase the cost to craft, as well as the level-dependent effects). The DC when crafting is always based off your casting modifier.

Example: A wand of Burning Hands costs 25G in a shop (or 12G 5S to craft). This is because it's assumed that a creature with a caster level of 1 and a contributing modifier of 11 is crafting it. This scroll creates a Burning Hands spell that deals 1d4 fire damage with a DC of 11
A 5th level Wizard with an Int score of 20 decides to scribe a scroll of Burning Hands at a caster level of 1. This scroll costs 12G 5S to craft, as he’s still using caster level 1. This scroll creates a Burning Hands spell that deals 1d4 fire damage with a DC of 16
The same Wizard decides to scribe a scroll of Burning Hands at his highest caster level. This scroll costs 62G 5S to craft ([caster level 5 * level 1 spell * 25]/2 craft). This scroll creates a Burning Hands spell that deals 5d4 damage with a DC of 16

I’m 100% positive about the caster level to level-dependent effects rules above, and 90% sure about the DC rules. Unfortunately, my work break is over and I can’t look for the rules to quote them. Hope this helps!

All of this is what I thought but upthread Jeraa suggested otherwise. Anyway for my homegame this is how I'm still ruling it.


There's no better teacher than experience. You have 7 players. Keep 3, turn to the other 4 and close your eyes and point. "YOU have been selected as the NEW GM!"

Hand that player your CRB and have him help the other 3 make up PCs. Don't completely abandon the person; work with him/her between sessions to prep a very simple module like Master of the Fallen Fortress. Once the next session comes around though send these 4 into a separate room with a "Good luck and god speed" and let them go.

If not a separate game, delegate some of your own. See what they've learned as you join the ranks of the players for a game or 2. At the very least put them in charge of maintaining initiative, taking notes, posting recaps, etc.

I have 2 games and one lurches sluggishly while the other seems so far to be humming along. I attribute that to 2 things:

1. Players should be engaged: by this I mean the players should know what's goiong on but ALSO have a vested interest in what's going on. Also THEY should drive the story forward, not you. To that point try to help your players understand and appreciate downtime. Got 2 hours to kill on the road? You could make a low-level scroll or potion, do a tiny amount of work on a cheap item, question your contacts, go hunting, etc. Stress to your players their characters should ALWAYS be doing somethnig.

2. Make the game about them: the PCs are the heroes. COC does a good job of reminding the players how fragile they are and how ultimately useless their actions are against the oncoming horrors. However PF is a game generally where the PCs are at the pinnacle of mortalkind, even at level 1. Even random encounters should somehow relate to them; maybe a monster knows one of their names, was a foe of their uncle or is at least from the same village. The plots should involve them and at some level be JUST for them.

Everything else you've mentioned teaching usually develops from play. If they're HS kids then just go back to when you were a kid and think: how did I learn teamwork and fair play? Generally it sank when, just after the pizza got there one dude who didn't pay took 4 slices when everyone else got 3 so in the next hallway when the ogre jumped us we left his level 3 wizard there while we all dove through a door and closed it behind us.

Seriously. Risk your health, drink tons of soda, crank up some (whatever gaming kids are listening to these days) and play every night for a couple weeks straight. Suddenly you'll find the PFS habits giving way to true gamer quirks. You'll get Loner Guy, Dude that Always Looks for Girls and Barbarian-Trapped-in-an-Arcane-Caster's-Body Guy in no time.


Scroll wrote:


Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.

I've always taken this to mean that the spell happens exactly as if the scriber was casting it. Not the reader, but the scriber. So if found in a loot pile a sleep spell is DC 11; if the PC scribing the spell though has a normal DC 16 save when they cast the spell that's how it happens off THEIR scroll.

I must've been doing it wrong.


No, I'm not arguing; in fact I jumped into this thread for advice about a sword-and-board 2wf I'm putting together for an upcoming game. I just thought it was wierd that in my research for that character under light and heavy shield they list out the "shield bash" attack but under the device but under the klar and madu it gives some detail and then says treat them like light spiked shields. My GM gave me that as the justification that, on top of whatever damage or benefit each "alternative" shield gave me if I wanted to shield bash I'd be doing it as a light spiked shield.

Heck I'm not complaining. If I can get my GM to agree with this thread it'd be great at higher levels to be keeping up damage wise with the 2h fighting bloodrager!


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Aux: for the "hunted" abouve I put in my vote for something using the bugbear feat where it smells fear. I think there's another feat where you can intimidate w/out needing to be seen.

Couple that with traps that deal Bleed damage or Ability damage, namely Con. Finally traps that cripple movement. Force the PCs to get maimed, lose blood or slowly get weaker, all the while have them making saves against fear or at least being demoralized through Intimidate.

This is how I ran a bogeyman type in an old game. The bugbear was blind, ONLY beng able to track by scent. He had poisoned gas to deal Con damage and another for halucinations; he had a couple areas with caltrops or bear traps; he took unarmed, a couple levels of rogue and Bleeding Attack so he'd dart out, slam from behind and deliver a brutal, bleeding punch but then fade away leaving you to waste heling skills/powers on the bleed or just keep bleeding.

There were also signs all over. Kids he'd tortured and removed their eyes replacing them with mirror shards. There was grafiti in blood "Old Pogolo Peeps, he crawls and he creeps..." and even a creepy little nursery rhyme the kids in town sang.


Well one player has been picking up on the cues. She's playing a barbarian and the setting in the last couple adventures has featured boulders, fallen pillars, rubble etc. She blocked exits with the boulders one game, then used them to smash kobolds in another.


Who's actually scribing, your PC wizard? If so the DC would go off whatever Int mod you have. If my elf wizard with Int 20 at level 1 scribes a scroll of Sleep, it's a DC 16 spell. If I have an applicable feat it'd go up more.

This is why I like to pour a flask of Alchemist's Fire all over my Burning Hands scrolls. This ensures that one person inside my AoE that fails the save bursts into flames. Also add some alchemical power components for +1/damage die (I think; otherwise it's just +1).

As for storing the scrolls, a scroll case can store up to 2 scrolls and you can scribe a couple spells/scroll. Besides that you've got handy haversacks, portable holes, bags of holding, and I'm sure dozens of other storage options. Personally I like just good old fashioned bandoliers.

One strap across my chest gives me 6 scroll tubes. 2 more tubes at each hip, one bandolier across my back and 4 more loose inside a satchel means I've got room to carry about 40 scrolls. If I need more room than that, I probably need to think about some kind of magic solution.


Umm, I don't understand about a shield bash being different types of damage (Piercing or Slashing). From the SRD:

Shield Bash Attacks wrote:

You can bash an opponent with a shield, using it as an off-hand weapon. Used this way, a shield is a martial bludgeoning weapon.

Now shield spikes are something that can be added to a shield to make it piercing damage, but I don't see anything that can be added to make it slashing. This seems to be what makes a klar unique; the fact that it can shield bash OR slash.


What about the humble Sleep spell. Scribed at 1st level this still targets foes 110' away, puts them to sleep for 1 full minute and still affects 4 HD.

Also I submit to you that scrolls have the added benefit that they can be scribed at a higher level and you just have to pay more. You could spend 50 GP on a 4th level Burning Hands. Sure, it is expensive, far more per "charge" than a wand, but now you've got 1 extra 4d4 Burning Hands for the day.

I say any spell is good for a scroll if you've got the loot. The primary use for scrolls is to extend not only the diversity and utility of your spells but also to tuck a little extra utility under your arm.

Don't neglect your defensive/buff spells. Web, Enlarge Person, Alarm and Bull's Strength all jump to mind but I'm sure you can come up with more.

Finally, see if your GM is willing to use the optional Downtime rules from Ultimate Campaign. With those, given a little extra time you can generate Magic capital. Basically you spend 50 GP but this gives you the equivalent of 100 GP to use toward spell research or creating items among other things. Think about it:

Your wizard comes back to town with his loot but spends a couple days when first back using his Spellcraft skills and donating his scroll-making talents working at the local temple of Pharasma. Healing scrolls don't just scribe themselves after all. Rather than paying him in gold, the temple reduces the cost for numerous pages of fine velum and rare inks for his own private uses.

Retiring to his private chambers the wizard now uses the 2 Magic capital to scribe his own scrolls. He spends 100 GP of his own gold to scribe 200 GP worth of scrolls but he only pays half cost, so this is the equivalent of 16 level 1/CL 1 scrolls.

This is how a PC wizard in one of my campaigns started off at 1st level with 16 scrolls; 4 Sleep, 2 Mage Armor, 2 Shield, 2 Unseen Servant 4 Burning Hands and 2 Jump. This plus daily spells and cantrips got him through 9 encounters in a single day of adventuring.


Cheapest one I found:

Wizard with a rhamphorhynchus familiar, 1 scroll of Enlarge Person and one scroll of Ant Haul. Since the wizard starts with Scribe Scroll as a bonus feat these 2 spell scrolls, together, cost 25 GP total.

Cast both spells on the familiar. Now you have a Small sized flying dinosaur with a 10 Str that can carry a little over 150 plounds in it's talons. It's not big or strong enough to ride around (unless you're Small sized and also cast Reduce Person on yourself) but it can pick you up and move you short distances.


Not life or death but an interesting use of gear and cantrips. PCs need to distract some kobolds to sneak up a hillside; kobolds have been spotted in overlooking murder holes ready to rain down arrow fire. The PCs grab a spare shirt, mark a face on it with some glow-in-the-dark inks the wizard had and cast in succession: Penumbra, Prestidigitation and Ghost Sound.

The effect was a ghost-like sheet with a face, surrounded in shadow and very faint mist, which made the face glow. Add in the sounds of unearthly moaning (Ghost Sound) and its slow, drifting movement to block the first murder hole and suddenly "Ghost Shirt" was born.

The shirt was used to get a druid with Obscuring Mist as their last spell to the rough middle of the path up the hill where he used said spell to cover nearly the entire thing in fog. The kobolds, seeing the ghost followed by a sudden cloying mist rising (the druid used Stealth to get into position and wasn't spotted) thought the haunting was real and I rolled will saves. 2 brave kobold heroes held their post and fired blindly into the mist after they heard movement; the other 6 fled screaming "GHOOOOSSSTTTT SHIIRRRRRRRTTTTTT!" in draconic.

Needless to say, the PCs made it to the top unscathed.


Last night I really should've used terrain. The final fight was several groups of kobolds in a huge dragon shrine with toppled pillars, cover, rubble, etc. The players used some of the standing stuff for cover, but that was about it.

Its sometimes frustrating when players think in only 2 dimensions. They can move at or away from the enemy. There were lots of instances to stand on, climb over or even swim around (the room was surrounded by a moat on three sides) the villains but no one really took advantage.

How can I encourage things like tipping pillars onto foes, standing on a big rock for attack from above, sniping, etc?


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So you're gonna be Small sized and also slow right? Don't want to invest in Fleet? Here's some options:

1. Take ranks in Handle Animal and Ride; dominate and train an animal of Medium size that has faster move/different Movement types than your own

2. Take a class or archetype that gets an Animal Companion; follow #1

3. Take a class or archetype that grants access to a Familiar. Now you have 2 other options:

A. select a Small sized familiar and utilize Reduce Person

B. Take the Mauler Familiar archetype; by 3rd level the familiar can achieve Medium size

Alongside these options are 50 GP for a potion of Expeditious Retreat; 750 GP for a wand; (if a spellcaster) 25 GP for a scroll. There are so many ways to gain a little extra move situationally that I don't know that I'd need to spend a feat on it.


Y'know who would make a GREAT new character to develop in this show? Penguin's mom. Carol Kane is a great actress, the character is creepy and bizarre; I'd love to see where some really great writing could take her.

Also

Spoiler:
good to see Peter Petrelli working again


Fleet would be worth it for 10'. At +5' I just don't see it worth spending a feat on. If I'm Slow (20' base speed) it's likely that I'll have ranged weapons. Moving 20' and firing a crossbow/bow generally covers me at low levels. At higher levels I've got magic.

For running away chances are that my foes have decent speed and possibly different movement types. A Mite has a Climb speed as do many mounts employed by kobolds. My point is that running away at low levels, before movement-based magic items, is like a 50/50 shot even with a 30' base.


Eternatural 1 wrote:
Because every brawler is a descendant of Chuck Norris

One of my faves: "Chuck Norris finished the Neverending Story"


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When I GM I challenge my players often, asking them "how?" In other words:

GM: You come to the town gate. A gruff pair of dwarven guards sneer at your approach. "State your business beardless ones!" they grumble. Dwarves are historically not known for their charisma and these two seem exceptionally dour.

PC cleric player: I use Diplomacy to get us past the guard.

GM: Ok... how?

Cleric: Umm... I'm not a very good actor...

GM: That's fine, just tell me how a cleric, YOUR cleric, distinguishes his Diplomacy from that of everyone else at the gate. Tell me your skill roll with that.

Cleric: Well, I... umm... I know Dwarven as a language. I hail them in Dwarven and show them respect, invoking Pharasma as I do so. I got... a 23!

GM: *narrating* The cleric steps forward and in the brute, halting language of the dwarves he calls out a traditional greeting. The guards' faces unhinge, slightly, showing a surprised deference to the man. "May the Great Wheel of Pharasma turn in your favor for the duty of letting us pass." the cleric finishes with a respectfully bowed gaze. "And may Torag's Hammer sing upon your deeds master priest. Pass freely into the town of Brutenheim..."

So I do the same with combat. I don't just ask for what weapon/feat are they using and what the numbers are. I try to get a feel for the PC then narrate the action based on the response of the player.

If you have a Dex-based barbarian who's focused part of their build on mobility they won't be standing there hacking with their greataxe; they're dancing, weaving; the axe twirling even as they pivot on their heels to open their foe's defenses. On the other hand if you have a two-handed reach fighter whose build focuses on the Dwarven Longhammer they may in fact be standing still, but even this should get some narration; the goblin who counted on her size and skill as a ranger 4 to tumble through threatened squares and instead botched it and provoked? You might describe the fighter as patient, pensive; watching for the perfect moment while the goblin's chaotic nature got the better of her. She spun sideways and threw herself on a small stool; not high enough for advantage but a good launching pad for her to bound straight for the fighter's face with her bite but even as she flipped into view the fighter, seemingly unaware of the ranger, spun in place letting the momentum carry the hammer's head out to full reach to meet the goblin ranger's cranium with a sickening crunch and sending her smashing to the floor.

Lastly, as others have said, try never to have fights take place in an empty, 20'x30' flagstone chamber. Goblins leave garbage wherever it falls when they drop it; caves have uneven ground and rock outcrops; even a crypt might have ossuary tables, iron candelabras and wrought-iron fencing framing archways.

This is why in my next game I wanted to play a grippli. Imagine being a creature with a Climb speed and Small to boot. A cave or forest would be a playground! Move 10' to the wall and another 10' up to a Small-sized crevice, hunker down, and throw a javelin; next round jump using gliding to cover the 30' and land directly behind the melee to use your tongue to Disarm one of the orcs. When they come at you backflip (move action 10') onto a low wall of flowstone and throw your net. It would be like playing Spider Man almost!

Anyway PCs should be taking advantage of this stuff. So should the monsters. The more dynamic the environment, the more dynamic the fights can be.


An insurance seminar

A land completely devoid of purchasable/craftable magic

Under the rule of the King in Yellow

In a bar on earth standing next to guy calling himself Arthur Dent

Whatever setting is being used by the GM who starts the game saying "Let's see how many of your PCs I can kill with this FIRST roll..."

On an alien planet, surrounded by NPCs who are all wearing blue and yellow; the party is all wearing red

Etiquette class

A glacial ice flow

Wedged in a crevasse

Teleported to a nice, wide open vault out of which only lead Diminutive sized tunnels; the vault is infused with an anti-magic zone

In the midst of a skill challenge

An Amway sales pitch

At a job

At the BEGINNING of the rainbow

At the end of the adventure


The first few pages of Rise of the Runelords is good for what you're looking for.

RotRL:
The PCs come to town for a festival and the town is attacked. The PCs help take out the threat, are met by a few NPCs and hailed as heroes. Once this initial threat is over the heroes encounter a few extra events like hunting a boar or escaping an angry father after kissing his daughter.

The "extras" are supposed to build engagement in the game world, specifically the starting town. It's leading up to when the PCs are going to go on an adventure in that town to foil an evil plot.

You could just as well segue from those events to the Beginner Box adventure. I hope this gives you some fun ideas!


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"Like it or not this is a world built on rules. Some of those rules can be bent, others broken.

You mean, I can dodge bullets?

I'm saying, when you're ready, you won't HAVE to."

I guess what I'm saying is that the Brawler, although non-magical, is more than just mortal. By virtue of extreme training he taps a level of skill that transcends planes. Couple this with body hardening exercises, superhuman athleticism and harnessing parts of the brain and body that lay dormant for ALL other creatures and the Brawler isn't playing by the same rules any more.

THIS is what Irori was striving for. The monks may have mastered their own Ki, but they are still dependent on some force, some power to fuel their incredible abilities. The Brawler does all of this through discipline, training and a willingness to strive for what others will not.


I have 2 gaming groups and the session types couldn't be more extreme. One group is playing 6-8 hour marathon sessions 1/month. The other is a weekly 3 hr session. The funny thing is what happens to getting things done.

In the monthly game the players are VERY laid back, to the point of needing some prompting from me, the GM, to interact with the environment in order to pick up clues, use skills and advance the plot. The game moves VERY slowly and subplots tend to get missed/ignored.

In the weekly game things get done in rapid fashion. There isn't much room for subplots but the one that's been worked in so far was seized upon and finished all in one night. The downside is that my setting and NPCs feel more like the background from a video game.

I have to say though that as a GM I'm loving the 3hr sessions. Its the challenge to GMing I think I've been missing. I only have 3 hrs/session so even if I'm going to ad lib something I really have to have a good handle on what's going on and where I'm going with a particular scene. Plus any detail that I add gets investigated; the players don't have the leisure of mulling something over for an hour and coming back to it.

I think another thing helping the engagement by the players in the 3hr sessions campaign is that it meets weekly. I didn't realize just how much gets lost between monthly sessions even with recap emails and an Obsidian Portal site. My players show up every week, take a few minutes to hang out, and then once the game is on they tell ME where we were and immediately start making decisions.

I think I'm discovering that my ideal campaign would meet weekly for 4 hour sessions. In a perfect world that would happen on Saturdays during the day. No one would show up right from work hopefully and have to decompress from that stress, and folks would be awake and ready with a bit of daylight in their senses. We'd attack the game hard but have maybe just enough time for sessions where all we do is Downtime or social/skill-based encounters. Add in a main plot where things progress each week and a single sub-plot from time to time with things like a time crunch or a set objective to add some pressure for resolution and I think I'd have an incredible, long-lasting campaign.

But that's what started this thread. Chatting with a friend about old games, looking back over old campaign maps and realizing that some of the longest and most loved games evolved out of that formula: shorter, weekly sessions with primary and secondary plots. Missing that fun of having some dude that survived the last campaign make a guest appearance in this one or showing up as a demigod eligible for the granting of spells.


I don't know if it's already been mentioned but just a note: Brawlers get all Simple weapons along with Close. They don't increase damage but they can use a longspear for reach. Just sayin.


If I retain the Close Weapons Mastery ability as a Shield Champion, does my damage with the heavy shield scale with my unarmed strike at 5th level? If so that means once I hit 5th I'm dealing 1d6 with my shield and it will continue to rise.

For the Slashing Grace angle I'd need a klar, the Weapon Finesse and Weapon Focus: Shield Bash feats. I could then Martial Flex. into Slashing Grace any time I melee with that shield I'd still be attacking with my Str mod but then dealing damage w/my Dex? Meanwhile the Weapon Finesse and Focus make the heavy shield highly accurate.

Why not Martial Flex. into Power Attack instead? I could Finesse my heavy shield, gaining accuracy, then sacrifice some of that to add the same amount of damage to my Str damage as my total would be from my Dex bonus.

Does my Flurry count as TWF for Shield Master since I can throw as part of a flurry?

The tongue comes in here too since I can hold an item with it. To avoid the penalty of wearing a shield while using a shield as a weapon I can get 2 quickdraw shields. When my initiative comes around I remove one shield, holding it with the tongue, shield bash or throw, then re equip the shield. I can't wield the shield for offense or defense with the tongue, but I can hold it.

I think this is going to be a very interesting build.


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Throwing Shield on the SRD

Per that I thought it was a Free Action. I almost lost my mind. Even still having the tongue is great for this because whether it's a Standard or Free I can still Throw, then Grab with tongue and with a quickdraw shield I can re-equip for the AC bonus.

"Hmph. What's this? A frog with a shield? What's he think..."

*Shield spins out smashing the bully in the chin, followed half a second later by a rapidly uncoiling tongue. The disk is snagged and snaps back to the grippli who leaps up onto a table 5' away, the device sliding back over his arm all in one fluid motion*

(From the grippli) "I'm sorry, what was that last bit? I couldn't hear it, what with all the broken teeth rattling around in there."


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Well I drew a lot of inspiration from Grimm's Fairy Tales. My homebrew world is home to A LOT of villages, only a handful of towns and everything is separated by immense, epic wilds.

I have things like a young girl tormented by her peers for being an odd loner growing up the daughter of a woodsman on the outskirts of the village. Since she was a little girl she's been sneaking into the verboten areas of the woods where she's lingered among the fey. After a particularly bad bullying she runs into the dark forest and disappears. Three days later an old crone is selling apples in the market. She gives several away to the teens for free; they begin turning into rats. The young girl is nothing more than an Adept 4 with lycanthropy making her a wererat, but the story is she sold her youth and beauty to a fey creature (that I hadn't made up yet) in return for her powers. Now she is turning all her bullies into rats so she can torment them herself. There's also some ratfolk she employs as henchmen. Unbeknownst to the girl though if she remains old and ugly until the full moon (only one night away) she will be stuck this way forever.

The village (or you can make it a Small Town by PF standards) was Hulenburgh. The settlement is just off a main road, along a sizeable stream and right on the edge of the woods. There are areas of the forest regularly plied for wood and resources, feeding Hulenburgh's economy but the local faith of Erastil and Pharasma is represented by a judgmental old priest who preaches fire and brimstone on anyone who breaks the natural laws. The church demands strict adherence to avoiding the Liverwort Cordons; darkened areas of the forest containing toadstool rings, stone circles and other signs of fey infestation.

The girl is Vanya (CN female human shapechanger (wererat) adept 4). Her father, Viktor is looking for his missing daughter. Several teens have also disappeared and graffiti stating "Great fibbling rats" has been seen here and there. The phrase is a favorite of Viktor to describe people he doesn't like. Father Crooknoose, the parish priest (LN male human expert 3) is a non-spellcasting minister whose only function in the town is as an extension of secular and religious law (he's a judge as well). The only magic in Hulenburgh comes from Bryndeline (NG female changeling witch 2), a free-spirited young woman who lives on the far banks of the Hulesrun. Bryndeline fought hard to resist her own call to the darker powers of the Liverwort Cordons that would've transformed her into a hag; now she grows herbs and plants to weave into hex-marked charms to protect herself and others from these powers. Father Crooknoose calls them blasphemous and wants the woman burned as a heretic but Bryndeline also brews potions for villagers and travelers and aids them as a midwife so to date her execution has been stayed.

Is this kind of what you're thinking? If you can use any of it, take it.


So let me get this straight: at level 1 I can buy a quickdraw throwing klar for 112 GP and start throwing it right away at a range increment of 10' like a normal thrown weapon. Since "throwing shield" is supposedly a free action then I can:

1. Free Action: throw the shield dealing 1d4+3 damage on a successful hit
2. Move Action: Use my tongue (moving a 5'step if needed) from 10' to recover my shield
3. Swift Action: don the shield as part of the previous Move Action
4. Standard action: shield bash, unarmed strike or throw a held javelin if it was already in hand

Do I HAVE that right? If so... this is DEFINITELY the way to go! By level 2 I've got the Improved Shield Bash feat and 2 of these marvelous shields. Now I'm NEVER without an AC bonus from the shield and am attacking twice per round w/no penalty from 10'. Heck, if my 5' step takes me closer to the enemy, I can flurry and take 2 melee attacks at -2 potentially dealing 3d4+9 in a round... with a 19 AC??!!!

Someone correct me before I rebuild my entire character around this scenario.


Related to my last grippli brawler thread. I need a solid build and have finally decided on a role for my PC. Please help. The only pre-reqs are:

1. Must be grippli, home-rolled stats: Str 16, Dex 20, Con 16, Int 14, Wis 16, Cha 13

2. Agile Tongue is the first level 1 feat

3. Must be a brawler

I'm trying to design a switch hitter brawler that really takes advantage of martial flexibility. He's basically the only martial in a team of spellcasters. He's got to be able to cover long/short range and melee to make sure three spellcasters don't get mauled to death by onrushing attackers.

Right now with these stats I'm thinking of carrying javelins and feats like Point Blank Shot, Weapon FInesse and Combat Reflexes. I'm sorry if I'm being annoying with 2 threads but I really need help; I haven't been a player for a long time so as a GM I only know how to optimize for a nova on a single fight instead of long-term growth. Please help.


So not tons of advice on this guy then. Yeah, I know it's a bit of a weird PC.

AVR thanks for the heads up on Lunge. My guy's got a lot of natural mobility but I get the feeling he'll be doing a lot of Readied actions and AoO's. As I've said I've got three spellcasters in the party so a lot of my job will be just protecting them.


A kobold barbarian

A grippli rogue with the Agile Tongue feat and kleptomania

A dwarf sorcerer with a deep love for animals and the wilds (verdant bloodline); took a familiar just so at least ONE animal will converse with him. Doesn't understand why "dwarven platitudes" (yelling demands and expletives; low Cha after all) don't work when dealing with beasts

An oread swashbuckler at sea

A dogmatic human (any class) that will only hyperspecialize and refuses to be versatile and dynamic

A half-orc alchemist who burned out his olfactory senses years ago; he's also the party cook. Doesn't understand why his gramma's chili recipe has sent the other PCs to the latrines or the cleric of Saranrae

A Halfling with ridiculously high Int, low Wis as an arcanist who not only doesn't have Halfling Luck but literally doesn't believe it exists; Luck bonuses do not work for him


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Fortune's Folly? Well of course I heard of it ye skeevy twits! Whereanow do ye s'pose I got this? *gestures to the scarred stump of a left hand fitted with a hook* Did ye's think I lost it to some tickin croc or some such?

*Takes a deep, bracing draft or brandy*

3 leagues deep down the gullet of a dead xorn, that's where I first met the Folly. Oh thar's plenty a ways in lads, and don't let none fools ye. Fortune's Folly is only the name o' the whole kit n' caboodle. Me and mine that day, we was after the gem o' Tycorrak at the heart o' Stoneygut's Den.

The way I hears it told the whole o' the place were afflicted with the 99 curses earned by the dread warlord Thruynn. The tyrant were so hated and loathed that e'en after heapin all 99 curses on him e'en the gods could na' kill 'em so's they buried him down, deep in the earth. O'er time some came to rob him, some ta' worship in blasphemy and some jest ta get in outta the cold.

Anyways that day we was after the gem. A wizard named Tycorrak had harnessed the souls o' barbarians he'd tricked and turned these into gems ta keep the great xorn he'd summoned fed. So long as'n the beast had a morsel he and he alone could descend through it's gullet and down, into the depths. There he kept the bones and blood o' his victims and through cruel magics the old necromancer did make 'em his slaves.

*another draft, and a blood-shot gaze of fear regards the assembled crowd*

No stories and tavern tales prepared us fer what were down there. The xorn yer see, the old frog-squeezer'd tried to dismiss it but the creature would na leave for it weren't no simple stony thing no more. The Folly'd changed it, just like it changes e'erone sooner 'r later. The beast was made flesh by the place and filled with fiendish powers so's the creature tricked old Tycorrak down the gullet one last time and there it held 'im for days. The wizard and xorn was both kilt in the final fight but as a cruel twist the Folly turned 'em both ta stone.

In the depths below we found not a vault or parlor but a charnel crypt o' the worst horror! The blood he'd kept were used ta fuel great cysts on the walls; veins o' dark ichor flowed through the mortar! We'd heard tales o' skeletons and the shambling dead but na like this... na like this...

*the narrator's face grows cold and pallid even as his gaze stares through the embers in the hearth*

They... ate... the flesh, all flesh. And by the gods, somethin' had been feedin' em'. Not whole meals, jest the scraps anow. Jest enuff that they was hungry.

It weren't no simple ghouls what we found down there. They's had no eyes, jest slits fer a nose and twin sets o' teeth, one insides the other. They was hunched brutes these things, clothed in rags and stinking, rotten flesh o' their own barely holdin in the twisted up muscle we cud sees between the stitches. They was the barbarians y'see, from an age past, carved up and cobbled t'gether and given unholy power that the gods willing I'll only see again in me nightmares!

*Suddenly he's fevered, crazed; his good hand snakes out to one of your shoulders*

Don't ye go thar, none o' you! Fergets Stoneygut's, fergets the Folly! Swears t' me anow that ye'll stay the hells out! When I says it changes ye I weren't bein' flip lads!

*he rises, wrenching off the hook from the stump. Beneath is a sickening blackened maw of dead flesh and biting teeth from inside which another set darts out and snaps at the air before the faces of the crowd*

IT CHANGES YE, LIKE IT CHANGED ME! I HUNGER ALWAYS AND NEVER AM I FULL! RUN FROM ME, THIS PLACE AND FROM THE FOLLY AND NE'ER LOOK BACK!!!!

*Before his last words are shouted out the grizzled old man has turned the gruesome necrotic thing on himself. Even as you rise against the horror the hapless narrator is consuming his own entrails with the gnawing stump of his left hand*


chaoseffect wrote:
"100 years ago the place was a hidey hole for the evilest, most infamous villain to ever step foot within a 1,000 miles of this place, Mthfaroixaitzhian the Unpronounceable and his crew of murderous cutthroats. It's said they had a copper for there for each person they killed and that made them the richest lot in 5 counties, that's how many people they killed. Of course about 99 years ago some adventuring types came through, killed them all, and took all their loot. Now the place is mostly where the local teens go to hide things in different kinds of holes, if you get what I'm saying."

Heh heh yeah... I don't get it.


Got it. Thanks for the heads up DJ.

An alternate build would be around the tongue, specifically around Disarming:

Level 1 Agile Tongue
Level 2 (bonus) Combat Expertise
Level 3 Improved Disarm
Level 5 Improved Steal, (bonus) Weapon Finesse
Level 7 Greater Disarm
Level 8 (bonus) Combat Reflexes
Level 9 Lunge
Level 11 Directed Disarm, (bonus) Monkey Lunge

So by 11th level, on the off change we're fighting anything that a. wields weapons and b. those weapons are Light or One Handed, then I can use Directed Disarm to make a ranged attack at my opponent as an Immediate action. This attack suffers a -4 penalty if it's not normally a thrown weapon and another -4 if I don't have a hand free but with a bit of forethought on my part and use of Martial Flexibility I can eliminate the penalties. So...

Enemy comes to within 15' of me where I'm hiding on a wall overhead, my tongue snakes out and Thwap! +20 CMB Disarm attack which, if successful, removes the +3 longsword from the victim's hand even while I'm using a Swift and Move action to gain Throw Anything and Deadly Aim. This is followed by an Immediate action during which I hurl the sword back at my opponent: +3 longsword +20 (1d8+14)!

If I'm never going to be casting touch attack spells this is the only other way to get an attack off this tongue.


Ok, no one's responding so this is probably a pretty boring build. Still I'd like critiques so here's what I'm thinking as of right now:

Level 1: Agile Tongue
Level 2: Weapon Finesse (Brawler Bonus)
Level 3: Combat Expertise
Level 5: Agile Maneuvers, Combat Reflexes (Brawler Bonus)
Level 7: Dodge
Level 8: Mobility(Brawler Bonus)
Level 9: Spring Attack
Level 11: Weapon Focus: Unarmed Strike, Whirlwind Attack (Brawler Bonus)
Level 13: Greater Weapon Focus: Unarmed Strike
Level 14: Lunge(Brawler Bonus)
Level 15: Monkey Lunge
Level 17: Canny Tumble, Combat Patrol (Brawler Bonus)
Level 19: Weapon Specialization: Unarmed Strike
Level 20: Greater Weapon Specialization: Unarmed Strike (Brawler Bonus)


OMG that's a lot of feats! I just headed over to the PRD and looked through the Combat Feats just to get a handle on how many I'd meet the pre-reqs for already. It's a lot!

From range:
1. Deadly Aim; ranged crossbow +6 (1d6+2) or sling +6 (1d3+5)
2. Point Blank Shot; ranged crossbow +8 (1d6+1) or sling +8 (1d3+4)
3. Net Adept; 10' reach melee touch net +5 (Entangled)
4. Weapon Finesse; 10' reach tongue Steal or Disarm maneuver +8
5. Combat Reflexes; 10' reach longspear +5 (1d6+4)/5 AoO's
6. Power Attack; 10' reach longspear +4 (1d6+7) versus a single BBEG

In melee:
1. Weapon Finesse; sickle +7 (1d4+3) or unarmed +7 (1d4+3)
2. Combat Reflexes; sickle or unarmed +5 (1d4+3)/5 AoO's
3. (if I'm by myself 10' from allies facing a single foe) Desperate Battler; sickle or unarmed +6 (1d4+4)
4. Belier's Bite; unarmed +5 (1d4+3 plus 1d4 Bleed)

That's just a cursory glance. This is going to be REALLY hard.


For the spiders, here's a different approach: attract another creature.

1. Mites: as the PCs are exiting the dungeon a band of mites, sensing the distress of the little babies use Stealth and Sleight of Hand to "liberate" the egg sacs. Next game have the PCs face down a mite witch 3 with some power over vermin and the ability to ignore the "distraction" ability of a swarm standing in the midst of her new "children."

2. Aranea: the PCs successfully escape with the eggs. On the road they encounter a woman who claims to be weaver. She notices the egg sac poking out the top of one of the packs and seeks to trade for them. She offers some reasonably valuable tapestries or rugs she's made for the deal. If the PCs refuse or try to haggle she uses magic and attempts to abscond with the eggs on her own. If she DOES manage to get away with them she uses the creatures to make magic, woven Wondrous Items and may even become a recurring NPC.

3. Ettercap: as the PCs are hunting for a campsite the egg sacs are readying to hatch sooner than expected! The PCs are a bit distracted locating a campsite and wander to close to the nest of a group of ettercaps. As traps start spearing and strangling the PCs a pair of the purple man-spiders arrive and summon the swarms of babies to themselves. They are not looking for combat, leaving the PCs to deal with the traps.

4. Drow: the "mother" they murdered is one of dozens monitored by a drow cabal as "sacred" the underdwelling elves track the party as far as they can then wait for nightfall. As the PCs are at their most helpless (one guy on watch) the drow ambush them and demand recompense. The PCs are in luck; these particular drow are evil but lawful; they will settle for wailing on the party while also having a drider collect up all the egg sacs as the combat distracts the PCs. Once the PCs are properly thrashed the drow leave them, retreating with their blasphemous prizes.


Oh, sorry; you're right of course AVR, I should mention his focus. I've got three spellcasters in the party and 1 is going to be a blaster-caster so damage isn't really a concern. Instead I'm going to capitalize on my Dex and tongue: Combat Reflexes, Weapon Finesse, possibly Agile Maneuvers. If I understand it correctly if I take Weapon Finesse and Agile Maneuvers both then use a finesse weapon for the maneuver I've got my Dex added into the total weapon attack roll AND the calculation for CMB.

If that last bit isn't correct please let me know.

So basically my role in the party is to keep the squishy casters from getting smashed. I've got some natural mobility I can exploit. I've also got a 10' reach with my tongue and longspear; taking Combat Reflexes and Martial Flex for Lunge lets me AoO out 15' and then again when they have to move 10' to melee with me.

I don't want to use a ton of Maneuvers but I'd like to be effective with a couple; Trip, Disarm and Steal leap to mind but maybe either Grapple or Dirty Trick too, I don't know.


This thread is why I rarely have an NPC come right out and intro themselves as a "fighter" or "cleric." I had an NPC that was a hunchbacked, toady-looking fellow. He could hop about (Jump spell), croaked often and sometimes very terribly (Ghost Sound and Ear-Piercing Scream) and had other assorted minor arcane tricks. He was a Sorcerer 1 with the Aberrant bloodline with his acid ray being an acidic tongue attack.

His name was Klaus and his story was a tragic one. He'd been a tall, handsome but vein woodcutter who'd offended a witch. He'd loved her when she used magic to change her appearance to make herself look pretty but when she'd revealed her true face to him Klaus had been repulsed. The witch used her ties to the Fey and unleashed a powerful, progressive curse on him, slowly making him into a terrifying monster.

Klaus didn't know the difference between a "sorcerer" and a witch. He knew the things he did were not normal and fueled by arcane energies, but to him they were just things he could do like running and jumping. His powers were a curse and he wanted them gone but he still had a strong force of character (high Cha) so nothing could be done until he proved himself humble and repented.


Well I for one would like to get a years worth of gaming in and feel the progress from that. I'm not talking in terms of level but character development; there's a difference.

If I just wanted the characters to level then even playing just 12 times a year I could level the PCs 12 times. Rather I'm thinking of development in terms of the PCs doing epic things and truly modifying the game world around them.

I'm jonesing for games where the PCs make things, influence people, and create significant change. In those campaigns from my youth it was the old 1e/2e rules granting followers at a certain level but even before that level the players knew that was coming so they got ready for it.

Adventure #1: clean out a ruin. After a few game sessions at that and dealing with every last enemy power unit in the ruin the PCs then took the ruin. Sure they'd only gone up a few levels and didn't have followers yet, but now they had a base. After that downtime was spent actually convincing people from nearby settlements that it was ok to live near the old ruin again and spending gold fixing the place up.

Suddenly there's a whole new region of the campaign world set aside JUST for the PCs. A couple of these APs seem to have this component built in, like Kingmaker, Rise of the Runelords or Skulls and Shackles, but in a homebrew I can't MAKE the players get involved.

In the 2 games I have running right now the players in both are taking a few fledgling steps towards this. I hope they keep at it. I have a lot of fun when the players are engaged in building the campaign with me; when they create their own goals for the PCs and achieve them.


No advice?


Sethvir wrote:
I am still reading my copy and still intend to write the review as requested, it's just RL has put a severe cramp in my time available for this activity. You will get your review though, just may take a bit longer than I originally intended. Thanks again.

I'm still in the same boat as well but have a 3 day holiday weekend. Hope to get caught up so I can get to writing soon enough.


I'm starting a new game in which we're rolling up stats. I got:

Str 18, Dex 18, Con 16, Int 14, Wis 14, Cha 13

I wanted to be something truly unique and we'll be encountering jungles and swamps, so I chose a grippli brawler. Please help me pimp him out with build ideas after level 1.

Niblix:

Niblix

CG male grippli brawler 1

Small humanoid (grippli)

Initiative +6; senses Darkvision 60’, Perception +7

AC 18; touch 16; Flat Footed 13 (Armor +2, Dex +5, Size +1)

HP 13 (1d10 +3)

Fort +5, Ref +7, Will +3

Speed 30’; Climb 20

Melee sickle +5 (1d4 +3) or unarmed strike +5 (1d4 +3) or longspear (1d6 +4; x3)

Range light crossbow +6 (1d6; 80’) or sling +6 (1d3 +3; 50’) or net +6 (ranged Touch; if successful victim is Entangled)

Str 16 (18-2), Dex 20 (18+2), Con 16, Int 14, Wis 16 (14+2), Cha 13

BAB +1; CMB +3; CMD +8

Traits: Slippery, Survivor

Feats: Agile Tongue

Skills Acrobatics +9, Climb +15, Perception +7, Profession: Merchant +7 Sense Motive +8, Sleight of Hand +6, Stealth +14, Swim +7

Languages: Common, Elven, Goblin, Grippli

Racial Traits:

Weapon Familiarity: proficiency with nets

Glider: if in a controlled fall move horizontally up to ½ distance fallen vertically
Jumper: may make Acrobatics checks to jump as if having a running start, even if a running start is impossible

As you can see he's got the Agile Tongue feat. He can hold 5# objects with it, use Sleight of Hand, and perform the Disarm and Steal maneuvers with this feat out to a 10' reach. Basically he's a very mobile, versatile switch hitter right now. Any and all advice would be appreciated.


Oh yes, Mount. Or as one of my players used to call it: Wall of Flesh.

Floating Disk: got flying familiar? Does it have Share Spells? Now you have cheap flight!

Another nice one to do with cantrips: Arcane Mark + Detect Magic. If you're afraid of villains getting away, turning invisible or whatever, just cast these 2. When you mark them it doesn't matter if you make the mark visible or not; when you cast Detect Magic it makes the mark appear.

Another one to do with a familiar: Prestidigitation + any other spell. Step 1: have a familiar that can cast the spell. Step 2: the familiar takes a Readied Action for when you cast your spell. Step 3: the familiar adds special effects to your spell. I had a guy change his Magic Missile spell this way into skulls of visible eldritch force that, upon impact cackled like a Scooby Doo villain.

Haunted Fey Aspect + Prestidigitation: convince them you're a ghost

Mage Armor + shield: for a minute you're darn near unhittable at low levels (+6 AC)

Mage Hand + Open/Close: manipulate a light object that needs to be opened directly into the path of your opponent, then open it. Fun for potions, flasks of oil or acid, a 5# sack of rocks, etc

Animate Rope + Glue Seal: a rope covered in extremely sticky stuff grapples you!


Levitate + Jump - flight assisted leaps

Levitate + Mage Hand - slow and steady flight

Levitate + Breeze - hoist the mainsail, now you're an airship

Grease + Hydraulic Push - have a nice fall, see you in the spring


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Mathius wrote:

Ahh, I never got into that.

It wouldn't go over my head i would catch it.

Well if you fell in a pit everything would go over your head.

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