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Morganstern's page

165 posts. No reviews. No lists. 1 wishlist. 1 alias.


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Try picking up Effortless Lace for your Katana, which lets it count as a light weapon for many things. It becomes eligible for Weapon Finesse, you can then enchant it with Agile, and you no longer need the Rogue dip.
Also makes 2-weapon fighting easier as your penalties are lower.

As for myself, I'd reflavor the lace as a chain or silk ribbon attached to the pommel that bears your Clan or Family crest, or that of your lord.

A sword that contained a small fragment of each previous wielder' soul, giving it sentience through these small shards of life. It abhorred the Undead, and had small runes that would -seemingly at random- change what they said. Sometimes they would warn of present dangers, sometimes they would hint at a moment in the future, but usually they just showed a phrase from the PC's holy book that called out his deity's hatred of the undead and those who raised such foul creatures.
The blade rarely conflicted with the character, but when it did it was to combat a potent undead creaure or a powerful necromancer. In these instances, the wielder would suddenly change his demeanor and become focused and cold - as if an emotionless shell of his former self- until the creature was slain or the blade lost control.
Most of its drawbacks came from the stipulations it forced onto the character in exchange for its powers, including the permanent loss of 2 points of Constitution which couldn't be healed in any way (this was the loss of a small portion of his soul).

Rerednaw wrote:

Wrath of the Righteous is the typical Mythic AP. That said, our group killed final boss of book 6, at the end of Book 5. But the AP has plenty of good ideas.

And rocket tag is the norm. You'll spend hours of prep and it will be over in 6 seconds.

Problematical abilities/spells/etc. at least in our campaign:
Mythic Haste. (same issue as Word-casting of Power that grants extra actions)
Mythic Vital Strike.
Beyond Morality.
Fleet Charge.
Mythic Archery.
Just about all Mythic full casting options.
Mythic Surge.
Legendary items.
Mythic Stealth.
Mythic Initiative.

IME: Mythic Martial ~ = non mythic caster in terms of power.
Mythic full casting is very very world changing/breaking and, if not limited, well, let's just say it's gets pretty over the top.

On another note: I'd strongly recommend a long talk with your players about expectations and what is agreed "off-limits."

I'm pretty well versed in the system itself, so I really don't worry about adjusting on the fly too much. The players I have tend to actively avoid the game breaking stuff, though one or two players sometimes have to be reigned in.

Full casters are also pretty rare for us, except for clerics. Do they tend to be too powerful, or is it more the arcane guys?

And would you suggest using the story from Wrath of the Righteous, adjusting or remaking enemies as needed?

Well, what level are you expecting the party to be by the time they finally encounter this BBEG? Are you looking to have him/her challenge the party relatively soon, or have them act in a more prolonged manner by using minions?

Basically, what CR range are you looking for?

I'm very comfortable with adjusting on the fly, and I don't use single enemy encounters with more than 4 people as they just trash it through action economy.
Any suggestions for adventure paths or modules to get story ideas from? I'm just looking for something where heroes of this calibur would make sense.

So to start this off, I should say that this will be my first time running a "High-Power" style game, though I have a good amount of experience as a GM.

The characters will all be Gestalt and Mythic, 3d6 drop the lowest +6 for stats, and an extra feat at 1st level.
Going to start at 1st level and really play up the "something out of a legend" vibe.
I have 4-6 players depending on the night, and I'm used to running for groups of that size or larger, but I was just wondering if this kind of game would have its own pitfalls of things I should be aware of.
And while I know that no module or adventure path is designed for this kind of party, are there any suggestions that I could get a suitably epic story out of and adjust it on my own to compensate for their increased power?

Here's a fun one I have used before. When they get back to the dungeon, have the new batch of mooks use a Fighting Retreat tactic, leading them deeper into the dungeon. Once the PCs are in a decent way, side doors or hidden doors open to reveal an ambush, with the mooks cutting off their escape.
Now it becomes a battle from all sides, where they will either have to push in one direction and hope to find some form of safety or defendable position, or they have to make it a battle of endurance as waves of enemies assault them from all directions.

As a side note, by adding even basic cover and a group of archers or crossbow men you can make this truly brutal. Having to fight off waves of Melee opponents while being sniped is very taxing, and even partial cover for the ranged combatats is very annoying.

A slime race doesn't sit too well with me personally, mainly because of lack of humanoid features, though spectral-based races have always partially intrigued me.
The ability to turn incorporeal temporarily, maybe at higher levels (and with a feat or feat chain) possess or dominate people, and possibly have an innate ability to harm other incoporeal creatures.

The Swashbuckler class synergizes well with the Duelist, and the dueling sword build. Or be fun.

Using the dueling sword in one hand, with the dueling mastery feat and nothing in the off-hand, you would get +2 AC and initiative. Since it counts as a piercing weapon with the exotic proficiency, it also meets all the requirements of Swashbuckler and Duelist.
Assuming a human, with the Heirloom Weapon trait, you could take weapon focus and quick draw at 1st level, dueling mastery at 3rd, dodge as a bonus feat at 4th, and mobility at 5th.
Swashbucklers have weapon finesse at 1st level, so you qualify for Duelist at 7th level.

Declindgrunt wrote:
Greetings forum members I'm starting a game where in gonna be playing an unbreakable fight who uses a bastard sword I like how you can one hand it with the exotic feat( my dm has given me this feat for free because why not lol) and so I'm looking for suggestions on how I can use the sword 1 handed to my advantage. Any suggestion? I've considered using a shield but I still want to 2 hand it, if there was a buckler that could turn into a heavy steel shield that would be awsome!

Not fully optimal, I'll admit, but a cool idea might be to take the Amateur Swashbuckler feat to play up the swordsman angle of a noble-born warrior. Pick up Improved Disarm and use a buckler, so that when you disarm them you can take their weapon.

If you are able to take traits, Omen would let you get a quick intimidate check once per day, maybe flavoring it as using your noble bearing to cower the "lesser" warriors.

You have plenty of feats, and things like Combat Manuevers are a bit more open to you.

It might sound odd, but if you use the variant Called Shot rules from Ultimate Combat, give him the Improved Called Shot feat for free. I used it to great effect last time I played a rogue, simply because Called Shot and Sneak Attack together can really hurt.

Or give him a RogueTalent for Dex to damage with bows.

Well, remember to add the templates in when figuring out CR. A party of four PCs with+4 CR templates brings them up to CR 19, and means more challenging encounters anyway. Start using larger groups of "weaker" creatures, and really play up the mythic angle by having creatures with mythic templates such as Agile or Invulnerable.

I know it might sound odd, but if you guys use the Mythic Adventures rules you could become immortal that way. Could also be used to give yourself the ability to grant spellcasting to your followers and basically become a Demi-God that way.

Aside from that, Warpriest could do what you want if you build towards it, letting you be effective in combat while still retaining some spellcasting abilities (mostly focused towards self-buffing or healing).

I've looked around and can't tell if this has been requested or not, so here it goes:
Half-Elven Swashbuckler (two-weapon fighting focused swashbuckler, drawing heavily from characters like Kirito from Sword Art Online. Focused heavily on rapid assault and battlefield movement, less on targeted strikes or feinting, but using finesse to deal lots of damage.)

When it comes to designing a campaign, my best advice is to really nail down a theme. If you want to run a campaign that holds together well, keep the themes and central ideas in mind as much as possible. This doesn't mean that you can't branch outfit an adventure or two, but keeping the central themes in mind keeps you from going to far into left field.

Let's say that you're running a campaign with a heavy emphasis on fighting the influence of evil, then you know that many of your characters might be tempted towards evil at some point, or old allies might turn against them after being corrupted or coerced.
You can still bring in other elements from time to time, such as a redemption arc for a fallen character or even a villain, an arc focused on saving the Fey in a particular forest from a greedy lumber company, or even the raising of a church in an area where that faith is uncommon or even unknown.
As long as the original theme can still tie in, you haven't significantly detoured and the players can still expect their characters to fit into the plot well.

Next bit of advice - leave some blank space. You might have an awesome idea for something later, but already filled in that niche with something you weren't as excited about. This also lets the players directly affect the game world and even leaves a little mystery for them.
"What's on the other side of that mountain pass?" "No one is really sure, as deadly creatures and foul weather have prevented exploration. But if someone was to make that voyage, the knowledge of what lies in the other side would be invaluable to many."
Suddenly the players have a mystery that could intrigue them, and if they don't seem interested you haven't spent a week planning for something that you don't need.

If this is still being worked on, just wanted to make a few suggestions.

Changing the base damage die of weapons seems like a bad idea, especially when it interacts with Magic. Spells like Lead Blade or the Impact enchantment could really blow it out of proportion, as a Greatsword with the increased damage die followed up with Impact would be incredibly powerful, especially with the Balanced reinforcement.

Similarly, having your weapon tables be different than the core rules seems a little like extra work. I'd say remove the Martial Reinforcement and just use standard weapon tables, or add a caveat to the Martial Reinforcement that makes it not stack with Lead Blade or Impact.

Add a few more flaws, maybe something that reduces the damage or even makes it harder to wield, making it a weapon of the next size up (light becomes one handed, so on)

zanbato13 wrote:
Morganstern wrote:

The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.

Maybe at 6th level it can hold a single charge, and every 3 levels after 6th it can hold another charge (maximum of 3 charges at 12th level).
As far as damage type goes, have it be physical damage (treat like a weapon strike) but if the weapon is enchanted with an element such as cold or fire, it deals that damage type. To compensate for resistance, let them add the energy damage enchantment's damage die as well.

At 6th level, it can only hold one charge, increasing every five levels then "unlimited" at level 20, which is probably way too much. I wrote that in, right?

It's a scaling magic weapon so you can't add other magic enhancements or abilities. Maybe pick physical or an element at level 6 for burst damage?

I wrote it so that the charge blade acts like a charge blade by that level and as a style of fighting.

Sorry, reading it at work made my brain think it was different than it was.

My suggestion is to cap it at three charges (as it is in the game), and at 6th level give it either the flaming, frost or shocking weapon enhancement to the sword and axe forms (must be the same on both), or the player may choose to forgo any of them and the weapon instead gains the Keen property on the axe and sword forms.
Just giving the weapon scaling +x is kinda boring as a player, so the option to make a few choices is always fun.

As far as class, Trapper Ranger fits pretty well. Hunters are skilled in many survival skills, they can track monsters over large areas, and work well (hopefully) as part of a group.
Might I suggest the Craft (alchemy) skill for him as well as smoke sticks, alchemist fire, and thunder stones are all very reminiscent of Monster Hunter.

The 6th level bonus seems to be pretty powerful compared to the rest, so maybe split up the number of charges it can hold. Monster Hunter characters are pretty much immortal (dragon breath to face, multiple times, and still alive?) so their equipment is pretty up there.
Maybe at 6th level it can hold a single charge, and every 3 levels after 6th it can hold another charge (maximum of 3 charges at 12th level).
As far as damage type goes, have it be physical damage (treat like a weapon strike) but if the weapon is enchanted with an element such as cold or fire, it deals that damage type. To compensate for resistance, let them add the energy damage enchantment's damage die as well.

Albion, The Eye wrote:
@Morganstern: Also heard good things about the Kensai - what do you think are its disadvantages?

Kensai aren't proficient with armor, so armor enchantments are harder to get. You also lose a spell of each level you can cast, so 1-less spell per day of each level can hurt.

But the bonuses to initiative, the Int to AC, and the free Weapon Proficiency and Weapon Focus at first level can really help with a build.
While the loss of spell recall is annoying, I've never felt it hurt my character at all.

i guess it comes down to if this is for Society Play (which I have little to no experience with) or a home game. Kensai is pretty awesome, as it gives proficiency and Weapon Focus with a particular weapon.

Human Kensai Magus is pretty nice, as at 1st level you can pick Dueling Sword as your preferred weapon, then pick up Weapon Finesse and Slahing Grace to use Dex to hit and deal damage. At 3rd level I pick the Flamboyant Arcana, the take Combat Reflexes.

I know it might be a bit late, but one option for running massive battles is to treat lesser enemies like groups, effectively going at the same initiative, standing in clusters, and using the aid another action to increase their combat effectiveness while still being relatively weak opponents. Think of a group of goblin-like creatures that can share their square with another small size creature at no penalty. Each round one attacks and the other aids its attack roll (maybe even just have it do so automatically instead of always rolling).
Then whenever you have larger groups, say 5 to a group, and maybe 2 groups per PC, they get +8 to hit, but still deal relatively low damage.

Elites can be higher CR creatures with special templates, like Boreal, or even Mythic Templates for the speed one.

Alright everyone, thanks for the ideas. I've settled on a solid idea now, and I'll update it later in case anyone wants to use the armor for their own game.

Idle Champion wrote:

If the dragon was trapped in a demiplane, it would have had a hard time getting the armour to its champion. Perhaps the armour is intelligent so it could get to the living Antipaladin, whether by animated movement, or by dominating weak-willed looters. 'Gift from the hoard' is atypical dragon behaviour, especially for such a distinctly evil dragon. Maybe 'Gift from the hoard' is just how the Graveknight and the Dragon now think of it, rather than the reality - that while alive the looter put on the armour, corrupted by it, linked to the dragon, molded into a suitable Antipaladin, and instructed (by a free-willed undead with a deity complex) as to how to become the perfect undying champion.

The armour is the integral part of any Graveknight, and how the living host bonds so strongly with his armour that it becomes the receptacle of his spirit in death should always be a question.
An armour that actively encourages such a bond to form, that instructs its wearer on the path to undeath, is more plausible than the simple 'it was the armour he wore when he died. It also helps iron out the 'why this particular guy' question when the circumstances of Graveknight creation are so singular.

Since Graveknights are Cold-Immune anyway (and white dragons), so your Cold-based Graveknight passed on Fire or Acid immunity, having the armour convey very good fire resistance would seem appropriate. Having it beef up his Undead Controlling (which is already damn powerful) would also seem like something that would work.

That... Is freaking awesome!

I hadn't really thought about the possibility of the armor corrupting someone, much less being subtle enough about it to slowly convince him to become an Antipaladin and seek undeath willingly.
Giving the wearer flame protection is a really great idea, and maybe it could give him the ability to animate dead a couple times per day.
That's really awesome!

I was leaning more towards the advisor/ally angle, as the armor's intelligence comes from the Dragon's first champion who fell in combat when it was originally banished to its demiplane.
the powers that the armor has is what I'm struggling with. I'm trying to avoid the typical +x fortification full plate route, and as an intelligent item it has quite a few special abilities it could have. No idea what it would have though.

A major villain in my campaign that is going to make an appearance soon is an Antipaladin Graveknight who has an intelligent suit of full plate. The graveknight himself has cold as his particular focus, as well as using undead as shock troops/cannon fodder. The problem is, I want the intelligent armor to be unique and I'm at a loss. Any help would be appreciated!

Extra Info: the Antipaladin is the follower of an Undead Demonic White Dragon that grants spellcasting through its mythic ranks. The dragon itself is locked away in a demiplane of ice and negative energy, and mostly acts through agents to orchestrate it's release. This graveknight is its chosen champion, and the armor was a gift from its hoard.

As a bonus to fighter, weapon training can make you even more competent with multiple styles of weapons, and the bonus feats really help.

Honestly, I'd go with the gladiator fighter built towards spear and shield, and use the shield bash tree to get the ability to bull rush foes with my shield bash. If they step up close, bash them back and then stab with spear. Keep a few javelins handy for ranged, and really abuse the performance combat rules.
Just have fun with it man!

Any suggestions as to a sentient sword (along the lines of a Blackblade, maybe with a few of powers thrown in) or cool magic items? Fight is going to take place on a frozen lake.

So I'm trying to decide on a way to make a villain loosely inspired by Arthas from WoW (aiming mostly for a undead anti paladin style character, but with heavy emphasis on ice and cold) who acts as the primary agent of a Dragon-God that holds sway over similar powers. What I'm trying to figure out, is how to give these ice-themed abilities to him before he becomes an undead, while he first encounters the party (they'll be 5th level by the time they encounter him).

I've been toying with making him a Gestalt character, but as the party isn't Gestalt I don't know how that would work out CR wise. Otherwise I was debating making a custom archetype, but before I resort to that I was wondering if anyone had any other ideas. Any suggestions are appreciated! Thanks to everyone in advance!

Along the lines of conquering other worlds, perhaps Scion needs to build and fortify "assault points", areas where the veil between planes is especially thin. This could mean that he needs slaves as labor, skilled craftsmen to devise the construction, and even wizards of other spellcastes that he could promise (truthfully or not, or maybe somewhere in between) to make immortal in exchange for their services.
These Assault Points could act as permanent Gates, allowing him to send forces freely between the planes without worrying about things like constantly needing spellcasters. As a result, the players could try to rally denizens of other planes to their aid, using the threat of a common enemy to make all parties work together.
Alternatively, they could try and trap Scion on a magically dead world that might slowly drain his power and leave him harmless.
Planescape might be a good resource for something like this. ;)

Scion could possibly be using the memories of the demon as well, perhaps using its countless years worth of arcane knowledge to eventually create its own demiplane, or even a proper portal to the abyss where it can build a stronger "battery" from more powerful demons.
Maybe it envisions itself as the harbinger of the end, bringing a living hell (so to speak) to the material plane as a way to spark the end of days.

Any news on the ACG Character Sheets?

most of my players aren't that interested in tracking things like fame and reputation, so I'm just gonna wing most of that. So far, I have a Paladin/Sorcerer, a Sorcerer, an Arcanist, a Hunter, a False Mage Rogue, and a straight up Fighter.
The party is relatively into social encounters and RP normally, but I'm planning on mixing it up on a regular basis so that it doesn't get stale. The fighter is actually a relatively new player, so I'm going to go relatively basic as far as optional rules go.
As far as play style, I'm thinking more of a Secret War style game, where the players themselves are part of a larger Rebellion, and they are basically their own Unit. They have some contacts outside their immediate area, but so far they're mostly just small fries. This will change as they go up in level and accomplish more, but for now they're basically trying to set roots down and build a base of power.
So there's gonna be plenty of social encounters (dealing with local merchants, thieve's guild and even some of the local guard) mixed with fights (clearing out bandits for the merchants, dealing with rivals to the thieve's guild and even helping to uncover corrupted officials, by any means).
The problem I see is the paladin, though he is a follower of Erastil, so maybe I can work on the "for the good of the common folk" angle to really motivate him.
Does it look like I'm missing anything big?

Well, if you give him a sort of customized Mythic Build you could easily do that. Maybe use Fleet Warrior, Impossible Speed, and Panther Style (dress it up more as unnatural speed and reflexes and less disciplined martial skill) to allow him to move about rapidly and strike rapidly. Add in the ability from the Guardian path to deflect attacks, and a shadow-step style ability to let him essentially Dimension Door in a swarm of bats.

Not actually familiar with either of the sources you mentioned, but just my ideas on a brutal monster type.

My personal advice would be to focus on his martial skills and his ability to just wreck something.
Use the same weapon in each hand (suggest something like a scimitar or wakizashi) and try to get slashing grace as early as possible. Maybe go Fighter with the weapon master archetype, and maybe slayer or cavalier as the other class.
Then just focus on boosting Dex as high as possible, and keep yourself mobile. Move up and just wreck a target, maybe taking power attack just to get improved sunder to destroy their weapons.
Just my 2 coppers.

Well, I guess it depends on what you want to focus on. Do you want to drive home his incredibly developed martial skill, his supernatural powers, or more of his ancient might and unkillable nature?
Is he more a Bram Stomer's Dracula, or Hellsing Ultimate Alucard?

So, I'm interested in running a political style game with heavy emphasis on urban interactions and intrigue. I'm basing the game in Brevoy, and focusing on the disappearance of the old royal family (mobile at the moment and can't remember the name) and the rise of the Surtova family as the ruling family.
I have a total of 6 players at the moment, and might gain another (I'm practiced in running large groups) before too long here. The majority of the party is casters of some sort, either arcane or divine, and a decent mix of Melee and ranged combat.
I was wondering if anyone had any suggestions on pitfall/traps or good things to focus on.
I know I'm going to involve a Cult of Dragon Worshippers, and the current ruling family being heavily tied to them. But other than that, I was wondering if there was anything others have done for this kind of campaign that worked well or was a lot of fun.
Thanks in advance for all your help!

So, a player at my table rolled Egoistic on a teo-bladed sword he was making for the party's Paladin, and was wondering if this means that since he took weapon proficiency (bastard sword), would he automatically be proficient with the Two-bladed sword?
I told him I'd think it over, and it seems like it does. Am I wrong here, or is it that good a perk?

Eigengrau wrote:
Morganstern wrote:
My best advice would be to variant into Witch, grab the fortune hex and take a feat for the cackle. It's honestly super powerful in use, if not on paper.
This isn't going to work, VMC into Witch specifically states you can never gain the Extra Hex Feats. Even if I could do this, I don't think it's worth it at all.

Sorry, didn't see the part about not qualifying for Extra Hex (odd to place it with Patron and not Hex) so disregard that.

Yeah, adding a template seems like the best bet. Are you focused into a single spell (shocking grasp and such) or planning on more versatility?

My best advice would be to variant into Witch, grab the fortune hex and take a feat for the cackle. It's honestly super powerful in use, if not on paper.

Both players are playing martial characters, one a slayer and the other a Brawler with the strangler archetype, and both are very stealth focused. They took the Stealth Synergy feat, and we're doing a campaign based around stopping an Orc invasion from the Hold of Belkzen.
Most encounters start with them stealthing up behind a group of enemies, and disabling them one at a time until they're noticed. A lot of the campaign was based around both players being bery into the game Shadow of Mordor, so I'm having to do some research into the game and it's story while planning this campaign.
The idea of having one or both of them run two characters is actually pretty good, as one player is very experienced and the other is at least comfortable with the system.

The third player has officially dropped out, but for very understandable and legitimate reasons.

So I'm very familiar with running a campaign with 5-8 players, but recently with changes in work schedules, players moving and conflicting gaming schedules, I have a party of 3.
One of these players is only able to attend once in a while, but the other two want to play a campaign with 2 players and have the3rd jump in when he can.
I'm not very familiar with running for small parties, and this one has no spellcasters at all. I was wondering if anyone has any advice?

This might sound weird, but seriously consider playing a bard. With spells like Glibness at your disposal, as well as focusing on party buffing and maybe some ranged attacks, you can seriously have some fun without getting sunk into the core combat mechanics.

Make use of your Bardic Performance, as well as items like Smokesticks, Thunderstones, and even Tanglefoot bags along with spells like Grease, Enthrall, Ventriloquism and Unseen Servant to really mess with opponents.
You can get really creative with some of their spells and the Bluff skill. ;)

So, lately I haven't been running any games because the last one died off suddenly and left me burned out. Me and two of the players were eating at a restaurant and just kinda talking about gaming when we gradually realized that every game i've run recently has been radically pulled away from its initial premise by one specific player, one who also tends to just drop out whenever he feels bored.
Since the campaign premise had already changed, the other players lose interest and the campaign kinda dies off. I don't think he's intentionally doing it and none of us think it's malicious, but it really burns me out when my campaigns get sabotaged, even unintentionally.

So i was just wondering if anyone else has run into this kind of problem, or if I'm just on my own?

Companion: Wolf
Wildshape: Raven

because of reasons...

Thanks for the advice everyone, and as for the actual setting it's just Fantasy Bronze Age. There's really no historical counterpoint to my setting, we're all just interested in the Greco-Roman feel.
Zergtitan, thanks for pointing out Elysian Bronze as I hadn't actually known about it yet. I only recently bought Ultimate Equipment and haven't had the time to check it out fully.

As for the Combat Expertise, it's there mostly as a way to remove feat tax for some of the Combat Maneuvers, but after talking with my players a bit we all agreed to also give out Dodge for free.

I figured that it allows people to bump up their AC if they need to, as well as opens up access to the Combat Maneuver feats such as Improved Trip or Improved Disarm.
And not all two-handed weapons are gone, just many. But if you have a suggestion to make up for that, i'd love to hear it.

So, my players are interested in the idea of a Greco-Roman style campaign, and we even grabbed the greek pantheon from 3.5 and converted it for Pathfinder. But as I read over some threads on this style of game I noticed that a lot of people advised against it as Bronze makes Heavy Armor and many Two-Handed weapons impossible to craft, making a lot of builds useless.
To counter this problem, I intend to give everyone that would be able to use heavy armor Combat Expertise for free, regardless of Int score. Does this seem like a reasonable compromise, or does this still sound unfair?

Hey guys, my players have shown interest in playing a campaign centered around the World Wound but have been disinterested in the Wrath of the Righteous adventure path. As such, i'm going to be doing a scratch-built campaign set in Mendev/The World Wound, and I was looking for good resources for setting info. My funds are currently pretty tight, but I did spring for a copy of the first Wrath of the Righteous AP book. Any other good resources or ideas for a campaign set around the World Wound?

P.S. - The entire team has agreed to play good guys for sake of working together, and two are talking about playing brothers (one paladin, one Inquisitor). Three more players are as of yet undecided.

I've been playing in several campaigns lately, as well as running my own, and i've noticed that many people tend to treat weapons as a minor item or something that they change out regularly. In particular I have a paladin in one of my games that routinely changes out weapons whenever he finds something remotely better, and that's only because i said he shouldn't walk around with 15+ weapons at once.
I personally tend to play characters that form a bond with a specific weapon, typically one that I built or had made for me. Something akin to Jedi and their "Your lightsaber is your ally" philosophy, i'll craft a single sword that i'll use for most of the game if possible.
Does anyone else do this, or is it just something that I should expect not to see?

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