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I've looked around and can't tell if this has been requested or not, so here it goes:
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.
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.
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)
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.
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.
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).
Elites can be higher CR creatures with special templates, like Boreal, or even Mythic Templates for the speed one.
Idle Champion wrote:
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.
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.
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.
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.
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.
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.
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.
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.
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?
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?
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.
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.
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.
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.
So i was just wondering if anyone else has run into this kind of problem, or if I'm just on my own?
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.
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.
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.
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.
Just recently built a Human barbarian 11/Champion 5 that can deal (Via mythic Power Attack, Mythic Vital Strike, and Improved Vital Strike) either 9d6+87+1d6 or 15d6+205+1d6+2d10 on a critical hit. Either way he tickles even the hardiest fighter, and that's without the Maximized Critical path ability.
Caim the Rogue wrote:
He didn't say that fighters *DO* 100 damage at level 10, simply that even if they did most people still wouldn't care.Damage alone is not the most important part of a battle, tactics and control are. Sure you can wade into the enemies and cut them to pieces, but during that time they are hitting you as well. A well-built control character can make sure that the enemies never get to attack, and you can kill them without resistance.
Honestly, if I saw a more control-oriented build for Fighters that actually worked out I would be all over that. But as it stands I typically see more use out of Bards and Wizards, with most enemies being held, dominated or compelled to attack their allies.
While brainstorming ideas for a new BBEG for my campaign (As an extremely, EXTREMELY lucky arrow killed my previous one. I hate called shot heart.) a friend of mine suggested a villain that Duplicates people, particularly the Party, and uses them as his soldiers. The obvious choice here is Simulacrum, but I was hoping for more options than just that.
Good point. The Creature is a modified Pyro-Hydra, replacing it's fire effects with electricity. The encounter is CR 8-9, depending on how the PCs handle everything. If it's in its lair, CR 9 and CR 8 if they lure it out. Its lair is filled with a foot and a half of water, thus the increase in CR.
The player in a campaign i'm running are about to challenge a Mythic creature while being non-mythic themselves. They have already expressed that they don't wish to be mythic, but are okay with mythic monsters existing and even being opponents. This creature is 4 CR above them, and they're aware that the creature is outside their typical range, but they are still challenging it.
I want at least one Weapon and one Odd item (wondrous item preferred) that each have a bit of a unique history/ability, but i'm a little swamped right now with work and my other game. So please, help me out here.
Who stated that? As far as i can tell no one said anything to that nature. the entire thread was just because I thought it a bit of an injustice to remove the extra AoO's from having 5+ heads. Only getting 2 AoO's a round is kinda lame for a multi-headed monster.
For the monk try using the Zen Archer variant as others have said, but if that doesn't strike their fancy i'd suggest Dodge, Mobility and build towards Improved Trip or Improved Disarm if many of their opponents are humanoids. Run in, grab weapon/trip them, move away.
We run a Houserule that Suprise rounds are a full-round. Makes the Rogue players a lot happier.
Lord Pendragon, Ultimate Combat has rules for called shot heart. Don't have the book in front of me but if you do enough damage it's a chance at auto-death.
The most Hated and Loved villain I've yet used was a cohort that the team left for dead after raiding a temple to an evil deity. They killed the cultists but the paladin's cohort fell in combat and they never checked if he was alive or not. They left him there to eventually stabilize and recover on his own.
He ended up becoming an Antipaladin of the very deity that they had been fighting, and when he first encountered the team again he used his knowledge of them well. Silenced the Sorcerer, Sundered the Barbarian's ONLY weapon, and used Dominated villagers to shield himself from the paladin. Though they survived, the party was furious that an Enemy would know their weaknesses so well until the sorcerer realised who he was.
They tried to redeem him multiple times until he ended up dying from friendly fire, after which the paladin buried him in his family's crypt. First time I ever saw a team actually debate resurrecting an enemy.
I have accomplished one of the items on my list already and that is - I managed to one-shot a Dragon 4cr above the team, as the first action of the surprise round no less! Great way to make a name for a character.
Played a Bladebound Kensai Magus that used a Bastard Sword. The party was hunting a BBG Red Dragon that was terrorizing a set of towns and cities near his Volcanic lair. We found his lair and were exploring when it attempted to jump us from concealment in a pool of lava. Good roll let me notice it and on the surprise round I won initiative. Cast Shocking Grasp, moved up to the edge of the lava and attacked it with a called shot heart (I like to try it every once in aWhile), managed to confirm a crit for enough to auto-kill it. The paladin in the party added "Lord" to my name from then on, regardless of the fact that I had no formal title.