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I don't know where i read it (probably the Alexandrian), but looting the internet should definately be added to winging it. For example the one page dungeon contest produces loads of handy one page instant dungeons.
Astarathian the great wyrm gold dragon living undercover in Pangolais, Nidala.
D20pfsrd has an NPC section with an index by CR. Most will be generic NPCs from the NPC Codex but a few are from modules and APs. Unfortunately there's no index for alignment.
There's also the old Rival Guide, and the Inner Sea NPC codex.
From 3pps check out Rite publishings Faces of the Tarnished Soukh line for excellent premade highlevel NPCs...
Ross Byers wrote:
Indeed. "Question" why do you think you need the staff to clarif your stuff at all? Get some advice from other posters and then make your own ruling.
Mark Hoover wrote:
Great Mark, keep us posted of the progress and/or problems.
As for player driven play, the Alexandrian has lots of blog posts about a hexcrawl campaign, designing different mechanics to implement hexcrawls. He also talks about how new mechanics will drive playstyle in another post, highlighting how after he introduced encumbrance rules, players quickly wanted to keep track of such things. Yes i like that blog...
So maybe introducing some hexcrawl and random encounter (essential to a sandbox imho) rules will result in your players adopting a hexcrawl/sandbox frame of mind all by itself.
This is similar to an example of play from the Alexandrians open table. Different groups entered the Caverns of Thracia dungeon there and both met a boss NPC that drove them off the first times around. When one group defeated them it was a great acvomplishment felt across all groups/players. Read the blog post I linked to above for more details.
I think there's no obligation for the DM to have the NPC recur but it is rather a chance. If the players share news a player-driven recurring villain is indeed a great thing. If they do not care you spare some prep time reusing the NPC or put the NPC on the back burner if they go somewhere else. From the DMs perspective it is about how you "respawn", repopulate, reuse or migrate unkilled NPCs or cleared dungeon levels/adventure sites.
Read that Alexandrian blog post already!:-) It's got lot of insight.
The Harbinger wrote:
+1. See also Opening your game table on the Alexandrian blog. In fact that blog carries a lot of insights that go well with the insight from ars ludi's West Marches experiment.
It's about a lowering prep work for the DM, compensating shifting player attendance and doing old school dungeon- or hex-exploration style gaming with lots of random influences and less pre-written adventure/plot scripts.
d20 Ravenloft also had rules for madness and treating it with Hypnosis.
Both where recently converted to PF by Ravenloft game designer Ryan Naylor here (madness rules) and here (Hypnotism feat). These Ravenloft PF rules conversions will soon be published as a netbook btw.
You have studied the hidden workings of the mind and can unlock its secrets.
Prerequisites: Wis 13+, Cha 13+, Heal 1 rank
Benefits: You can use the Heal skill to induce hypnotic trances.
Implant suggestion: While the subject is fascinated, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature. The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
Cure Madness: While the subject is fascinated, you can attempt to cure any Madness they are afflicted with. They can substitute your Heal check for their Will save to attempt to overcome madness. You can use this ability once per week per patient.
Ravenloft Madness Rules:
Fear, Horror and Madness
Heroes in a Ravenloft campaign may find themselves facing slavering monsters that can slay with a touch, haunted by the memory of horrendous cruelty, or exposed to alien forces that can wrench their minds apart. The following rules are an optional addition to represent the effect of these terrors on PCs; if the GM thinks a player is adequately representing the hysteria that clouds the minds of characters in classic tales of horror, no dice roll is necessary.
Fear, horror and madness saves are Will saves (or sometimes Fort saves) resulting from exposure to something terrible or unnatural. They are independent of magical fear or any other game effect, so a PC attacked by a dragon must make a fear save and a save against dragonfear. They are not an action and are generally rolled as part of another activity, such as an initiative check or skill check. Characters that are immune to magical fear gain a +4 competence bonus to fear and horror saves, but are not immune to them. If the character makes the save, they are immune to that specific source of fear for 24 hours.
Generally, the DC of the save should be approximately 10 + the average party level, +2 to 4 for more horrific scenes. Remember that higher level characters have more experience than lower level characters, and so may not be afraid of the same things. Likewise, a scene of bloody slaughter is probably more confronting for a bookish wizard than a warrior, so feel free to modify the DC based on personal experience.
The effect of a failed check depends on the degree of failure and source of the emotion. In most cases, the duration should be 1 rd, or 1 encounter in severe cases.
Failure Margin Effect Examples
In the event of a catastrophic failure, the character suffers a -4 penalty to fear and horror checks provoked by a similar event for the next month, and must make an unmodified save when confronted with things that wouldn’t normally be cause for a fear or horror save. Thus, a character who is catastrophically frightened by a werewolf may need to make a fear save whenever he approaches the site of the attack, or when he hears dogs baying at the moon, and a fear save at -4 if he sees a shapechanger transform, or is attacked again.
If a character makes another catastrophic failure within that month, they must make a Fort save at the same DC or take 3d6 temporary Constitution damage.
Madness saves should not be roleplayed; they are typically too severe. They can be instigated by complete personal tragedy, having a mental ability reduced to 0, or mental contact with an alien or insane mind (that is, someone who has failed a Madness save, a darklord, undead, outsiders, elementals, oozes, aberrations, and plants if the caster is not a druid or have access to the Plant domain). A character can also deliberately attempt to drive someone mad, by remaining in close proximity for 30 days and then making a Bluff check opposed by the victim’s Sense Motive. If the victim fails, they are driven mad; if they succeed, they can make another Sense Motive check to become aware of the failed gaslighting.
The degree of madness is modified by the degree of failure, as described above. Roll to determine the insanity that afflicts the character. Apply +25% for moderate madness, +50% for major madness, and +75% for catastrophic madness. The character also suffers 1d6 ability damage to Intelligence, Wisdom and Charisma for minor madness, 1d6 ability drain for moderate madness, and 1d10 ability drain for major or catastrophic madness.
d100 Madness Effect
Amnesia (Save Will DC 20; Onset immediate; Effect –4 penalty on Will saving throws and all skill checks; loss of memory (see below))
Delusions/Hallucinations (Save Will DC 20; Onset immediate; Effect –2 penalty on Will saving throws and all skill checks; see below)
Depression (Save Will DC 12; Onset 1 day; Effect see below)
Mania/Phobia (Save Will DC 14; Onset 1 day; Effect target is sickened (if manic) or shaken (if phobic) as long as the source of the mania or phobia is obvious; chance of becoming fascinated or frightened (see below))
Multiple Personality Disorder (Save Will DC 19; Onset 2d6 days; Effect –6 penalty on Will saving throws and Wisdom-based skill checks; multiple personalities (see below))
Nightmares (Save Will DC 17; Onset Immediate; Effect see below)
Paranoia (Save Will DC 17; Onset 2d6 days; Effect –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against his insanity's DC)
Psychosis (Save Will DC 20; Onset 3d6 days; Effect character becomes chaotic evil; gains +10 competence bonus on Bluff checks to hide insanity)
Schizophrenia (Save Will DC 16; Onset 1d6 days; Effect –4 penalty on all Wisdom and Charisma-based skill checks; cannot take 10 or take 20; chance of becoming confused (see below))
Suicidal Thoughts (Save Will DC 18; Onset immediate; Effect As depression, plus see below)
If any of a character’s mental abilities drop below 3, they become a Lost One—a walking catatonic whose mind was shattered by memories too horrible to bear. They eat and drink if fed, walk if led, and may occasionally mumble gibberish, but otherwise take no meaningful actions. They persist in this state until their madness is cured.
All insanities have a DC that represents the insanity's strength. An insanity's DC indicates the Will save you need to roll in order to resist contracting the insanity when you are initially exposed to it, but also the DC you need to make to recover. Recovering from an insanity naturally is a lengthy process—once per week, you make a Will save against the insanity's current DC. If you succeed on this save, the insanity's DC is reduced by a number of points equal to your Wisdom bonus (minimum of 1). You continue to suffer the full effects of the insanity until its DC is reduced to 0, at which point you are cured and the insanity vanishes completely. Insanity can also be cured using hypnosis; see above.
Lesser restoration has no effect on insanity, but restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster's level. Greater restoration, heal, limited wish, miracle, or wish immediately cures a target of all insanity.
As for adventures check outBasic Paths by 0One Games.
BTW for easy reference of the PF Beginner rules check out thewww.pfbeginner.com website.
And make sure you get all the official free Beginner goodies and EdOWar's missing classes Beginner Conversions and this thread with additional material by the user Iker.
Also I recommend reading threads in the Beginner forum like this one or this one which contain some excellent advice. (...and a link to this excellent blog about the introducing kids to RPGS with the PF Beginner Box)
What did they add or take away from the Pathfinder Chronicles Campaign Setting guide when releasing the Inner Sea World guide [Spoilers?]
For the nation of Hermea they added Two Tree Island on the map. I think they also dropped some alignments either the nations or the capitals. I mentioned it in the old Hermea discussions.
Mechanically they dropped the Binding combat maneuver and Improved Binding feat which are in the CS Osirion chapter. D20pfsrd converted them though.
Check out the herbalist archetype from Wayfinder, it even stacks with mindchemist.
Check out the Dicefreaks forums and their revised Divine Rules (streamlining 3E epic rules with Divine rules). Most importantly they got rid of the cumbersome 20 outsider HD, leaving more room for class levels.
For PF you should probably start with defining CR/HD tiers, tack on Mythic levels and then additional abilities/immunities like from the old Divine rules.
For those uncomfortable with starting deities think of them as avatars.
Rondolero is Falcata & Buckler style iirc, while Aldori use longswords afaik. but since he OP didn't specify rapier, they might both be dashing/swashbucklerish duelists.
Apparently Korvosa (Varisia) has swashbuckling rapier duelists. Check out the short story The fencing master by Dave Gross for more info.
Also port cities, pirate cities etc.
So far there's 3PP support for mythic spells (Kobold Press' Deep Magic, Legendary Games mythic spells) & mythic monsters (LG again with mythic monsters, and JBEs Legendary Monsters ).
I'm betting Legendary games will publish a mythic adventure in the future. Also there will be mythic stuff interspersed in more and more paizo products. And I hope Kobold Press will introduce more mythic stuff into their setting/material.
What would be very interesting IMO is a mythic campaign setting product.
Of course you can always simply add a bit of mythic stuff to non-mythic modules. A kind of mythic update product on how to "mythify" other published adventures or APs might also be a good idea.
For high-level adventures check out Adventure Quarterly (#2 has an 18th level adventure, and they do each have a low, medium and high level adventure, and of course check out their current kickstarter for more info and a great deal on issues 5-8), and of course Coliseum Morpheon, both by Rite Publishing.
Also check out the Level 16+ thread for some more excellent suggestions...
Not going as far as throwing out the CR system, but read Revisiting Encounter Design (on the Alexandrian blog) to understand how CR/EL/ECL should really be used.
In fact read the rest of the blog too...