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Of course you need to research mundane equipment, potions and scrolls
If alchemical items fall under mundane you need to research those too.
Neither Filcher nor smuggler fit the concept for me. I'd rather go archaeologist or archivist or if you're set on rogue maybe underground chemist or go for the investigator hybrid class.
Creation sub school gives you at level 1:
Create Gear (Su):
At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
The cleric subdomain Flotsam gives at level 6:
At 6th level, once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp × your cleric level.
This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then.
Hey all. Want to get your creative juices flowing in prep for RPG superstar. There used to be a program on the web, that you could enter a number and it would spit out that many tavern encounters. Short little description of people that are in a tavern.
Excellent post ElterAgo.
This problem is solved nicely by applying the Alexandrian's Diplomacy fix, I.e. reducing the impact of one diplomacy roll to a better defined and smaller scale result: getting someone to a accept a specific deal/bargain.
The Mythic Game Master Emulator is a product that has received high praises. It is a system-neutral campaign/adventure generator and GMing assistant that facilitates 1 player no DM play.
Also check out Word Mill Publishing's other products (esp. Mythic Variations), that can help any DM very much. (Here's a review on RPGnet.)
For online use check out the Flash-Based-GM-Emulator, you'll need the GMulator pdf (and from what I've read the Variations pdf too) to get the hang of the system though.
Duke where are in Germany? Do you speak german? How old are you?
While other RPGs are quote prevalent in Germany you should be able to fin a PF game somewhere. There's loads of Germans on these boards here and I can imagine some at least playing in English even.
I can't imagine soloing a whole AP as DM and player. Too much spoilers. Now there are alternatives, let me dig up some links...
I think giving it out for free to everyone is the key, but the PCs still have to work to get a cohort.
An important question is who will build and play the cohort. Even if you cede this to the player, the DM should have veto rights and may take over playing the cohort at times.
And also if cohorts can leave or even betray their masters under certain circumstances. The feat seems to suggest so.
If you surround the PCs with more NPCs like hirelings and staff you could switch roles with or without the PC knowing and a hireling can become a cohort for example.
I always loved the 2e or 1e followers rules. You got a bit more high level and potentially interesting followers though. At name level (around level 9 or 10) a fighter got loads of followers, a ranger only few but many interesting ones (a chance for a treant , falcons, wolves, maybe a pixie) and a thief a small but skilled cadre (up to level 8). The Complete Priest handbook had a nice system for priests followers.
Check out Alexander Augunas brilliant blog post about leadership where he advises granting leadership as a bonus feat on lvl 7 automatically but enforcing the recruitment part for cohorts and only taking one cohort max with the party. I love that this makes CHA much more useful and creates dependables thus rooting PCs in the setting more.
He also published the Leadership Handbook making the leadership score into a new ability score and integrating it with some other rules.
Legendary Games Ultimate Relationships might also be of interest.
He does not need HiPS if he uses terrain and movement appropriately.
Camouflage though is nice to have.
Triple dipping favored terrain/ terrain mastery is normally over specialization but for that encounter the terrain is set.
Add sniper slayer to the list of classes.
Or maybe use raging cannibal brb archetype just for the maximum shock effect on fellow PCs.
A chameleon rogue 1 dip gives you +1d6 sneak and a stealth pool scaling with your bluff skill. A 3 level dip grants effortless sneak.
ARMOR OF THE SHADOW LORD is an example intelligent item that gives a lot of stealth.
Terrain mastery rogue talent and/or ranger's favored terrain, maybe even the Horizon walker prc may be of interest.
While I like the fast movement to offset small size of a brb dip, the true primitive brb archetype grant terrain mastery at lvl 1. The fetish stuff it grants later makes for fun visuals too.
Chameleon rogue 3 or 4/guide trapper ranger 3+/true primitive barbarian x.
If he's living alone in a ruin he needs some survival skills IMHO maybe he is a ex-commando bad guy who just wants to be left alone.
I love the idea of a little goblin Rambo slayer/ranger/barbarian kicking the PCs ass with lots of ranger traps, camouflage, hit and run tactics etc.
Give him a composite bow, javelins, a big knife or two , high stealth and mobility. Also don't forget to tell your friend to design the terrain around the ruin in detail.