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Alexander Auguna's Everyman Gaming blog entry talked about Leadership: The Function of Leadership. He uses the imho brilliant houserule to grant this feat to everyone at lvl7, but the PC has to actively go recruiting.
His current blog post has an NPC build using teamwork feats with his familiar. This could well be adapted to a cohort. Every wanted to use those teamwork feats but no other player wants to? Get a cohort. This only works with player built cohorts though.
4. Restore some Core concepts. Make those golems immune to all magic (not everything has a "trump"). Put some (not all) traps in that can only be uncovered by player action, not a generic "perception" check. Don't be afraid to ban something that the group has found to "bend or break" the game.
About the traps, see The Art of Ruling from the Alexandrian blog:
1. Passive observation of the world is automatically triggered.
This is generally a concept I like and i think you can apply if across the board. Players need to initiate some game mechanics, and player ingenuity can trump or enhance simple skill roll results. But on the other hand you can play a charismatic bluffer or diplomat even if you as a player are not so outgoing and can't act it out so well.
If Mengkare allows "the occasional elf" to immigrate, an aasimar should be ok. Though an planetouched influence manifesting in the bloodline of an adolescent is another thing entirely than letting a full grown one immigrate. Maybe the PC got banned but is not sure himself if he was banned due to his bloodline or some other perceived imperfection ?
In one the threads above I posted some notes on worldbuilding Hermea. Note that Megkare is not as powerful as some think, as an old or very old dragon only:
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.
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)
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...
Ravenloft had great advice for horror roleplaying. Get the d20 Ravenloft Core Rules for cheap and read the advice chapters. The netbooks and downloads on the Fraternity of Shadows site (and their forums) might provide more advice.
As for scaring a tough nut player, first you need to get them invested in something. Does he have a backstory? NPCs he cares about? Take something he cares about and twist it somehow. Shift perspective , make him responsible for a horror done.
Try buying from Germany? Or Europe? Shipping will be cheaper...
They pop upon eBay.de from time to time for around 25-30€.
Tellurian has it for 26€, but I'm not sure how good their english is. Postage to the UK via insured DHL parcel should not be higher than 15€. And you can pay by bank transfer without any fees.
This book shop has it listed for 13€, but its probably a typo. Apparently the shop mainly sells technical literature, but it does ship internationally. Might be worth a try...
I linked to the d20pfsrd there, which has the PFRPG Core Rules. So don't worry if it looks a bit too detailed. Though if you click Fast Play rules it should be quite legible.
For easy reference of the PF Beginner rules check out the www.PFBeginner.com website which lists the perception rules from the Beginner Box here.
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)
3 more by Jason Buhlman here (zip file in third post)
And check out the "We Be Goblins! - Your Alternate Pregenerated Characters Here" thread for more goblin pregens.
Also don't forget to get the sequel: We Be Goblins Too! (free pdf)
OK just ordered that one. It seems to fit perfectly !
See? Tell us more details and we find good stuff for you. What level are the PCs now ? What's their home base? Race/class? Background? Tell us more of the Lich!
Raging Swan has a sort of generic setting - the Lonely Coast - in all their products that ties them together. So you might find more of their products useful. I'd definately check out their free products. The village backdrops line has a whole village fleshed out - maybe as a home base for PCs, and they have lot's of adventures. the Villains books feature pregenerated NPCs, Villains 2 has Parardar Levien: CE male human lich sorcerer (draconic [red]) 15. MAybe he fits for your lich character? Or you could get their 100 % Crunch Liches pdf, for more liches than you can shake a bone at... Also be aware that several of the older pdfs are compiled into bundles now and cheaper overall.
If you go to their website you get lots of little free previews for every last product.They also have a Money Back Guarantee for products purchased from their site. Of course ordering from paizo is also ok and it's the best place to check out reviews.
What do you seek? Tell us about your campaign, your PCs, or where you want your campaign to go.
Necromancer Games/Frog God Games: old school adventures, dungeons, megadungeons, mini sandboxes. Tome of Horrors revised (is also on PFSRD). Also Razor Coast! Just read the reviews. Tome of Adventure Design!
Kobold Press/Open Design: Midgard campaign setting (more eastern european myth/tropes incorporated vs traditional western fanatasy), excellent adventures. Excellent books on Game Design.
Legendary Games: stellar supplements to Paizo APs
Raging Swan Press: Generic, medieval fluff and cruch, great adventures. Check out the numerous free previews for any product on their site.
Rite Publishing: great crunch pieces, Coliseum Morpheon, Japanese Horror setting: Kaidan (check out the free adventure), Adventure Quarterly is Dungeon magazine's successor.
AdventureAWeek: lots of adventures...
Alluria: awesome underwater stuff and some fey material
Super Genius Games: great crunch.
I'll try one:
Ookay. Cleric? But this is a bad luck roll. I suggest rerolling if the total is under 60.
Maybe best set of three and/or 3d6 reroll all 1's or 4d6 drop lowest in order is a bit better.
You might want to check out Slugfest Games' Red Dragon Inn (check out the pdf rules downloads) and Red Dragon Inn: Gambling? I'm in! and of course the base sets, for barroom brawls, gambling and drinking rules.
They also have a PFRPG supplement in the works: The Red Dragon Inn: Guide to Inns and Taverns is a 96-page Pathfinder compatible sourcebook - the ultimate toolbox on inns and taverns. It will include new rules for resolving gambling and drinking and be filled to the brim with NPCs, maps, and more.
Of course there are also other 3pp products that might do.
You can always let him bash things and let the RP creep in slowly...
The Kobold Press/Open Design solo adventure line is called Party of One btw. and the modules are for true solo i.e. GM-less play.
But you should be able to adapt many standard adventures to solo play if you choose the one for about 2-3 levels less than he is.
Another nice thing for GM-less play or GMing assistance is the Mythic GM Emulator a product that has received high praises. It is a system-neutral campaign/adventure/plottwist generator. There's a free website version available (see the product discussion thread) but you'll probably need the PDF for explanation.
From the Ask Sutter thread: 6. What is Mengkare's age category? The circa 2008 Campaign Setting says he's an "Old" dragon.
Sutter: 6. I don't think we've updated that in print since the Pathfinder RPG update, so I won't say, but I believe he's *quite* old and powerful...
So no great wyrm. But may possibly have advanced to Very Old now, which is CR 19. Access to True Seeing and Geas/Quest. 6th level casting if very old, else only 5th-level. So by no means artifact-level awesomeness. He's a nice capstone for a high level adventure/AP, but can be overshadowed by mortal NPCs in a specialized area. Especially spellcasting.
I started worldbuilding Hermea's capitol and the island and there could (and imho should) easily be some NPC players on his level (I.e. CL 13-17+). So it's not so easy and clear cut as many think, even with this small a nation. Maybe Mengkare is LG, the state is N as listed in the 3.5 CS, and the city is LN. Chaotic elements are hidden in the Jungle but also present in all of the society. (And not only societies ejects. What natives were there on the isle before M settled there?)
Also after reading the old Dragons Revisited I wonder if Mengkare acts as mentor to any silver dragons as gold dragons are said to and if yes who they are. Also what do the other Golds think of his experiment? The humble Great Gold Wyrm from the capital of Nidal lives not too far away.
donjon.bin.sh d20 encounter generator (also check out the rest of the site)
Necromancer Games 3.5 Wilderlands of High Fantasy boxed set has lots of encounter tables.
The Penumbra D20 En Route books line...
PF Rogues are gimped by the removal of their 3e niche protection for being skill monkey/trap guy. The opening of class skills in PF means everybody can take almost any skills and be reasonably good at them. No more cross class skills, no more exusive skills. (UMD was rogue and bard only for example)
Trailblazer offers an analysis why the 3.5 rogue is already subpar. I believe one suggested fix was giving the rogue an attack bonus to sneak attacks. 2e did this by a flat +4 but I would suggest giving them full BAB for this similar to the monk bonus on combat maneuvers.
Rogue Glory already got mentioned and it goes some way to make them viable again by giving them back a niche. Glory gives all rogues a guile pool, an ambush ability and proficiency in sword cane, switchblade and bladeboot (it always bugged me that these were exotic weapons and no one is proficient in them from the get to. I applaud giving them to rogues). It also fixes the Stealth skill and provides a few new archetypes.
101 Skill Uses by Rite Publishing gives more detail/use to the skill system and rogues can only benefit from that.
This excellent blog post (by the author of Rogue Glory) posits that the skills a PC picks should be treated as Chekhovs Gun, I.e. DMs should strive to incorporate and make relevant to gameplay the skills the players choose. Excellent advice imho and not only for the so-called useless skills that the blog emphasizes.
Use a random chart, there should be lots online. For example:
"What Have I Got in My Pocket?" from Footprints #2
Dragon 164 has article called "What Has He Gots In His Pocketses?" by Ed Greenwood -- but the 'table' is only 20, very detailed, 'adventure hook' items.
The awesome donjon.bin.sh site has a nice d20 pickpocket loot generator among tons of other generators
Interesting how tribal nature worshiping/fey influenced culture, and antagonism to aberrations crop up, a bit similar to Eberrons orcs.
I like how the history of enslavement resonates with the now chaotic and fiercely free and wild orcs.
Looking at the ARG Orc race's optional traits, maybe they would develop to having mostly Dayrunner and perhaps Smeller replacing light sensitivity , ferocity and weapon familiarity. Or maybe they substitute half Orc alternate racial traits like beast master, city dweller, or even forestwalker or rock climber.
I would definitely give orcs access to many of the half Orc alternate racial traits. Interestingly the half Orc deepkin variant has acute darkvision and cavewight replacing ferocity and intimidating. (Meaning these two traits were picked up later when fleeing/being driven to the surface) The deepkin are noted to be descended from deep dwelling orcs who are also a bit smaller. So there should probably also be a true orc deep kin variant.
Many (alt) racial traits make orcs even more bestial/primitive which could lend to the theory that the original orc race has somehow been tempered with resulting in archaic genetic features resurfacing. It reminds me of a story by P.K. Dick where genetic uplifting of cognitive features is a process which can be bought it sometimes it fails and a regression into more bestial features results. For orcs this could also have been an admixture or boar genes (or maybe they are descended from boars?) taking a page from old editions pigfaced orcs.
This could also work well with the more scifi Akiton origin story.