Hard Rains wrote:
Unfortunately, Shattered Star assumes the events of the first three APs set in Varisia have already occurred. I haven't read it, though, so it's possible you can fudge that part a bit. Maybe try Runelords, Second Darkness and Curse of the Crimson Throne.
I'm about to start running RoW, and I have a couple of advice questions based on what I've read here on the boards. I should probably mention that I don't have the Snows of Summer book yet. I'll have my hands on it in a couple of hours, though. The main question mostly revolves around XP and leveling. I have 5 PCs in the party. I'd like them to be 2nd level right before they hit the lodge, since this is a new group of players for me, and I don't know how they'll play it, or if they'll survive. With the party splitting XP five ways, I figure there's a few ways to go about it. 1. Bump up the encounters a bit. I'd like to avoid this. As I mentioned, I've never played with most of the players in this group, so I'd rather not get too crazy changing encounters from how they are written. Perhaps a few here or there, but adding other creatures, or class levels to the NPCs just throws even more uncertainty into the mix. 2. Put them on the fast track, XP-wise, for at least the first level. Get them to 2nd quickly, then ease off and have them level to 3rd like normal. Or extend it to third, possibly. I figure once they're past 3rd or 4th, they'll be more comfortable with their characters, and I'll know a bit more about how they play. At that point they should have a better chance to survive. If they die after that, it's their fault. 3. Add some earlier side quests/intro quests. I figure I'll probably do this anyway. I'd like to tie them to Heldren and the story a bit before sending them off. I've read some good suggestions here about how to do that. Since I haven't actually read the adventure yet, I'm unsure what's available for early XP, or how to tie them in, but I have a couple weeks to read and plan. This shouldn't be a problem. Anyway, maybe I'm missing another way, or haven't fully considered the options. For those of you who have run this, what are your thoughts? Should I fast track the XP? Add some oomph to the existing fights? Throw a bunch of minor side quests at them at the beginning? Thanks in advance for any help.
I'm starting up a new campaign at my FLGS, and I'm looking for 4-5 players. The game will be at Red Castle Games in SE Portland, twice a month. Tuesdays and/or Sundays, 7 or 8 until midnight. I'm going to be running a Pathfinder adventure path, and I'm thinking either Reign of Winter or Shattered Star, though I'm open to other APs. If you're interested, you can find my email in my profile. Put "Pathfinder Game" in the subject line. Thanks for reading. -The Eel
Darash wrote:
Hi there, and welcome to Pathfinder!! So, you'll have to forgive me if I'm getting this all wrong, as I have no familiarity with the Beginner Box, or how much the rules have been streamlined for ease of play. That said, let me address these two points from a general rules standpoint, in the first case, and from experience, in the second. 1) Not sure how the BB handles it, like I said, but normally a spell caster can't regain spells more than once in a 24 hour period. No matter how much, or how often they "sleep", they only get new spells once a day. While a cleric doesn't technically need a full 8 hours of uninterrupted rest, they do have a specific time of day that they "pray". As far as resting to heal, common sense would imply that you can't gain HP back from resting 8 hours more than once a day. It doesn't specifically call it out in the rules, but it does refer to a "night's" rest. Of course, that's not even taking into account how dangerous it is to camp down in the middle of a dungeon. A midnight ambush or two is good to get the point across, but there's no need to over-do it. All the above advice about "making camp" is good stuff. 2) Let 'em die. Really. Let them die, and then have them roll up a new character. It could even be the same character for all intents and purposes. Just change the name and description. No need to wait until the other characters gain more XP, just come up with a good reason the replacement PC is in the dungeon, or where ever, and go from there. Letting them die, you're reinforcing that death is a real consequence. It will put some fear into your players and make them smarter fighters. Dying is never fun, but neither is always winning. Honestly, it's harder to kill off a character than you'd think. Drop them into negs, sure, but unless it's massive amounts of damage, or they were near death already, there's plenty of time for an unconscious PC to stabilize, or for his friends to stabilize him. Hope that helps. If not, just ignore me. My players often do. One last thing, out of curiosity... How doe's your fighter have a +7 to damage? I know it's doable, even at 1st level, but I'd like to know how it worked out for you. 18 STR, Power Attack and Two Handing a longsword? That's about the extreme end of the power spectrum at 1st level, barring using an actual 2handed weapon. If it is the case, then just know that the fighter is at the top end of what's possible for 1st level, and won't be getting much stronger for a few levels. It also means he's hurting somewhere else, stat-wise, assuming you guys used a point buy. Hit him there. Will saves, Cha based social encounters, Int based puzzle encounters, etc. Hitting things really hard is about the only thing he's gonna be good at. That's his job. The other characters will shine in other places.
joeyfixit wrote:
That's pretty much how I'd do it, but I'd use archivist instead. In addition to using BP to buff the party, which the archaeologist doesn't do, the whole journal keeping thing that River Song does seems to fit the archivist better. Also, don't forget to take a look at the whip mastery feats, in addition to combat expertise ---> imp. maneuvers line.
We play an E7 campaign, allowing full BAB characters two attacks, and full casters to get 4th level spells. Many of the epic feats are each classes 8th level abilities. There is also a feat which lets characters treat their BAB as one higher for the purpose of taking other feats. This doesn't actually raise their BAB, since I feel that defeats the purpose of E7, but does allow full BAB characters to take the +8 feats and 3/4 BAB characters to take the +6 feats. The PCs have been 7th for a little while now, actually just reaching the benchmark for their first epic feat last night. It's been working wonderfully, so far. I'm very happy with the power level that E7 sticks with.
Simon Flevill wrote:
I'm aware of that part, it's that there's no advanced talent for taking a ninja's master tricks, though I feel like there should be.
submit2me wrote: Well, if that's the case (and I salute your commitment to a character concept), you'll still have to deal with the power of your talents/tricks based on rogue levels only. And according to RAW, there is no way a rogue can use master tricks. This does seem like an oversight to me, so if your GM has no issues with advanced talents qualifying for master tricks, then you're good to go. Using just rogue levels would be fine with me, as I'll always have more levels in that than shadowdancer. The question remains, what about the tricks I take as a shadowdancer? I assume I only use SD levels for those. Also, Simon, I love the idea of re-skinning the ki pool as a shadow pool. It fits my character perfectly, as well. So..... Totally stealing it, thanks! ;)
submit2me wrote:
Character is already made, and level three. Besides, it's all about the concept for me. She's a rogue, not a ninja. The ninja tricks, to me, compliment the character only once she's a shadowdancer. I understand that ninja/shadowdancer is an easier route, but it's not the one I'm going down.
Simon Flevill wrote: I'm playing a very similar character, though I'm putting a few levels of fighter in there to gain more feats / base attack & survivability. Have you asked your DM if he/she would be fine with it, if it's not a written rule? Yeah, I've run all of this by my GM. I just thought I'd get a few more opinions, as he is newer to the seat behind the screen.
Here's the background: I have a knife master/ scout rogue that I plan on multi-classing into shadow dancer around level 9. I'm going to end up taking a few ninja tricks as well, both as a rogue and as a shadow dancer, starting with ki pool as a rogue at level 8. As a SD I plan on taking vanishing trick and shadow clone, as well as a few other talents. After 6 levels of SD, I'll be heading back into rogue for the remainder of the AP. During that time I plan on taking the invisible blade master trick (if I can). Here's the questions: As far as I can tell, rogues and ninjas can gain the other's talents and tricks, and ninjas can gain advanced talents, but there is no rogue advanced talent that lets a rogue gain a ninja's master tricks. This seems an oversight to me. Why would it work for a ninja one way, but not a rogue in the reverse? I've asked my GM to look at it and see if he'll allow it, but I'd love to see it as an official option. Shadow dancers get rogue talents, and thus can get ninja tricks. While I understand that levels in rogue and levels in SD don't stack for purposes of gaining advanced talents (or master tricks, if so allowed), how does it work when determining effects based on level, such as the duration of some of the various talents and tricks. If, by character level 11 (rogue 8/ SD 3), I were to take vanishing trick as a shadow dancer, would the duration be 3 rounds, or 11? I know that nowhere I can find does it say the levels do stack, but tricks is tricks, right? Related to the above question is this: Once I've gone back into rogue for two levels, at level 16 I'm up for advanced talents. Assuming my GM let's me choose master tricks from the ninja list, I'd be taking invisible blade. But I'm taking that as a rogue. Now the duration, without any stacking, would be 10 rounds. That 10 rounds of greater invisibility, based on rogue levels. But I took the pre-req as a shadow dancer, and when I used vanishing act, (pre-invisible blade, and assuming no stacking) I'd have a max 6 rounds of normal invisibility. I guess for me it's confusing because of how all the talents and tricks interact, seeing as how both base class and prestige class get talents. I hope this post isn't as confusing for those of you reading it. Thanks in advance for your input.
Odraude wrote:
and yet... it registers a good aura. Seems like wearing the flayed skin of an angel might be a bit evil, but i suppose its all in the intent.
Tels wrote:
I find his taste in source material for names impeccable. Tis an excellent series, most definitely. Buttered Scone, anyone?
I really like the CharacterFolio app from Dark Theatre LLC. It fills in a lot on it's own, like BAB and Init, and almost everything is in a drop down menu form. It has customizable equipment slots. Actually, everything is customizable, which is a good thing, since it has it's own issues like not recognizing that you have certain feats. As long as you know what should go in, say, AC, you can enter it. I don't know if it's exportable or not. I would just fill out an old fashioned paper sheet for your DM and update it every time you level. The app is....$7, i think. Not a huge investment. I use it in the game I play in, my cousin uses it in the game I run and the other that we play in together. Another player in my campaign uses it, and yet another player in the other game uses it as well. Also....character portrait. Always nice!
The Alexandrian has great advice. Intelligence Check is PF specific, but is general musings on the game. Not really advice. That's just two off the top of my head. Seems like every GM has a blog or a campaign website these days. It shouldn't be too hard to find more.
SmiloDan wrote: What level are they? We had a high level campaign with a lot of marching, but we teleported home most nights. That might disrupt your massacre. Hahaha. Yeah, that would put a kink in my plans. Luckily that's not gonna happen. They'll be 7th level when this goes down. Marching through the dust with everyone else.
Pendin Fust wrote:
Have fun with books 9 and 10. Dust of Dreams is a bit of a slog, but The Crippled God makes it all worth it. I'm not ashamed to admit I cried at the end. Of course, ending a ten year long relationship is always hard. Glad I can always go back. Last night I finished up creating the mechanics of the march. I was thinking along the lines of what you suggested, having a daily meeting with the PCs and the higher up NPCs. I'd have them explain their plans for the day, tackle the logistical and tactical problems that arise, and then assign modifiers to the daily attrition rate. I also wrote up a random daily event table, sort of like an encounter table. These are the days challenges to overcome, and success or failure have different modifiers to the attrition rate as well. On top of that I've written rules for handling those challenges. Essentially opposed checks modified by the PCs plans and actions during the daily meeting, plus any smart moves they make. Like I said, these guys never cease surprising me, so there's plenty of misc. modifiers to take that into account. Sadly, no Alchemists, and no Moranth munitions. I decided early in the game not to include anything like that from the start. If one of the PCs decides to research and develop munitions, then I'm all for it. No one has, yet. The ARG has a gnome (I think it is) Alch archetype called Saboteur that's almost perfect for Malazan style sappers. Makes me wish I could reroll my gnome alchemist. Also, I tried statting up Pust once, but never finished. I couldn't decide on class.
DrDeth wrote:
Yup, I wrote that. You'll notice it was also about 24 hours, and a handful of exchanges, ago. That's why I asked for feedback. What I mean to say is, with the loss of their adopted city, they lose a base of operations, and a sense of home and safety. That's the point of the whole thing. I apologize for any hyperbole on my part in the OP
DrDeth wrote:
Err.. I just realized there's something crucial missing in my last post. The word "not", as in I'm NOT planning on destroying everything they've work for. HUUUGE difference. In fact, aside from a sense of loss and tragedy, most everything would be going on the march with them. All the more reason for them to protect it.
Thanks for the feedback, guys. @ HaraldKlak: The attrition rate would absolutely be behind the screen. I'd probably explain that the PCs actions will have an effect of the the survival of the refugees and soldiers, but not with any hard numbers. I believe something similar went on in the first part of the Serpent's Skull AP. Depending on what we did for camp, and things like that, the GM raised or lowered the chance of disease and random encounters. I'd do something like that, but on a larger scale and affecting the attrition rate. I also plan on making the PCs the center of attention. There may be a leader, probably the king, or a general they know, but they'll be the ones making the tactical and logistical decisions. They'll be the ones at the center of the pivotal moments, being the deciding factor in whether they win or lose. @ Hecknoshow: I'm planning on destroying EVERYTHING they've worked for, nor killing off all their NPC attachments, just enough to hurt. What part of the Jade Regent AP are the caravan rules in? I don't have it, but I could get just one part, if I need to.
Nenyond wrote:
It is heavily influenced by the Malazan books, so I agree, it fits the feel. I already have a few Coltaine/One-Arm types, waiting in the wings. They've been seeded, the PCs have met them. I don't think I'll include the Wickan dogs, or the Wickans, in general. I want the PCs to be the elite warriors (as much as I love the Wickans). Bult will have to happen, though. Thanks for that. Thanks for reminding me about the fatigue and starvation rules, too. I'll need that. I'm thinking about assigning a daily attrition rate, and modifying it based on the PCs actions and tactics.
Hey all, I'm considering using the Chain of Dogs from Steven Erikson's Deadhouse Gates as the basis for an upcoming event in my campaign. If you're familiar with the book, you'll know what I'm talking about, if not, here's the tl;dr version: The characters have to escort a large number of civilians many miles to safety while an enemy army harasses them the entire way. Another reference that may help is from the Lord of the Rings, when the Rohirrim flee Edoras for Helm's Deep. Anyway, here's the background. The PCs, once soldiers of an invading empire, have fled from a battle where they were betrayed and framed (more Malazan influence). They settled in quaint city in the kingdom to the north, and this has been their base of operations for at least five levels. They have made many ties to the area, some financial, some tactical, others romantic. Their quests have lead them away from worrying about the empire that's still hunting them. I intend on having that foe come crashing back into their lives at some point later in the campaign, and the Chain of Dogs has given me inspiration. My idea is, at some point down the road (there is still much to do around the kingdom they're in), the invading empire marches an army into the kingdom and is about to sack the city the PCs are in. They'll be asked to help lead the civilian inhabitants further north to another city with is much better fortified (Helm's Deep, if you will). It's not that far away, maybe 200 miles, but a train of civilians will take around two weeks to walk there. During that time, the train will be attacked regularly. Usually small hit and run, harrying attacks, but a few large scale encounters, as well. Now, here's the d!@k move, on my part. Everything they've worked for back in town will be sacked. Ruined. Gone. Many, many civilians, and probably some of their friends, will die. I want to put hatred for their former employers back into their hearts. I want them to have to start fighting a lopsided battle. These guys are too clever, by far, so I know they'll figure out a way to survive, and fight back. I just have two questions.. 1. Should I do this to them? It fits the story that we've been building, and furthers a few other points of the campaign, but it's harsh. 2. How do I go about running it, if I do. I'm not a novice GM, but I could use some outside opinions and thoughts. Thanks for reading this far. Sorry for the huge post. Any thoughts are appreciated.
Mergy wrote:
Actually, it does. From the PRD: Quote: Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. It straight up says you receive the EWP. Not that you treat all weapons with the word Elven in it's name as a martial weapon proficiency. That's Weapon Familiarity from the elf racial traits. There are plenty of incidences where a character can receive a feat without meeting the prereqs. Bandavaar, when I said alternate classes, magus then rogue, I meant until rogue level 4 (or five for the 3d6 SA damage). The go Magus the rest of the way. You're not losing out on that many skill points in the long run. It sounds far better to me to put off a few skill points to get Magus spells and the black blade at 3rd level (character level 5, if you were alternating). Obviously, you have it figured out pretty well well what your girlfriend wants to do, and it looks solid. I'm just stating how I would do it. Again, my 2 cp, and of course YMMV. Edit: Kensai and Bladebound do stack, and they are wicked together. You'll lose out on spells, especially since your GF's Magus is multi-classing, but since that's only a part of the concept, I'd also say it's worth it. I'd also have to agree with Remco about the ninja. If said Magus was a Bladebound Kensai AND a Ninja, there is the potential for some cool Tien based backstory. If that floats your boat.
If she's Blade Bound, she won't need to purchase magic weapons. The blackblade is enough. This frees up some cash for stat boosting items, or whatever else she wants. IF she goes half elf, she can get the EWP from Ancestral Arms. Half Elf Adaptability will also help since she's multi-classing. I'd start with Magus at first level and alternate until she reaches Magus 4/Rogue 4, then stick with Magus. Unless she wants the extra SA d6, which isn't a bad idea. Anyway, that's my 2cp
Pagan priest wrote:
The long standing mistake is yours, not the game's. A long bow crafted to give a strength bonus IS a composite long bow. Same thing. It's not Long bow OR Composite bow. Just like a short bow crafted to give you a strength bonus is a composite short bow. From the PRD Quote:
Kevin Mack wrote: How about a whip/sword (Like what Ivy in soul calibur has?) I wanted to make a villain with Ivy's sword, so I reskinned the urumi from UC: Commonly known as a whip sword, this deadly weapon is fashioned from one to four 5-foot-long, razor-sharp blades of flexible steel. The weapon is wielded by whipping the blades at one's opponent. The coiled blade is fine and flexible enough to be worn as a belt.
Perhaps this isn't very "evil", but during the run up to the start of my current campaign I gave the players the impression it was going to be a military style game. I gave them loads of background info about their Company, the legion said company belonged to, the empire they belonged to, etc. Down to troop numbers, commander's names, names of the other companies. I gave them I tiny amount of info about the land they were invading, the city they were laying siege to, the enemy troops. They picked a Sgt. and a Corporal from their party. Picked gear from the standard issue kit. After all of that, after the first mission/battle, I had their entire company wiped out in a betrayal by their own allies, framed them for treason, and sent them on the run. Now they're stuck in a strange land with few allies and a price on their heads, eking out a living as mercenaries/adventurers. Basically, they're the A-Team. Now they're completely paranoid, suspecting that everyone they meet is involved in one conspiracy or another. I even had trouble introducing a new player to the group, as they even suspected him. Every NPC they meet who is even slightly devious is a evil mastermind. Of course I play it up. Strange people are watching them, shady dealings are afoot, and they did uncover a completely different conspiracy, but figured the wrong NPC for the mastermind. THAT NPC is working for the Empire's allies, but they don't know that yet. I like the bait and switch, as long as it isn't a complete 180*.
Tels wrote:
There are in fact some Slayers there. More than Stalkers. I've already thrown in a few lighting condition changing items. I mostly want to use Deeper Darkness once or twice to scare the crap out of them and watch them run. I'll watch it to make sure it doesn't get out of control, but I appreciate the advice.
I haven't run it yet, but Curse of the Riven Sky, penned by Monte Cook, comes highly recommended.
Tels wrote:
OOH, I like him! Yep, that's the one. Gonna have to borrow that stat block. There's 7 party members, all 4th and 5th level, plus an eidolon. They typically tear through whatever I put in their way, as I'm still testing their limits. I don't plan throwing many dark folk at them at once, and I think there's only 2 Stalkers in the whole bunch. Still, it's supposed to be a grim fantasy, and they know they can easily die. I'll keep your warning in mind as they progress through the area.
Dotting for future evilness. I really like the dark folk comments, as next session my players are about to enter a dark folk lair. I planned on abusing the deeper darkness/sneak attack trick, but I hadn't even thought about the implications of the blinding flash. Add to it with the fact that it's a Goonies inspired dungeon, everyone assumes they'll find a helpful Sloth type guy and a pirate ship. Instead they get a very antagonistic ogre-kin and a big 'ol aquatic undead at the end. At least the water slide was fun......
William Bryan wrote:
Right there with you. After running 4 sessions with WP/VP I scrapped it for a slightly modified HP system. Main reasons being it slowed down combat, it got confusing with things like stabilize, once you get past the wound threshhold you have to keep track of who's staggered, make a fort save for every action and deduct another wound point (actually, this is just a specific point with-in the first point... slowing down combat), and WP take too long to heal. The healer (2nd level oracle) can only heal 5 WP a day through her spells, plus 1 from rest? When she, herself, is down to 10/26 WP? No thanks... back to HP for us (actually switched mid-combat because it was so frustrating for everyone on either side of the screen.)
Sissyl wrote:
+1 Over the course of the past two years I've played something like 3 or 4 GMPCs in my current campaign, including one cohort. Basically, I have a stable of NPCs that have class levels roughly equal to APL -1 or 2. These are all contacts and allies that the party has met over the course of the campaign. When ever the party is short (3 or less), they tend to go recruit one of these NPCs. I never play them for more than one or two adventures, and only when they need the extra help. These NPCs are also good for when we have a guest player. For example, whenever my brother comes out from NYC, he plays the bard/duelist ally. Now we're in the endgame of the campaign, so all these NPCs are showing for the final showdown. I guess they don't really fall under the classification of a true GMPC, but they give me some fun getting to play different characters, even if they're backseat types.
I'm currently testing WP/VP in a lead up adventure to my next campaign. After seeing it in action during a couple of sessions, I'm still on the fence. It seems to drag out the combat, which already eats up quite a bit of time. I like the idea behind it, and I think it's the best version of the "John McClane" model of taking damage, but I'm still not convinced. The "healer" in the group is a little frustrated by it as well. I'll keep testing it through the end of this adventure, but we'll see. Once the actual campaign kicks off I'll be using a restricted form of Called Shots. I'm allowing it, but a Hero Point needs to be spent to make a called shot. I'm hoping this limits a wild abuse of the mechanic, and it seems "flavorful" to make that heroic shot to the Ogre's eye using a Hero Point. As for the rest... I will not likely be using them. Armor as DR sounds nice, but doesn't strike me a fully fleshed out. Performance combat is too situational. There's fighting pits in the Northlands of my campaign, so they might get broken out up there... maybe. Piecemeal armor looks broken. Again, a nice idea, but it allows some unbalanced (IMO) armor combos.
Shaundakul wrote:
That's a good one. Serpent's Skull starts out like that, except the "something that happens" is a shipwreck. It works well.
Matthew Morris wrote:
I've run the first two sessions of my newest campaign using VP/WP and so far it seems that the players are frustrated with the way WP heal, versus healing VP. They are far more concerned with watching their wound threshold, which is understandable. Since a wand of CLW would heal the regular amount of VP, but only 1 WP, I could see them blowing through the wand pretty quickly. Maybe this is a good thing, as it becomes financially difficult to maintain WP this way (at least at lower levels, where the wand is going to be the most useful). I don't know. They're only level 1 and don't have the cash for the wand anyway.
Afgncaap5 wrote:
In the middle ages pepper was a luxury item, at times worth its weight in gold. It did indeed come from a "far distant land" (India, for the most part). Also, no need for prestidigitation... pepper already has a glorious taste! (sorry to threadjack. I love me some pepper.) =)
No advice for you (sorry), just coming in to say I love the idea and it reminds me a lot of Mani (played by Mark Dacascos) from Brotherhood of the Wolf. The first scene he's in has him whuping major ass with a staff, in the rain and the mud. Here's a pic
I'm starting my players off (at 2nd level) in my next campaign as members of the same squad in the imperial army. Not counting a prologue adventure that I'm running the RPG newbie through, they'll have a mission to accomplish (during a siege) which should warm them up to their strengths and weaknesses, after which they're betrayed and abandoned by their superiors, stranding them in a relatively unknown area (at least it is to them). The rest of the campaign takes place in this area, as they tromp around doing the usual adventurer thing. (yeah, it's the A-Team meets the Bridgeburners. What can I say...?) This way, they've fought side by side with one another for at least a year (game time, as backstory) before they even start CharGen. They also get to make up their own backstories, like how they ended up in the army, without me having to worry about figuring out how they all meet up. |