|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Going forward, I suggest you adjust for 6 players by keeping them AT LEAST one level below what each chapter suggests, and consider either adding additional foes or maximizing the HP of the monsters or both. Otherwise they will walk all over everything. Already your group is 1-2 levels over the suggested level for this fight, AND they have 150% of the actions/round.
Amazingly, our group didn't harm any of them (one purely due to time being called and the plot advancing, still, 4/5 ain't bad). AND we had the skill monkeys in place to resolve the final comflict peacefully as well. Not 100% sure who the antagonist was or why they were motivated to act thusly, but I only get to play PFS at GenCon, so a lot of the backstory scenarios passed me by.
Digital Mystic wrote:
Trogdor? Seriously? LoL
Mike, you have done an incredible job, and set an example of how this organization should be run for all future campaign management to follow.
We met in Chattanooga at a horrible little con back when you were building the northern Georgia PFS base. You ran Midnight Mauler for a table including myself and a friend of mine, and you did a great job. I was pleased to hear you got the big boss position, and loved most everything you have brought to the organized play experience. I was proud to shake your hand in that un-air conditioned sweat lodge of a con back in 2010(-ish), and I'll be equally proud to shake your hand again as you ride off into the sunset. Best of luck, and I hope to see you again at future, more pleasant game conventions!
When I ran this, he got the wizard in his mouth and flew out over the lake. The wizard rolled ONE POINT higher in initiative than the dragon and activated a teleport effect that sent him back to Magnimar before the final ice breath and drop would have not only killed him but also made any corpse retrieval much more difficult.
Also, that teleport was the entire party's escape route, so they were stuck there. Next up was the bard, who DID get the royal snatch/bite/breath/drop routine, only his body ended up bouncing down some of the frozen stairs. The remaining 3 hid under a domed wall of ice (upon which Arkryst perched and bragged about his might) until the wizard was able to heal up and teleport back for a rescue.
One bard corpse retrieval/raise dead/regroup and heal later, they faced him in his lair and things didn't go as well. They sealed the exit cave with a wall of force and fully buffed and ready to face a dragon, the party got their revenge. Again, a good initiative roll by the wizard got that wall up before Arkyst could escape, and a Persistent Slow really wrecks dragons....
Anybody who thinks that these price hikes are horribadawfullybig obviously never was a regular customer of anything by Games Workshop ;-)
True. But I also don't buy their products anymore either. Unless Paizo plans on an 18 month turnover time in their total fanbase, I'd hope they don't plan on further emulating GW.
I have 5 players and have kept them one level behind the suggested level from the books. I have not had to adjust the numbers nor HP of anything thus far. It helps that player #5 is running a druid...
However I HAVE rebuilt some BBEGs from the ground up, taking into account new classes, feats and spells from more recent rulebooks.
That looks awesome! I have DF tiles, enough to try this, but is this to scale? I realize the baddies are, well epic-sized, but it seems cramped. Also, where did you get the throne? My group is about to start the last book, and I was either going to do something like this, or make the whole thing out of clear plexiglass...
25 point buy isn't overpowering unless they want it to be. I'm running RotRL now with characters built on 25 points, and instead of playing SAD (Single Attribute Dependant) hyper-optimized characters, they all have slightly better secondary stats. The REAL determinant is the number of players. Four players at 25pt buy are probably ok, but 5+ will require some tinkering. Keeping them a level behind the suggested level works, as does increasing HP to max and/or adding 1-2 extra mooks. Also, don't be afraid to optimize the NPCs and change tactics/items to suit your party.
If you don't eyeball those maps, especially from book 4 onward, you will regret it. There is no room in the Festering Maze for summoned anything at 5'/square, for example. The same goes for anything with giants in it. Big rooms are pretty standard the closer you get to things built by and for the runelords.
First impressions, all IMHO of course.
Spells? No thanks. Name them Powers or Talents or Abilities or something else. They can behave exactly like spells and interact exactly the same with Spell Resistance etc, but not spells. Psychics shouldn't be using wands and staves.
Undercasting? Ugh. Why not make them scaling UP instead of DOWN? When you have what is effectively a spontaneous full caster, why make them burn their limited higher level "spells known" for weaker effects?
Speaking of weaker effects, it sure seems like the attack/defense "spells" are woefully underpowered for their levels.
All of the classic attack/defence forms should not be "spells" at all. They should be like Magus Arcana. Start with 1 attack and 1 defense at 1st level, then pick from a list every 3 levels. They should be scaleable, not undercastable. They could be powered with "phrenic pool" points, which could be increased to pay for escalating costs of upscaled "spells". The current uses for the phrenic amplification could be moved to feats or another mechanic ("uses/day" or something), or have their costs adjusted to account for the greater number of available points.
Psychic Disciplines. Call me old fashioned, but I had hoped this would more closely mirror the classic disciplines, rather than be like Sorcerer bloodlines. Currently, this class is (again, IMHO) a poor-man's sorcerer. Telepathy, Precognition/Object Reading, Mind Control, Psychoportation, etc etc. instead seems more in line with what I think people might be hoping for. Lore? That just looks like an attempt to make a psychic themed sorcerer look more like a psychic themed wizard. Pain? Make an archetype instead.
Again, I have not studied the playtest document in depth, and all of these are just my first impressions after a quick read through. If I got something wrong mechanically, forgive me, I'll look at it more closely when time permits.
Two weeks later, and now not only has it not shipped, I check the status and it just says "not in the warehouse" with NO email or head's up other than the one on the order page. What is the status of this order, other than "maybe one day you'll see it, maybe not"?
You know what? Just cancel the order for the Ink set entirely. Cancel it and refund my money for both the item and the nearly $14 in shipping for a $20 product. I've held this set in my hands in a local store since I've tried to place this order. I'll just get it there, or Amazon, or ANYWHERE else.
Alexander Augunas wrote:
Oh I get it. There is a feat for Good casters that is similar. I agree, it is powerful, and probably better for DMNPCs than PCs. I was just hoping for, well, "more different". The other summoning-related feats (Starlight Summons, etc) let the creatures bypass certain types of DR and had some other benefit tossed in to boot, and this one just seems like raw power with no pizazz. Maybe the unique additions to the generic list accomplishes what I'm looking for. We'll see when I get my own copy!
Our group had 4, but picked up one more after the first chapter.
1) Dwarven ranger/rogue. One level dip in rogue, the rest ranger, axe and shield meatgrinder. Giants? Pfftt.
2) Human cleric of Sarenrae. Platemail and scimtar, Healing and Fire domains. High AC and survivability as a frontline backup, tons of healing, and minor blasting. The cleric casts Fireball!
3) Elven Wizard. Lots of fun for wizards. This one focused on Spell Penetration and Persistant/Bouncing spell. He WILL land that crucial spell when you need it. He just got Staff-like Wand, so there's that.
4) Human Bard/Fighter. Spring Attacking/Disarming/Tripping Rapier master, who is the faceman of the group and mega-buffer.
and the group was made all the better by adding:
4) Half-elven Druid of Gozreh. His perception is better then Spider-Man's danger sense. He can actually detect invisible foes just from the Perception roll. No animal companion for him (nor the ranger), but he's a summoning specialist and an incredible fill-in for all the other party roles. Good battlefield control, good blasting, good healing, wild shaping utility/scout/combatant, he can fill in for anyone in the sort term.
Note every party member except the wizard can heal, and with his UMD the wizard can also use wands of nearly anything. And with his Staff-like Wand, he's got a quiver full of them.
There were indeed entries in the 1st ed DMG for THAC0 in the table for monsters. That's hardly "late" in the life cycle, it was a full 10 years before 2nd ed.
1st ed was a giant quilt of patches and patches of tables for everything. 2nd ed streamlined a lot of it, ditching a ton of these scattered tables and niche rules, and then proceeded to make tons more of them in the new format. It seemed like a HUGE change back then, now... not so much.
I totally reworked Mokmurian and ditched all the fog spells. Didn't seem thematically coherant. I had him put the wall of force between two pillars, diagonally, about 5 feet off the floor and about 10-15 feet (I think) from the ceiling. He could target AoE spells just under the wall and let them spread, and the party wasted a few rounds trying to figure out why their spells weren't working and how to get around the wall (exactly where it was). It made the fight last a little bit longer, as it should have.
I think Taldor might actually be getting stronger. They didn't do so well in Season 4, but lately they've been gathering forces for a trip up North. One of their claims to greatness came in the founding of the Shining Crusade. What better way to return glory to the empire than to send a massive force north to push back the demonic hordes (in theory, at least)?
This very notion is the character concept for my first PFS character. Made at Gen Con 2009, he's a Taldan cleric of Iomedadae, fresh from the crusades, trying to get the Pathfinders to work with Taldor to return that nation to glory so they can close the Worldwound with one last Grand Expedition. He switched to the Silver Crusade when he could, but sad to say, he's just now 8th level and hopefully will see some great things out of both his old and his new faction come August!
Summoned Monsters/Nature's Allies are proactive cure spells. Every hit they take is one your party doen't take.
They are also a poor man's battlefield control, as you can get some pretty big creatures that foes have to move/tumble around to get to your squishies. And they are incredibly versitile. If nothing else, they are flanking/aid another buddies equivalent to +2/+4 buffs. Prayer is 3rd level for the same basic effect.
If you choose to be a useful as a rubber burrito in a granite quarry, then I am within my rights to choose not to heal, buff, or support your character's "Build" in any way.
Some folks are ok with this, while others strive to make a better experience for the majority of players by fostering cooperation and teamwork.
An idea I once had involved dragons. Still having massive wealth at home, and seeing the success Cheliax has had allying with devils, Stavian puts the call out for dragons to suppliment his armies, paid for with the gold of the glories of old. They do, and they crush the Qadiran military, though not the entire nation. Then the dragons set up shop instead of going home. Unable to oust them by force, Stavian officially makes certain powerful individual dragons regional governors.
This idea was supposed to be the theme of a new Taldan AP, sort of "Against the Dragons", where all of this unfolds early on (or even behind the scenes) and the main AP deals with getting rid of the dragons. But in this case, maybe Taldor can rise to new heights of power, just under the crushing talons of draconian overlords.
I hear Windsong Abbey has a standing bounty on all evil magic stuff on the market. They'll buy it and dispose of it and pay fair market value to whomever turns it in. I think they are also starting an outreach program in Sandpoint and Magnimar, where representatives of the local churches can make the exchange for you, and pay in gold or scrip.
Just a rumor. Maybe.
Honestly, Eastern Witchcraft is psionics, and without psionics in the game you will be shoehorning something that doesn't quite fit when building the character. Likewise, "elves" being 7' tall is a campaign thing, as well as "everyone can draw on the Imperial Orb to cast some spells". Most of this is out the window in a generic Pathfinder game.
To best emmulate Vlad in a standard Pathfinder game, I'd go rogue (or ninja) with some bard (archaeologist, or some other selfish archetype) for his magic. Use rogue/ninja tricks on combat feats to simulate his Eastern fencing style, and pick up Improved Familiar (Loiosh IS a pseudodragon, albeit with the serial numbers filed off. That's 100% what Brust was modeling the character after, as he had played D&D back in the day). Finally, get some levels of Assassin in. See if your DM is ok with your character being Chaotic Neutral and still getting the pseudodragon and the Assassin PrC.
A little magic, a familiar, a lot of sneak attacking, and a ruthless streak a mile wide, that's Vlad.
Sorry if this is covered elsewhere, I tried a search first I swear.
Which of the Season 5 scenarios being offered at this year's Gen Con give the best storyline for this season's metaplot/story arc? I essentially only get to play PFS at Gen Con, and I have not played my 8th level Cleric of Iomedae in any scenarios from this season. I can only fit so many slots in before the big season 5 conclusion special on Friday night, so I want to know which ones to play in before Friday night.
There is a dwarven shield+axe ranger in our RotRL game similar to this, and he does quite well. He uses a dwarven axe and doesn't focus as much on the knockback (there are a LOT of size Large or larger foes in this AP, but that's ok because he rarely knocks one back more than 5' so he can keep up the full attacks). I won't critique this build for you, but I will say, it is a strong choice for this AP. Just make sure you get the right favored enemies. I won't spoil anything for you, but ask your DM. And look at the titles and cover art for the 6 books!
I'm running it for 5 PCs, and I keep them a level below what is suggested in each chapter. Since your party seems to be caster-light and melee heavy, I might instead max all foes' hp instead and see how that goes. Not having an arcane caster is going to make this harder, and is a shame because there is a lot of love for PC wizards in this AP.