Hey all,
My character just got the bits to get the Bronze Sentinel working. He's now happily stomping around inside it like a mobile bunker, which is great, but I want to make it more effective with buffs and magical enhancements. My question is how does it work from a game mechanics point of view. Is it an attended object? Does it use the user's saves, skills, and proficiencies? Can it be the subject of buff spells or magical enhancements, or do buffs cast on the operator extend to it? Does it have physical ability scores, or does it use the operator's? Can it be made into something more responsive, like a golem, powered armour, or permanently grafted to the user as a new body?
Hey folks,
Hey folks,
Wait? Candymaker is on the list of professions now? Awesome! The witch with evil animate gummy bear minions will finally be mine to play! It sounds to me like there was an issue of gaming table etiquette here. Try to lead by example and play characters that work well in a group (ie Cooperate), not dominate it. If you actively do this, the others in your local PFS community might follow suit.
I had the joy of murderhoboing my way through level one a few weeks ago, and it was very frustrating for my human oracle (no dark vision and lame curse). In fact, nobody in the group had dark vision, so it was a real challenge. That is what made it memorable though.
I've got a big throw down between the party and an adult red dragon coming up on Tuesday night. He's been fighting a running battle with a group of Eagle Knights for years, and has converted a large portion of his horde (about half) into combat gear to enhance his already potent abilities. He has barding (+1 parade armour to make him look terrifying), a couple of wands, rings, a cloak of quick reflexes, a few potions and an amulet of mighty fists (+1 viscious) on his person. All of which he knows how to use and lots of experience fighting powerful humans. He's smart, viscious and has a chip on his shoulder, so he won't be a push over. That being said, he's arrogant and enraged, so he'll make a few critical mistakes and everyone rolls a "1" on saving throws vs. death from time to time.
The problem with the encounters as they are presented is the AP assumes a party of four 15-point build characters and doesn't appear to take their mythic tiers into account (for non-mythic encounters at least).
I'm playing a Saurian Shaman in a Wrath of the Righteous campaign, and from my experience at least, wild shape is the way to go for a combat druid. Power attack on something with a primary natural attack, combined with improved natural attack (I reccommend bite since most animals have a bite attack) and vital strike make for a very effective melee bruiser.
Hey all,
Human sacrifice is generally considered an evil act in d20 fantasy (where moral absolutism is a mechanic). It may not have been the optimal solution, but an innocent was saved as the cost of the life of her would-be murderer. The way I read Sarenrae is that she's kind of like the David Tennant's Doctor. You get one chance to redeem yourself/stand down, then the sonic screwdriver comes out and BOOM! With that understanding, I think your character might lament the lost opportunity to save the soul of the sacrificer and might lightly chide the warlock for his failure to find a nonlethal solution, but should still celebrate the innocent lives saved and stand by her companion.
Hey folks, I'm GMing a Lovecraft meets Pathfinder game using a modified version of the Darkmoon Vale series and I need some advice on how to structure the final two adventures in the campaign. Overall plot is the Denizens of Leng have found a way to punch through to Golarion and are harvesting people as resources for a horrible plot involving the Great Old One Mhar. So far, the adventures I've run are: Hollow's Last Hope - People are getting sick (Leng is leaking into Golarion and it's warping everything). PC's get an idea that something is very wrong in their sleepy frontier town. Crown of the Kobold King -displaced kobolds are sacrificing the blood of the innocent to power an Elder Sign designed to keep the Leng taint at bay, but ran out of their own young and have kidnapped children from Falcon's Hollow. The PC's defeat them, but the Elder Sign quickly loses power and the warping of reality continues. Carnival of Tears - Leng agents use a carnival to harvest souls to use as a life force to resurrect a Great Old One. Tasthyl (the ancient Green Dragon disguised as a fey queen) serves as an ally to the PC's. The PC's stop the harvest after only a hundred deaths and lift the veil (created by an eye taken from the original Mhar) that is hiding the distortion of reality from the common folk (NPC's). Tasthyl takes Mhar's Eye for study. Spawn of Sehan (old Dungeon adventure) - adapted as a 1920's pulp/Call of Cthulhu adventure where the Denizens of Leng and Mi-Go are transforming citizens of Bellows Falls, Vermont into shambling monsters that will be used to create new blood for their risen Mhar. A group of modern investigators (oddly similar but different from the PC's) stop the plot at the cost of their own lives. Fantasy PC's become aware of this adventure by listening to several recordings and a battered RCA phonograph that fell through a dimensional rift. We are currently halfway through this adventure. Hungry are the Dead - Leng is now harvesting undead flesh (and creating more undead) to create a new body for Mhar. The PC's must destroy the undead threat and seal the conduit to the plane of Leng. With those adventures pretty much nailed down, I need to structure the rest of my campaign. Unfortunately, I'm low on ideas and would appreciate some advice. My general idea is that the PC's need to visit Tasthyl again to seek advice on how to stop the Denizens of Leng from resurrecting/cloning Mhar and preying on their homeland. She will tell them that they need to travel to Leng by Climbing Droskar's Volcano and dreamwalking into the Nightmare Plane. From there, they need to journey to Unknown Kadath (or maybe the Leng moon) to destroy clone before it can be fully awakened. My problem is finding adventures I can adapt to meet these general goals, or crafting a narrative that will engage my players (experienced gamers all). I know I'd like them to face some more Mythos monsters (and maybe make some unlikely allies), confront a powerful offspring of Daralathyxl, and fight a truly epic monster at the end -basically a stunted clone of Mhar (young pseudonatural Tarrasque or something). So, does anyone have any ideas I can use?
Hey all, We just finished up the first module of WotR, and my group was joking that we needed a training montage to transition to the next module, so instead of writing up another journal entry, I thought I'd try my hand at a script treatment. I know it's not technically correct, but it was fun. Just as Background, the PC's are:
HOW TO TRAIN YOUR DINOSAUR: A WRATH OF THE RIGHTEOUS SCRIPT TREATMENT AS AN 80'S BUDDY COMEDY INT. DEFENDER'S HEARTH - NIGHT Carter, Capt. Mendev, Marlon, Glitter, The Elder, Grimlock & Snarl
CARTER Well friends, it looks like we've be given
The remaining characters all nod in agreement.
ALL Snaaarrl! (Laughter) MONTAGE -EXT. RUINS OF CITY OF KENEBRES (Various) -DAY EXCEPT FOR E To the tune "Best Friend" by Queen A) MAKESHIFT ARCHERY RANGE - Capt. Mendev practices throwing his shield
B) COURTYARD OF DEFENDER'S HEARTH - Glitter is quietly strumming her lute and singing to the assembled troops. Snarl begins to yowl and roll on the ground, distrupting the performance and drawing a good-natured scowl from Glitter. C) PILE OF RUBBLE - Marlon takes a moment to study from a tome labelled "Ye Magicks of Ye Forbidden School". As he sets it down on a table-sized rock, Snarl flops his head on the book and demands to be petted, drawing a flustered, but good-natured scolding from Marlon. D) SPARRING AREA - Carter and Grimlock are sparring with blunted swords while The Elder looks on. Suddendly, Snarl bursts into the arena and bull rushes them out of frame. There is a loud crash. The Elder makes a religious sign, rolls his eyes, grabs his medical kit and follows them out of frame. E) PILE OF RUBBLE (DUSK) - Grimlock stands in front of Snarl, clearly annoyed and concerned. Snarl playfully drops the demon skull he's been using as a ball and assumes a play bow posture Grimlock is unmoved and taps his foot impatiently. Snarl nuzzles his master on the chest, and the force of the shove knocks Grimlock prone, with Snarl toppling on top of him. Grimlock looks irritated for a moment, but relents. He laughs and relaxes, then the pair begin to play wrestle, knocking over a pile of camping equipment. F) BATTLEFIELD - Capt. Mendev squares off against a tiefling commander.
G) BATTLEFIELD - Glitter and Marlon are launching arcane attacks on a number of fallen lower templars. A sneaky assassin type sneaks up towards them. Snarl lets out a growl of alarm and nudges Marlon and Glitter in the direction of the impending attack. They open up with a dazzling display of mythic power, reducing the assassin to a charred outline on a ruined wall H) BATTLEFIELD - Carter is duelling with a half orc raider and is lightly wounded. Snarl charges in and knocks the raider out of frame long enough for The Elder to heal Carter's wounds. Both smile and wave out of frame, but wince when there's a sickening crunch and they're splattered with a spray of blood. END OF MONTAGE CUT TO INT. DEFENDER'S HEARTH - NIGHT Main characters gathered again around table. They look tired, but content. CARTER Well team, it looks like we're ready
ALL Hear, Hear! (general cheers of agreement) Snarl wags his tail and hops up on the table, collapsing it and sending everyone flying into a big pile on the ground. ALL Oh, Snarl! (Friendly laughter) Main characters snuggle and pat Snarl, who winks at the camera. Iris Out.
I think the major issue here is that the paladin ideal as it stands in Golarion and Gorum are at odds. Loyalty, honor and defense of the weak mean nothing to him. Only strength and survival of the fittest matter. Sort of the embodiment of "Might Makes Right." Perhaps you could encourage your player of the character to work up a background where Gorum is the dominant diety of the culture he was raised in? This can make him a Gorumite (Gorlic? Gorumtarian?) culturally, but with a different would view (and maybe secret patron?). In the WoTR campaign I'm currently playing, I'm playing a druid (saurian shaman from Tolguth) that venerates Gorum because he's half Kellid (the other half is half orc). It works well for cultural reasons (he was raised Gorrish). Class wise, I can also see Gorum appreciating the destructive power in dinosaurs, and although the character eschews metal armor, he still totes around a stupid huge sword and uses it to great effect (when not stomping things flat as an allosaurus or dropping flame strikes). Crunch wise, there's always the Paladin of Freedom from the old 3.X days. You could convert that.
I finally had the opportunity to run this scenario (tier 4-5), and found it well thought out, but too long and very easy to take off the rails/fail. The players were impressed with the tactics used by the thieves (They didn't cause any damage to my players, just mired them down and almost got away with the keg). The final fight was really deadly. Our pregen Valeros sucked up the first full round of shooting and went into negatives early, and I ended up killing a PC with a lucky great axe critical just as the battle was winding down (they had scaled the tower and had her on the ropes, when natural 20/crit confirmation happened). Six acts is a bit much, given the amount of RP investigation that takes place and the encounters with the thieves and warehouse can really bog down. I think that the first encounter should have been the optional/cut, instead of the chase scene (which are awesome and should never be cut for time). Finally, given the tendancy for PFS characters to kill BBEG's I found that the anti-boon on the chronicle to be a hard pill to swallow, especially after they came so close to being wiped out by the final encounter.
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