Zeeky Von Vepermont's page

Organized Play Member. 31 posts (45 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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You can also make things up on the fly. Have a couple character type templates made out, and just use them when creating / using generic characters, and on the adjusting its stats to fit what it does, like if it's a blacksmith or a bartender that they decided to fight and loot.

If they loot something you had to create on a fly, besides clothing, just roll a dice to see how much gold/silver/copper it would have.

If they go somewhere that you havent planned, like a mansion, just be a bit on the generic side and make it only have a couple notable rooms. They go to a goblin cave? just make it one main room and a side room where they sleep. Etc.

Also its good to note to players when you're a new GM, to learn the rules of what they want to do so you don't have to go looking up each and every thing.

Have a list of names you can pick form on the fly helps too. They want to randomly find a library and learn things about the head librarian? Make it up and make note of it for later.


Just wondering what would be a good range to use when it comes to strength checks. I was thinknig of using the disable device as a template, 20 for simply, 25 for average, 30 for difficult and 40 for superior, but it strikes me, unlike skills, strength barely ever increase. So what would be a good template to use?


Nvm


Is there no book with the information? Bestiary, advanced rulepook, a players guide?


I tried finding somethign in the core rule book about them, but found nothing. It wasn't until it became relevant in a module with my paladin that I started wondering since apparently the god I picked doesn't care about vanquishing undead, just evil in general. Dont know where the DM got that info so would like to know.


Looking to find someone consistently free on weekends. We're hoping for 1-2 more people for a small group. We're both working and in early 20's, to give the basic idea of what to expect.

I usually DM, though we're both still relatively inexperienced, only playing with one group of players before, but couldnt keep it going as we all had commitments and such, things got busy, and well months passed.

My friend likes playing wizards and she loves the roleplaying aspect and doing crazy and absurd things, so we'll be trying to make the game emphasize roleplaying.

Anyone in the area looking to join us? Only warning is, we frequent conventions so we're unavailable when there's one in commutable distance going on.


Was just wondering if there was a common known source where gm's would post their own modules, maps, notes, etc. Seems like a waste, spending so mcuh time to make a module / adventure only to use it once, then have it left untouched ever again.


So my group seems to be filled with horrible people who enjoy thievery quite a bit, despite only one of them being a rogue. So far its been pretty bland, they'd be in a tavern or out for a walk and try using perception to see if they hear of any valuables nearby (like someone bought a painting or some rare orb), or if anyone looks like they have something that'd sell well, or looks rich.

Most these sequences pretty much have me going, "Uh yeah, there's a dwarf with a couple coins on the table" or someone has something valuable at their foot, or they bump into them and grab their coin purse. I usually give a random number of how much these things are worth, usually only a few gold though.

Any advice on how I can incorporate more exciting thievery situations?

Also whats a good price for random items they want to buy that's not listed? Like food, alcohol, nice looking rings, boots, a change of clothes, etc?


Also does anyone know of any hombrew thievery modules? Recall any stealth quests from anywhere, or have their own homebrew that they'd be willing to share?


I'll homebrew it but I haven't ever done anything like this, still quite amateur with Pathfinders and only DM'd for about 6ish games or so. No idea how I'd go about designing a 'stealth mission'.

Can anyone give advice on obstacles, layouts, traps, etc in the path to steal somethign such as a painting or prized artifact from a manor or castle?


By phantom thief, I should clarify, a thief who steals for the adventure rather than the money, and despite being a thief, is also a good person, and steals either from the wicked, the rich, or to prove that they could no matter how 'impenetrable' the security around the item is.


Basically my friends love being dirty little thieves. They love the thief series, when playing elder scrolls, instantly joining thieves guilds and saying to hell with it to the main game, and so on.

I was wondering though, is there any material out there I can use to make a campaign for them, specifically as thieves? My one friend in particular has been talking my ear off about ideas of making a 'phantom thief' wizard character, whose purpose pretty much is stealing stuff and running away.

I'd really like to create a setting around this myself, but have no ideas how to generate such missions, let alone have objectives to steal short of making a 'thieves guild' that blatantly send people out on missions to do such a thing.

Thanks kindly in advance for any suggestions.


Such as, what dc's should I place on tasks for my players?

When it comes to opening rusted shut doors, what's a good strength check to rely on for it being, easy, difficult, to only warriors being capable of such tasks?

When picking locks, what should I use to make locks range form trivial to a commoner, to difficult, to something only one with a theives kit should attempt?

When making leaps, what should I do?

For knowledge checks, what shoudl be easy, medium, to masters knowing. Etc.


TheSideKick wrote:


"You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement "

So somethign like a young black draogn who has +13 fly is impossible to knock out of the air, yes?


Exactly how can players knock down a creature that's flying? So far I pretty much allowed them to get knock down easily if they make a hit towards its wings, but was wondering, what's the actual rules on it?


Just to clarify, a creatures hit die is the die roll besides its HP yes? So 12d10 is the movanic deva's hit die?


Thanks for the info. So far my highest level PC's are only 3, so my understanding is limited thus far.


I'm still new and been glancing throuhg the bestiary and been wondering a couple things.

For example, I noticed angel Movanic deva (the art caught my eye) has a very complicated looking attack

Meelee +1 Flaming Greatsword
+17/+12/+7 (2d6+7/19-20 +1d6 Fire)

I don't understand why there's 3 +'s before the damage dice. I gathered that the + before the dice damage is the bonus attack to the d20 roll, but I don't know why there'd be more than one bonus?

Also I noticed it's Defense, there's something called protected Life force; DR10/Evil.

As I gathered, DR = damage reduction, and the / signifies what it doesn't effect, so I assumed everything but a attack that's labeled as "Evil" received -10 damage reduction. But later in the protected life force description, it says they cannot be harmed by positive or NEGATIVE planar traits?

I'm confused. Little help?


Just started playing in a dungeon where the DM put us through Godsmouth heresey and it's looking awesome. iwant to do something for the group I DM in though, is there any other dungeon crawlers? Cant do godsmouth heresey as I dont want spoilers for myself!

Thanks.


Basically, I decided to create a dungeon crawler filled with mysteries and dead ends, among themed encounters. There's Going to be seven levels, each with a purpose according to the seven Sins, each level, deeper into the molting core of the world. Here's what I was mulling ideas of so far.

The tower will be filled with small safe zones (towns) of others who seek their fortune, and the ultimate reward, with each level to last a couple sessions, and potentially have side quest modules that will help extend the adventure.

If anyone wants to personally help me made this adventure, I have aim: zk5201, skype: zeeky52

Level 1 - Sloth
I few ideas what to do with this dungeon, that would fit the theme of Sloth. My main idea was to make it a theme, that the short path would be dangerous and trap filled, while the other path that looks longer and more difficult, would prove the more fruitful and safer of the paths.

Level 2 - Wrath
This layer will be filled with Chaotic Evil creatures, such as Sinspawn, Ghosts, and a Minotaur for the boss.

Level 3 - Greed
Filled with mimics, and treasures, the high majority of which are trapped. There will actually be puzzles demanding the party to pay tribute in order to pass by. The town here will be filled with the rich and the thieves, very much corrupted.

Level 4 - Envy
Filled with Doppelgangers, Homunculus, and shadow like creatures that would be greatly jealous of the adventurers. Some of the doppelgangers will be perfect copy of the adventurers, driven insane over the decades in darkness and solitude, claiming they're the real person. Other creatures would be jealous over the surface world. The town of Envy would be filled with people who've been trapped or even born underground, having never seen the surface.

Level 5 - Gluttony
Not sure what to do here.

Level 6 - Lust
Azata, Lillend, Succubus's, and "Sexy" monsters / demons that would try seducing the party, halting their progress. If they refuse their advancements, they'll shriek in anger, and attack. The level is basically just a town filled with seductresses, gold, etc.

Level 7 - Pride
The former "Champion" of Purgatory will be here, surrounded by concubine (Succubus). He's the ruler of Purgatory, but unfortunately, never passed the final test. Falling victim to the power of Purgatory, he became both its guardian. There will be no town here. Thinking of making the champion have become a Mouanic Deva Angel for having become the champion.

Level 8 - Pinnacle of Purgatory
Those who reach this level is granted one wish each, anything they want. A second option is, they can leave Purgatory with all the treasures they've earned. If they make a wish though, they become the next champion of Purgatory. They'll get the bad ending.


As I gathered, you use it to get past enemies / allies in combat, using acrobatics check, but the acrobatics page says nothing about it, and searching for it only brings up fast tumble. So can you guys spre more details on it?

Also what's the rules of dragging an unconscious ally in combat, away from an enemy, while I'm asking questions.


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I think the biggest demand would be modules that expand from the beginners box module, taking place in sandpoint and the surrounding region, rather than finding a excuse to get the players to travel months on end or mysteriously teleporting them across the land. Adaptable with the beginners box or not.


So basically, trying to move the players onto rise of the runelords, unfortunately as I hear after getting a couple modules that had no maps, that pathfinder doesn't come with maps, and you'd have to buy them separately.

How do you guys handle the maps when attempting to use adventure paths like rise of the run lords? I counted the squares for just the glass works, not counting outside of it, and it wouldn't be anywhere near large enough to try drawing the map prior. I'd have to continuously erase / move the map and players to fit it all in. Any advice?


Basically took the map from the GM guide, and modified it a bit. I wrote it so the stairs is where the party enters from, with the caves to the south leading to the surface.

The premise is, after defeating Blackfang and having it fly off, the party is weak, hungry, and trying to get back to Sandpoint by the road, when they're attacked by starving wolves (greatly weakened versions of the wolves in the book), with more coming down from the road towards town. I'll have them roll knowledge local to recall a old prison nearby where they can attempt shelter.

If they stay and fight, I'll basically have them fight 3 at first, but then notice more in the distance and give them options of rushing them, or running for shelter. If they dumb enough to rush em, they're rescued by Shalelu (who they'll meet again in burnt offerings that I plan to play after this.) Then have them go to town, rest, and get sent off here to investigate sightings of blackfang. Either way they're going here.

Anyway, so they go in a semi linear order through the rooms, and trying to have a few perception checks for every room, clubs in closets, and mostly zombies and skeletons with a mimic and doppelganger thrown in. I put traps in several locations, and a small statue puzzel at the end to get into the cathedral (basically 3 types of statues, one praying, one iwth a shield, one with a sword. Stay away from the sword weilding ones or you get wacked.)

There's 4 battles in total (Potentially 5 depending on when the doppelganger turns on them, 3 different possible points), not including the wolves.

The module I wrote up came out to be 6 pages long (or 3 if you back and front em) and was wondering how long do they usually take and how many hours yours usually last for? How long you take making them?


Or do I have to make them on my own based on the maps in the books, or does it list the map packs / flip mats I'd need to buy separately?


So I have just started playing and DM'ing, and after my first playthrough I had to wing it to certain mechanics I didnt know how worked.

1. Carrying allies. In the campaign, someone ended up picking up the other person who attempted to run away from the battle, and dragging them back. I made it a simple reduce speed by 50% since they weren't resisting, but how would I normally handle this?
2. Throwing an item. Someone during combat threw another person a weapon, who was some distance away. How would I handle this normally? I just did a reflex DC 12 check to see if they caught it.
3. Setting fire. There's a pyro in the group who kept using her flint and steel to set things on fire (like straw mats, all piled about). I had her roll a d20 to see how far the fire spread (since there was a lot tile to tile with each other). How'd this be handled normally? In a forest?
4. I plan to have goblins muck about more in the future, and have them try tripping people and setting them on fire, what nots. How would this work out?

Thanks in advance.


Starting with the beginners box, I thought it'd be fun to keep everyone in the local area, not only so they'd get to appreciate and enjoy the locals and what not, but so I can learn a area before moving onto the next.

I know Rise of the runelords and jade reagent both takes place at least at the start, around sandpoint, and so does we be goblins (module) but anything else? Also is there any natural chronological order to these campaigns in terms of timeline?

One place I thought was interesting based on reading a pathfindre wiki, was the old light of pathfinder and the crazy bird man, is any in depth material on that?


Thanks a lot, the session gave me a lot of questions and situations I had little idea how to react to, but to great fun. 1's begin "critical misses" was actually requested by the group , and I have to say, did add a lot of fun when players would accidentally hit, or almost hit each other.

I think I might of forgotten to add base attack bonus, I'll be sure to check it out. Wouldnt effect rolls of 1-10's that they kept getting much, but it'd be an improvement.


Oh while at it, few more questions I'd like to ask.

1b. If a attack roll is of 1 on the d20, how should I handle this? They way I temp handled it, crit misses either met a recoil, or hit an ally it'd logically hit if it missed. Then said ally would get a reflex save, but if fail, receive only half damage (minimum 1). is there a actual rule to this?

2b. Before Blackfang, the party decided to take a nap on the stoney ground. Normally they'd recover 1HP per level, per 8 hours rest. I fudged it and decided to let them get 2hp for resting for 4 hours but had them eat rations. How's sleeping on stone any different from sleeping on rolled up beds or the straw mats on the beginning? (Our wizard lit the straw mats all on fire so they couldn't sleep there, and had no bedrolls.)


Alright, first let me say this, I met up with what may become my main pathfinder group, and we all had a great, and eccentric time. I made a play test of just me going through the encounters with a fighter and a rogue, and it took down every encounter easily, (didn't test blackfang though) so I was worried the encounter might be too easy.

Starting off, one big worry I hit is AC and hitting the enemy. Perhaps I misread or misunderstood something, because it seemed that they couldn't hit, at all. Most monsters had about 13-16 AC.

Using a weapon you specialize in, you get +1 hit, + DEX Mod, +d20 dice roll, right? With their dex, they had about +2 or +3 to their hit, if anything, and were rolling usually 8-12 so rarely actually hit the monsters.

I fudged a few things and let them defeat Blackfang with one death, and let them still act when at negative health until they died. Two thigns i noticed they wanted to do, that I had no idea how to handle. 1, the person dying threw his sword to another player, so I had them roll reflex DC 15 to see if they caught it.

A final thing I noticed they'd try to do was they were oddly diplomatic. In the first goblin encounter, after killing 2, one wanted to have his character come up behind it, grab it by the head, and warn it, his allies are dead, he should RUN. I winged it for a DC10 to see if it runs away, but how should I normal handle this situation?

Another thing, skill checks. When people succeeded climbing up the cliff or swimming and retrieving the chest over the sea, how should I handle experience earn? Is there a rule for it that I missed, or should I just throw them 50, or 100 XP?

Finally, death. One character did die. I don't want it to be the end, so I figured, tell them they can bring his corpse back to Sandpoint, what would be a fair way to deal with the death of the character without making him have to reroll a new character, but applying punishment?

Thanks!


So basically, just got the beginner box last week and planning on trying out the game formally this weekend, having had played it with a single friend through the first 3 rooms, so that we can get a idea of making our characters, combat, etc.

Since she's already played a little of it, I figured, I'd try spicing up the dungeon abit, by adding a couple encounters, more notably, a animated statue (albeit a very weakened version of one) at the beginning where the acid worn statue is first seen. When a player examines it, I plan on having it suddenly grab whoever's in front of it it, which brought me to a couple questions on skill checks.

I want people to get a perception check against it, see if the notice it's unusual, and if so, they aren't taken by surprise. Also, was wondering, what knowledge checks would make most sense for it?

Now for perception & knowledge check, when will I have the players roll for it? When they enter the area it's in, when they examine the statue, or before it grabs?

Also there's a "Glass vial of orange liquid (magic)" that you get from the chest in the beginning of the adventure, is that anything in particular or can I just make up whatever it is?