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Dot for now, with rolls.
4d6 ⇒ (4, 2, 4, 4) = 14
4d6 ⇒ (1, 3, 3, 4) = 11
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (6, 1, 5, 6) = 18
4d6 ⇒ (6, 4, 4, 2) = 16
4d6 ⇒ (2, 5, 1, 2) = 10
First set of rerolls
(1, 3, 3, 4)
(2, 6, 3, 6)
(6, 1, 5, 6)
(6, 4, 4, 2)
(2, 5, 1, 2)
Reroll the rerolls
(3, 3, 3, 4)
(1, 6, 3, 6)
(6, 1, 5, 6)
(6, 4, 4, 4)
(1, 5, 1, 6)
Even more rerolls
(3, 3, 3, 4)
(2, 6, 3, 6)
(6, 1, 5, 6)
(6, 4, 4, 4)
(4, 5, 4, 6)
Hopefully last reroll
(4, 4, 4, 4)
(3, 3, 3, 4)
(3, 6, 3, 6)
(6, 2, 5, 6)
(6, 4, 4, 4)
(4, 5, 4, 6)
(4, 4, 4, 4) = 12
Dot. Looking at creating a slayer/warpriest of Asmodeus. More details coming in the next day or two.
Full disclosure: I have GM'd this campaign from start to finish. If you'd rather not have a player like that, I understand and will not create the submission (apologies if this has already been answered in the thread, haven't had a chance to read everything yet).
It sounds like the GM is making the NPCs particularly difficult to work with, for some reason. However:
Spoilers for Shackled city. You have been warned:
There's a lot of corruption in Cauldron's government. There's even a time late in the adventure path that there's an ideal moment for a PC or friendly NPC to become mayor. It's possible the GM is trying to make you hate "the establishment" to set things up for your group to be the linchpin for revolution.
This doesn't mean, however, that all NPCs should be jerks. If the players don't care about Cauldron, the whole adventure kind of falls apart.
Non-spoiler version: It's possible the GM is trying to set things up for later. However, even if that's the case, there should still be some friendly NPCs, as your party should care about Cauldron.
Since I wasn't sure what I wanted to submit, I gathered the current submissions/proposed ideas:
Archpaladin Zousha - paladin progressing to Aldori Swordlord
After getting that together, I'm thinking of a dwarven wizard. Don't have much yet, will try to get something submitted tomorrow. Full disclosure: I was a player for the first book of this AP IRL - we TPK'd in the final battle.
I'm interested in playing a halfling witch that focuses on the halfling jinx racial trait and combining it with hexes. Kind of the ultimate debuffer. What I think would be really interesting is for the character to have gained her powers during The Gap, and she doesn't know who her patron is. Haven't had a chance to build her yet, or think too much of her background...just throwing the concept out there and to get a dot in the thread.
Eh, I'd say that's too dark for what I was going for. It sounds like it'd be interesting, but I was kinda hoping for more of a heroic tone.
In this case, I think I'll withdraw my submission of Voidson - he's not really the heroic type. I'll see about coming up with a different character instead.
I'd be interested in this, and have what I think is a pretty good concept for a character I've yet to be able to play. He's an inquisitor of Groetus that's quite insane (in a functional way), and he's looking for an artifact that he's convinced Groteus showed him in a vision that will bring about the end of the world. He's interested in searching out the lost nooks and crannies of the world, looking for this artifact.
I'd be interested in Spheres of Power, and could even start off sans magic.
Edit: Thinking about it, it'd be a cinch to convert him from worshiping Groetus to a Daedric prince instead - perhaps Mehrunes Dagon.
For my current Reign of Winter campaign, I'm going to be replacing large pieces of book 3, as I'm not a fan of much of the book. My plan is for the party to meet up with the Rashalka centaurs. The Rashalka are going to be bound to Baba Yaga's service through an ancient pact their ancestors made with her. Essentially, they were once human, and their tribe was decimated by raids from other tribes that rode horses. Desperate to survive, the Rashalka bargained with Baba Yaga to make them greater than horse riders. Baba Yaga struck the bargain, turning them into centaurs and binding them to her service until <something>.
I don't know what the <something> is. I want this to reinforce the fairy tale themes RoW has going through it, so something abstract yet still tangible. The players are going to be entering the Thrice Tenth Kingdom, and while there, I'd like for them to be able to assist the Rashalka in freeing themselves from Baba Yaga's service by finding the trigger for <something>.
The best I've come up with so far is they'll be bound to her service until they "find that which you gave up." Then in the Thrice Tenth Kingdom, the party finds an enormous pile of bones - all human legs. It's workable, but a little too literal for my taste.
Anybody have any ideas that would work for this?
First thing I'd try to fix those errors is going to Portfolio -> Strip Missing Sources. I did it on mine and it looked to work correctly after that.
As for the first encounter, it's not really a CR 4. There's 3 CR 1/2 street thugs which works out to a CR 2 encounter, and then Jil (a CR 6) is included in there, but she's not really part of the encounter. It really should be labeled as a CR 2 encounter. Also, I'm not sure where you're seeing 24 hp for the thugs - they have 15 hp as far as I can tell.
You might want to mix things up a little bit, as having multiple encounters of <humanoid with a weapon> in a row can get repetitive.
One really important note about your cleric - unless you want to kill the party, do not channel negative energy to harm. Against a low level party, 2d6 area damage is a lot, Will save or no. 2 failed saves in a row can be death and a lot of hard feelings.
anyone know who is Trell (not Mappo but the power mentioned in Mistborn)?
Trell is only mentioned a few times in Mistborn (Trelagism is one of the religions Sazed offers to Vin, focusing on the night sky and stars). Miles mentions Trell briefly in Alloy of Law, and Marasi even more briefly in Shadows of Self.
My hunch is that Trell has something to do with the Shards...perhaps a holder of a Shard we know nothing about yet?
My players were scared of the T-rex skeleton, and were sure it was going to be a TPK, until they noticed a quirk in how I drew the map and darted into a small niche in the wall of the cavern. The T-rex was too big to fit through, and as a skeleton, too stupid to get away, so they just chipped away at it with ranged attacks.
Glad the portfolios are helping out.
Will definitely create a Winter Witch, as I'm very familiar with Reign of Winter and I love the flavor of the area. It'll take awhile to go through all those houserules, but here's my rolls for stats.
4d6 ⇒ (3, 2, 5, 5) = 15 = 13
The last leap second was in June 2012, and it caused reddit to crash, Gawker to go down, and Australian airline Qantas had enough computer problems that 50 flights were delayed. Changing a computer's assumption about time can cause all sorts of problems (hence the whole Y2K scare).
For instance, say somebody submitted a post at exactly the moment the leap second happened. The Paizo messageboard database might expect the time stamp for that post to be 00:00:00 (exactly midnight), but instead the time stamp reads 23:59:60. If the software isn't designed to handle that time stamp, any reference to that post could very likely crash the program.
I skipped this chapter as well. My party had to flee from Kazmojen their first encounter, as he defeated them very easily. As they were fleeing, Lord Orbius made his appearance and took Terem, but I had Kazmojen go ahead and sell the other children to Pyllrak. The party was quite distraught when they finally defeated Kazmojen and found a receipt on him indicating that "Pyllrak of the Darklands" had purchased them. They found a discarded journal in Pyllrak's room that indicated his plans for reselling the children in the Darklands, and so the second chapter of Shackled City turned into a chase through the Darklands as the party tried their best to catch up to Pyllrak. It turned into one of the best parts of the entire campaign.
GM MG wrote:
My HP calculations are:
12 (HD) - 1 (CON) + 3 (Toughness) + 1 (Favored class) = 15
Like so many posting here, I love the Dark Souls games.
Grim, brutal setting for a grim, brutal game...sounds like rolling 3d6 in order is a great way to determine my character...
Str: 3d6 ⇒ (6, 6, 5) = 17
That...is a very fragile front line combatant. Maybe a barbarian to help offset the lack of Con? I'll post a character later tonight.
I ran it with 4 players ranging from very new to very experienced, using a stat array of 15 14 14 13 12 10. We also used hero points. Overall, the campaign was difficult for the players, mostly due to some encounters that are just not balanced at all. Going chapter by chapter:
Life's Bazaar - The grell is stupid. I made it far less powerful than the 3.5 version, and it's still overpowered. I'd just take it out. I'd also drop at least one level from Kazmojen, as he's ridiculously powerful.
Drakthar's Way - Since the party had to retreat from Kazmojen the first time they fought, I had Lord Orbius rescue Terem as they fled, and Pyllrak bought the other 3 children and took them into the Darklands. I completely replaced this chapter with their desperate attempts to track Pyllrak down and return the children.
Flood Season - A very easy chapter for the party.
Zenith Trajectory - Gotrrod very nearly TPK'd the party, but they just barely managed to drive him off. They were routed at the hands of Aushanna (the advanced template has no business being on her), of course, but nothing else was really a challenge; even Dhorlot the Dragon-Father went down easily.
The Demonskar Legacy - Dugobras, the fire giant smith, was amazingly effective. That was an epic battle. The hags were just a complete joke, though. Nabthatoron nearly TPK'd the party (improved trip + combat reflexes was obscene).
Test of the Smoking Eye - I cut out the random dragon, as there's frankly too many dragons in this path. This was a fun chapter. Myaruk's (the lich) tactics are lousy, though, as the summons he can cast were no threat to the party.
Secrets of the Soul Pillars - The assassin party is way too nasty. The pre-buffs they get just make them too good, especially since the AP wants you to have them attack when the party is likely not in their adventuring gear. Fetor's opening round tactics (quickened lightning bolt + lightning bolt) were devastating. Vittriss Bale was a good, hard fight that would have been a whole lot worse if the party hadn't had multiple death wards.
Lords of the Oblivion - The battle with Thifirane was fun. I ended up completely changing the dungeon leading to Lord Orbius, as I wanted the party completely surprised about his true identity, and the original dungeon makes that impossible. That fight was very epic, as well.
Foundations of Flame - I was looking forward to this chapter, as it's so different, and it fell flat. Most of the encounters were very easy, and magic makes most of the events simple to overcome. Instead of Kravijack, I used Thifirane (who had escaped their first encounter) plus some mercenaries. I also ended up skipping on the Hookface battle, as again, too many dragons.
Thirteen Cages - Most of the Cagewrights were unimpressive. Moltenwing was a very difficult encounter. The encounter with Ardeth Webb and Nulin Wiejeron was a complete joke - they were amazingly ineffective. I added the spellweaver from chapter 11 into the battle with Dyr'ryd, and that made the encounter a blast that ranged over the entire Tree room and pushed the party to their limits.
Strike on Shatterhorn & Asylum - I combined these two chapters, as Strke on Shatterhorn is so out of place and dull. Due to the way the party interacted with NPCs, I used Lord Aslaxin as a worm-that-walks Cagewright magus who lead a counterstrike against the party along with several Cagewrights from Shatterhorn. On Carceri, Dark Myrakul was a joke, and I had Adimarchus immediately plane shift to Occipitus and fight the party there. It was a suitably epic end to the campaign.
If I had to make one change to the way things played out, I would have completely rebuilt the Stormblades. The one time they fought my players, the Stormblades were beat down so heavily that the concept of them as a successful rival adventuring party was kind of ridiculous. Luckily, the players did hate them, except for Zachary Aslaxin II, who came off as reasonable.
It was a blast of a campagin, but it needs heavy work to make it the best it can be. I ended up changing more and more of the encounters the farther into the campaign we got, to make sure things stayed interesting, effective, and not overpowered, but that's something I end up doing in every campaign.
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