Jhoruk the Banaan

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Arrow17 wrote:
Who is really going to make use of lore gladiator?

Joey, do you like movies about gladiators?


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Eeyore wrote:
Sure is a cheerful color. Guess I’ll have to get used to it.
Eeyore wrote:
Most likely lose it again, anyway.
PathfinderFan64 wrote:
I would participate in the kickstarter but I am not well liked at FGG and I am sure they would rather have me not participate.


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A swarm of orphans descends on the shop. One of them steals something, and the other 24 orphans are distractions. They scatter in different directions.

Someone buys everything in the shop, paying with bars of gold. Too bad the bars are gold plated lead (or they used a Fools' Gold spell).

A respectable customer claims that one of the items for sale is theirs, and that it was stolen from them. They call for the town guard to apprehend the group.

A dubious character buys an apparently innocuous item, as they leave the shop, they are over-heard mumbling, "Finally, I will be able to complete the ritual! No one will stop me this time."

Someone offers to buy something, but they want to trade in barter. The offer is an exceptional deal, but the trade goods will prove difficult to sell.

Adventurers come in and want to sell their items at 50% of value, of course they were stolen from someone powerful who is using magic to track them down.

Adventurers come in and want to sell their items, when they can't sell their items at 100% value, they set up shop next to the group, and slightly undercut their prices, but take away all of their business.


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Buy either 200 badgers or 9 tigers.


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Spiked Gauntlet.


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When I play a character, I try not to metagame, but instead play the character based on the character's personality, and what they know. So, my character would have gone along for the ride, similar to how the other characters acted. Also, good aligned characters shouldn't be killing everything on sight, especially creatures that present themselves as friendly.

As a rule, I don't play characters without darkvision, so the lack of light wouldn't have been a problem, although I can see why the night blind characters would want to turn back.

I'm not sure why you are calling your adventure a 'flop'. It sounds like it would have been fun.


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Auren "Rin" Cloudstrider wrote:
but for infants, just put them in a bag of holding and deliver them to the orphanage at the next town you find.
Bag of Holding wrote:
If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate.


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The babies don't have an alignment yet, and if you allow them to be raised by humans, half of them will become evil. Unfortunately, you don't know which half will turn out to be evil.

The solution is to have the babies raised by wolves (or some other mammal animal other than humans, like bears, foxes, etc.) Then all the babies will grow up to be feral and have a neutral alignment, similar to wild animals. This way none of babies will become evil, and you didn't have to kill any of them.


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Maybe the cohort falls in love and wants to take his money and settle down. Retire from the adventuring life. (The player should be allowed to retrain their leadership feat to something else.)

I wouldn't kill off his character or cohort, just because the other players are jealous.

If your group has a lot of players, you may want to restrict things like cohorts, animal companions, eidolons, and summoned monsters, as they take time from the other players.


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The population density of New York City is 26000 people per square mile, but this is using high rise apartments. If you figure apartment buildings are about 30 stories tall in NYC and you want your fantasy city to be about two stories tall, then change your population by a factor of (2/30) to be about 1700 people per square mile.

So a city with a population of 17000 would encompass about 10 square miles, or have a diameter of about 3.5 miles.

A "wealthy" city would have a lower population density, while a "poor" city would pack the people in. Higher population densities mean more disease, crime, and unrest.


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If the caster is flying and has 6 mirror images, is Step Up going to be helpful?

If your goal is to defeat a caster as a martial character, I think you are better served by playing an archer. You can full attack the flying caster without needing to move, Step Up, or fly. The best way to stop a caster from casting a spell is to take away all of their hit points.


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Get a club (free), some rope(1 gp), and a Badger (15gp). Using Animal Handling, tie the badger to the end of the club. Now you have a truly vicious and intimidating weapon.


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They could be scrying one of your associates, rather than you. They could scrying your ship, rather than you. Possibly you have a magical 'tracking locator' in your possession.

One of your associates could actually be the mystery character, or they are feeding the mystery character information.

The mystery character could be a figment of your imagination or the result of a cursed magic item.

It could be the avatar of a god that is making sure you uphold your obligations.


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I would like if this product would be applicable to Pulp adventures or Call of Cthulhu type adventures.


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Say a player makes a barbarian with rage and power attack and he carries a big two handed hammer. For that character his tool set consists of a big hammer. And to that character, every problem is going to look like a nail that needs to be pounded with his hammer.

I think you can use Pathfinder for what you want to do, but you are going to have to communicate your vision with your players so they can make versatile characters with more than one tool in their toolbox.


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The Pathfinder system really focuses characters on combat. You build your character to maximize damage output or to control the combat. There isn't much to designing characters in regards to non-combat actions other than assigning a few meager skill points. Pathfinder is made for combat, and it is a fun system for that.

I think if you are going to do what you are thinking about (having a game not based on combat so much), you are going to need a different game system. The Fate system might work for what you envision.


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OK, I didn't read any of this, to avoid spoilers, but I recommend you have a TPK and then make the group start at level 1 and re-do the entire campaign.


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Put the 4 in CON. For class, chose rogue. Dual wield daggers. Give him a name like 'Biff'. Then flank a monster so another monster can move up and flank you, making a 'flank sandwich' so to speak.

Have your next character ready to go (just plug in your newly rolled stats).


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Well, if you want to go the passive aggressive route, make the worst possible ineffectual character you can (say: rogue 2, monk 2, sorcerer 1, who uses a whip and has feats that give skill bonuses), and then complain about how overpowered their character is.


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Well, if you are the GM, just make things up to be how you want them to be. You don't need to follow the rules. The rules are for the players.


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If the players want to play stupidly, let them. Don't dumb things down or pull punches, though. Tell the players to have a backup character ready (or two), so they can jump back into the action. Who needs healing when you can play a new character at full hp. With the new character's starting money, this can become profitable for the surviving characters, looting the soon to be dead characters.


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I recommend buying 8000 badgers at 15 gp each.


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I don't like the idea of state sanctioned tomb plundering for independent adventuring parties. While rationale is provided in the adventure, I prefer to have the grave robbing illegal, as that makes it more fun and challenging.

My plot hook for the tombs that need raiding in Half-Dead City, would be for one character in the adventuring group, with background ties to the city of Wati, to inherit a run-down property in Wati from a recently deceased uncle. He died from an infected ghoul bite. Turns out, the uncle's house abuts the wall around the City of the Dead, and the uncle built a tunnel under this wall allowing covert access to the necropolis.

The group could find maps and notes in the uncle's house indicating the most promising sites to explore, that is, where the tombs in the adventure are located. Ideally, the more dangerous tombs are placed deeper into the necropolis, so the group starts with the closest/easiest crypt.

Any ideas to improve this alternative way of running the adventure? Or alternative ideas?


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Slumber Witch who spends her 600gp on three trained lions at 200gp each.


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I do the opposite. I let players dump their stats all the way down to 3. A base stat min of 7 is just too confining for proper 3/18 min/max.

3 ..... -16
4 ..... -12
5 ..... -9
6 ..... -6
7 ..... -4
8 ..... -2
9 ..... -1
10 .... 0
11 .... +1
12 .... +2
etc


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For throwing character, best if character is small sized. One can toss a gnome much farther than a human.


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Play an evil cleric. Memorize Death Knell. When a character goes unconscious, cast Death Knell on them. Good times.


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My characters always have a decoy belt pouch full of marbles or copper pieces dangling from their belt. This gives pick pockets a choice target, so they don't go for my real valuables.


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I don't track XP. When I feel it is time for the group to level up, they all just level up. All PCs level at the same time and are the same level, even if individual play time or contribution is different.

When to level is based mostly on amount of time played since last leveling and story advancement, rather than how many monsters were killed. If I'm running a module and it says they should be a certain level at a certain point, then they level up at that point.


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Tactics wise, if the casters kill all the monsters in the room before you get to act, yell your name loudly, and charge into the next room and engage those monsters. This is known as the Leeroy Jenkins maneuver.

Just bump up the pace and steamroll things. Start the encounter 60' in front of the casters if you are looking for more action. If the casters pause to discuss strategy, or cast buffs, or loot the dead monsters, now is your chance to charge into the next encounter and get some swings in while they are preoccupied. Kick in some doors and run wild, show those casters how it should be done.


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Buy a greater undead slaying arrow or two, since you are an archery ninja.

The next time you see the offending character, shoot him in the face. Don't talk about killing his character, just do it first chance you get.


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Brewer's Guide to the Blockbuster Wizard is a nice guide to building blasters.


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When it comes time to flee, be sure you can out run your fellow party members. You don't need to outrun the monster, just the slower members of the group.


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The Kobolds need to buy some trained tiger mounts and join in the fun.


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It is too easy to have high AC characters, and most of the game focuses on hitting that AC. Low to mid level monsters have a difficult time hitting characters. Monster AC is pitifully low in comparison.

Monster CMD gets too high at high levels, making character builds focusing on maneuvers underwhelming at high level, whereas casters get really good at high level.

Most pre-made content is way too easy for optimized characters.

Rogues are underpowered, and need a power boost.

All characters should get more skill points. Classes with only 2 skill points per level are a cruel joke.


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If I were the GM, I'd have the guy loudly declare blood feud, and then skulk away (because of the successful intimidate).

Then he goes and gets a bunch of friends to ambush the party later. He boasts around town about how he is going to get revenge (+10 Notoriety Points). Then, at a really bad time for the group, like after a fight, he says "Remember me? This is for Fluffy!", and like 20 barbarians attack.


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41. A badger decides your backpack is his new home.

42. A spider or scorpion decides to crawl into your boot.

43. Mischievous fey play some practical jokes on the group. For example, they Awaken the group's pack donkey, and now the donkey is very sassy and won't stop prattling on about various minutia.


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Just use GM fiat to have them get captured. Say the food/wine was drugged, or they all get hit by KO darts and fail their saves. Don't roll any dice, just tell the players it is part of the story that they get captured.

Otherwise the players will be upset that you put them in an impossible encounter. Or the spell caster will have a way of escaping and then won't be able to participate in the following adventure.


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What they have failed to consider is, does the changeling child weigh the same as a duck?


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I've been in many games where other people drink to excess, but they are not jerks or do exceptionally stupid things. Don't let this person use the excuse that he was drunk. He did it because he wanted to be a jerk (or role play being a jerk).

That said, this is a role playing game, and just play it out and try to have fun with it. Obviously there will be consequences to his actions, but that can be fun in its own way.

I guess it depends on the player's intent. Was he trying to derail the game and ruin the fun for the others? Or was he just trying to have some off the wall fun?


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Melvin the Mediocre wrote:
If I were to just buy some scrolls, what do you think would be the best to keep on hand?

1st: Ant Haul, Comprehend Languages, Remove Sickness

2nd: Remove Paralysis, Resist Energy, Lesser Restoration

3rd: Daylight, Invisibility Purge, Locate Object, Remove Blindness, Remove Curse, Remove Disease, Water Breathing

The idea is to have scrolls of spells that are situationally very useful, but you otherwise would not take on a daily basis. You might always take a Lesser Restoration spell, but sometimes an extra one can be handy.

Don't pay for these scrolls yourself, get the whole group to pitch in to pay for them as they are for helping the group. Likewise don't take scribe scroll, unless you are unable to find a scroll vendor.

If you and your god are non-good in alignment, have a wand of Infernal Healing instead of Cure Light Wounds as it heals more per charge (10 vs 1d8+1). Again, get the group to pay for the cure wand, as it gets cast on who needs it.


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Cool document. I didn't know about the mid-sized dash.

Support your local grammar police.


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Carry an extra holy symbol, in case your holy symbol is disarmed, sundered, stolen, etc.

If you have money to spend, a Cloak of Resistance is useful.

A few scrolls of useful but rarely used scrolls would be good when the situation arises. Things like Remove Paralysis, Remove Blindness, etc.


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Well, if you like your evil mastermind to send one ninja at a time to wipe out the threat to his rulership, rather than sending all the ninjas at once, then Jade Regent is for you.

I liked the first Jade Regent book, but the second book was frustrating for me. The BBEG organization is run by a powerful intelligent leader who has had 60 years to amass power and prepare for the sole objective of killing survivors of the former royal families of Minkai. The followers are 100% loyal. Their network of spies extensive. Yet when the adventurers walk into town announcing "Hey, here we are!", they sit back and only present minor inconveniences to the people they should be exterminating.

They could have come up with a reason why the bad guys don't just gather their forces and wipe out the players, but they didn't. Even when the players assault their fortress, they don't even bother to lock the front door or gather their forces to retaliate.

If you enjoy sweeping logic under the rug, then maybe you can handle Jade Regent. I ran book 2 pretty much straight up, hoping to grind through it, but it ate away at me where I wasn't enjoying GMing it.

In my opinion, after Kingmaker, LoF and CotCT look to be the best bets.

My advice is to read into the AP enough to know that you will continue to like it past the first book.


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You could get some encounters and ideas from the Kingmaker AP.

Personally, I was looking at using some of the Darkmoon Vale source material with Raging Swan's Shadowed Keep on the Borderlands.

The solo Witch adventures should be based on the actual witch character, and not something generic. Ask the witch player what they would want to do, and then make an appropriate adventure. Alternatively, have the player of the witch write a backstory, and use that for ideas for the solo adventures.