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roguerouge's page

RPG Superstar 2013 Star Voter. 2,462 posts (2,468 including aliases). 2 reviews. 1 list. 5 wishlists. 3 aliases.


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8-10 years. 1/week or 2/week will do that for you.


Listen to your players. When they brainstorm how to find out how to kill a god and how to kill a god, their speculations will be incredibly helpful and empowering to the players when they realize they're on the right track.


Gar0351 wrote:

Point of Perspective: a modern day Catholic priest (hopefully a great example of a Lawful Good cleric) goes into a Native American burial mound and removes ancient valuables and ancient artifacts and relics. Some he donates to the local museum but some others, that he thinks might be of personal use or just wants it, he keeps for himself.

Is the simple act of removing items to place in a museum desecration? Is keeping items for himself right or wrong? I would think the Catholic priest would be considered wrong in both instances by the standards of today's society.

If the relevant religious and state authorities agreed that it was both legal and moral to do, there should be no problem. Which is exactly the case in this AP, albeit not often the case in reality. Having qualms is one thing, but Pharasmins are managing this process rather than opting out, so they can hardly squawk if people participate in the process.


I used it in a homebrew campaign. My alchemist started life with many more alchemical items, poisons, and potions than he ordinarily would have. That money does better than you think with downtime and crafting involved.


Have you thought about having a love spell go awry, with wacky consequences for the three of them?


Any place where they're either adventuring on a timer and can't stop to rest or locked in a dungeon where the denizens won't let them rest. Even better if they don't figure out that they need to conserve resources too soon.


carmachu wrote:

I'm on the other side of the fence. I've long since canceled my subscriptions because piazo has gone on "wacky" encounter design and adventures. (among other reasons) SO this will be the first paizo product I buy in a long time.

I like traditional adventures. But that might just be the old player in me. So giants, orcs and dragons sound like fun.

I'm surprised that Shattered Star didn't appeal to you then. Collecting pieces of an artifact is pretty old-school. Mummy's Mask seemed pretty old school too, as even flying castles date back to Dragonlance. Ah well, to each their own definition of traditional.


Witches don't have the 15 minute day limitation of other Vancian casters, so they promote fun and more authentic stories. Yes, Slumber hex is a bit of a problem, but there's known workarounds and player boredom will promote variety. If the play experience is repetitive or unfun, the problem is with the player, who wants to win rather than participate in a team game and develop an interesting adventure tale. Save Slumber hexes for boss fights and dramatic moments.


leo1925 wrote:

Kingmaker? Do you want small kids to use spreadsheets for running their kingdom or take a HUGE amount of time to do other wise? and learn the mass combat rules?

Not particularly, but there's no reason not to either let the mother handle the maths and the children make the decisions or to simply put that behind the screen and give the kids choices.

On the other hand, I've DM'd for 4th graders before and, if they get into something, they WILL develop system mastery at the expense of all other activities. If they're into it, great, if not it's easy to fix.


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I love having a low will save PC. Lose a fort save, you die. Lose a reflex save, you die in flames or are entangled. Lose a will save and you're fine and get to duel your fellow players with no social consequences. What's not to like?


Kingmaker, as a sandbox adventure, allows you to personalize the AP as much or as little as you like. The exploration factor may appeal to your kids and running their "home" may make your life as a parent a bit easier as they see what it's like.

Crimson Throne has a mission-based system if that's too open for you. It's pretty interesting, with a bad "mom" antagonist.

Both of those can be too RP-focused for you.

If that's the case, the Osirion adventure of Mummy's Mask looks like a real winner for you: delving focused, but still flavorful pulp feel.


I have a math question for people. I'm not getting standard deviations when there's an odd distribution. For example, I have this survey where it was not possible to be even 1 standard deviation above average, because the average scores were 4.4/5 with a standard deviation of .88.

So, what does that mean? Are these stats valueless?


I'd also use the Advanced template liberally. It's easy to do on the fly, adjusts everything including saves and DCs


Eltacolibre wrote:
HD related ability will indeed increase.

If you search on the boards, you will find that the consensus is no, but not conclusively so. It's a DM call.


Whatever body part would be funniest!

Monkey with Valet archetype.


I'm trying to figure out names for this new familiar for my goblin alchemist. Funny names are perfectly fine!


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Mystic_Snowfang wrote:
It's been confirmed that the Slayer's older sister is alive and been a pleasure slave of this drow since she was captured. Her tiefling daughter was recently used as bait to lure the party into a trap.

When you include a plot line of serial rape of a family member, the answer is yes before you even ask the question.


What pieces would you use from this entire path to make a single Pyramid adventure? What was the most cool? Assume the DM will adjust so that if you're drawing something from the second module and the sixth, the challenge will work out for the PCs.


Have it happen with a better army that was needed elsewhere and the party had no "need to know" and so weren't told about. There's a serious impact to this (demotion, even longer odds in the next assignment, etc.)


49+. Academics. The most important thing you're going to be creating is a mechanic for studying, doing homework, group projects, writing, and participation in class. This will be necessary for establishing antagonists and allies in the classroom, cramming for finals, and bonding in the library. A skill challenge system may work fine. But it needs to be a quick way to resolve RP on these issues. It needs to be there, but how prominent it is depends on your players. Because nothing kills a school setting's plausibility than a school where no one seems to go to class or study.


43. The swim team is developing gills. Is something in the water causing this? Is a transmuter to blame? Has the swim coach gone too far?
44. The ____ team is superb, making its way to nationals. But first, they have to defeat Nemesis High's team. While one of the PCs is on the court, the others are behind the scenes thwarting the nefarious cheating, all without being caught!
45. It's National Thanksgiving Day! Who goes home? Who stays on campus with the foreign students? Who goes to a friend's house? A perfect RP opportunity to show rather than tell about family backgrounds and showcase future plot devices for the DM.
46. The meet-cute. Every romance narrative has this scene. It could be wacky. It could be embarrassing. It could involve a magical accident. It could be hate at first sight, until.... In any case, you'll need to think of some of these.
47. "You MADE me!" Set up one NPC that is always the one who gets affected by the party's mistakes or their successful heroism. Eventually, he'll snap and become the villain who the party is completely responsible for. This is your Snape, your Faith, etc.
48. Another great kind of villain is the one who thinks he's a hero. This is your Magneto. But what was Magneto like as a high school student?


First, the best place for brainstorming plot and storytelling is http://tvtropes.org/pmwiki/pmwiki.php/Main/SchoolTropes. Take these tropes and make them your own. In addition, read up on the plots of Dawson's Creek, Buffy the Vampire Slayer, Roswell, anime set in high schools, Sabrina the Teenage Witch, Community, Veronica Mars, etc.

Second, how gritty is this setting? Are we talking nonlethal only? Gang warfare over drugs? Harry Potter? X-Men? Brick?

6. Bob has a crush on the new girl. Is it real or is it a charm spell?
7. The school has a Danger Room for training young wizards that only does nonlethal damage. (Mechanics: using illusion spells at impossibly high DCs.) Sets up later events like how somebody is cheating in these exercises or the Danger Room is actually a sentient artifact that wants to be freed.
8. The campaign to become Homecoming Queen! Diplomacy, bribery, gather information, social quests, antagonists you can't fight...
9. You seek to date the most popular _____. But he/she/it doesn't know you exist. How are you going to win X's heart?
10. The teacher hates you, but you have to pass this course and he plays favorites. How do you get on his good side?
11. A PC develops an antagonism with the rich kid. Ideally, this will culminate in a duel.
12. You've antagonized the principal, who decides that you need more school spirit. You're now in the talent show. But you have no talent. How do you stave off embarrassment? Can someone give me a training montage?
13. Your favorite club didn't get its request for funding in on time and membership is dwindling. How will you save your club?
14. The Kobayashi Maru: Design a no-win scenario, that all the students know about, then see what your PCs roleplay.
15. Class trip! What could go wrong?
16. School dance: Who's first on the dance floor? Who cleans up surprisingly well? Who spikes the punch with hallucinogens? Who gets their romance on?
17. Science Fair meets fantasy technology. Who likes steampunk? Who does theirs the night before?
18. Your own personal bully. Who fights? Who schemes? Who tries to understand the bully's painful past?
19. Detention. Meet new and interesting people and try not to piss them off. Watch Breakfast Club for inspiration.
20. Gym class. Dodge ball. Ropes courses. Towel whips. Grudge match wrestling day. Sadistic Gym teachers who let class become ever more Darwinian.
21. FOOD FIGHT!
22. The sleepover party: spin the bottle, truth or dare, pillow fights, panty raids, and, of course, the serial killer trying to kill you all because he couldn't get a date in high school.


Aren't readied actions only doable if you haven't done anything else that round?


My advice is to start watching telenovelas or The Vampire Diaries for romance plotting. Basically, you have a classic romance plot from the perspective of the priestess. She got into a relationship for ulterior motives, but now has all the feels, only it's too late. And now, she can't just ensorcel the king again, because everyone will be looking for that (and maybe she realizes she wants to be loved back genuinely rather than by a sock puppet.) So, she's either going to start trying to be a real friend to the king to try and become worthy of his love, undermine the relationship with princess of Brevoy, or both. If she gets desperate, a crisis of faith in her new, neutral identity may occur and she may backslide.

Or you can just have her kill the princess of Brevoy at the wedding and the party tries to stop her. Plot over, move on to the next episode vs. the never-ending plot. Your call.


Human NG Witch 7
Goblin N Alchemist 6
Human NG Cleric 20


Alchemist, Witch, Cleric, Sorcerer, Barbarian, Paladin, Ninja, Ranger

The considerations were ease of play, ability to do what they're designed to do, ease of creation, ability to do something in three phases of the game, ability to avoid 15 minute adventuring day, and balance for 4 major party roles across 8 choices.


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They would be like Xander from Buffy the Vampire Slayer. Provides emotional support, is regarded as the heart of the group, has no skills (maybe sense motive and a profession skill) or combat ability (he kills very few monsters), but he's a part of a bunch of combats where someone else does most of the heavy lifting.


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So, you're saying that the party's marching order in dungeons puts the wizard in the front line...


Kthulhu wrote:

I'm not for killing kids in real life, obviously, but I don't think they should be given invulnerable plot armor in something like this. It just sucks all the tension out ...

roguerogue - I think you mean female MUTO...Mothra wasn't in this film.

Thank you for the support on that point, and I will take you at your word on the antagonist. I've seen exactly two of these kinds of movies: this and Pacific Rim.


Bard: "Words are my weapons."
Fighter: "Weapons are my weapons."


Sadly, mine in an Age of Worms campaign. Four classes by ninth level, couldn't hit anything, bad AC. Great skills, very flavorful for RP. But he would have gotten other PCs killed.

It was the result of trying to make a PC fill a hole in the party, front liner, which this 3.5 ranger, scout, rogue, prestige class monstrosity couldn't do.


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Jumping is pretty much its own reward, don't you think?


God, I was disappointed in this movie, although I could see how others who are really into this genre would be more forgiving than I was. The first half hour is great, with a compelling backstory and a subversion of girl in a refrigerator trope, but that only sets up the disappointment. They have a bland protagonist, whose child and mother both have ridiculous plot armor. The director seems to think that we should care fiercely about these two, so he cuts away from most of the monster fight scenes just when I was starting to get interested and entertained by it. Unfortunately, since Hollywood will never ever kill a kid in these kinds of movies, those scenes have no dramatic tension whatsoever.

The monster effects are quite good, with effective emotion for Godzilla, supplemented by female Mothra's comprehensible motivation and emotion at her loss.


You're running Kingmaker, I take it? Part of what the player may be reacting to is a lack of a narrative spine to guide him. Make sure some of these connect to the BBEGs in the AP. Otherwise, your flair for creative characterization will pay off when they know everyone whose lives are at stake in the apocalyptic scheme.


In older editions, someone had to play the cleric. Now someone has to play the martial class. No matter how many spells you have, you still need a blocker, a PC who does damage and takes it too. At my tables, in order for the casters to win glory, there has to be people in the trenches.


The way to get players to think through rules fairly: remind them that anything you do can and will be done by the npcs.

Granite weighs 165 lbs/cubic foot
Sandstone weighs 155 lbs/cu ft. (let's assume this given it's Sandpoint)

So, each giant's new stone shoe weighs 775 pounds. A stone giant has 27 strength, so that's a heavy load for each foot because large creatures have double carrying capacity. "A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action)."

A character can generally push or drag along the ground as much as five times his maximum load.

Remember: giants throw rocks the size of their head for fun.

I would rule that the wizard could, after 11 rounds, impose an encumbrance penalty (denied dex bonus to AC, 5' move as a full round action).

So, not really an effective combat spell. But great for mafia spell casters who have prisoners who need to sleep with the fishes.


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Well... continuing on the prestige class vein.

Your easiest bet is probably Cypher Mage, which you have the prereqs for, probably. No loss of caster level. Cool abilities to choose each level, such as Enhance Scroll, Extend Scroll, Focused Scroll, Swift Scrivener. I've had success with the focus on a library of scrolls in the past, and a few levels here might make you an even more flexible and effective caster. You can be versatile, which can partially make up for being three caster levels behind. Combined with the witch and cleric, you three could have every utility spell in the game at your disposal.

Seconding Eldritch Knight as a possible solution

Veiled illusionist makes you a better scout without giving up a caster level, but you'd need to take Spell Focus Illusion in place of Weapon Focus.

Arcane Savant, while losing a caster level, gets you automatic UMD checks and the ability to pick spells from any other spell list. See above, re: versatility

Evangelist, with its Aligned Class feature, would allow you to level up your spell casting (and every other class feature of Transmuter) with one lost level of casting, while getting a bunch of other abilities as well.

Horizon Walker has an array of nice abilities if you're willing to give up all spell casting.


If you go straight cleric or oracle, your party won't be particularly short on casting ability, with 40% of your party as casters and much of arcane and divine covered. Will you have access to every spell in the game? No. But you'll be fine. If you WANT to play mystic theurge, great, but you don't have to.


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Whatever you choose, be annoying to npcs, not to players.


flamethrower49 wrote:


Oh, and 20-year-olds start off knowing like 7 languages. You must have been very accomplished in wizard school, sir.

I can only assume languages have a very different quality in this fantasy world.

Actually, the rookie shortstop for the Boston Red Sox, Xander Bogaerts, speaks six languages, and he's about that age. Some people have a gift and a culture that nurtures it.


33. Any fan of Buffy the Vampire Slayer knows that kittens make for great poker chips when playing with monsters...


The healing hex was out of concern that ogres would class levels would... well, not let some people get to the healing wand stage.

The targeting of reflex and will is because of the ogre-focused campaign. I figure most ogre threats will make their fort saves. I wish there were more reflex targeting Witch spells. Am I missing some good ones?

Craft wand's been severely shifted in his campaign, I forgot to mention: 5 charges, works like a staff.

The ogres are in the sticks, far from enough to prevent being able to restock.


I recommend building a PC geared towards having a lot of choices rather than doing one thing really well. A broadly designed character to be a "Man for All Seasons" is going to be good at a lot of things, but have a hard time taking the spotlight away from other characters.

Alternatively, play a character optimized to make OTHER characters better.


So, I'm playing a witch in a one-shot mini-campaign based on taking back a fort from Nicholas Logue's ogres. I'd love advice for what to do with this character when they reach 8th level, especially with hex and spell selection. Campaign specific details: 15 point buy, free rank in profession, ride is a class skill and I get a free rank in it, every race gets +1 HP and +1 skill point as class bonus, level 8-9 is probably highest this will go.

The party: all 7th level
Dwarven fighter, two axe-wielder and ride rhino
Cavalier
Monk
Rogue/Fighter
Wizard (conjuration)
Cleric (healbot PC)

Thank you in advance for your feedback, and please feel free to back seat drive any choices I've already made to educate me on building for this class. Retraining is not an option, though. The half-elf thing is obviously sub-optimal, but I chose it for RP purposes and because the DM hates elves, making for a better story. Things probably won't end well for this character anyway.

Spoiler:

Class: Wand-Bonded Witch 7
Patron: Deception
Traits: Milita Veteran, Fangwood Diplomat (renamed, +1 diplomacy and is class skill)

STR 10 +0 DEX 12 +1 CON 12 +1
INT 18/20 +5 WIS 12 +1 CHA 12 +1

AC: 18 Touch: 12 Flat-footed: 17
(+1 dex, +1 deflection, +2 shield, +4 mage armor)

Saves: Fort +5, Reflex +5, Will +8

HP: 41 (6+6d6+7 con +7 class) (false life: 1d10+7 temp hp for 7 hours)

Feats: 4 +1 racial bonus feat
Skill Focus: Perception (racial bonus feat)
Scribe Scroll
Improved Initiative
Extra Hex: Healing
Extra Hex: Cackle

Hexes: DC18
Cackle: move act to sustain existing hex
Fortune: take better of two rolls (for one attack, save, skill, ability check), decide before roll, lasts one round, 1/day/person; 2 rounds at 8th level
Flight: +4 swim, feather fall at will, levitate 1/day, fly 7 min/day
Healing: Cure moderate wounds (2d8+7) 1/day/person
Misfortune: Will negates, roll twice + take worst, lasts one round, 1/day/person, decide before roll, 2 rounds at 8th level
Slumber: Will negates, sleep for 7 rounds, wake only w/standard, not noise or light; creature specified, not a particular type.

Spells Known:
0th (all free): Arcane mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue.
1st: Charm Person (will), Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Ear-Piercing Scream, Enlarge Person, Forced Quiet, Fumbletonuge, Identify, Mage Armor, Mud Ball (ranged, reflex), Obscuring Mist, Unseen Servent, Ventriloquism
2nd: Blindness, Cure Moderate, Detect Thoughts, False Life, Glitterdust, Hold Person, Invisibility, See Invisibility, Share Memory, Unnatural Lust, Vomit Wasp Swarm, Web
3rd: Arcane Sight, Armor Lock (reflex), Blink, Clairvoyance, Dispel Magic, Harrowing, Heroism, Screech, Sleet Storm (none, acrobatics 10 to half move), Suggestion (will), Tongues,
4th: Arcane Eye, Enervation (no save), Confusion (will)

Scrolls:
• Comprehend Languages (CL 2) 2
• Detect Secret Doors (CL 2) 4
• Enlarge (CL 2) 6
• Identify (CL 2) 3
• Mage Armor (CL 2) 4
• Obscuring Mist (CL 2) 2
• Ventriloquism (CL 2) 2
• Detect Thoughts (CL 4) 2
• Invisibility (CL 4) 4
• See Invisibility (CL 4) 2
• Blink (CL 7) 1
• Clairvoyance (CL 7) 1
• Heroism (CL 7) 3
• Sleet Storm (CL 7) 1
• Tongues (CL 7) 1

Other magic items:
Mithral buckler +1
Ring of Protection +1
Cload of Resistance +2
Headband of Vast Intelligence +2 (Escape Artist)
Handy Haversack: Move action to get anything.
Lesser Metamagic Rod: Bouncing: 3/day, 1-3 spell levels

SKILL MATH
Diplomacy (class due to trait) 12 = 7 ranks+3 class+1 trait+1 ability
Escape Artist (headband): 8 = 7 item ranks +1 ability
Fly: 9 = 5 ranks +3 class +1 ability
Heal: 5 = 1 ranks +3 class +1 ability
Intimidate (class): 11 = 7 ranks +3 class +1 ability
Knowledge (history): 14 = 7 ranks +3 class +4 ability
Perception (not class): 13 = 7 ranks +3 feat+2 race +1 ability
Profession (Lion of Brindol): 11 = 7 free ranks +3 class +1 ability
Ride (class due to trait): 7 = 1 ranks +3 class +1 trait+1 ability
Spellcraft: 14 = 7 ranks +3 class +4 ability
Swim: 5 = 0 ranks +4 hex racial bonus +1 ability
Use Magic Device: 8 = 4 ranks +3 class +1 ability


Vampire. I just love monsters that walk among us. Scalable, variety, and loads of minions... Casters with tons of defenses, monks that kick ass, unfindable rogues...


I love the embedded links. Too few guides have that.


You're forgetting the additional +4 for size and +4 for race to stealth for goblins. Add in the rank, the class bonus, and the easy 18 in dexterity and you have a +16 in stealth at first level with no feat or equipment investment. They are the paragon rogue.


If you know what Skull and Shackles' campaign theme is, you probably don't need to put much more resources into being Speedy Gonzalez. There's going to be limited room to run in this campaign.


I recommend that you PLAY another campaign that is overtly "beer and pretzels" style. It's very freeing and you'll realize that you can have fun winging it too. Plus beer will help you be less controlling. Unless you're THAT kind of drunk.


Teatime42 wrote:
Would these plans be wise?

Uhh... no. They're way beyond the party's power level and most of this doesn't pass the common sense test.

As a union organizer in real life, I can also tell you that raising a group of people to do collective action is not an easy thing. It's especially difficult when you don't know people well, when they have something to lose, when it requires a great deal of risk, and when it goes against their entire world view. And, at third level, I doubt your party knows the society well enough to pick out the community opinion leaders, who are not always the people with the biggest titles, let alone convince them to take on a revolution. Add in fighting supernatural opponents likely immune to your pitchforks and you're going to get a situation where your best result is people saying yes and then staying home on the day of action "because something came up."

As GM I would have required relatively high skill checks for this plan to even get off the ground. Failure would mean that people now regard your party as crackpots.

As for the graffiti thing... when was the last time graffiti persuaded you to do something? When was the last time that graffiti convinced you to change a deeply held belief? Or a billboard? And, even if you feel it's the magical medieval equivalent of spreading info on the internet, I can tell you that hacktivism works best when it requires a lot of people to do very, very little. Political messaging, in general, does its best work convincing the already convinced to go vote; it's much, much harder to convince the undecideds with sloganeering and pamphlets, which this might also be the magical medieval equivalent of.

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