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So on a positive note what six parts would you put together to make the bestest AP ever heck your links between random mods will likely be better than the real ones......darn....supposed to be positive
Well, you can even use half mods if one bit was excellent (JR 4 part A) but the rest suxxored (JR 4 part B)
Will put mine later....really cant think of a part 3 I admired
I Have got to the end of two APs
In KM everyone made it to the end ( all 7)
Did it effect things if none of your original party made it to the end?
I am working on a sandbox adventure path for demonic inspired chaotic evil characters. Elves are the main protagonists at first.
Kingslayer. Hexplore your evil side or something similar
I realize this is jumping on a number of bandwagons/in vogue themes.
It is a 7 part AP with one of the 'clever' things being that the last three mods can be played in any order.
I need a couple of volunteers to give what I have thus far a read.I dont need editing just an opinion on whether what I am attempting is 'good/terrible/meh!!'
--I have a campaign document that will become the campaign primer
Trying to keep each under 64 pages.
As the whole AP makes heavy use of Ultimate Campaign I will like a volunteer to be somewhat proficient (?) with that.
Despite playing since 1980 only just started to write to try and get published. The only thing I have had released thus far is part 1 of a 4 part dungeon AP.
thank you for your attention
So I start to run part 1 next week. I have not run an AP since the group completed Kingmaker about a year or so ago. And by complete I mean the baddies won and
their kingdom is a forgotten snow globe on some First Worlder's mantelpiece!!
We have played JR 1-3 and SeSk 1-3 recently so looking forward to
To this end the party will be working for the PFS, not part of it. As Magnimar is a neutral city everyone has agreed to have at least 1 neutral aspect in their alignments.
They all have darkvision as they suspect there may be a dungeon or two!! Maybe that's one reason they have been picked.
Wonder how long before I post on the Obituary thread!!
Wish me luck
How would you stat up this item
Sand of Elemental Transformation
Aura xx transmutation; CL 7th
This white sand looks unremarkable. It can be thrown as a ranged touched attack, with a range increment of 10ft. The sand is harmless unless the attack successfully hits an elemental of up to medium sized. The elemental is immediately transformed to an elemental of the same size, but of a different type of the wielders choosing. The change lasts for 7 rounds before the elemental reverts back to its original form. The elemental is not harmed in anyway by this change of form and this process does not provoke attacks of opportunity. If the elemental is an ally of the wielder of the sand the elemental does not get a save, otherwise it can attempt DC 16 fortitude save to negate the effect.
Magnimar is probably one of the most well known/detailed places in Golarion
so how much information is just enough to get the characters involved w/o becoming information overload
or have you just skipped it/ not added it, and just played the adventure
Opinion is that augment summon is worth the (in effect) 2 feat cost
what about some of the others such as
Currently playing a character with access to SNA and SM so looking at future options
So lets assume I have 6 months of work to write a dragon AP, where the big bad of each mod is a dragon or dragony type thing for each mod
do we assume CR 6 at end of mod 1, then from then on (CR 8,11,13,16,18) at the end of each mod
for the first mod a simple very young green dragon.....from then on Im open to suggestions?
its a vaguely sylvany type setting
How are parties managing to ensure everyone gets something to do. What i mean is:
The last thing I rsn was kingmaker with its dungeon-lite environment.
I am planning to run this, BUT im finding even as a player in Brinewall castle in JR, I have noted some players getting a bit meech, with the tightness of the 5ft corridor, stuck in the doorway, etc
it maybe we havent dungeonered for a bit and are rusty!!
so im going oracles/sorc / MT.....i know, i know
at 3rd 0r2/So1...level if:
what damage would a burning hands do?
she is great fun to play, running around on her wolf as a nature oracle, so not looking for advice how to be better...just what that spell does?
thanks a lot
trying to be topical....
Golarion runs on magic
And magic runs on:
......Diamond, silver, quartz, onyx, mercury, phosphorous and 4 dozen more precious and semi-precious materials
What if, throughout the world, these started to dry up....wizard and clerics of all colours and outlooks would start to loose their ability.
-the ill would stay ‘unrestored’
-the dead, would stay dead,
-the dead, would not be undead
-towers would lay undefended by the ‘arts’....
And hundreds of other spells would become in short supply
The repercussions would be enormous
The Price of Power AP, an adventure path that spans the whole of Golarion.
Intrique, trade, diplomacy, treachery, wealth and terrible secrets await......
Part 1: the party are gathered at Absalom, centre of the Inner sea. Called there by a mix of the great and good. Traders, clergy of light and dark, arcane dabblers, all looking somewhat uneasy. The party first task is to see why a large number of dwarven mines have just closed their gates and are no longer shipping their commodities. Research has shown that the closures started at one particular dwarven owned mine just over two months ago. It is one of the few mines that supplies a certain as yet undisclosed to the party resource, and on the quiet, so as not to upset any interested group or faction, a low level delegation is to be sent to investigate, made of of interested representatives.....
This AP suits any and all alignments and the bigger the mix the better. One thing all factions, and worshippers agree on its that Wealth is good.....or bad...dependent on how you use it! The group are forced together and best set aside any immediate differences
Traits. Am working on traits that are inter-dependent on the party rather than the NPC ones seen in many AP’s
can you use two of these in a round (ie use your standard as a swift?). I see the rules that says you cant, i just wondered what the thinking behind it is, as a standard action = more energy/effort than a swift?
if a high level bard starts a performance as a swift action, moves, changed performance as a standard action...does that take up 2 'charges'?
wild shaped druid is an allosauros
Is it correct that the gargoyle can only attack back with a claw, and not his horn, gore, beard, or any body part he likes to strike with!!! and he can only do it once?
not looking for a list of all that grapple entails.
I am gonna playtest an AP im writing (see elsewhere where the party will be L/N/G...an
i can see how a LN cha7 may be 'stern', and a CN cha7 would be 'rude'...apart from being quiet and helpful im wondering how a LG person with 7 cha, so a monk, ranger, etc would 'be'?
see elsewhere I am writing up an AP for a LG party
Trying to create about 15 campaign traits
This is the 'crunch' list I have ths far. Anything over powered? I appreciate some may be duplicates from other sources, but a lot of campaign traits are. will add the fluff later
-You gain a +1 trait bonus to AC whenever you are defending the weak. The weak are any good aligned entity with a CR of 1/3 or less that you are trying to protect within 30ft.
-You gain a +2 trait bonus to saves against negative energy channelling
-Your [cure) spells give back 1 more hit point
-When you channel positive energy to heal the living, if you rolled a 1 on a d6 are counted as a two
-When you successfully treat disease or poison the save is made at a +6 bonus (instead of the normal +4)
-+1 trait damage bonus with a longsword against demons
-Whenever a demon rolls to confirm a critical hit against you it does so at a -2 penalty
-You gain a +1 trait bonus to save against spell-like abilities used by a demon
-Any celestial template creature you have summoned with a spell has +2 trait bonus to spell resistance
-Any celestial template creature you have summoned with a spell does +2 trait bonus damage with it smite evil ability
-Any resolute template creature you have summoned with a spell does +2 trait bonus damage with it smite chaos ability
-Any resolute template creature you have summoned with a spell has +2 trait bonus to spell resistance
-+1 save against poison and disease from any demon
maybe you could get away with LN or NG, but essentially to get the most out of it you'd have to be LG
this is what im working on for my home group. i have parts 1-4 mind mapped out and the first couple more heavily detailed
This is what i have planned (and i wouldnt be so brazen as to suggest the fate of Aroden or close the world wound!!)
THE VALIANTS VIGIL AP
MODULE 1: THE LAST PRAYER OF THE DYING
MODULE 2: MERCYS MISSION
MODULE 3: THE LOST BEACON OF LIGHT
MODULE 4: WITH FLIGHTS OF ANGELS
MODULE 5: A CLASH OF SWORDS
MODULE 6: LIGHTS LAST VIGIL
Can a person spend 6 months playing an AP while being righteous and true without being a zealot? Can you kill, or talk to, things and return stuff to the rightful owner?
and if there isnt where would be a good setting in Golarion for me to write one about this half term holiday seeing for the first time ever i have no marking to do!!!!!
I know the mantra that any AP can be played by any class..BUT..is there one where the party really really should be LG.
so the party really doing stuff because it is utterly the right thing to do, they find a holy avenger and seek out someone worthy to take it too, there asked to deliver 10,000gp and will do all they can to get it there...ok thats all very sickly and shiney but i hope you what i mean
the next question is
would anybody play it?
ta for listening
Our group has gotten a bit big and a GM is asking for players to drop out so he doesnt have to GM too many. Its possible i may volunteer not to play this when he starts it in a few weeks
My question. Is this mod say 70% haunted dungeon / 30% other stuff.I really hated the over use of haunts in Burnt Offering, they where cool at first, then as a group we thought they where over done
no spoiler please
The Council of Magnamare, in our KM campaign has a number of LE councillors
I was wondering if an assassination attempt is rolled, against one of the them, i should throw in some zealot Erastilite Paladins and Rangers as the 'assassins', as it where?
might make interesting half fight / half social scene?
we do seem to roll assassination alot!
ive just finished part 4 / starting part 5
given both these things so hints to Numeria, has anyone made use of it.
I tempted for example to
Have the first atack on the pcs kingdom come from that direction, to throw them off
As it borders the pcs kingdom, what do you think the pcs can see from the edge of their kingdom?
im pretty sure it doesnt look very tempting for conquest??
Sorry if this is discussed elsewhere
It is nearly a year in our KM campaign since Varnhold Vanished. The party have been to tomb but retreated.
So, as the party have no way of knowing this is gonna happen, what if the Occulum recharges and the parties city are next?
aside from the economy disappearing down the tubes as 8000 citizens under 6 march off?? im wondering if this is too harsh to do the game?
anyone done it?
i tried,(even got some rends in, some run away and regens and stuff)
i really did, but the party waded throught the trolls despite not having a tank and the whole thing being one running combat....haste, grease, glitterdust...gotta hate them all
Hargulka (sp?) enters the fray
gets hit by flaming sphere, failes his save, his necklace then fails its save..boom, boom, boom..he then failed a number of saves against the fireballs on it
before he acted he'd taken 104 hp of damage incl 72 from the ruddy amulet
party earned 31,600xp in tonights session (they got 26,000xp last weeks)
my only joy was the owlbear trashing some vital blocks of their city!! I do fear for its safety next week
Ok, this was a fun fight, lots damage but no party deaths
1 Plants have low-light vision, but cant be blinded -im sure i saw that mentioned in threads elsewhere-that mean they shoulnt be affected by the smokey 'pyrotechnics' spell version, it got hit by when cast at the flaming sphere it was in, or can things still be concealed against it?
2. As it was Huge, and therefore bigger than the grease spell cast at it, was it immune (as it also cant be tripped)
3. Had it failed against the pyrotechnics, would the -4 str penalty been cumulative with the -3 it had from its (saved) against ray of enfeeblement [if it had failed against both spells would it have been at -11 strength!!!]?
Spell caster heavy party with bear companion, acting as a damage soaker!!
everyone bit over excited as all new and hyped up
made an encounter prior to reaching Olegs, to settle the party and get them concentrating!!
They did A, K, H, L and found hint to M
fully explored 2 hexes
earned about ~700xp each
Bit late in the day to advertise here but....
Running #43 in the afternoon slot, more possibely to be added.
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Long live Con-Quest!
Tickets are on sale from the Derby LIVE Assembly Rooms Box Office.
Advance price £6.00 [£7.00 on the door on the day].
This event is being hosted at a convention or other venue which requires a fee to get in.
#43: The Pallid Plague (PFRPG)
Multi-classed Paladin / Cleric
I am not completely sure how the Channel Positive Energy to Harm Undead works for this character. I was hoping for some help with this.
Here’s my hypothetical, starting with relevant attributes:
Levels: Cleric 1 / Paladin 4
As a Cleric:
As a Paladin. Not so sure about this. Says in the PRG that at 4th level paladin can channel positive energy like a cleric, the paladin level being the effective cleric one.
Questions for channeling as a Paladin: