It's not a composite bow, is it? 'Cause if not, it doesn't have any damage modifier, Dex or Str. You just roll your weapon die for damage.
Hope I'm not misunderstanding the question. Melee weapons add Str to both attack and damage, while ranged weapons use Dex for damage but have no damage modifier. There are exceptions, such as for thrown weapons or the aforementioned composite bows. A few classes also get features that let them add Dex to ranged damage.
So your current messed up Dex does indeed leave you with a -3 to your normal ranged attack. With your base attack and normal Dex modifier that should leave you at -1, yeah.
Oh I'm sure he does. The whole "I'm just a dude in his pajamas" remark was supposed to reflect how Kade sees himself. He hasn't caught onto the fact that he's anything special. Within the party he sees himself as the NPC sidekick to a quartet of PCs. Was not at all meant as a jibe against Marcus.
And I really don't know the monk very well myself. First time I'm playing one, so I guess we'll find out what role they're best suited for together.
Neat! Thanks, man. Don't overexert yourself though. I wrote the guy with a decade long gap in his life and as a willful social outcast for this reason. I'd hate to make too much extra work for you. You can assume that Kade is fairly ignorant about the goings-on of the place, even 10 years back. All the same, I'm sure everyone appreciates the background knowledge.
Oh, and good posts from everyone involved so far. Liking the crew.
@GM ROBOGEISHA: in the interest of expediency, could we say that Kade was another guard sent from Belhaim to meet the caravan at the halfway point? Makes some sense as a precautionary measure against whatever could lie ahead on the road. That would also mean that all the characters are already familiar with each other. Would that work?
GM R0B0GEISHA wrote:
Welcome all and congratulations on making it!
Thanks for having me, man. Appreciated.
GM R0B0GEISHA wrote:
1. I noticed that a few of you have Belhaim in your background. I failed to mention this in character creation, but a significant portion of the adventure involves getting acquainted to the area and its population, so it would be best if your past with the town is changed or left out entirely.
Oh boy. Am I about to be difficult. Considering that I tailored the character to Belhaim and made sure to have a connection with the place, I'm struggling to see why I was accepted. I'm hoping that you can elaborate, because if you are asking me to rewrite character motivations and whatnot I'm afraid that I'm out. Best to lay that bare immediately.
Is this an issue of not having the PCs knowing anything about the town, or that the setup requires all PCs to be caravan guards arriving at Belhaim? Because if it is the former I also wrote in the whole "decade since he's been in town" thing to justify that my character doesn't have the lay of the place anymore. If it's the latter then I wish you all a good game and apologize for wasting your time.
Fashionably late, as I am wont to be. Hope that you enjoy looking over Kade, but I understand if you dismiss him at the sight of that wall of text.
Starting gold:: 1d6 ⇒ 1 x 10 = 10 gp
Aaaand I'm officially the poorest bastard the rules will possibly allow me to be. That fits the character actually...
That part in bold could be what saves you. Like Shaun and Raynulf I too have played with this type before, and it can be tiresome. The only reasonable, adult thing to do is let the poor sap go through with their ill conceived plan against the NPC with several levels over him, and then get rightfully smacked upside their thin-skinned head. Actions should have consequences. However, I'm going to advice against this. The adult reaction is not appropriate here as the problem never would have arisen if the player could behave like an adult. The player will just get increasingly prissy when his frustrations find not an outlet, but yet another imagined insult when the Captain successfully defends himself. A moody player at the table will just ruin the session for everyone.
Instead, consider playing up the reunion between Marquel and the Captain the next time your play. Emphasize the Captain's worry about his lover and that he might have been in an agitated state when he tossed this mission on the PCs' shoulders. Try to elicit sympathy and maybe this player will find it in his sensitive little heart to forgive him. As GM the best thing you can do in this situation is to try and defuse the situation, not to meet force with force.
Right. So. Posted part 1 of Zheng's master plan and I don't know if I went too far. The idea is to give us something fun to do in town, but if people aren't feeling it, then no sweat. I left it as is, so that you guys have a chance to get involved if you want to. If not, then I'll just post a probably equally big part 2, Mowque will have to post some reaction from Chyou and that's that. Game is right back on track, hopefully without any disruption from my end.
Mowque, we talked about this privately, but if there's something in my post that you object to then just say the word. I'll delete the whole thing within the hour.
Definitely heed Haladir and Latrecis's advice; you do not want to overemphasize Magnimar, cool as the place may be. And while we're at it, be doubly careful with Dawn of the Scarlet Sun. I considered using it for my own RotR game, but decided against it as the plot of the module is too similar to events already taking place with the Skinsaw cult in the city. Perhaps consider melding the two somehow?
As for a module recommendation I'll throw in The Harrowing. It's a really fun, very colorful and uniquely Varisian adventure. I personally used it to spice up one of the long treks across the country the party inevitably have to make. It's excellent stuff. Do note, however, that the module almost requires one to own a physical harrow deck, but boy did my players enjoy having some tangible prop to play around with.
Putting the stress on the second syllable actually doesn't sound too bad, yeah. I suspect that this is more of a personal problem since we don't speak English at our table and the name just doesn't mesh with our spoken language, but still. Four syllables of which the first three all sound vowel-like? Yeesh.
GM Mowque wrote:
I say we enter Hwanggot through Po Li. I don't feel that the other route can be justified, though I could still be convinced.That being said, let's just take it step by step, yeah? We can plot as much as we want, but we all know that that dastardly GM is going to throw some dragon ninja/oni deity/undead samurai lord at us and all our best laid plans will go awry. So for now could we just say that we head for the nearest city, Khitai, and see what our situation is at that point?
All this aside, I would really like to see a decent knowledge (geography) check from Otrov first. Would be nice to know if us uneducated plebs are missing something.
So about that route; should we discuss this here? Because it seems like a big decision that going to shape the game going forward. I haven't got the faintest idea what route makes the most sense, so I'm not sure how to respond in game. Traveling by land means going through Lingshen, Po Li and maybe Quain, right? Or am I reading the map wrong? From what little I can read about those places they all seem perfectly civilized.
I still can't quite believe that there still isn't a rogue archetype geared around throwing daggers. Or is there? My system mastery is less than perfect so correct me if I'm wrong, but acrobatic rogues throwing multiple daggers as if they are projectiles is such a classic fantasy staple of the character type that it's baffling it isn't better supported. There's even plenty of official Paizo art depicting just such a rogue, and yet to my knowledge this idea can't be realized without some rule bending or expensive equipment and even then it's not particulary effective.
I'm writing this from work so I can't add anything more to Zheng right here and now, but yeah. Done. His character sheet is finished, although I haven't added it to his profile yet. Will do as soon as possible. Not sure whether to allocate these last two skill points into Sense Motive or Use Magic Device.
Sorry to see you go, Fabian. Have fun with your other games, yeah? And have a nice Easter too, man. That goes for the rest of you lot as well.
I also like game outline as provided. Shari, I'm usually the type to pick whatever sort of character I think can round out the party, so any character I propose here is subject to change. But that being said, I'll be damned before I play a game in Tian Xia without a ninja. Gotta have a ninja. Anything else would be obscene.
GM Mowque wrote:
But there are some ways around it. For one thing 'pages' of exposition can be handled in PbP very well, if you ask me. It can flow from the character's actions and own investigations...
All very fair points. But how about that Tian Xia, eh? I'm cool with the setting (and with the idea of blending a bit of Kyonin in there too), especially if the GM favors that suggestion. A more engaged GM leads to a better game, 9 out of 10 dentists agree.
And yeah, I am far more comfortable with posting every other day. I'll admit right here and now that I will not be able to keep up with a daily schedule of posts, much as I'd like to. I regret not being able to do so in Mummy's Mask.
'I really shouldn't be here' is what I'm telling myself. I've got enough on my plate as is, but it's very hard to say no to a GM offering to run a custom game for you. So here's my take on the generous offers at hand:
Osirion - I'm leery about the idea of reusing characters or plot, but from playing that small sampling of Mummy's Mask I found that I actually like the setting. Didn't expect the Egyptian theme to appeal to me, but for whatever reason it really does.
Cheliax - Hot dang, do I love Cheliax. The decadence, the tyranny, the pride, the undercurrent of desperation; I love it all. Would absolutely be up for both a goodly or nefarious game there.
Kyonin - Never been much for elves, but plane-hopping games? Adooore it. Yes please.
Tian Xia - I'm with Drogeney. Tian Xia is so underutilized and has huge potential. Like the east-asian flavor of it too.
Arcadia - and here's the one game I'm downright not interested in... The reason behind this is twofold: for one, selfishly, it just does not mesh with how I like to write characters. I prefer working within some constraints, using the setting and lore to write something that seems workable as per the established parameters. There are several reasons for this, but the problem with Arcadia is that there are so few of said parameters. We know so little about the place that we're free to do whatever we want. Which is lovely and all, but when you tell me to write whatever I want, I find myself incapable of writing anything at all.
Dwarven - Yeah, sure. Dwarves are fackin' cool.
So taking a cue from Drogeney and ranking these I guess my preference would look something like this?
Hope this helps and, of course, feel free to tell me how I'm wrong about Arcadia. I'm seriously up for just about anything with a dedicated GM; thanks for having me.
Your first link there leads to the wizard school Evocation, Nohwear. I don't really have much to contribute otherwise, as I have no familiarity with the hunter, but will echo Shaun in saying that the Urban Ranger is a fantastic choice for HR. Despite the 5 year gap in publication the archetype feels like it was designed for the path.
Do return in some months time to tell us how your hunter and ram handled the Ruby Masquerade though. I want to hear what expensive custom designed mask you bought for your sheep. I suggest dressing it in wolf's clothing.
Someone does indeed see your point, but I don't think you have too much to worry about. As written, Barzillai fully expects the Ravens to smell his figurative cooking because the Ruby Masquerade stinks to high heavens. That's his design. He wants them to suspect foul play and to be there when whatever's-going-down goes down. The Ravens are expected to be there because of sheer suspicion and because this is what they do: take every opportunity to get close to Barzillai and wreck his schemes.
But if you still intend to have the masquerade take place in Vyre, Dryder, there are more than a few questions you have to answer; more, I think, than if you simply let it play out as written. Why does Barzillai intend to kill citizens of Vyre? Does he know that the Ravens are there? Why would he organize a massacre in the house of such a powerful witch (more powerful than himself, in fact...) if he's trying to garner her support? How are his devil allies even going to get around Manticce's security and how are her own guards going to impact the event?
You know what? Yeah. I'm totally incorporating this into my own game. One of the few problems I have with HR (and I wish to preface this with saying that it really is a great path) is that it doesn't spend enough pages on the Lawful vs Chaotic dichotomy. Much has been said about how this is Paizo's quintessential CG path, but I see no reason why the Lawful types should feel uncomfortable here. Barzillai is working within the law only in the sense that he's rewriting it as he's breaking it. His regime is a perversion of rules that even the LN crowd should be utterly disgusted by. Never mind having a party of Han Solos; I could easily see myself GMing a group of Judge Dredds here.
Introducing a lone member of the Glorious Reclamation early on would be a good way to emphasize the difference in philosophy between the GR and... well, Kintargo as a whole. It's mentioned more than once throughout the path that even worshipers of Iomedae in the city are not on board with the GR, but no specific reason is ever given. Having a just, disciplined and just a bit too headstrong NPC trying to steer the revolution in a certain direction could be an alright way to emphasize the character of Kintargo; heck, probably the characters of the PCs too (because let's face it: in a path centered around a revolution the PCs are more than likely going to be even more chaotically inclined than the two-legged escapism vehicles we usually make are).
Mr Lone Glorious Reclamation shouldn't be played as being wholly negative; his purpose should just be to give a different perspective. He would probably work best as an ally, maybe even a leader of one of the rebellion teams. This would all come to a head during the final negotiations for Ravounel, because Gorbacz observation earlier seems spot on. In making peace with Cheliax, you are (in part) dooming the GR. Put the party in a difficult position. Be the principled paladin type and let the whole ship sink, or make the figurative deal with the devil, save your own people and let honor be damned.
And yeah, replacing the kukri-wielding assassin with a VERY misguided member of the GR, desperate to save his own flagging rebellion could be a real nice twist. I realize that this runs the risk of painting the entire GR as being the very worst Lawful Stupid has to offer, and may give the players a wrong impression of them, but honestly? Nothing I've read about the GR has given me reason to think otherwise of the guys.
Thanks for the inspiration, Axial. I'll be incorporating something along these lines in my own game.
James Jacobs wrote:
There were not "big editorial shears" involved in the adventure's development, and in fact, as with all of the adventures (and particularly with Hell's Rebels overall, which I put a VERY heavy development hand into in order to tie the adventures together more than I've ever done before), I added quite a lot of additional material...
Huh. Yeah, I can see that. Funnily enough, the Bastion is actually my favorite location within the Bone Tower. The idea of power hungry Barzillai hating his own lack of power as a child makes perfect sense, as does the punishment of infantilizing the petitioners there.
Thanks for the swift reply and for the little view into the editorial process, and while I have you here, thanks for the whole path, man. Looking forward to GMing it for my group. Will drop a review sooner rather than later.
Wow. I just finished reading Hell's Rebels all the way through (finally), and am writing just to express how impressed I am by this final installment. Credit needs to be given where credit is due and BtBoH just might be the best final installment of a Paizo AP I've read yet. Granted, I haven't read all of them, but I still feel the need to voice just how good this part is, especially so since I'm not seeing a whole lot of buzz around this final part. Although it has some odd leaps in logic here and there, everything presented here, from the engaging social encounter of negotiating for your country's rights to delving almost literally into the main antagonist's psyche is just top-notch stuff.
That said, one of the primary reasons I love this part is its finale and that it doesn't shy away from depicting the horrors of both hell itself and the minds of the sort of people that end up there. Those glimpses into Barzillai's mindscape are so tantalizing and evocative. In my own mind, they solidify Barzillai as the best developed antagonist Paizo has featured yet, a sentiment I know others share.
Don't worry, I'm a big boy who's been wearing his big-boy pants for a while now, and my table is no different. We can take it.
It would be neat to see the Anaphexia or Asmodean redactors used as the "good guys" at some point in the game. Knowledge so dire that it tears people's sanity apart is a cornerstone of Lovecraft, so having the normally antagonistic organizations usually maligned for hoarding knowledge and keeping the masses ignorant take on the role of guarding man's fragile psyche would be interesting.
It is also worth mentioning that linguistically there is nothing sexist or exclusionary about the word. "Man" does in fact refer to humanity as a whole and comes from a wholly different source separate from "woman", however unlikely that may seem today. Their etymologies are not the same. "Man" is not a root word from which "woman" was derived. Heck, if one were so inclined the argument could easily be made that it is one of the most inclusive word in the English language, doing double duty referring not just to those with a Y chromosome but to all people.
And more on topic, I like your contributions to the path so far, Shaun, both in this thread and elsewhere. I'm going to be changing Vyre slightly, even though it really is neat; the place doesn't quite seem sustainable as presented, and I play with a major sociology nerd whose outcries would be too disruptive to gameplay if I let the place be. Chief among the changes is going to be a tighter border control. The 'no name' policy will stay intact, but not just anyone is going to get in. Once you are in it's still all debauchery, but the "government" is wary of elements that could disrupt the status quo.
And the skum are out, replaced by sahuagin. For no other reason than that I don't like skum and do like sahuagin.
Open gob or not, these look absolutely fantastic. I'm especially impressed by the seemingly effortless transition from 2d artwork to 3d print. The models are easily recognizable as individual runelords and I can only imagine that a fair few hours of scrutinizing official portraits went into that. Great stuff.
And to answer the actual question: I always imagined the heads as being more stylized, yeah. Almost caricatures, with the exaggerated features that we know from political cartoons, except that the effect here was not to amuse but rather to frighten.
I'll share some thoughts.
Dakkon and his sword:
Kira and her lost memory:
Jolrael and her hunt:
Marlowe and the horses I can't think up anything for:
Deckard and his goblin buddy:
Tacticslion's wall of awesome
Dang, Tacticslion. You put some thought and time into that. Appreciate it, man.
I'm especially grateful for the insight on how to balance the player's potential buffs and nerfs, although the suggestions for other penalties to apply are great. I think I'm going to create a little table of select deformities, curses and the like, and then have the player roll maybe two of them himself. This guy loves random tables, so much so that I expect simply having the chance to roll for random effects is going to soften the blow for him.
Right, so for those curious this is what I'm thinking so far storywise: the 'slinger is damned to the Abyss and rightfully so. However, once there a demon lord intercedes on his behalf. Nocticula, being the ruler of succubi, knows about the affairs of Delvahine and has learned of the impending world-shattering threat of Mhar. How? I dunno, she's a demon lord; she has people.
Something along those lines.
Thanks for the back and forth, guys. Seriously, this has helped.