Ageless Master

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Pg. 307 - B1 The tailings (CR 14) treasure

The +2 crossbow bolts of distance shouldn't have the "distance" special ability because it's exclusive to ranged weapons. I suggest to replace them with +2 crossbow bolts of seeking.


Hi everyone, I know this a bit late, but I have a question on this encounter too.

It seems to me that the jellies only have a +7 to hit which, against a lv 14-15 party, won't do much (Even the mage has 20 to AC), so I wonder how these things could even have a chance to inflict their effects, maybe I should treat their attacks as Touch attacks? But that maybe would be too much against the players.

How did you handle this? Did you use these jellies just to be annoying even if they have no impact?


Bellona wrote:


If running with benchmark XP, I would not hold the party back by one level.

We are using milestones for advancing with levels, I never liked to use XP.

Since you all agree that holding them back one level is a bad choice I'll use your other suggestions: adding mooks, boosting HP, change feats/spells.

Thank you all for your feedbacks!


Askar Avari wrote:
If you're not running XP, following the book's milestones should minus a level should be fine, especially if you have experienced players.

This is exactly what I had in mind, if they should have some problems I'll consider to change something in order to help them.

Captain Morgan wrote:
It is certainly doable, but your casters are gonna be feeling it. While martials will largely just be a little weaker numerically, casters will often be a spell level behind which greatly reduces some of the tools they can bring to bear. For example, a cleric in the party won't have access to the same level of condition removal. If you are playing with spontaneous casters who already have delayed spell levels compared to their prepared counterparts, this problem will be further exacerbated.

I see that the casters may have problems with the lack of that level, I'll try and see how they'll manage, if I should see that their options are too limited I'll reconsider this level behind thing.

Thanks for your help!


Hi people, I'm GMing a group of 5 heroes and, while I saw the amazing work Joey Virtue did, I was thinking if would be possible to not change the ecounters but leaving the group 1 level behind their normal advancement.

They are all experienced players except for one who is very new to the game, their characters are made with a PB of 20, I can consider to boost them to 25 in case, and their HP are "rolled" with the PFS rule, so that everyone of them has a good amount of HP.

What do you think? Would it case problems or is it doable?

I was thinking of this because I don't like to play at high levels much and, at the same time, it would save me a lot of time not changing every encounter.


Hi guys, I was wondering if there are any modules settles in the Hook Mountain region in order to incorporate one of them in our campaign.

My PCs have already defeated the Grauls and they're going to make up plans for retaking Rannick but, before doing that, I would like to incorporate 1 or 2 side quests.

I was thinking on pushing them to investigate the Paradise's Wreck, do you have any other ideas or someone else came up with something else? If so feel free to point me to a thread where this is already discussed.
Thanks in advance for the help!


Thank you very much for your hard work!
Since I'm a new GM that is running this AP with 5 PCs I'll definitely use this!

Please, email me the doc with the changes, if it's no trouble, here:
fabrizio.musella@gmail.com


Casual Viking wrote:

It's a reasonable house rule. Requiring people to take another way of doing the same thing they can already do, in order to satisfy prereqs, is lame.

Note that being able to choose the energy type on the fly is strictly a power-up, but Elemental Fury is pretty weak for level 18 as it is.

That's exactly what I think too, maybe it is better to let him choose only one element to use with "Elemental Burst" but with the freedom to choose the energy he likes for his "Elemental Assault".


Hi guys, I've been practicing with the Unchained Monk, I find it a good replace of the Core Monk.

But one of my players noticed this: what happens if an Unchained Suli Monk wants to take Elemental Burst?

Elemental Burst, as written, need the elemental choosen with Elemental Fury, but the Suli has Elemental Assault, which is very close to it (Elemental Assault che be of any type of energy instead of a only choosen one).

How should i rule this? Does the Suli qualifies for Elemental Burst even without Elemental Fury? If yes, should he choose only one type of energy to use with Elemental Fury?

Let me know what you think and thanks in advance for the help.


Hi sadie, I'm a great fan of your sheets, I always use them and I pretend my players to use them in the campaign I'm GMing (Yes, I'm a nasty GM, but for a good reason). Thank you for all your work!

As well as thank you I'm writing to you to ask if there's a reason why the Unchained sheets aren't on your site yet.

I'm using the Unchained Monk sheet that you posted among the others in a previous reply and them all seem pretty good to me.

Aren't them completed yet? If yes, please, take your time, I'm just asking out of curiosity since they seem available and beautiful.


Joey Virtue wrote:

I am planning on running this soon with a variety of amount of players. Long ago under 3.5 I did a conversion for 6 players that was very popular on the boards.

I am slowly working on a conversion for 4, 5, and 6 players on the go. I am using the formula for challenging the PCs from this GMs Guide to Creating Challenging Encounters if there is any interest in this I will post the things I have here, I also have Hero Labs files for all the encounters that I made changes to if anyone wants those also, and if you dont have herolabs I can post the write ups as spoilers on here as well.

And a site note this is one of the greatest threads on Paizo and thank you for every ones contribution.

Good luck with your work, I'm looking forward to this!


I see, didn't think about it in this way.

Thanks a lot for the help!


Hi guys, I stumbled in this matter while running the AP Rise Of The Runelords and I'm sure this's a very stupid question.
My players met "Shadowmist" a warhorse that was abused (He has 14 non-lethal damage) by a tribe of Goblin and in the AP is written "the PCs can calm him down with a DC 25 wild empathy or Handle Animal check or magic like charm animal".

While i get the DC 25 wild empathy check I didn't understand the Handle Animal check, how does it work in order to calm an animal?

The Wild Empathy check works this way if i got it right:

The is Unfriendly (20 DC) but they have to make it friendly to calm him down so it's a 25 DC.

Thanks in advance for the help.


I'll try to pass to my players all of these advices that your giving to me, if they still don't want to make another character they'll know that huge problems are ahead.

Anyway these players had a 15 points buy and i'll probably make the same changes to the AP as Joey Virtue did.

After all your responses i think that they can be balanced with just 2 char changes: a SongHealer Bard with a dip in Rogue, in order to provide a healing to the group and be able to find traps, and an Arcanist or Mage, also a Sorcerer wuold be good but, as i understood, there're a lot of spellbooks that will be of no use for the latter.


Thanks for your help guys, maybe i could suggest to the ranger to be a hunter instead (i also saw the archetype "Primal Companion Hunter", seems pretty good) and to the others if they want to do an Arcanist or some other spellcaster?


Hi guys, i'm about to start the RoTRL AP in weeks but i think my party will have huge problems through it, their composition is as follow:

Human Barbarian
Dwarven Barbarian
Suli Monk
Aasimar Paladin
Half-orc Two-Handed Fighter
"Something" Ranger

I still didn't read all the AP so i don't know if they'll encounter a lot of problems but, still, the party doesn't look balanced at all to me and they have nearly 1 year of experience in Pathfinder except one of them who would play for the first time.

What do you advice me to suggest to my players? Thanks in advance for the help!


With a bit of searching i found this amazing work of Joey Virtue for scaling the AP from 4 to 6 players, you can take a look there.

The only problem is that I don't know if these changes are still valid for the Anniversary edition of RoTRL, because they were made before it's release.


Just for the saying, i just found out that he has never read a manual of Pathfinder, he was getting his information from a site similar to "http://www.d20pfsrd.com/" but in our language, -facepalm-
Isn't there some sort of test to see if he knows the basic rules at least?


And if he doesn't do this kind of evil stuff, i should change his alignment and force him to become an ex-antipaladin


I believe the problem with an evil character it's not only limited by his objectives (Why should he help the party), but also by it's attidude: he wants to punish innocent people, impose himself, be a thief if he have the chance and so on, so there will be a lot problems with the guards in towns, especially if he kills someone (Think about the shopkeeper's daughter encounter, how would it end if i choose him?).
At least it would be a fine way to get rid of him once and for all :D


captain yesterday wrote:

The names Paladin and Antipaladin weren't the first clues they might not get along so well.

sounds like they both or just one has a plan and they aren't cluing you in to it.

out of curiosity what age range we talking here? high school (or younger), college, post college, older, so old they remember when Reagan was first elected.

We are all 20 years old, you're far more experienced as D&D players than us as humans :)

Anyway i already told him to reroll his character with a non-evil one, he will use him in another campaign.

Let me thank you all again for the help you provided me, you saved me from screwing things up and improved our experience :)


I think that my players are just unexperienced and they doesn't really know what to be a paladin and an antipaladin means, we started playing 1 year ago but we still have a lot to learn, me first.
The antipaladin especially is at his first time, he probably doesn't have a clue on what he should do and what he shouldn't.


Rogar Stonebow wrote:

why not force the regular paladin to reroll their character?

Paladin Paladin Paladin, its always about the Paladin. (Brady Bunch Reference)

I could also do that and follow the RotRL AP as an evil campaign as descripted in the Wayfinder 7 as "HEIRS OF THASSILON:“RISE OF THE RUNELORDS” AS AN EVIL CAMPAIGN" but i just don't want to do that, maybe in the future.

Anyway I told the antipaladin guy to reroll the character but he didn't take it good, he was like "Do we have to do the happily holding hands guys?" :).

For the kidnap problem i'll follow your lead, but i was wondering how to kidnap the paladin's daughter. Tsuto lures Ameiko to the glassworks with a letter and there's no way he could convince her to take the child with her (At least it's what i think) so maybe Tsuto could send a goblin to kidnap the child the night before Ameiko's disappearance?


Well, i think i learned the lesson at least, i just told him to do another non-evil character for this adventure.
Thank you all for the help, as long as there's constructive criticism i'll always accept it, sorry for hurting your feeling with my ideas :D

While we discarded the antipaladin, i believe there's no problem with kidnapping the paladin's aasimar daughter instead of Ameiko, am i right? I opted for this in order to give the players a more intense hook to the story.
Thanks again for all your help, it's very appreciated.


Hi guys, i'm going to DM for the first time with Rise Of The Runelords in a group of 6 players (I will adjust the CR of each encounter by adding 1CR point to the normal) but one of the players is an Aasimar paladin with a daughter in Sandpoint and another one is an Antipaladin of Lamashtu.
I thought that this couple could play a more important role in the AP.
Maybe instead of kidnapping Ameiko, Tsuto could kidnap the Aasimar paladin's daughter on Nualia's command, in order to lift her "curse" by sacrifying her to Lamashtu.
On the other hand, why should a follower of Lamashtu be interested in stopping Nualia?
I came with an idea, maybe i could tell him that Lamashtu himself told him in a dream to come to Sandpoint and join in a group of "mighty adventurers" in order to find one of his worshippers (Nualia) and help her in her quest. He won't know who is the one that he's looking for, Nualia will ask him herself something similar to "And you, would you stop be like a dog for them and show your very self?!" in order to let him join her in the fight against the others.
I don't think he would have a chance to win the fight and, if he loses, he'll get killed or sent to Magnimar for a trial, in any case he'll need to do another hero.

What do you think about these ideas? Please feel free to give me advices and to call me an idiot if you think these ideas are just stupid, as I said, this's my first time DMing, so I could have easily misundestand something.

P.S.: Oh, and sorry for my bad english!