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Thanks. My group is tearing through the tunnels beneath Jorgenfist.

DM - Thanks for your map contributions! My players have been really impressed by the quality.

Im planning on using some really low quality scans from the book. I look forward to your work all the same!


Has anyone seen or made maps for chapters 5 and or 6?


Hello there St. Louis, my name is Michael.

The majority of our group has been together about 2 years, and for the last 12 months we have been making our way through the Rise of the Runelords AP. Currently, we are approaching the end of Chapter 4, and the party is level 12. One of our players is leaving the group dropping the party to three members. The current characters are:

Human Samurai w/Arcane Trickster/Ninja Cohort
Elf Nature Warden w/Big Cat Animal Companion
Gnome Lore Oracle w/Love for using Brain Drain
Rat Folk Elemental Fire Wizard (our departing character)

We are looking for a player to fill the departing character's spot. The group ranges in age from late 20s to early 40s. We are all casual gamers with lives, but we make the effort to try and meet bi-weekly. Games take place every other Friday from 530pm to whenever(usually around 10). When RL commitments interfere with games, we occasionally meet on a Saturday afternoon from 11am to 4pm(ish).

Our next game will take place June 13th, and while normally our following games would take place June 27th and July 11th, a number of conflicts push our the next game to July 25th. Be assure that this is rare. We have never gone so long without a game session before in 15 months time for this campaign.

I host game nights in my home. I and two other players live near the St. John area(St Charles Rock Rd & Hwy170). Our third player is down south near Ronnies, and we have held games there once and a while. None of us are smokers, but I have two dogs and a cat(all small breeds). Once everyone is here, they are good at chilling out.

This is my first time as GM of an actual campaign, and so far the group is having a good time. Our style leans more towards combat heavy than roleplay, but we try to mix it in. We have every intention of completing the RotR AP, and when we do, we will switch GMs and probably start Shattered Star.

Like I said we are casual players. We aren't min/maxers, and were just looking to have fun. Our newcomer is welcome to play what they prefer, but a full arcane caster is what the group is losing. Characters are 20pt ability buy, 2 traits, must be non-evil(no trolls or jerks please), race may be core or featured, and everything must come from Paizo published material(no 3rd party stuff, its just easier on me). I only ask: no summoners and no drow.

If you are interested or if you have any questions, please post here or e-mail me at:

mistergreen06@hotmail.com

Michael


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Hello there St. Louis, my name is Michael.

The majority of our group has been together about 2 years, and for the last 12 months we have been making our way through the Rise of the Runelords AP. Currently, we are approaching the end of Chapter 4, and the party is level 12. One of our players is leaving the group dropping the party to three members. The current characters are:

Human Samurai w/Arcane Trickster/Ninja Cohort
Elf Nature Warden w/Big Cat Animal Companion
Gnome Lore Oracle w/Love for using Brain Drain
Rat Folk Elemental Fire Wizard (our departing character)

We are looking for a player to fill the departing character's spot. The group ranges in age from late 20s to early 40s. We are all casual gamers with lives, but we make the effort to try and meet bi-weekly. Games take place every other Friday from 530pm to whenever(usually around 10). When RL commitments interfere with games, we occasionally meet on a Saturday afternoon from 11am to 4pm(ish).

Our next games are to be Saturday May 3rd from 11-4, followed by Friday May 16th and May 30th from 530-10.

I host game nights in my home, and we usually try to take turns buying dinner for the night. I and two other players live near the St. John area(St Charles Rock Rd & Hwy170). Our third player is down south near Ronnies, and we have held games there once and a while. None of us are smokers, but I have two dogs and a cat(all small breeds). Once everyone is here, they are good at chilling out.

This is my first time as GM of an actual campaign, and so far the group is having a good time. Our style leans more towards combat heavy than roleplay, but we try to mix it in. We have every intention of completing the RotR AP, and when we do, we will switch GMs and probably start Shattered Star.

Like I said we are casual players. We aren't min/maxers, and were just looking to have fun. Our newcomer is welcome to play what they prefer, but a full arcane caster is what the group is losing. Characters are 20pt ability buy, 2 traits, must be non-evil(no trolls or jerks please), race may be core or featured, and everything must come from Paizo published material(no 3rd party stuff, its just easier on me). I only ask: no summoners and no drow.

If you are interested or if you have any questions, please post here or e-mail me at:

mistergreen06@hotmail.com

Michael


I will be GM for a RotR game of 5 players on a 15pt ability buy. SO far I think we might have:

Alchemist(Vivisectionist)
Magus
Bard (Archeologist)
Warpriest

Should we be ok without a full caster?

What about healing? Three of those spell lists have healing spells.

Does anyone have input on what might be an ideal 5th player's class?


Major_Blackhart wrote:

Hmm, I think he's pretty good.

He's feat heavy, not a lot of room for maneuvering, but overall seems solid on the feat side.
Greater Beast Totem might come into play a bit later. Isn't it based off of Barbarian level and not character level? If that's the case, I'd say get Reckless Abandon earlier so you can combine it with TWF and Power Attack.

Yeah, requires Barbarian level 10. So the earliest I can take it is at level 12 where I have it.

You have a point about Reckless Abandon. I suppose I will just move it up after Superstition and push lesser beast totem and beast totem back a tad. Its effectively just natural armor. Not likely to be using claws unless I am disarmed for some reason.


Fellow Pathfinder enthusiasts, I could definitely use your help with my tweak to the invulnerable rager build. As you can see below, I am taking the typical build and trying to add in the Thunder and Fang feat from Varisia - Birthplace of Legends. My character concept is to be a Shoanti of the Shriikirri-Quah who has traveled all the way to Absolam to join the Pathfinder Society. This character is NOT intended to be played in society, but rather likely to be my character for a Shattered Star campaign. I am free to use pretty much whatever from official Paizo sources. This is what I've got.

Tomeht Earth Hammer:

Human Fighter 2 (Unbreakable Fighter) / Barbarian 18 (Invulnerable Rager & Urban Barbarian)
(Human Barbarian favored class option, Heart of the Fields alternative racial trait)

Attributes: (20 point buy)
STR 15 (+2 racial bonus, +1 at 4th, 8th, 12th, 16th and 20th)
INT 13
WIS 12
DEX 15
CON 14
CHA 7

Traits:
Defender of the Society (+1 AC when wearing medium or heavy armor)
Birthmark (+1 Will saves)

Feats: (1st 2 levels are taken in Unbreakable Fighter)
1st – Weapon Focus(Earth Breaker), Weapon Focus(Klar), Endurance, Diehard
2nd – Two-Weapon Fighting
3rd – Thunder and Fang
5th – Combat Reflexes
7th - Power Attack
9th - Combat Expertise
11th - Stalwart
13th - Improved Stalwart
15th - Extra Rage Power: Increased Damage Resistance
17th - Extra Rage Power: Increased Damage Resistance
19th - Extra Rage Power: Increased Damage Resistance

Rage Powers:
4th – Superstition
6th – Lesser Beast Totem
8th - Beast Totem
10th - Reckless Abandon
12th - Greater Beast Totem
14th - Come and Get Me
16th - Guarded Life
18th - Renewed Vigor
20th - Regenerative Vigor

My concerns are the delay in getting Power Attack and the delay of rage power progression by taking the Thunder and Fang feat, but I love both the concept of the feat as well as being able to keep the shield bonus when making and attack with the Klar. Optimization is not of the greatest importance as long as I get the idea to work well enough.

Please, let me know your opinions and/or suggestions on making this work.

Thanks in advanced!


I'm currently GM for a party that has just finished chapter 3 and are currently making their way back to Sandpoint.

A couple months ago, one of my players picked up Mythic Adventures book, so his obvious question was "Is there any way I can use mythic rules for my character?". My straight up answer was no at the time. The party already runs with a 20pt buy, and I have upped the loot found just a smidgen. They would just tear the AP up, and I really don't want to invest the time to adjust CRs or make mythic additions for an entire AP.

Well, it just so happens that while I was prepping for chapter 4 and 5, I was reading through several messageboards and more than a few GMs expressed that the runforged weapons were "so what" and not that crucial to their BBEG fight at the end of the AP. I wanted to make there be more of a pay off for going through runeforge other than XP.

I came up with the following.

Alternative Runeforged Weapons:

A runforged weapon carried grants the following:

- The runeforged weapon can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, the weapon can be drawn upon to expend up to 3 rune power.
- Hard to kill - Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
- Surge - You can call upon your rune power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1dX (X determined by rune enhancement) and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed.
- A thassiloninan rune is etched, inscribed, or permanently depicted in some way on the weapon that grants a rune enhancement chosen from the options below. When the weapon is forged an ability listed for that rune must be chosen to be granted the listed increase. This choice may not be altered by any means.
- When forged, the weapon becomes attuned to the creator and does not provide any bonus or powers to any other character who tries to wield the weapon. Only one runeforged weapon may be attuned to any one character. Should the character drop, lose, or otherwise be separated from from the runeforged weapon, all powers and bonuses are lost and the character suffers a -4 penalty to attacks, skill checks, caster level checks, and saves until the item has been returned and held for one full round or 24 hours (whichever comes sooner).

Arcana
- +2 to INT or CON
- As a swift action, you can expend one use of rune power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today
(even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. You can't add a metamagic feat to a spell you cast using this ability.

Arms
- +2 to STR or DEX
- As a swift action, you can expend one use of rune power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden
attack, you roll twice and take the better result.

Shield
- +2 to CON or INT
- As an immediate action, you can expend one use of rune power to hinder a melee attack
made against you or an adjacent ally. Add 2 to your AC or the ally's AC against this attack. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature.

Divinity
- +2 to WIS or CHA
- As a standard action, you can expend one use of rune power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Leader
- +2 to CHA or WIS
- As a swift action, you can expend one use of rune power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The character must decide whether to make a reroll before the result of the original roll is revealed. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Guile
- +2 to DEX or STR
- As a swift action, you can expend one use of rune power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make this attack, it is resolved against the targets touch AC.

Experience
- +3 to any ability score
- You can expend one use of rune power to take 10 or take 20 on any class skill, even if threatened or in a hazardous situation. Taking 10 while threatened is a swift action, and taking 20 while threatened is a move action. You can use this ability with skill checks that don't normally allow you to take 10 or take 20.

With this, I intend to mythic up chapter 6 appropriately as well as the previously mentioned BBEG. That way, I can cater to my players, use some creativity, and minimize the time investment. Hopefully, it won't blow up in my face.

I would be interested to know if anyone has any thoughts that could polish this enough to make it game ready for the end of chapter 5.


Personally, I think all of the party suspicion can be leveraged to work to your favor. Tension is a great way to keep players interested and hungry for more. Give em a sweet roller coaster ride.

Pacing can be quite important. If you are truly concerned for how slow your players are progressing, first I would ask "Is everyone having fun and enjoying themselves?" Some people greatly enjoy planning and puzzling solutions as opposed to just kicking in the door. I would hesitate to steal this away from them unless it is taking away from the game. It could also be the case the players are just new and not confident in the abilities. They need to find their groove so to speak. If they are strangers, they may still be feeling each other out.

If you would like to push things along, remember as the GM you control not only monsters in combat, but the very world itself at all times. Use your town NPCs when appropriate. Example - while the party is discussing strategy have a town busy body approach to inquire what all the arguing and commotion is about. Or, while the group is discussing options, grant everyone a perception check to notice the curtain in the nearest window rustle.

You can be subtle enough to make it seemed planned instead of railroady. The idea is not to force the group into immediate action but to let your players know there can be consequences for inaction. Let the baddies get the drop on your conspicuous fellows.

Alignment

N

Strength 18
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 12
Charisma 7