I kinda want this mechanic to be a supplement to his class. So thematically its his shadow going off and doing things like grabbing an object for him (mage hand) running over to someone and whispering what he says into someones ear (message). Mechanically I dont want to give him another entity like an eidolon or familiar. I want the powers he is using to come from his "shadow" but they aren't really a part of him Plot for side campaign: His side campaign is going to take him down the path of becoming an assassin, his targets are selected by the an entity that promises him entrance into the shadow upon death if he follows the entities will. The targets at first are going to be "evil" characters. As time goes they will become more and more grey as to whether they are evil. The end of the campaign will be that the whole time the player while have been working for a Succubus who has been using him for their own nefarious plans.
Hi all. I have a Wayang monk within my campaign. I have decided to give each player a special side campaign that only progresses between main adventures within the main campaign. For my Wayang player, who is super into the dissolution, I have decided to give them an animated shadow (their shadow).My plans are as such. The player will now have a shadow pool (starting at 2 shadow points.) To start the shadow has two spell-like abilities (mage hand and message) each costing a 1 shadow point to use. My thought is that as the side campaign goes the stronger the shadow becomes. Gaining more abilities and more shadow points. Does anyone have any more ideas as far as powers I can give the shadow later down the road? I am giving every player special things from their own respective side campaigns so I am not too worried about this character becoming the "OP" character.
Haladir wrote:
OH RIGHT! I remember reading about Ghlaunder (and the module you mentioned). While this doesn't quite fit my idea I am definitely going to be using Ghlaunder in this campaign some place.
Possible spoilers? So I am about to run the Emerald Spire super dungeon. There are two pretty big towns that the PCs can visit. The first is Fort Inevitable which is run by a few orders of Hellknights. I really want to show the good and bad of Fort Inevitable. I think it will be easy to show the strict way of dealing with law breakers. What I am having a hard time thinking of ways to show that while the laws are strict they are actually beneficial to the town. For Thornkeep I am kinda looking for the opposite. Thornkeep is kinda a haven of crime since its a place for criminals to reside. I need ideas as to how to show that its a rough place. One of my ideas if the group enters Thornkeep that they get hit up at the entrance by the "guards" requiring to pay for access and maybe even have to pay to leave. Any ideas would be most appreciative.
shadram wrote:
My worry.. Spoiler: They are about to enter the science deck next session, which I feel like they will be able to handle (they are now level 2 and locked a door and rested 8 hours.) I feel like once they take Khonnir back, that they will then be able to meet Sanvil and the rest. The issue I am having is, if I have them meet Sanvil and then almost immediately have them get betrayed by him it is going to feel more like a gimmick then part of the story.
I'm just curious how other groups turned out during this adventure. Last night they defeated Hetuath but it was a very tough fight for them. They were level 1 still as they had missed some exp in the caves and they hadn't gone back to town. We ended the night with them holding up in Hetuath's room taking an 8 hour rest. My group has been pretty successful so they have yet to go back to town. In fact I don't think they plan to. I have made mention to them that it is an option but they seem interested on just pushing forward. Did any of your groups skip going back to town until they found Khonnir?
So we started our first session last night and it went well at least right up until the end, so Ill explain. Spoiler: The party consists of: Rendak, a goblin cavalier, who is trying to form his own clan, the only problem is he keeps getting his new clan members killed. He has local ties with Khonnir and has been around Torch enough that many people put up with him. Enfo, an android wizard who is suspiciously similar to Data from star trek. Emotionless he has added some comic relief to the store thus far with his matter of fact sentences. Enfo took the stargazer trait so he is out to find out more about the universe and his races' existence. Arg, the half-orc barbarian is almost what you would expect. Large, wields an earth breaker and isnt the brightest cookie. The technic league killed Arg's employer , Arg is a laborer, and so Arg is out to get revenge. Rodrigo, the human gunslinger is quite full of himself and very prideful. Once an owner of a gun shop in Torch, he was unable to keep it going due to the high taxes imposed by the technic league. So the night started out well, the group headed to the town hall, accepted the contract to find Khonnir, which Rendak was all for as Khonnir was his friend. After a few encounters with the locals the group headed to the Black hill cave. Two of them failed the fort save from the weeping pond so two were sickened for the fire beetle fight. Didn't really matter though as they made quick work of the vermin. Passing through the stalactite room none of them have knowledge local so they had no clue who the dead half-orc is and none passed the heal check so they aren't sure how she died either. Here is where thing get interesting. Three of the players were in range and site of the Blindhiem when moving into the next room. Two save yet the poor gunslinger did not. He still manages to fire his gun and hits the creature but barely wounds it (1 damage). Arg the barbarian changes the creature and crits with a power attack from the earthbreaker. 44 damage to the 22 hp blindhiem. Being prideful and quite annoyed that he is blinded, the gunslinger refuses help and uses the wall to guide him down the path. The group does not see the Skulk look out due to their watching over the party member. The group comes to the Skulk cave where Leupel steps forward and convinces the group to talk to their Chieften, She then leads Enfo and Rendak to Sef. Mid conversations about a possible truce, the Rodrigo and Arg have a ..."tif". Arg is standing in the Skulk cave holding Rodrigo up, Arg made a joke to Rodrigo says "well can you see yet?" Rodrigo offend, sets his pistol on Arg's shoulder and fires, attempting to deafen him. Rodrigo says "Can you hear yet?" And this is where we stopped for the night. Not sure whats going to happen because now they have spooked the Skulks. The party is split, there is some small infighting and the Skulks are about attack. The group is in a bad way. I cant wait to see what happens though!.
Hi All, I am about to Embark on GMing this adventure path and I was wondering how you all made torch feel more like a town instead of just one large tavern for the PCs to chill at between dungeon delves. I know Torch isn't the main focus of this part of the adventure but I always want it to feel more alive then just a place they spend each night in. Anyone have any thoughts?
Nohwear wrote:
Is this a live game? If so I am unfortunately unable to join. I already have two nights on my plate. I am looking for a play by post or play by email game. If it is one of these then sure I am in :D
Hello! I am looking to join any game really. I have done some play by post with friends a few years back and currently looking to find a game to start. I would love to play in real time but I am currently playing in a game and running 2 games 0-0 , so I figured I would try play by post again. I do not have a preference in character type, or in adventure path / homebrew but I would rather not play in either Wrath of the Righteous or Carrion Crown. ( I played in a WotR game and I am currently running CC) Other than that I can make any character for any game :D Thanks in advance and looking forward to some character development!
I have been toying with this idea for a game with some friends of mine. I am sure I am not the only one but I was wondering if anyone else had any thoughts as to if the Kingdom building rules would do well for a game in which players are controlling a kingdom instead of just one character. I looked around the forums to see if anyone else has tried this or had thoughts but didnt really find anything. Does anyone have any suggestions? Would you suggest another rule set for this? Thanks in advance!
I am currently running a skull and shackles game and one of my players (a merfolk Barbarian) has tried having a insult battle with Rosie Cusswell. I am terrible at coming up with insults on the spot. Anyone able to help me think of some good zingers to help put the scaly bastard in his place? Remember these are coming from Rosie so they are probably vulgar (you dont have to go crazy with it though)
One of my players is an oracle that is following a mystery that gives him the EX ability of Air Barrier. A couple questions here. First: Air barrier doesn't say what type of action it takes to do. I am assuming a standard but it doesn't say. Second: Do ex abilities act like spells as far as appearance and sound? is it overly obvious he just activated the ability? I know it says its and invisible wall of air that provides AC but how should we assume it is represented role-playing wise? Third: and really this question is just for me. Would someone attacking a person with wind barrier know something strange / magical is making it harder for them to hit the person? Like a swing is deflected by strong wind gust moving the character's attack slightly to miss? Really I just want to know others thoughts on this.
Yea I have suggested that he take the alternate racial trait and also he was thinking of a merfolk barbarian. He is an experienced player so I am assuming he knows what he is doing character wise I just wanted to know how to handle the beginning. For instance what is keeping him from jumping off the ship first chance of freedom he gets? Those are the issues I am mainly worried about.
I will be running the Skull and Shackles AP in the next month and one of my players has expressed interest in playing a Merfolk in the setting. While I plan on giving him some heads that playing a Merfolk will be really good in ocean situations it could be not so good on the land portions. I would prefer to not tell him he cant play a Merfolk so I was wondering if anyone had some ideas how to handle them in this AP. This is my first time running this AP so I really dont know what to expect, especially in the later books.
Brother Alester wrote:
You sir gave me the idea I was looking for! In about two months a buddy of mine ,who lives in china, will be back in the states for 6 weeks and I was looking for a good campaign idea for his return
Pretty much what the subject says. I am looking for a group to play with. I am free most weeknights and Sunday nights. Fridays and Saturdays are hard for me but I might be able to do a every other Friday or what not. I am pretty easy when it comes to games. I love PF but will play pretty much anything.
I am looking for a online group to start playing with but I have to admit I'm a bit hesitant for two reason. First I have never played using Gestalt which isn't a huge deal but just a matter of fact. Second, I am not sure how I feel with starting a character at 20. I feel like there isn't much development there and that the character would just be a insta-god at anything he focused on. Not saying that doesnt work for you guys, Im just putting in my 2 cents.
Hi all, So a buddy and I are the last two in the area of a group that lasted a couple years. We have been trying to find some more players in the area but with no success. (WV Eastern Panhandle if you are in the area let me know! ) So I was thinking of running a 1 on 1 game for my friend and probably incorporate the new mythic adventures in it to make his character more a focus / give some more power when fighting alone. I was just wondering if anyone else has some experience with 1 on 1s and was wondering if anyone had some advice. We do play over VTT sometimes with friends but its not the same as people in the same room. (just incase someone was gonna mention VTTs)
Hi all, Our group normally does rolled stats and so my character ended up with a 4 stat ability. I am currently playing with a bunch of different ideas but I am leaning towards putting it in Wisdom or Charisma. I was wondering how you guys would deal with this stat role play wise. (in case you are wondering I am thinking of playing a halfling slinger who is extremely gullible )
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