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Benrislove's page
Goblin Squad Member. Organized Play Member. 860 posts (869 including aliases). 1 review. 2 lists. No wishlists. 16 Organized Play characters.
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If you're worried about character versatility, Fire Mountain Games - Way of the Wicked PLayer's guide, has a pretty good set of rules for beefing up a character the quick and dirty is 32 point buy +2 skill points/level. Designed as that adventure assumes you'll be solo, a good portion of the time.
Gwaihir Scout wrote: I'm actually doing this with a single player who has only a little experience, playing Second Darkness. This might be helpful to you, but we did most of it so I could avoid work on the GM side, as I explain later.
We went with gestalt classes, and decided one should be paladin for the save boosts, immunities to a lot of SoDs, and Lay on Hands. The player picked evoker/admixture wizard for the other because he likes gishes and we thought the utility would be important. Divination would probably have been more optimized for one player, but eh.
Final result: Angel-kin aasimar, 25 point buy and cheated on the variant ability table to get an extra +2 INT in exchange for alter self. Gestalt paladin/evoker, relying on the Arcane Armor feats to avoid spell failure. Max HP, and all healing is maximized. To make up for the action deficit, we eventually also had to throw in the old version of haste, where you get an extra standard action each turn. I still limited him to one non-swift spell per round. Medium XP track when it should be Fast for the 3.5 rules tends to keep the PC less than two levels ahead of the where the game expects.
As for the GM side, I changed almost nothing. This is not my only campaign, just a side game we started when our normal group couldn't meet regularly. So I didn't even bother giving out favorable loot, and didn't convert the 3.5 stat blocks to PF, except for upgrading some drow to nobles to maintain the CR of boss fights.
The hardest part was a dungeon at the end of book one where the PC was only level 4 or 5 and had run out of spells, only making it through the dungeon by using a wand of CLW every round. I had a NPC ranger tag along as backup in book two, but he probably wasn't necessary. A fight with a dragon in book three was desperately close. Once the PC had enough gold to get a really high AC to became untouchable to most enemies, with no squishier party member to protect... you get the idea. We're in book 5, so not sure how the end will turn out yet.
This has...
I'm surprised a dragon was even a threat by book 3. Smite + Resist energy + Stoneskin should have pretty much shut it out. I guess he went with wizard instead of Sorc, so he didn't have totally insane Cha, but yeah full EXP/Wealth makes PCs neigh invulnerable after a couple of books.
Rerednaw wrote: I second the recommendation of don't. You will have to heavily modify the AP. For example: what happens when the PC goes against a save and die spell?
I'd recommend a class with a pet/companion at the very least AND still give the player another character/follower/hirelings of some kind. And by another character I mean one under his control, not a DMPC.
You really don't have to modify the APs. If you run them purely by RAW (using xp and wealth normally) The solo PC will be pretty solid once it gets to around 3rd level, as you'll be outleveling/wealthing the AP. If it's a optimized character the character will have basically 0 difficulty after the first book, much like an optimized party. There is nearly always a work around for not having a skill or something, It's rough if you don't have good perception and diplomacy though, but traits exist.
My suggestion for Solo-player APs is use the "advancement track" and give the PC +2 levels (start at 3rd, level up when the Track says to) Then give the PC things they pick up to use for "free" and when they level up, have them set to their wealth by level table.
Save or Dies are super rare in pathfinder, So I wouldn't worry about it too much. If a PC dies to a Save Or Die, just play it out like they had saved and keep track of the deaths, if they die in a real fight, they lose, new adventure.
If you do this by RAW only level 1 is hard. after that you have more money then you know what to do with, take leadership and have your cohort craft all your magic items (even if you don't want him to come along) and you'll pretty much dominate the AP, if you know what you're doing :D.
HARDCORE MODE: is wealth by level table, bonus gold = 1/2 the value of items you find and use (since thats effectively what you save by not selling the item) and Advancement Track no bonus. This one is pretty rough, I'm playing an alchemist in iron gods this way, it is admittedly quite challenging. I just finished book 5, and am waiting for book 6 to come out. *I am allowed to keep tech consumables, like grenades and medlances*, but I really haven't used them much, as alchemists kinda handle that stuff on their own.
P.S. I didn't use Alchemical Similucrum to make a bunch of copies of annihilator robots or myrmidons, we decided it would be a bit cheesy.
My buddy and I have done most of the APs solo. Alternating which of us GMd
Shattered Star - I did it with a wizard, full xp and wealth, ended up using planar binding mostly to save on spells.
Kingmaker - Paladin - 1/4 EXP, but full items/wealth.
Rise of the Runelords - Cleric, negative channeler/shatter resolve. 1/2 EXP - Wealth by level table.
Reign of Winter - Oracle (battle, Half-elf Paragon surge) just started.
Iron Gods - Alchemist 1/4 exp, wealth by level table + found tech/consumables (through book 5, Certainly was easiest of the early levels as far as class power goes)
Jade Regent - Druid full exp/wealth.
Really the CR system doesn't work, after book 1 it usually gets pretty easy. The original idea was complete it in less than 3 deaths, but it's been pretty easy after you reach level 3 or 4, generally.
If you get full EXP and Wealth the APs aren't remotely a challenge after book 2 (had to start adjusting encounters up quite a bit).
Paladin is likely the best class for this, it's nearly impossible to kill and starts off quite strong, only getting stronger. Combat oracle/cleric are also excellent as you can "save" a bunch of gold via magic vestments and shield of faith.
Yeah it got run a million times at local cons, that I couldn't make it too so I haven't found a chance to play it, but I'm going to make it a priority now :D
There are also many ways to increase caster level. Paizo's game design believes that 20/m10 is the maximum character level, and everything they publish is based on that assumption.
looks like I need to play night march...
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i'm hoping Zen archer gets banned to I can rebuild into a more fun class, instead of this super broken monstrous thingy...
3 was by far the easiest of the bonekeep's. between 1 and 2 I think it's closer, though it did come down to 1 character with really high AC laughing at the monsters in both 2 and 3
Come on guys, one more to fire, looking at level 5-6!
Late on this. Sorry about the invoice, not even sure how I did that...
I re-uploaded the Sub-tiers sheet that Nathan King put together (someone mentioned it was missing on Saturday)
Flite has the right of it.
Mike posted at some point that he wasn't planning on sanctioning it, which makes me sad, but such is life.
Thomas Graham wrote: .... you sit down to GM a table and discover halfway thru the level 5 fighter has Boots of Speed because she spent 20-something fame in one bite to buy them (if you can spend 2 pp to get 750 why can't I spend more?) Wow, amazingly thus hasn't happened to me yet.
I think hard mode is awesome. I think some amount of diamonds given to some sort of thing might have been a bit much for the first instance. Though it was completely reasonable at 10-11.
For weapon in the rift, I thought it was near perfect (though I have to say, I think the 2x [Redacted] were actually a more dangerous fight than the 1x leveled [redacted] at the low tier.
Action economy and all that.
However, I really enjoyed this hard mode, if felt like the right amount of challenge to me.
yeah, I ran it with 5 level 3 characters, the Mi-go nearly slaughtered them, the rest of the dungeon was almost irrelevant.
it was a good discussion.
for the record, I totally think it SHOULD work, and allow in home games (though I consider it a house rule).
I really wish "ray" wasn't a thing, and the term was "weapon-like spells" IE any spell that requires an attack roll, but shrug.
Acid splash is sketchy, ray of frost works for sure.
may take 10, and CAN take 10 are different though.
May I take 10 "you're not distracted or threaten, so sure"
Can I take 10 "use magic device says no, so sorry"
Deceive Item says you CAN take take, overriding UMDs special rule.
Skill mastery says you may, which means "do so if you are able"
May means you have permission
Can means you have the ability
Deceive item does 2 things, because it specifically says you can take 10 on use magic device, then you can take 10 on use magic device, also you can do so while distracted/threatened.
It wouldn't allow you to take 10 if you were under another effect that prevented you from taking 10.
"You can always take 10 on this skill." doesn't need any qualifiers, adding qualifiers decreases the range of the ability to the specifics mentioned, that's how rules work.
That may not be the intent, but it is the RAW.
I don't know how you're reading "even if distracted or threatened" as "you can always take 10, no matter what"
how does "distracted or threatened" mean "regardless of all other things?"
Marthkus wrote: TriOmegaZero wrote: Marthkus wrote: Just don't bring up that opinion in GD or advice threads about rogues. I would think the uncertainty of a player being able to rely on UMD Skill Mastery due to table variance would be an extremely important point to mention in advice threads. It would be. It's a shame that how this ability works is pretty clear cut.
Going a little old-school, here is an ability from 3.5
"Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened."
Personally, I just read skill mastery with a basic understanding of English, these other examples are for people who don't understand that "even if" cannot be read as "if and only if". It doesn't mean "if an only if", nobody is saying it does.
"Even when distracted or threatened" means, Ignore "distracted or threatened" for determining if you can take 10. It does not mean Ignore the special text of the skill.
John Compton wrote: teribithia9 wrote: UndeadMitch wrote: Say, any idea when Wardens of the Reborn Forge will get sanctioned? Back when Carrion Crown got sanctioned we were told it should be out by the end of January, and here it is almost March and nothing. I'm just curious, I've been dying to run ths... Wondering this, too...hoping it's still going to be sanctioned--that something hasn't changed? I'm almost done running Dragon's Demand for the group and looking forward to getting to play one. :) In examining my schedule earlier this year, it was determined that I needed to push toward some very tight deadlines and prioritize those before sanctioning. I'm still working on some sanctioning projects off-the-clock, and they're not off my radar; however, I do request patience on the module front. At this time I do not have a date for Wardens of the Reborn Forge.
Oh, and I know the quoted section doesn't ask this, but yes, I believe we will sanction the Mummy's Mask Adventure Path. I'll have more information once I give the first volume a closer look. Just ask one of the pretty ladies around the office!
I'm excited to hear this news about Mummy's Mask :D
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displacement doesn't grant concealment, despite using the same mechanics.
blur does grant concealment.
you'd roll for blur to see if you hit the target, then you'd roll for displacement to see if it's the "real" you.
@yure CMB checks are attacks, and are subject to miss similarly.
Marthkus wrote: Benrislove wrote: I agree with redward's interpretation and argument, pretty much exactly. It's wrong, but that is your prerogative.
Just don't bring up that opinion in GD or advice threads about rogues. You're giving skill mastery additional abilities that it doesn't have. Not sure how that makes me wrong.
I would prefer that you don't advise many people to play with rules that don't exist, but that's your prerogative.
I agree with redward's interpretation and argument, pretty much exactly.
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As a GM, my discussions go much like johns example. As a player, I try to avoid grey areas.
I just scheduled dragon's Demand in campaign mode, we're starting next week. I limited it to 4 PCs.
This would be a much tougher sale for a convention I'd think, as they clearly want to get the most money out of their slots.
though, I also have 2 other tables scheduled, so it's a slightly different situation.
I only asked players to put the acts of Iomedae in order. If they succeeded I assumed their characters could understand the input device.
Mattastrophic wrote: Benrislove wrote: If you were bringing a brand new group from 1-12 what would you run them through! Hmmm... I'd likely do some sort of combination of Absalom Adventures, The Trials of Zarta Dralneen, The Shadow Lodge, and "From Oppara With Love..."
1: Confirmation, First Steps 1, First Steps 3 for no credit, Silent Tide
2: Frozen Fingers of Midnight, God's Market Gamble, Slave Pits of Absalom
3: Decline of Glory, Among the Living, Among the Dead
4: Murder on the Throaty Mermaid, Murder on the Silken Caravan, Many Fortunes of Grandmaster Torch
5: The Disappeared, Library of the Lion, Jester's Fraud
6: Realm of the Fellnight Queen
7: The Dalsine Affair, Midnight Mauler, Blakros Matrimony
8: Immortal Conundrum, Golden Serpent, Fortress of the Nail
9: The Harrowing (because it's so much fun)
10: Red Harvest, Hall of Drunken Heroes, Sarkorian Prophecy
11: Shadows Fall on Absalom, Wrath of the Accursed, Mantis's Prey
12: Eyes of the Ten
-Matt That sounds like a really cool, cohesive story. Gives people a good feel for absalom, and why the shadow lodge are working against us!
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Here's the concept. Pick each level, pick 3 scenario's at that level, do this 11 times. In a world where you are GMing for bright-eyed new players, providing them (and you) with the most fun PC career.
For me in order: not counting specials :)
1st: Confirmation, City of Strangers part 1, City of Strangers part 2
2nd: Quest for perfection 1, 2 and 3.
3rd: Before the Dawn part 1, Before the Dawn part 2, My Enemy's Enemy
4th: Destiny of Sands 1, 2 and 3. (I know 2 aren't out, but I love part 1 and want the whole series!)
5th: Heresy of Man 1, 2, and 3
6th: Sewer Dragon's of Absalom, Day of the Demon, Traitor's Lodge
7th: Rats of round mountain 1, and 2, Where mammoths dare not tread
8th: Glories of the Past 1, 2, and 3.
9th: Hellknight's Feast, Port godless, Weapon in the Rift
10th: Portal of the Sacred Rune, Cultist's kiss, Feast of Sigils
11th: Refuge of time, Words of the Ancients, Waking Rune
it's not perfect... I love all these scenarios, but the timeline is... sub optimal maybe I'll mess with it some more. If you were bringing a brand new group from 1-12 what would you run them through! (Or want to play in, if one of your players was going to step up and run!)
I just want to say, Talon is too soft. How are you supposed to build a playgroup without abductions and forced fun!
Grab someone off the street and teach them how to play
I was talking about older APs.
It's possible that they could have a volunteer get basic information about the AP under NDA enough to come up with boons and the like at least.
Andoran, spirit of liberty has suppress charms/compulsions and liberating command.
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Katie, I usually apply the chronicle, but go slow progression. That way I still play the same amount, but I get nifty boons and junk.
John made a post a while back, they want to sanction APs, but they need to focus on scenarios.
I know there are volunteers working on sanctioning APs, I'm confident that mummys mask will get sanctioned. I'm also confident that we won't hear anything until late march or early April.
It's assumed you own the CRB so you don't need to carry your copy with you.
Eric Clingenpeel wrote: Kobold Cleaver wrote: ** spoiler omitted ** Umm... There isn't one of those in that scenario...
Venture captains get free celestial armor.
Kobold Cleaver wrote: ** spoiler omitted ** Or used the int to not go first!
snickersimba wrote: *Places fluffy in the corner and then gets her the worlds strongest coffee then pushes eric off a random cliff* THERE!!!!! stop fighting. A cliff!?! I mean I know that Eric is a wizard, but that escalated quickly
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Mattastrophic wrote: 14. I will pray to the gods every day, begging that my stat block be written by Alex Greenshields. or that my accompanying encounter aspects were written by Erik Mona.
15) I will use the feats presented in my stat-block
16) I will have some vague idea of what is going on in my lair so I can prepare
17) I if possible, I will trip charging foes.
18) I will laugh when 17 happens.
Bumping in hopes more people FAQ it, seems worthy of a true ruling.
GM Derek W wrote: Thanks guys! I don't think it's worth the trouble of getting all the reporting revised, but I may simply retire the PC. He was a bit problematic anyway. One of 10 PFS characters I've built, and while I like him, it's not going to be the end of the world. Honestly, I was playing a bit reckless given the circumstances and paid for it in game consequences. I'm fine with that. No tears yet. ;)
Also, I agree that the GM's ruling does stand from a game-legal point of view.
I remember reading the rule in the CRB back when I GM'ed a game and one of the characters (another player at last night's table) got dropped to negative CON. I ruled that player dead. So I understood the rule and brought it up to the GM, but he made the alternate ruling. They all said they had done it that way before. Obviously I didn't want to raise a fuss, so I went with the ruling, but these are people that I'm likely to GM for again, and I am worried that now they all expect the rule to be something that it isn't.
it might be worth mentioning it at your next session then, just to raise awareness that you die at negative con.
I have delayed stabilization checks to initiative 0 before.
It is possible he actually thought it was beyond negative hp , easy mistake to make
Short version, you died. And are therefore dead
Long version, your GM was trying to be a nice guy.
well at least this discussion means I didn't overlook something obvious lol.
The "or exposed to" line of text is the major argument for me. My first reaction was "cloud kill won't exist anymore, so it's damage shouldn't exist" but then i re-read it and came to the conclusion that 1 was a very generous interpretation.
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no lies, that was the best typo of all time.
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