Thesing the Vampire

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RPG Superstar 9 Season Star Voter. Pathfinder Adventure Path, Rulebook Subscriber. 12 posts. No reviews. No lists. No wishlists.


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Pathfinder Adventure Path, Rulebook Subscriber

Thank you for the ideas. I was surprised to find that the map of Nisroch from Cities of Golarion works quite well for me. While I don't envision that my city is part of a theocratic totalitarian state, Nisroch has (a) an air of gloom and despair, and (b) a port district somewhat separate from the rest of the city, where much of the action can take place.

That said, I am definitely drawing inspiration from the Puddles district, and probably from some of the cities in the Shackles.

I guess I don't need to say this here, but I will: Pathfinder has incredible amounts of high quality material to draw on.


Pathfinder Adventure Path, Rulebook Subscriber

This is very helpful. Riddleport and Port Peril both have published maps and articles with interesting locations. Both would work well.

Bloodcove also sounds interesting, but I don't see enough published info on it to get me very far.

@Claxon, I have the Skull & Shackles AP sitting on my desk... I definitely need to spend more time looking through it.

Thanks for the ideas.


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Pathfinder Adventure Path, Rulebook Subscriber

My players are heading to a port city in next week's adventure (unless I stall them by a week with a pirate attack). I'd like to use material from one of the great port cities in published Paizo work.

Ideally the city was once great but has now become somewhat seedy and dangerous.

Magnimar might work, but it's a little too large and upscale. Also, the Irespan is almost TOO distinctive; in the city I need, there isn't a gigantic ruined bridge.

Wati, the starting city in the Mummy's Mask AP, isn't bad, but it doesn't look much like a port city.

Any suggestions?


Pathfinder Adventure Path, Rulebook Subscriber
Sunderstone wrote:
Try any book from the Shattered Star AP. The whole AP is a dungeon crawl broken into smaller parts.

Thanks, that's another good suggestion that I hadn't considered. I'll take a look. If you think of any particularly memorable ones, please let me know!

Warped Savant wrote:
the first book of Mummy's Mask has some good ones

I looked through this last night. The very first tomb in particular is a really nice little dungeon. I would want to upgrade the CR of some of the monsters and traps, but it could fit beautifully in a lot of settings.


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Pathfinder Adventure Path, Rulebook Subscriber

I am a longtime AP subscriber, but I don't remember reading Mother, Maiden, Crone, so I had missed that idea. Those are great little dungeons and would work well separately or together. That pit is creepy and well flavored for my campaign.

I'm going to look through Mummy's Mask as well... definitely some good ones in there. Thank you.


Pathfinder Adventure Path, Rulebook Subscriber

Thanks for asking. Ideally the party will be around level 5-7 when they get to it. I have some flexibility as to when I incorporate it, so anywhere from 3-10 would work.

I am willing to swap out some monsters and change the difficulty of traps. I just don't want to create something entirely from scratch, especially the maps.


Pathfinder Adventure Path, Rulebook Subscriber

In the campaign I am running, I expect my party will soon want to check out a cavern or tomb or dungeon that once contained an ancient evil. It's a good opportunity for me to throw in a short dungeon crawl.

Any suggestions for a great tomb or short dungeon from one of the Pathfinder modules?

I am pretty flexible on the specifics of the dungeon, and I don't care whether it's 1e or 2e, as I am willing to adapt it.

Currently thinking I will take a look back through the Mummy's Mask AP, as I'm sure there must be some gems I've forgotten. Ideas?


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Pathfinder Adventure Path, Rulebook Subscriber

Laughing while I'm reading your long post from yesterday, Tacticslion. Totally fine for Chromnos to open that one (and Kalindlara's post too). General knowledge of Golarion's gods seems fine, though I guess it must be potentially spoilerish, since the mods hid that info in an earlier post, didn't they?


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Pathfinder Adventure Path, Rulebook Subscriber

Thanks for asking, TL. I'm fine with suggesting that idea to Chromnos... could be a great choice for Umbra.

One caveat: I'd prefer that Chromnos not open that spoiler in your post, so would you mind suggesting the option in another post (or else I will)?

Reason:
It's very helpful to suggest Leadership as a feat option, but I would prefer not to refer to the events of the last two modules. I think it will be more fun for the players if they don't have a hint of where things are heading--even though you were appropriately vague in your comment! A secondary issue is that the nature of our gaming is that we only get to game about once or twice a year, so I end up condensing/omitting some parts, and I don't yet know what I will need to change. That said, I still expect that your suggestion will be a good one for Umbra.

Thanks for weighing in. I think this is going to add some great flavor to our campaign.


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Pathfinder Adventure Path, Rulebook Subscriber

GM here. I like the flavor of this. The other players have focused their backstories on more direct ties to the serpentfolk, so I like the variation of a player focusing on Savith. Among the other players, one is an escaped serpentfolk slave; another has some serpentfolk blood and may be an outcast from their society; a third had his home destroyed by serpentfolk.

Chromnos, we can discuss the mechanics of the class, but it sounds promising.


Pathfinder Adventure Path, Rulebook Subscriber
Avoron wrote:
Would that work for your purposes?

Yes, thanks, that works! It gives me ammo to go back to him and say that his proposal is overpowered, but here's a reasonable alternative.

Have you (or others) had experience with Improved Snap Shot? Has it seemed overpowered? I'm inclined to think that it's not a big deal, because he'll still only get one AoO per round. But please let me know if you think otherwise.


Pathfinder Adventure Path, Rulebook Subscriber

A player in my campaign is currently a 5th level spirit ranger who wants to become an "archery hyperspecialist" (his term). He asked whether I would let him take Snap Shot and Improved Snap Shot as ranger archery-combat-style feats.

My player wrote:

So what I propose is that, much like Improved Precise Shot, I gain access to Improved Snap Shot at level 6 as a ranger combat-style bonus feat. It's not even as big of a stretch as Improved Precise Shot (normally base attack +11), because Improved Snap Shot normally only requires base attack +9. So the proposed revised list of eligible ranger archery combat-style bonus feats would be:

1st: Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot
6th: Improved Precise Shot, Manyshot, Point Blank Master (APG), Improved Snap Shot (UC)
10th: Pinpoint Targeting, Shot on the Run

My inclination is to allow Snap Shot at 6th level and Improved Snap Shot at 10th. Snap Shot requires BAB +6, which seems comparable to Improved Two-Weapon Fighting and Manyshot. Both require BAB +6 and are available to rangers at 6th level.

Any suggestions?

Also, I read some discussion in these forums that Improved Snap Shot may be overpowered and perhaps shouldn't be allowed at all. Thoughts on this feat? Thank you.