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![]() Currently in a debate with my friends about this topic due to a player wanting to play a barbarian character based on the Punisher. Here is where we are stumped: Chaotic or Lawful? He disregards society's laws and in doing so causes chaos since his methods are usually extremely violent. But he also has a code, his own set of rules which he would die for, and a strong sense of honor. Good or Evil? He protects the innocent and only goes after people who harm them, but then he truly takes pleasure in killing, and has executed many opponents he had already rendered helpless, and he has no qualms against torture. My vote is for LN. ![]()
![]() In my game we have changed the way traps are handled in order to not make trapfinding and disabling primarily just the rogue's trick. It's been well received and has made the idea of trap encounters fun and something to look forward to for the party. We removed Disable Device as a skill. On class skill lists that have Disable Device, Knowledge (Engineering) replaces that skill instead. Perception remains the primary way to spot traps, or at least perceive if something is amiss. Traps now have a Solution DC that falls under Finesse, Force, and/or Logic. Some traps may have multiple Solutions to bypass. For mechanical traps, Knowledge (Engineering), Craft (Trapmaking), or Profession (Trapsmith) can identify the mechanism of the trap and determine whether Finesse, Force, or Logic is needed to bypass it. For magical traps, depending on the esoteric focus of the trap, Knowledge (Arcana), Knowledge (Religion), or Knowledge (Planes) can determine the Solution possibilities to bypass or disable the trap. Magical effects on traps can always be dispelled or countered with the same spell or the spell 'Dispel Magic.' Finesse will require, usually, Dexterity based skills like Acrobatics or Sleight of Hand, or even a well placed arrow or skipstone. Force will mean some kind of martial action can essentially break the trap, whether it's destroying a component by dealing enough damage to it, jamming something into a vital mechanism, or some sort of Strength skill or check. Logic will indicate that bypassing the mechanism can merely require the solving of a riddle, puzzle, or possibly the possession of some obscure knowledge. This will require a Wisdom or Intelligence based skill check to show your party's warrior that nerds are cool. Lockpicking is now handled merely with Sleight of Hand, Craft (Locks), and Profession (Locksmith). The advantage to this method has been that the party has been able to work together to deal with traps, make trap encounters more cinematic, and decrease the reliance on a rogue in a party that wants to delve into ancient crypts or raid bandit hideouts. Also, and most importantly, it's been a heck of a lot of fun to play! Now my group looks forward to using their class abilities to outsmart the trapmaker! What are your thoughts or opinions? Could something like this be implemented to enhance Pathfinder 2E? ![]()
![]() I am reading the timeline and tidbits in source books, and it seems like the dwarves were superior in every way to the orcs and goblins when they were all in the darklands. They had vastly superior weaponry, stonemasonry, and magic. When they finally reached the surface they built the massive Sky Citadels. Then shit hit the fan. Half of them got overran by the very creatures that used to flee from them, the other half barely hanging in there (with the exception of Highhelm and Kraggodan) The only thing I'm missing is why their culture declined and their technology grew stagnant and forgotten after the quest for sky. Now if you want something awesome you have to go on a quest for some "forgotten dwarven artifact" or technique. What happened to these guys?! At least with the elves the excuse of their cultural decline is that they chose to leave via the elf gates leaving only a fraction of their culture behind. ![]()
![]() I have a player who is pissed because he made a melee grappling character with 18 STR, Combat Maneuver Focus (Grapple), and +1 BAB. He has a +9 to grapple opponents. With ncs having and average 22 combat maneuver defense, he has to roll a 14 or higher to grapple. Thats a 30% chance to succeed when he spent a feat to be the best at this. That's so silly. I was mad for him. The CMD and CMB system in Pathfinder worked way better than this. What is the reasoning for such a ridiculous DC? ![]()
![]() I'm playing a blind dwarf Oracle who worships Yuelral, elven goddess of gems and crystals. His thing is he was raised thinking he was an elf and is very racist against dwarves. The DM however is concerned that I wouldn't have any powers from the goddess because she wouldn't grant them to a non elf. Is this accurate? ![]()
![]() The Players in my game will start the campaign by breaking out of a Razmiran prison where they were awaiting execution for various crimes and for not denouncing their respective religions and seeing Razmir as their God. The prison will be run by one of Razmir's wizard-priests who will act as the warden and the boss of the prison. Many peasants work at the prison as servants. If the PCS kill the warden and reveal him to be a wizard using magic items, how should the peasants react? If they spread the story of fake priests how should the Church of Razmir react? ![]()
![]() A player wants to play a Necromancer in my upcoming evil-themed campaign I am running, and he asked about some of the problems he would face in my game. I explained to him that the biggest issue will be walking around with a growing horde of undead trailing in his wake. He asked if there was a way to fix that and all I had for him was buy invisibility rings for his undead. But it got me thinking, what clever ways could a Necromancer travel about and still keep his undead with him without arousing unwanted attention? ![]()
![]() So my entire 6 person group is fresh and new to Pathfinder...and d20 systems for that matter. So for the opening sequence of Giantslayer I decided to beef up the involvement of the Hopeknife Ceremony to get them all used to rolling d20s, hitting DCs, and applying modifiers. This is how I did it. The ceremony has the basic tug of war game which honestly I thought was rather lame. No one was rolling dice for it, no one felt involved. Afterwards though I announced that through the course of the celebrations there would be a raffle and in addition 4 other main events: Knife Throwing, Orc Trivia, Boulder Tossing, and a Drinking Contest. Each of these allowed someone in the group to be excellent at. The Raffle: I kind of spoiled them with this, but I had potions of heal, enlarge person, giants strength, and invisibility, masterworked armors, and the grand prize being a war-trained heavy horse. The tickets were 30 gp each (I made the price relative to the leftover starting gold each player had) and assigned each person a number on the d20 die to represent their ticket. At the end of the day I rolled for prizes and everyone managed to get something cool, as did a few NPCs. This led to some roleplay later that involved swindling those NPCs out of their raffle prizes haha. THe Main Events: So with the four main events, I allowed each player to sign up for a minimum of two of them. In each one that a player wasn't signed up for, I let them play the role of an NPC. This gave everyone something to do at each stage of the ceremony. Each event had a 1st, 2nd, and 3rd place, with prize money of 100, 50, and 25 gp, respectively. Knife Throwing: This one favored Dex characters. The rules were simple; each person signed up and in each round through a special throwing hopeknife at an orc mannequin. The kill spots on the orc were colored accordingly: DC 10 hit the blue parts, not lethal; DC 15 hit the yellow, highly damaging but not lethal, and DC 20 hit the red parts, the face, heart, and groin, all lethal! I broke it down to one throw per round for 4 rounds. Hitting blue was 1 point, yellow 2 points, and red 4 points. Everyone had fun and hilariously the elven mage beat the paladin archer in this game, a fact she hasn't let him forget. Boulder Tossing: This one let players show off just how strong they are. I made sure everyone had a different colored die (and had some for the various NPCs) and we all rolled in a shallow cardboard box all at once, applied each participants strength modifier, and gave points accordingly. The highest result represented the farthest throw, and they received 5 points. After that the next lowest and so on received 4, 3, 2, and 1 points. Everyone else received 0. After 4 rounds the results were in, points added, and the rogue beat the fighter and barbarian. Orc Trivia: This one was for the smarty pants' in the group. The way I set it up was I asked 10 increasingly hard questions worth 1 point each, and then a final bonus question worth 4 points. The first question was a DC 10 Intelligence roll, and each following question increased the DC by 1, with the bonus question being a DC 20. THe wizard won this one, but surprisingly the Barbarian wasn't too far behind. Drinking Contest: This one involved fortitude rolls, and everyone was super excited to drink, even if it was in a roleplaying game. I invented a local specialty firewhiskey that was donated to the event that everyone was drinking. The way the contest worked was starting with a DC 5 fortitude roll, each player would knock back shot after shot, each consecutive shot increasing the DC of the save by 1. Whenever a player failed by 5 or more, they received an increasing -1 penalty on future saves. If they failed by 10 they passed out. The rogue was the first to go down, and the barbarian won only after raging halfway through the event to push his saves a little higher haha. The unconscious players were revived by volunteers from the Sanctuary. Once everyone was semi-conscious, I did the raffle, rolling a d20 and calling out numbers. After every thing was said and done, the whole group had a fun time with non-combat rolling and roleplay, got to interact with the important NPCs in more than just dialogue, and they even got really attached to Rodrick Grath, moreso than if he had just walked up and monologued to them and then left as the AP had written (Which was perfect for getting them involved in what happened the next morning) In addition they all had stories and swag to brag about, as well as extra spending money to go celebrate with the other adults at the afterparty at the Ramblehouse. ![]()
![]() In a mummy's mask game I am starting later today I am playing a wizened yet vulgar wererat-kin wizard. I want to have him use profanities whenever he speaks, without actually dropping f-bombs and other common profanities in our world since I think that's be tasteless...instead I'd like to see if anyone can think of some great Golarion themed curses and profanities that a street rat would throw around much to the chagrin of the high born folk and to the amusement of everyone at the table. ![]()
![]() I love reading about the ancient necromancer lords, and I am curious about what are the real differences, other than their names and location, between Geb and Tar-Baphon? It seems like the only one is that Geb was actually successful in making a functional undead nation whereas Tar-Baphon got his arse kicked and sealed away. What in their philosophies and actions made it prudent for Aroden to fight Tar-Baphon and have a crusade led against his nation of undead and not such a massive undertaking been attempted against Geb? Did Geb not reanimate one of Aroden's heralds and use her as a mockery and a slap in the face against worshipper of Aroden and those of the holy knights who seek to vanquish the taint of undead on Golarion? The most I have read about anything being done about Geb are agents of Ozem sneaking in and attempting to sabotage things, but no where have I seen any cohesive effort to take the nation down. Anyone have any insight as to why the citizens of Golarion reacted to the rise of both of these necromancers in such vastly different ways, and why Geb is free to rule his own plot of land while Tar-Baphon was imprisoned within his. ![]()
![]() I've recently been thinking about how awesome a pathfinder game set in ancient Rome could be, assuming magic exists, after reading Rasputin Must Die Anyone have some ideas on plots or even major events in history that would be fun to bring to the gaming table. I've knocked around the idea of Gladiatorial type scenarios but from past experiences those can be monotonous. My problem is I can create the world but I am at a loss for what a compelling story could be. ![]()
![]() I am playing a tengu cleric of Shizuru in a Carrion Crown game approaching level 5. I am wondering what some ideal metamagic feats would be for a cleric. Since they lack blasting spells in the lower spell levels a lot of the feats seem like they'd be useless with the exception of Persistent Spell. Any one have some insight into metamagic feat selection for a cleric? ![]()
![]() I have been bouncing around the idea of running an evil campaign in the Darkmoon Vale area where the PCs are part of a werewolf pack who will eventually carve out a werewolf nation in Andoran. I want it to be very similar to the Kingmaker campaign, where they will need to slowly drive out, dominate, or enslave settlers of the Vale and establish territory for the pack while at the same time spreading their curse to strengthen their ranks or to throw settlements into chaos before moving in. Of course the nation of Andoran will not be happy about this and run a campaign to drive back the werewolves, protect the citizens, and take back their territory. I plan on giving the PCs the opportunities to make alliances with evil fey, evil dwarves of the Five Kings mountains, and neighboring countries to support and strengthen their campaign to create an autonomous werewolf nation. I want them to start off as natural werewolves because I don't want to deal with uncontrolled transofrmations where I have to NPC the player since that takes a lot of fun away from a game session. I am worried though on how to execute the main classes in conjunction with the werewolves, since it seems Lycanthropy pairs with the physical classes more than it would with the magical classes. As far as I know, when in animal form a player cannot cast, but could they cast in hybrid form? If so then there is no longer a problem. Just reading this, however, does anyone have any insight on problems that could arise or have ideas to add to this campaign concept? ![]()
![]() Pathinder Core Rulebook wrote: Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right This wording confuses me. Is it saying that if you make one attack with armor spikes, that you can't make a second, as per the Two-Weapon Fighting feat, given that your armor have enough coverage to allow for spikes around your gauntlet region? ![]()
![]() Some spells, like suggestion and dominate person, make it obvious to the victim that they are being controlled in some way, but some of the other mind-affecting spells have more subtle effects, like charm person and lullaby. I am just curious about how aware are the victims of those spells that magic has been cast upon them. I know if they see the spellcaster waving his hands around it's a dead giveaway, but if a person is charmed, say, while they are asleep, then woken up would they be aware that this person they see as a friend is actually manipulating them with magic or will they simply see them as a friend? Then when the spell's duration expires, do they go, oh shit I was magicked! Or will they simply wonder why they were being so nice and helpful to a complete stranger? ![]()
![]() I want to plan out a Human or Half-Elf Cleric of Callistra with the Luck and Trickery Domains, and the Deception and Fate subdomains, and want to mix in either a little bit of rogue or a lot of rogue, mainly to gain access to skills like Intimidate and Bluff, and also for the roleplay of it. I plan on focussing on Whips in combat, the standard Whip and the Scorpion Whip being my main weapons which I will use as battle field control and support while also aiding with healing for the party. The basic personality for the character will be that he is a liar, a sadist, and a chronic gambler (he is going to be for the Second Darkness campaign, hailing from Riddleport) Any ideas on some 10th level builds that will allow me to mix these two classes without making a complete mess of things, including Feats, Rogue Talents, and spells I should take. One Feat I want to take is "Enforcer" from the APG which seems like it would be very fun for my kinky cleric. Thanks in advance for any suggestions! ![]()
![]() In one of the campaigns I am participating in, mortality rates are rather high as the DM has a tendency to make very challenging adventures in an attempt to force us, as players, to use our noggins rather than our builds to successfully resolve situations. As a result, most of us tend to have back-up characters that we level up behind the scenes just in case one of our character perishes without hope for ressurection. One of my back-up characters is an elven sorcerer who has lived for over a century and has written many volumes chronicling his discoveries and theories into the humanoid mind (he's of the Dreamspun bloodline) He is very arrogant, so also keeps up a running series of books chronicling his adventures and daily life as well. I want him to have been able to publish many of these works and also be able to sell some of his books for gold as he travels around our DM's game world (which is homebrew, not Pathfinder). One of his quirks would be to cast suggestion on bad guys or people that annoy him and have them read one of his books in a quiet corner for a few hours. What are the rules for creating, writing, and selling books, and what determines the books quality? Skills I have been thinking of have been Craft (books), Linguistics, Perform (Literature), and Profession (Writer/Scribe). Are any of these close to what I would need? I would think for some material my character level (and resulting experience) would give bonus's to the content of the books and as a result increase the value. Are there any concrete rules for book creation? ![]()
![]() I have a few questions about the lullaby spell - it affects creatures in a 10 ft radius area and can be maintained with a concentration check. Do creatures that made their save have to continue saving each round that the spell is being maintained, if creatures move out of the radius of the spell do they become unaffected, and how would the answers to these questions pertain to the Dreamspun Sorcerer Bloodline ability to have the spell automatically last for 1 minute? As a DM of 5 years, I have never had a player play a bard (who lived long) or cast a spell like this, so I am a bit ignorant in this area of magic. ![]()
![]() Most times when I play a Wizard or Sorcerer I tend to forego combat and focus on spellcasting so I always end up taking Spell Focus, and now probably Elemental Focus, to supplement my character, but I can't help but think that as far as feats go, this is a little lacking in what it does. Yes, adding +1 DC is nice and all, but I think it should also add +1 to saves against spells of that school (or elemental in the case of Elemental Focus) from the spell caster with the Feat since it indicates deep study into an area of magic and therefore it would make sense that they would become better able to resist spells of certain type because of that. I am thinking about houseruling this in the future, so I may even move this into the Houserule board eventually, I am just curious about what you all think about the power of the feat compare to, say, feats like Improved Grapple and Power Attack. ![]()
![]() One of my principle peeves in D&D and then Pathfinder is that they make it seem like almost all werewolves are Chaotic Evil, which I can understand that many afflicted humanoids can be - having your mind shattered and rearranged with that of an animal's can be maddening, I would imagine, and would lead to many afflicted going insane and becoming killers. As such, I was very happy to see werewolves in David Gross's 'Prince of Wolves' book to be portrayed as something other than CE, which is an alignment that is shared with goblins and demons. I was thinking about it, and I decided that they are overall Lawful Evil, with some NE thrown in, since they band together and follow a strict hierarchy and code. As with most pack animals, especially those with intelligence, a degree of lawfulness seems like it would be required to maintain order in the ranks. Hopefully werewolves of Golarion will be portrayed this way in the future, because I thought that it was splendidly done by the author. ![]()
![]() Are there any decent builds that can utilize thrown weapons and still be able to hold up next to other more traditional combat-focused characters at higher levels? At lower levels thrown weapons are a blast, but later when you have to start overcoming DR and getting your weapons enchanted, it is much more economical to enchant a bow or crossbow than pay for the enchanting of a few daggers (as well as the need to get returning on them all) In the end, if you don't want to find yourself being useless, you are better off dropping thrown weapons and stick to standard melee and ranged weapons. Am I wrong? ![]()
![]() As the topic states, is the grease created by the spell "Grease" flammable? The question because a Elementalist (Fire) Sorcerer in my group wants to be able to cast 'Grease' in an area and then follow it up with a 'Ray of Frost' modified to the fire energy type to ignite the grease. Would this work, or would this ultimately be up to DM discretion? ![]()
![]() Another troublesome rule question brought up by my sometimes DM, sometimes player friend... While I am pretty damn sure that you cannot take "Improved Natural Attack" multiple times on the same natural attack, he keeps insisting that there is nowhere that says he can't. He is trying to get a natural weapon Ranger to have 2d6 claws in his attempt to maximize damage output. I read through the Feats section of the core book and nowhere does it say that Feats can only be taken once, so I can see where he might think he can get away with that, but I believe there has to be a reason somewhere that a player cannot do this because otherwise things can get ridiculously broken. Can anyone help clarify this for me (us)? ![]()
![]() The situation is that for the longest time I have seen Bracers of Armor counting as merely magical items that grant an armor bonus similar to the way the spell Mage Armor does, and therefore fair game for Monks, and in this case, Savage Barbarians, to use, however my DM is telling me that since they are worded in the Core Rulebook as "[granting the player] an armor bonus of +1 to +8, just as though he were wearing armor." he says that it is the equivalent as being armored and therefore nullifies the Savage Barbarian's class abilities. I am sure he is mistaken, but he is unmoving in his decision despite what I say. Am I wrong or right about this? ![]()
![]() I was wondering if Paizo had any plans to eventually make their own Modern/Future version of their Pathfinder D20 system, perhaps improving the dull D20 Modern system like they improved upon 3.5. I have ran many D20 Modern and Future games in the past and I have had to houserule the games so heavily in order to make them less dull and more coherent that it soon just became a pain in the ass to manage, and the group eventually just went back to classic 3.5/Pathfinder games since those in general tended to be more fun in terms of practical flair (if that makes any sense). ![]()
![]() I was curious about the natives of Arcadia. I am assuming that they are very closely tied to the Native Americans, but since they are in a magical fantasy setting they should have something special. Since they are separated from Golarion's brand of magic (and wizard schools), I would assume that most of them would be barbarians, fighters, druids, and maybe sorcerors. What I am trying to figure out though is what Gods do these people worship? Are the current Gods as we know them just the Pantheon for Golarion, and therefore would the other continents far from Golarion have their own Pantheons? I also was curious about the Andoran outpost that supposedly is located on the central-eastern coast of Arcadia. Is that talked about in the Andoran Companion that recently came out? ![]()
![]() Part of one of my upcoming campaigns involves the PCs (who will be Pathfinders) to delve deeply into the mysteries of old Azlant, including plunging into the depths of the Arcadian Sea itself to access large sunken ruins of old Azlant. I plan on heavily including Aboleths, which, trusting the Mordant Spire Elves, are thick as weeds on the bottom of the Arcadian Ocean and who also happen to be heavily tied with the creation and destruction of the Azlant civilization. I want to portray the culture accurately and I therefore was wondering what kind of magical technology the Azlant focussed on most. I understand that they are the original creators of Ioun Stones, which themselves seem to be sort of self-augmentation technology. But that alone couldn't have made them so magically superior to the "modern" state of things in Golarion, both technologically and magically. Did the Azlant perhaps invent the original methods to making golems, even creating artificial life (beyond modern Golarion golemcraft,) create wondrous constructs (similar to the ones found in Numeria,) perhaps even utilized elemental binding (similar to the Eberron campaign setting's magical tech?) I can create locations and stories and such on my own, I just want to be sure that I sort of hit the right idea when it comes to revealing the superior magical-technological capabilities of the Old Azlant civilization for my group that won't contradict too much with any future publishings by Paizo. Thanks in advance! ![]()
![]() I am going to be running a Seafaring campaign soon that will focus on the old Azlant Empire. The PCs will be Pathfinders from the Shackles who will soon find that the seemingly random missions their Venture-Captain sends them on actually get them closer and closer to recovering a powerful Old Azlanti artifact. I have read through the Seeker of Secrets book and one of the things that really intrigues me are the Ioun stones. If the PCs are going to be poking around ruins in the sunken continent of Azlant, I am sure they will find Ioun stones here and there, but there are a few things I am not clear on that I would love to know before I try to bring them into the campaign (without finding myself contradicted in an future sourcebook) : 1. How common would they be in the untouched Azlanti ruins?
Thanks! ![]()
![]() Hey everyone, I am making a Ranger to play in the second part of CoT and I was wondering what a good choice of favored enemy would be. I was thinking "Outsider (Evil)" since I believe shadow creatures and devils in particular fall into that range, but I don't want to find myself maybe fighting just one of those per adventure path. Without spoiling anything could you all give me some suggestions, or let me know whether or not going with Outsider (Evil) should set me up pretty well in the long run. ![]()
![]() Perhaps I am crazy, since I would have thought I'd see other threads asking this before, but where the heck are the level adjustments for the playable races in the Pathfinder Bestiary? I have poured over the stat blocks for multiple monsters, like the Aasimar, Tiefling, and Tengu, and cannot find anything resembling a level adjustment. Is it supposed to be up to the DM's discretion now? ![]()
![]() This may be addressed in the book but I have been unable to find where it says, but if a player along the course of it's career gains or loses permanently Intelligence points, would they in turn lose or gain the appropriate skills ranks and languages? For example, if a player uses a Helm of Intellect and wears it long enough to be an inherent bonus, and they level up, do they gain languages and skills ranks relative to that new magically enhanced Intelligence score or do they just gain only skill ranks to there true Intelligence ability mod. The reason I ask is because I was having some players make 11th level characters last night to run them through the Guardians of Dragonfall module while I wait for Basterds of Erebus to come in, and they decided that early on in their career they pooled their money for a powerful Helm of Intellect +4 and each leveled separatly, sharing and wearing the helm for a day prior to their leveling up, that way they got massive amounts of skill ranks. I GM ruled that their skill rank increases only went off of their true Intellect when they leveled up, that the bonus they got only applied to enhancing their Int based skills. Was I wrong? I assumed that Intelligence worked like Constitution, if the modifier drops so too do the extra skill ranks it would have given. Otherwise it seems really broken. ![]()
![]() Currently in the book it reads: "Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time." That doesn't make sense to me at all. Does it perhaps mean to say: "Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's level." And if it does, this is very good news for Clerics and Druids, Neutral Clerics being able to Inflict as a swift, then attack as a standard, or Druids being able to call nature's ally then do it again, creating a Zoo in one round. ![]()
![]() I am thinking about running a Pathfinder game when the new rulebooks come out with the PCs being afflicted werewolves. I am debating whether or not to set it in the Darkmoon Vale location, but that book really doesn't go overly in depth about werewolves other than brief descriptions of their organizations and where they can be found in certain areas, instead focussing on the standard humanoid factions dominating the land. I was wondering if anyone can suggest some good novels that involve werewolves as main protagonists or have werewolf heavy plots that are in the traditional DnD Fantasy setting. I am trying to get some great ideas for plot hooks and motivations for the players since most of the hooks in the "Guide to Darkmoon Vale" book involve regular players killing werewolves. If anyone has any good suggestions I would love to hear it! ![]()
![]() Question about the moldspeaker: Spoiler:
I just finished my second read of the AP and I began thinking of my groups past tendencies and how they may handle different aspects of the encounters. I began fearing for the orderly execution of the battle market encounter since one of my players is a chronic "kill it all instantly" type who claims its part of his roleplay...but that's not what this question is about. In regards to the Moldspeaker, usually when I had some legacy type event happen to a player that I planned on manifesting to its fullest in a much more climatic part of the campaign, they tend to overdue things or die somewhere along the way. If the moldspeaker were to die, should I have the mold on their arm attempt to jump to the first person that tries to handle the body or does the spirit of Vardishal die with the death of it's host? Also, if I should have the mold pass on to a new player, would Tempest also re-manifest itself into the new host's preferred weapon? Oh, and, smurf. ![]()
![]() I am promising a lot of people that I'd run this campaign for them (2 parties of 4) and they have the guide and the traits PDF to help them make characters, but a lot of them are looking for a solid date for me to begin running it. I was hoping to start it fairly soon in March, since the preorder release date says March 2009, however in my pre-order shopping cart it says expect it in April 2009. Which is it so I could let my people know as well as getting a definitive idea myself? ![]()
![]() I am promising a lot of people that I'd run this campaign for them (2 parties of 4) and they have the guide and the traits PDF to help them make characters, but a lot of them are looking for a solid date for me to begin running it. I was hoping to start it fairly soon in March, since the preorder release date says March 2009, however in my pre-order shopping cart it says expect it in April 2009. Which is it so I could let my people know as well as getting a definitive idea myself? ![]()
![]() I have searched the website and I have yet to find it, although Amazon seems to have it: Amazon LoG Player's Guide. I was curious when the store will have it and when I could buy the PDF so my players can read through it on their own time and think about what characters they want to make. ![]()
![]() I have been reading through the Guide to Darkmoon Vale and the three and a half (Haunted Forest) modules for that section of Andoran, and it seems like a really well developed section of the Pathfinder world. I am sure that the Osirion and Riddleport locale APs coming up won't touch on that region, but damn wouldn't it be awesome to have a campaign in an area chalk full of werewolves :D Only thing I can see that would make the creators of the game hesitant to make an AP for this area is the high chance that one of the good PCs will contract Lycanthropy in a multitude of encounters and cause the group to get heavily side tracked trying to cure them, put them down, or perhaps even letting them manifest it and embrace it (even if it means changing the Average Character Level of the group.) All these are things that I assume are hard to write into a long Adventure Path, so it is no wonder we haven't seen them expand on this area in an AP nor see plans for them to do so. Though wouldn't it be cool if they made an AP where the PCs are Neutral-Evil inclined inflicted Lycanthropes? Perhaps even offer some character option feats for Lycanthrope Castors to allow easier casting in hybrid and wolf forms similar to Natural Spell (without taking a butt load of metamagic feats) as well as new Shadow Pack only druid/cleric spells. The player guide could instruct the players on how to give themselves a solid backstory about how they have integrated in Falcon's Hollow society, be they Loggers, Game Hunters, Eccentric Shopkeepers who go on monthly trips :P Perhaps its just the werewolf fanboy in me, but I have run this idea with a lot of the guys I play with weekly (we are going through Rise of the Runelords right now) and they all think a werewolf AP would be a lot of fun. I am toying with some ideas of my own to make a game, since I made a good 4 month long Pathfinder Campaign story from scratch a while back but after going through Runelords my works pale in camparison, and also I'd hate to run my group of Pathfinder fans through a story that contridicts the current developing Pathfinder timeline.
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