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![]() Running a homebrew using the playtest rules, I decided to lean on persistent damage a bit. The decision wound up frustrating a couple players due to the fact that recovering from persistent damage requires a flat check rather than a save or skill check. The folks who complained wanted the flat checks to instead be skill checks, so somebody very good at Acrobatics could clear off the acid faster, or somebody good at Medicine had a better chance to stopping bleed damage. It seems like it would have been easy to give persistent damage a DC based on the level of the source and allow relevant skill checks/saves to try to beat that DC. Out of curiosity, is there an advantage to making persistent damage removal a flat check rather than something skill-based? Also, have I missed a section of the rules where you can use skills, etc. instead of relying on flat rolls to fix persistent damage? ![]()
![]() Spell levels: Old players get it, but new players had trouble understanding that everything else works on a 1-20 scale but you have to be 5th level to cast a 3rd level spell. Spell points: Experienced players expressed irritation that Spell Points are not related to actual spells and suggested that Power Points would be a more appropriate name. Pickpocket: Explaining to a lapsed player that stealing an object is different than picking a pocket proved surprisingly difficult. ![]()
![]() A reading of the stat blocks for swarms suggests to me that they can be targeted by weapons, since they have resistance to bludgeoning, piercing, and slashing. But they're also immune to targeted effects, and the swarm description states, "Swarms are immune to any effects that target a specific creatures [sic] or a specific number of creatures." Technically, an attack targets a specific creature. So can my warhammer-wielding dwarf go to town on a spider swarm or is she out of luck like in 1st edition? ![]()
![]() One of the things I'm interested in with the upcoming edition change is how it facilitates or hinders the style of storytelling we've come to expect from Pathfinder. Looking at your favorite 1st edition adventures, how would the new rules that we know about impact them? As an example, "The Sixfold Trial" involves the PCs participating in a deadly play. Under the old rules, somebody who invested a lot in Perform (acting) had a major advantage in the auditions, while those without it had to kind of fumble their way through the performance. Under the new skill system, somebody without formal training in acting might still luck into the title role or snag some kudos on stage. Similarly, advancing friendships using the relationship rules in Jade Regent might not require as much of an investment in Diplomacy as it used to. ![]()
![]() So my son saw me printing out some stuff for a session of Pathfinder and wanted in on it. Prior to the adult game, I broke out the Beginner Box and let my kids have at it. We didn't use character sheets and greatly simplified the rules (basically, everybody did 1d8 damage, and a 10 or higher on 1d20 was enough to succeed at just about anything most of the time). I knew the Beginner Box was a great product, but I didn't really expect that it would be able to hold the attention of a 2- and 4-year-old for more than an hour. My son played a good zombie, and my daughter played a princess (grabbing the elf wizard figure because it looked the most princess-y). We ran through the entire first adventure, and my son even got creative and decided to make friends with some of the monsters instead of fighting them. This blog entry goes into a bit more detail on the session. Has anybody else tried the Beginner Box with very young children? If so, how did it go? ![]()
![]() Dangers of the Drowned Garden When the constant rain within the Sodden Lands mixes with burning acid, the villagers of Jula face death from above. A search for answers leads to the ruins known as the Drowned Garden of Yamasa. Can the adventurers learn the secrets within and end the acid storms, or will they fall to the dangers of the Drowned Garden? Dangers of the Drowned Garden is an adventure for 5th-level characters. PCs who successfully complete the adventure will reach 8th level by its conclusion. Background When the gnomes Sarkun and Trela came to the land of Yamasa, they fell in love with what they saw as an idyllic agrarian culture. They spent decades building the Sanctified Garden of Yamasa, a structure intended to celebrate the land’s history and culture with a display of crops, vegetation, and wildlife native to the region. Unfortunately, the Eye of Abendego struck the area not long after the structure’s completion. The Sanctified Garden sunk into the newly formed swampland, becoming the Drowned Garden. The gnomes perished in the halls of their great work and were quickly forgotten. The Drowned Garden eventually drew the attention of a shoggti qlippoth named Xzeraren. Accidentally summoned to Golarion by a foolish mage who soon learned the error of his ways, Xzeraren saw the Eye of Abendego as but a start – while it killed thousands, the land remained habitable to the hardy and stubborn. Through careful planning and the manipulation of dozens of spellcasters over the years, the qlippoth began experimenting with a ritual that could alter the region around the Drowned Garden, creating a deadly acid rain. This would leave the land barren and all but uninhabitable – a small victory, given the size of Golarion, but a victory nonetheless. Xzeraren has gained powerful allies over the years, most significantly a tribe of marsh giants led by the cleric Graldar. Claiming an eons-old connection to Dagon, Xzeraren gained Graldar’s favor and manipulated the clan into procuring the final piece needed to complete the ritual – a living black dragon. Now captured and bound, this dragon’s constantly flowing blood has infused the soil and the very clouds with an acidic essence. Caught in the midst of these storms, the village of Jula is but one settlement that now risks total devastation. Part I: The Burning Storm The adventure begins in the mountaintop village of Jula. The PCs may be locals, bodyguards hired to aid a traveler through the Sodden Lands, or treasure seekers exploring the area’s ruins. As they go about their business, driving rain approaches Jula from the northeast. Villagers shout a warning about “another burning storm” and run for shelter. Smoke rises from the mountainside wherever the rain falls. Anybody out in the open during the storm takes acid damage in addition to the effects of severe weather. However, the PCs’ access to healing magic and energy resistance makes them uniquely equipped to help others find shelter if they so wish. Following the storm, the village leader Father Heveril (LN male human fallen paladin 4) asks the PCs for aid, offering a reward if they can discover the source of the storms and end them. The storms seem to come from the hunting grounds of the dragon Kaladryx. If he wants tribute, we’ll give him that – we don’t have a choice. But we need somebody who can make him the offer and live long enough to run away if they need to. The journey to the dragon’s lair includes many perils, including extreme weather, natural hazards, and more. Disciples of the Sar-Gorog: A group of cannibals called the Disciples of the Sar-Gorog see the storms as an omen and have ritually scarred themselves with the acid, giving their skin the appearance of rotting flesh. As the PCs explore the swamp, the cannibals target them as their next meal, utilizing snares and poisoned weapons. Their leader, Kellyl Lathyr (CE female dhampir oracle 7), possesses a potentially useful item known as the shield of storm changing. Shield of Storm Changing Spoiler:
This +1 heavy wooden shield is emblazoned with a storm cloud motif. Three times per day, it can become surrounded by an aura of crackling lightning that grants the wielder electricity resistance 10 for one minute. While this resistance is active, the shield converts any form of energy damage done to the wielder to electricity damage. The Raging Render: Not far from the dragon’s lair, the PCs come across a heartbroken gray render. The render survived the most recent burning storm, but its giant frog “pets” weren’t so lucky. It now rages through the swamp, smashing everything in its way. PCs can fight the render or calm it down and help put its pets to rest. If one of the PCs speaks Giant and speaks with the gray render, they learn that a battle recently occurred at Kaladryx’s lair. The Empty Lair: Kaladryx’s lair shows signs of battle everywhere. The dragon and the majority of his hoard are gone, as Graldar’s tribe carried away the fallen dragon, their own dead (to serve as meals at a feast), and as much treasure as possible. Even an unskilled tracker can pick up the trail, and it leads to the Drowned Garden. Part II: Into the Drowned Garden Despite their small size, the creators of the Drowned Garden dreamed big, creating spacious displays and wide halls that unfortunately made it easy for the giants to claim it. The three-story building has an open air top level and a pair of observation towers. Due to its damaged and sunken foundation, the entire building is on a slant and the walls and floor are unstable. The ground floor entrances are collapsed and submerged, leaving the open top level as the best means of entrance. The giants have created a makeshift ramp to allow them access, but that entrance is carefully guarded. PCs can fight their way across this bridge or seek to avoid sentries through climbing, flight, and stealth. The Mossrock Gang: Once on the thick, acid-scarred floors of the top level, the PCs must contend with carnivorous plants, mud elementals, and a trio of merrow siblings known collectively as the Mossrock Gang. Having migrated to the Sodden Lands only to find themselves pressed into Graldar’s service, they are eager to distinguish themselves. The gang consists of Kurgott (NE freshwater merrow barbarian 2), Yerra (NE freshwater merrow ranger 2), and Tregat (NE freshwater merrow druid 4). More cunning that average merrows, the gang attempts to hunt the PCs, using their knowledge of the level’s hazards to their advantage. When they are ready for battle, Kurgott charges in while Yerra tries to maintain a ranged advantage and Tregat summons monsters as assistance. The Separated Spirits: The middle level of the garden houses the marsh giants and their slaves. A history of Yamasa is carved into friezes, though knowledgeable PCs can recognize it as extremely idealized. The ghost of Trela (CG gnome ghost druid 5) lingers here and offers the PCs assistance and healing in exchange for a favor: save her husband, who is trapped in a decades-long delusion created by a klefnim. Klefnim (CR 7) Spoiler:
These small fey have thin limbs and tiny heads that swell dramatically as they feed. Klefnims exist to share in happy thoughts and memories, gaining symbiotic sustenance from simply being around them. Possessing a captivating aura that calms those nearby into a state of inaction as well as spell-like abilities that include detect thoughts, invisibility, major image, and hallucinatory terrain, they seek out happy thoughts in humanoids and use their illusions to bring them to life so they can feed. Sarkun (CG gnome ghost abjurer 5) is hidden in a secret chamber, where he spends his days staring out illusory windows at a land that is no more while the klefnim feeds on the ghost’s happiness. While now immune to the klefnim’s captivating aura, the fey’s ability to create convincing illusions of the Yamasa that was has led him to become locked in a delusion even in death. Breaking Sarkun out of his delusion requires delicate negotiation. Those who show knowledge of Yamasa’s history, either independently or gleaned from the walls of the garden, have the best chance of getting him to accept reality. The klefnim does his best to counter the PCs, creating increasingly pleasant illusions to lure Sarkun back into his fantasy. If the PCs get Sarkun to accept that Yamasa is gone but not forgotten, he passes on to the Great Beyond. Trela remains behind to aid the PCs as she can, but will not venture beyond this level for fear of falling under Graldar’s control. Once the threat is dealt with, she passes on to the Great Beyond to be with her husband at last. Part III: On the Shores of the Acid Pool Defeating the bulk of Graldar’s forces gives the PCs access to what was once the garden’s ground floor. Now well under the earth, this level holds several flooded chambers. Acid pools and nauseating fumes abound here, as do the PCs’ final challenges. The Qlippoth’s Pet: Xzeraren doesn’t wait idly for the PCs to find him. Instead, he lays an ambush for them with his “pet,” a brineborn marsh giant named Greygill. Greygill has been subjected to repeated charm monster spells and soothing lies from the qlippoth, as Xzeraren planned on using him as a defender should the rest of the marsh giants ever turn against him. Xzeraren plans his attack where he cut the PCs off from reaching the ritual chamber. He sends Greygill in first and attacks spellcasters with his braincloud ability and spells. If Greygill looks likely to fall, the qlippoth opens flooded chambers, relying on his acid resistance and hoping that the rush of water will drown or dissolve the PCs. Beneath the Vivisected Dragon: The central chamber of the sunken level once displayed everything from farm equipment to rare seeds to crop patterns used by the Yamasans. Now it serves as a ritual chamber, where Graldar uses his magic to put Xzeraren’s plot in motion. Six run-colored obselisks circle a bubbling black pool. Chains run from the top of each pillar, holding up a huge black dragon that hangs a dozen feet above the pool. The dragon has been cut open from the base of his throat to his belly, and each drop of blood that drips into the pool causes the obelisks to shiver and the runes to glow red. Impossibly, the creature still breathes. Kaladryx (CE old black dragon) still lives, kept from death through healing magic but constantly cut and bled by the giants to feed the ritual pool. Graldar (CE marsh giant cleric 6) has no plans to let the PCs change that. Having already cast protection from energy as a failsafe, he repeatedly dives into acidic sinkholes within the room, coming up through the weakened floor to try to grapple and submerge unsuspecting victims. Killing Kaladryx: Spoiler:
Kaladryx is already near death, and PCs who finish the job stop the acid storm from becoming permanent. However, doing so invokes the wrath of Graldar, and the giant focuses all his fury on the adventurer who strikes the killing blow. Freeing Kaladryx: Spoiler:
PCs who heal the dragon to at least 40 hp and release him from his chains earn a powerful ally as Kaladryx enters the fight with a fury. However, if the dragon still lives after Graldar falls, PCs may have to negotiate themselves out of a tight spot. Playing on Kaladryx’s pride will help and might even get some gratitude from the dragon. Conclusion Defeating Xzeraren and Graldar or releasing Kaladryx (via freedom or death) prevents the ritual from becoming permanent. The acid storms end within a matter of days and the adventurers are hailed as heroes upon their return upon their return to Jula. Whether the PCs choose to remain in the area or move on, word spreads about the adventurers who overcame the dangers of the Drowned Garden. ![]()
![]() The Faceweaver’s Workshop
The boy’s spirit has passed to the Great Beyond, but his parents have placed a bounty on the head of the killer. Investigation both magical and mundane points the PCs toward a pub called the Fifth Flagon, which has been abandoned ever since it partially collapsed in the earthquake of 4698 AR. Just north of the Flagon lies another abandoned establishment called the Green Eel. Beggars huddled around a fire outside that building indicate that they have heard strange noises coming from the ruined building to the south, though none of them have summoned up the courage to investigate further. Both of the Flagon’s exterior doors are locked with good quality locks (DC 30 Disable Device check to open). An alarm spell on each doorway is in effect at all times except for the four hours immediately following sunrise. Attempting to open either door during this time without first dispelling the magic will trigger an audible alarm which will alert the inhabitants of the Fifth Flagon of the intrusion. In addition to the doorways, the Fifth Flagon can be accessed in several other ways. The collapsed southern wall opens to a 15-foot drop into the ocean. Although slippery from the ocean spray, that surface can be scaled with a DC 25 Climb check. The windows are boarded up, but anybody who makes their way to the 20-foot high roof can make a DC 20 Perception check. Success reveals loose shingles that can be removed as a full-round action to allow access from above. This Perception check increases to DC 25 if the PCs approach during the night. Lair of the Faceweaver (CR 8)
The smell of stale bread and cheap ale still lingers in the air of this establishment, mingling with the scent of decaying flesh and rotten wood. A pair of corpses lies on the tables in the middle of the room, each skinned from face to navel. A third central table holds strips of bloody flesh, sewing tools, and a woodworker’s awl. Over a dozen different wooden masks hang on the walls, each one wearing a different expression and many sporting patches of decaying skin that have been sewn onto them. Creatures: The Faceweaver is a soulbound mannequin inhabited by a man named Relos Suzain. Relos’ wife Esmerelle created the mannequin as his body succumbed to illness. However, this lease on life only bought them a few more years, as Esmerelle herself perished shortly afterward in the earthquake of 4698 AR. Unable to take any form except a wooden mannequin or the visage of a dead and lonely man, Relos has become obsessed with creating a new identity for himself. After years of failing to find a permanent means of transformation that he could use, Relos succumbed to madness, killing and skinning people so he can wear their form. Even if a mannequin with a patchwork face could pass as human, however, he has yet to figure out a way to properly preserve the skin and always needs to replenish his patchwork disguise with fresh corpses. The Faceweaver currently wears the wooden mask that serves as his soul focus. This mask sports fresh skin that covers its cheeks and forehead. The eyes glitter with orange gemstones and the carved mouth is permanently fixed into a wide grin. The Faceweaver has two companions, a pair of ghouls named Yatos and Zarren. Seeing an opportunity for fresh meals with little work needed, the ghouls serve as false friends to the mannequin, encouraging his murderous activities. Zarren dresses in tattered wizard’s robes, claiming to have been a sage in life and insisting that the Faceweaver is on the right track so he will continue bringing in new corpses for the ghouls to feast on. The Faceweaver (NE Soulbound Mannequin) CR 7
The Faceweaver’s Tactics If he has time to prepare for battle, the Faceweaver casts levitate on himself. He opens a fight by using enervation against any obvious ranged experts or spellcasters, then engages in melee. If he grabs an opponent while within 10 feet of the pit trap, he attempts to drag his foe to the pit so he can expose them to the rot grubs within. If reduced to 15 hit points or fewer, the Faceweaver takes one round to grab as many masks off the wall as he can and then flees toward the pub’s collapsed wall, diving into the ocean below. The mannequin will not pursue foes that flee the building, but will begin to pack up his workshop so he can seek a new location to work from. The Faceweaver will stop fighting if he is presented with a long-term way to assume a new identity, such as a hat of disguise or an illusion or polymorph effect that can provide him with a permanent new form. This requires a DC 24 Diplomacy check and evidence that the PCs will make good on their offer. The ghouls have no interest in letting their meal ticket go and will do their utmost to foil any chance at diplomacy. PCs who come to a peaceful agreement with the Faceweaver and who succeed at the Diplomacy check by a margin of 10 or more may even convince him to surrender peacefully and answer for his crimes – after all, Relos wants a new life, even if that happens to be the life of a criminal. Ghouls (2) CR 1
Ghoul Tactics The ghouls attempt to flank with each other to increase their chances of striking a paralyzing blow. When one opponent is paralyzed, they will move on to another. If they can’t close to melee, they flip over tables to provide cover. One of them will then throw tankards, plates, and other improvised weapons while the other attempts to sneak close enough to strike with his claws. The ghouls fight to the death and will pursue fleeing creatures if they think they have a chance to get a kill. Trap: The northern entrance of the Fifth Flagon leads right to the common room but is never used by either the Faceweaver or the ghouls because the floor immediately inside the entrance has grown rotten and brittle. The ghouls have found some use for it, digging out a pit and using it as a storage place for corpses they wish to save for later. The pile of bodies has attracted an infestation of rot grubs, and anybody who falls into this pit becomes exposed to the parasites. Corpse Pit CR 4
Development The beggars near the Green Eel will not enter the Fifth Flagon but will seek aid from the city watch if the battle spills into the streets. If the PCs convince the Faceweaver to surrender, he removes his current mask and takes down another one from the wall. This mask is one of the few that does not have patches of decaying skin woven onto it. It is a simple wooden face with a soft, contented smile. In this case, award them XP as though they had defeated him in combat. ![]()
![]() The dull gray scales of this dragon undulate as though a writhing mass within were trying to burst free. Black insects dart in and out of its hollow eye sockets and a shrill buzzing noise fills the air. Swarmwyrm CR 9
----- Defense -----
----- Offense -----
----- Statistics -----
----- Ecology -----
----- Special Abilities -----
A swarmwyrm appears to be a recently deceased dragon with dull gray scales, empty eye sockets, and a constantly writhing mass of flies and wasps surrounding every orifice. Because these insects live inside a swarmwyrm’s hide, many people assume that the creatures are magically animated by the vermin within. In truth, swarmwyrms are living beings, though how their maggot-infested organs function is a mystery that scholars have yet to explain. Swarmwyrms are believed to have originated in the Worldwound, where they sometimes serve as allies to demonic hordes. Crusaders initially believed them to be fallen dragons whose corpses were reanimated by some pestilent demonic force. They have since been found elsewhere, often making lairs in areas where carrion and insects are plentiful. An adult swarmwyrm is 15 feet long and weighs approximately 1,500 pounds. Dim-witted but sadistic, they enjoy crippling their victims and leaving them to die slowly in a sunlit area. Only when the body begins to rot does the swarmwyrm finally feast. ![]()
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![]() Horseshoes of the Storm Rider
Three times per day, a creature wearing these horseshoes can spend a full round action to stamp a circular pattern into the ground and gain the ability to rise into the air as though under the effect of an air walk spell. While airborne, a fog cloud emerges outward and downward from the horseshoes, making it seem as though the mount has created a cloud which it is now moving on top of. Creatures on the same elevation or above the steed can see it normally, while anybody targeting the airborne creature from below must deal with the concealment offered by a fog cloud. All four horseshoes must be worn by the same animal for the magic to be effective. The stamping required to activate the horseshoes can be performed by any creature with an Intelligence score of 3 or higher. Steeds with animal-level intelligence can activate the item if they know the Perform trick (see the Handle Animal skill for details).
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![]() The Hero’s Breath
Description
Once inhaled, the vapor is stored in an extradimensional space until released. When the command word is spoken again, the mouth opens and projects the stored vapor toward any target point with 60 feet. If normal air is stored in the shield, this projection duplicates the effects of a gust of wind spell. Otherwise, the effect of the absorbed vapor is released with the target point serving as the effect’s point of origin. The full effect of the stored poison or spell is duplicated in full for one round, after which the vapors dissipate. The shield can only hold one vapor type at a time and must expel its contents before absorbing anything else. Construction
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![]() So I started running Sword of Valor today, and was quite happy that the players took to Aron, Sosiel, and Nurah immediately. They especially seemed to like Nurah, and this may or may not have been due to the image of a pony-riding hobbit giving a King Theoden style speech to the troops before battle. The group discovered that Nurah had planted the drugs on Aron and interrogated her on the matter, but there was one problem: she wouldn't break. She stuck to her story, nobody was able to see through her bluffing, and she made all her saves against discern lies. There was evidence pointing to her being a traitor, but nothing concrete to really seal the deal. The group then searched her and found the wand of modify memory with only four charges left in her gear. They began to formulate a theory that maybe somebody had used the wand on Nurah or even forced her to use it on herself. Nurah rolled with this and, when subjected to an attempt to restore her memories, "recalled" an encounter in which a succubus charmed her and forced her to infiltrate the army. The group seems to have bought this story, and they've instituted a system where nobody in the army is without at least two other people nearby at all times. They've let Nurah remain with the group, but they've paired her with Anevia and Irabeth. This leaves me with a conundrum: -I could just have Nurah slip off at some point and flee the army, -I could have her remain as an infiltrator, although it seems like it's only a matter of time before Irabeth notices her casting undetectable alignment at the start of the day and/or catches a glimpse of her evil aura, -I could have the fact that the group chose to trust her start her down toward a redemptive path, or -I could toss out the traitorous background and roll with the idea that she was mind-whammied by a demon, complete with long-term implanted memories. I'm looking for ideas and suggestions. Right now, every piece of evidence the group has points to the idea that she got controlled by a succubus and forced to act against the army. Theoretically, that's all just an elaborate lie on Nurah's part, but her interrogation took up a good chunk of the session and I'm not sure I want to make all that work for naught just because they didn't realize what a practiced liar she was. Thoughts? ![]()
![]() I'm thinking of something along the lines of certain films or anime where you have a martial artist or weapon master run through a crowd of enemies, attacking each on his way by. Oftentimes, it ends with the attacker turning around just as the baddies fall over from the attack. Something along the lines of: Hypothetical:
Improved Spring Attack (Combat) Using your mobility, you can strike many foes in an area before they even realize you are there. Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +6 Benefit: As a full-round action, you can move up to your speed and make a single melee attack at your highest attack bonus against every enemy within range of your movement without provoking any attacks of opportunity from the targets of your attacks. Monks may use their highest flurry bonus in place of their attack bonus if they are using an unarmed strike or monk weapon. You must move at least 10 feet before making your first attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Normal: You cannot move and make multiple attacks in a round. Does something along these lines exist somewhere in the Pathfinder rules? ![]()
![]() Just wanted to say - I ran a session of The Hungry Storm this weekend, and the fight with Spoiler:
Tunuak, a possessed Naquun, and the hoarfrost spirits was one of the best I've seen in a published adventure. It kept the PCs on their toes as they kept having to adapt to new situations, it challenged them in a way they hadn't been challenged yet in the campaign, and had enough interesting terrain to make combat maneuvers like bull rushes and trips a viable option in the fight. The combatants who could turn invisible used their abilities early and often, which frustrated the characters but not the players. During and after the fight, the players mentioned that it was an excellent fight scene, even when they were on the verge of losing. I've got nothing big to add, but I just thought a thumbs up to the designers was in order. That is an excellent fight/set piece, and I would love to see more encounters like it in future adventure paths. ![]()
![]() Just like the title says: do you use a GM screen? Why or why not? tl;dr version: The GM screen is one of the traditions of RPGs, but it's one I very rarely use. I had a discussion with my wife about the Mutants & Masterminds GM screen and how useful I find it, but I usually run games with it flat on the table so I can access the information when I need it while not creating a divide between GM and players. When I run Pathfinder, I never use a screen. GM screens are certainly useful, but in high school I started gaming in places without tables, such as living rooms and bedrooms. While I now game at tables more often than not, I usually keep very loose notes and trust the players not to look at the stuff they're not supposed to. When I do need to make a roll in secret or hide something, I just lift a notebook to function as a temporary shield. My wife, who started playing with me well after I stopped using a screen, stated that she hates screens because she feels more like it's the GM versus the players when one is up. So what are you thoughts on using a GM screen? ![]()
![]() At the request of the rest of the group, one of the PCs in my campaign recently bought a horse for overland travel. She initially didn't want to buy it, but now she's become very attached to the steed. However, we're at 13th level, so area attacks tend to be a huge danger to the poor thing. Because the player is so attached to her horse and the damage is only going to get higher, I'm thinking of revealing that the horse is actually an intelligent creature with class levels. I'm thinking maybe it was awakened by a druid or is a polymorphed pegasus or unicorn. However, that still leaves me with the need to explain how such a creature wound up on the market for only 75 gold pieces. Obviously it was hiding its true nature, and has now grown close enough to the PC to reveal itself. Any suggestions for a cool backstory that I can give to this horse for my next session? I'm sure the player will get a kick from the revelation. ![]()
![]() For a parenting blog contest, I put together a video discussing being a nerdy parent and what that means in trying to raise a child. So far my year and a half old son can identify the Incredible Hulk in a comic book and is getting a good grasp of some of my other nerdiness. I'm going to hold off on introducing Pathfinder until he can at least talk. In a bit of shameless self-promotion, my video is right here (Charlie Brooks, of course). It's currently in the midst of a contest, so vote for it if you like. Anyone else have some nerdy parent stories? As I'm still a bit new to this whole parenting thing, I'd love to hear what I might have in store. ![]()
![]() It looks like this summer I will have a chance to teach a one-week course at a local elementary school called Pathfinder Fantasy Adventures. As the name suggests, it will basically be me running one-hour mini-sessions of Pathfinder with the goal of teaching problem-solving skills, strengthening basic math abilities, and exercising the imagination. This isn't just me trying to find an excuse to play more Pathfinder - I actually think there is educational merit in role-playing games. I'm looking for ideas from anybody in terms of running the course. The class will consist of 5th and 6th graders, and the plan is currently to run a streamlined version of Pathfinder not because they wouldn't get the full rules but because I want to be able to save time. I expect to use some flip mats and counters for visual aids, and I'll probably be giving each student their own set of dice to keep after the course. The big thing I'm hoping to do is focus more on problem-solving than on combat. There will definitely be combat, but I want to de-emphasize that where possible to avoid any potential problems with parents getting upset about their kids pretending to do violent things at school. Has anyone seen something similar to this done before? If so, any suggestions on how to plan? For those interested, here is the pitch I used for the course outline: Long Description: The Pathfinder role-playing game is a game in which players pretend to take the role of fantasy heroes similar to the protagonists from J.R.R. Tolkien's Lord of the Rings novels or J.K. Rowling's Harry Potter series. The players must work together to overcome monsters, traps, and obstacles on their way to a final goal. Typical goals include the recovery of a lost treasure, the rescue of a princess, and similar staples of fantasy literature. In an educational environment, Pathfinder can teach children the importance of creativity and teamwork while exercising their imaginations and igniting an interest in both history and literature. The game is heavily rooted in many different mythologies, with creatures such as gorgons from Greek mythology, the chupacabra from Central American myth, and even literary creations such as the jabberwocky from Lewis Carroll's Through the Looking Glass and What Alice Found There. Additionally, the game uses several different kinds of polyhedral dice to determine the outcome of various actions. Players will need to learn about probability and statistics in order to figure out which actions have the best chance of success. Combining creativity, literary references, historical context, and mathematical skills, Pathfinder is an excellent educational tool. Proposed Classroom Model: Four to six students will be placed in a group, where they will be walked through the basics of designing a hero for the coming adventure and introduced to the concept of role-playing. One instructor will serve as the “Game Master,” a referee-like individual who prepares the story, adjudicates actions, and explains the rules of the game when necessary. The students will then be presented with the story, which will involve an opening conflict, several obstacles, and a conclusion where they receive rewards for their successes. Several adventures can be linked together into a “campaign,” during which the students will be able to develop their imaginary heroes in different ways. Sample Scenario: The heroes wake up in a dungeon after having been kidnapped by an evil wizard. The wizard plans on forcing them to work in his salt mines as slaves. Joining together, the heroes will have to trick their jailer into letting them out of their cell, sneak past the wizard's pet monsters, and ultimately defeat the evil wizard himself in order to earn their freedom. They cannot pass these tests individually – they will need to work together as a group and use their different skills in order to escape. Educational Value: The Pathfinder role-playing game provides three tiers of educational value: 1) The game enforces the importance of teamwork, cooperation, and group problem solving, 2) The scenarios are rooted in classic literature and ancient mythology, providing many opportunities for further reading, 3) The game's mechanics rely on arithmetic and statistics, allowing those who take the time to learn about the math behind the game to gain an advantage. Most importantly, the Pathfinder role-playing game allows students to have fun and be creative. They win or lose as a group, and as long as everybody has fun while learning, everybody wins. ![]()
![]() The "Dungeon Bastard" series on YouTube is a pretty funny little series with more D&D references than you can shake a 10-foot pole at. And a recent episode is basically a surprise Beginner Box commercial: Voila. ![]()
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![]() I know an elf's immunity to magical sleep effects covers the sleep and deep slumber spells, as well as monster abilities like a pixie's sleep arrows or a satyr's pipes. Does anyone have an interpretation on whether that immunity covers things like hypnotism and suggestion as well? For example, the hypnotism spell allows the caster to make a reasonable request of the target. If the caster requests that the target go to sleep, would that fall under a magic-based sleep effect, or would it be a normal enchantment instead (granting the elf just his +2 to resist enchantments)? Anyone have arguments one way or the other? ![]()
![]() I'm putting together an adventure that involves a succubus disguised as an elf. In looking at the possibilities, it occurs to me that the Unnatural Beauty ability of an elf could use some clarification. Is it based purely on physical looks, or is there some mystic nature about elves? If it's the former, then the succubus should be able to gain the ability just by using her change shape ability. Moreover, anyone with a Disguise Self spell or even a high Disguise skill should be able to get the benefits, since they can easily copy an elf's beauty. My interpretation is that it's something innate about elves that goes beyond physical beauty -- a sort of aura. However, that also raises questions, such as whether another race disguised as an elf would have a harder time blending in among elves due to the fact that they lack the unnatural beauty. In game terms, an elf might look at the succubus and get the feeling that something doesn't seem quite right, although he can't put his finger on it. I think the ability is a good one, and fits with elves of fantasy stories. However, it should probably clarified so as to eliminate some of this gray area. ![]()
![]() Unless I'm misreading things, this Universal school power seems pretty potent at low levels. My elven wizard has a 13 Strength and an 18 Intelligence. At 1st level, he can either attack someone in melee with a +1 to hit and damage, or he can back off and concentrate to have a spectral hand wield said weapon, fighting with a +4 to hit and damage to anyone within 30 feet. Essentially, I can have fighting skill about equal with the group's warrior at 1st level. At higher levels, it's more beneficial to me to fight with the Hand of the Apprentice than it is to draw a dagger and throw it myself. While wizards are supposed to be better with magical than blades, it still strikes me as odd. ![]()
![]() In the interest of providing as much feedback as possible, I’ve listed my thoughts as to the first Alpha release of the Pathfinder RPG below. These thoughts are based on a read-through of the rules only – I have not had a chance to playtest the game as of yet. Overall: This first packet of information is very exciting. Assuming that the rest of the rules are the same level of quality, I would buy this game if it were on the shelves right now. It is a definite improvement over 3.5, but maintains a great deal of compatibility with the old system. One thing that does bother me, though, is that it seems there is little simplification for high-level play. In fact, the plethora of new abilities attached to the classes makes it seem likely that there will be more bookkeeping at high levels now. That is a huge turn off to running 3.5 as it stands, and it’s something that should be streamlined in Pathfinder. The longer I can run a campaign without it turning into a rules-induced headache, the happier I will be. Races (page 4-7): Although none of the races turn me off, I don’t think a lot of the changes are completely necessary. Races aren’t something I hear a lot of people complaining about in the 3.5 rules. Although I don’t mind the alterations that have been made, I think most of the races are not broken and therefore don’t need to be fixed. The only races that I think need an overhaul are half-elves and half-orcs. Keen Senses (mentioned in race writeups): I don’t like the bonus to specific sense-based Perception checks. In fact, the division between sight-based, sound-based, smell-based, etc. checks make an excellent argument not to roll Listen, Search, and Spot into one check. I say toss out the division and give races with keen senses a flat bonus to Perception – the simpler it is the adjudicate, the better. Unnatural Beauty (page 5): I like that elves finally get a feature that reflects their unearthly grace. However, this seems to be a very “Mother may I?” kind of feature, where it will only be used if the GM wants it to be. I think it would be easier just to add a mention to the flavor text that many races react more favorably to elves because of their beauty and grace. Half-Orcs (page 6): While half-orcs are improved, I think they are still the worst of the racial options. However, if the racial boost to hit points ends up being used, they become a better option due to the sheer number of hit points they’ll have at 1st level. Favored Class (page 7): I like the fact that favored classes provide a bonus, rather than a penalty now. However, I don’t know if the rule entirely makes sense. Why is an elven wizard better at taking hits than a dwarven wizard, when hardiness really has nothing to do with wizardry? I would recommend giving favored classes the ax entirely, and mentioning the preferred classes in the racial flavor text rather than assigning them rules. Character Advancement (page 9): I like the three experience tables, depending on the pace of the game. However, I think it would be better to have GMs who wish to run slower-advancing games to instead divide the XP awards by two or three. That would make it easier to bring a character from one game to another without having to recalculate experience based on a group’s preference. Cleric Weapon Proficiencies (page 9): Giving clerics proficiency in their deity’s favored weapon makes perfect sense, and is a house rule I have employed in my own 3.5 games. Extra turning also becomes much more useful, since the ability now doesn’t require the GM to throw undead into an adventure just to give the cleric a chance to shine. Domain Powers (page 10): Domain powers are a definite improvement over the existing rules. However, domain powers, and school powers for arcane classes, seem to add a lot of extra spells and abilities in the long run. One problem with playing clerics and wizards (and especially with making high-level cleric and wizard NPCs) is the vast number of spells that need to be chosen, many of which will never be used in game. I think if you’re going to use domain powers as is, then the number of spells a caster has to choose from should be scaled back somewhat. Focus on what is going to be used in game, rather than cluttering a character sheet with dozens of powers and spells that will almost never be used. Orisions (page 10): At-will orisions and cantrips is a very good idea. None of the effects are terribly powerful, but they all allow spellcasters to be somewhat magical, even when their big effects are spent. Starting Hit Points (page 11): My own campaigns use a character’s Constitution score + the maximum result of their first hit die as starting hit points for characters with adventuring classes (monsters and NPCs are left as is). That said, the racial hit points idea is very intriguing to me. Turn Undead (page 11): An excellent expansion of the cleric’s abilities. The Fighter (page 11-12): I like the boost the fighter gets, especially since it doesn’t add a lot of complexity to the character unless the player wants to invest in long feat chains. Part of the fighter’s appeal to me is that he doesn’t have all the bookkeeping associated with other classes. The addition of many combat feats also gives a chance to really customize the fighter. The Rogue (page 13-15): I like the expansion of rogue abilities. It makes the class more of a jack of all trades, with the ability to allow for specialization if desired. Arcane Bond (page 16): I absolutely love the arcane bond. It provides an excellent alternative to the familiar, and gives a lot of flavor to the wizard class. It also allows for the classic trope of breaking a wizard’s staff to break his power. I’m hoping the sorcerer class has something different than the arcane bond, to differentiate the classes some more. The way I’ve always seen it, the wizard requires external forces, while the sorcerer’s magic is internal. Class Hit Dice (page 18): I like tying hit dice to base attack bonus. At the same time, I think it would be worth being flexible, since certain classes, like the ranger, should not automatically follow those rules, in my opinion. Acquiring Skills (page 20): I like this system, although I think it could use some work. It will definitely cut down on bookkeeping for creating NPCs. I think skill acquisition could probably be made a bit slower – maybe make it every 3 levels or even every 4 levels. I also think adding a way for PCs to dabble in skills without being masters would be useful. Perhaps, keeping the skill progression as written so far, one could spend one skill slot to gain the skill at a cross-class level and a second slot to gain full proficiency in the skill. In such a case, though, there would probably have to be a bit of an increase in starting skill points, as the two-skill classes would be severely hurt by this system. In terms of specific skills, I think Deception, Diplomacy, and Intimidate could be easily rolled into one “Persuasion” skill. Also, while I understand the reasoning behind the Fly skill, I think it should be dropped entirely. CMB (page 41): A nice simplification, even if it means another number to put onto a character sheet. The difficulty makes it so that most characters who are not fighters with a special feat or two won’t try for a special maneuver – not sure if this is a good thing or not. Grapple (page 42): This rule looks like a good simplification, although it will need a trial by fire in play. I think the most broken thing about grapple is the number of large-sized or larger creatures that have a form of improved grab. Facing a purple worm, for instance, can mean a quick death for a lot of the party. Remove the frequency of improved grab, and I think the grapple problem becomes significantly lessened. Abjuration and Divination schools (page 46): Kudos on making these oft-ignored schools a useful option to character who want to play an abjurer or a diviner. Identify (page 58): Yay! No more spending 100gp to identify each potion and magical dagger! That’s that for now. Unless noted above, I either like the new rules or I’m interested enough in them to give them an in-game test. As I said before, I would buy this RPG if it were out now. I’m looking forward to future Alpha releases, and I think the 2009 release will be absolutely terrific with the benefit of an extensive playtest. ![]()
![]() As Pathfinder enters its playtesting phase, I think it would be useful to know what your vision of the 3.5 rules is. Specifically, what do you see as integral to the rules and something that should not be touched? While the guidelines at the beginning of the alpha release are a good start, they don't help me figure out where the line is in terms of how much change is too much. As a specific example, the level progression charts suggest that characters will still be expected to boost their AC, ability scores, and saving throws through a plethora of magical items. I, and I'm sure many others, have several ideas as to how the need for flavorless stat-boosting items can be reduced, eliminating the infamous Christmas tree effect. However, before cluttering up the already busy forums with these suggestions, it would be nice to know if this is something that you're even interested in revising. Do you feel that the plethora of magical items is important to the feel that you're trying to achieve? |