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That was fun! :) Nice job!!


On occasion during my time as a player, I have tried to do this sort of thing in one guise or another- essentially this scenario is an "all or nothing" desperate moment for the party. The kind that makes all of our favorite movies our favorites- our heroes do something insanely heroic for the greater good.

As a DM, I have not had to confront such a situation. If I did however, my approach would be somewhat radically different than a mathematical equation. My approach would be as such.

1- Character needs to make a WILL save to willingly sacrifice themselves. I would start the DC at about the 50/50 mark for success, taking into account things like class, alignment, etc.

2- I would inform the player that this would be essentially a "Coup de Grace" action and that their chance of success is good but that their sacrifice is so epic that their names will be etched in the lore of Golarion and their souls immediately taken to "Valhalla" in recognition of their glorious and selfless act so that they cannot ever become reincarnated/ risen/ etc on the Material Plane. They can adventure on other loftier planes, just not the material one- this is to strongly discourage players from considering this option too often and me having to deal with it too often.

3- I would have the players make immediate perception checks and give them a swift action to call out or otherwise dissuade their friend should they chose to.

4- Lastly, if the WILL save succeeds, the player goes for it- screams off the cliff and destroys the baddie at the bottom of the hill. Game over.

The last time I did something like this as a player was 10 years ago. I was playing SW WoTC edition. My party was getting sliced and diced by Count Dooku so my soldier took some frag grenades, counted them off, then ran headfirst into Dooku exploding himself and dooku- hopefully. It didn't happen as I had hoped


Thank you for all of your input- I had a feeling it was designed to be an enigmatic artifact that DMs can use as they see fit.


The Last Samurai soundtrack


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Hello

I have the Inner Sea World Guide and it discusses Aroden and the Starstone but it doesn't appear to give too much information beyond that. Was curious if anyone has any information on it/where I might find more information, etc. Was curious about how it is used for godhood and any other rituals it may play a part in.

Thank you


7. Stand Still


That is one EXCELLENT resource!!! A lot of other races in there I have considered or my players have questioned as well- thank you for sharing that!!!


Gilfalas wrote:
Currahee Chris wrote:
Savage Species was a very fun book! :)
Also was considered one of the more broken books ever published for 3.X and was the source for the feat that allowed the abomination that was Pun Pun to exist.

Agreed- within moderation it had it's uses. I think that was what made some of it so much fun though.


Savage Species was a very fun book! :)

Good advice, I haven't looked at that book in a good decade or so. Wouldn't be a bad idea to revisit. I have Draconomicon which I could take another look at as well.


Hello

I have been toying around with running a higher level game which focuses on players using Dragons/Giants or Angels as their characters. I am curious if anyone has ever attempted this before and what were the results- what would you change or do differently?

I have allowed the occasional gold dragon to accompany the player party on very rare occasions. As expected, they were a little too powerful for the encounters and had a tendency to overshadow the pcs.

At any rate, I am thinking CR8-13 level monsters. Any advice would be appreciated :)


Thank you- that was the assumption I was working under but just wanted to double check. Some of my players thought they leveled up too quickly during Daughters of Fury- go figure- a group of players getting upset for leveling too quickly! :)


Hello:

Just curious but are the XP awards per person in this adventure (assuming a party of 4)or is that the "pool" to divide amongst the group?

Thanks
C


Well, I just ran it for a party of new and fairly new players. They had a really good time with it as did I running it. Two of the encounters can be somewhat overpowering- the one with the Bearded devil and then the final one with Shayle. Yvogga was a lot of fun to play as I have not used Summoners before and just dropping random monsters onto the battlefield was fun.

The party essentially "broke even" as they defeated shayle but only after she flew down from Eiseth's Roost and essentially did a flying bull rush into the Half Orc and she died upon impact. The paladin of the group was able to nail Shayle for 60 pts of damage on a smite evil.

The adventure went a bit better than I thought it would and there were some memorable moments in it. Not bad all in all.


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Here are some I recently dropped into my asylum:

211. You see an elderly overweight human male 30 feet in front of you. He is sitting in a loincloth on the floor. He looks up at you and asks "Why Mud?"

212. A deep penetrating cold sensation sends shudders up and down your spine. It hurts your brain in a manner similar to a "brain freeze"
213. About 25 feet in front of you, you see the shredded remains of several dolls.There are probably 4-5 dozen dolls, all made of cloth. The majority of them are either missing their heads or have their eyes removed. A few of them have drops of blood on them and some of the others have a strong smell of urine.

214. Up and down this corridor are dried piles or mud or excrement. The corridor has a very strong, unpleasant odor associated with it.
215. This corridor is lined with bird nests. Several small sparrows flutter about through the hallway. Some head off in the direction of the central room, others fly off towards other side rooms. Each of them have some type of deformity- missing leg, missing feathers and some are even missing their eyes.

215. A young human boy is running up and down this corridor. He is about 7 years old and is very gaunt and disheveled. He is smacking himself in the face, the head and the chest at random times, all the while crying out "I just wanted a donut."
216. Midway down this corridor you see a brand new jack in the box toy sitting on the floor.

217. As you enter this corridor, you see complex mathematical problems written on the wall. Upon closer inspection you notice that there are problems written upon problems. Further down the corridor you notice 2 humans and 2 gnomes each writing problems on the wall. They are completely oblivious of you and each other. They step on one another without missing a beat, all the while writing. You also observe that their writing quills have long since dried out and they are writing with their shaved fingernails.

218. A large misshapen dwarven male is sitting in this corridor. His back is against the wall and he is biting down on piece of a 2x4 that is approximately 18 inches long.

219.This corridor is imaculately clean. A small elven girl dressed in a dark purple cloak is playing with an elaborate wooden dollhouse. She looks at you, smiles and then returns to playing. You observe her for several seconds and notice she does the same routine over and over and over.

220. Ear piercing shrieks ring up and down this corridor as three nude female half orcs run up and down the corridor. They do not pay any attention to you as they beat each other about the head, back and shoulders.

221. This corridor is eerily quiet. Chicken feathers are strewn all about the entire length of the corridor. There is a very strong smell of chicken feces burning your nostrils.

222.A high pitched moan tears up and down this hallway 6 times. It goes back and forth and stops after several seconds. You then hear a sinister laugh then nothing.

223. Towards the end of the corridor you see a small gnome dressed as a clown. He is suspended on the ceiling with several strong ropes. Rivulets of drool drip from his mouth onto the floor. Directly beneath him is a dried pile of mucous
and blood.

224. Floating in an eliptical pattern in mid air are several dozen "rubber duckies". They all have orange glowing eyes. Some have dried blood spattered on them. The duckies continue towards you, past you and then circle back at the end of the corridor and continue back the way they came.

225. You hear several dogs barking though you see no dogs. They aren't growling, just barking.

226. This hallway is completely filled with 3 inches of ice cold water. The water is completely still and level.

227. The entire floor of this hallways is covered in eating utensils. Most of them are rusted and unusable. The entire hallways is covered nearly 4 inches thick.

228. A gentle fog billows and rolls throughout this entire corridor. Every several seconds or so you can swear you see the faces of loved ones from your past form in the mist, only to dissipate fractions of a second later.

229. A squirrel is sitting in the center of this corridor. It does not move. It's eyes are fixed on your party. It is about the size of a small dog.

230. You get about midway through this corridor when you hear the voice of a human girl. "Why did mommy leave me? Why don’t I have a pretty dress like all the other girls. Someday I will be a ballerina and dance. Mommy….mommy……" her voice trails off. It goes quiet for several seconds then you hear some sobbing.

231. You cautiously enter this corridor. You immediately hear the sounds of metal rubbing against metal. You look to the front and back of yourselves and do not see anything. You then slowly turn your eyes upward and notice dozens and dozens of metal meat and fish hooks gently swaying back and forth. These hooks extend the entire length of the corridor and abruptly end at the doorway to the room at the end.
232. About halfway down the corridor you see dozens and dozens of mesh bags filled with glass eyes. Some appear to be very very old, some even look like they may have been wooden and marked with ink for the pupil. You cannot tell for sure but at times you'd swear the eyes were watching you and not fake.

233. Several dozen emaciated looking goblins scurry up and down this hallway. Some have several scars about their faces, others have bloated stomachs and some others have dried blood from around their eyes, ears and lips. They all wield very bright tindertwigs. They seem completely oblivious to you and run in and out of your party as you observe them.

234. This hallway smells putrid and it doesn't take you very long to figure out why. Lining the hallway are several bloated and distended bodies of dead and rotted farm animals- chickens, cows and goats. The stench is overwhelming. In a matter of milliseconds, several of the corpses explode launching digestive acid and enzymes in every direction.

235. This corridor is covered in a greenish yellow slime. It isn't slippery, just feels a bit rubbery under your feet.

236. As you enter this corridor you hear the sound of a large clock ticking. You peer up and down the corridor but do not see anything out of the ordinary. The ticking does not stop nor does it get louder or softer.

237. The floor of this corridor is somewhat uneven and there are spots where it is cracked. You notice approximately a dozen gnome children swimming in the holes that have water in them. There are even some children pretending to be swimming in the holes that are completely dry.

238. About 20 feet down this corridor you see several humans in tattered white utility jackets pacing back and forth. They aren't saying a word but they gesture amongst themselves as if they were engaged in a very heated verbal conflict. You pause momentarily to assess the situation and see what appears to be a garden planted another 20-30 feet past them. Upon careful inspection, all the plants appear to have withered and died some time ago. As you take all of this in,two of the humans immediately stop arguing and turn and look at you. You notice that their tongues have been cut out. They don’t say or gesture at you, they just stare. After a few seconds of staring, one of the men jumps onto the backs of a woman. She puts him on her shoulders and they run down to the garden. He thumps his chest and punches the ceiling.

239. Along the roof of this corridor is a massive nest of locusts. They move about and fly in and out of your group. Near the center of the corridor is what appears to be the carcass of some animal that the locusts are feeding on. They do not appear to be too concerned with your however.


Bob_Loblaw wrote:
I was thinking about having all of the information be useful. The better someone gets on a check, the more they will know. I would change the way that checks work slightly. I'm not exactly sure how yet, but I think it might be interesting.

that's HOW I do it. I figure out what might be known and at what DC and how much more info they would have. For example: Knowledge REligion.

DC15- This is a temple to Asmodeus

DC18- This temple has three altars, all of which were used in the rites of purification.

DC20- The rites of purification are when followers of Asmodeus tie up paladins and tickle their feet with a feather till they laugh.

DC25- The laughs are then stored and shipped to asmodeus for use in his tweisted and nefarious plots.

Titus, the parties cleric, rolls a 21- he would get all the info for the DC 15, 18 and 20 rolls but not the 25. I have found it is pretty fun because generally two players try to make the same roll and one will roll a little higher and have extra knowledge. Sometimes I through false information in there for poor rolls. This would represent the character making an educated guess that is wrong.


SnowHeart wrote:
I've also been thinking about a line of miniatures. I don't know if demand would justify multiple series as they do with traditional combat,

Yes, I certainly agree. Still, I'd be pretty stoked with a set a year.

And thank you for the detailed explanation of the Ship combat rules. It will be very interesting to see how it all plays out. Sounds very similar to my all time favorite Sci Fi RPG- Star Frontiers and their Knight Hawks starship rules. I have also been playing FFG's Edge of the Empire game and, while I may be critical of the game overall, I do think they nailed ship combat beautifully. It works really well when done correctly.


Im waiting on baited breath to see how they handle starship combat as that always seems to be a hurdle for Sci Fi RPGs. I also believe that if they do any lines of miniatures those will be a HUGE hit.


Not to sound "troll-ish" but the more I play FFG's SW games, the more excited I get about the SF game. Will be nice to get away from Star Wars and do something different. I hope I can convince my group to join me but it's highly unlikely as they are big time SW people.

I truly hope this game gets into some of the "Science" of Science Fiction and we get to do exciting things like explore new or lost worlds, investigate new viruses or alien diseases, plot a new interstellar space route or do other exciting things which take "space"- and all of it's beauty and wonder- into consideration. To me, Space makes science fiction and it just seems like RPG's anymore just completely miss that point- space is just something that exists in the background when it is so really interesting and very cool. I do hope they get this right- I can see an excellent SciFi RPG striking a good balance between blaster fires and space ships along with scientific endeavours as well.

Again, all apologies, I didn't mean to troll, just voicing my opinion.


Just finished running it for my group last month. Have fun! :)


Iron Maiden or Hatebreed


I am running a similar campaign, though a bit more detailed.

One thing I found works is try basing a part of each adventure after each sin. For example, Greed is always an easy one. When the party is roaming the wilds, looking for their dragon, they come across what appears to be a chest sticking up from out of a small ditch near the trail. They always look and I put like 20 or 30 thousand GP in the chest- suckers in new players all the time! :)

At any rate, the chest has the coats of arms of the local village or town emblazoned on it. Of course, said town is under pressure because they are broke and the people are suffering. The party then roleplays the decision to take the gold or not. Generally, if they take the gold, then I consider them "cursed" for the rest of the campaign (or until they returns the gold).


Hello-

I hope everyone is doing well. I was curious if anyone has played these rules- either casually, seriously, etc. What did you like or dislike about them? We don't in our group- probably because only myself and one other gamer know they are out there. However, there is a critical encounter I am designing which will need a called shot. So, I was curious if anyone implemented them and how well did it go?

Thanks
CC


Ohhhhhhhhhh!!!!!!!!

OUCH!!! That is very nasty indeed! :)

Well, I tested the waters and dropped a pure vanilla rev on the party this past weekend. The party was split so there were only 3 party members to take it on. It was a semi-comical encounter as it essentially rose up from a dark alleyway and attacked the party in a less populated area of Westcrown Cheliax. They dispatched it with some challenge.

The fun part was they were supposed to be looking for a dwarf. They had spent the previous day searching and no luck. Ironically, the revenant was created from a dead male dwarf, which led to some interesting, tense RPing as the murderer was not with the group who was attacked. They were also worried that he had killed the dwarf they were looking for so they spent some time looking the revenant over during the fight.


I have always endorsed the old TSR DND Red box set as a great way to break anyone, especially children into RPGs. My youngest is 10 and he started playing PF when he was 8 and has caught on quite admirably- better than some of the older players in fact. I think it depends on how much rules and other minutiae your children can stomach. Good luck! :)


quibblemuch wrote:


They won, but I think it permanently scarred those players. They opened up a can of whupass on everything thereafter, no matter how benign looking... they wouldn't go to Sunday brunch without full buffs...

Im sensing the same thing here with my group.

They recovered a major Holy text and were rushed along to rendezvous with their PF Patron- Grogan- at the abandoned PF lodge in WestCrown, Cheliax. Little did the party know that a Glabrezu had caught wind of the parties whereabouts and disguised himself and the guards as the real Grogan and other PF's. They arrive and "grogan" breaks the party into two groups- one group to try and read and translate the text- the other group to go down to the docks to find a dwarven cleric who was supposed to arrive to assist with the more difficult parts of the translation.

2 Days pass and the group never finds the cleric. On the 3rd day, "grogan" goes down to the translation team in a hurry stating that "we've been made by Cheliax authorities. Ill take the book- and the "messiah" (an NPC whom the party must protect at all costs). You guys flee now. Meanwhile, the other 3 party members were on guard duty.

The glabrezu is still in human form and runs. As he does, the ranger and barbarian pulling guard in the tower notice another Grogan and a dwarven paladin coming down the road towards the lodge. At that point the gig is up and all breaks loose!

The barbarian drops from the tower. The glabrezu uses RG to shoot the "messiah" into the air- the rogue reads his scroll of fly and goes to rescue him. The barbarian drills him for 48 points of dmg.

The barbarian then gets launched into the sky. The druid shapeshifts into a Triceratops (I cant make this up lol) and she gores him for 50 points. This enrages the Glabrezu so he melee attacks her (OUCH!!!) for 93 points (confirmed a crit with his pincer). Druid is KIA.

He then chases the messiah around the complex while the ranger peppers him with arrows from the belfry tower. The real grogan and the dwarven paladin arrive to assist and the party wear the demon down and kills him.

The ironic thing about all of this is that earlier in the campaign the group had to do a "favor" for a lich. He warned them that "Grogan is not all he appears." My daughter was playing the ranger and she blurts out "Remember what the lich said" AFTER the battle was over!!! :) Might have helped if she said it BEFORE hand!! :)


quibblemuch wrote:


It's still an awesome offensive spell, because they're stuck upside down, floating, at 140 feet. Until someone kills the glabrezu, at which point...

Uh Oh!!! hate it when that happens!!! :) :) :)

Thank you for the very informed post. Much appreciated.


Hello

This weekend I pitted my 11th level party (5 characters) against a Glabrezu. He pulled off his ambush like a champ and really left me with a dilemma as he caught the party completely by surprise (via his veil ability). He was outside when the party got wise to his deception and was using reverse gravity at will. OUCH!! I had wrestled with how I was going to handle RG in an outside setting as essentially, the rules seem a bit vague so I would assume a pc who cannot grasp onto anything would just get launched into the stratosphere.

Ultimately I decided to be extremely lenient and just said the party members caught in the RG well would accelerate at base speed each round. One party member had a scroll of fly so I let him fly around and push or pull people out of the well. If I had been really hardnose about it, this was an easy TPK.

Anyone else out there have an opinion on how RG should work outdoors?

Thanks!!!
CC


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Thank you so much for all of the input and insights. I do agree with pretty much everything everyone has said.

1- Devils- yes!!! they are very very deadly indeed. I have always used demons (with the exceptions of Chain Devils (Kytons) and Winged Devils. I need to look into dropping them into my campaign a little more.

2- Dragons- so many of you have stated my views on dragons-very ancient and terrifying indeed.

My current campaign I am running has a cabal of 7 red dragons laying waste to Golarion. They are the spawns of ancient sin and, as such, have inherited the half demonic template. They are using various demons as "foot soldiers" or Lieutenants to carry out there tasks/ build up their armies/ while they strategize. Its been great fun so far.


Just curious....what do you prefer to throw at your players (or vice versa, prefer to fight?)These are my two top favorite beasties to throw at a party. Just curious what everyone else thinks?

Me.........hmmmmmm,,,,not sure really- both have their strengths and can be equally painful.


I would advise you to talk to her....once......if she keeps it up then just explain to her that RPGs probably aren't for her and just don't invite her back. I really wouldn't put more into it than that. If you were having a blast before she came around then you need to get back to that asap or you may find yourself loosing your entire group- or at least the fun.

About 2 years ago I had a female player who started out really well and as the campaign went on she just got a little more bizarre with her behavior. Her ranger was slain so she went with a druid (the party was 8th level at the time). The first combat encounter they entered into she polymorphed into a tree stump. She placed the party in mortal perial right off the get go. It was very disruptive for the party and disrespectful to my buddy who just spent an hour with her helping her create her character.

She hasn't been invited back since. Shame really as she brought PHENOMENAL snacks!!

Sometimes RPGs just aren't for everyone. It's like anything else in life, nothing wrong with trying something out for the experience but sometimes somethings just aren't your thing.

Good luck1!! :)


Mysterious Stranger wrote:

You may not need to do anything to toughen the Revenant. Depending on how you interpret the Reason to Hate ability it could be tough enough.

Reason to Hate (Su) A revenant's existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a revenant's destruction. When a revenant encounters its murderer, it gains the benefits of a haste spell (CL 20th) that lasts as long as its murderer remains in sight. Against its murderer, the revenant also gains a +4 profane bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws.

Taken literally this means the Revenant cannot be killed while its murderer is still alive. Just make it so that killing it only temporarily destroys it. Maybe the next day it rises up and continues to attack its murderer. Now instead of a big one time threat you have a lower level on going threat.

You make a great point and one I have wrestled with as a GM. This could create a really fun dilemma for my party.


Tarik Blackhands wrote:

The quick and exceptionally dirty method is to just upscale the advanced template to the point the revenant is CR11 which would in the quick version would translate to +90 hp, +20 AC and CMD, +8 on attack bonus, damage, and CMB, +10 on his ability DCs.

This is probably not the best way to do it since it results in a hideously lopsided creature with 39(!) AC, a DC28 cower shriek, and still packing the saves of a CR6 creature.

Thank you for your reply. That was what I was getting to as well and just had to shake my head. Ive kicked around some class levels but didn't think about the equipment. Will have to give that another go.

Thanks a lot!!! Much appreciated.


Hello

My party took an unexpected action last session and I am considering throwing a REVENANT at them (Bestiary 2, p235). My dilemma is that the monster fits their actions to a T but they are a party of 11th level pcs. The creature in the book is a CR6. Can I advance it using the simple advancement template and just notch it up 4 or 5 CR's to get it to a challenging level for the party?

Or are the advancement rules taking into account the maximum level a monster can attain?

Thank you
CC


Hello

My party took an unexpected action last session and I am considering throwing a REVENANT at them (Bestiary 2, p235). My dilemma is that the monster fits their actions to a T but they are a party of 11th level pcs. The creature in the book is a CR6. Can I advance it using the simple advancement template and just notch it up 4 or 5 CR's to get it to a challenging level for the party?

Or are the advancement rules taking into account the maximum level a monster can attain?

Thank you
CC


BigNorseWolf wrote:
darth_borehd wrote:

The starship combat rules have been the Achilles heal of many Sci fi rpgs.

How do you take a rules system made for tactical combat counted in feet and scale it to bigger-than-colossal ships at ranges of thousands or millions of kilometers?

That's the question few such games have handled well.

whosee whatsits the thingamajig so that any fast moving object can be repelled by the shields but slower moving objects can't? (which i think was dune's explanation for why the fight wasn't over from a laser mounted sniper rifle in orbit)

Couldn't agree more- you make an excellent post. I have played around with FFG's Edge of Empire SW game and its vehicle combat rules and they are doable. Still though, my favorite was Knight Hawks from the SF line.

On another note, I was just perusing the SF info and got to thinking- I wonder if they will release minis like they do for PF. That would be really exciting imo. Im still on the fence with this game but no doubt would at least buy some of the minis (if they were produced).


RIP :(


pauljathome wrote:


I may be just picking up on a flaw in the example, but this seems wrong to me. The player who made the 22 would probably know that there is a FALSE rumour that a green dragon lives deep in the woods. At the very least, he'd know that "almost everybody has heard of the green dragon, but only a few people know about the Red Dragon".

Yes, you are correct- though if I want to be really nitpicky, I could ask the player who made the 22 to make a Knowledge local to see if he knew of the false rumor :)

My observation is that sort of thing actually plays itself out with good roleplaying. I will freely admit it isn't an errorproof system but it has led to some really excellent roleplaying situations where the dice roles made the players think things through and formulate a plan. I gave an example for purposes of this post- when crafting an adventure, I have more time to think it through and make it flow a bit better. What usually happens is if 2 or more players are at an impasse then they usually ask to see if there is a secondary skill they can check to glean some further truth from the initial roll. I do my best to try and make it feel as close to an actual real life situation as possible. I am happy that this forces players to roleplay key information they come across and how they wish to interpret it and come up with a course of action. There have been some really heated discussions at times between my eldest son (Age 20) and my daughter (age16) because one gets one result and the other gets the other and mayhem breaks out!!! lol

Sometimes there are situations where one player "fails" the roll and the other succeeds but because the "failing " player is a leader type of the group then the rest of the party takes pause before they just dismiss their insight. Heck, it could be a situation where there is a red AND a green dragon in those woods!!! :) :)

Thank you for your post- I was hoping to get some challenges on how I handle these types of checks as I want to make it as fair and balanced for my players as possible.


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Oh, make no mistake about it, covens ROCK!! :)

I have actually toyed around with my storyline to make it a coven rather than one really tricked out Night Hag..........still chewing on it frankly.

This is the section of my campaign where the PCs find themselves dropped into a quaint little Thorpe known as "Sleepy Hollow". A headless rider (advanced dullahan) is causing mayhem but the Dullahan has a far more sinister matron to answer to- the hag!! She is really the power behind the blade of the horseman.


I haven't rolled for my players ever but my friend does. I think it is actually the DM's call. If he wants to do it, so be it. I prefer to let the players roll the dice. Six one way, half a dozen the other.

Here is how I handle opposed skill checks or other checks in which knowing the die result could lead to metagaming. I always know my players best skill levels anyway (ie Sorley has Perception 22, Titus has knowledge religion 20, etc). This way, I can balance things out- if I want to give the party a 50/50 chance to succeed on a check then it goes DC 30, DC32 ETC.

I TYPICALLY have two players make knowledge checks. A typical session would go like this: The party hears a rumor of a dragon in the local woods. They make knowledge checks to see what they may know of the woods and it's inhabitants:

DC 15- They know the name of the woods, its history, etc

DC18- You know there is an adult green dragon deep in the woods by the forest (FALSE)

dc22- You Know there is a Red dragon wyrm known to feed on the livestock near the farm by the local river.

One player rolls and gets a 25- I feed him the dc15 and dc22 info on a slip of paper. The other person gets a 20- I give them the DC15 info and the false DC18 info on a slip of paper. They then are at an impasse to determine who is right and who might be mistaken.

Ultimately, players knowing they succeeded at certain skills like perception, disguise, bluff, etc will NEVER unbalance my campaigns. Ever. It is perfectly fine for my players to see through an ambush, a lie, etc. As I stated before, if you want to scale their chances of succeeding, then take a look at who has the best relevant skill and adjust accordingly.


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Just curious but does anyone else really dig throwing their parties up against Hags? I really do as they just seem like really evil, vile foes. There is so much fun to be had with them!!!


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Thank you Steel Refrain- yes, I had looked at witch as well as it seems a no-brainer- but there are others out there who are a bit more devious than I (such as yourself ;)) and I was interested in hearing their opinions as well- one of the benefits of this forum :)

Your names are excellent!!!


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Hello:

Im looking to take a Night Hag (Bestiary 1 p215) and make her a formidable opponent at the CR 13/14 range. Anyone have any nasty twists I can put use?

Also, anyone recomend a name for her? :)

Thank you


I play characters in their 40's because....well. Im in my 40s lol

I really don't think a 60 year old wizard is realistic at 1st level. Sure, I can agree that he may have went back to school for a new career but there are scores of skills that he probably developed at some point in the years before.

I really think advanced age for PCs should be something akin to advanced monster templates and even perhaps incorporate an ECL. I think the attribute adjustments is a start but skills just HAVE to be taken into consideration, even if nothing more than to tack on ranks In knowledge or whatever. Just slapping attribute adjustments and bonuses is one facet of the equation.


Acrolon is celebrating his 30th birthday this year!! :) He has been a fighter, Paladin, Deathwatch Tactical Marine and just recently, a Jedi Sentinel. The son of one of my closest friends has adopted Acrolon into several of his own games now that he is in his late 20's and creating his own material for his navy gaming group.


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I was 13 in 1985 and started playing Star Frontiers by TSR. Then I got the Red Box DND Levels 1-3 then the Indiana Jones RPG.


CWheezy wrote:

Hi how about this:

** spoiler omitted **...

Thank you everyone for your kind replies.

I DEFINATELY like this one!!! Great call!!!


Queen Moragan wrote:

I think the mount makes the Stealth check and the rider can make an Aid Another (Stealth) check to help.

Don't forget to add any Encumbrance modifiers to both.

I'd allow a Ride check to grant a +1 Circumstance bonus per 5 points the Ride check exceeds the mounts Stealth check.

My PC's Paladin cohort is mounted on a megaloceros and it is far more skilled in a lot of things the he is.

I'd second this statement. Stealth is the sum total of a PC trying to use their natural abilities and skills to move and maintain silence. Even if you are as quiet as a ghost, if you are riding a horse I would still have the same chance of seeing/hearing/smelling the approaching horse. I do like the idea of giving a bonus to the Stealth check based on Ride.

Sounds to me like someone is trying to figure out a way to squeeze and extra 5 or 10 feet out of moving using stealth with a larger creature than they are :)


I generally gravitate towards humans. Beyond humans, the only other race I find really cool were the Blackscale Lizardfolk from 3.5 Not sure if PF has officially released them but I had a DSLF Barbarian named SSSSLack and he was a lot of fun to play.

I don't approach character creation looking to always play the ideal race for the class. Ironically, what usually inspires me the most is how cool the beastie looks in the Bestiaries. If the text is something I can get into then I generate a character.


Hello everyone

Im designing an encounter set in sleepy hollow :) Yes, the party is going to engage the Headless Horseman. I currently have 6 players all 11th level. I want to make a challenging HH and am eyeing up the Dullahan /Cauchemare (Big scary Nightmare variant)combo.

I'm wrestling with making the encounter challenging but not killing the PCS. I have a little bit of time to work with this so I can take my time to get (and solicit :)) devious builds.

My party consists of a Barbarian, Cleric x2, wizard, ranger and druid.

The Dullahan is CR7 straight from the book. I am looking at just tacking on fighter levels to get him to CR 11. I am going to probably stick with the Cachmere as it is pretty nasty straight out of the book- perhaps advance it one level using an advance template.

Anyone have any creative suggestions here or believe I am giving the party a little too much to handle?


Im going to try and answer your question but admittedly, I don't really see the "intrigue" in what you've stated so far- seems pretty straightforward.

Do the PCs know the exact location of the portal? If so, when they reach the location where it is, it isn't there. They had bad information and need to do some research around the City to discover it (you could also really spice things up by having a group of thugs waiting there as the bad information leads to an attempted robbery. You could also spice it up using Paizo's chase cards and when the party arrives presumably first, they realize they got bad information and the portal isn't there).

To me, "intrigue" conjures up thoughts of sabotage, espionage, backstabbing and disloyalty. The party needs to figure out how to separate fact from fiction. They have to accept they will make bad decisions and you as the DM need to be flexible enough to react to their decisions.

Best of luck!!! :)

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