Hooded Man

Cyne Walde's page

29 posts. Organized Play character for Arudato.




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So, I only have two players who are long time friends of mine. Since the adventure is balanced for 4 PCs, I decided to add a couple of companion NPCs with full character sheets for them to control and for me to roleplay as. They agreed.

So, since we're not big fans of the Owlcat Game companions and one of my players has played the computer game ad nauseam, I decided to make one NPC per core book class our group was lacking (players are a Fighter and Ranger), and made them NPCs at Jamandi's Residence. The NPCs were a big hit with my players, and they even had to use a "wheel of names" to decide which two would accompany them. That made me feel really happy!

The problem is... they want to keep seeing them in the adventure. Although they showed up during the assault on the mansion, I didn't plan ahead and now I have no idea what I'll do with them. I had them form teams and go explore the Stolen Lands but I didn't think things through and now I'll have to prepare whatever they're supposed to do out there and it's being overwhelming. I don't want to unceremoniously make them go poof, but I don't want to dissapoint my players either. I had a backstory for each NPC but I don't want ANY of that to detract from the main campaign and side plots...

What should I do?


I'm in a point in my life where a lot of good and bad things are happening simultaneously. I have been a GM for life, and until recently, had the chance to be a plater in the PbP section of the forums. My players and I are eager to jump back into action, but everything going on with me right now keeps pushing this back.

My strongest problems as of now are three:
-Lack of energy and time to prepare stuff (I know Adventure Paths are a thing, but right now, being a south american citizen and having other priorities in mind, I can't make the investment on them.)
-We are only three: my two friends and me, and I don't know how to make companion NPCs without making them completely useless or too powerful.
-We live in different countries, we play using Discord and Roll20.

I really want to jump back. I have many old PF1e Adventure Path Modules, some stuff like Hotspring Islands, and mostly OSR GM-less stuff like Mad Monks of Kwantoom. I just sit down, look at my stuff, and feel misserable, because I want to play but when I get home I just want to rest and do else...

Any ideas or tips?


So, I'm pretty new to PF2E and so far I love the flexibility and ideas it brings to the table. I was never a theorycrafter and I'm also a GM for life, so Player Building in PF1E and other games were always something I usually didn't experiment much with.

I recently started playing Play by Post with Pathfinder Society rules here in the official forums, and I have some character concepts in mind that I want to see better fleshed out.

First one is a character entirely built around making the most of having a familiar. I love pet based classes and since we still don't have Summoner + Eidolon, I'll take what I can get. I like Familiars more than Animal Companions right now as they allow for more imagination and customization without having to worry about mantaining two statblocks.

Second one is a Wizard who gets the most out of Transmutation. Bonus points if I can make it work with a Familiar :P I don't yet understand how wearing armor affects magic in this system, I was thinking of an offensive oriented Transmutation character.

I'd like to know how to make this actually work, any ideas?


Guys, I was reading the Core Rulebook and the Bestiary and I found out something Paizo might want to adress regarding the Mount ability...
So, as per the rules, the Horse would be the ONLY rideable creature, since you can only ride creatures with the Mount ability (at least, riding them smoothly). There is literally no other creature I could find that has the Mount ability.

Further reading of the Bestiary made me learn that creatures with the Buck ability are meant to be mounts (for example, Goblin Dog and Riding Dog), but they lack any mention of the Mount special ability, as the horse does.

I think it woud have been wise to actually include the Mount special ability in the statblock of creatures that are actually meant to be mounted, or at least, make it so players can train some animals to serve as mounts. I mean, the Champion gets the ability to pick its own mount companion but in the end if he wants to ride something, it has to be a Horse...


Hello there! I'm a GM in a situation where I haven't been able to lead a game for about 1 year. I recently moved away from my country to my wife's home, life's been rough. Left my group back there and I don't speak my wife's language fluently, so finding a group for now is impossible.

We have used roll20 to roleplay for years as getting together was hard even when I lived closer. We primarily roleplay by chat because the internet speed of our countries isn't the best for long term Skype or Discord calls, specially when living with other people who use the same internet.

The thing is... we're only three people, me plus my usual two players. I've wanted for years, almost as a GM lifetime goal, to run Curse of the Crimson Throne. We had success running the first half of Kingmaker before some problems arose and we had to stop. Here are my issues and I hope you have some tips for me, I would eternally thank you and Abadar will grant you thousands of powerful buffs:

As mentioned before, third world internet. We usually can't enjoy video or voice communications for long, and one of them is specially reluctant to use voice or video with us (he's super socially awkward, even meeting with him in person for 9+ years and he still doesn't wants to).

I only have two people. The Adventure Paths are balanced for 4 or more players. In Kingmaker we had 3 players plus one NPC alchemist everyone controlled, it worked nice for the first few levels. I don't know which approach to take because the more levels they gain the harder it will be to keep up with controlled NPCs plus their players.

Speaking of which, handling the NPCs and monsters of the adventure has proven to be very difficult for me. I have tso stop to cross reference abilities, feats and spells all the time, keeping PDFs and SRDs open all around which significantly slowed down combat.

My players also have trouble remembering the details of their feats, half the time in combat we're spending time collectively trying to remember who did what, when and where. Combats that would be easier are harder because we forget about combat options and how the feats interact. Other times they're easier because I forget my monsters have Power Attack and Multiattack.

I personally can't stand maps and Roll20 isn't exactly friendly to the free GM who wants to make some. I see at least a couple locations in Crimson Throne (like the temple of the Rakshasa) are incredibly dependant on maps.

I have one to one hour and half to organize for Game Mastering. I know APs have everything ready but sometimes I feel I'm just not doing enough...

We struggle more against the ruleset than anything else, but we love the game. Heard PF Unchained rules help shake things up. How true is that?

Thanks for reading guys!