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Howdy! I'm putting together a pirate compaign, but I want to stay away from any APs like "Skulls & Shackles". I just want to drop the party in a "pirate like location" and run a serious of evening one-shots for them to enjoy. THE question! Or probably questions.... 1. Has anyone out there done this before? IF so, what worked for you? What was your location? I'm not opposed to the Skulls & Shackles AP location.... is it event out for PF2? I'm kind-of new to things.... 2. What's a good pirate location? 3. Any good pirate-like sourcebooks that Paizo put out? 4. Any good 3rd party sourcebooks I could find and convert? 5. Any feedback in general, is deeply appreciated. Thanks all!
Hello and howdy! I work crazy hours and don't always have time to fully prep for a gaming session. One of the things that Dungeons & Dragons has in abundance is a ton of source material for finding quick, drop-in encounters. City, sewers, forests, the road, etc... I'm probably looking in the wrong place, but has anyone put out something like this for PF2? You know, I have some friends coming over, I just need a few encounters to drop in the city and I can link them together type of thing... I've seen the one shot adventures, the free rpg day adventures and I've been wading through the pathfinder society stuff... but I'm just not seeing the "here's a list of 6 random city encounters". Any feedback, thoughts or direction, is deeply appreciated! Thanks all!
Howdy! My players LOVE coming across books while adventuring! Cook books! History books! Books on the gods! You know, the standard cool stuff.... woot! MY question, I've been trying to find the rule or rules in incorporating them into play with a mechanic. You know, you find a book titled "Secrets of the Farmers Delve", and the player can use it as a reference for lore checks about said location. Or something like that! Is there a mechanic in place? I've just been giving the player a +1 item bonus if the book is relevent to the check... is this game breaking? A better way to handle this? AS always, much appreciated and I hope this makes sense!
OMG! I hate to be that person. But, I'm gonna be that person. Still learning the system, so my apologies! Regarding treasure and magic items! OH boy! I'm looking at the chart. That part, is all good! AND I'm sure this has been asked before, so please forgive me and no spanking. MY question, which I'm sure I'm over complicating, do the item amounts LISTED get dispersed amoung the adventuring party, OR, does each member in the party look to have the listed amount? For example, by the time the group hits 2nd lvl, it states: Permament Items: 2nd-2 1st-2
Total items for the party, OR each individual should have 2 2nd and 2 1st permanent items? Perspiring minds want to know. Thanks all! **I noticed it does state "PARTY TREASURE BY LEVEL", so I am assuming split amongst the group? Just want to be sure! Again, thanks!**
Howdy! A few questions! First, my apologies if this is in the wrong place. I've been clicking around trying to find the best area to post this, AND... gave up and figured I'd throw it up here for help. Thanks folks! Super interested in starting a campaign in Absalom. Infact, I just purchased and received the Gold Edition of Absalom: City of Lost Omens from Beadle and Grimm. Ooo, it rocks! And, it was on sale. Even better. Any how, I have the hardcover book as well, released in 2021. Well done! I also have the Agents of Edgewatch AP. COOL. Unsure if I want to run that right now, it's in my back pocket. The whole, "you can only knock people out thing", I'm not sure about that! I digress. My questions! Finally! 1. Looking for OTHER adventures set in the city. Ack! The Beadle and Grimm set has a few, but I need more of mix! I don't mind writing my own, but I work a lot of hours so I am trying to use awesome stuff that I can find that's already written. 2. I did find the Pathfinder Scenarios set in Absolom page! I am going to dig in there! How are these? Good? Bad? Ugly? Are you looking for this as well? Here's the link my fellow GM's! https://pathfinderwiki.com/wiki/Category:Pathfinder_Society_scenarios_set_i n_Absalom [browsing this, saw MOST of the modules are for D&D 3.5 OR the orginal Pathfinder! Oh my, help needed for sure!] 3. I know there was a free TTRPG Day adventure, kind-of a Big Trouble in Little China thing with, goblins? That could be fun... Anyone play through this? Thoughts? 4. Who runs their campaign there in Absalom? How's it going? Thoughts? Feedback? Tricks? Tips? Free horseback rides? Thanks! That's all I got! I seriously appreciate any feedback and help! Darkdazzle
Really, my party is just loving this whole idea. I have roleplayers, problem solvers, combat junkies and some unknowns totally fired-up! We ran the first session, and it was just roleplaying at the table to gain insight and knowledge, maybe BUILD those future relations with those NPCs and they loved it! NO combat for 4 hours. HOW crazy is that? All right, really, my question is on hexploration. I stumbled across a rule modification that I REALLY liked (I posted a shout out), regarding putting the day into basically 4 phases. Sweet. All in. NOW, there are some hexes in the game, that have pre-set locations, encounters. Yes? IN those hexes, would I ALSO roll for random encounters? Or, pretty much, that set piece is only thing to be found. I'm a little confused, deeply appreciate feedback and comments. Thoughts? Tips and tricks? Thank you!
About Zevran. . Backstory:
“So you see, having the improper mixture amounts is what caused the-” The professor’s words were interrupted by a sudden burst into his office. Jumping up from his desk and looking slightly irritated by the intrusion, he remarked, “I am in the middle of a meetin-”
“It’s important.” interrupted the servant. He was holding a small note with a seal that the professor didn’t recognise. He looked down at the uncomfortable student, with a smile. “A moment please.” Zevran picked up a small dagger from his desk and sliced open the envelope with it. As he read his demeanour changed noticably, he stiffened and his brow furred. Before he was even finished reading, and without lifting his eyes from the page, he spoke to the messenger. “Ready my horses, and tell the Dean that I am taking a sabbatical. Immediately.” As the messenger rushed from the room, the young student looked around with nervousness and excitement. Typically when the professor rushed off, it was in pursuit of some kind of magical item or complex device. But she noticed that he didn’t look like he usually did. Rather than a sense of wonder and curiosity, he seemed much more forlorn. “W-what’s happened, professor?” She asked quietly. Seeming to have forgotten she was there, the professor looked at her in surprise, but smiled after a second. “An old, very old friend has passed.” He paused for a second, and looked at her with more interest than he ever had before, as though he was studying her for something. “Charlotte. You’re more clever than most of the other children,” he stated, “you must have noticed that I’m not exactly… human.” She nodded slowly, her excitement for finally having her suspicions proved correct dwarfed by her fear of what he was going to say next. But he smiled. “Clever girl. I am a Kayal, what humans typically call Fetchlings. My home, my original home, is the Shadow Plane. Have you heard of it?” This time she shook her head, so he continued. “It is a dark and dangerous place, ruled by genies and shadows and dragons and liches and other terrible, terrible creatures.” “Many years ago, long before you were born, even before your parents were born, I was trying to find a way to escape from that dark place. I knew that the barriers between the Shadow Plane and the Material World were weak in places, and I was designing a contraption that would allow me to create a door to pass through. When I was about to perform my first test, a hotshot young wizard was attempting his own test at the same time, though he used magic where I used technology.” He smiled, lost to his own memories. “Petros Lorrimor.” “Petros jumped in immediately, he always was excited to venture somewhere new. Hell, if he had his way, he probably would have been the first person to die.” He shooke his head with a smile. “This wizard came barrelling through this tear in reality bringing an enormous amount of energy with him to do so. Not only was my machine destroyed, but Petros himself collapsed instantly.” “You must realise that I was already an old man by then. Time operates differently on the Shadow Plane, you see. Years go by there in what amounts to days here. I’d lived for nearly a century and I had never seen a human before. And here, one comes through and I thought it was already dead.” He chuckled. “I managed to revive him, but it took several days. Eventually, he was able to teach me his tongue, and we were able to share our findings with each other. Petros liked being there, do not be mistaken, but it was too dangerous, especially in his weakened state. Travelling between has been very taxing on him. It would be months before he had the energy to try again.” “As strong as he was, he didn’t believe that he would be able to return without my assistance. The Shadow Plane changed his magic talent in some way that he couldn’t quite explain. For the next several months, we rebuilt and improved upon my original design, creating a machine that would allow both of us to pass through into the Material Realm.” “I was terrified when we came through. I was already old and knew nothing of this world. I stayed with Petros for a time. I tried to teach him about technology and he tried to teach me about magic, but neither of us had much flair for the other,” he laughed again. “He was the man who inspired me to go into teaching,” Zevran explained. “He had this way with his students, with everyone, that he could just make them feel like they were stronger and smarter than they were, and they’d achieve great results. I am an intelligent man, and I have learned a lot in the 30 years since I’ve left the Shadow Realm, but I doubt very much that I could construct that machine again. He refused to believe me when I said that he was trapped, refused to let me give up after each of our attempts failed. We lost touch some years ago, but I doubt he changed very much towards the end. He was the best man I ever knew, and now, well. He’s gone off on another adventure.” The servant had come into the room quietly while the professor was speaking, and had listened with great interest, though not neary as much as the young girl had. Zevran looked up with tears in his eyes, noticing for the first time the servant’s presence. He cleared his throat. “Everything ready, then?” The servant nodded, and replied, “Yes sir. The Master is not… pleased… by your departure, but realises that these are extraordinary circumstances.” Zevran smiled, and replied “They always are,” he threw the girl a wink, which she giggled at, and then, his face turned more serious. “It has slipped my mind why you were sent here.” “Oh, right, yes.” She replied, looking embarrassed. “I, ah, made my teacher purple.” The professor burst out into laughter. “My dear, let me give you a piece of advise, it’s the only advise that I have to give: When dealing with matter, be it chemicals in a beaker, or elements in the air, or even matters of the heart, things have a great potential to get… messy.” . . Zevran
Attributes
BAB: +0 Sword Cane
HP: 14 (1d8 + 3 Toughness + 3 Con per Level)
CMB: 4 (0 BAB + 4 Str)
Resistances: Cold (5), Electricity (5) Fort +3 (+0 Base +3 Con)
Per Level: 11 (6 Base + 4 Int + 1 Favored Class)
Notes:
Campaign - Chance Saviour: +2 Initiative Combat - Armour Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Combat - Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (Level 1)
Proficiencies - Simple weapons, hand crossbow, rapier, sap, shortbow, short_sword, sword cane. Light armour, but not shields. Inspiration (5 / Day) - The investigator has an inspiration pool equal to ½ his investigator level + his intelligence bonus. As a free action, he can spend one use of his inspiration from his pool to add 1d6 to the result of a skill or ability check. This choice is made after the check is rolled, and before the results are revealed. Inspiration can only be used once per check or roll. Inspiration can be used on any Knowledge, Linguistics, or Spellcraft skill check for free, provided the Investigator is trained in that skill. Inspiration can also be used on Attack rolls and Saving throws, but it requires two uses of Inspiration to do so. Trapfinding - An Investigator adds ½ his level to Perception skill checks made to locate traps, and Disable Device checks to disarm them. An Investigator can use Disable Device to disarm magical traps. Alchemy - When using Craft (Alchemy) to create an alchemical item, the Investigator gains a competence bonus equal to his class level on the skill check. He can also make Craft (Alchemy) checks to identify potions, as if using detect magic. Extracts
Extracts behave like spells in potion form, and can be dispelled by dispel magic and similar effects. The Investigator can create a certain number of extracts of each level per day. An extract immediately becomes inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping. An extract once created remains potent for 1 day before losing its magic. Mixing an extract takes 1 minute of work. An investigator uses the Alchemist formulae list, and can prepare an extract of any formula he knows. He must have an Intelligence score equal to 10 + the extract level to learn or use it. The saving throw DC of an investigator’s extract is 10 + the extract’s level + the investigator’s intelligence modifier. The Investigator stores his formulae in a tome and can know any number of forumlae. An investigator can add formulae to his book the same way a wizard adds spells to his spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book.
Studded Leather (15 lbs)
Sword Cane (4 lbs)
Notes
Other Equipment
Ability Score Modifications
Size: Medium
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
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