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So, our group is just starting Star, and we've already had a death(not mine). Our composition is:

Aasimar Cleric
Catfolk Rogue(me, but now changing)
Human Brawler(round two)
Half-elf Fighter specializing in bow combat

I was all for the Rogue since I figured we'd balance out with melee with myself and the brawler, but so far the start of the AP has been less than kind, with a death in the first session, and us(brawler and Rogue) being beaten down to unconsciousness in almost every encounter due to GM roles and honestly NPC stats(level 2 warriors in the first section? Are you MAD?)

Another friend joined and is going Rogue/Magus cross-class, so that sort-of makes my rogue a moot point. We need another front-liner, but we also need someone to take the knowledges(which our Cleric didn't).

So our new party is:
Cleric
Brawler
Bow Fighter
Rogue/Magus
Skald

Any/all help/advice would be appreciated, as I've got a few ideas, but I don't know how to place my stats to be the biggest help to the group.

My current idea is:
STR 16(14 base, +2 from Human)
DEX 14
CON 14
INT 12
WIS 8
CHA 14
Take the bonus skill point/level as well, so I can be a pseudo-Bard for skills, and do what I can from there, using a Greatsword.


Name: Jack(I honestly forget his character name since this was session ONE
Race: Human
Class/Level: Brawler 1

Adventure: Shards of Sin
Loaction: Underbridge?
Catalyst: Poor rolls and being CL1

So, we're exploring where Natalya Vancaskerkin was "taken" (to our knowledge). Bow Fighter and I(Rogue) stay upstairs while the Brawler and the Cleric go down the ladder. I take the Ring of Feather Fall(best idea ever) and walk on the beams. They're rotted, I fall, combat begins! First two are dispatched with no issue. Enter two big burly level 2 Warriors. Jack gets smacked down in the first round by a pair of morningstars, leaving me to fend for myself with our healer while our bowman rained arrows from above. Being a lowly Rogue without Weapon Finesse, I wasn't hitting often, and their attacks dropped me close to death once. In the heat of battle, we saw Jack taken to another room where he bled to death.


I found it once on here, but unable to find it again. There was a post on here about the Raid on Sandpoint that had NPCs statted up to be able to assist in the raid; both towns guardsman and other NPCs, such as Belor, the town Paladin(forget his name, don't have the book with me since I'm at work), and even Father Zantus.

I checked the Community Creations thread, but couldn't see it after a quick scour there and a search of the forums. If someone could point me towards it, I would greatly appreciate it.


I allowed it in my campaign only because the group was lacking a static healer, since they went Rogue, Gunslinger, Monk, Fighter, Necromancer. The Rogue player took a Witch and is their support/healer, and it's worked well.

That being said, he made his cohort using NPC stats, which was his own idea, not mine. I also had him use GPL as per a PC -1 level, and really it's not been an issue. Though if I could go back in time, I would probably ban the feat, honestly.

Overall I don't like the cohort when you have four or more players in a party. Too many people, unless you're running your own campaign and not an AP.


If I plan ahead of time and draw it out, I will use other pages to cover the routes, but for the most part I draw on the day of the sessions because I get lazy/busy, and just go from there.

I've found with my group(YMMV) that giving them the entire map they don't really meta-game, and they explore as much as possible/wander about, so it's not been a huge idea to show them the entire map.

For Thistletop, however, I'd highly advocate either having the maze on one page and the bridge/upper part of the fort on another, or drawing it as you go. I did the latter, and it worked fine, but I would've rather had it drawn in advance tbh.

Then again, I can't draw to save my bloody life, and some of the maps make me wish I had've been an art student.

For a cheap way to draw your maps, I picked up one of the big sheets of graph paper(ones they used in elementary school size), and a set of Black, Red, Blue, Green dry-erase markers. Ran me less than $30, and I've barely dented the graph paper supply.


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I think it's all about the character, really. I have one in my Reign of Winter campaign that's an Orc Fighter that became "The Bear King" because he put a bear rug on himself and decreed it so. I let him live a combat he absolutely should not have because he went for bad-ass factor, and the character is actually a good source of entertainment.

If it's a newer player, though, again it can go either way. First session with him, be gentle, but a nice talk afterword is always good. "Son, I know you want to stick the fork in the electric socket, but if you keep doing that, daddy's gonna be short a child".


Just browsing the first few posts, your main issue seems to be that you're completely goig with your dice. Learn to fudge. That crit you confirmed? Oh, it was one off. Max damage? Meh, it turned out to be half instead. TPK? Nah, it was a players dream of what is to come if they follow that exact path.

If you nor your players are having fun via deaths, as the GM you can edit/change existence as per your desire.

I do the Max HP + Con Mod + Con at level one, and average/ average+1 as they level, and the fights, though brutal, are survivable. My PCs have the fear of death in them, but still enjoy themselves. I've done two(techinically 4) deaths and almost a TPK and my group is still having a blast.

Change some things and go from there. You know better than anyone else what your friends/group like, so try and ease it a bit, but keep the threat of death looming so they know you didn't take them from hard mode to girly mode.


Tangent101 wrote:
I'm switching to the "you level at set points in time" system. It works better for larger groups. I also tend to max out hit points for lower-level monsters and sometimes for more legitimate ones, seeing that a 20-strength raging Barbarian using a +1 bastard sword two-handed can dish out sickening levels of hurt. ;)

Replace "Raging Barbarian" with "Power Attacking Fighter with a +1 Greatsword" and you've got my current front-liner. He tears through things(just about to start Foxglove Manor) and I'm waiting for the time when he's brought down by some poor rolls on his part. Historically his player rolls badly.


Zhangar wrote:
Yeah, my group does the same thing that Dathus is doing. Greatly reduces the odds of 1st level PCs dying due to mere bad luck, and encourages players to make PCs with pretty detailed backstories (since they don't normally need to worry about the character instantly dying because the DM rolled a 20).

Speaking of the DM rolling 20s. I didn't confirm it, but almost dropped a PC with the initial zombie encounter. They rolled poorly, and I had two hit one(only Fighter in range) and both hit. One for max, one for not, total of 16 damage in one turn. So glad I gave them the bonus HP now.

"Holt wrote:

That kinda takes all the fun out of it...

Part of the fun of low level play for me both as a GM and a player is that's the 'death could be around every corner' portion of the game... You feel like you've gotten more powerful when you can waltz through encounters that used to scare the crap out of you...

It would, if I didn't stop pulling punches because of said higher HP and punish poor decisions with the worst outcomes. My players have taken their HP as a blessing in disguise since it's been one of the only ways they've survived certain death. Like I mentioned, Ripnugget was an almost TPK even WITH the bonus HP(Ranger was left with 7 HP when Ripnugget was down to 1).

I am mostly GMing newer players, and I want them to enjoy their experiences, and learn that as fun as Pathfinder is, the dice can get real bad real fast. I'm gaining a reputation as a GM who rolls high, even though I've only killed one character.


If you were to make anything harder, I'd suggest giving all enemies max health. Maybe, like David said, some minor mooks if you REALLY need to ramp it up.


This is why I've taken a house rule of "first level max HP+Con Mod+Con" for HP. Increases survivability without needing to make certain things too brutal. I would've had a TPK in RotR without it, and when I start this AP today I'm taking the same mentality.


I agree. This is awesome. Best 666 post ever. Lamashtu be praised for the offerings she was given!


So, you don't think it'd be too much to have her come back AND be a Half-Demon/Succubus/anything working WITH Tsuto during Book 2?


My group just finished book one, and they killed everyone in Thistletop except Tsuto who was to be brought to justice at the urging of Ameiko and the now dead Paladin. I fully intend on having Tsuto be released by Ironbriar and used again, but knowing that the PCs just caved her head in and left the body in Thistletop, could he then go back and get her Resurrected by Magnimarian Clerics? I don't want my PCs to feel like their efforts were for naught, but Nualia's too good of an enemy to only use the once. And having Xanesha with a half-Demon or Succubus Nualia reborn and put to the PCs with her Scarecrow? Can't pass that up!

Basically, is it too much to want to bring her back, or should I have her make a return in Book 2 for the last time?


Name of PC: Dirk Wilhelm
Class/Level: Human Paladin of Erastil 3
Adventure: Burnt Offerings
Catalyst: The Shadows
Story:

Spoiled for HUGE:
Being formerly been a Barbarian on a path of revenge, Dirk was converted by Father Zantus on the way to bring justice to the land of Varsia after saving Sandpoint. Upon days of reflection, he changed from his Barbarian ways and became a Paladin of Erastil to support his love of the family unit. After dispatching Nualia with ease(seriously. Evil Outsider vs a Paladin using Smite Evil. Not even REMOTELY fair), the group healed up what they could, and continued to explore the lower level of the ruins. After meeting(and running from) Malfeshnekor, healing at Sandpoint and getting enhanced weapons/armor, they went for another run at the lower level.
Instead of going immediately for him, they went for the path they hadn't been able to access previously, as the Alchemist and Monk who were left behind to make sure Malfy couldn't leave found the way to open the doors with the golden pillar. After entering the room slowly, the three Shadows attacked. Two grouped on the front-line Wilhelm, while the third hit the Ranger in the back.
Channeling Energy, he drew the ire of the two front Shadows while the Rogue attempted to assist from behind one. Without his Sneak Attack, they were unable to defeat the Shadows before a pair of deadly strikes(4 and 3) drained what remained of his strength. His allies gained swift vengeance, with the Monk, Ranger and Alchemist letting the Shadows fade from existence. The Paladin rose next round to attempt to kill his allies, but the Monk again Flurry'd him down, and let his soul rest in peace.
He is survived by Zephry the Kobold Rogue, who will be raising one of the Goblin babies from Thistletop as a Paladin in his name.

I tried to fudge the roll at the end that brought him to -2, but the player was fine with the death. First one of the campaign, and first one since I've started GMing. I felt as bad as I did good about it.


I honestly never knew that you could do a Disarm attempt in place of ONE attack. I thought it went in place of ALL attacks. At a -10 penalty? That's not terrible, honestly. I'll need to keep that in mind..


It was a Kobold and a pair of rapiers. He's not there to hit hard, but when he sneak attacks, stuff dies.


Dice_Castor wrote:


required to make a cleric.

As soon as I saw this, I was immediately disappointed. If I was you, I would've smacked your GM. Playing Pathfinder/DnD/Whatever is YOUR choice, for YOU to have fun. Do you have fun playing Clerics? Then play said Cleric. If not, hope someone took UMD skill and can use that. This is YOUR character, not theirs.

Matthias_DM wrote:


ALSO, this:
If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

While I agree with you on this, he IS going for a Deity, and those are two of the Deity's domains. It's unfair to worship someone and take out the accessability to some domains. What if the Gm had decided to say "no healing domain since it's so OP for Clerics"? He's basically told "make something to help heal people", so he took the best things for said role, when he might not have even wanted it.

Dice:
I'm going to reiterate what everyone else has said. Sit down with the GM, ask what is banned/allowed, and then go from there. Create your character with him, if he doesn't like what you did. I sat down with my PCs when we started RotR(same campaign you're in. You're further than they are), and wanted to see what they were doing, what the group concept was, since they made their classes individually.

King_Of_The_Crossroads wrote:


Do you restrict yourself to the Bestiary 1? Because as a company like Paizo comes out with more bestiaries, you start to get power creep; power creep works both ways, and with an attitude like yours, I assume what's good for the goose is good for the gander.

Best. Retort. To book banning. Ever.


vikingson wrote:


Sunder : makes you massively unpopular with your players

Pretty much this. I consider doing it now and again, but I know if GMs did it to my equipment, I'd be rather unhappy, especially at lower levels.

vikingson wrote:
Disarm : hardly worth it, unless to show off or in specific duels/situations

One-handed enemies would enjoy this, but the AoO can be deadly to said enemy, especially if they're being flanked by several PCs and the Disarm is more of a desperation attempt than "oh, I need to make his weapon mine".


Our Paladin was absent for this little encounter, so I had to play the Lawful Good voice of reason as the Alchemist, Ranger and Monk all wanted to kill the children. They made fairly good arguments(killing them by our hands would be better than them starving to death in the cages, since we killed just about every other Goblin in this place). Between sessions now, the Rogue remembered we still had one Goblin tied up on the first level and could leave the kids with them.

Though the Paladin(arrived late as hell) heard about this after, and has become hellbent to bring the kids back to Sandpoint and train them to be Paladins. Honestly, this would work, as they're about to hit the transition between book 1 and 2, and that would be a great time to let him deal with the kids while the other PCs do their shtick.

The basic argument went:

Ranger: They're Goblins and therefore need to die! I hate Goblins and I need to kill them all!
Monk: So we leave them in cages and they starve to death?! How could we call ourselves "good" if we did that?!
Alchemist: You think an Alchemist Fire would kill them well enough?
Me: Just because they are born to evil families doesn't mean they will become evil themselves. We can help them along the path and bring them to the side of good!
Rogue(inflicted with Tetanus after a failed Fortitude Save): Ksssss.

Also, I love how this thread got so many posts in a two day period, and the argument is, as I anticipated, waning into Nature vs Nurture.


I have 5 players, and I let them level up after finding Orik, Bruthamiz and Lyrie. Lyrie's retreat to Nualia was halted, so she ran to find the Bugbear and get Orik. Bruth held them off until Orik came from his bedroom, and Lyrie attacked from range with her Wand of Magic Missile. Orik would've been a great ally, had the Rogue not hit max damage with two weapons and Sneak Attack. Nothing like seeing 32 damage happen in a single turn to a Fighter.


I'm currently in the beginning of Rise of the Runelords for my personal Pathfinder group. My friend has finished her game at the local game shop, and I was thinking about picking up a few sessions while she plans out her next game a few months from now. Most likely I will only be going with the first book for the group before she's ready, MAYBE the second. I have looked at all three and they are interesting to me, so I ask you, oh almighty Paizo forums.

How would you rate the first books of the three APs?

What order would you think is better for a full campaign AP, in terms of personal preference and why?

Should I just run the same AP I pick up for the temporary GM spot with my actual group, even though my friend who is the GM MIGHT be playing in it, and is also in my outside-of-game-shop group?

What is the circumference of a moose?!


You guys answered my question for the AoO being purely attack actions, only.

The scenario was thus:

Rogue with TWF and Fighter are in combat. Rogue makes and succeeds on a disarm attempt on the Fighter's short sword as his standard action. Using a Free Action, Rogue drops one of his rapiers to pick up the dropped short sword as a move action.

I was thinking, since the Rogue was dropping a weapon to pick up the short sword, the AoO could be a "who gets to the dropped weapon first" sort of thing. I was 90% sure that the AoO couldn't be changed to a replacement move action to regain the fallen sword, and I just wanted to double check with you guys. Thanks, and I apologize for the lack of clarity.


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I assumed the one in the middle was the Runewell, since it'd make more sense in the terms of an evil Goddess' temple, where bodies could be consecrated and baptized in the Runewell, whilst Waters of Lamashtu(if they weren't already elsewhere) could be up top to make the willing(or unwilling) subjects blessed in the deliverance of monstrous spawn.


...Wow, I thought the pool in the middle was the runewell, myself. I apparently can't read either. Like, the runewell was in a cauldron, surrounded by the skulls, then the waters overflowing into the pool.

Need to go back a few weeks now! Hah.


So, when you disarm someone, you get the ability to pick up. However, to pick up a weapon, you get an Attack of Opportunity. If you wanted to use said AoO, could you use it to instead attempt to pick up your weapon as well?


Ah! I completely forgot about that part. Yes, I could have the Inquisitor and Ameiko leave, then and let the PCs know they're fine and good to go. Thanks for reminding me of this little portion.


So, having just been going the last month with my Rise of the Runelords with a group of friends, I've been browsing around the Pathfinder Society stuff, and other APs. My question is, what would the difference be between doing PFS and running the APs as I normally do?

From what I can see, it's more about being at the local gaming shop and offering different adventures depending on the levels of the PCs, and an ongoing reward system for doing multiple PFS scenarios. I'm afraid I might be reading something wrong, or just not understanding. If I WAS to start up a PFS at my local game shop(don't think we have one here, yet), what would be the reason to do so, in spite of me already GMing a group of players? Not saying it's wrong, just curious, really.


Maybe you could use Xanesha as a method of trying to teach them tactics? The only ones my group is using is Rogue and Paladin Flank, Monk do whatever, Ranger from mixed distance, and Alchemist running around trying to poison and spamming CLW when not Mutagening.


I had Ripnugget go to the death, since it was the Rogue and the Ranger left. Had he not been downed the next turn, he would've stolen the Warchanter's potion and brought himself back from death and most likely given a TPK to my group.

Would you say that Ameiko would know of Nualia because when she was brought back to Thistletop, she could've woken up once or twice before Tsuto knocked her out again, and saw him and her with Lyrie in the background? I was going to have Nualia sacrifice Ameiko that day(they took the night to rest/level because they were out of spells, had about 3 charges left in a Wand of CLW, and for that reason of lack of healing remaining they want to head back), but since they found Ameiko early in the morning, Nualia's still in Level 2, researching about the area, knowing there's more she hasn't found, due to the pull of Malfy.


Which is weird since he mentioned he was using the AE version of her, so thus my confusion.

Though if she DID have Mage Armor I could see why that would make her more of a pain.


Do you mean audio of the people just playing, as well as their background interactions, or something slightly more professional, such as actual Podcast-style stuff?


I had six players before we had one drop out. The APs are designed for 4-5, so I bumped some things up. For seven, I would have them make their characters one week/two-three days ahead of the first session and look at what you have.

This post made in the RotR thread makes a good point about how to do it.

Too lazy to click the link? Click here!:
Doomed Hero wrote:

I ran a game with 10 players for nearly three years. It can be very hard to challenge a group of that size because they have 2.5 times the action economy the game is built around. In order to challenge them, you have to upgrade your enemies in a way that doesn't make them outclass the group in terms of CR.

Standard party makeup is 1 Primary offensive caster, 1 Utility, 2 Primary melee.

For every primary melee character beyond 2, add 50% to each enemy's HP. (an average melee character is expected to deal between 25 and 75% of an enemy's HP a round. Adding 50% means the extra melee characters will be needed.)

For every Utility character beyond 1, add 1 enemy of CR equal to the average party level. (Utility characters are usually defined by buffing the party or controlling the battlefield. Adding extra baddies means they might not control everything, giving other characters something to do)

For each Primary caster, add +1 to enemy saves. (Monsters that fail saves against primary casters are usually out of the fight. You want to make it so the bad guys have a better chance of making their saves so that other casters have a reason for being there. Beware multiple casters spamming AoE control/damage spells. A few failed saves in a row, and the fight is over on round 1.)

Lastly, Maximize all monster HP.

This isn't a perfect formula for every group, but it works as a pretty good gauge as to how much you should boost encounters to still challenge the party.

Finally, and I can't stress this enough, mixed groups of enemies. If you run a bunch of enemies of similar types, they'll crush them. If you're running goblins, throw a pet giant scorpion in and some goblin dogs. If you're running giants, add giant eagles and summoned elementals. Make them diversify their tactics.

Do not simply tack on Hit Dice. It creates a ton of problems, mostly linked to special ability DCs and saving throws that outstrip what the party can handle. Adding Hit Dice will quickly neuter...

I didn't have to use this, since one of my players left, but it's still useful!


If you want her to qualify for Power Attack, just take one point from her CHA and put it into her STR. Not even in point buy, but whatever.

Though thanks for her other stats. She's a bloody monster at her level.


I'm looking at the Anniversary edition right now at work, and I do not see "Mage Armor" as one of her spells. Do you mean Mirror Image? It says, and I quote:
"Before Combat: If she realizes the PCs are near(as is the case if the faceless stalker drops a bell), Xanesha casts invisibility and mirror image on herself. She also activates her Sihedron medallion's false life ability."

No mention of Mage Armor anywhere on her character block.


So I have a new, minor issue. The PCs have just found Ameiko in the jail cells. The NPC Inquisitor I have with them has promised to keep her safe while the PCs can make sure the threat of Thistletop is deat with. They have killed(critical finishes are awesome, btw) Orik, Lyrie and Bruthazmus, but haven't explored the Dungeon Second level. I'm reluctant to give them a reason to explore everywhere in the areas aside from "there are areas you still haven't been to yet!" for fear of alerting them to stuff.

I was thinking if they packed it up, went back to Sandpoint and returned to Thistletop later in the day(they slept in Ripnugget's room after a violent encountere where Lyrie lead them to the lusting Bugbear, and then was reinforced by Orik and Lyrie), that the two would have run off to Magnamar to join the Cult. Am I wrong with this thought pattern, or should I give my PCs an out-of-game reason to keep exploring? They have dealt with everything on Level 1Dungeon aside from the secret door leading to Level 2, as they chased Lyrie the opposite way.


Doing a group if 6 and a half(GMNPC for the newly christened Paladin who was going to go to Thistletop alone).

What I've been doing is adding +1 or 2 enemies to encounters, or change tactics. Example:

Minor campaign spoiler, but whatever:
Korvous or whatever the name of that bloody Goblin with three arms was summoned to join a Sinspawn after the group alerted the two Sinspawn, and the Alchemist ran from his Sinful Bite, being afraid of going toe-to-toe with it. Caused me to really run through party healing resources at the time, but it was worth it for them to get a taste of what'll happen if they're dumb.

Read ahead from where your PCs are and play it by ear, really. Max HP on everything is a good start.

Thistletop spoilers:
Maxed out Ripnugget's HP and changed his Commandos to Rogues. The Rogues went down quickly, but Ripnugget was a pain for them. VERY close to a TPK here, and I barely touched the encounter.

Until you hit Thistletop, everything will be experimentation. Double up the number of Goblins. Make them all Fighters instead of Warriors with Power Attack+Weapon Focus Dogslicer as feats.


As a writer I think this is a great idea, and I would love to bring the NPCs out of retirement. However, as a player, you having a scenario you are FORCED to lose to make the NPCs shine, I think you're playing with fire, and need to tread lightly.


Thanks guys. I really appreciate the advice(would've responded earlier but a hectic few days, so apologies.)

I offered the Monk a rework, and I'm going to let the rest of the group get a "One Time GM Rework Pass", so they have one chance to rework their characters in everything EXCEPT equipment and current possessions. They've done some combats, had some experience interacting with each other(aside from the Alchemist and Ranger, none have been in the same group, to my knowledge). I know the Rogue was very happy with his character off the bat, so I don't see a rework coming from him.

Again, thank you. This is my first time GMing where I don't want to facepalm at the aggravation my PCs are causing. I'm actually thoroughly enjoying myself, even though we're only five sessions in.


I actually saw Nualia as more of a maniacal, filled with hatred sort of person. I don't see her as an emo crybaby at all. I see maybe she started like that before she lost her kid, but after that, I could see it as her snapping. Taking her "Mothers brand", organizing the Sandpoint raid. It's of a woman so confused, so fueled by rage and revenge that she sees nothing else but fires.

If you're a Whovian, think of The Master, but replace the beating of the drums with a burning fire. She always hears the cracks of the flames, and feels her removal of the "Celestial Taint" will end the incessant crackling. My view anyway.


Isn't the chapel on a completely different floor than them? If so, I'll have them armor up anyway, and Tsuto still disheveled and annoyed looking, and Nualia behind a few rounds after. He'll be outside with his bow drawn and speaking something about how they interrupted his special time with her, as he and the Yeth Hound hold off the PCs until Nualia's ready to join in.


I didn't say sexual enticement. Could be the beginnings. He's just starting to unstrap her armor, for example. Something that would take a full round to replace before she starts. Or, she's casting her spells as the PCs enter, and Tsuto looks upset. DC Sense Motive check lets the PCs know he's got blue balls from them bothering the two.


I was going to put this in the Nualia as an AntiPaladin thread but I think it works here a little better, since it involves Tsuto as well.

What if you were to find Tsuto and Nualia in her room, the two sharing a passionate embrace before he was to "leave", the Yeth Hound on guard and he howls first, alerting them and fearing the party, and then you have all three descend on a group of 6 level 4 PCs? Would that be a little TOO much, or would it be a fair challenge to end the book on?


darkwarriorkarg wrote:
Dathus Tomar wrote:

I'm about to start the lower levels next session(up coming Saturday), and I'm honestly a little worried. My group(Paladin, Rogue, Alchemist, Monk, Ranger and NPC Inquisitor) almost had a TPK against Ripnugget. ** spoiler omitted **

I'm honestly worried that Nualia and her Yeth Hound will be the TPK and wipe the party horribly. Though, since they're all so attached to their characters, I might do a "it was a dream!" retcon.

I have fudged some dice now and again. I also played some encounters "wrong". Erylium I had her stop being a pain with her slumbers and such, and came down to be really smacked around, because it was a 4 hour encounter. I do think I'll be doing the same...

You know, I notice how much people actively avoid playing clerics. "Boooring!" or "Healbot!"

Apart from fixing status conditions and giving buffs, it's rather enjoyable when you throw a silence spell on the BSF's shield and have him charge in. It's amazing how that dismays spell casters and opponents with sonic based attacks.

Sadly, the inquisitor might be too low-level for the silence spell at your point in the module.

The Alchemist has "resigned" himself to knowing he's the healer, and he's more than fine with this development. I think he was building himself as such, as well as his desires to be a Master Chymist.

The last character I played in an actual campaign was a Battle Cleric in Forgotten Realms, with Healing and Strength domains. It was actually really fun. Built myself to hybrid fighting and healing, and I was fairly adept at both. Except for when my Deity died, but that was near the end of the campaign run for us.


I'm in the beginning stages(Read: PCs are level 3) of my Rise of the Runelord campaign. One of my PCs has dipped out, and the other has requested a complete class change(makes sense for his character, AND for party benefit). He wanted to become a Paladin, which I allowed since they had no real tank, and we had a Fighter/Oracle as a "big DD". He just really exchanged his Greatsword for an Earthbreaker and a shield/Heavy Mace combo when needed.

The other is a PC who'd NEVER played a Monk before, and wanted to fix her stats. She's playing a Catfolk Monk and gave herself a 10 Wis. Since the group is 2/3 rookies(This is most of their first campaigns that aren't one-shots), I'm willing to let the slightly more experienced players fix themselves a little bit to help/benefit the party more. Especially since they lost their heavy hitter, and the other is doing double duty now.

The group is:

Kobold Rogue 3
Catfolk Monk 3
Human Alchemist 3
Half-Elf Ranger 3(doing both Ranged and TWF styles)
Human Paladin 3

Am I being too lenient for letting the two players "fix" their characters so early in the game, or am I well within the normal "this party set-up isn't working as well as it could be, let's fix that" realm? I'd rather have my players be happy with their characters instead of looking for avenues to get them killed off, honestly.


I'm about to start the lower levels next session(up coming Saturday), and I'm honestly a little worried. My group(Paladin, Rogue, Alchemist, Monk, Ranger and NPC Inquisitor) almost had a TPK against Ripnugget.

Spoiler for huge wall of text:
Not for him charging, no. He stood there, took three flankers and the Ranger's hits, and kept dropping the Paladin and Alchemist over and over. I had to roll over a 6 to hit most of them with his +10 to hit. Finally, when it came down to the Rogue and Ripnugget himself, the Rogue finally gets the idea to disarm him while two-weapon fighting. Taking the AoO, he grabbed his sword and kept swinging. I rolled FANTASTICALLY during this battle. Damage was pathetic for a while(kept rolling 1s), but I had the Inquisitor and Ranger left after the Rogue went down. He was sitting at 1HP left, and the Ranger put'em down. Was bloody amazing.

I kept having him chaotically attacking and not finishing anyone off. Monk went down, so he went right to the Paladin who was flanking with the Rogue. Paladin goes down, and the Alchemist uses CLW Wand to put'em right back up. So, I put'em down again, then back to the Rogue. Alchemist moved too close for one round and I smacked him down as well. Ripnugget no like sparky wand that keeps his enemies from dying.

They were doing SO well. So very, very well. And then I rolled max on his Cure Moderate Wounds potions. So, the 50-some odd damage turns to 20-something, and we go again! That Rogue was doing some sweet numbers when he hit. I didn't score a single critical the entire fight.

I'm honestly worried that Nualia and her Yeth Hound will be the TPK and wipe the party horribly. Though, since they're all so attached to their characters, I might do a "it was a dream!" retcon.

I have fudged some dice now and again. I also played some encounters "wrong". Erylium I had her stop being a pain with her slumbers and such, and came down to be really smacked around, because it was a 4 hour encounter. I do think I'll be doing the same with Nualia's encounter, or the undead. Dunno yet. I play it by ear.


Not quite sure on some of these myself, but!

1) You could argue Forest for the first level, since it's built on the forest floor, but I would honestly say "Urban" since it's supposed to be a tribal city-ish-thing. That would be more your discretion, but the others sound right.

2)You could also have them carry the boats part way through, and at the beginning of the forest they veer off to the north and hit the water, then start from there after a survival check or two, depending on their knowledge of the region. Maybe a DC 12-15 check? Yes, I'd say two rowboats for them, assuming one manning the oars, one steering, one navigating in each.

If the seas are rough, I'd go with a penalty IF they are standing up. If not, then no penalty. Assuming they're bracing themselves in the boat. Makes up for them being "flat footed".

Rowboat hit points would be the same as wood, and however thick you want it. There are stats for HP/Hardness of items/objects in the Core Rulebook somewhere. Can't think of it off the top of my head. Haphazardly I'll say AC 10, HP 8, Hardness 1? Like I said, Core has it.


That is actually brilliant and hilarious at the same time.

I would argue/rule that once the water is separated from the Runewell, it loses its touch with the stockpile of Wrath points, and becomes inert, basically just water. So he's throwing water with a drop of blood at an enemy that would cause them to look at the mess made on their armor before they made a mess of said Ranger/Wizard.


You DO have a point about Tsuto, I suppose. I could always have him run off to Magnamar and warn Ironbriar about the PCs, or join Xanesha in her fight, and level him up a bit more. Monk and Rogue evenly.

Though Tsuto in the Sanitarium would make sense. Hearing of Nualia's death, he looks for ways to resurrect his fallen love, stops in the Sanitarium, and meets the Necromancer underneath.

Though I could always have Tsuto and Lyrie wander off, since Lyrie's epic in love with him, as shown from her belongings. Have Nualia know she was in trouble and send Tsuto off to prepare her coming back, since he was already getting money from his father via blackmailing. Though idk yet where I'd put them as an encounter. Hmm...


I'm still in the first module, but it really babies players on their own, for now. I only let the dice fall as they do when they do stupid things. I.E: My Alchemist running into a room ahead of everyone else before they were ready, and getting surrounded by two Sinspawn, letting them wreck his face before he ran off like a scared girl being shaken for a minute. I laughed in spite of myself because of what he did.

If you're afraid of killing your PCs, you're more than welcome to fudge your dice. Are their dice cold but yours are burning through 17+ rolls constantly? Roll minimum damage. That Crit is just a normal hit. Oh look, you missed altogether. Why? Because you're the GM and you said so, that's why.

That's something I'm learning(this is my second 'game' GMing). As much as you want to let your PCs win, you need to knock'em around a bit so they learn "Damnit, we're not Godlike!"

My players sort-of learned that when they rushed into the Quasit fight under prepared, and missing spells/most hit points on characters. I had no sympathy for them, and let the fight go as it would have. Almost killed my Rogue because of it, as well as the Alchemist and Monk. They had no one to blame but themselves.

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