Zokar Elkarid

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Organized Play Member. 58 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.




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I am about to run the Stag lord's fort tomorrow and I am not sure how the party of mostly new players are going to play it out but with the party being a 2 humans, an elf and a half orc I am unsure how to play out the possible discrimination the minions will show.

There are only Humans in the bandit's group as far as I can tell and if the players want to infiltrate the fort I am not sure how play this out. how do they pull off being bandits without encountering prejudice and suspicion from the fact that there are no other non human bandits?

Or would you ignore this and let them ignore this to let the new players. I know this is a gm call just wanted other's ideas on it please


One of my players is thinking about a rogue/magus build, I have searched for the answer but still not sure whether the sneak attack and spellstrike abilities stack? Any advice appreciated!


I was planning a lion shaman monk and either 1st or 2nd level taking martial artist monk. I had originally planned taking 1st level druid and 2nd level monk but when I wrote up the pc, I started at 1st lvl monk. What are the benefits of either.

I would prefer 1st lvl to be druid due to the Legacy of Fire campaign trait I was going to take but what am I losing out on from monk if I do this?

I was not thinking long term, just how the earlier levels would pan out.


Not so much how to survive but how to handle the survival skill. I am not entirely sure how to handle surviving in the wild, tracking and generally what the survival skill from the core rules can cover.

Perception makes sense for tracking but what about foraging for food and such.

What are other people doing to cover this in a game?


Playing through 'Price of Immortality' and just finished MOTLG but the party has only just got to 4th level. Not sure what we missed but they need to be 5th for the next bit. I was going to run random encounters but that's a long way to go.

Any advice for a filler to gain a level?


I have to start by saying how much I love the Beginners Box. The presentation is fantastic and I am finding it absolutely spot on for introducing the next generation of gamers. Despite having played Pathfinder since it came out and 3.5 before it, the simplicity of the BB is truly beautiful.

I have run Black Fang halfway through twice (with two separate groups although my 7 year old was in both and I am going to have to work on teaching him not to metagame!) both times there were the standard 4 characters.

I have been GMing for a few years but apart from the 1 on 1 compendium, have not got my head around running for smaller groups in standard adventures.

My son is really into the idea of games with just me and him but I am not sure what to do, he had rolled up a pretty decent fighter and I thought I could back him up with a GMPC cleric but where to go with it? I would really like to start a campaign with him but how do I go about it?


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So I am running MOTLG as a part of the path to immortality series and it's gone seriously wrong.

Spoiler:
They were all drugged and put in the cells, although the bard woke up early and got very paranoid, they then all woke up and decided to break out. With some broken bowls and natural 20's they managed to break out.

I had Egarthis put an alarm spell on the door as they weren't buying the whole 'guards not talking to them and throwing the water away' thing or actually buying the whole playing along thing. Once they got their equipment back, which was straight away, all hell has broken loose. No-one has died yet on either side although they just threw a water elemental at the acolytes and heralds attacking them.

I can't see how they are going to follow the general plot of the story and I can see it becoming a hack and slash through the temple instead of the roleplay scene it should be.

Now I know they like to RP but can understand how they felt being treated like that, particularly having their equipment taken away.

Can anyone suggest how the adventure can get back on track or shall I just play it by ear and hope for the best..... hoping I don't swamp the players and I'm able to balance the ELs?

This campaign was going so well until now......


My Paladin has just lost his mount to a finger of death (at least it wasn't me!) but most of my feats are mounted combat based. Is there any reason RAW or RAI that I can't take a normal mount until I can summon a new one?


I am starting up a 12th level svirfneblin paladin as my old character bit the finger of death, the party is currently in the Underdark and I have an idea that the paladin comes from a larger svirfneblin community from the elemental plane of earth, however I don't really know much about the society of the elemental planes. I was thinking he could have become a hero of his kind fighting in a war on the elemental plane and has come to the material plane (based in Ebberon) to help his brethren in their struggle against the Drow, Duergar and Beholders in the Underdark. The party is taking on a beholder settlement and he would be a captive slave who can be saved by the party.

The main area I am not too sure about is his time before coming to this plane as I cannot find much written about this. Any pointers to sourcebooks or ideas, no matter how outlandish, would be greatly appreciated.

Thanks in advance!


So....

My 12th level Cleric of Dol Dorn, Archbishop Saltharyn Denieth, Dragonslayer bit the bullet in last night's game. the world is mostly Ebberon based but we are currently traversing the underdark and he was hit by the Finger of Death ray from an eye tyrant (Beholder). This wouldn't usually be a problem but what a time to roll a 1 on my save! My GM may call in divine intervention (I am particularly favoured by my God having had at least 6, maybe 7 visitations in the past) but otherwise there isn't much hope of coming back from this one.

Anyway I was thinking of rolling up a setting appropriate character and it seems that a Svirfneblin is my best choice, however with a -4 to Charisma, unless I make another Cleric, playing either a Paladin or an Oracle is going to be something of a challenge (the party REALLY needs a healer). We play with 4d6 drop lowest instead of point buy so max Charisma at 1st is 14, using magic items and level raises could just about reach maybe 18 or 19 if I am lucky by the time I get to 12th which isn't exactly superpowered and the party are infiltrating a city of eye tyrants so they need all the advantages they can get!

Also if I took a Paladin, what would be an appropriate mount for a Svirfneblin Paladin, I can't think of any!


Ok so I recently started GMing a game of Crypt of the Everflame and the characters had just levelled up for the first time, in the middle of the dungeon. The player with the Rogue character was considering taking a level in Alchemist, more for flavour than anything else but with a focus on throwing explosives and splash damage.

At first I said this was fine but we both discussed how he could possibly get all the equipment that comes with playing an Alchemist, not only the Alchemist kit but recipe book and all the other bits and pieces this class uses to make best use of it's abilities.

Apart from finding a random Alchemist kit lying around or heading back to town before continuing, we couldn't find a logical, practical and most importantly, a way of getting round this that most fit into character.

Anyone got any ideas from similar situations, such as a Wizard suddenly having a spellbook or someone multiclassing into a cleric and 'just happening' to find the appropriate holy symbol lying around?

I know mechanically this mixture wouldn't have been ideal but if we could have come up with an explanation, then I would have allowed it. As it was he just took a second level in Rogue and will think about researching Alchemy when back in town.

Any feedback on this would be appreciated!

Race

| HP 28/28 | AC18 | F +5 R +6 W +6 | Expert Perc +6 |

Classes/Levels

Speed: 25 | Hero Points: 1 | Active Conditions: Level Bump | ◆◇↺

Gender

LN Female Human | Bard 1

Alignment

LN

Languages

Ancient Osiriani, Common, Elven, Kelish, Tien

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Hadega E. Scrimsworth

Player Name: DystopianDream
Character Name: Hadega E. Scrimsworth
XP: 0
GP: 9 sp
Society ID: 234492-2003
Chronicles Completed: 0
Chronicles Link: Chronicles

Appearance:
Hadega is a tall older woman of Chelaxian descent. Her features are hawk-like. She has a near permanent grimace upon her face. She walks with an air of authority, her posture always immaculate.

Background:
Hadega Scrimsworth until recently was wed to a local Absalom leatherworker, Viktor Scrimsworth. The old leatherworker died of natural causes in his bed, but after the funeral and once all the affairs were in order, Hadega unearthed the massive gambling debt taken on by her late husband. She had to sell the leatherworking business to cover the costs. To her, her choices were to putter about her diminished life, or take charge and do what she should've done before marrying that feckless layabout--join the Pathfinder Society and bring civility and MANNERS to the remote corners of Golarion.

◆ - ◆ - ◆ - ◆ - ◆

LEVEL BUMP IN EFFECT

Hadega E. Scrimsworth
Human bard 1 (Advanced Player's Guide, Core Rulebook 386)
LN, Medium, Human, Humanoid
Heritage versatile heritage
Background artisan
Perception +6
Languages Ancient Osiriani, Common, Elven, Kelish, Tien
Skills Arcana +6, Athletics +3, Bardic Lore +6, Crafting +6 (+7 when crafting Leatherworking items.), Diplomacy +8, Guild Lore +6, Intimidation +8, Occultism +6, Pathfinder Society Lore +6, Performance +8, Society +6, Stealth +5
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 18 (+4)
Items studded leather armor, shortbow, shortsword, whip, arrows (20), backpack, bedroll, chalks (10), flint and steel, grappling hook, handheld musical instrument, material component pouch, minor healing potion, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (9 sp)
--------------------
AC 18; Fort +5; Ref +6; Will +6
HP 28
--------------------
Speed 25 feet
Melee [1] shortsword +6 (versatile S, agile, finesse), Damage 1d6+1 P
Melee [1] whip +6 (disarm, nonlethal, finesse, trip, reach 10 feet), Damage 1d4+1 S
Ranged [1] shortbow +6 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+1 P
Occult Bard Spells DC 17, attack +7; 1st (2 slots) fear, magic missile, true strike Cantrips (1st) detect magic, guidance, light, shield, telekinetic projectile
Focus Spells 1 Focus Point, DC 18; 1st Counter Performance, Hymn of Healing, Inspire Courage
Ancestry Feats Natural Ambition
Class Feats Bardic Lore, Hymn Of Healing[APG]
General Feats Toughness
Skill Feats Specialty Crafting
Other Abilities component substitution, composition spells, enigma, muse, occult spellcasting, scrolls

Bot Me!:

Hadega starts any combat encounter with ◆inspire courage. She will then draw her whip and attempt to trip or disarm any enemies in reach. Otherwise she will utilize ◆◆Telekinetic Projectile from a distance.

[dice=Whip, trip, level, proficiency (athletics), strength, armor penalty]1d20+1+2+0-1[/dice]

[dice=Telekinetic Projectile, level, proficiency, charisma]1d20+1+2+4[/dice]
[dice=damage, S or P or B]1d6+4[/dice]
[dice=extra damage if critical]1d6+4[/dice]