Dojen's page

Organized Play Member. 63 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



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Wisdom seem like street smarts as listed below, you are able to survive, have common sense, good willpower, and intuition. I would look for the obvious solution to problems, have good knowledge in wisdom based skills (Heal, Perception, Sense Motive, Survival) and put them to good use during gameplay. Also professions are wisdom based, so pick a profession that you feel fits well into your characters backstory. Perhaps use it during gameplay (a gambler making bets, an engineer analyzing the structure of doors, etc), make sure you know the rules around what you are trying to do, such as the durability of items (there is a table for this) or how to cheat at cards perhaps using the sleight of hand skill if you are a gambler.

http://paizo.com/pathfinderRPG/prd/skills/profession.html

From the D20 db:
Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids, and it is also important for monks and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

http://www.d20pfsrd.com/basics-ability-scores/ability-scores


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I am DMing a custom campaign and I have come up with what I think is a good plot device to keep my characters going forward. They have been contracted by a shipping company to handle issues within one of their remote settlements. When they arrived they were informed by the supervisor of the settlement that the mine had been overrun by kobolds and their assistance was needed to clear the mine. At the end of that adventure they encountered a group of slave kobolds being forced to work the mine by mutated kobolds that were much larger and stronger than the others. The next adventure had the quartermaster of the settlement kidnapped by zombies and taken to the graveyard. I realized organized behavior is very strange for zombies but as the crew found out as they fought through the graveyard into an ancient tomb where they faced a zombie cheiftain, his zombie burial priests, and his zombie concubines there was a circlet buried inside his tomb that had the power to raise the dead and mutate the living. Also found inside his tomb was a collapsed tunnel that was filled with dead and mutated kobolds.

In the next adventure I am sending them from the settlement by ship to a relatively nearby town to start investigating the origins of the circlet as it does not seem to fit in with the other treasure found in the tomb.

Once they arrive in the new town they need to find someone to sort out the origin of the circlet. Then they will need to perhaps do a few quests to figure out more about the circlet. The goal is to have someone manipulating the region on purpose through various means trying to control and dominate it for their own personal gain.

As they continue to quest the settlement will be their base of operations and will grow over time. Currently it is a small Thorp with dilapidated wooden housing, but by the time they get back the housing situation will be resolved and the town will have grown a bit perhaps to the next level of city.

I would like to see what ideas pop into everyone's head now that you have heard the details of the campaign so far. What would you do, how would you evolve the storyline. Thanks in advance!


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Vod Canockers wrote:
35) Someone finds half a rat in their beer.

The half-rat beer is served to a half-orc. Who exclaims "Hey where's the rest of my rat!"


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41. Thievery in the bar!

Perception check (DC 5):

You hear a loud shout from the other end of the bar followed by the loud sounds of fighting a minute later. As you peer over to see what has happened to cause the disturbance you feel a tug at your belt and when you check you see that someone has pinched your coin purse! As you are looking around for the culprit you are violently jostled backward against the wall and punched in the face!

<You are in combat>

Perception check (DC 10):

You hear a loud shout from the other end of the bar followed by the loud sounds of fighting a minute later. As you peer over to see what has happened to cause the disturbance you feel a tug at your belt and when you check you see that someone has pinched your coin purse!

Perception check (DC 15):

Someone loudly exclaims "Someone stole my wallet!", which is followed by several other exclaims of missing items. In the confusion one of the drunker victims turns to someone next to him and slurs "It wash you washin't it...?" and throws a punch knocking the large man next to him into a group of people causing a fight to ensue. During the commotion you see a hooded figure move through the crowd near you, your eyes meeting under their shaded hood for a second as they pass.

Perception check (DC 20):

You see a shadowy figure picking his way through the crowd in the bar pulling items from patrons pockets as he passes. As he nears the door one of the patrons that he stole from goes to buy a drink, and loudly exclaims "Someone stole my wallet!", which is followed by several other exclaims of missing items. In the confusion one of the drunker victims turns to someone next to him and slurs "It wash you washin't it...?" and throws a punch knocking the large man next to him into a group of people causing a fight to ensue. As the chaos erupts you see the responsible party slip quietly out the door...