Alastir Wade

Drs. R. H. S. P. Stuart-Mill's page

RPG Superstar 9 Season Dedicated Voter. Organized Play Member. 55 posts. No reviews. No lists. No wishlists.


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Is there someone who sees mayor problems if you would play Pathfinder 2 and still use an Adventure Path?

For the GM there will be somework but it is possible.

By the way is Paizo going to supply some convert material for the conversion ?


There are many rules in the playtest rulebook that I like as a GM. But the Goblin Race is something different. It feels a bit of Fan pleasing and I wonder. If a chaotic race like Goblins can make it to adventure hero's why aren't there any orcs, hobgoblins or maybe an Ogre. I love Ogres. A Gorgor Bey (someone read the chronicels of the black moon??) character is on my bucket list.
What I mean is if you go down the road to allow goblins as a basic race to play why not include Orcs or others races that are not classic Hero's.


Is this second edition only going to be avalable in English or will it also be published in Frensh or maby dutch (please)


What to do with the remaining cultist?:

Hello my PC’s just managed to kill the forgotten Pharaoh. But there is still a large number of cultist alive. What do they do? Or better what have you as GM done with the remaining cultist. The cultist that where in the room with the pharaoh when she fell used there troth of the pharaoh.


If a pc has the twist away ability but he can't recognize the spell that is casted on him how can he use his twist away ability.
In the case of finger of death I can understand it even without a spellcraft check. Because there's a green ray going to the pc.
But otherwise it smells like metaplaying.


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update : the group entered the next fight. One little spell called Blasphemy and they where allready adressing me as "MR. DM can I please live to tell the day". :)


Souls At War wrote:
Drs. R. H. S. P. Stuart-Mill wrote:

Thanks everybody for all the comments on this issue.

Next game night is Sunday so there are some changes on their way. There is a different light shining on our gameplay.

We always let the dice decide for our stats (4d6 and eliminating the worst one, it’s very very old school I know)

** spoiler omitted **

Wait, what type of play? some type of online or face to face?

Our group was formed, long ago in the year 1999.

Most players are still the same as in the beginning.

It is always face to face!

We play every Sunday evening.


ExiledMimic wrote:

My biggest pet peeve when running a game is someone who dumps a stat to hell and gone. It's munchkin and I refuse to do it myself because it's cheap. A racial reducing a stat is one thing, but personally dumping it into dirt? Nah.

However he doesn't do enough damage that I think he's worth his salt to begin with. You could flat ignore him and toss in a little DR/Slashing and he'd basically be about as useful as an armored cooking pot. Or, like I said before, sunder the weapon and watch him try to punch something with that 5 Str.

Honestly this little guy is a non-issue. I assumed he was damaging the world and unless he's your only source of damage, he's mild. Since you're on an AP train there's not a lot you could do besides toss some foil at them who has their number. Depending on where you are...

** spoiler omitted **

I've also retooled some monsters in certain APs where they work together a lot to get teamwork feats. Watching a couple of monsters with Outflank get to work is interesting. Throwing hoplight soldiers who specialize in teamwork feats to fight in pairs is also a good tactic because it creates a need for tactics more than stats.

Either way you have the tools even in the AP. I think maybe you're afraid of seeming like you're picking on him, but you're not. Trying to kill him is...

Thanks everybody for all the comments on this issue.

Next game night is Sunday so there are some changes on their way. There is a different light shining on our gameplay.

We always let the dice decide for our stats (4d6 and eliminating the worst one, it’s very very old school I know)

next fight:
The next encounter is against Heqet and it would surprise me if the Halfling still lives at the end of the night. Blasphemy is going to hit him anyway and that lives a immobile Halfling on the battleground


I have this hunch too.
Just to clear things out.
A character can make a swift OR a immediate action / turn.


Saldiven wrote:
Snakers wrote:
Can he wear all those magic items wi th out going into medium load at str 5? I doubt it

This is a legitimate issue, potentially. Especially since it doesn't address any other non-magical equipment.

For a small sized character with Strength 5, his maximum light load is 12 lbs.

Even if we halve the weight for being small size, the lightest set of clothing weighs 1 lb (Monk's outfit). The rapier is 1 lb. The various wondrous items and potion come to about 3.5 lbs. We do not have any listing of any non-magical equipment he might have.

What's an "Agal of Comfort." I can't find it in a search. I assume "Agal" is an abbreviation or something.

other Equipment

Thieves' Tools (+2 Disable Device)
Jewelry (2 earrings, 1 tie-pin)
Noble Outfit
Holy Symbol, Silver
Rapier.
Signet Ring
Beltpouch

Agal of comfort is homebrew. See armor of comfort.
Wrist Watch of Communication also. It just enable the PC to have permenant message with each other.
The theme there playing is secret agents.


All the info about the little problem called "the halfling"

Jean – Pierre De la Gruyère.
Halfling Lawful Neutral

HP 70

Swashbuckler (Inspired Blade) 6
Monk (Sohei) 2
Inquisitor (Heretic) 2

Str 5
Dex 24
Con 10
Int 12
Wis 18
Cha 16
Ac 24 (dex + 7, +1 size, +2 dodge, +4)
Touch 24
Flat Foot 15
Fort +11 Ref +18 Will +15
CMD +4
CMD + 27
Twist Away : As immediate action make Reflex instead of
Fortitude save, staggered until end of next turn
Evasion --- Fearless : +2 on saves vs. fear effects
Charmed Life : 4/day, add +3 to save as immediate action
Fighting Defensively : -2 on Attack rolls
+10 dodge bonus to AC vs. melee
+6 dodge bonus to AC vs. ranged
Total Defense : +9 dodge bonus to AC
Deflect one melee attack/round
+2 to CMD vs. being disarmed of a rapier
FEATS & FEATURES
Halfling : Fleet of Foot, Fearless, Halfling Luck, Keen Senses
Monk : AC Bonus, Flurry of Blows, Unarmed Strike, Evasion, Devo-
ted Guardian (Always act in surprise rnd, +1 bonus on Initiative)
Swashbuckler : Inspired Panache (Int+Cha as panache, replenished
with crit.), Inspired Finesse, Charmed Life, Nimble (+1 dodge to
AC), Rapier Training (+1 to att, +2 to dam, impr.crit.), Deeds
Inquisitor : Judgment (1/day), Stern Gaze (+1 on Sense Motive),
Hide Tracks, Lore of Escape (+Wis on Bluff and Stealth), Track,
Cunning Initiative (add Wis to Initiative), Detect Allignment,
Domain (Night)

*Trap Finder : +1 on Disable Device (also mag. traps and in class)
1) Bonus Swashbuckler : Weapon Focus (Rapier)
Bonus Swashbuckler : Weapon Finesse (Rapier)
Fencing Grace
2) Bonus Monk : Improved Unarmed Strike
Bonus Monk : Combat Reflexes
3) Bonus Monk : Dodge
Crane Style (Swift action to enter a fighting style)
5) Twist Away
6) Bonus Swashbuckler : Cautious Fighter
7) Bonus Swashbuckler : Improved Critical (Rapier)
Crane Wing
8) Bonus Inquisitor (Night Domain) : Blindfight
9) Blundering Defense : Adjacent allies gain a luck bonus to AC and
CMD equal to 1/2 the dodge bonus you gain from the def. action

*****
Int + 14
Proficiencies
Simple and Martial Weapons + Monk bonus weapons
Light and Medium Armor, Shields, + Hand & Repeating Crossbow
weapons & attacks
Rapier (normal, one-handed, other hand free) + 19 / + 14 (1d4 + 10 (+6) crit 15 – 20
Rapier (fighting defensively, one-handed, other hand free) + 17 / + 12 (1d4 + 10 (+6) crit 15- 20
Acid splach
Unarmed strike
Flurry of blows
MAGIC ITEMS
Belt of Dexterity (+4) Headband of Wisdom (+2) Rapier (+1) Sleeve of Many Garments (change appearance of her current garments) Everburning CoinCloak of Resistance (+2) Agal of ComfortWrist Watch of CommunicationPotion of Cure Serious WoundsEyes of the Eagle (+5 Perception)

Swashbuckler Deeds :.
- Derring-Do (Add 1d6 to Acrobatics,Climb,Escape Artist, Fly, Ride and Swim after check; on a 6 add another 1d6 , on a 6 add another, ...)
- Dodging Panache (As immediate action move 5' when attacked, add Cha bonus as dodge bonus to AC)
- Opportune Parry and Riposte (Give up 1 AoO if attacked make attack roll with -2/size, if higher than opposing attack roll, attack misses)
- Kip-Up (Stand up from prone as move without provoking an AoO, if you use a panache point it becomes a swift action)
- Precise Strike (Add level as precision damage to attack if not immune to sneak or critical hits, not x2 on Crits, use 1 panache to double this)
- Swashbuckler Initiative (+2 to Initiative)


GRuzom wrote:

I feel for you - and you are right in not wanting to nerf the characters, and insisting on being fair (that's how I read your post.)

But ...
It's hard to have an informed opinion, without knowing the builds:

Are they built with 15 points (Standard Fantasy and what the AP assumes?)

What level are the characters?
Is some of the AC from limited resource pools?

The PC are standard build.

It's a group of 5 PC all level 10. There is also a Paladin, a Cavalier, a Skald and a warpriest that acts as a Monk .

The AC has no limited resource pools. The only thing what comes to mind is that the halfling makes use of stacked dodge bonus. So a good feint
attack would be devastating (for him and the group).


the saves of the halfling are a problem :
reflex is + 18 (with evasion) will + 15 and fort +11
He also has twist away (make a reflex save instead of a fort)


Hello,

I am running the AP "The Mummy's Mask' part 4. Secrets of the Sphinx. The group of players are all ready a level lower then what the book discribes and still the PC are cutting through the monsters like butter. Normally i don't see any problems that the hero's defeat monster but this is getting ridiculous.

The biggest "problem" (wel it isn't a realy a big problem) is that one of the pc is a halfling swashbuckler/monk/inquisitor. He has the crane style and the blundering defense abilitys.

So in combat he has a AC of 40+ and his ally's next to him get a +4 on AC.

I don't want to kill the pc's but the adventure misses the excitement of a real adventure because there isn't danger of combating the monsters.

I all ready blessed my dice with holy water & beer but this din't work so i'm asking the all mighty paizo 'oracle' messageboard.


There and back again !!!
Let it come to papa !!!

On the other hand, hopefully Pathfinder is not going the same way as Dungeons & Dragons. Where almost every great adventure got is sequel... (see temple of elemental evil and etc.)

But like Star Wars sequels can be better ...


Is the armor class of a monster a secret during combat.

It's sounds like a faire question...

Do you keep the AC of a monster A secret for your players ?
In my group it is but now after all these years I start to ask my self why?

Is it good or bad for the game that players know the AC during combat?


The_Defiant wrote:
Drs. R. H. S. P. Stuart-Mill wrote:

Hello, I live in Belgium (somewhere in Europe) and I can't seem to get my hands on a printed edition of the core rulebook of Starfinder. So I checked the paizo site and I see it is no longer available? Will this book be back in printing soon?

You know winter a mean Xmas is coming ...

I'm dutch and got my copy off of this site. As of right now, they still seem to have some in stock. Hope this helps you, neighbor.

Bedankt Buurman!!! :)

Ik ga hem meteen bestellen.


Hello, I live in Belgium (somewhere in Europe) and I can't seem to get my hands on a printed edition of the core rulebook of Starfinder. So I checked the paizo site and I see it is no longer available? Will this book be back in printing soon?

You know winter a mean Xmas is coming ...


Hello, I run the whole campaign with 6 players.

My first advice (in the long run) is keep your players alive. Try to mangle them here and there so that they have PC's with a story and a backdground. But it also give's them a disadvantage, wich downgrades the pc level. For example if you score a crit. Cut a hand off instead of the normal double damage.

As some people already explaned that extra monsters is not good. The rooms are not large enough to handle that amount of creatures. Max the bosses until the 3 maybe the 4 adventure.

The first book is really a walk threu for a group of 7 players. But the second book is al about the horror of the misgivens and 7 players are much more fun to roleplay then 4 !!!

In the end Karzough will kill them all. Even ive they are with 20. :)

Don't split up !!!

Our group is large 6 players and 1 DM. Where doing this for 15 years now. What we do is to have a Game night we must have at least 4 players.
That way we almost can play every week. And that keeps the game going. We alway's find an exuse why some PC isn't a part of the story that week.


Hello my group is going to play the mummy's mask AP nr. 3

They have made new PC's and we are going to play this adventure with PC 's that are members of the Twiglight Tallons.

As a DM, I want to give them a small magical item that has a spy flavor.(I'm to soft with my players :) )

Like googles, whristwatches, knifeboots, ... you know the bond stuff.

So I'm looking for 007 gadges in A pathfinder setting.

Do you have great idea's?

Are you a true Q ?

Post them!!!


Hello,

It sounds a bit absurd and the question may already have been ask (once in the history of the great Messageboard).

We sometimes have a little debate at the table about the Will saving throw.

I've you cast a spell and the target make's a Will save and succeeds at the DC. Does that person feels that there was a spell cast at him/her ? And otherwise does a PC feel when some evil lurker cast a spell and he did succeeds the DC and nothing happens.
Thanks !


A human Brawler. His body is covered with tattoo's like :
THE GREATEST, THE PEOPLE'S CHAMPION & FLOAT LIKE A BUTTERFLY, STING LIKE A BEE.
There is also a tattoo with a name C.M. Clay he assumes that this is his name.

My guess is that somewhere in the campaign he will change his name.

Stats :
STR 20
DEX 14
CON 16
INT 12
WIS 10
CHA 12

My only worry is that there are no brawlers discribed in the character tips.


Name of PC : Miaranda
Class/level : Cleric 1
Adventure : Burnt offerings
Catalyst : Mockmaw (another PC)
Story :

It was a little absurd. The players where going for die hard roll playing. And the one player beated the other to dead ! That was an easy night for the DM.

Name of PC : Black Arrow
Class/level : Ranger 7
Adventure : Hook Mountain
Catalyst : end boss (the giant one)
Story :

One of the player's wanted to play a ranger with who has lost his memory of his mind. It was a lucky shot that he took the name black arrow. Once the campaign took on the hook mountain adventure his memory was comming back. And the last fight he choose to take the lead in battle and took just to many blows.

Then there was the last battle with Karzoug ... well sometimes a GM must look the other way wen he has roll another 20. It is the ultimate battle for this grand campaign but it also can be the downfall for a campaign that has been runned for some years.

On the other hand I sometimes love to see the tears in a player's eyes wen I finish off his so fantastic PC with his shiny armor and his +20 longsword. mwha mwha mwha 'evil GM' :)


I find it great ! I would not use all the rules but I understand them wel. The Means of Production and the E6 restriction is cool.

Espescially you get hero's that can do something but can't destroy a whole village with one bad aimed fireball !


They must be captured alive I guess otherwise, NUKE THEM !


Have you tried the idea by luring the 2 pc in a street controlled by a thieves guild ? You know ... blowpipes with poisoned needles and that stuff.


David Rust wrote:

It works well. I've been running a campaign world called "Skylands" for about 20 years, now. The airships which connect the islands and the isolation that many of the continents/skylands possess with respect to one another can be an extremely good way to combine many different cultures and themes into one campaign.

Great minds think alike, eh? :)

Kudos! Go for it! And post updates!

I'd love to see what you come up with and compare to what I've been doing.

Yours,
Sylvan (Dave)

Thank you for your reply and a composed all the answers to one great reply ! AND YES WE MUST BE GREAT MINDS !!!! :)


Thank you for the complements and I hope that these answers could give some satisfaction !

1) What, exactly, are your plans for this world? It sounds like you want it to be pretty low magic due to all arcane magic being banned and most divine magic residing only with nature magic.
That’s true. The idea of the world is that magic is some sort of underground theme. For the magic items there is nog problem because they can be manufactured by cleric’s and druids (or other spell casters). Is also gives the more experienced players a cunning edge that they have to deal with arcane magic as an illegal thing.
2) What is keeping the floating isles from forming back into a planet? I mean, I know "magic" but they each have an atmosphere and have an orbit and unless some of them are missing they theoretically ought to be able to reunite - though, bumping into one another could be disastrous. Also, what happened to the oceans? Are they just floating blobs of water?
This is something that I have explain with more details. All the Island are floating in parabolas (as I already explained) around some kind of glowing globe in the centre of the (once) planet. The glowing globe is actually a grand device that creates gravity.
But I must take you all on a side line hear. So after the cataclysm effect caused by the Wizard College the core of the earth exploded (a big bang) all the island started to drift upwards to space. The wizard college (who also had some intelligent people within there ranks) quickly realized what went wrong. The bright ones travelled to the island that was closed to the once centre of the planet and start building a device to stop the island from floating a way in to space. After a while they succeeded in there plan and eventually creating a gravity that could keep the island to getter around this specific island. Because this island is not the real centre of the world that’s why the island move in a parabola way. The one thing the wizards could not achieved is to reunited the island into a real world but the can manipulated the course of the island if they want to ! But not closer to the centre (magic has his limits).
The oceans … they do disappeared and are now gigantic clouds traveling around on the winds of the world. These gigantic cloud are actually quit handy, the island move through these gigantic clouds and this causes it to rain and refill the lakes, rivers and seas
The world atmosphere is still in function and the island just floats in this atmosphere.
3) Where were the celestials during all this?
The celestials sacrificed them self for the sake of the world. They may be the reason why the whole world isn’t destroyed and it are these celestials that maybe gave the remaining wizard the time to complete the device that creates the gravity.
4. Just curious though... what happens if you fall to the center?
Well after a while the wizards have made the center island into a grand device of gravity. They start noticing that other wizards where falling down (because they where thrown down by angry mobs) and just before they smacked on the surface (some of them) activated there feather fall spell and softly landed. With the growing number in the first day’s, weeks and months the wizards realized they have to build a refuge for them self. So they start to build a wizards home for their own and manufactured a golden globe around there island so that eye’s from far away could not see them. ( with the reflection of the sun you get one shining globe in the center of all the floating islands) That these wizards are a bit unorthodox (they blow up there planet to get rid of devils and demons) is again made clear in there way to sustain the gravity device. This grand device needs a fuel to work. And no one knows who came up with the brilliant idea but the fuel for the device are … dead body’s (slik). So I’ve you fall the golden globe kill’s you but it saves you’re body (as a catching net). The golden globe detects what fall on it globe and at what speed and I’ve you speed is slow you can safely travel through the globe.
After the first years after they build their new home. The wizards started to sending wizards up to all the islands and started to manipulate the funeral rites (with the religions dying out easy peasy) so that deceased persons were giving back to the sky. The peoples also believe that the golden globe in the center is some kind of gateway to a better world.

That’s all for now I guess
Keep those questions coming !!!


Hello

I’m working on a new homebrew campaign with pathfinder rules the world settings are quit different.
It has the work title SKYLANDS
So long long a go this world was trouble by a demons and devils up rise. After decades of horrific battle the odds where turning against the good guy’s. A college of Wizards saw no other way then to build a grand device to “nuke” hell for once and for all. When they send the bomb down it did defeat all the demons and demons and cleared the world of this menace. There was just one small problem. The blast (witch was enormous) shatter the worlds from the inside out. There is nog core and the world splintered in large & small floating and flying islands.
It did not take long before the people realized what did happen and turned on the Wizard college and all the magic users in general. While clerics were mostly spared wizards and sorcerers were hunted down for years and years and most of them thrown off these new islands in the sky.
With the years to come, a new form of trade established between the islands. With the Islands moving in archipelago’s around a central bright core in a parabolic way. Trade between these island groups does occurs twice a year because the groups move very close to each other. Actually the one group moves under the other and there a dropping moment. It also gives opportunity’s for smugglers operations. The other option for trade is the highly expensive airships witch go very slow but can travel between the islands every moment of the year.
With the most Islands being self-supporting with food and livestock life is not that hard on the islands as you think. But it is uncomfortable especially with the missing of the arcane magic in this world.
There is no more teaching in the arcane and the sparsely sorcerer that makes it to an adult age becomes hunted down for witchery. Most of the religions died out throughout the ages because peoples stop believing in a god that let them destroy their planet. The remaining clerics are followers of the nature god ‘Ambior’ witch has the only domains fire, water, earth, wind. Druids on the other hand are more and more common. On the Islands where there are great city’s the old religions are still followed although that the numbers of followers are small.

So far so good I think let me know what you think of the idea !


archmagi1 wrote:

Nebta: Someone had suggested running a prequel game with NPC level 1s who finish their dungeon only to emerge and get curb-stomped by Nebta. Its probably the best way to introduce him to the players, as by the time of the Lottery, he's already in the necropolis trying to find the mask. Maybe have him stand out a bit in the crowd as someone who's nosing into everybody's lottery picks, or taking notes on who got which ruin. Combining both gives the players a bit of a meta hint, but how meta you go with your players may vary.

Book 2: Be generous with the escalation of terror. The economy in shambles has the potential to leave your party woefully underprepared for the dungeon with Nebta. If anything, allow them to ferry across one of the rivers to Tephu or An to get some marked up goods with fees for the trip, etc.

Book 3: Remember, there is 0 time frame from the point that Nebta dies until your party kills the Forgotten Pharaoh. Let them ham it up in Tephu if they want. If your party has an investigator, be prepared for them to steamroll the library checks. That extra dice for INT skills eats it up. Most of the libraries took my party 2 days to drop to 0.

Book 4-5: If your players somehow subdue FP instead of killing her, the first part of book 5 can be skipped without issue. There are enough clues about in book 3 and 4 to point the players toward the Khepsutanem, particularly once you interrogate Chisisek's corpse. Greed and fame are pretty big factors on why they'd want to trek out to nowhere, and can be played up with your NPCs encouraging them to track down and end Hakotep's threat.

Book 6: Hakotep needs more guards.

Generic:

Don't keep everything secret from the players. If they miss things like K: Religion, favored enemies, and the like, then they're having less fun. The Player's Guide helps a bit with this, but being open about plot and future developments helps. Again, this is dependent on how meta you are with your players.

If they kill the FP, provide easy opportunities in Books 5...

Thanks for the good advice !!!


My Party is almost ready to start the Mummy's mask. The GM (that's me !) is also ready, but I was just wondering is there any last good advice that someone could give. You know the things that you still (as a GM) have in the back of your mind. What I’ve had the chance to do that adventure again: 'I would do this different or keep in mind that', etc etc etc.

Part 1 & Part 2 are ready to play. And I'm going to introduce Meret-Hetef (as a singer and performer in the Thoot & Hooka), Ptemenib (has there connection with the temple of Pharasma) & Nebta-Khufre is difficult so any good ideas about him there are welcome. So that would make the roleplaying experience in part 2 greater.


3 people marked this as a favorite.

Thanks everybody i'm going to give Kingmaker a try.

Greetings


Wel I have heard about Kingmaker but haven't read or have it. But there is some suspicion about it because I'm afraid it looks a little like the old school AD&D spinoff Birthright (what a real trauma was) :-)


Hello,
I was just wandering will there ever going to be an adventure path being made with a nature's theme. I mean with a story line far far a way from the streets of Magnimar, Korvosa or any other metropole, but in to the wild.
With monsters like fey's, satirs, treants and/or other natural enemy's.

You know an adventure path where a druid or a ranger would really feel at home ! With A bonfire and some marshmallows like real boyscouts :)


Well I must say my players where not fully content of the Jade Regent. But that has everything to do with our kind of group and players.
Going Evil is a way to start things up again, with new characters.

Greeting Joris


Matthew Downie wrote:

So, just the last two books? There's not much in there that requires the PCs to be good - they're basically trying to take over a kingdom. The main problem is that they're supposed to be allied with the good-aligned heir Ameiko, but that's fairly easy to work around. (The PCs can be adopted in an earlier book as 'scions' by the Amatatsu seal, making them valid heirs themselves - or you could have Ameiko be very gullible, or make her evil too.)

Although it depends on the evil PCs in question - not all evil people have the same agenda.

Hey Thanks, an evil Ameiko now that's something to work with !!!


Hello is there anybody who has experience with an evil group of characters? And in this case running Jade Regent ? The adventures are starting on Tide of Honor. Are there any tips or tricks ?

Greetings.

Dedicated Voter Season 9

First of all A job well done. It's an encounter that even long term players could get confused with what kind of monster they are dealing with. And the dragon subtype is a little out of place and as a Virmin it could work better and you could make somesort of template of it.

On the other hand, it reminded me of a encounter in the Adventure Path Jade regent : Night of the frozen shadows, there was a battle with a hellwasp swarm. (the animating part to be clear)

But who am I kidding ? Don't listen to me there's a reason why you got it to round 3 ! And with this monster we will see you again in the next round !


Mr. Jacobs is there any chance that you are going to abuse your powers at paizo to command them to make a AP for goblin characters :)

I mean now that were going to cross a line with the comming of an evil campaign ... is a goblin AP not the next logical step ?


I've you really want a good start with a new group the best choise is
Rise of the Runelords (Anniversary Edition). You can't find a better AP for new players. The jade regent (even without the caravan rules) is to complex (unless all the players are familiar with Eastern scenery).

On the other hand ... you are the GM and preparing a AP is a lot of work and with a new group of players there's always a chance that some players going to quit. And there are some players who are not great fans of AP because of the lenght of the campaign.

I stongly recommend Dragon's demand it's almost half a AP and it give your new players a chance to test out the system, to get them familiar with lots of classes. And it may give you as GM an idea how the group is going to play a AP and what they like. Because there a great diverence between the Jade regent (on the road) & the curse of the crimson throne (urban adventure)

Dedicated Voter Season 9

At the first glance of the map you are asking yourself out what adventure did he steal this map. (I'm just trying to make a complement here !). This map does not only look professionel it is multi layer; and just fanstastic. I've someone of Paizo is looking at this map ... give this man a contract !

Dedicated Voter Season 9

2 people marked this as a favorite.

Finally someone has put a toilet in a dungeon :). Very very practical ! Great Job.

Dedicated Voter Season 9

TOP ACE !

Dedicated Voter Season 9

Hell Yeah ! This look like an old school ad&d dungeon map. I like it a lot !


I understand the problem I know the problem but as a GM you can't do anything about it.

A anti - Electronica - field gaming table that is a big No no.
We are not living in the 80's anymore. On the other hand the focus of the evening must be the game not some message of you girlfriend on Facebook (Gaming night is Holy even for outsiders, but it takes time for them to understand :) )

I was wandering why can't you not use those (smart)phones to send them some personal text messages of some pictures etc during the game. Writing notes for persenal information is the same.

And maby i've it really find it annoying (because as GM you also like to get the some attention during the gamesession) You can alway's introduce a pause in the game so that they can check there status combining that with some ones smoking break and you have higher focus on the game.

Also (I was once as a theacher) it's only human to have somekind of parabool like form of attention (even to the best game on earth) for 1 hour you must take 30 to 45 minutes of full attention in a class room enviroment. So during game night.

To make a long story short. Talk to your players about it.


Hello, when you start a new AP or a single module and the party must make new hero's. Does the GM give some restrictions of what kind of characters are allowed for the campaign or adventure? Are there some books not allowed ? And do you have draw straws on who's going to be the healbot :) ?


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they probably did not get an oscar for that movie :)


Hello, as a GM I have run the adventure paths Rise of the runelords and the jade regent. So twice my group of players has got Sandpoint as the background for their adventures.
As a GM I find the town of Sandpoint almost ideal to be the base of operation, it is small but not to small, and its great but not to great. And with a metropolitan city like Magnimar around the corner it is everything a good game needs. (It reminds me of Homlett in a way)
As a GM I am somewhat burned out for launching a third adventure path so soon and I want to play some loose modules. (It’s like stretching your legs). But I also like to use Sandpoint ones again.

Can anyone suggest a good adventure module that are complemental with sandpoint ?

The time period for the adventures would be after the rise of the runelords but before the jade regent. But before the shattered star series so that I can play this somewhere in the future.


There are rumours in Hollywood (which are confirmed, so they aren’t technically rumours anymore) that a Halfling size of a human will be once again take on the role of Maverick in a movie called Top Gun II. There ones was some kind of (parody) game made called TOP BALLISTA. Now after all these years I want to be prepared and already make some kind of TOP BALLISTA II to play with my players.
But there are some difficulty’s for the gameplay and I was hoping for some good ideas.

"Goose: No. No, Mav, this is not a good idea."
"Maverick: Sorry, Goose, but it's time to buzz the tower."

1. First of all the setting : Where in the pathfinder world would it not be strange that (interbellum style of aircrafts) planes will be battling the sky’s? Planes that are magical empowered or with a trapped air elemental in something called an “engine” and that have heavy crossbows on their wings. Aircrafts with GOBLINS !! behind the steering wheel. Where you can dogfight with a nasty dragon and a place where feather fall is a top priority for a wizard to learn every day.
There could be a flying city or floating Islands like in the first book of The Death Gate Cycle of Weiss & Hickman.

"Maverick: I feel the need..."
"Maverick, Goose: ...the need for speed!"

2. Arial combat : First of all I want the combat sequence to be fast and nasty. Not to many rolls. There must be some way to perform a looping or a screwdriver during a fight while you’re hammering that Goblin in his double-decker down.
Are there already some manageable rules for aerial combat? Aerial combat not only for aircraft fighters but also with a Hindenburg size of a Zeppelin (where probably ballista’s are installed on the decks for taking winged creatures or airplanes down) But also combat rules for a 3D environment. I’m thinking for handling an aircraft a normal skill role should be enough but I’ve you want to perform a fancy manoeuvre under stress (like a combat). This should become a combat manoeuvre.

"Iceman: You can be my wingman any time."
"Maverick: Bullshit! You can be mine."

3. Then the adventure part. This must be something abnormal. Because you can’t take your aircraft inside a dungeon or a building. And sometimes this is also the frustration of a cavalier, samurai or any horse-riding PC. You have to park your steed outside the dungeon. Or maybe the aircraft should only be a transportation vehicle that sometimes end up in a fight …

And most important WATCH YOUR SIX !!!


I forgot the wizard part. But that's human I guess you only remember the good parts. And starting to thinking about it the horror of THACO is really comming back to me.

Race

| SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft

Classes/Levels

| Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Gender

Male damaya lashunta scholar technomancer 10

About Sefel Lamunesh

Male damaya lashunta scholar technomancer 10
LN Medium humanoid (lashunta)
Init +8; Perception +12
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Defense SP 50 HP 54 RP 9
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EAC 27; KAC 29
Fort +3; Ref +7; Will +9; +2 vs. spells and other magical effects
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Offense
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Speed 30 ft.
Ranged tactical autobeam rifle +13 (5d4 F; automatic; critical burn 2d4)
Offensive Abilities spellshot
Spell-Like Abilities
(CL 10th)
. . 1/day—detect thoughts (DC 15)
. . At will—daze (DC 14), psychokinetic hand
Technomancer Spells Known (CL 10th; ranged +11)
. . 4th (3/day)—corrosive haze (DC 19), resilient sphere (DC 19)
. . 3rd (4/day)—arcing surge (DC 18), discharge (DC 18), displacement, haste
. . 2nd (5/day)—command undead (DC 17), invisibility, knock, laser net[COM] (DC 17), mirror image
. . 1st (6/day)—disguise self, flight, holographic image (DC 16), magic missile, supercharge weapon
. . 0 (at will)—dancing lights, detect magic, energy ray, mending, token spell, transfer charge (DC 15)
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Statistics
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Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 19 (+4); Wis 15 (+2); Cha 16 (+3)
Skills Computers +22 (10 ranks), Engineering +21 (10 ranks), Life Science +17, Mysticism +18, Perception +12, Physical Science +18, Piloting +17 (10 ranks), Sleight Of Hand +17; (reduce the DCs of Physical Science checks by 5 when recalling knowledge about astronomy)
Feats Improved Initiative, Longarm Proficiency, Mobility, Skill Synergy (computers, engineering), Spell Focus, Weapon Focus (longarms)
Languages Castrovelian, Common, Kasatha, Shirren, Vercite, Ysoki; limited telepathy 30 ft.
Other Abilities cache capacitor I (disguise self), magic negation, spell cache (item type), spell countermeasures, tip of the tongue
Other Gear specialist grave mantle (upgrade: white force field [15 HP])[AR], tactical autobeam rifle with 1 high-capacity battery (40 charges), engineering tool kit, flashlight portable light, hygiene kit, industrial backpack, personal comm unit, professional clothing, starstone compass, tier 1 antibiotic[COM], tier 1 antitoxins (3), toolkit (hacking), travel clothing, credstick (1,767.4 credits)