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Honestly I am shocked you even found that image. I was looking for anything even remotely like that to use.


Hythlodeus wrote:
Zebbie wrote:


Not much was mention of its appearances, but in-vision a old paddle wheel boat, where anything of the sin greed can be found.

hmmm... the AE describes the ship as a barge, so that's what I took as a model for the Paradise. basically a swimming gambling hall. a least that's how I understood it.

anyway, here's what I came up with:
The Deck

I included a little restaurant section on the front, I mean gambling must make hungry sooner or later. The whole ship lacks a kitchen, though, so I don't know where the food comes from. a couple of gaming tables in between. the Sihedron is visible on the roof, but of course, for the people of Turtleback Ferry that symbol is closely related to the Paradise anyway.

First Floor

A black jack table, the stairs down to the main gambling hall and a small office. the door to the office is closed obviously.

Second Floor

The main gambling hall, two storage rooms, the bar to get the customers drunk andd a private gambling room, I guess for visitors with a little bit more money on their hands.

By the way, there is a giant manta ray swimming in the lake near the barge. 'why a manta ray? those are salt water based animals!', you might ask. I don't know. Lucretia probably thinks manta rays are cool and good watch dogs so she somehow managed to find one who's able to live in a lake and guards the Paradise. or maybe it's the familiar of a wizard, gambling away his potions at the roulette table. if your group is a lttle bit like mine they will spent half the evening trying to solve the riddle of the impossible manta ray ignoring the fact, that in the end it doesn't matter.

Hey do you happen to still have the pictures these linked to? I was thinking of using Paradise in my own campaign.


So my party had just finished the Stolen Lands and have earned their own nation after dealing the badguy. We are just about to start our first kingdom turn next session and I was wondering how I should handle Varnhold and Drelev. I want to make it seem like the other two baronies are growing as well but not too much to make them infringe on the pcs. Any advice on how to handle them?


Also is slow EXP track a good idea to use for this campaign? I planned to throw in a few modules in a few different places in the story to make up for it and to expand things some.


Andostre wrote:


I think you're just making more work for yourself for only a few sessions' worth of value. If you change up any locations, that means every map you might want to use in the future needs to be updated. Is the player going to remember the exact hex some of the landmarks are? And if they do remember exactly where Tuskgutter or the tatzylwyrms are, it's not a big deal. These encounters don't have any long-lasting repercussions, usually.

To me, it would be more fun to change the encounters instead of just moving them around. Add a template to make them more challenging, for example. Or add extra monsters.

True I think i will keep the locations where they are then, but the maps weren't really going to be much of an issue as my co-dm was going to redo the maps himself since he didn't really like the style of the maps in the book that much. So far his map of a part of the town of Restov and of Oleg's Trading Post have been a big hit.

Andostre wrote:


Keep in mind that there is already a druid at the Stag Lord's fort: the Stag Lord's father in the basement. While two druids would be plenty challenging, however, you could also change up the encounter. Take away the scenario where the Stag Lord can be drunk, for example, or where the father is hidden away in the basement when the PCs attack. I read a thread on this forum a while back about how the Stag Lord is actually a pretty decent archer, but the map of the fort itself doesn't have any good straightaways or vantage points for him to effectively use his bow. You could also consider doing something about that.

Well I was considering removing the father character as I wasn't really a fan of certain parts of the Staglord's backstory. I was thinking of just having the Staglord as a Druid instead but I am still not entirely married to the idea yet. I also haven't really stated that version of him out quite yet as it is just a concept.


Also if you are curious about the party. We have Mirabelle (CG) a Tiefling cleric of Cayden Cailean who uses a dueling sword and is a minor noble who dreams of creating the best vineyard in the world. Then we have Huntress (LG) a human inquisitor of Erastil with the Sacred Huntsmanster archetype who wants to rid the Stolen Lands of the bandit threat because she is a native of the area. Finally, we have the future ruler and glorious mess Alabaster (CN) who is going to be an alchemist/swashbuckler. Think of Alabaster as a not very competent Jack Sparrow who is in trouble with all kinds of people but bungles his way out of it with charisma and dumb luck. He is also secretly royalty but not even he knows that.


So I have recently started GMing Kingmaker for three of my buddies and we are about to do the fight against Happs after a decently long prologue I did based on Jabberwonky's prologue in the forums. I have one player who has played half of book 1 before years ago so I was thinking of maybe randomizing some of the locations of areas in book 1. The areas staying in the same location are basically going to be Bokken's hut, the mite and kobold lairs, the radish area, the river crossings, and the Staglord's Fort. Any suggestions on how I should handle this?

Also for the Staglord himself I planned to make him a Druid instead of a Ranger to make him more of a threat towards the party, any suggestions on how I should go about it?


Which one of the Gods do you think would have the best parties (like a house party, not party of adventurers)? My money is either on Cayden since he can supply the best drinks or Shelyn because of great music.


Who is your favorite adventure path main antagonist? Personally mine is a certain runelord of greed.


James Jacobs wrote:
Dualblades wrote:
Were there any concepts from the original homebrew that the world of Golarion is based on that were not able to make their way into pathfinder?
Yes. A hell of a lot didn't make it into Golarion. Be it the original name for Pharasma (Turthonir—I much prefer Pharasma) or the idea of four separate elemental-themed nature deities or the prior era where demons ruled the planet for several generations and much, much more.

Do you think any of those things might eventually make it into the current Golarion through future books or something?


Were there any concepts from the original homebrew that the world of Golarion is based on that were not able to make their way into pathfinder?


Hey guys i am running a pathfinder campaign and one of my players is working on trying to transform his character into a demon via the transformation ritual. Should i let him do this or should i stop him? and if i do let him how do i balance the encounters to make things still challenging in my game?


Ok, well i just talked to the player about this and he has agreed to stick to book-only magic items and weapons enchantments, but he is still saying that he believes that there is no official ruling against what he was doing.


Thanks for all your advice on this matter, it is giving me a lot to think about. i was also wondering if you guys could explain why he thinks the way slaying arrows work would justify his ability to make all these crazy items because it does not make sense to me.


Tarantula wrote:
Claxon wrote:
Dualblades wrote:
well the thing is that he does not use the items as weapons, he carries them around as stat buffing kind of things. he only has the luck blade shuriken so he can have the luck spells and he also carries around things like a shuriken of continuous mage armor, a shuriken of continuous cats grace, a shuriken of continuous, ect. Would those kinds of items be considered legal?

The legality of it isn't important, it is very dishonest of your player to try to do this.

I would flatly tell him he is not allowed to craft items at all for the kind of abuse he is attempting and revoke all the magic items he has and give him the correct amount of wealth for his level and let him buy some items. But no more crafting for this guy who is blantalty abusing the rules.

He is basically creating a bunch of wondrous items which he is falsely calling ammunition in an attempt to get them cheap.

One thing that is certain that making shurikens of cat's grace don't exist, neither do ones that cast mage armor, or any other spell. If they do, you would price it as a normal wondrous item that casts that spell, not as ammunition. If you have a magic item that functions that same way as another existing magic item, it would cost at least as much as the other item. Usually more since it is filling another spot, and magic items are supposed to restrctied to certain spots for affects. For instance, body affecting powers go on belts. His shurikens aren't legal items.

While I agree that if it was deliberate, it is very bad, it could also be due to ignorance and misreading the rules.

Like I said, only the costs for making magic weapons and magic weapon enhancements for ammunition are for 50 items. Any other magical effect applied to ammunition does not get any special price reduction.

Also just so you guys know the third continuous item i listed was a shuriken of continuous shield, he also has a shuriken of continuous aspect of the falcon.

Also sidenote: he did agree to not abuse these kinds of items as much anymore once i talked to him about it. I am just asking if he should be allowed to have them at all.


Tarantula wrote:
Quote:
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage.
Quote:
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

First, if he hits with it, the magic is now gone. If he misses, there is a 50% chance it is destroyed.

Second, luck blade is a specific magic weapon. It requires GM approval to craft a luck blade that does not match exactly what is in the book. You can just tell him "luck shurikens don't exist." I also think the UE luck blade is in error, as the core book luck blade goes from 0-3 wishes, while UE goes 0, 1, 2, 4.

Other than that, yes, you can craft a shuriken for 1/50th the price of a normal magical weapon. But once you use it as a weapon, it breaks, so its not that strong. I would strongly suggest that you tell him the specific magic weapons exist only in the form listed in the books.

well the thing is that he does not use the items as weapons, he carries them around as stat buffing kind of things. he only has the luck blade shuriken so he can have the luck spells and he also carries around things like a shuriken of continuous mage armor, a shuriken of continuous cats grace, a shuriken of continuous, ect. Would those kinds of items be considered legal?


Hey guys I am running a pathfinder game and one of my players has been creating some strange magic items. He is saying that he can create really powerful kinds of magic items at a low cost via the rules that magic ammunition would be at a 50th of the cost you would normally need for the item. He has done this to create items such as a single luck blade shuriken with 4 wishes for a 50th of the cost of the normal luck blade. His justification for this is the rules for how the slaying arrows work. Could you guys give me an opinion if this is really rules legal? I would like the opinions from you guys on if this player can really do this kind of stuff. Some responses from official Paizo people would be great too because then i would know what the official standing would be.