Hellknight

Dungeon Master Zack's page

247 posts. Alias of lordzack.


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This is all good information, but I feel I may have failed to communicate my actual needs. I need to make sure I know WHAT more than HOW if that make sense.


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So, I am looking to actually start my Pathfinder Planescape campaign. I just need to write up some information for the players. Only question is, what information?

The kind of stuff I am thinking of is like what character options are available, how ability scores are generated (much easier in Pathfinder 2e, since there is no point buy, no rolling, etc.), assorted house rules etc. Obviously, I know much of this stuff, I've done this before after all, I just want to make sure I don't forget anything.


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Thank you, those should be useful.


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Well, I would still like to see them if you can find them.


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I am open to using a wide variety of material for this campaign, third party, homebrew, conversions of other d20 system games and even possibly 3rd edition stuff.

Bjørn Røyrvik wrote:
I remember statting up some of the Soul Calibur characters as opponents for my players. They were tricky opponents.

I don't suppose you still have those stats somewhere?


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Alright, try this link: Soul Calibur Coreline Soul Builds


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You make some good points. I was not sure paladin would fit him either. Though technically the characters in this campaign don't have to be identical to their canon counterparts and can be "variants" as well, I think I'd want at least most of the actual Soul Calibur characters to be as close as they can get to their canon counterparts as they can get without too much cheating.

I am having difficulty getting the link to work, but I will work on it.


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Well, I am working on a campaign in the crossover Coreline setting, focusing on the emergence of Soul Calibur and Soul Edge. So, each player will be playing a character from Soul Calibur or another thematically appropriate character (which I will be interpreting broadly). Other characters from both categories will be important NPCs. So I need to stat out all these characters. Characters will start out at 10th level, with 20 point buy and automatic bonus progression. Here is a list of characters I am considering stating for this campaign: https://docs.google.com/document/d/16askcKJCEC8ZwpRWncsV1v6Rr1L3vBviYX2A28D A2MI/edit?usp=sharing

To start with I've stated out Siegfried, though I haven't selected all of the equipment: https://drive.google.com/file/d/1ZbP5uFZBxHbBmUmUvfXY5FlKb-1btdjf/view?usp= sharing

I am considering an archetype that replaces channel energy, but I am uncertain as to which one I should use.


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Maybe it might be better to convert the Allip or find another creature that fits the bill.


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So... work on this has stalled somewhat, but I am considering replacing an Allip with a (Weak) Shadow. Would that be too much for a first level party, even with some mitigating factors?


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I have been reskinning/modifying existing statistics when I can.


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That is, a character with classes that was CR 1/2 would be CR 1/3


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Yeah, but if I converted to Pathfinder 1e first, a creature that was CR 1/2 in 3e would be 1/3.


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Maybe I should make a separate lore based thread somewhere? It might get a little more attention for those kinds of questions.


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I wonder if I should adhere to current lore regarding drow in Golarion (i.e. there aren't any) or not? Obviously there will be drow from other worlds.


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I am finding it a bit tricky to convert some npcs. Should an npc that is CR 1/2 in the (3.5 edition) adventure be level 0, or level-1? Of course looking at the encounter difficulty helps.


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I have also created a writeup for Sigil: https://docs.google.com/document/d/1ebNxu3HG49F3EHpusBiOxlZZdwcpYKcUv-8UXWN 76sI/edit?usp=sharing


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Decided to begin conversion work on the Desire and the Dead module by going over the generic npc statistics and seeing if I needed to convert them. Fortunately most of them are easily replaceable by existing Pathfinder statistics, but I will be creating my own stats for generic Dustmen and "Sly Berks."

Google Doc


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Anything involving the Planes, particularly if Amber Stewart is involved.


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I suppose the same might apply to ancestries (does anybody else keep having to correct themselves from saying races?). Maybe I should see if anybody wants to play Githzerai or Githyanki first? I mean I am definitely going to have NPCs of those races, but that's the beauty of 2e monster design that they aren't built like PCs. Of course then the question is, what character options should I prioritize?


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An interesting question- would Moradin be the same as Torag in this campaign?

Obviously, converting every single deity that might be worshiped in this campaign is daunting. I'm not even sure where to begin.


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I am trying to think of any other character options I might need. Also I am considering potential character options tied to the Factions. Prestige Classes are not a thing in Pathfinder 2e, but Archetypes are. Also in 2e each faction got mechanical benefits just from being a member of the Faction, though they also have restrictions. I'll have to convert those over to Pathfinder, but should I tie them to character options, like a feat? After all, I do want to encourage membership in the Factions, but would it be punishing a character who elects not to join a Faction to not give them any benefits. Though, it would be pretty simple for them to just consider themselves Indeps which don't consider themselves a Faction anyway.


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I mean, would it be hard to just import alignment from unrevised 2e?


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Another thing I have been thinking about is Alignment. Do I need it for a Planescape campaign? If so how far do I go in implementing it (since I would be using the remaster which has no alignment)? In 3e, various planes had effects on those of opposing alignments.


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That makes sense. Of course then the question is what heritages should I reskin for the heritages I want to add?


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So, I am planning on running a Planescape campaign using Pathfinder 2e. Many of the character options that I would want to be available already exist in Pathfinder or have close enough analogues, such as the nephilim for aasimar and tieflings. Some are not available, being WotC intellectual property after all. These include the bariaur, the githyanki, the githzerai and the rogue modron. There is also the possibility of playing monster characters, but I will likely address that in another thread, as it is a more general topic. There's also the matter of psionics, if I decide that they should be separate from occult spellcasting. This might also require its own thread. At the very least I could convert some of the old psionic classes like the psychic warrior and the soulknife with occult spellcasting for those that were manifesters. There are also the various D&D deities that will be available for characters to worship.

To start with, I will determine attribute boosts for the heritages:

Bariaur: Strength, Wisdom
Githyanki: Dexterity, Constitution
Githzerai: Dexterity, Wisdom
Rogue Modron: Constitution, Intelligence


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I would advise restocking the dungeon between visits. The table found in the link is useful for this: https://grognardia.blogspot.com/2012/04/dungeon-restocking-and-rival.html


I am looking for two to three players to join an Abomination Vaults campaign. We have barely started, still being on the first level. We play on Wednesdays at 4 PM EST.


Here is my progress on the Minister so far.


I don't know about anybody else, but the Eternal Legend reminds me of the The Eternal Champion series from Michael Moorcock.


I'm not sure what you mean regarding the Fighter. If you could point out the exact part of the description that is the problem, I would greatly appreciate it.

The Sacred Weapon feature is actually taken unmodified from the warpriest (as is Sacred Armor). That doesn't mean that it can't be improved upon, so I appreciate your feedback.


Here's the current form of my champion class: Link

This champion is a martially inclined replacement for the cleric (along with the invoker and minister classes), I haven't decided what to do with the paladin yet.


The fighter is getting the ability "mettle" from the Anachronistic Adventures enforcer class, which is basically the gunslinger's grit, if you aren't familiar. They also get deeds to go along with them. I am also considering some kind of ability to emphasize certain skills associated with various types of fighters, like tacticians, scouts, cavalry , etc.


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Big enough to contain a library with every book ever written.


I am working on a set of new and modified classes according to my preferences.This is to be the first step on a path to creating a modified version of Pathfinder as a whole, a sort of 1.5 to Pathfinder's 3.75 if you will. I will be using some ideas from PF 2e and maybe D&D 5e. Right now I mostly just have concepts and the skeletons of the classes i.e. hit die, BAB, etc. As of this post I haven't figured out what to do for equivalents to the Bard, Monk, Paladin, or Ranger, though some of them may become Prestige Classes. Feel free to check them out and give comments, criticism, etc.

https://docs.google.com/document/d/1eTV0bVjA9CXCV1Ru7_1NbtgXEyDaMAYzRsxf9uX HtgM/edit?usp=sharing


Not exactly on topic, but somewhat relevant: https://na.finalfantasyxiv.com/lodestone/topics/detail/cae92fb4d902787f1215 2b3764f5282694b55b78


I don't necessarily feel limited by the conventions of Pathfinder, either regarding the stating of deities or limiting the levels to twenty. However, perhaps there is a way I can do this without either. By the way, the ultimate goal of the campaign is to stop Cyric from murdering Mystra, thus preventing the Spellplague (no edition warring intended, I just think it is a cool idea for a campaign).


Also, since the campaign involves deities it might be useful to have epic rules just to stat them out.


Boomerang Nebula wrote:

I agree with Melkiador.

What are you aiming to achieve by going past level 20? Some context would help. If the idea is to have really epically powerful PCs within the existing rules that can match Demigods then Mythic Adventures is definitely the way to go.

If your PCs have reached 20th level already and you are not sure what to do next (and everyone still likes their existing characters) then multi-classing is probably the way to go.

If you are looking for something completely different you could try tracking down the original D&D Immortal Rules for ideas.

Some context would really help.

I'm planning a campaign that would ultimately end with facing a full deity. They aren't necessarily meant to kill him, just fight him. Sure, you could probably do that with twenty levels and ten mythic tiers, but its specifically Cyric (a greater god in D&D parlance) and I figure they can use all the power they can obtain.

I would suggest that Mythic rules are already a bit of an analogue to the Immortals rules, you'd just need to expand them.


I'm guessing this issue has been thoroughly addressed by previous threads. However separating the wheat from the chaff as it were is somewhat daunting. So, I am wondering if anybody could direct me to stuff that is worth looking at. Of course, if anybody has some novel ideas on the subject I welcome them.


https://forgottenrealms.fandom.com/wiki/Ghaunadaur

Under "Manifestations."


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If you did want to bring back Vanthus as an incorporeal undead, I might suggest a specter. Calling back to Gary Gygax's early conception of them as extremely evil people sent back as servants for fiends or dark gods. The Advanced Bestiary has a Dread Specter template and a normal Specter variant as well.


I actually found an interesting reference the other day. Probably means nothing, but "Although he was usually represented with an eye engraved in a purple disk, older manifestations could take shape in the form of a "Y". Said symbol could appear as a demonstration of favor or could be found in ancient spaces devoted to the Lord of Slime." This is in reference to Ghaunadaur and you might say that deity is unknown on Oerth. You'd be right, except that Ghaunadaur has other identities- the demon lord Jubilex, as well as being at least one of the entities claiming to be the Elder Elemental God. I'm not sure I really buy it, but something to talk about, huh?


Marc Radle wrote:

Not sure what the point of this post is ...

I’m assuming it’s an attempt to be funny maybe?

A poor attempt to be sure.


Goblins did it. Or possibly Gremlins.


Well, for one thing, this is not a megadungeon, so that makes a difference for me at least. My most radical solution to either end the adventure early, or substitute parts of a different adventure that fits your players better. If you are unwilling to make such a radical change material from different adventures can at least give you ideas, or be inserted wholesale.

I might recommend using this thingy to create unique challenges for your players. Check out the Advanced Bestiary from Green Ronin for a variety of templates that can add new elements to your encounters. The templates are on d20pfsrd.com, so you can view them before buying the book if you choose to do so. There are many books full of random tables, including Pathfinder's own GameMastery Guide, the Ultimate Toolbox, the Tome of Adventure Design (by Frog God Games as it so happens). These can help inspire your creativity.


I can't help but think I'd be suspicious of the whole "gravitic mine" thing. Who put that gravitic mine there and why? It would be difficult but as a ship captain, I have the duty to assess dangers and keep my ship and crew safe, though not above all other priorities. So my first action would be to send a report to Starfleet Command and then analyze whatever remains of the gravitic mine, or whatever else I might find in the area (the wake of a cloaked ship perhaps)? If I am ordered to enter the Neutral Zone by Starfleet Command, I would fight to the best of my ability. If possible I would send some men over to the Kobayashi Maru to if possible try some repairs, if not possible, try to evac the crew of the Kobayashi Maru to... somewhere.


I've only just started playing a campaign where Expedition to Castle Greyhawk is planned to be played. One group of PCs has met Gallancz and is aware of his other false identity (i.e. they think he's really Robilar). They are searching for their father however and think Robilar has a connection to him (which is true, they were adventuring companions, albeit not as habitually as some others). The adventure proper hasn't begun yet, however. I'm starting another group with Castle Zagyg, plus Castle of the Mad Archmage.


Berselius wrote:
I wonder if Golarion has it's own version of Santa Clause? I mean, the Krampus exists apparently so maybe Saint Nicholas exists as well?

Well, Earth does exist in the Golarion universe. I'm also sure Odin (another inspiration for Santa Claus) is around somewhere even though the Norse Pantheon isn't worshipped on Golarion (to my knowledge).


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Personally, if a structure is entirely controlled by a single entity I call it a lair instead of a dungeon and design it differently (i.e. what the residents do if the PCs attack). A dungeon is wilder and less densely populated, though it might have lair areas within it.

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