Kaigon the Miscreant

Dynas's page

44 posts. No reviews. No lists. No wishlists.


RSS


Everyone who entered their code but got "stuck".

After you enter your code scroll down a bit. There are 3 Buttons/steps that you have to click on. One is to add a payment method (for shipping only), and update address. Then you confirm the order.

I had to manually click each button and navigate as their was no continue or next button. It was a little finicky.


Anyone got any ideas on the Star Trek DS9 crew? Specifically what would Quark be?


I wouldn't change it. I imagine the coil gun is shooting Tungsten rounds or something. Just make them have to reload the gun every 4 rounds or something (as a full round action).


All great stuff. GOing to use a lot of this. Thanks


Very good ideas. I will definitely use a lot of this. I'm looking to make each one very unique. I don't want them to just fight another high level mage with a different school focus.

I will keep Greed, Sloth as is by paizo.

I like the Sorshen idea of a lot of vampires. I'm thinking of having her stuff slowly build up perhaps in the city of Korvasa. havn't thought about Nidal, i was wanting to keep everything within the boundries of Thassilon. Incubi and Succubi work good as well. I will probably bring Nualia back as a fully formed Demon Succubus for a recurring villian. (I have only read the original Dune)

Wrath: Basically i see a blitzkreig style army that pours out from the runewells which are controlled by a master runewell in hollow mountain where the only way to stop such overwhelming force is at the heart of it all. Simply killing the sinspawn creates more sinspawn and the army is basically a constant wave of queue minions. This will be like the journey to Mount Doom where they destroy the dark lord to save the world.

For Envy are you saying you would do some sort of Plane travelling adventure? How would you stat out the runelord?

For gluttony your saying he is content how he is and wouldnt even come back? why not?

Lastly are you implying that the illusionist runelord is so powerful he was actually a god/peacock spirit and portray the "runelord" as his physical manifestation on the material plane. As such by fighting him they would be fighting a demigod/god?


On obsidian portal? Do you have a link?


Story ARcher, I'm just reading over Shattered Star 2. I will cut all the stuff in the Mushfens. I will cut the meeting with the witch and the shipwreck. Probably just end up doing a "random encounter" against a tribe of trogdilytes and then they will go into the cave and fight the pyrohyrda. After that have them go through the cave with a trap or two and then get into the actual lady of light dungeon. The prelude of all this just seems unnecessary for the overall story. Thoughts?


1 person marked this as a favorite.
Askren wrote:
I could giver her a million tricks to throw out, but unless one of them is Dimension Door, she still has no way of escaping as long as there's a body in the hallway, and that's the major issue I want to skirt.

This is exactly what I did. I made her holy symbol have the demension door ability 1/day. She dropped her bastard sword (giving the PC's a +1 item) and then used the spell like ability to escape.

After this they learned more about her and researched the ritual process for becoming a demon. They figured shes on step 2 possibly working towards 2.

Now at the end of Skinsaw murders Im adding a custom session. They will arrive to see her transform into a half fiend and fight her again with cultist and some summoned demons. The scary part, one of the PC's probably the paladin will be kidnapped at the party in magnimar that the lord mayor will throw to honor them. The Paladin will help her "consummate" her offering to Lamashtu. The remaining party members will be acting as detectives and uncover a hidden dungeon beneath one of the monuments in magnimar.

She will most likely escape again and they will fight her one last time as a demon, still unsure on what kind.


Pnakotus Detsujin wrote:

Ok, mister. I'm your Yithian

I longed tried to smash up the modules, and here i have many ideas of how to operate it.
Here my first suggestion: find your BG and difference them from "antagonizing factors"

Mixing many AP means A LOT of possible combinations, and you must be ready for the beginning to make all the connections. I would suggests as such
** spoiler omitted **...

Pnakotus Detsujin- I like some of these. I was going for something between a mix of 2 and 3. Nualia escaped and will transform into a half fiend using the shard of wrath as a sacrifice while "consummating" herself to serve her goddess Lamashtu. The PC's will walk in on this ritual and see her transformation.

I was looking at a cult working behind the scenes and the Lissala religion will work well. Members seeking to raise Xin.

As for the tsunami I was planning on having that happen and thus the PC's will be forced to seek aid from neighboring city states like Riddleport of Krovosa (where they will encounter other runelords.)

My idea was that the PC's gather the shards and assemble the Sihderon then fight Xin. If they defeat Xin, his spiritual essence awakens the remaining runelords with his death and each Runelord will need to be beat.

Option 2: If Xin TPK them (possibly on purpose by me) then they all are "resurrected" and return with their first mythic levels. They are tasked by a deity (Caydan Cailean) as the heroes to eliminate the Rise of the Remaining Runelords which Xin will awaken to add to his power. He will have control over them (via the shards) and use them as his lieutenants. He will then get to work building the Irespan from Xin to Magnimar and invade with his Clock Army. The PC's fight the Runelords to slowly dwindle down his forces before rallying the 3 city states, (riddleport, magnimar, korvosa) for a grand epic mass battle.

Thoughts?

Any ideas on the non stated runelords. I have Kargoug, Krune and Soheshen.

Looking at Wrath, Gluttony, Pride, Envy. I like your wrath ideas, what sorts of evil would the others do? Toughts on each ones overall plan? Fight tactics? Would any of them work together? Build ideas. I've been working on Envy for 2 days.

I was toying with lots of Dragons for Envy as she Envy's their power.

I believe i read somewhere that Gluttony has a giant throne of bones carried by skeleton minions. I was going to make skeleton giants carry the throne. He would basically summon/animate dead from the bone throne. This thing would be massive, (like 6x6 squares) and spawn giant skeletons, dragons, and other nasty's.

For wrath an army of sinspawn, but what else? Sinspawn are pretty low on the CR and my PC's will be lvl 20 possible mythic by this point.

I plan on saving Pride for last (seeing as he is most powerful.


1 person marked this as a favorite.
Misroi wrote:
I honestly believe that ending the session right as Aldern Foxglove walks down the steps from the second floor of his townhouse is one of the best cliffhangers for any game I've run. The look on the players' faces is priceless.

I did this. For a week the PC were like WTF! We killed him. Then they got all paranoid thinking they somehow turned him into a lich (since he was in the manor). They had the journal of Vorel and where looking through that.

The next week they killed him quickly and realized he was not a lich, much to their relief.

After my PC's went to the Sawmill they captured Ironbriar. Well the sorcerer killed him to -9 hp and the cleric brought him back to get information. Wrath point? Yes please!

One of my favorite things, as the PC's did not have a base of operations was they decided to take up the Townhouse. I was trying to get them into the pathfinder lodge where Sheila is to work in the Shattered star stuff.

So when they returned to the townhouse they heard large steps upstairs, the rogue snuck up their and saw scarecrow, but did not know what it was. They all fled quickly. Before they could escape unnoticed Scarecrow grabbed the sorcerer and threw him against the wall in the house then barred the door shut.

I got to watch my impulsive sorcerer squirm as all his spells did nothing, and he actually healed him. Didn't help that he rolled a 1 on his knowledge arcana check. The party broke in to the house. He was like we need to run, we can't hurt this guy. The paladin says "you cant, but we can."

Classic you should have seen the look on his face. The sorcerer is rather impulsive thinking he is god and all, was nice to put him in his place a little and now he knows theirs bigger fish.


I do something very similar to this. Basically I try to end every session at a natural break in the story so they can go back to Ameiko's Inn (aka there HQ) and pick the new party members for the next mission.


GM= UNLIMITED POWER

Or

I do what i want!


While in the "safe area" have karzoug teleport in with the Mirror of opposition Team, the red dragon and himself. Preferably right after the giant encounter after the magic users have used up some of their better spells.

EDIT: My favorite part of being a GM is when my characters need a stern reality check as they mop the floor with enemies, bring their PRIDE and GREED down from the heavens. Just be prepared to not have friends for a few days lol

:)


Yeah good stuff.


I finally learned spoiler tags after about 2 weeks. :)

Runelords #1 - Burnt Offerings: (1st-4th Level):

The Rise of the Runelords begins as it was written, with the Swallowtail Festival and progressing as normal with the main exception being that the Nualia escapes. The PC's will have no real knowledge of what they have found or what it signifies.

Runelords #2 - The Skinsaw Murders: (5th-6th Level):

The Skinsaw Murders also progresses as written with no changes. Xanesha will have the Shard of Greed. Finding a first shard should get the PC's curious, and I expect Brodert Quink to begin playing a much bigger role as an NPC as he aids the PC's in their research. The gist here is that the Sihedron, as a sort of sentient artifact a la the One Ring, wants to be found, wants to be reassembled, and has begun surfacing throughout Varisia in the hands of those whom its driving Sin most appeals to. During the volume the PC's will likely meet Sheila Heidmarch socially, and she will have long been a Sihedron scholar - her desire to see it reforged and in the hands of the PFS will have her both aid, illuminate and potentially mislead or manipulate the PC's as the AP unfolds. They will also encounter Vorel's Phage and discover Ironbriar's link to the Mantis Assassins and hints at what might be taking place in Korvosa. PC’s go to a party to celebrate and one of them is kidnapped for ritual for Nualia.

Added Session: Nualia Half-Fiend Ritual: CREATE (6th Level):

The PC’s investigate the kidnapping of their friend (likely the Paladin) and eventually arrive at a Temple of Lamashtu beneath the Irespan. Nualia had planned to attack Xanesha and take her shard after the ritual but the PC’s ruined that. In an attempt to capture the shard as well as complete her ritual she kidnapped the PC. She makes a sacrifice by stabbing the Shard of Wrath into the PC becoming a half-feind. PC’s will win, she will escape via dimension door and the PC’s acquire the 2nd shard. Also Race for the Rune-carved Key?

Shattered Star #2 - Curse of the Lady's Light: (7th-8th Level):

I'm going to tie this in to Seven Days From the Grave, perhaps by having he PC's tracking an escaped/renegade group of Grey Maidens and/or having Sheila point the PC's in its direction as a potential resting place for the Shard of Lust (which will be in the hands of the alu-demon Ashamintallu). Connections to Sorshein will abound, and I fully intend for one of my players to fall 'victim' to the Clone trap. Rewrite and increase CR at beginning.

Crimson Throne #2 - Seven Days to the Grave: (8th-9th Level):

This is probably the most ambitious aspect of the campaign since I'm attempting to insert a single volume, but the lead-in seems potentially strong (Vorel's Phage from the Misgivings, Ironbriar and his journal linking to the Red Mantis assassins) and both the geography and the theme will be campaign-appropriate considering Sorshen's relationship with Korvosa, something I plan on playing up over time. Including this volume will probably involve the heaviest re-write, but I'm really hoping to keep as much of the original story as intact as possible. Xanesha sold the plague to the Red Mantis and also was the one who gave Aldern Foxglove the infected rats of Vorels Phage. Xanesha is also part of the Brotherhood of 7, which was originally started from Vorel Foxglove whom created the plague. Lady Andaisin has the Shard of Envy. Envys the Brotherhood. Rewrite and increase CR at beginning.

Runelords #3 - Hook Mountain Massacre: (9th-10th Level):

The Rise of the Runelords will get back on track here and play out pretty much as normal. Mammy Graul will be in possession of the Shard of Gluttony.

Runelords #4 - Fortress of the Stone Giants: (11th-12th Level):

Again, this volume will play out pretty much as written, though I plan on having the Assault on Sandpoint be a much bigger affair, with a sort of 'gathering of heroes' from among the NPC's the group has befriended and allied with to this point. Mokmurian, as a servant of Karzoug (whom also wishes to see the Sihedron reforged but under his control) has come into possession of the Shard of Pride and is 'holding it' for his master while the others are sought. The library will give them a large info dump on the Sihedron Shards, Swords of Sin, Runelords, and Emperor Xin.

Shattered Star #5 - Into the Nightmare Rift: (12th-13th Level):

Given the geography up to this point, the involvement with Giants and the impending ties between Karzoug and Leng, this seems like a natural insert here with very little needing to be re-written. Nightmare Rift and Sins of the Saviors may end up being a bit of a mash-up though, depending on how events unfold. As written, the Shard of Sloth will be in possession of the Blue Dragon Cadrilkasta.

Runelords #5 - Sins of the Saviors: (14th-15th Level):

Rise of the Runelords gets back fully on track here, with tons of clues and revelations tying everything together as the showdown with Xin begins to loom large. The Shard of Greed is in possession by Highlady Athroxis

Shattered Star #6 - The Dead Heart of Xin: (16th-17th Level) (End BOSS CR 21):

With the threat of Xin rising the very real looming fear of the potential return of the other Runelords, Sheila pushes for the reforging of the Sihedron with all of Varisia looking on... and as foretold, disaster strikes. Defeat the spirit of Xin, with his death he announces their mistake and his servants will rise. This is the final sacrifice needed to awaken the Runelords. Unknown to them, Xin binds his spirit essence to each when he is slain which gives them the power needed to rise. He uses them as a sort of Phylactery, as each successive Runelord is defeated his physical manifestation grows.

The Waking Rune Module S04-26 Module: (17th Level) (CR 18):

With the threat of Xin dealt with but the very real looming fear of the potential return of the other Runelords on the rise to save Golarion.

Runelords #6 - Spires of Xin-Shalast: (17th-18th Level) Increase CR?:

Karzoug hopes to exterminate the PC’s and he sets his guardians and set his minions to the task of recovering them. Xin-Shalast really brings home for everyone the world that awaits them should he succeed. (Obtain First Mythic Tier after beating Karzoug)

Here is where it gets a little chaotic as basically each session/dungeon is taking down a runelord.

Shimmering Sea-Promise-Envy(make) (19th Level):

Hermea-Gold Dragon Ruler Mengkare

Dungeons of Golarion-Hollow Mountain-Wrath-Azlantist (20th/Mythic 1st) (CR24) (10th-12th Level):

Pathfinder #64 has stats and info as well. PC’s hear rumors of Runelord of Wrath gathering an army at Hollow Mountain in preparation for conquest of Varisia.
Also, Pathfinder Society Scenario #4–02: In Wrath’s Shadow (PFRPG) PDF
Saturday Night Special 1: Hollow Mountain (PFRPG)
Wrath of Ritghtousness Has mythic

Curse of the Crimson Throne #6-PF 12-Lust Runelord Increase CR (Mythic 2nd):

The PC’s head to Korvosa to eliminate the threat of the Runelord of Lust.

Shadow in the Sky #1-PF 13-Pride ?(map only) (Mythic 3rd):

Riddleport, make & use a Pigpen Cypher

Xin Physical form-Planar/Oliphant of Jundlay (Mythic 4th):

Wrath of Righteousness


This one might be helpful

Pathfinder Campaign Setting: Magnimar, City of Monuments

Im working on tweaking mine, ill post it up and would like your feedback. Ill take a look at some of these others.


All that extra will powers will make them high enough I imagine. I've been looking and I dont really see how to incorporate seven swords(at least the dungeon part) though you may be able to add the items. I've also tinkered with your plot line a little for my own story.

Waking Rune is a module. The hollow mountains in Dungeons of Golarion aka Wrath Runelord.


You have shard of sloth under ROtRL 3 and SS 5, I assume mama Garul is Gluttony perhaps?

I do like your layout. I know I need to refine mine a little. Im near the end of skinsaw murders.

Have you considered trying to put in the Krune from the Waking Rune? What abou the Hollow Mountain dungeon and adding wrath?

Have you looked at incorporating the 7 Swords? im working on stating them out. I plan to take it to Mythic.

I would cut out the sanitarium, possibly even the farm stuff as well. Just go from sandpoint strait to Foxglove manor. Thats as far as I have gotten so I cant comment further.

I like your ideas on changing the shards. With 3 PC's it is going to be difficult. You may want to consider always giving max HP each level. They also will have more wealth than their level beginning fairly early and that may compensate for it.
What race/classes are they?

I like the idea of a rival party though I don't know where/how you will fill that in with all the AP stuff. How were you planning to do this?


Im just curious as to what magic items they have to get so uber powerful. Was this the standard treasure given out in the AP upto this point or did you add stuff or did they go on a shopping spree? Do they have any mythic tiers? The numbers you are throwing out seem really high.

I second the target priority Tangent said. His order of priority is also how i would do it.
Nobodys home has a good strategy. Also the red dragon and/or immunity to fire would help. If needed give Karzoug some mythic levels.

If they have any Sihderon rings, swords, etc... have Karzoug be able to destroy them at will. (like his sword)

Remember ability score damage spells as well. If you can get some of those scores to 0 bad your looking at death. Target their dump stat.
0 str = unconscious
0 dex = immobile (no semantics for spells)
0 con = dead
0 int = comatose
0 wis = unconscious
0 cha = unconscious

Also consider a plane shift where he sends each PC to a separate plane Then bars them from teleporting in. I noticed you know the PC escape plan. Have a nasty surprise waiting for them there should they actually teleport away.

Interested to see how it goes.


Awesome. I actually just posted a thread similar to this. Wish i would have saw yours. Basically im doing the same thing though ive already started. Almost at the end of the Skinsaw murders. My deal is though I want to incorporate all 7 runelords and XIN!

Check it out here. That being said I actually came very close to following your same progression with some added modules though.

http://paizo.com/threads/rzs2rkm0?Ultimate-Rise-of-Runelords-Campaign-Compi lation

Burnt Offerings
Skinsaw Murders
CREATE Nualia Session for Half Fiend Transforamtion
PF # 61
PF # 62 Curse of Ladys Star
PF 63
Hook Mountain Massacre PF # 3
Seven Swords of Sin Dungeon
PF # 64
Fortress of Stone Giants PF#4
PF # 65
Sins of the Saviors
PF # 66, Wrath of Righteousness; fight XIn ghost, banish him
The Waking Rune-Sloth
Pathfinder 63-Gluttony
CREATE in city of Promise-Runelord of Envy, heavy dragon emphasis
Spires of Xin Shalast-Greed
Dungeons of Golarion pg24 -Wrath
Pathfidner # 12 CotCT -Lust
PF # 13, CREATE Setting, create Riddleport Dungeon-Pride
CREATE Xin Mythic fihgt CR 30, possible planar battle. Xin physical form manifested and fight him. Mythic Tier

Something like this where they fight each runelord.


More thread necromancy.

I was curious if anyone has tried this how did it fair? Did you add the other swords? Im looking at incorporating this into my massive RotRL compiled campaign with the shattered star stuff as well.


1 person marked this as a favorite.

***SPOILERS for RotRL, CotCT, SS, and other modules.***

As the title sounds this is a very ambitious attempt at combining multiple AP to create one ultimate campaign revolving around ALL 7 Runelords and Ultimately Emperor Xin.

My biggest issue with Rise of the Runelords is this: there is only 1 RUNELORD. What happen to that "s"? DOn't get me wrong we are having a blast with the AP, but I want more. The runelords and ancient empire of Thassilon is so intriguing and I know there are other AP that tie into this. My goal is to create a compiled campaign that brings all these elements together plus addes some unique personal flavor.

Why you ask? Mainly its too easy for my PC at the moment.

I am currently GM of a large 6-9 player party (varies weekly) nevertheless its big. Treasure WBL has stalled and I find the PC's mop up enemies quickly despite pumping there HP, templates, change and combining the dungeons crawl smaller fights into larger ones.

EX: I put all the monsters in the basement of Foxglove in the pit room with Aldern. Aldern, 7 ghouls, 4 goblin ghast, a haunt that kept 1 player useless and maxed there HP, gave Aldern a surprise round, and had poor Shayliss slowly sliding down the loose gravel to her possible death. They beat it in 3 rounds.

Back to the good stuff.
My thought is to have various parts of adventures threaded together as the PC's assemble the shattered star, resurrect the "ghost of Emperor Xin" defeat him. Then they go on to defeat each runelord as they too are brought back to life. Ultimately the death of each runelord (after the first defeat of Xin) will help summon a physical manifestation of Emperor Xin of CR 30 (mythic/epic Tier stuff). After they kill the Ghost his life force binds to each of the 7 runelords to draw their power. Think of it like a Lich Phylactery online in reverse. As each runelord is beaten Emperor Xin takes that Runelords respective powers.

My thoughts on overall story to connect it all. There isa cult loyal to the Thassilon empire from long ago are working behind the scenes for Xin, perhaps a mole in the Pathfinder society, maybe even Sheila, Nualia, and Bodrik NPC's (and possibly others).

I know some of the runelords and/or locations haven't even been built yet so some of this will require work on my part. Several of the runelords have been stated out. To my knowledge only Krune, Karzoug hve been stated by paizo, and Sohshen was stated by a fan. Xin ghost is stated by paizo, but that still leaves much to be stated. I have researched the hierarchy rankings, weapons, magic, etc... Whenever possible I will use official pathfinder dungeons, lore, characters. In the end the PC will probably be level 25, or level 20/mythic 5

Here is what i have plotted so far.

Timeline Module Level
RotRL Ch1 Burnt Offerings 4
End RotRL Ch 2 Skinsaw Murders 7
Nualia Summons CREATED 8
Shards of Pride, Greed PF # 61 4
Shard of Lust PF # 62 Curse of Ladys Star 5
Shards of Gluttony PF 63 8
Runelords Ch 3 Hook Mountain Massacre PF # 3 9
Shard of Envy PF # 64 10
End RotRL CH 4 Fortress of Stone Giants PF#4 11
Shard of Sloth and Wrath PF # 65 13
RotRL Ch 5 Sins of the Saviors 13
Emperor Xin PF # 66, Wrath of Righteousness 15
Krune-Sloth The Waking Rune 18
Zutha- Gluttony Pathfinder 63 20
Belimarius-Envy CREATE 19
Karzoug-Greed;RotRL CH 6 Spires of Xin Shalast 21
Alaznist-Wrath Dungeons of Golarion pg24 23
Sohshen-Lust Pathfidner # 12 CotCT 24
Xanderghul PF # 13, CREATE 25
Xin (physical form) CREATE 30

C&C? Thoughts on the timeline and/or modules? Is anyone aware of any stated runelords that i havn't mentioned?


SPOILERS BELOW for SKINSAW MURDERS

I just finished the Foxglove Manor last night. The PC's managed to find the mold that was the phylactery of Vorel.

The cleric did not have consecrate prepared and thus the party decided to lock themselves in the room and camp overnight so that she could prepare it. For random encounters I decided to keep with the haunts. One of the characters while on watch (the same one that ate the mold that was her shadow).

Another haunt happened and she was compelled to eat the mold of the phylactery. Afterwards the cleric consecrated the grounds which the PC was in the area of effect.

Idea: I was toying with the idea that perhaps some of the residual energy/phylactery decided to infect the pc from eating the mold. Even though the consecration destroyed the mold my reasoning is that the silver dust for the spell was applied directly to the area. Since the PC did not eat any of the silver dust for the spell the energy used the PC body as a host.

Question is: what sorts of evil shinanignas should i do. I don't want to turn the PC into a lich, I just want to have the liches should slowly currupt and persuade her to do things against her "moral fiber." (shes a tiefling rogue by the way)

Also, any idea on how to exorcist the lich spell. Im looking for a ritual or session quest idea.

Thanks in Advance.


Lots of great advice here. Really Appreciate it everyone.


I like the timer idea. at the time the druid rolled up we only had 5. the bard, druid, fighter, and cleric are newer players that are still learning. I like the idea of teaching new people the game.

For party split im thinking as follows

druid with companion
sorcerer
rogue
paladin

monk
cleric
bard
fighter
druid domain

This gets them at 5 each and gives both groups healers.


Thanks i like both of these. WE already have a house rule where we roll initiative and highest goes first, then whoever is directly to the right or left of that person that has the higher roll is the way we rotate so it always goes around the table clockwise or counterclockwise.

I really like the portal idea.

Here is what i have. Everyone is level 5

human paladin
gnome cleric
gnome sorcerer
teifling rouge
half elf monk
elf druid w/ companion
half orc druid w/ domain
half orc fighter
gnome bard

Suggestions on how to group?


My party size has grown WAAAAY to big. I have 9 PC (plus 1 animal companion. Im about to run the Misgivings haunt chapter. Most of these rooms only have 4-6 squares so any battles will leave 3-4 characters outside the rooms. Not to mention the CL increase i have to do.
I have run 6 before and up the CL a bit, but never this many. Anybody have any ideas? Recommendations?


On this tally system how many chances do you get before they fall. What if they actually kill the guy after interrogating him?


I like this. Im looking for an opinion. I had a paladin in my group. There was an uncooperative NPC that would not let them investigate his hospital to speak with a patient. They had no idea who he was and no papers or authority. The NPC said that a warrant was required to interrogate anyone believed to be a witness and that he couldn't acknowledge a patient was even at his hospital.

They didnt even know the guys name, other than he arrived a few days ago. Needless to say they got very frustrated. The paladin decided to "go for a walk" and leave knowing his friends would rough up the doctor.

Would this be an act that broke his paladin code? seeing as how they had no reason to expect he was evil and he wasnt and also he had broken no laws.

basically, if a paladin removes himself from a situation knowing his chaotic party members will play the "bad cop" and bend/break the law to accomplish their goals, would this cause him to fall?


I just got this point last weekend. I made a custom session. Basically the crows seen overhead in grubbers hermitage are cause for concern. The local fisherman who normally come to sell their catch daily haven't come to town in 2 days.

Have the samurai arrive by ship to Sandpoint and upon exiting the docks he overhears the fisherman talking about this.

Somewhere else in town (doesn't matter, even in the inn) have the PC's over hear someone talking about Hags Plummet story. (pg 386 in the RotRL hardback book.)

If you need further motive. Have Ameiko request the PC's look into the matter as she cannot serve her famous spiced curry salmon (from the swallowtail festival lunch) and her business is beginning to decline.

The take a ship out to the island. They find the thorp has been ransacked. All the towns people are missing. They investigate and found a scared girls in a closet who said Sahuagin raided the thorp and tortured people. They were led by a hag and kept asking for an "orb." They find dead bodies littered around town.

They moved to the far side of town to find another set of docks. About half are remaining alive and are being waterboarded and dunked into the water from the ships mast and tortured by the beasts. All they ask for is the orb (which no one knows they have.)

Backstory: one of the fishing boats two days ago dragged the bottom of the ocean floor and recovered a lost Thassilion artifact. This magical obsidian orb. For me, the orb was what powered the war machine towers used by the Azlantist towers that shoot the fire. The hag had grown obsessed with it as a prized item. Though she doesnt really know what it is, she is infatuated with its beauty. (think the ring in LotR).

Have a combat encounter with a sea hag and sahuagin on the docks. Have the sahuagin dunk several towns folk into the water once they are attacked as a complication. the PC's only have so many rounds to save them before they die (i used 10) as they have already been torutred a drown a lot.

If victorious they shold question the NPC's. Asking about the orb which they dont know anything about. They attacked with minutes after Freds ship came to docks with a big catch (can change name).

They can search below decks in the fish and find the orb there. Once they recover it they go back to town with the survivors who relocate to Sandpoint.

The orb has Thassilion runes on it but they don't know how to activate. They can take it to Quint to sell (for whatever EL treasure value is.) he buys it out of intrigue. They might not sell it, in which case he may just ask to look at it.

Eventually he comes to realize what it is. He will comission the mayor to rebuild the lighthouse. She agrees as it will protect the coast, also it will give the town something to build now that the church is done and the relocated towns folk can help.

From here: I plan to have Quint figure out what the orb is. By the time the attack on sandpoint comes around from the giants (book 4 i believe) the tower will be done. Over the course of your campaign comment on the progress of the tower.

2 options: befriend Brodert Quint who will activate tower during the battle to help defend city.

OR - Have quint become obsessive or maybe even evil. Gets someone to steal the orb or allies with the giants and uses the tower to hold the region hostage perhaps even using its power to control Magnimar as the towers could shoot fire miles.

I haven't played this last part out yet. My PC's were weary of revealing to much and don't actually no what it is. They didnt even tell him he had the orb. I plan to have someone in town discover the PC have the orb. Maybe Shayliss (as she is g/f) of the sorcerer who carries it with him. She will let her gossiping tongue reveal the info by accident. Which will be interesting as she didnt know what it was. After that I think I will have Quint be overly friendly to try and buy it and raise the price as the PC level as he learns what it is. If they still dont sell it then he will get someone to steal it.


1 person marked this as a favorite.

The book basically says she is no longer involved in the campaign. this is a bit of a let down as she is one of the more developed NPC's at this point and my party has really grown to like her.

I am curious as to what people have done to keep her consistently in the campaign?

My first thoughts...

Have a funeral for Tsuto and Lonjintsu. Would this happen? Does she still care enough, what about just her dad and not her half brother?

Inherits her fathers Manor and the Glassworks. Does she keep it or sell it? Thoughts with giving the PC either the manor or factory?

What of Ameiko and Shalalu (her ranger freind). Ways to tie them in together?

I have also consider borrowing from the Jade Regent campaign for the romance score. Or perhaps just develop relationships with these two NPCs. Maybe even a love triangle?

Thoughts on some good sub plot arcs with her?


2 people marked this as a favorite.

I have been thinking and seeing as how Sandpoint region is lower levels. I am working on building an adventure on the island of grubbers hermitage. The book mentions circling carrion over the island. To tie into the use of the lighthouse i have thought of the following.

A Sea Hag (the one from the story of hags plummet) will lead a group of Shaugin into the thorp to raid it. They have killed all but a dozen or so of the towns folk and are frantically searching for a mysterious ancient Thassillion artifact.

The artifact was once at the bottom of the gulf from the dreaded towers that shot fire. A fisherman accidently pulled one from the ocean floor with his catch of the day. The hag sends her shaugin whom whorship her to raid the village and find it.

The shaugin have not been able to find it and the hag has come to supervise torturing the last dozen survivors.

Our PC's investigate the island and also have learned of the hag story by now. They arrive and dispatch the Hag and shaugin just as they find the artifact. The PC's return with the few survivors to sandpoint whom take refuge in the town.

The only person who will buy the artifact because no one knows what it is is Bodrick Quint. Im thinking like 1500 gold which is about CL 4 (this is the treasure for the encounter). He feigns ignorance in its true power and worth. He will then secretly begin to learn the artifacts power and comissions the town mayor to rebuild the lighthouse. The refugees are glad to help and take up the task as do many towns people now that the church is done. Once the lighthouse is rebuilt Quint will then reactivate the tower.

From here 1 of 2 things.

1.) Quint becomes power hungry mad and the artifact corrupts him filling him with wrath and the PC's must fight him and either kill him or save him from the curruption (like the palantir in LoTR).
2.) The tower is used in the invasion/battle of sandpoint. After which perhaps news spreads of the power the lighthouse holds and the regional city states send representatives to ally with Sandpoint potentially causing more problems.

The key is, at least for me, incorporating the recovery of the item early in the AP, like chapter 1. Mainly because it fits with the CR of the creatures in the plot, hag CR 4, shaugin CR 2 and the Pc's are low level. Also this gives the plot time to develop as the town rebuilds the lighthouse and the PC's can see its construction over the course of the next few chapters. Only later to learn it will be critical in the defense of the city. A good way to tie stuff from many chapters earlier in.


I am the GM. We just started. Group is as follows:

C.N. Male Gnome Sorcerer
L.N. Male Elf Monk
C.G. Male Half Elf Rogue
L.G. Male Human (Ulfen) Paladin
N.G. Female Elf Druid


Askren thats a good point. Im not talking about doing it all the time, maybe just here and there. I mention it because at these low levels if no one wants the item and they go to sell it there is the gold limit cap problem for a small town potentially.


1 person marked this as a favorite.

As a DM I was wondering how many DM change the items to in encounters in the RotRL (or in general) to fit there player party. I have the fight with Nualia coming up and rather than giving her the +1 bastard sword i was thinking of giving her a +1 maul (or grateaxe) as my paladin character uses this weapon.

Are there any balance issues with this as long as it retains the overall WBL value.
Thoughts?


1 person marked this as a favorite.

Glad i could help i hope my Party messes up so I can run this side quest now :D


Option 1 Korvosa Campaign.

Leave a garrison at Kaer Maga (perhaps he has enlisted Orcs from the east to help as well just to make the threat even bigger. Have his army move across the plains in the south of varia taking sirathu, the abken and janderhoff. Have refugees fleeing south to Korvosa. (since its closest). Perhaps have the PC part of a scout mission of a field army after the first few cities fall. The refugees get trapped against the banks of the falcon river trying to cross near Harse and a large battle ensues there killing many. He crosses and marches south to Korvosa and have the battle for the city there.

Option 2 ( the one I prefer but would take longer)

Starts the same way but after capture the smaller cities he lets the refugees flee to Korvosa and turns his eye west to wards Magnimar (as he knows perhaps the PC have ties there). He takes Biston and then Ilsurian, whistledown and finally Wartle.

Now rather than march on the town directly he damns up the Yondabakari river cutting off the cities fresh water source and lays siege. He uses timber and stone from the Sanos forest and nearby Malgoian mountains to do this. Perhaps now he recruits any of the surviving goblins from the mushfens to his army. He will build a giant fort behind the river and for a base and builds siege weapons as well. Now he has giants, (and maybe the orcs from the west as well from earlier and goblins as well).
With the river stopped he leaves a force to guard the fort. (you could have an adventure where the PC’s have to destroy the damn and possibly flooding the fort he built like in the Two Towers)

And/or this forces Magnimar and the other cities to rally field armies to come and fight as well. Here you can have a massive open field army which could be very deadly to either side, of course you would need to work out the army sizes but it would be fun (Pelanor fields).

Or perhaps Magnimar holds out and the attackers move in with siege weapons, towers, trebuchets rams and assault the city like Minas Tirith Lord of the rings style. You could also do this after the field battle if the heroes lose and the remnants of Magnimars army retreat back to the city for a last ditch effort.

An idea to add onto this is perhaps the PC’s found some ancient knowledge of how to reactivate the “light house” in sandpoint by Brodert Quint (maybe a trip to hollow mountain or they found a ‘fire ruby”charged with energy from an destroyed tower of ancient Thassilion. Once the take the ruby hear (maybe after the devastating defeat in the field battle) they must resort to the use of the ancient magical tower to spew flames of fire and large meteor swarm spells against the enemy as they make their final assault against magnimar.

If you go this route what implications would activating the ancient tower have for regional power in the future? What does it do to the Runelords? Does Karzoug know about it? Do the PC’s destroy ( or attempt to destroy the tower) after the battle? Maybe if they go this route give them a level of Mythic as they stopped a massive change in regional power.

Hope this helps.


You could always try and sunder his bow or get a minion up in the rangers face so that whenever he fires he provokes AoO. Perhaps even invisible minions that Karzoug has buffed before the fight.

Prepping the room with spells as mention above both on him and in the general area will help. Perhaps have Karzoug have one last Lt who is a healer/cleric that was assigned as his personal body guard and helped oversea the ritual, have him healing Karzoug.

If you want to make it challenging fight the PC as though it was a PC vs PC fight (we do this from time to time for fun). TRY to actually KILL them. Also you can justify any prep spells as echoed above. He should not be the bond villian that has the fatal flaw. You already know what your PC's tactics are going to be, build the encounter around that to force them to find new and inventive ways to beat him.

Good Luck, let us know how it goes!


Paladin of Baha-who? wrote:
Dynas wrote:

Needless to say everyone gambles on the rolls and it normally pays off. I make them use CASINO D6 and roll in front of me so its fair. Anyway one of my players was doing great, rolled 17,16,15,14,13 and was hoping for the strait with an 18, but rolled four "1" and got a 3. His other set of scores was more balanced. He chose this set though and kept the 3.

...

My though was to let him use point buy to reallocate from his current points. He takes one of his higher rolls drops it down and releases points to bring his score up. Would this seem fair?

Thoughts?

EDIT: I found this link and am unsure how much it cost to raise points from 3. I assume its 1 point per score.

http://paizo.com/prd/gettingStarted.html

It's not one point per score. The farther you deviate from the average, the greater the point totals are.

17 = 13 pts
16 = 10 pts
15 = 7 pts
14 = 5 pts
13 = 3 pts

3 is not defined in the book, but if you extend the point buy system out, it would be a -16. (7 = -4, 6 = -6, 5 = -9, 4 = -12)

So your total is a 22 point buy, not out of range of a normal game (pathfinder NPCs are built on a 15 point buy, and PFSOP specifies a 20 pb for PCs). Let him change points around based on that point buy.

This is what i was looking for! So if he drops his 17 to a 16 that frees up 10 points. Using all those in charisma would bring his score from 3 to what? basically how many actual points does he need to free up to get his charisma to lets say base 10.


I can go all GRRM style perhaps...

Its always good to kill someone early to establish the threat to the remainder of the PC's.... :) muhahahaha

Thanks for the feedback from everyone this helps.


I will look into the critical fumble aspect, but we all really enjoy them. I also play this with the monsters as well. So if a goblin rolls a 1 (since it was early) i ruled he burned himself with his torch and died. Granted this is extreme but this was the first encounter just introducing the adventure. So it goes both ways. I have played it where my bosses have rolled 1's on attacks or spells and severely damaged themselves.

I can try without it and see how it goes.


Zahir ibn Mahmoud ibn Jothan wrote:

Well, one can't accuse the player of "dumping" since the stats were rolled.

With that said, a low stats has consequences. Any stat going to 0 puts you out of the fight. That's just how things are.

There aren't many things that provide Cha damage though, so how unlucky of him to have run across one?

With all of that said, I too am completely opposed to the crit and fumble rules as many practice them.

Unlucky yes as its written in the AP. I had no idea what had happened if CHA reached 0. Thats the first time in my 15+ years of gaming that I can recall that happening.

I really cant think of anything that attacks charisma off the top of my head. Im sure there are some undead that have something that drains it and poisons, and perhaps a spell but im not aware of them.


Well, contact with the dog has a chance of acquiring the rash. Since he rolled a one (and then failed his fort save he got the rash) again, its hard to do when there are no weapons.

Regardless of the 1 and the subsequent penalty, my concern is moving forward all that has to happen is 3 points of charisma damage and he is down and out.


So I'm DM of a new campaign for RotRL.

I am fairly lenient on my "house rules" im giving them hero points and 2 character traits, but am going to make them roll on the compulsion table to add a minor "flaw" for balance and RP purpose.

My house rule for rolling up is 4d6, pick 3 highest. They can assign in any order. They can roll 2x am pick the better set. OR they can opt for Point buy using standard fantasy.

Needless to say everyone gambles on the rolls and it normally pays off. I make them use CASINO D6 and roll in front of me so its fair. Anyway one of my players was doing great, rolled 17,16,15,14,13 and was hoping for the strait with an 18, but rolled four "1" and got a 3. His other set of scores was more balanced. He chose this set though and kept the 3.

He is an elf monk. The problem is in the first session he came into contact with the goblin dog that gave him the rash (-2 charisma). Then later he rolled a natural one on a grapple check and I added the disease again. ( i normally dont do this b/c of the stack effect) However i added it this time b/c we have a house rule that "bad" stuff happens on a natural one. you drop your weapon, your bow string breaks, etc... seeing as he had no weapon this is what i thought of. Regardless of if it was done correctly.

So his charisma hits 0 and he is rendered unconscious. Noe the problem is as a DM i know this is going to be the way to bring him down. I dont want to Metagame it. thoughts on fixing this.

My though was to let him use point buy to reallocate from his current points. He takes one of his higher rolls drops it down and releases points to bring his score up. Would this seem fair?

Thoughts?

EDIT: I found this link and am unsure how much it cost to raise points from 3. I assume its 1 point per score.

http://paizo.com/prd/gettingStarted.html



Hello! I am working on a character for a home game, and am drawn to the idea of a crossbow user that fights using the Overwatch Style chain of feats. This brings me to the Crossbowman fighter, who at level 7 denies dexterity to the targets of readied actions with a crossbow.

This level of consistency for denying dexterity to AC every attack has me wondering if there are any useful effects besides Sneak Attack that I could build around or focus on.

For context, this character is for a continuation of a game that was paused years ago that we are picking back up with new/revised characters. We're building at level 10 with standard WBL, with no more than half our gold spent on a single item. My character is a Serpentfolk from a tribe that was befriended in one of the previous sessions.

I'm only married to the 7 levels of Crossbowman Fighter, so dipping classes for relevant effects is fine by me. However, since Overwatch Vortex requires +11 BAB, I'd like to stick to full BAB classes so that I can nab it as soon as we level up next.

Thanks in advance!


I intend to use a scatter firearm in PFS, but I am concerned about shooting my allies caught in the blast; both for their health as characters and for my health as a player who has to be on good terms with the players of those characters.

Other than careful positioning, what can I do to mitigate this damage and/or protect my allies?


"To the personage of ____________,

By request of the Council of the United Commerce, you have been summoned to Crasmere. Concerns regarding the recent unnatural seismic activity require professional investigation in order to restore peace to the capitol. Should you accept this summons, this letter will serve as express authority by the Council for your investigation, as well as a voucher for travel and living expenses. You will be awarded 3,000gp upon successfully uncovering the source of the tremors, and another 3,000gp should you be able to eliminate them yourself."

[There are a number of signatures as well as the official seal of the United Commerce Council]"

---

You have each accepted the summons request of the United Commerce Council and have been directed to convene and arrive via the three-day expressway from the Republic coaltown of Eddystone. The letter serves as your passport between the borders of the Republic and the United Commerce as well as your train ticket, and you board with no trouble.

Since your arrival was unexpected and the train had already sold all of its tickets, an additional two cars have been hastily added to the caboose, although this leaves them unconnected to the rest of the cars. Each car has an upper and lower private room, meaning that two of you will be required to double-up. You have been provided with three days worth of meals and a cooktop. The train's owner, while very apologetic, assured you that these were the best arrangements he could manage on such short notice.

---

It is currently the second night of your travel, and it's been a particularly uneventful ride. You've gotten plenty of time to get to know each other by now (although feel free to write an introduction if you wish). The train stopped not long ago for refueling, but has sinced resumed chugging forward.


Please use this thread for out-of-character discussion. You are welcome to change your characters up before we begin, so feel free to synergize with each other.


1 person marked this as a favorite.

On your way to investigate the mysterious rumblings beneath the industrial city of Crasmere, there seems to have been a disturbance on your train. A murder has occurred. Can you get to the bottom of it before you reach your destination? And what awaits you in Crasmere?

Hello, and welcome to the recruitment thread for Boneshaker, a steampunk/occult Pathfinder play-by-post game. This is a homebrew campaign that I've been working on off-and-on for a few months now. I had originally planned to run it with a few friends, but have since decided to run it publicly instead.

What You Know About the Setting
As a traditional steampunk setting, the world (simply called The Globe) shares the aesthetics of late-1800's/early-1900's Earth, and the steam-engine and steam-based technology have paved the way for rapid industrialism and technological advancement. However, The Globe is also home to magic and supernatural occurrences. Magic and machine combine to make a modern yet anachronistic fantasy setting. Not much of the world has been created yet in order to allow the journey and necessity of the plot to decide the landscape. There are no rails in this story other than the railroad itself!

What You Know About Yourselves
You each have slight renown regarding the supernatural, whether as investigators, thrillseekers, hunters, magic-wielders, or otherwise. Whether you work on your own or have worked together before, you have all been called upon to get to the root of the unknown tremors beneath the city of Crasmere. Feel free to keep your backgrounds light in order to develop them as we go along. Otherwise, if you have something specific in mind, the world is intentionally left open in order to inject personalization into every aspect of it.

Character Build Rules:

All Paizo Pathfinder content is available except for the following changes:
Summoners must be Unchained, no Synthesist or Master Summoners. No Protector familiars. No Sacred Geometry or Arithmancy feats. You may use the unerrata'd version of Slashing Grace. Change the Oracle FCB for Elves/Sylphs/Aasimars to +1/4 instead of +1/6. Fighters get the Combat Stamina feat for free, but only count the BAB from their fighter levels for their stamina pool. You will get 2 free Background Skill Points per level. We will be using Unchained Automatic Bonus Progression with half WBL progression. The Trap Finder campaign trait from Mummy's Mask may be taken as a regional trait. Deity restrictions are lifted on all material.

Additionally, all content from the 3rd party Pure Steam Campaign Setting is available.

You will need to build as follows:
-Level 2
-15 point-buy using the standard point-buy system, with no stat below 8 before racial modifiers.
-Any 15RP or less race, with a preference for core races
-500gp starting gold
-Max HD at level 1, half+1 for every level after that. (Example: A fighter with a +2 Con mod would have 12hp at level 1 and 20hp at level 2.)
-Two traits, no Drawbacks. You may take the Additional Traits feat for more traits.
Alignment: Non-evil is preferable, but there are evil characters that can work well in parties, so I'll leave it up to you to be mature.

Please include a character sheet/statblock and a brief (or extended, if you wish) description of your character's background, personality, party role, and future build plans.

If you have any questions, please feel free to ask. I will be recruiting 4-5 players for this campaign. Players will be expected to post at least once a day unless notice is given. There is no specific deadline set for application. I will close applications once I feel I have a suitable number of applicants to choose from.

Thanks,
GM Boneshaker


So, my friend is running an evil campaign for us set in Galt where the party consists of convicts who will now be put to death for their various crimes, but manage to break free and are eventually hired as mercenaries by a few powers in Galt who want the chaotic mob rule to remain dominant. This is especially pertinent because the church of Abadar is vying for power in Galt in order to stabilize the nation.

I have a character concept (approval pending, but I have no doubts he'll love it) for a sort of inside man; a corrupt constable who is complicit with their escape and legal protection while in Galt. For his build, I want to do the Constable Cavalier archetype with the Order of the Penitent in order to make a character that excels at capturing and subduing enemies, something that will be important for questioning and torturing key NPCs we may encounter rather than killing them outright. I'm having trouble applying the order to an evil ideal, though.

Order of the Penitent wrote:

Not all knights begin their careers as nobles' children or as squires. Some start out as thieves, murderers, or cheats, and only after they see the suffering caused by their crimes do they dedicate themselves to honorable service. Cavaliers who follow this order seek to make up for the crimes they've committed in the past, and do whatever they can to restore their tainted honor.

Edicts: The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.

I could easily just ask him to waive or refluff the order, but I wanted to ask around and see what other people's thoughts were on executing this a litte more elegantly.


This is the OOC discussion thread for this campaign.


I've looked in all my books and scoured databases, but I can't seem to find a single deity that grants the Solitude subdomain. Does one exist?


Hello there. My vision is for an ongoing organized player-vs.-player arena where players can battle their characters against each other for the right to advance to the next level. This thread will be used for character applications and questions about the format as well as a sounding board for improving the format.

The premise is that players will be playing a virtual competitive arena game against each other, which will conveniently facilitate the impermanence of death and lack of need for sustenance or sleep within the arena.

For more details on how this will work and how you can participate, please view the Campaign Info tab.


Some players I know have discussed using the grappling rules in order to reposition their allies advantageously. For example, grappling your ally, then using Greater Grapple to maintain and move them adjacent to an enemy, then letting them go as a free action, allowing them to full attack. Is this allowed in PFS with player consent? Would you allow this at your table as a GM? Why or why not? It does seem a bit cheesy, but it also seems well within the rules, and it does use up a player's turn to do it.

1/5

Let's say I want Celestial Armor for my horse. Is this possible in PFS? How is the cost calculated? Will Celestial Armor automagically resize to fit my horse like magic items do, so it only needs to be purchased at the normal price, or do I need to parse out the base cost of the armor before magical enhancements and multiply it by the size/nonhumanoid modifiers?


Hey there, so I've got a level 11 PFS character who functions primarily on Ex abilities and feats. She's got wings to fly, 7 natural attacks, and grab and constrict. In an Antimagic Field, she'd lose one (maybe two) of these attacks, but otherwise remain fully functional. She'd be a caster boss's nightmare if only I could cast Antimagic Field on her. Sadly, neither of my two caster dips have this on their spell list, and hitting two DC 31 UMD checks (one to cast, one to imitate having a high enough casting stat) isn't possible for her. I'd love to turn her into an antimagic rocket of death.

I'm curious if there are any easier PFS legal ways to get this spell cast on her? It has a range of personal, which is what makes it tricky. The best I've been able to come up with is to have a wizard cast it onto his familiar and have the familiar stay on me.


Let's say I have a flying monster grappling a player in the air. It drops the player as a free action. As a result, the player moves out of its threatened area. Does my monster get an attack of opportunity?


If you constrict, do you get the damage from weapon enhancements (on an Amulet of Mighty Fists) such as Corrosive, Frost, Shock, etc.?

For example, let's say I have a Corrosive Amulet of Mighty Fists. I punch for Dice + Str + 1d6 Acid and succeed on a Grab. Do I also constrict for Dice + Str +1d6 Acid, or just Dice + Str?

Thanks.


Edit: This has been edited to reflect some changes.

Hello everyone, I'm gathering up some of my PFS credit into a level 5 character. My plan is for a sorcerer that can feint and deliver touch spells to debilitate my enemies. I'd like some advice on it, since I've never actually played a caster before. Here's what I've got.

Race: Human
STR: 7 DEX: 16 CON: 14 INT: 7 WIS: 7 CHA: 20
Classes: Monk (Maneuver Master) 1/Sorcerer (Aberrant) X

Feats
1: Improved Feint (From Maneuver Master Monk)
1: Weapon Finesse
1: Spell Focus (Transmutation)
3: Greater Spell Focus (Transmutation)
5: Empower Spell
7: Heighten Spell
7: Combat Casting (From Aberrant)
9: Spell Penetration
11: Greater Spell Penetration

Trait: Magical Knack
Trait: Wayang Spellhunter (Touch of Gracelessness)

I'm taking +1 HP FCB for the first three levels of sorcerer, then the Human Sorcerer FCB that adds a spell of 1 level lower than my highest to my spells known every level after.

As far as gear, I'll be wearing an enhanced Silken Ceremonial Armor as well as an enhanced Mithral Buckler, which both have 0% spell failure and -0 ACP. Also a Mask of Stony Demeanor.

One of my skill points per level will go into Bluff of course. The other one will probably go into UMD each level.

At level 5 my spell list looks like this

Level 0
Detect Magic, Read Magic, Touch of Fatigue, Light, Detect Poison, Disrupt Undead

Level 1
Enlarge Person, Touch of Gracelessness, Chill Touch, Shocking Grasp, Burning Hands

Level 2
Elemental Touch

Touch of Gracelessness (and Calcific Touch down the road) will be my big ticket items for foiling my foes so my allies can tear them down, especially once I can empower them.


Hello, I am recruiting two dedicated players to round off the party for the Jacob's Tower Megadungeon by Zenith Games. I have two players already who are close friends of mine that I play Pathfinder with online weekly. This game will happen every Thursday at 7PM EDT unless notice is given otherwise, and will run for 4 hours (more or less depending on how everyone is feeling). You will be expected to show up regularly and punctually. The game will be played on Roll20, and we will use Skype for voice chat.

Note: Please do not apply if you have read/played/GMed the Jacob's Tower Megadungeon before.

This is not your typical dungeoncrawl; Jacob's Tower will test not just your combat prowess, but your breadth and knowledge as well as critical thinking skills. Skills that usually fall to the wayside are just as important to have as typically common skills. There are options for all kinds of characters to uniquely shine, although well-rounded characters will have an easier time in general.

Here are the setting and build rules.

Setting Summary:
You are a fresh agent in the Pathfinder Society alongside three others of similar rank. The Society has discovered a way to gain entry to the pocket dimension containing the tower of an evil sorcerer of great renown, only known as Jacob. Unfortunately, some magic beyond understanding bars entry to anyone of renown and power. This is why you are being sent in on behalf of the Society. You are not the first group to be sent in, but since none have yet to return, the Society is sending you in as insurance and possibly backup. Your goal is as always; explore, report, and cooperate.

Build Rules:
*Level 1
*Max HD first level, half HD+1 every level after
*150gp starting gold
*20 point buy build
*Any 15RP or less races available, anything above is subject to approval on a case by case basis.
*All Paizo, no 3rd Party, no Psionics, no Master Summoner or Synthesist, no exceptions. Additional limits may be set as seen fit. Occult Playtest classes are allowed, but must be updated as the book updates.
*Two traits, no drawbacks. Campaign traits from other APs are allowed but are subject to approval.
*Any nonevil alignment
*There will not be downtime for crafting
*Please include a personality and backstory for your character, at least 1 paragraph each.

One of the already confirmed players is a ranged inquisitor with an animal companion that may or may not be acting as a party face as well (he's undecided as of yet). The other is playing a telekineticist that will be be able to disable devices and handle some combat as well as some out of combat healing.

If you have any questions, please ask.


Hello everyone! In response to a Kingmaker campaign I'm about to start GMing, I went looking for a spreadsheet to keep the kingdom in order. I didn't find any that I liked, so I took one that was close and worked it into something better. I figured I'd share it all with you and get some suggestions/corrections on anything I may have missed or can improve.

So, here it is: Kingmaker Kingdom Spreadsheet

To edit it, simply click File>Make a copy, and then access the copy from your own Google Drive. Yellow fields require you to enter data manually, green fields are filled automatically, and cyan fields have a dropdown.

Enjoy!


So I'm making a grappling Brawler in PFS and I know in the higher levels casters often have Freedom of Movement. What are some ways that I can counter Freedom of Movement without being a Tetori Monk?


1 person marked this as FAQ candidate.

So, the wording of the Vivisectionist Alchemist archetype's sneak attack feature seems like it would interact beneficially with classes that don't grant full sneak attack progression. I could just be reading this wrong, so let me know if I'm missing something here.

Vivisectionist wrote:

Sneak Attack

At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on).

This ability replaces bomb.

So, I'll take an easy example like the Snakebite Striker Brawler archetype.

If you have Vivisectionist 1/Snakebite Striker 2, would you have +2d6 Sneak Attack? Snakebite Striker is a class that grants sneak attack, but it stacks into Vivisectionist's Sneak Attack feature as rogue levels. So you would have an effective rogue level of 3, granting +2d6 sneak attack from Vivisectionist, despite not having that progression as a Snakebite Striker Brawler.

Am I reading this right? If so, this is a one level dip to get full sneak attack progression with classes that don't get full sneak attack normally on their own, such as the Slayer (though less effective).


Hey there, I'm building a PFS character that I've had on my mind for a while now, and I was looking for suggestions now that I've got all the parts I need. This build is for a halfling with the Mouser Swashbuckler archetype and the Kata Master and Master of Many Styles Monk archetypes who uses style feats to protect his allies and thwart his enemies.

-

Here's what I've got so far:

Stats after 20PB and racial adjustments: STR: 6 DEX: 20 CON: 12 INT: 7 WIS: 14 CHA: 14
(I'll need to pick up an Agile Amulet of Mighty Fists ASAP)

Feat Progression
Swashbuckler (Mouser) 1 / Monk (Master of Many Styles, Kata Master) 10
Lvl 1: Combat Reflexes
Lvl 2: Bonus: Archon Style
Lvl 3: Bodyguard, Bonus: Archon Diversion
Lvl 5: Monkey Style
Lvl 7: Dodge, Bonus: Monkey Shine
Lvl 9: Crane Style
Lvl 11: Crane Wing, Bonus: Archon Justice

There's a lot of synergy between the feats and features here, so if you have any questions about the build and how it works, please ask! I'd love some suggestions and opinions before I try to take this build off the ground.

Edit: Switched up a feat since I realised Crane Riposte would be pointless on this build.


Mouser Archetype wrote:

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.

While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Monkey Shine wrote:
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.

Q1: Do you gain the benefits of both feats as long as long as you are in an opponents square, or does only the one that triggered your entry into their square work?

Q2: If both work, do you get two attacks of opportunity (assuming Combat Reflexes) when the opponent moves out?

I believe that the effects of both would work as long as you're in the opponent's square, regardless of how you got there, but I don't think it would trigger two attacks of opportunity since they're both triggered by the same action and are similar effects.

I'd like to see what everyone else has to say on it.


Simple question: Does the Dire Collar from the Advanced Class Guide work on any creature, or only creatures of the Animal type?


Probably been played around with before, but the ACG opens up some new possibilities, so I'll drop this here. It's unfinished, so I'm looking for advice, sugestions, and debate. It's mainly a theorybuild, or just the first 12 levels for PFS. The progression is on the second page.

The build.

Some things of questionable functionality:
Pummeling Style currently works with all attacks you can make in a full attack, regardless of if they're unarmed strikes, but that might change if/when it gets FAQ'd/Errata'd

Brawler qualifies as Monk for Horn of the Criosphinx's special line, and the special line for Monks for Horn of the Criosphinx doesn't specify that a Monk must use unarmed strikes to use it, just that his hands are empty. Thus, your natural attacks also benefit on a charge.

Later down the line once you start getting the TWF feats, you can use kicks in order to get full TWF attacks as well as all 5 natural weapon attacks. This is because natural weapon rules for combining them with manufactured weapons specify that you can use them as long as you don't use the same limb. So at level 17, you're looking at Kick/Kick/Kick/Kick/Kick/Kick/Kick/Claw/Claw/Bite/Wing/Wing. And I'll drop this link here too.

Sneak attack dice per attack roll is debatable on Pummeling Style.


So, I know it's been clarified that monks can TWF with unarmed strikes. But what if a monk wields a 2-handed weapon and wants to TWF with that weapon and unarmed strikes? Specifically, what if they want to make the first attack with the 2-handed weapon, and all subsequent attacks with unarmed strikes?

The reason I ask is that I am working on a build that dips monk and uses unarmed strikes to deliver extra sneak damage with Sap Master, but I want to use my first attack with a 7-branched-sword to make them flatfooted first for Sap Master to trigger on subsequent attacks.


I'm a RAW kind of guy, and so when I was reading the entry for Keen, an odd situation struck me.

Keen wrote:
This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn't stack with any other effects that expand the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).

For a weapon that does Bludgeoning or Piercing, such as the Cestus, it's obvious that you can at least apply the Keen ability. The question I have is whether or not that effect would still apply while doing Bludgeoning damage with the Cestus.

I understand that, by RAI, probably no. However, Keen doesn't say that it affects Piercing and Slashing damage, it says that it affects Piercing and Slashing weapons, which are two different things. The Cestus counts for this.

I know this seems nit-picky and ineffective, but it's important to me to know whether there is an official ruling on this. There's an awesome PFS character I'm planning out that wields Cestuses (Cesti?), and he could really benefit from the improved crit range, but it's important that he deals Bludgeoning damage with them, not Piercing.