This will require some set up. and it's technically 2 lines
3.5 Forgotten Realms Home campaign (CSI Waterdeep)
PC's were on a remote island miles south of Chult, trying to track down a lost group of wild dwarves. The PC's stumble into the lair of an awakened evil T-Rex Wizard. They know he was a wizard by his conical hat and a wand in his tiny hand.
So this exchange ensues:
Fighter: Can he fit on our boat, even, he's got to be many tons.
Cleric: can we shrink him maybe?
Sorceror: I don't know if we'll even have enough food.
Cleric: I can create water, but I don't know if I can create enough food.
Bard: We'll maybe he can swim behind the boat and hunt whales or something.
Barbarian: Are they going to allow him in Waterdeep?
Then the rogue (who later on, actively betrays the party and assists in the destruction of the Dragon mythal, and helping to build a planar gate that brought invading armies of dragon-like aliens, in exchange for gold.) says:
"I can't believe I have to be the moral compass for this party. NO, WE WILL NOT take an evil T-Rex Wizard back to Waterdeep."
I agree with both of the requests for .... more gear and more info on planets, moons and space stations.
I would like to add to that ...
For example , if I write a murder mystery, what could I do to cover up a murder, what can I expect from authorities, what kinds of personal data is available, do I have full DNA libraries on everyone in the station, can I generate a hologram of what that person would look like from a drop of blood.
I would assume that there is more complex command structures and systems in place, but it's difficult to imagine what those might be.
Your are all Imps in the City of Dis on the First plane of hell.
My college roommate put me through this in first edition:
Deep underground, You come around a corner, the tunnel you are in continues another 10 feet and stops at a 5' wide chasm that drops 80 feet or more . Across the chasm the tunnel continues for another 15' and turns right.
Perception check (DC 10) to notice a shadowy humanoid figure peak its head around the corner and start to run as soon as it sees you. roll initiative.
The far tunnel and the shadowy figure are illusions. and all that is across the chasm is a solid rock face.
For some reason, the shadowy figure running away makes players throw all caution to the wind and jump into far wall.
95. A mob of farmers and peasants following the PCs at a safe distance They are waiting for them to kill something, hoping to pick up a discarded shield or a backpack and "strike it rich".
96. Ship captains that refuse to give adventurers passage because their ships only get attacked when adventurers are on-board.
The trickery domain gives you mislead and copy cat both of those are good options.
You have heal, and probably a few scrolls of heal as well.
Since you are an evangelist how about adding glamour to your armour and buckler and making it appear as robes and a Holy book. you can get pretty high acs... considering you have lower lv priests at your command.
Since he has faced the pcs before ... I believe it is fair game to have counters for the things the party does well.
and of course he should have a few acolyte clerics .. warpriests, inquisitors antipaladins as bodyguards.
if you want to mess with the party .. you could send a lower level priest to cast a few Persistent or bouncing suggestions that ... that pregnant woman/ barmaid/ noble's son is reaching for a knife and really an assassin.
persistent or bouncing murderous command can also be pretty evil if their nearest ally is a loved one or noble.
I like Prot. Evil... u can pass that around to people and the spell doesnt benefit that much from levelling
Feather step - in case you get stuck somewhere in a jungle
produce flame - if you run out of spells does one more pt on average than magic missile and you can attack with it at 120 feet
air bubble - can get you through clouds etc.
comp languages - scrolls are prob better, but u will have it forever.
long arm - its personal, but it means you can stand 5 more feet away if you need to buff/heal. if you have others that have umd its a good buff to have
I'm not sure exactly what you mean by "the pattern" of enemies... but i'll try to answer anyway.
if you are worried about ...throwing easy encounters, then one that is too hard then..
if you are asking about what order of difficulty to put the fights in...
If you are asking what monsters to throw...i think its good to throw a variety of monsters. It gets tedious for players to fight the same thing over and over again also the monsters should make sense to be in that area. but.. You shouldn't have an otyugh in the bar or dire tigers walking alone down the street in the middle of the city unless there is a reason for them to be there.
As long as the encounters are in a reasonable range .. I wouldn't worry so much about that .. The most memorable fights tend to be the ones that go down to the wire between life and death.
A bigger issue for new dms is letting campaigns get out of balance...
another common mistake is to take it personally when your players ruin your careful plans... It will happen
How about boredom.
ooh ... give the pcs orders to arrest one of the council members... that would be fun.
The council should begin tearing itself apart with suspicion .
One other thought,
as it is now..
so I have to drop the dex & con & int spirits if they are doing something that is based on a dice roll/ skill check / maneuver check be cause the stat bonus is not there.
The other option is to crack out my charisma & just resign myself to the fact that I don't get spells until 4th & i'm going to be "bear" with a low strength.
I don't think it would be too outrageous to have a power that let you substitute the Medium's charisma score or (charisma score -2) for either their dex, st, int or con based on the primary spirit's type. As long as it applied only when using the Medium's powers.
There seems to be quite a few spirits missing like...
. one or several stealth spirits ... please have this... the ability to make a party more stealthy or at least be able to quiet the walking tanks would be nice.
. possibly something that adds precision damage could be a murderer whose compulsion is to make you want to kill everything
. several types of healing spirits
. a basic blaster type
. a de-buffer maybe witch-like
i really think there should be 3 -4 or more different variations on fighting spirits... at low level I really don't think it is possible to be that effective and not have "the bear".
I'm not sure these are in the cards not appearing in this playtest.
I like the concept, but you should talk to your DM, because parties' tolerance for inner table conflict varies. You should also be able to accept that if you have a good party, your character will be confronted and probably killed, or kicked-out of the party. But if you are in an evil party they may not care and may join in ...which makes for some disturbing role playing.
Although posting it here may tip them off.
Also I would love to see you role play what happens when you realize the first time, that you detect as evil. Do you deny the results? Do you assume the character that tells you is a liar and is out to get you? DO you assume the gods are against you.
I like it.
just a couple of things to look at:
1) look up the dc's for the monster statues... so u don't have to go digging through the books when they try every knowledge check in the book
2) you are probably going to get an argument if one of the pc's is a rogue when he tries to disable the statues and you say they are not trapped. my way of dealing with that would be either to make all the statues trapped with dcs in the 25-30 range
3) I might change some of these that are categories of creatures to an actual creature .. for example a genie could be considered either a djinn, efeeti etc the inevitable is a marut.. or the demon if they couldn't figure out the the type would make it difficult .. u could use a dretch..except it has hands for one of these.
I like that the puzzle rewards the pcs for figuring it out ,but if they can't they can pass it by trial and error
F. Wesley Schneider mentioned in the Secrets of Galorian forum at Gen Con that they would like to keep the number of base classes at the current leveland currently have no plans for expansion. One, Paizo believes in supporting their base classes in all their products and 2 he said they are difficult to do.
Paizo Blog: The Future of Pathfinder Society Organized Play, Part IV: Freedom and Democracy For All!
James Jacobs wrote:
You could not have expressed my opinion better.
I played a Gnome Paladin in LG, and I tell you from experience ... find a way to get you mount Iron will or something to boost it's fear saves.
Theres nothing like getting ready to charge an ice demon only to have your faithful mount charging the other way.
If you a chance to get an ebony fly don't pass that up either.
too bad there's is no divine might/ divine shield in pathfinder...
I used to think that re-playing a scenario was a really bad Idea, until I played it in LFR. In fact, I don't think I've played an LFR scenario where there wasn't at least someone who has replayed it. I have to say that I still don't enjoy re-playing a module as much as the first time, but it makes mustering tables sooooo much easier, particularly at conventions. Also, I haven't witnessed the player that ruins a mod, for the rest of the table. So it may not be as much of a problem as you think.
I would like to see some mods designated replayable, and others that are non-replayable. I would not like to see mods replayed with the same character, but I would be ok with the ... another character different faction stipulation. Maybe this would help appease both camps, pro & con.
In my mind, the mods that are pure investigation mods... should not be replayed. But I really don't see an issue with replaying mods that are straight forward with a different character & a different faction.
Spell caster feats -
something else to help with fighting defensively
a pathfinder equivelent to practiced spellcaster
a feat to increase the number of rounds that songs can be used
Other songs/ dances/ performances that actually do something -
lullaby - some sort of sleep effect or slow effect or calm emotions effect
forte - grants an extra swift action
maybe something that increase damage of a particular element over a large area like any ice spell cast within a given area of effect is increased by 1 die or points per level - (could work for both allies & enemies)
- songs that temporarily eliminate fatigue or exhaustion
songs that do minor area damage like acid rain for a minor amount of damage or conjures small blades over a large area
songs that make it more difficult to cast defensively or concentrate on skills or to grapple
a rain dance - not sure what this would do
I would like to see paths for monks similar to what you have done for sorceror bloodlines. They would instead be separated into various martial arts... like one for each of the animal styles for shou lin kung fu
maybe a grappling style art like judo or jujitsu
several completely fantasy related styles
I think there are some minor changes that would help the Paladin.
1) This scenario is far too common:
... Brave Sir Hennet lowers his lance and says a quick prayer to Iomedae, to protect him from the carnage that surely coming his way. He screams "Death to Azgorizhad", the foul dragon from the depths of the Abyss, scourge of the known world. His celestial stead, Vengence, charges full speed toward an uncertain fate.
There are few things more frustrating or humiliating to a paladin then to charge the mighty dragon only to have your mount miss its fear save (not hard at all), turn around & run away.
Please give paladin mounts immunity to fear.
2) change the paladin caster level from 1/2 class level to paladin level - 4.
3) Remove disease really isn't that useful, isnt there a better choice?