Sara Marie wrote:
No, thank you! :) You're the best, Paizo.
Hi, I recieved my copy of Rule of Fear today in not that great a shape. Minor problem is that upper right corner was bent and twisted. Second problem is that it seems that shippment got wet somewhere in the process so ALL of the pages were almost glued one to another which resulted in color of one page getting smudged on other pages. Some parts dryed off and the whole book is a bit uneven and poor to look at, which is especially annoying because I'm an avid collector. Please help, this hasn't happened with any of my previous orders.
I was reading through Serpent's Skull and in the final chapter: Spoiler:
The PCs don't manage to stop the resurrection of a dead god and fight his avatar and that seemed truly epic to me. So, I was thinking, why not let Jhavhul merge with Xotani? They fight him, he dies and when he sinks in to the lava, Xotani absorbs him. Then I'd give PCs a few rounds to recuperate after which, Xotani bursts forth and we go again. Of course, he's CR 20 and he'll need some nerfing and PCs will need some boosting (I'd make them lvl 16 before the final fight). The reason I'm doing this is because I think that Xotani as a boss has a more epic feel than just a huge efreet... Him being a Spawn of Rovagug and all that, and through talks with my PCs it seems to me they're more afraid of him than of Jhavhul. So, I think it would give them a bigger sense of success if they beat Jhavhul as Xotani. Thoughts?
Well, as off few minutes ago, I officially became a Pathfinder AP subrsciber, as my credit card was charged and I got my Carrion Crown PDF. Since I now have that nifty 15% off all paizo products, I thought I'd order a few more things, but when I got to the pentultimate step of the order placement process I saw that there's no discount included. The products in question are: Pathfinder Dice Set: Legacy of Fire
What's up with that?
Quote: So what if the ranger gets huge bonuses is it any diffrent than a cleric with the sun and glory domain combo from 3.5. This isn't 3.5. Quote: My opinion is let your players have fun being able to be effective I want that, but I don't want one player to be *that* effective that the rest of the party feel like they're his sidekicks. Having significant bonuses for the most of the campaign (which are greater than rage/weapon training/smite) would just be frustrating for whole of the party.
Just a quick question - will undead be overpowerinly present in this campaign? I'll be DMing it and one player would want to play a Ranger with them as favored enemy, of course, but I'm kinda worried how will that turn out since all Undead fall into one category. Meaning, if they make up 60% of the campaign, he'll be getting huge bonuses all the time, which is too much to handle as a DM and also the rest of the party would feel overshadowed. Are my worries unfounded?
Hm, I'm a bit unclear on few things on the starting level. First of all, someone mentioned that the only way to reach the other floors of the palace is via secret chute above the magma, yet it clearly states that stairs where Get of Iblis is lead to area B1 and I also can't seem to find any mention of that garbage chute... What am I doing wrong? Second, where do the stairs in A4 lead?
I recently applied for Pathfinder Adventure Path subscription (starting from Carrion Crown) and since I got that nifty 15% discount, I thought I'd buy some few more stuff while I wait for the first chapter of Carrion Crown to ship. But, when I checked my shopping cart, I found that there's no discount at all. Is it because I haven't yet bought anything (although everywhere on my account it shows that I am, in fact, a subscriber) or is it some glitch?
In order to foreshadow Jhavhul some more (I do love foreshadowing the villains), I will give the PCs information about Jhavhul through the rest of the NPCs of Kakishon and every one of them will have their stories and impressions of Jhavhul and I need MOAR titles. We have the Avenging Sword, the Magnificent, the Crimson Butcher. Ideas?
Zaister, your group seems to be really, really slow. :D I really can't believe it takes 15 sessions for one chapter. They're intended to finish in about 4 sessions (hence Paizo publishes one AP chapter per month). My group is taking their sweet time (they spent a whole session just going around Katapesh, doing nothing but exploring and buying/selling without any progress to story. Excellent session) and with our 13th session we just finished Jackal's Price. They also did every set piece adventure. And few of my additions. What do you do on your sessions?
azhrei_fje wrote:
Like Tarlane said, it could make sense. There was an epic weapon in Baldur's Gate 2, called the Equalizer which dealed more damage the further the creature's aligment is from True Neutral: Quote:
By 3.5/PF rules that would be a Holy Unholy Anarchic Axiomatic weapon.
As you can see, there are TONS of recommendations here and it would take a long, long time to sift through them all. So it wouldn't be a bad idea just to write down all suggestions, google them up and see what intrigues you the most by the general story. I won't debate books that other people recommended, since it kinda doesn't have a point, de gustibus non disputandum est and all that jazz. Most of the books I'll recommend are series (as fantasy novels are want to do) so I won't write down the individual names, just the series name. Song of Ice and Fire by George R. R. Martin - my favourite series in the whole wide world. Riftwar by Raymond E. Feist - starts out as nothing spectacular but after a few books you get attached to characters. Heritage of Shannara by Terry Brooks - you can easily skip the first trilogy, as it is very similar to Lord of the Rings and not that intresting anyways, but this one is way better in every aspect. The Black Company - very grim and dark series, and has a quite unorthodox approach to describing scenes of battle. Prince of Nothing - very confusing start, very enthralling afterwards. Kingkiller Chronicle - Name of the Wind is the only book currently on the market with second one coming soon. It's a very character driven novel, without too much dabbling in action and stuff. Low magic setting. The Watch Series (Discworld) - Terry Pratchet at his best, need I say more? I'll briefly mention Faerun novels as they're not everyone's cup of tea, but if you're into that you might check out: Erevis Cale Trilogy (and the following Twilight War) - fantastic series IMHO, one of my favourites. The Year of Rogue Dragons - if you like dragons, you found the book for you. Legend of Drizzt - first three series are worth it (Dark Elf, Icewind Dale, Legacy of the Drow), afterwards the series isn't as good. Hope it helps. :)
Indeed, this sounds like a suitably epic finale. I can only hope it will be so for my group, too. :) Finale reminded me of the ending of my Savage Tide campaign where in the last round of the fight versus Demogorgon the only one left standing was the party Bard (with no offensive abilities whatsoever that could pierce his defenses)with Ring of Three Wishes (1 wish left) and Demogorgon with 1 hp. Bard goes first. :D But tell me, why did Jhavhul attack Ice Devil and threw Bead of Force at him? Would have there been a TPK if Jhavhul concentrated on killing the PCs?
Dire Mongoose wrote:
It's because I don't have any other complaints, and like Last Knight said, it's just bizzare.
LazarX wrote:
Why large wolves, then? Large wolves, who in fact have better ability scores than Grizzly Bears.
LazarX wrote:
It's not, I agree, but there *are* large bears in our world. And there are none in Golarion. And yet in Golarion, we have large wolves, when they absolutely cannot grow to such size. Why?
Yes, my group is running it for... 3-4 years now. We made a pause before midterms, somewhere in may and didn't play ever since. We're currently in Cagewright's HQ and just killed a female minotaur and some cleric, I think. It's still debatable whether will continue or not as it's kinda boring and it dragged off for years, we don't even remember why we do what we do.
Quote: Beyond that, ask your GM already. He'll give you all the information he wants you to have as a player. That way you won't cheat. He said that I should read the player guide and that's all the help I'll get. Since I'll have 4 Favored Enemies and there's at least 10 suggested creature types in Player's Guide, it wasn't much of a help.
That's a can of worms that you don't want to open. :D Basically, it comes down to this - I'd rather choose the better mechanical option and work my character around that than choose a senseful Favored Enemy whom I won't face in the AP. And don't continue discussion in that way it's gonna turn into a flame war. :D
About Garnstn White-EyeDescription:
A few layers of ratty clothes and the old, worn hat would be enough to make you wonder if this hulking beast of a half-orc was a beggar. But seeing the solid, sinewy bulk on him, its clear that he’s too well fed for that. Also, he doesn’t stink. And there is nothing about him that has that cowering, beggar-feel to it. He doesn’t slouch, that’s a crouch… intentionally balanced that way, like a coiled spring. Still, with that nasty red scar down his left cheek leaving the eye cloudy white on that side makes it a bit hard to look at him. Its all twice as nasty with his green orc-skin. You notice he keeps his head cocked to the right a bit, either he’s trying to hide the bad eye a bit or looking for a better field of vision with his one good eye. As he turns, you two hilts, almost big enough for swords but each is gripped like a big knife hanging from under his thready coat, the look set to grab quick and inconspicous. Definitely not a beggar. Definitely something more dangerous. Background:
Garnstn did’nt know why he was called Garnstn. Just what they always called him in the Crew. White-eye, he knew why they called him that… it was what most who knew him called him around Shadowshore. The guard who kicked him in the face enough times to break his eye for no good reason than he was in the way. Iron-shod boots tore him up good, red scars, torn lip and all. The Crew took care of him then, got him healthy enough to earn again. He was little enough back then that sneaking was the main thing he did, snatch-and-grabs, break-ins. He was good at that as the dark didn’t bother him. Even now, big as he was, he could move quiet and quick enough to do a second-story job. He liked those old jobs. Kord knew the folks in those fancy houses could afford what they snuck out, probably barely even missed it. And it brought food for the Crew, food for the kids and that was worth it. It was fun. F@*% those rich folk, anyhow, they should get better locks and keep an eye on their sh!t... Now that he was big and just as quick as always, the jobs were different. Bloodier. He was good with the long knives he always wore behind him, and a White-Eyed-Stare often made it so things didn’t have to get bloody. But when they did get bloody, he had proved his new value to the Crew. The Shadowshore had been brutal to him since he was a pup, so he just gave some of the brutality back. There was a lot of brutality to go around the ‘Shore. The guard had been brutal to him for no reason – and at least Garnstn always had a reason to be brutal. He used to think that anyhow. He kept the crew safe. Kept the kids safe. But it was starting to get too bloody. The Crew was different under Redlif. The people they went after now were usually just in different Crews. Different but the same – just trying get by in the Shadowshore… and that meant they were hungry and tired. Not like the old second-story jobs. The people they took from lately would miss it… would miss it dearly. Especially since they took it brutal now, most always brutal now. And you can’t be brutal to the rich folk. The guard comes then. So you’re brutal to those who the guards won’t help. Garnstn looked down at his bruised and cut knuckles. He picked out a bit of white from one cut. A bit of tooth. That kid would never talk right again. Never eat right again. Just like Garnstn would never see right again. The kid had just been hungry, swiping a bit to eat. But he did it in the Crew’s streets. And Redlif wanted Garnstn to make a lesson outta the kid. Maybe like that guard with the iron-shod boots wanted to make a lesson outta Garnstn once upon a time. Then Redlif told Garnstn to use the Big Axe on the kid. Reflif wanted to make real a lesson of the kid. Slice and dice. But the kid was already done, broken teeth and bleeding out. More than brutal, that. Even for the ‘Shore. So Garnstn stopped and walked away. Redlif called out, cursed, swore at him. Garnstn kept walking. That was that. No more. He was getting old for the crew now anyhow. Older than anyone but Redlif. The kids could start doing second story jobs now, get enough to eat… to get by. Maybe Garnstn could sneak back and help them out from time to time when Redlif wasn’t around. Maybe. Garnstn stopped back at the Fort. Said goodbye to the kids one last time. Grabbed his gear, his best best picks, and his coin-stash. Left a few silvers and coppers for the kids. Redlif would be pissed. Best the kids have a little to tide them by. Time for something different, something new. He could be still be brutal when needed, but Garnstn would decide for himself when to be brutal now. He walked out of the ‘Shore looking for the next thing. Hopefully a better thing. Kord knew it would be hard to find worse. Maybe back to second-story jobs… or at least being sure that if he was going to be brutal there was a reason for it.
Personality:
Gruff, mean, difficult, and sometimes brutal. Garnstn White-Eye made sure people knew that was what he was like, always made things easier when people saw what they wanted. Loyal, kind, caring. Only a few knew all the things that he keeps in his core. The ratty clothes are good to keep people from seeing the mail shirt and long knives hiding beneath. The gruff, mean, difficult, and sometimes brutal are good for keeping people from seeing the loyal, kind, and caring beneath. People see those things, they might try to take advantage. But Garnstn was the one who took advantage now, if an advantage needed to be taken. Though if someone really needed help… deserved help, well things could get brutal for the right reason. Stat Block:
Garnstn White-eye Half-orc rogue 3 CG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +6 Defense AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 27 (3d8+9) Fort +3, Ref +6, Will +1 Defensive Abilities evasion, orc ferocity, trap sense +1 Offense Speed 30 ft. Melee dagger +6 (1d4+4/19-20 plus 2d6 sneak attack) or dagger +6 (1d4+4/19-20 plus 2d6 sneak attack) or greataxe +6 (1d12+6/×3 plus 2d6 sneak attack) or short sword +4 (1d6+4/19-20 plus 2d6 sneak attack) or short sword +4 (1d6+4/19-20 plus 2d6 sneak attack) Ranged javelin +5 (1d6+4 plus 2d6 sneak attack) Special Attacks sneak attack +2d6 plus 2 bleed Statistics Str 18, Dex 16, Con 14, Int 13, Wis 11, Cha 7 Base Atk +2; CMB +6; CMD 19 Feats Double Slice, Two-weapon Fighting Skills Acrobatics +7, Climb +6, Disable Device +8, Escape Artist +7, Intimidate +6, Knowledge (local) +7, Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +6; Racial Modifiers +2 Intimidate Languages Common, Draconic, Orc SQ orc blood, rogue talent (bleeding attack +2), trapfinding +1 Combat Gear potion of cure light wounds, potion of invisibility, caltrops (3); Other Gear chain shirt, dagger, dagger, greataxe, javelin (6), short sword, short sword, backpack, bedroll, grappling hook, silk rope (50 ft.), thieves' tools, tindertwig (5), waterskin, 35 gp, 9 sp Special Abilities Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round. Darkvision (60 feet) You can see in the dark (black and white only). Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. |