Raistlin

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I have just recently started the AP with my group. We are just starting Cult of Cinders now. I have read through the whole adventure path and I don't really see much in the way of building up the main "villain".

Spoiler:
I really like Menkare as a villain and I would like to give my characters some foreshadowing. I am afraid that if he is only a character they are aware of in the final book, he won't get the treatment he deserves.
My problem is that some of my players are familiar enough with Golarion that anything too explicit will be picked up immediately (not too many named gold dragons in the setting). I think one already suspects after reading Voz's notes.
I guess my ultimate question is: Is there any good foreshadowing I missed while reading through? Are the players only supposed to be aware of Mengkare in the final book? How I envisioned it playing out is that they would be aware of a villain and slowly becoming disgusted with what his "lackeys" are doing until they meet him and find him to be much more complex. Any advice or notes would be appreciated.


I would like my order (#3220371) canceled due to recent setbacks in finances. Thanks!


Most of the time I GM. However, I decided recently to take a break and let one of my friends GM Legacy of Fire. I made a character knowing that my friends like power gaming. I looked online on all the guides and made a power channeling build. Then I show up and I feel kind of useless. For example, we go through an encounter with some spiders. The GM replaced the spiders with 4 CR 8 spiders for level 4 characters! I feel useless and the party powers through the encounter: no problem. I am the only person who gets hurt, I am the only person who sweats.
An example of my frustration is the summoner. At level 6 the Summoner's eidolon has 145 hp! A barbarian rolling max hp with an insane constitution has fewer hp than that. The eidolon's AC of 34 doesn't help either.
When I point out the cheating, they rudely tell me to stop being a GM and play. I am sorry, but am I the ONLY person who thinks the rules should be followed? I do not like walking through encounters and the GM stubbornly refused to step on their characters by calling for universal character checks. I am more effective to the party by standing back and not wasting resources because their ACs ensure they don't get hurt. Can someone tell me what I should do?


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So I was reading the core rulebook and I came to the section on magic. The section on necromancy said

Pathfinder Core Rulebook wrote:
Necromancy spells manipulate the power of death, unlife, and the life force.

So I was wondering: Why are healing spells conjuration? Is it to make them seem less evil even though not all necromancy spells are evil? Can someone enlighten me please?


I'm going to be starting Crimson Throne in a few weeks and I was wondering if there are any good rumor charts for Korvosa. I would prefer to have some plot based rumors along with just random information. Thanks!


I am starting Rise of the Runelords campaign and one of my players wants to play a Osirani half-giant tetori. I am familiar with the very basics of grappling but I don't understand some of the other concepts like strangling and how holding you breath relates. I know that you can hold your breath for a number of rounds equal to twice your constitution score, but is that when you are ready and can take a deep breath before? I know that if it takes 30 rounds to start strangling that 15 constitution guy then strangling is highly useless in combat. Where does the strangling damage come into this? Can anyone enlighten me?


I have been game mastering a variety of different RPGs for three years for a fairly steady group of friends. I have run mostly adventures of my own making. Some have been really bad but others amazing.
I have, however, recently run out of good ideas so I have bought the Rise of the Runelords anniversary edition. I would like advice on how to make this adventure path as exciting, entertaining, and challenging as possible for the players and I.