Tyrannosaurus Rex

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Hey!

I'm prepping to run this AP and I've got three players who want to short-man it with just three characters, no aid from an NPC or a Leadership mook. This is my first time running for a smaller party. Is it enough to simply run on the Medium XP track and give them XP for their three-person party as the Gamemastering chart gives?

Totaling up all the XP given from encounters, a four-person party receives 8600 XP in Book 1, and a three-person party would get 11460. This is before story awards, of course. These both put the party (after story XP) into level four, so the difference is negligible. I'm sure this difference compounds into the later books, but is enough to keep the party capable later into the campaign?

Thanks!
-F

Sources:
XP by CR
Character Advancement XP Track


I have a player wanting to play a construct race, as a Scavenger Investigator. I have a couple of questions about how things interact:

First, do the devices created by the Gadgetry ability still have schools? In this instance, if this construct-Investigator created a device of False Life, could it affect him? Constructs are typically not affected by Necromancy effects. The devices created seem to be magical devices that achieve the same effect as the extracts, but aren't necessarily the spell?

Second, does the Jury-Rig ability allow the construct-Investigator to repair himself? It specifies "an adjacent mechanical device," which doesn't seem like it would include a construct creature like a wyrwood, but does seem like it would include a clockwork creature or an android. Rules-wise, there's no difference between the two, so can it be reasoned that he could Jury-Rig himself?

Thirdly, my player brought up using Craft (Clockwork) and Master Craftsman to make Wondrous items or weapons/armor, and just give them a clockwork flair. I don't see any reason not to, but there's no harm in this, right?

Thanks!
-F

Sources:
Scavenger Investigator
Constructs
Master Craftsman


How exactly do these two interact? A player of mine is curious.
Do you avoid the daze by saving against the Shadow Spell, the spell it's emulating, or both? And if you cast Shadow Weapon, does it daze the target every time you attack with it if they failed their initial save? Or do they get a save every time since it only allows a save on the initial attack?


A PC of mine wants to play a Wizard, but the first book has little to no opportunity to gather scrolls, it seems like. Are the resources the players will get later on in the AP enough for a Wizard to be playable?

Thanks!
-F


So, my players will nick literally anything that isn't nailed down, and through tenacity have been able to totally clean out the first two dungeons. That's about 15K in coinage alone, along with dozens of pieces of armor, weapons, and so on. For a party of 5, this puts them WELL above the pathfinder PC-wealth-per-level chart. Is this normal? Will it unbalance things a bit for the future?


I was looking at running a Sorcerer/Dragon Disciple, starting with Crossblooded of Draconic/Orc.

At 15th level, I'd like to take the Orc power Power of Giants instead of the Draconic power Wings. The 9th level Dragon Disciple ability states this:

Dragon Disciple wrote:
At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.

Would I be able to receive both powers in this way? It seems like it just grants me the power regardless, and when my level is high enough to where it'd grant me the power, I receive the speed increase. My gut tells me it /should/ lock me into choosing the Wings power, but reading it straight doesn't give that impression. Perhaps I gain the wings ability but never get the speed increase because I never actually get the power?

Thanks!


My first question is whether taking the Accomplished Sneak Attacker feat and one level in Rogue would satisfy the +2d6 requirement for entering the Arcane Trickster PrC. I'm looking to go Rogue 1 / Wizard 3 / AT 10 / Wizard 6. (The character is entering the game at level 9, so R1/W3/AT5 at the moment.)

Secondly, this is my first time playing a Wizard, or even an arcane caster above level 3, much less an AT. Is it more advantageous to go for a ranged approach and take Precise Shot and Point Blank Shot and use ray spells? Or go for one focused on touch attacking? I've tentatively taken Enchantment and either Abjuration or Necromancy as opposed schools, as the party already has an Oracle and Psionic-type. I'm unsure whether to go Evocation for my school and try to go blasty, or Conjuration or Transmutation. Having a 13 CON currently, the +1 bonus from Transmutation is super tempting.

Thirdly, would it be worth losing a second level of spellcasting in order to get a second level in rogue, and pick up Evasion and a rogue talent, as well as one more BAB and Ref?

Lastly, what sorts of spells would you recommend? I've read through both the AT guides and having seen an arcane caster played before I have a few ideas. Calcific Touch is amazing, Ghoul Touch is the only thing keeping me from outright choosing Necromancy as my opposed school, Fiery Shuriken looks great as a way to get a swift action sneak attack each turn in addition to the rest of your actions.

Thanks in advance!

EDIT: Also just remembered another thing: Feinting and Improved Feint for the ranged sneak attacking rogue? Can you get that ranged sneak attack?


So, I'm running a pathfinder-converted Age of Worms book, and I'm still confused on doling out XP. So far I've been looking at the encounter CR and getting the experience from the Gamemastering CR->XP thing, then using the Fast experience track for character advancement. There's got to be a better way.


I'm currently running this campaign, and we're just about halfway through book two. My PCs have been nagging me about whether they should take crafting feats, and one is even building his character centered around scrolls. Judging by the second book, there doesn't seem to be much down time, yet at the same time, book three opens with a massive research session. For the overall campaign through all the books, will there be enough time to let my players craft without dire consequences?