Having recently reached mythic archmage myself I find the question in need of answering and I'm inclined to go with the "prepare as cleric" school of thought.
The truth of it is that I've been having doubts as to the possibility of this venture hence why I sought other opinions. Make no mistake I'll be giving it my all regardless... I'm just hoping to gauge the scope of it all, Replies have been really helpful so far and now I'm off to sleep on this before I make any real choices about what to do.
"During your travel from ORIGIN to DESTINATION over the next TIME you see INTERESTING DESCRIPTION and along the way ENCOUNTER at LOCATION and ENCOUNTER at OTHER LOCATION. You learn INTERESTING TRIVIA and whilst the PREVIOUS ENCOUNTER was taxing none of you are worse for wear as you approach DESTINATION." What I meant was to build in the random encounters to narrative description of journeys. This way they players know that the world is alive and full of danger but random encounter are very seldom lethal. They would however know that whenever I did make them work through a seemingly random encounter that it was infact... not. It's like telling the players how they have to hack their way through zombies to reach a necromancers layer as opposed to making them fight it. I mean, they're zombies so after a certain level it's pretty much auto win. Maybe tax them a few charges of a cure wand.
I have used GMPCS on several ocassions and I will admit that I've found that they can really add to the experience. However I have made myself a few rules which govern how I play these npcs. 1) They are not the heroes of the story.
2) Their role must not overlap with a player character.
3) They cannot be the face of the party.
4)They guide but do not steer.
5)They consume no resources.
6)They have a place and a purpose and then they leave.
7)They are optional and at players request.
8)They act as the players require in combat.
An example: In a certain AP my party had released an evil outsider from imprisonment in exchange for information. This information was provided as the outsider wanted the adventurers to succeed in order to vanquish those who imprisoned it.
DMPC's are wonderful things. Just remember that the focus should ALWAYS be your players and their characters.
So, a few points on how I planned to approach this.
Now I've run AP's before. Infact i've run ROTRL to almost the very end. So I know that what i've put foward here looks almost impossible and that's really why i'm seeking advice. As has been pointed out the biggest issue is actually that the GM has to do as much prep upfront and will be constantly reading ahead and looking up as the game progresses. This isn't a huge issue for me as I work well from pre-written material and have a bunch of tablets for a GM screen all with companion apps. I appreciate people sharing their experience and timeframes and they all lineup with the research i've already done. I'm still going to give it a try though as this is a special event for a friend. What I'm taking away from this is that I should focus on a more 'linear' AP and just trim the fat wherever I can. Hmm, it's a poser for sure, but any further advice would be happily received.
My question is in the title. Basically I have been asked by a friend to GM an adventure path for a special event and it has been suggested that we try taking one from the START to the FINISH. Not in one session obviously but we've got a little over a week to do this in. I can't remember the numbers but I was quoted something along the lines of assuming there'd be ~120hrs of play in that time. Now, assuming my players are veteran gamers and have their characters planned 1-20 and dont get bogged down in rules or looking things up, which AP's are possible? Because honestly, i've got my doubts at it being achievable. I do, however, want some other opinions on this. The current shortlist as requested to me is, in order of preference:
I also need to think about how i'd go about prepping and running such an event... but the AP choice comes first and I feel it of critical importance.
My group, a rather new to PF bunch but solid RPG fans, are about 1/2 through The Skinsaw Murders and about to head to Misgivings. We've got a Gnome Sorcerer, Shoanti Druid and Generic Human Fighter with the additional options to call NPC support when needed. Here's the funny bit and it's about them piecing together the clues about who the Skinsaw Man is, I never saw their top suspect coming. See the Gnome is a suspicious sort. He's really getting into the Thassilonian stuff and basically became Quink's apprentice shortly after meeting him. Having a mentor who leaps to conclusions and uses flimsy evidence has not been good for him. After the onset and hints at an undead foe he becomes convinced it's Chopper returned from the grave in some foul manner. I have it explained that Chopper's remains were incinerated, scattered and all his possessions destroyed as i'm hoping to not derail into what I know is a dead end. Now at was at this point that I accidentally fanned the flames of suspicion. A lot of the local knowledge my players' characters have is from patrons at The Rusty Dragon. They happily tell tales of the terrible murdermaw who eats ships whole and goblins who'll raid towns just for their firewood as it's still burning. Wild exaggerations, ofcourse. Getting them to talk on the Late Unpleasantness is a somber thing but the tall tales still creep in. The popular version of Chopper's Demise is that Hemlock himself storms the house alone and duels the axe-wielding fiend as the house burns. So, the thought process in my dear gnome player goes like this:
The weird thing is, with the world as I have presented almost everything points to Hemlock being a serious contender. The only flaw is he's not undead and has no motive, though i'm sure if he was an evil undead mastermind he'd have solutions to that. I swear next session is going to be interesting... I think I might need to rush them along to Misgivings, but they've mainly been taking order from Hemlock so far!
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When I attempt to check out or view cart, I get your generic error page: "You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue.
It does not appear to be just me, from other messages today. But, if it helps, the one item in my cart is the brand spanking new Eyes of Empty death pdf. Thanks, Scott
The "Spirit Object" hex doesn't have the attack trait. That might be intentional - treating the target object as if it were an animated or summoned minion for one round. Or it may have been left off in order to avoid confusion if one casts the one-action version that doesn't attack, with the assumption being that the two-action version was "obviously" an attack spell. Or it might have been an oversight, since in the two-action version the attack roll is made using the caster's "spell attack roll." The answer to this question will held determine whether or not Baba Yaga witches should even bother considering carrying a sling.
So, here's a Primal Druid build. What do you think? Everybody wants to be a troll. And this build aims to do just that! But not only is this build about being a troll, but it's about being a surprising troll! A troll that does some not-very-troll-like things, and which takes interesting advantage of it's troll-like abilities, and is PFS legal! This build includes some multi-classing, which does mean that BaB is going to ntake some serious hits – but being a troll makes up for that. And the build includes a lot of source-books – sorry. The first thing to understand, is that to be a troll you're really going to want to be a Goliath Druid from the Giant-Hunter's Handbook, and you're not actually going to get to be a full troll until level twelve. So let's go through the build, level-by-level! Kaikura is human. He starts with the Versatile Human racial trait from the Advanced Race Guide – which takes away the bonus feat and the bonus skill point, but gives him two ability scores at +2. You could make this build dumping intelligence to 7 in order to get Charisma to 14 (Charisma being the spellcasting stat for two of the one-level dips), but this is presented with intelligence at a minimal 10, and keeping Charisma to 11 (barely enough). Those two +2 attributes are going to be Strength and Wisdom!
Druid is your favored class, and you're going to take that +1 hit point every time (after all, you dumped intelligence but kept constitution high for a reason – your priorities are already set). Level 1: Druid (Goliath Druid) 1
Level 2: Monk (Flowing Monk) 1 from Ultimate Combat.(This is all about armor class. Your main spell-casting attribute as a druid is Wisdom, and the monk dip lets you add that attribute to armor class. But it's also neat on it's own.)
Level 3: Druid (Goliath Druid) 2
Level 4: Druid (Goliath Druid) 3
Level 5: Sorcerer (Eldritch Scrapper from the Advanced Class Guide) 1
Level 6: Druid (Goliath Druid) 4
Level 7: Druid (Goliath Druid) 5
Level 8: Druid (Goliath Druid) 6
Level 9: Druid (Goliath Druid) 7 (or 6)
Level 10: Druid (Goliath Druid) 8 (or 7)
Level 11: Druid (Goliath Druid) 9 (or 8)
Level 12: Oracle 1 from the Advanced Player's Guide
Level 13: Druid (Goliath Druid) 10 (or 9)
Level 14: Druid (Goliath Druid) 11 (or 10)
Level 15: Druid (Goliath Druid) 12 (or 11)
Level 16: Druid (Goliath Druid) 13 (or 12)
Level 17: Druid (Goliath Druid) 14 (or 13)
Level 19: Druid (Goliath Druid) 16 (or 15)
Level 20: Druid (Goliath Druid) 17 (or 16)
Magic items:
Referenced Books that you need:
Other referenced books that are optional:
Wow, well I was excited to see the 9-00 boon, and have made a character accordingly! It's pretty clear that under RAW, any spellslinger must still pay full price for ammunition, regardless of ranks in craft alchemyy. To wit the Roleplaying guild Guide for season 9 wrote:
I do wonder if there are any plans to FAQ this, so that those with a spellslinger boon and craft alchemy can make their own ammunition ingame. Meanwhile I'll keep dropping points into craft alchemy, and toting around my molds and tools for melting lead, and for mixing saltpeter sulfur and charcoal, while paying Guaril Karela's exhorbitant rate for bullets powder and cartridges. Many thanks, Doctor Boem
If a GM runs a sanctioned module, does s/he have the same options with that chronicle sheet that a player who runs a pre-gen has? In particular, may the GM (like the player of a pregen character) the Guide to Organized Play wrote: . . . opt instead to apply the Chronicle sheets earned with a non-1st level pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp (or 250 gp for characters using the slow advancement track). And while talking about applying a higher-tier adventure to new first level character . . . What about sanctioned modules that award more than one XP? RAW says "amount of gp gained reduced to 500 gp" but common sense suggests "amount of gp gained reduced to 500 gp per XP awarded on the chronicle sheet." (Or, 1500 gp if applying a full 3-XP chronicle sheet from a sanctioned module of higher tier to a new level 1 PC.) Thoughts?
Hello, Pathfinders. With this PFS character, I took advantage of the loophole, making it possible to achieve early entry to the Mystic Theurge career, by using special abilities and racial abilities to qualify. The Tiefling character qualified after getting one level of Sorcerer and two levels of Oracle. Three levels were needed to get the skill requirements; being a Tiefling and able to cast Darkness, I qualified under the "cast 2nd level arcane spell" requirement, and being a wood druid with "Warp Wood" I qualified under the "cast 2nd level divine spell" requirement. The old version of the FAQ, with the exact wording permitting this, is here: http://www.unseelie.org/assorted-rpg/Gretlin/FAQ.pdf Quote from the original FAQ:
Spell-Like Abilities, Casting, and Prerequisites: Does a creature
with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements? Yes. For example, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. Edit 7/12/13: The design team is aware that the above answer means that certain races can gain access to some spellcaster prestige classes earlier than the default minimum (character level 6). Given that prestige classes are usually a sub-optimal character choice (especially for spellcasters), the design team is allowing this FAQ ruling for prestige classes. If there is in-play evidence that this ruling is creating characters that are too powerful, the design team may revisit whether or not to allow spell-like abilities to count for prestige class requirements." The last time I played this character was November. But in February the FAQ changed, making my build retroactively illegal. Quote from the new FAQ:
Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?
Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells". posted Feb 18, 2015 So before I play this character again (soon, I hope), I am trying to figure out:
If a player with GM stars wants to use one for replay then
I have an interesting problem and puzzle. Perhaps people can help. As suggested above, it has to do with oracles. In particular it has to do with oracle curses. The problem: A PC oracle has the deaf curse. Advanced Players Guide wrote: You cannot hear and suffer all of the usual penalties for being deafened. As to the game definition of deafened (which is pretty straightforward, but I figured it wouldn't hurt to quote): Core rules wrote: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks The fore-mentioned deaf oracle is in the woods with his friend. The oracle casts "Comprehend Languages" and is under it's effect for ten minutes per level. Core rules wrote:
Nowhere in the description of Comprehend Languages does it say or suggest that the spoken character has to hear the spoken word. I'm putting my ruling in spoiler brackets, so that people have a moment to think on this problem before reading how I ruled, because I want others to have a moment to think about this before being biased by my own answer. Attempting to follow RAW, my ruling is:
If the friend actually manages to speak something (that is, the friend is not under a silence spell and could expect to be heard by other characters at the distance the oracle is) then the oracle "can understand" what is said. What say others? I am interested in a ruling for PFS Organized Play. Many thanks, Scott |