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RPG Superstar 7 Season Star Voter, 8 Season Star Voter. 8 posts. No reviews. No lists. No wishlists.


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Kobold Cleaver wrote:
Ciaran Barnes wrote:


TPK them in the last encounter, and then have the party in the normal campaign stumble across the battlegrounds and use their higher level characters to avenge their deaths. :)
And then watch as they survive the TPK. Because players.

Yeah, this would be my group up and down the line. They stomp over the hardest challenges, yet are often brought low by the simplest things. Fun buncha people.

I've offered my group the ability to change most anything about their characters now that we've hit the halfway point via a time altering artifact, and recommended that she maybe change up her character to something simpler. It seems a good idea to have her write it out, like many folks have suggested, so maybe I'll try and start the session early and have her work on her character with the full force of my veterans at her disposal. With that being said, what class could I offer that keeps it simple, but also has enough to keep her interested?


I really like the idea of a low level one shot to teach her the basics, but I'm not sure if sending my group on a tangent quest is a good idea. We've done that sort of thing before and its how we ended up switching from a home game to an AP to a different home game. Maybe if I can conjure up an extra day to do this it wouldn't affect our progress. I know it seems extreme, but I am very determined to finish this game.

The other players have tried to catch her up on the plot and she has had a few moments of great roleplaying, but she also seems to fall into the trap of the lawful stupid paladin. One of my veteran gamers and I have tried to give her different perspective on the paladin's alignment and code, yet she often tries to bully other characters into doing what she wants. It doesn't work, of course, but it doesn't do much for party unity.

And, I know I should have said something when she first showed up, but we were playing at their house and I felt rather, what's the word, obligated? Yeah, lets go with that, obligated to let her play.


So, I've been running a heavily modified AP for my group for a couple of months now and have been making good progress towards finishing all six books. In fact, we just finished book 3, so huzzahs are in order. Now, my group usually doesn't make it to the end of most campaigns/APs, and that we've managed to maintained momentum so far is heartening. But, I've come across a hitch. I've had one player, a veteran of 3.5/PF, leave due to completely reasonable circumstances and another player, an entry level gamer, join after being recommended by the rest of my gaming group. Though he had played in a few one shots before, it was a rough start and it required a lot of time to him roughly up to speed with my gaming group, who each have taken Exotic Weapon Proficiency: Pathfinder. But, he has a willingness to learn and his system mastery has improved to the point where he doesn't slow down encounters, which is great.

So with that basically squared away, we pushed onward into my actual problem. We started the big dungeon at the end of book 3 and my newest player's girlfriend showed up to play, no warnings given. Writing her into the story was a minor inconvenience, but hey, more people playing? Awesome, she says she knows a little about the game and she wants to play. Unfortunately, only one of those things was true. So, a very young, entry level player has been inserted into my now relatively high level game with character made by another player. I've added mythic tiers into the game, only to further my own frustration it seems, as the function of her class (Paladin) seem to elude her. I've no doubt her skills will improve, she's sharp, but she's also slowed down the game considerably with questions regarding mechanics, her character's own abilities, and plot. It can be very frustrating to have a well written out scenario undermined by a "Who's this guy? Who cares?" attitude. She seems to not do her homework, so to speak, between sessions and thus her progress is slow.

I don't think she's going anywhere, and she's a nice enough gal so whatever, so my question isn't, "How do I get rid of this noob?!!!?" rather is it my responsibility as a GM to foster an atmosphere of learning during the sessions I run? I don't really like the hand holding and having to go easy on the noob, gosh darn it, but I don't want to scare her off of the game. But, she's slowing down my game, and in my group that is an omen of campaign failure.

Star Voter Season 7, Star Voter Season 8

Too late to get a critique?

Potion Bladder Pill
Aura faint transmutation; CL 6th
Slot none Price 900 gp; Weight-
Description

This mustard yellow pill is no larger than the head of a nail and has a bland, chalky taste to it. When eaten, it creates a temporary magical bladder in a creature's body that is capable of trapping the essence of a single ingested potion for later use. This potion bladder persists for 60 minutes, after which it disintegrates harmlessly. If at any time during that duration the user drinks a potion, she may forgo immediately receiving its benefits and instead store it in the potion bladder for later use. The bladder can only hold potions, not other magical liquids such as extracts or elixirs.

Releasing the stored potion requires only the slightest bit of concentration and muscle tension; it is a swift action that does not provoke an attack of opportunity. The process of consuming a stored potion also destroys the bladder. Should the duration of the bladder expire while it still contains a potion, the user immediately gains the effects of the stored potion.

A creature may only benefit from one potion bladder pill at a time. If a second pill is ingested, it negates the magical properties of the first bladder, destroying it as well as any potion stored inside. The user is then sickened for 1 minute, but afterwards may make use of the newly created potion bladder.

Construction
Requirements Craft Wondrous Item, touch injection; Cost 400 gp


Thanks for all the tips, I think this'll be a good one.


So, I'm supposed to run a steampunk style one shot tomorrow evening, but have run out of ideas. It takes place in a industrial age fueled by alchemy, where one giant company holds a monopoly over the production and sales of alchemical goods and accessories. This includes horseless alchemically powered carriages, trains, and airships.

The party has been hired to steal corporate secrets from this company, and they are supposed infiltrate their headquarters to do so. I know what the final encounter is going to be, but I'm having trouble building up to that. Its a level 7 game. Any suggestions?


My most... interesting monk, Slumbering Bear Greets the Dawn, was trapped in the World's Largest Dungeon with a trigger happy Warlock and a Bard who was convinced he was a fallen god. After a few days of savagely beating up the fiendish vermin that occupied the first level, the party ran across a tribe of orcs who were down on their luck.

Always seeking to prove that his Tiger Style was indomitable, Slumbering Bear challenged the chieftain to a duel (It took a few minutes to get the exact point across, as Slumbering Bear didn't speak orc and the chieftain didn't speak common). This, naturally, enraged the chief, who ordered his tribe to attack us three and began clumsily swinging his fists at Slumbering Bear, seeing as he forgot his great axe across the room in the corner. They traded punches for a good long while as the Bard tripped up the rest of tribe with Grease as they bottlenecked in the doorway, while the Warlock did what Warlocks do best; blast stuff.

The chief had taken a brutal beating (Mostly due to attacks of opportunity and good rolling) but Slumbering Bear was 1 HP away from passing out due to nonlethal damage. Only two of the tribe's orcs had fallen, and the Bard's grease was soon to wear off. Does he back down? Does he surrender? Na; he punches that dumb old chief square in the jaw, kills him outright, and declares himself the new chieftain (Which, once again, takes a little time to convey due to the language barrier). The tribe, stunned that someone had actually killed their fearsome leader, fell in line.

In the aftermath, the party discovered that they were out of food and the orcs had little to contribute. Slumbering Bear Greets the Dawn soon found a knack for cooking a few of his fallen enemies, as well as leatherwork; since then, he has sported a trendy Krenshar serape, and a fine Kobold skin belt.

Star Voter Season 7, Star Voter Season 8

Hat of Insulting Panache
Aura faint illusion; CL 6th
Slot shoulders; Price 6,400 gp; Weight 1 lb.
Description
This wide brimmed conical hat adorned with a flamboyant purple feather can, on command, cause 1d4+2 illusory doubles of the wearer to burst forth, as if affected by the mirror image spell. These doubles occupy the same space as the wearer, but instead of mimicking her movements exactly, they cavort and frolic around the wearer, taunting those around her with a slew of infuriating insults, inappropriate gestures, and rude sounds. These doubles can be called upon once per day, and last for six minutes.

When a double is destroyed by a melee attack, it gets in one final parting shot at its attacker; an insult or gesture so unnerving that it causes the attacker to become flat-footed for 1 round. The attacker must be able to see or hear the wearer for this to have any effect. This is a mind-affecting effect.
Construction
Requirements Craft Wondrous Item, mirror image, ventriloquism; Cost 3,200 gp

I know about the glaringly obvious mistake about the item slot, but anything else?