I am currently running RotRL, and I recently made a post about how the events of this will cross over into the Age of Worms game I shall be running next. I have always wanted one giant universe where all my players' actions affect the world they play in, regardless of characters. However, something happened this game that makes me excited to see how it will change the game world, and equally scared to see how the repercussions will play out.
The party is comprised of gestalt characters, and features:
CG Human Cleric/Fighter of Desna
CG (with CN tendencies) Dwarf Titan Mauler Barbarian/Fighter
LE Human Necromancer Wizard/Magus
This is a spoiler for Fortress of the Stone Giants, so keep that in mind.
Spoiler:
The party has just defeated Mokmurian, and accessed the library within Jorgenfist. The necromancer's goal in life is to create an army and become a Dictator, and now he is well on his way. He found out how to use the Runeslave Cauldron, and this got the gears turning in his head. Once they defeated Mokmurian, they went up and found Conna, telling her the giants are free. She decided she was going to spread the news, but our necromancer had a better idea. He persuaded her that the giants that are still filled with greed are already lost causes, as well as the ogres and hill giant tribes. He convinced her that instead of letting them retreat which would just endanger the lands, it was better to rally the still true of heart giants, and slaughter the evil giants. The dwarf, hating giants, found no problem with this, and the cleric decided not to be a part of it. She reluctantly agreed, and a week long battle occurred outside of Jorgenfist. His true goal was to take the corpses of all the giants and make them Runeslaves. After the battle, he told the other players to go off to Magnimar to sell their considerable amount of loot, while he studied the library about Karzoug and Xin Shalast. Once they left, his first order of business was to chuck Mokmurian in the Cauldron, and have him help take the corpses and make them all Runeslaves, and clean of Jorgenfist to make it a respectable base for the team. My questions are as follows:
1) Rules Question: Would Mokmurian as a Runeslave still be a powerful wizard, but be completely subservient to the necromancer now?
2) Story Question: What kind of effects would the influx of slain giants do for Karzoug's Runewell of Greed and his return due to the Sihedron runes marked on all the giants?
3) Players Perspective: How would you hide this new found army of mindless giants from the other players?
4) GM Perspective: How would YOU handle this if you were in this position as a GM?
Keep in mind, I feel this is awesome and I'm glad my players are having fun with this out of character, and I in no way want to inhibit this story arc. Again, it will be a history changing event if he pulls this all off, and it will echo throughout my Pathfinder games from here on out. But I love input from these message boards, and it helps me sculpt and form some crazy ideas for the future, so any opinion is welcome, good or bad.
My players are currently running through Rise of the Runelords, and should be done within the next few months. I am planning after this adventure to run Age of Worms, which will be a "sequel" to RotRL (several NPCs the players let live will make appearances, decisions the players made will affect this world, and the players' previous characters may make cameos). I already have found several very helpful Pathfinder Conversions for the AoW monters and characters, and I already have several plot conversions to fit the world of Golarion. However, I need a little advice.
I only have 3 players. To counter this, I decided to make them gestalt. I have read a few threads on playing AoW with gestalt characters, but that was in 3.5, and I haven't found a thread on playing a Pathfinder gestalt game. I also know what my players shall be playing, it is as follows:
Human Magus/Unchained Scout Rogue
Full Orc Unchained Barbarian/Sorcerer/eventually Dragon Disciple
Duergar Unchained Scout/Sniper Rogue/Fighter
At this point, all I'm looking for is any helpful advice, tips, and opinions. Any help to make sure this game is tough but not impossible is all I need. Even a link to an existing post about gestalt Pathfinder characters in AoW would be nice. I appreciate any input.
My players are currently running through Rise of the Runelords, and should be done within the next few months. I am planning after this adventure to run Age of Worms, which will be a "sequel" to RotRL (several NPCs the players let live will make appearances, decisions the players made will affect this world, and the players' previous characters may make cameos). I already have found several very helpful Pathfinder Conversions for the AoW monters and characters, and I already have several plot conversions to fit the world of Golarion. However, I need a little advice.
I only have 3 players. To counter this, I decided to make them gestalt. I have read a few threads on playing AoW with gestalt characters, but that was in 3.5, and I haven't found a thread on playing a Pathfinder gestalt game. I also know what my players shall be playing, it is as follows:
Human Magus/Unchained Scout Rogue
Full Orc Unchained Barbarian/Sorcerer/eventually Dragon Disciple
Duergar Unchained Scout/Sniper Rogue/Fighter
At this point, all I'm looking for is any helpful advice, tips, and opinions. Any help to make sure this game is tough but not impossible is all I need. Even a link to an existing post about gestalt Pathfinder characters in AoW would be nice. I appreciate any input.
When it comes to creating a skeleton, the rules under Creating a Skeleton states
Quote:
If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell
However, for variant skeletons, it states
Quote:
Both of these variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
So the question is, if you used Animate Dead on a creature with 11 HD, which would be doubled to 22 if you wished to make a variant skeleton, would it be considered over the 20 Hit Dice limit, thus making it unable to be made into a variant?
Last week, one of my players died and decided to build a paladin for this weeks game. The party is level 10, and he decided to play a paladin, which is fine.
He also decided to be an archer, thinking it would be fun, to which I agreed.
We've been talking over Facebook, and I've been helping with his character. His hardest part was choosing feats, and equipment, so I helped. He had 62,000, so whatever.
Here's where the pain comes in.
I said he could get a +1 flaming holy composite longbow +2 (he had the money for it).
I also said he should put as many ranks as he can in Use Magic Device, and get a wand of Gravity Bow, so now his longbow does 2d6 per arrow. He took Rapid Shot and Manyshot, and Deadly Aim.
So at this point, if he were to full attack, rapid shot, manyshot, deadly aim, and smite an evil creature at level 10, would the damage look like this?
Manyshot, 4d6 arrows, 2d6 flaming, 4d6 holy +4 strength, +2 magic bow, +20 smite, +12 deadly aim.
Next two shots, 2d6 arrow, 1d6 flaming, 2d6 holy, +2 strenght, +1 magic bow, +10 smite, +6 deadly aim to each attack?
Or in short, 8d6 arrows +4d6 flaming +8d6 holy, +74? Is this actually correct?
I have been using a combination of the original adventure (first print, in PDF on my work computer), and the Anniversary edition (physical copy read in off time after work/bring it to work and compare with original). My players just started the Hook Mountain Massacre, and I wanted a few opinions from the community on a couple of topics.
Also, for reference to the party, basic gist of them as follows
:
Dwarven barbarian titan mauler/fighter (who switches between two weapon fighting and a two handed giant weapon)
Human wizard who is going hellbent on making a construct/clockwork army (already made a flesh golem). Also has been crafting party dozens of magical swag.
Human cleric of Desna who is tanking like crazy (favors a frost, shock, thundering spear with activation words snap, crackle, pop respectively. House rule lets him activate all at same time)
Sulis ranger with an earthbreaker, with dire bear companion at full druid companion bonus (boon companion/house rule)
Fetchling rogue/shadow dancer with knife fighter archetype (new player who has died Dorkness Rising's Flynn the Bard style several times as of now, but his sneak attacks with a returning dagger help out "sometimes").
Topic 1) Owning a castle
:
In the original Hook Mountain Massacre, it strongly suggests the PC's should take control of Fort Rannick once they clear it of Ogres, and use it as a base of operations seeing as it's smack dab in the middle of Varisia, while the Anniversary edition seems to think this taboo. My players seem hellbent on owning property (They have already invested tons of wealth into the Sandpoint economy by having them renovate Thistletop and make it a little safe haven and base of operations for some time). I personally do not mind the players owning Fort Rannick, but I would like to know your opinion/experiences if you went with that route. Would you let them rebuild the black arrows or make a new army with their own priorities? Would you let them use newly made forces in the coming adventure? Are there any parts later in the adventure where having a few dozen Black Arrows with the party would make sense? Etc.
Topic 2) Preparations for Pain
:
In the original adventure, once the players defeat Barl Breakbones, it says they they deserve a rest, and could possibly be given months to do what they want, especially if they own Fort Rannick. In the Anniversary edition, they instantly find a note about the inevitable attack on Sandpoint by Teraktinus, and have very little time to arrive or prepare (literally less than a day). I was thinking of letting the players have a few months, but then get word from Shalelu or another source that giants have been sighted coming to Sandpoint, roughly a week before the actual attack. Seeing as they can teleport there with ease by that level, and could possibly bring a healthy dose of mid level, anti-giant rangers with them, they would be able to fortify Sandpoint pretty well with additional warriors, as well as evacuate several civilians to Thistletop (remember, they OWN it now). Do you think having them THAT prepared would be too much and despoil the shock of Sandpoint's attack in general, or do you think it's find, seeing as it really lets the players feel like awesome heroes? And regardless, if they were to prepare, would you make any changes to the raid, as in giant count, giant tactics, etc?
Topic 3) Potential Giant Underlings
:
I noticed in the beginning of Fortress of the Stone Giants that is states there are several scouting parties in the Lost Coast, not only to map out the area and get a feel for the land for war, but also to recruit as many goblinoids and ogres/giants they can. Whether I go with letting them prepare in advance for a giant raid or not, would it make sense to add in with Teraktinus' assault a few bands of goblins (possibly a few of the tribes they never got to destroy in Burnt Offerings), as well as a band of ogres (maybe surviving Kreegs)? Is this fight already a pain enough where additional enemies will make it too prolonged and annoying rather than fun?
Keep in mind, I already know what I plan to do. However, your opinions in the past have given me great inspiration for better ideas in my games, and have pointed out certain weaknesses to my own plans that I can work on. There is no wrong answers though, I am just looking for the community's opinion.
Running RotRL, and the party is about to go up against Xanesha. The cleric of Desna has Fly, and knows Xanesha is up in the watchtower. Fly is a touch spell, and from what I read of touch spells:
CRB wrote:
You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.
Is it possible for the cleric to (as a full round action) cast the spell and touch the other 4 party members at the same time, giving everyone fly?
One of my players is a Ranger. When building a character, she had a ton of extra money, and decided she wanted a German Shepherd. After a ton of research and looking through a 3rd party book on Pathfinder Dog species, found out it would be a riding dog. So I let her have it.
The party just leveled up to level two. I am doing this less "XP based" leveling, and moreso "when I deem right". I know when the party will need to be certain levels, so when they finish certain things, *bam*, level.
However, I am having trouble finding any ruling on if the dog would level as well. The player does plan on making this dog her animal companion, which is fine, and it has contributed a lot to the party already.
So the base question is should the dog level with a party by normal monster advancement means until it starts leveling as an animal companion? (If there is a source that says one way or another, I'd love to see it)
I'm running a customized version of The Stolen Lands as a springboard for my own adventure. Instead of being hired to charter the Stolen Lands, they're specifically hired to find and defeat the bandits. They won't become kings or build a community, but I'm going to use various locations as springboards for grander adventure (Temple of Erastil being my favorite).
One thing I'm having problems with is the gold mine. Instead of removing it completely, I wanted it to make it a dungeon with a boss near the end. At first ,I was thinking of having it being inhabited by a Green Dragon, but even a young adult would probably be a little too powerful for my 3 man group, and even then, it doesn't quite "fit" to have one in a mine shaft. So I was wondering, what would you put for monsters in a gold mine dungeon, including some sort of "boss" at the end?
I'm making a monk for an Age of Worms campaign that will begin in a month or so. The DM will be using Pathfinder rules for his game.
I will be taking Medusa's Wrath late game, and be a pretty dangerous killing machine.
However, I know Kyuss has a ton of immunities, some of which can be removed if certain actions are taken before fighting him. But regardless, it's really hard to get certain status effects on him. Even without the buffs and stuff, he still retains the undead traits, making him immune to anything that requires a Fort Save, and most effects in general. However, I believe (and correct me if I'm wrong) that there are still 3 effects that undead (and possibly Kyuss) AREN'T immune to, that Medusa's Wrath can be used on.
These 3 are Flat-Footed, Dazed, and Staggered.
Of those 3, he's immune to being Flat-Footed, as he is made of his worms, which give him all around vision I believe, so I'll probably rule that one out (unless you can come up with something to negate that).
So I guess the big question is, is there a way to make Kyuss, a 30th level Divine Ranked god of undead worms, become Dazed or Staggered so Medusa's Wrath can be used?
I'm making a monk who wields an over-sized bastard sword (1st lvl cleric, rest monk, get Crusader's Flurry, all good). Let's say, at level 5 or higher, when I get High Jump, I have a maxed out Acrobatics check, bonuses due to faster speed, and decide to give +20 with a ki point. I then decide I want to jump directly above an enemy, and not land on him, but to attack him when I fall within his range(akin to Braver from FF7). Few questions.
1) Would I get a bonus to the attack due to higher ground if I make the attack?
2) Would I take falling damage?
3) The biggest question. I'm falling from 10 feet or higher up. Would the guy take additional "falling damage" from my huge sword crushing him along with the attack, and if so, what damage would it do, AND would you think the weapon would still take damage? (keep in mind it is a over sized bastard sword).
4) BONUS ROUND. From a DM's POV, would you Rule 0 this to make it acceptable and for fun? (Because I would lol)
I am making a monk for a coming game. I want to take the steps to get Greater Trip. One of my plans is during a Flurry of Blows, attempt a trip, and get an AoO on them, then continue the flurry. Is this possible?
Also, as a side question, I'm planning on getting Medusa's Wrath. If I open with a Stunning Fist to get them stunned, and get the two free unarmed strikes, can one of those be used to do a trip attempt, in turn allowing for the AoO if that is allowed at all?