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![]() Undead certainly pop up in the campaign, but they don't appear more often than anything else, and less than certain other types of enemies. If it would require significant dedication to pull off, it's probably not worth it. I'm not sure off the top of my head how you might be able to enchant undead. The witch in my campaign might like to learn though... ![]()
![]() I would lean toward the druid as a backup healer, and more fitting for a wilderness based adventure. The wizard would be my second choice due to their ability to deal with nearly anything they can be prepared for, though I don't have any experience with summoners, so I can't really judge on that score. From a purely mechanical standpoint, you've already got a party of 6, and having your character plus multiple minions seems like it would really slow down fights. ![]()
![]() 3/5 Party Wipeout Gunner, Half-Elf Barbarian 3
Adventure: Souls for Smuggler's Shiv Location:
Caves of the Mother Catalyst:
Paralysis and Darkness The Gory Details: Much like the party a few posts up, they encountered the one random ghoul, who fled back to the larger room to wait with its friends. Mother Thrunefang was not yet with them, but it was still going to be a messy fight. The party had no cleric, with the druid being the only healer other than the NPCs. It looked like it wouldn't be too bad until Nylithati showed up, and the place was shrouded in darkness. The barbarian kept swinging in the dark while the druid (who could see) did what she could, but eventually was paralyzed. While trying to drag the druid out of the fight, the sorc was attacked and also paralyzed, sealing his fate as well. Two other party members with a lantern managed to run to the exit ahead of the ghoul that was the source of the darkness, where they were able to make the ghouls retreat with the help of the NPCs.
The party (what's left of it) will likely repair the lighthouse and travel to Eleder before being commissioned to return with some new allies and better preparation. ![]()
![]() James Jacobs cleared this up a while back, you get one attack in the middle of your move action. It's poorly worded, but does not allow an extra attack. HERE is the link to the thread with his reply. ![]()
![]() The fastest way is to pull the drop down on Column A and type "Rut" so that it selects the appropriate section of the alphabet, and then select the monster/NPC you want. Alternately, you could view it all as a spreadsheet. The Gorilla King version is on line 508 and the Nascent Demon Lord version is on line 597. ![]()
![]() Chopswil over at d20pfsrd has imported all the monsters/NPCs from various APs and other sources and has them online HERE. Ruthazek as Gorilla King and Nascent Demon Lord are on the list. You can also pull them up in a more readable format in Combat Manager a 3rd party initiative tracker reference utility. ![]()
![]() ryric wrote:
Good point! Missed that part of the archetype. ![]()
![]() I like your idea here, but I think the specifics leave a lot to be desired. How well you'll fare depends a lot on your group. If they're willing to be meat shields to protect you and your hireling throughout the adventure, you have the ability to enable them to be much more effective. The 4 str is not something I would personally allow as a GM. Yes, it's reduced by age and being a gnome, but it still started as a 7 before that. This is in addition to a starting 7 wis as well before aging, which just seems like bad form to me. Despite your high con, it still makes you far too susceptible to one bad save taking you completely out of the game. If there's anything that adds a little strength damage to you, you're pretty much toast. You're also too weak to really even consider wearing better armor, as a chain shirt by itself weighs 12.5 lbs for a small character, which gives you a medium load alone. If you think a 12 AC will get you far as you continue to adventure, well... good luck. As you're exploring the jungle, what do you expect to be able to contribute? You're weak and slow, so much that you need a hireling to haul your gear along. If your hireling eats it (jungleish things like hostile natives, wild animals, poisonous plants, diseases, etc. could all easily do it), do you expect the rest of the party to become your pack beasts? There are certainly some encounters against creatures immune to mind-affecting effects, and it wouldn't take a lot to render your character a liability. Your only option for those fights is to use bardic performance to help your allies. Since you've given up inspire courage for naturalist, what happens when you encounter a monster that you don't have the appropriate knowledge skill for (say, undead)? Your only option left is really to hide and hope for the best, which means yes, you wouldn't be pulling your weight. Given the right party expectations the other players might be okay with this, because you will do quite well in other situations, but will it be enough to keep you alive and not resented? Incidentally, how do you plan on dominating a dinosaur? Dominate Animal is a druid only spell, and only lasts 1 round per level. EDIT: Also out of curiosity, what skills does Perform (gesticulate) give you for Versatile Performance? I'm assuming Perform (lecture) is based on oratory. ![]()
![]() This is more of a issue with the data than the program, but I'm looking at the Serpent's Skull NPCs, and they have incorrect features. In particular Sasha Nevah and Aerys Mavato have cleric/serpentfolk features listed under their offense category (Sasha is a ranger and Aerys is a fighter) and Ishirou has bard features listed (he's a rogue). From what I can tell, everything else looks correct. Thanks to both Kyle and chopswil for creating this awesome tool and assembling its data! ![]()
![]() Kyle Olson wrote:
I've noticed this as well, and it happens in all the places where a double click on the list item also has another effect. The other places I've seen it be an issue are -on the monster list on the main page (adding to combat)-on the add weapon pop-up window (adding to a weapon set) It happens when an item is selected, and the user clicks the scroll buttons rapidly enough to trigger a double-click event. Don't know if you can separate whether the double-click action occurred on the scroll bar or the list itself. ![]()
![]() My group started last week, and the group I'm running the adventure for consists of: Miro, the irritating halfling ranger who was sent on an errand with "Precious Cargo" just to get him away from home. Zelijka, the half-orc, half-Mwangi druid with a "miniature" (medium sized) T.Rex companion. Ruven, a half-elf rogue escaping from a bandit group in Varisia and hiring onto the Jenivere's crew looking for adventure. Lint, a half-elf elemental (fire) sorcerer along for the ride from the Shackles. and "Gunner", a half-elf barbarian pirate who sheathes his swords in his shoulders while attempting to climb cliffs, because he can. ![]()
![]() I grabbed a copy of someone's image from the SfSS GM thread which is just an outline of the island on a hex grid. It seems like it will be useful to describe where they are by the grid numbers, but they have no idea what the features of the island may be from just the outline. Just checked the thread, the image I'm using was posted by daemonslye about halfway down the second page. The link to his map is HERE. ![]()
![]() Hi! I'm preparing to run the Serpent's Skull campaign, and this tool looks like it will make my life a lot easier! However, since there are several monsters early in the campaign that aren't in the bestiary, I've been trying to add them as blank monsters. Maybe I'm missing something obvious, but I can't figure out how to add natural attacks to the dastardly beasties; I only see options for adding weapon attacks. Also, and it's not a terribly big deal, but adding a composite bow attack always assumes the bow adds the full strength bonus, when it's supposed to be limited by the specific bow's construction. It seems like this would be a pain to add an extra field for bonus, so I figure I'll just be aware and compensate, but I thought I'd mention it. In general, though, this tool looks amazing and being able to pre-setup fights will hopefully make gaming sessions run much more smoothly and quickly. Thanks for all the hard work! ![]()
![]() I'm getting ready to run this campaign starting some time in the new couple weeks, and was curious how people had managed the start of the campaign regarding a couple issues. First off, one of my players is playing a druid with a T.Rex companion, and I wondered how other GMs managed to get the companions to the island after the shipwreck. It doesn't seem likely to me that the first mate would be ferrying a fairly dangerous (especially considering the circumstances) animal to the beach with the rest. I'm considering adding another room to the ship which has served as the beast's pen that they find while searching the wreck. Anyone have any other suggestions? Secondly, one of my other players is taking the Ship's Crew trait. The flavor states that the crew of the ship is lost in the crash and only the passengers are saved, but that obviously doesn't work well. Has anyone come up with an elegant solution for this? Thanks! ![]()
![]() Hi all, I'm working on preparing for starting up the AP Serpent's Skull game and one of my players wants to play as a native druid of the area and be a dinosaur (specifically T.Rex) shaman. Most of the archetype flavor is common to all shamans, but I wondered what suggestions people might have for the Totem Transformations and the available bonus feats that fit a T.Rex theme. What I'm thinking so far: Quote:
She's planning on taking the T.Rex companion, so I haven't really thought about what domains would be acceptable. These are the bear's list, but they seem mostly acceptable. Quote: Wild Empathy (Ex): A dinosaur shaman can use wild empathy with dinosaur as a full-round action with a +4 bonus. No change needed Quote:
I tried to fit these to the T.Rex stats, but am very much up for suggestions. Quote: Totemic Summons (Su): At 5th level, a dinosaur shaman may cast summon nature’s ally as a standard action when summoning dinosaur, and summoned dinosaurs gain temporary hit points equal to her druid level. She can apply the young template to any dinosaur to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces. No change needed. Quote:
No change needed. Quote:
I tweaked these to be from the list of feats that the T.Rex itself has. Again, totally up for suggestions on changes. So any ideas, comments, and suggestions would be welcome. Thanks!
About The Wisp bit of backstory--
Even to Mary it didn't make sense why she left, not entirely, but it happened right after she met a cleric of Desna. He had watched her rob a man of his baked goods. He didn't stop her and tell her to return them. He just asked her if she was on a good path, and then told her that all choices are journies. And, then he told her to seek her dreams. Marilwen took that as permission and left. However, she always would stop buy and leave a portion of her treasure to the orphanages. sometimes she'd just appear at night and drop food and stuff on the children, or leave at the doorway in a basket swaddled up like a baby. Mary is an adventurer seeker, looking to use her gifts to make the world better. Mary is athletically built, with more of an elvish figure than a human silhouette. Her hair is is pale corn yellow, and her eyes are a deep bluish green. When she's out rogue-ing it up she wears a mask that resembles an owl. Mary, likely a Tian Xia portrait, maybe. Mary casual; just another design. Maybe Wisp looks like 18 from DBZ 10 minute backstory:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum. -----------------------------
----------------------------- List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned. -----------------------------
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! -----------------------------
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. -----------------------------
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor. -----------------------------
Strength: +2; Dexterity: +4; Constitution: +2;Intelligence: +1; Wisdom: -1; Charisma: +3; Init: 4
Offense: CMB 2
Crossbow light:Attack: +4 Dmg: 1d8 Crit: 19–20/×2 Range:80 ft. Weight 4 lbs. Type: P Rapier:Attack;+2 Dmg: 1d6 + 2 Crit: 18–20/×2 Weight: 2 lbs. Type:P Defense: CMD 17
Saves
Skills Class Ranks: 10 = 8 + Int. Mod.: 1 + Fav. Class: 1
Feats
Racial:
+2 to One Ability Score: Dexterity Medium Sized 30' Movement Low-Light Vision Adaptability: Skill Focus: Stealth Elf Blood: Half-elves count as both elves and humans for any effect related to race. Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: + 2 Perception rolls Multitalented: Rogue and Sorceror Languages: Common, Elven, Goblin Weapons & Armor
Studded Leather Armor 25GP 20lbs Equipment
Rogue's Kit 50GP 37lbs:
Back Pack Bedroll Belt Pouch Caltrops 10 chalk Flint & Steel Grappling Hook Iron Pot Mess Kit Mirror 10 Pitons Hemp Rope Soap Theive's Tools 10 Torches 5 days Trail Rations Waterskin Traits
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