Cayden Cailean

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Goblin Squad Member. 22 posts (181 including aliases). No reviews. 2 lists. No wishlists. 2 aliases.




I'm starting up a new campaign at my FLGS, and I'm looking for 4-5 players. The game will be at Red Castle Games in SE Portland, twice a month. Tuesdays and/or Sundays, 7 or 8 until midnight. I'm going to be running a Pathfinder adventure path, and I'm thinking either Reign of Winter or Shattered Star, though I'm open to other APs.

If you're interested, you can find my email in my profile. Put "Pathfinder Game" in the subject line. Thanks for reading.

-The Eel


1 person marked this as FAQ candidate.

Here's the background:

I have a knife master/ scout rogue that I plan on multi-classing into shadow dancer around level 9. I'm going to end up taking a few ninja tricks as well, both as a rogue and as a shadow dancer, starting with ki pool as a rogue at level 8. As a SD I plan on taking vanishing trick and shadow clone, as well as a few other talents. After 6 levels of SD, I'll be heading back into rogue for the remainder of the AP. During that time I plan on taking the invisible blade master trick (if I can).

Here's the questions:

As far as I can tell, rogues and ninjas can gain the other's talents and tricks, and ninjas can gain advanced talents, but there is no rogue advanced talent that lets a rogue gain a ninja's master tricks. This seems an oversight to me. Why would it work for a ninja one way, but not a rogue in the reverse? I've asked my GM to look at it and see if he'll allow it, but I'd love to see it as an official option.

Shadow dancers get rogue talents, and thus can get ninja tricks. While I understand that levels in rogue and levels in SD don't stack for purposes of gaining advanced talents (or master tricks, if so allowed), how does it work when determining effects based on level, such as the duration of some of the various talents and tricks. If, by character level 11 (rogue 8/ SD 3), I were to take vanishing trick as a shadow dancer, would the duration be 3 rounds, or 11? I know that nowhere I can find does it say the levels do stack, but tricks is tricks, right?

Related to the above question is this: Once I've gone back into rogue for two levels, at level 16 I'm up for advanced talents. Assuming my GM let's me choose master tricks from the ninja list, I'd be taking invisible blade. But I'm taking that as a rogue. Now the duration, without any stacking, would be 10 rounds. That 10 rounds of greater invisibility, based on rogue levels. But I took the pre-req as a shadow dancer, and when I used vanishing act, (pre-invisible blade, and assuming no stacking) I'd have a max 6 rounds of normal invisibility.

I guess for me it's confusing because of how all the talents and tricks interact, seeing as how both base class and prestige class get talents. I hope this post isn't as confusing for those of you reading it. Thanks in advance for your input.


Hey all,

I'm considering using the Chain of Dogs from Steven Erikson's Deadhouse Gates as the basis for an upcoming event in my campaign. If you're familiar with the book, you'll know what I'm talking about, if not, here's the tl;dr version:

The characters have to escort a large number of civilians many miles to safety while an enemy army harasses them the entire way.

Another reference that may help is from the Lord of the Rings, when the Rohirrim flee Edoras for Helm's Deep.

Anyway, here's the background. The PCs, once soldiers of an invading empire, have fled from a battle where they were betrayed and framed (more Malazan influence). They settled in quaint city in the kingdom to the north, and this has been their base of operations for at least five levels. They have made many ties to the area, some financial, some tactical, others romantic. Their quests have lead them away from worrying about the empire that's still hunting them. I intend on having that foe come crashing back into their lives at some point later in the campaign, and the Chain of Dogs has given me inspiration.

My idea is, at some point down the road (there is still much to do around the kingdom they're in), the invading empire marches an army into the kingdom and is about to sack the city the PCs are in. They'll be asked to help lead the civilian inhabitants further north to another city with is much better fortified (Helm's Deep, if you will). It's not that far away, maybe 200 miles, but a train of civilians will take around two weeks to walk there. During that time, the train will be attacked regularly. Usually small hit and run, harrying attacks, but a few large scale encounters, as well.

Now, here's the d!@k move, on my part. Everything they've worked for back in town will be sacked. Ruined. Gone. Many, many civilians, and probably some of their friends, will die. I want to put hatred for their former employers back into their hearts. I want them to have to start fighting a lopsided battle. These guys are too clever, by far, so I know they'll figure out a way to survive, and fight back. I just have two questions..

1. Should I do this to them? It fits the story that we've been building, and furthers a few other points of the campaign, but it's harsh.

2. How do I go about running it, if I do. I'm not a novice GM, but I could use some outside opinions and thoughts.

Thanks for reading this far. Sorry for the huge post. Any thoughts are appreciated.


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I just wanted to post a quick thank you to Sara Marie (Customer Carebear!!) and the rest of Paizo's customer service. You guys are amazingly responsive, courteous, and helpful. Despite the slight hiccup with an order, once I made my query about it, it took a total of 15 min response time to clear it up. I don't know how much hassle you have to deal with as CS for Paizo, but you all do a great job, and probably don't get enough thanks for it. So, here you go. Thank you.


I'm planning on starting an E8 pathfinder campaign in the next couple of months and I need suggestions for some lower level published adventures to include. Most of the main "story arc" adventures I'll be designing myself, but to cut down on the prep work, I want to include some stand alone modules. Aside from a few adventures out of Dungeon magazine, I've only run my own, so I don't really have the foggiest idea what's out there.

If you guys and gals could list a few modules you've run in the past that you would recommend, it would be very much appreciated. Here's what I'm looking for:

- Between levels 2-8
- In a setting that can easily be inserted into a homebrew world. I don't mind changing a few details, but something that's heavily tied to a particular setting won't work.
- Something that isn't part of a longer AP or multi-part adventure.
- Since it's E8, not a lot of NPCs with over 8 class levels. I can make adjustments to a few, if need be, but I'd rather not have to convert every NPC in the book to 8th + X number of feats.
- Paizo and 3PP are both fine, as is any old 3.5 that's been converted to PF already.

Thanks in advance for your help.

-The Eel