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![]() In preparation for Pathfinder 2nd Edition, I decided to run my long-time gaming group through Rise of the Runelords. We had done it all; Dark Heresy, Call of Cthulhu, Dungeons and Dragons 5E, 13th Age, Dresden Files, Game of Thrones, Homebrew and (most importantly) Pathfinder. Yet we also have never truly run through an Adventure Path. I strived for this game to be a celebration of something that we've all played for so long together, and as such invested heavily in getting everyone to collaborate on backstories and character investment. In some part, however, this was also my opportunity to hone myself further as a DM, and to showcase the lessons I've learned. I worked hard to invest my players in the game through discussion, game prep and pointing them in the right direction regarding backgrounds and resources to help flesh those aspects of their character more fully. That out of the way, some game background before discussing the first session: - I did not inform any of my players at the time (aside from the one player whose run the first half of Part 1) that we were running an Adventure Path. This was more for the surprise factor then anything else; the group has already had experience with me as a DM, and as such I wanted to keep the players guessing in regards to the direction that this game would go. The reception was quite positive for the reveal, so I'm glad I made that call early on. I also helped navigate point-buy with my players, who were able to build some character strengths and backstory by stats alone. I was very proud. - The game would have a couple of house-rules which would establish the world, and help with balancing without needing to change the game as extensively. They are as follows: 1. Pathfinder Second Edition introduced armor and certain spells that raised both AC and Touch AC. I jumped at the chance to incorporate that immediately, especially with three spell-casters in the party. In this case, magic armor (and any spell which give bonuses to AC such as mage armor), certain magic items that give armor bonuses and a majority of mundane metal/heavy armor would increase Touch AC. 2. Incremental negatives for Intimidate and Diplomacy rolls for player characters when attempting these actions against higher level enemies. This has been done for quite some time in my games, and works great for early balancing while proving negligible at higher levels as intended. 3. Finally I introduced the different human ethnic groups found in Varisia, due to the emphasis placed in ROTRL on actually knowing where people come from in this campaign. So I expanded the languages that characters could learn to include Shoanti, Varisian and Tian. I also made it a point to name-drop these groups during the campaign. - Lastly I decided to give each player (once I had their character name, background and a check on their character sheet by the DM) a personal item which could be used 1/day based on their backstory. One of these would prove quite useful within the first session. With all that out of the way, I'm excited to begin the tale of my adventurers as we travel to Sandpoint and experience the wonders of lunacy and festivities. I will be making another post due to the length of this one which will detail the characters and backgrounds before I move forward with the session recap. If anyone has questions in the interim between posts, I'll do my best to answer them! ![]()
![]() I am joining a game where players take on historical figures as characters in a Pathfinder rule set, and for me I am picking Lu Bu. I have some ideas, but would love to hear suggestions about how I could realize a character like this as the dominating warrior that he is portrayed as in Romance of the Three Kingdoms and in Dynasty Warriors. This also means trying to match as close to his armor, weapons and capabilities. This means he only uses Halbreds. My current thought was to make him a Barbarian, due to his tendency to rage and be a force of nature. Thoughts? PS. I believe the characters are starting at Level 15 with 3 Mythic Levels. ![]()
![]() Looking for some help making this guy starting off. So far I have him as a Half-Orc Skulking Slayer, using Unchained Rogue. But in terms of feats, traits, and equipment, I'm somewhat lost. I have 170 gold to work with, and I also want to be able to sometimes knock someone out with a Sap or Greatclub. Stats:
Thoughts? ![]()
![]() In the vein of discovering the new, I would like to ask what players have seen in their day that was peculiar in terms of characters whose classes were played against type, and how that was the case. For example, playing a Barbarian whose rage is less about roaring and more akin to tranquil fury, one who has no expression as they cut down hordes of creatures. Or perhaps the Wizard who dresses and acts more like a Rogue. Just little things like that. ![]()
![]() I realized that while the class guides have this in a way, I wanted to create a thread for new and old players as a comprehensive list of Archetypes for each class (Barring 3PP or Player Companion archetypes) and how they stand in regards to other archetypes for that class. So in the replies below, lets discuss what could be considered to be generally good and generally bad archetypes. The criteria for determining this will be based on the general benefits given by an archetype and how much or how little those benefits outweigh the negatives associated with the archetype, and general strength overall. Finally in no more then a paragraph, describe the reason behind the placement of that archetype. Evidence to support it's placement, and also it's place against other archetypes. Note that no matter what this guide will be partially subjective based on these entries, but hopefully we can all band together to create a overall good list for archetypes. I will try to edit this post as we get more information. ![]()
![]() More of a curious question then anything else, but how many of you utilize or are in games with Houserules? If so, what are these houserules? Do you see a common houserule mutliple times? Comment below, let your houserules be known. As an example for myself, characters that have multiple attacks can use their swift action to make that second attack. ![]()
![]() Recently I bought the anniversary edition of Rise of the Runelords, and I was wondering if there was any supplemental material needed for this adventure path, or anything that people could suggest that could be added before I begin using it? I know that some people have had changes made to some adventure paths because of things left out or whatnot, was curious if Rise is also an adventure that may need tha as well. ![]()
![]() I have just started a campaign playing as a Druid. We are first level and before the game started we were discussing what wasn't going to be in the game. Now in the world that this DM is creating, there are no Dinosaurs, so I would not be able to get an Animal Companion that was a dinosaur. As far as I know, this just means that there are no living dinosaurs in the game. Fair enough, but the DM also banned dinosaurs from being summoned through Natures Ally, stating that because my character does not know about dinosaurs that I would not be able to summon them. The question then is if I don't make a knowledge nature check to see if an animal is actually in the world, do I not have the ability to summon it? This can also be expanded into any game session. Would I have to be forced to do Knowledge checks to see if my character even knows that a creature exists before summoning it? Like for angels and devils? I am just perplexed because I respect the no dinosaur ruling, but I have no idea how far that goes into other fields of summoning. Would this mean I do not have knowledge of the majority of creatures if I am a dwarf and have only been in temperate or cold regions of nature? Thoughts? ![]()
![]() After combing the Dragon types through all the Bestiaries, it is strange to not see a single expanded list of Chromatic and Metallic Dragon types. I understand we have Black, Blue, Green, Red and White, and we have Brass, Bronze, Copper, Gold and Silver, and the expansion into the Primal and Imperial dragons is interesting as well, but why are there no more True Dragon types? Was Yellow and Orange just deemed unnecessary, or for a lore reason? It also is the same with Metallic dragons. No Iron, Tin, Orichalcum? It would love to know, it has bugged me for quite awhile! ![]()
![]() So I am having some issues figuring out what class would fit well in the composition that we have right now. The group is an Alchemist, Sorcerer, Cleric, Rogue and Paladin who is specializing in Holy Gun archetype. The other characters are more traditional, but what would be a good class to pad things out? There isn't much front-line so I was thinking fighter, but I was trying to see if there were other options that I may not have thought of at this time that could be gained from this thread. This campaign uses Hero Points, with a point buy of 20 points (High Fantasy), As well as one trait that must be from the Iron Gods, and also a bonus feat. Starting gold is normal for the class rolled, all starting level 1. ![]()
![]() I was getting into a interesting conversation with a friend about the viability of teaching a villager an offensive cantrip. Suppose that a city was to teach every citizen as a mandatory curriculum the ability to cast 0 level spells (Or higher if the people have the aptitude). Would this be more cost effective than training a bunch of people to use longbows, crossbows or the like? Just due to ammo costs and gold costs, or would that be silly of me to believe so? If not, what would make using 0-level offensive spells more viable than a bunch of archers? ![]()
![]() Hello everyone! I have been trying to determine how a flammable flour bomb would work in Pathfinder, as I know in the real world flour or other high density powders can ignite and create giant flames given the ability to. How would this translate to Pathfinder? Would it even work? And how much would I need at minimum to damage an enemy with it, and how big could I make it? ![]()
![]() Hello everyone! Previously I posted a thread asking about things to include and not include in my campaign which I am slowly building up to
http://paizo.com/threads/rzs2r33w?What-Should-I-AvoidBan-From-A-Core-Pathfi nder#15 Now that I have taken the time to read this, I feel confident in what I want to do with my campaign. Now the big question: Right now I am basing the overall story and encounter layout roughly on the Crypt of the Everflame Module (Level 1). The story is somewhat similar, but since I do not have the module the encounters, items and treasure locations are being made for the campaign by me. So far it is as follows: Roughly 6 enemy encounters, mostly Undead and Necromancers, but if the players do not head to the crypt immediately they will probably encounter Bandits or Goblins. The party at this time is roughly 4 people, a bard, cleric, rogue and what I assume might be a druid. Encounter numbers will be rolled, but I am roughly at lowest having it be 1/1 for the party. I have a total treasure value of roughly 1,500 GP, whether this be from in the city or in the tomb. This includes potions, scrolls, trade goods and other items located in shops, or items found within the crypt in secret treasure rooms. Does this seem relatively balanced? Or should I make some changes? I am a first time Pathfinder DM, so any info helps. ![]()
![]() I am hopefully going to be able to run a Pathfinder campaign using the Core Ruleset only, and I can't wait to try my hand at DM'ing, as I almost never do it in such a format. However one thing that bothers me is I do not have a encyclopedic knowledge of the game. So in Core, what are some things I should try to avoid using, or ban from use in general? I once saw a thread talking about Leadership, but other than that I'm not too sure. ![]()
![]() As a precaution to a inevitable character death (Or if wishing to join a campaign) I have decided to start another character sheet. However, the rolls that I have done with the standard (4d6 minus lowest roll) method has been...interesting. With these rolls, what sounds like the best class to pair it up with? Rolls:
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![]() Hello everyone! I just came back from a fantastic session of Pathfinder, but the one question that seemed to nag me was what our group would be able to do should we come across a plane creature. At the moment we are investigating a tower that has mysteriously appeared in front of a city. and is quite weird. It is full of traps and other devices, with dirt that when consumed causes people to float, chaos emeralds and wall distortions that suck people in. While combat has been sparse we have encountered a screeching construct made of splinters and bark that has nipped at the ankles of some of our group. I believe we may be in a tower that is elemental in nature, perhaps Terran. Our GM has a "After Sessions" Level up system, so now the entire party is level 2. I grabbed all elemental languages and put skill points in Knowledge Nature and Religion. Finally I have gotton a Protection From spell, but I don't know if Chaotic or Evil would be better to use in this situation. So help me everyone! Does anyone know whats going on, if whats going on would be better fought with Chaotic or Evil protecction, and if i'm prepared enough to save my group from a grisly demise? ![]()
![]() This is my first post on Paizo, and I just wanted to say I have been lurking around for a couple weeks just enjoying all the advice and insights on classes and the like. So for those reading, thank you! Now to the task at hand: Later this week I will be playing a Pathfinder campaign and I'm hoping to play an interesting Elf Wizard. His whole goal is to try and hide his magic as much as he can, so he dresses in non-wizarding garb, has a grown-out beard and carries knives and clubs with him, has a lot of tricks and items up his sleeves for encounters, and also picks a lot of subtle spells to trick or daze opponents. I decided to pick a Familiar because it sounded like a great way to Roleplay for my character, and I have always been partial to Summoning and Creature controlling classes(In fact my main school is Conjuration). My question is this: I plan on using my familiar as a scout, a Perception double check, and also letting him be tough enough that I can let him be alone and not be attacked or noticed. I have so far decided upon a Hawk, but what would another good choice be for a familiar that is within the Core Rulebook (Which I believe is what is being used for the campaign, so no AG) and beyond the familiar itself what can I do first level with them? I have some idea of what they are capable of as I have tried researching myself, but I would always like to have specifics listed out. |