Monkey

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When I first started my pathfinder group so long ago it was to run this adventure path. And we loved it. Made it all the way through book three before people moving, time, and what not put this game on the back shelf. But it's always been in the back of my head to pick back up and recently I convinced my group to do just that. I'm stupidly excited! Way back when, I had put together all the maps and mounted them on my wall. I loved taking them back down!

I decided that the game would take place some 20 or so years after the end of varnhold, centering around the leader's children and friends picking up a new adventure with the Tatzlford invasion. Starting them at tenth level, I'm going to run a mini adventure or two first to familiarize them with their new characters and get them some of the fun EQ from the earlier books.

Unfortunately, I don't have nearly any of the collateral we used for kingdom creation back in the day. I remember some of the cities, names and locations, but not much as far as size and scope of the kingdom and cities themselves. Does anyone know of some kingdom docs from around this part of the game that I could crib to get my players going?

I've been trying to read as much as I can on the board but I admit I'm getting a little overwhelmed. But it's all extremely useful! I can't wait to implement it all (and not to mention I'm a bit better of a GM than I was back then.)

Thanks!


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Hey you scurvy lot,

Wanted share with you all our new video skewering The Bard. Not that we don't like the bard but, low hanging fruit and all... :)

Enjoy!

Rolling High Presents: The Bard!


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Just a quick short to comedicly explain attacks of opportunity. Please note all participants have the "Improved Unarmed Strike" feat!

http://youtu.be/4iF72W_7tuM


Not sure if this is the right forum for this but wanted to share the RPG web series we've been working on, Rolling High. It's about what happens when you can't leave your work at the office or your dragonslaying in the game room.

www.rolling-high.com and the pilot is here on Youtube. Thanks for taking a look. http://youtu.be/L--HMfKfz9g


We are starting a game in which we are to play members of a thieves guild based in a city. I am enticed by the idea of playing an improvised weapons guy. Maybe with a slant towards disguise with the idea being that he dresses up as fishermen or whatever and uses that tools of that profession to deal damage.

We are staring at first level but will probably push pretty far assuming we live.

If I'm not spending money on weapons what should I look towards specifically?

Am I best using rogue with catch off guard and what not?

I'm also thinking of a level of bard for gaining arcane strike.

Maybe straight bard with perform (comedy) and be some kind of barfly insulter.

Thanks.

Iden


I am wrong thinking FF works on AoOs taking on other turns? Wouldn't the text have said "round" instead of turn and "as well as AoOs" instead of "including"?


So true seeing says you can see the true form of things that are polymorphed and what not, right?

Does that mean that if the druid has turned into a monkey and is attempting to be sneaky by sitting on the fighters shoulder, people with true seeing just see a guy impossibly perched there?

Do you think it would throw you off if your true seeing let you see some crazy guy charging you on the battle field, waving his hands in the air, ooking like an ape until he just slams into you with way more power than he should have?

Or running around on all fours?

Do you rule that true seeing let's you "know" its a polymorphed person or do see the polymorph as a veil around a person doing animal like things?


Hey guys,

I'm currently playing a Whip based Magus in my home game.

I gotta say I'm enjoying the style of play I get out of him. My group right now is:
Paladin (Tank)
Two Weapon Bastard Sword Fighter
Polearm (Combat Reflexes) fighter
Basic Rogue
Whip Magus (me)
There used to be a sorceror who quit the group and, yes, we have suffered from Not having a dedicated divine magic user but I can't convince either of the fighters to trade out so here we are...

Anyway...

I've taken a role of battlefield controller and buffer from, what ends up being the second or often third line of the battlefield. I chose half orc and took the beastmaster racial ability to get whip and net, and spent the early levels using dazzling display to great effect. At this point I concentrate a lot on tripping and granting my polearm friend all sorts of AoOs. And with improved whip mastery I take them myself, when he stands sometimes. I do lack in damage from the scorpion whip, but I never have to concentrate (Great at low levels) and I can focus on several fronts from the middle of the pack when we get surrounded.

Things I've discovered/question.

People have suggested using metamagic rods with the Magus so I ask is that impossible since one hand has a weapon and the other hand must be kept free in order to benefit from spell combat?

The compy familiar from bestiary two is awesome so far with the +4 initiative bonus...

So is true strike/trip in the same round.

Would you say that you can take all your attacks in spell combat, cast as your spell, and then instantly benefit from the extra attack from haste during that very same full attack?

Per the core book, Touch spells don't discharge if you miss the touch attack, so does that carry over to the Magus as I think it does? Letting you keep hold the spell until one of your basic attacks hit or you cast another spell?

Not that it's come up but since you can deliver touch spells through the melee weapon, it I absolutely positively have to heal or buff an ally 15 feet away, can I hit them with my whip? Maybe using whip mastery to switch it back to non-lethal damage, just in case?

Phew... I know I had a few more but ATM those are what I could come up with. Thanks in advance!