I can't edit my previous post.
After doing some testing. Critical Hits are a little overboard in Pathfinder. A lvl 1, 18STR, raging Barbarian with a two-handed sword can do 2d6+8 damage normally. On a crit that jumps to 30 damage. That will take out a 4HD creature, and most bosses.
Critical Hits - roll all the damage dice according to the weapon crit multiplier, add all modifiers after this. If no multipliers listed, simply double the weapon damage dice.
Example: a Greataxe 1d12+6(X3) wielding Barbarian crits, he rolls 3d12 then adds his +6 after this.
This should prevent the people who dump their hit stat and just hope for crits with super high damage bonuses.
Third option for Opportunity Attacks, use the Dungeon Command movement rules:
These are my houserules to make a Pathfinder game take the best from the Pathfinder Beginner Box, D&D Next playtest, and even a tiny bit of 4E and use them to make a really fun quick game. Any comments on where they might break are appreciated. All are optional, and each one should be addable or removable on it’s own, except the auto-confirm critical relies a bit on making fewer iterative attacks.
1. Healing and Hit Points
* After being injured, every 1 min of resting, converts 1 Reserve Point into 1 HP.
Actions you can take to Heal in combat or during a short rest:
Actions during a rest
3. Opportunity Attacks
* Five Foot Step is gone.
* The Withdraw Standard Action allows you to move 10 feet without provoking any attacks.
* Standing up from Prone, does not provoke opportunity attack.
* Using a ranged weapon in melee does not provoke an opportunity attack, but you take a -5 penalty if you target any creature other than one adjacent to you.
* Remove the “Shooting into Melee -4” rules, but leave the cover rules.
* If you cast a spell while a monster is engaging you in melee you must include at least one of those creatures in the spell.
Optional: If you charge a creature with Reach it gets a free attack.
4. Extra Saving Throws vs. Save or Suck
5. Iterative attacks:
6. Critical Hits
Example: if you Power Attack and end up with a +3 net to-hit bonus, and swing at a Dragon with AC 25 and get a natural 20. Your 23 would not have been enough to hit the AC 25 so it is just a normal hit.
7. Magical Healing
8. Swarm stomp
9. Sneak Attack
10. Ritual Spells -- to handle Ability Drain/ Death / Level Drain/ Petrify
Anyone have any current info on this? Would love to run it for some friends, but as Beatboy said, all the links are dead =/
I downloaded them a while ago. I have copies of the files stored for my meetup.see here: http://www.meetup.com/NYC-DND/messages/boards/thread/18176042
He never did the last two: "Sins of the Saviors" or "Spires of Xin-Shalast"
Tim Hitchcock wrote:
That would be pretty awesome.
If you run something for Yoda and the PFS, all the seats might be accounted for. I'd hate to take a seat from a regular PFS person.
I organize the NYC D&D Meetup on meetup.com. Yoda is a co-organizer of that as well. If you ever do run a game and there's a spot open I would love to play.
If you need a space better then the two gaming stores in town. I made an arrangement with this bar in Greenwich Village that is themed to be a dungeon. It's got weapons and shields on the wall, life size skeletons in cages, wax figures of werewolves etc. If you wanted to play there with a group I could easily arrange it with Yoda8myhead. We can get the whole place to ourselves for free, we are just encouraged to buy beer. They lock us in the dungeon on Sundays(with a cute waitress too).
Tim Hitchcock wrote:
Cool! I live in the West Village.
It's great you guys are so active on these boards. You listen to your customers... and you respond!
I can't fit my review in a measly 2000 character count so I'll post the entire thing here:
Wow I almost skipped over this module because the reviews are so low compared to others. That would have been sad because I almost overlooked a module I really like. Hopefully this review will prop it back up to where it belongs. I also will throw out that I play 4th edition (sacrilege!). So I look at these adventures differently than the normal 3.5 player. I ignore mechanics like Challenge Ratings traps etc. and could care less about typos. I look for pure story, characters, and things that would spark my players' imagination since I'm re-creating all the combat encounters.
Usually in an undead heavy adventure there are little opportunities to role-play since so many undead are un-intelligent. This adventure avoids that completely. There are many opportunities to role-play as well as very interesting characters. The characters are fleshed out enough to capture my attention and get me intrigued enough to plan how I will act out each one. In my opinion they need a tad more personal touches but the seed of personality is definitely there to make me want to do that. It doesn't hold your hand and tell you which ones to best employ though. It's up to you and your style of DM'ing.
It starts out with the classic scene of zombie hordes unleashed on the unsuspecting town. The party has to stop them from eating the commoners. If you enjoy putting commoners in peril to create tension this works beautifully. I absolutely love that type of zombie scene and wish it showed up more often in modules, think "Dawn of the Dead", "Planet Terror". The party then has to travel to an ancient tomb created by some holy knights to imprison a great evil presence. Seems like it might fall into being a dungeon crawl but there are lots of talking encounters and characters amply mixed throughout.
The plot is somewhat simple so I will go into the things that I like about the module: the characters and the scenes depicted.
While the gravedigger is probably one of the better characters to be in a module in a long time, my favorite encounter is with the mage transformed into a worg. A voice calling out from behind a tree stating "Please do not attack me, my appearance may disturb you" just sparks the imagination like no other way. I would enjoy if the transformed wizard could offer tangible help like a helpful clue, potion, or something if befriended but info is valuable too. 4th edition got rid of detect evil and I only allow "Sense Motive" to get a general sense that an NPC is "hiding something" so the worg/wizard works great for me.
There are some great scenes created from Tim Hitchcock's imagination that jump from the pages: One room is filled two feet deep with loose re-animated eyeballs and combined with a gibbering mouther. I would hate to walk through that room stepping on eyeballs.
There is a severed undead head in a magic cage that enables the head to speak. It is a dwarf who figured out all the traps in the tomb. That is a completely awesome idea! I plan on having him know about all the traps and layout of the dungeon but be very angry at being trapped in his cage and not helpful at all unless the party is extremely diplomatic. This is exactly the sort of stuff that is in the module that holds so much potential but the module doesn't tell you how to use it, that part is up to you. It's great, but for novices and DM's that lack creativity it might have been easier for the author to give more character traits to those NPC's. I think it's awesome that the party has a good chance to carry around an angry dwarf head that knows all the secrets of the dungeon but might be unwilling to help them and complains alot.
The main villain has an ability to be able to see and speak through all of his minions. This allows for a constant dialogue of threats, taunts etc between the villain and the party. I absolutely love love love this, I haven't seen any other adventures where you get to dialog with the main villain the entire adventure. Again it's personal style how a DM wants to use that but the power is mentioned once and not told explicitly to a DM to take advantage of it. Maybe paizo should write a "How to be a good DM guide"
My only criticism is that while the adventure does put forth a short backstory on the main evil guy, it could use more. I added a small story of an evil lich who lived 800 years ago and had an obsession with eyes because his eyesight was failing. He abducted people from town and ripped out their eyes and performed experiments to craft himself new eyes. This is the evil force that the knights put a stop to and made the tomb to entrap. I let the players uncover this eloquent story with a knowledge history check. I like how history checks let you flesh out the story and characters even more. Even if they failed the check they might be able to read it in the library of the adventure. I would add something like that to improve this adventure.
Usually a dungeon crawl is room full of monsters, followed by next room full of monsters. This module is totally not like that, you get to speak with and encounter different personalities, but you as a DM, have to expand on the excellent seeds that Hitchcock wrote.