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Lee Hanna wrote:
But they did it so I would run 'em.

Ah, the old "Heres a gift I will enjoy more then you."

Just kidding :) Gratz on the gift, and have fun!


I made Orvingato, the merc lord in chapter 4, a rogue scout archetype.
Coupled with vital strike version of him that you made Joey it was really cool.

I'll remebmer some more, some stuff fayded out of my mind since I finished the path.


I see. So even when they do the:

:
Spend one day with a perception check to mark all the traps. They should find traps around the number of 1 per PC.

Thanks for the quick responses.


players stay ou, you have been warned:
In the part of the Stolen Lands, the hex with the trap filed glade. How much xp do players recive if they mark all traps? There isnt a precice number of traps, nor an indicaton of xp for it. Also, do players recive xp for steping into traps?

My players steped into 6 traps and then spent a day marking all others. I told them I will ask and then decide. Advice and how did you as a gm cover this?


J.S. wrote:
Well, a trait's more than just the bennies, and *a* horse isn't the same as *your* horse.

This. Mechanical benefits are the same yes from the point you stated.

But a character might have like J said *his* horse, a long life companion with a great RP hook. People get atached to animals, and this is not only for the classes with animal companions!

If RP like this is not your players cup of tea, or you just want a mechanical balance, both solutions sound good and balanced.

Give them extra gold, that has to be spent on exploring equipment, theres plenty of interesting stuff in Adventurers Armory.

Or make it a heavy warhorse to make it stand out.


Stalwart wrote:

I'm resurrecting this thread since I'm about to reach this stage in the Kingmaker campaign I'm running. Hopefully, I'll get some new eyes viewing my ideas, and with that some more input.

I aprove of this resurrection. I'm sorry I dont have any ideas right now, but I will use these for sure! I dont like the idea of rulling with ability scores either. Skill check seem so right.

We never see a good use of profession() anyway. And if players cry about having to take these... I dont care, they have a KINGDOM! At least they can do I learn some skills to run it.


DigMarx wrote:

Here's a simple flowchart I made for Kingmaker kingdom building. If there're any problems or errors, let me know.

Zo

Downloaded it, its awesome, snatched :)


Glad to hear that Joey, good luck with the path!


I have luck that me and my players have time to play once every or maybe once every other week.
And yes so much possibilites to play out stuff in the AP. My players had tons of fun in To Serve Evil and we played it in quite a few sessions.

I think your players will enjoy the last two chapters, I know my group did.


Well its been a while but we did it.

The group I ran for a year and a half yesterday finished the path with a success! The story and the ending were amazing to me as a GM and simply awesome and full of thrill for my players.

Thank you paizo and the people behind this story for this great AP, we had so much fun playing it, and when I look back not one chapter was bad or uninteresting!

Thank you Joey Virtue for your thread on changes made to the path, it made my life easier and combats better and more challenging for my players.

To each GM that thinks of running this path I can say go for it. Cause its so much fun and the story is great, builds up from the first chapter in a great way, and unveils into an amazing piece that your players will be glad to be a part of in the end.


pming wrote:

Hiya.

stuff

Paul L. Ming

Im GMing a group thats on the last chapter right now, and to be honest SD has alot of darklands as it is, whole chapter 4 is and 6, as well se some parts in 3.

If you want even more Darklands, i supose you can alter chapter 5 to be completely underground (the part where PC travel alot).

Also in part 3 the Celwynian can be altered to have more drow holdings below it, so you can have some darkland parts there as well.

Other then that good choice on the AP, I have never regreted that I started this one, it is tons of fun.

When you get the books read em and youll see the parts I mentioned hopefully youll make it work.

Be sure to post what you did about it here :)


Frist of all, WOW. These are amazing.. right now I cant find anymore words as I am still looking at the details in these maps.

My group is at the last chapter in SD and I must say I am very sad I wont be using these.

And also very nice of you to share these to other SD GMs.

You sir are a gentleman and a scholar! :)


I enjoyed this very much, good work.


Hey again Joey,

If by any chance you still visit these forums i gotta question.

For the last adventure encounters, did you include the glyphs in the stat blocks of the guardians or not?

Thanks for the response in advance.


As a DM whos running this AP I'm very glad to see a PC liked it, that means hopefully my PCs will have a good time finishing it as well :)

Gratz for making it !


Thank you for fast responses, that clarified the situation i was having :)
Thanks


Question is easy enough.

What counts as a polearm and what doesnt?

Can anyone help?


Gorbacz wrote:
Considering that the AP is written for 3.5 characters (weaker than PF chars), starting at 2nd level with 3200 gp and 6+2d6 method ... bit over the top ?

Well to be honest PF characters are weaker then 3.5 characters using all the books other then core.

That aside, i guess its ok if you like to pump up your players. I used the regural 4d6 drop lowest, you reroll 1 lowest score, and then you can decide to keep the score or roll one more line of scores.

But to be honest that is the alst time im using that kind of system, I got some lucky players and they have scores that are too powerful, so for the next game i decided its gonna be 15point buy. But i guess it's just a personal preference.


Or just dont be lazy and go eldrich knight.


I feel like an lazy ass now, but could i trouble you for that cleric also? I think he will add a good problem for my group to solve, as till now there wasnt any enemies that healed.

That HeroLab thing looks like a quite handy tool indeed!


Thanks again Joey! I shall post the outcome of the final days of endless night when we finish it. Just to let you guys know what kind of havoc you helped me with :)


Ohh what a nice idea, were you thinking about a bard or cleric for the gate encounter or something sooner?

If you could cook up a bard and a cleric lets say maybe 8thlvl for addition to the gate encounter I think that would be a good chalenge and some good xp for the boost we were talking about.

For the wilderness encounters i'm quite satisfied with the purple worm, he is big bad, and it will make them s*it bricks.


Thanks for the Hulk Joey! Was one of my favorite monsters since Neverwinter Nights :D

So since they have 2 days to treck in darklands to the portal, I was thinking some Umberhulks as a random encounter like 4-5 to make them bleed. Maybe something for the end of day 1, then as a strawberry on top a purple worm to make them cry and perhaps eat the paladin.

For the gate encounter I'm gonna add 1 lvl of rogue to First son, cause the Joeys conversion is awesome but is missing 1lvl. Gonna add more guards any idea on additional ways to make that encounter harder?


Thanks for the ideas joey. They are already lvl10.

Ok I guess i'll start building up some encounters for them to hit while they travel to the gate.

Anyone have some other cool ideas for a underground baddie other than a dragon? Something neutral perhaps, dont want to see another paladin powah ownage of my baddie :)


Well, they are handling all of Joeys conversions as they are. The party is a paladin, druid, fighter with one lvl of a barbarian, and a shadowdancer rogue.

And they are really good in combat, expirienced lot, with myself as well. Good positioning, tactics, combat manuvers they all do it very well so posing a chalenge in a fight without using higher lvl NPC is really hard. On the other hand they dont have an arcane caster.

So giving them 11th lvl so soon maybe hard to handle. Any toughts on that?


So the group im leading is just escaping Zyrnakyanin so that leaves us with the gate event, and were off to the next chapter.

They are lvl10 at the moment, just gained it after Ad hoc expirience in talk with Allicavnis.

Should they be higher? The introduction for Memory of Darkness states lvl12 as the begining point. I am using medium progresion for this campain.

Suggestions? Advice? Thanks in advance. Sorry for bad spelling :(


Joey Virtue wrote:

Im a huge dragon guy

Im trying to figure out what type of dragon to use in Endless Night to use as a set piece instead of the one offered

I really like the Umbral Dragon but I dont think Ill convert it right compared to the standard dragons because they are pretty differnt from 3.5 to Pathfinder I think the most changed creature

so what type of dragon fits?

Hmm not sure, red perhaps? Lair near a magma flowing river or something. But I dont have a good knowledge about dragons so perhaps not.

In any case get it posted asap :D my party is just finishing Venoms KIss and I would love to throw some more nasty stuff you can construct after that :)


PathfinderEspañol wrote:

For spellcasting issues it is covered by the rules, Magic Chapter, Pag 218 and page 220.

Divine spellcasters don't need to rest, but you still need to meditate for 1 hour.

I know for spellcasting purposes, but I'm wondering for others. As in the situation i described above :)


I cant seem to find rules for what happens when you dont sleep. I recon it means fatigued for the next day, I think i remeber something like that from the ol' 3.0.

But where is it in Pathfinder anyone know? Constitution checks not to be fatigued? Does endurance help?

I came up on this cause i had my ranger stay up all night watching a enemy camp for movement and such. :)


Ahh no no no, I dont want to nerf him like that, I really want to use him as he is, maybe ill ad him a lvl of a rogue or fighter? :)


Joey Virtue wrote:

The Deep Gate Pg 45-47

TIRYIN VONNARC CR 12
Male Drow Duelist 7 Fighter 4 Rogue 2

Hey, just one question about this guy you made :)

I'm not sure he can be a fighter 4 rogue 2 since the requirement for a duelist is +6BAB. Should I just ignore this or is there something I missed?

Love all your work by the way, it made my SD an amazing expirience :)


seekerofshadowlight wrote:
It is a standard action, it can not be used with a full attack.

Thanks! I tought so, just wasnt clear enough with the *when you do the attack action* bit.


*Vital Strike You make a single attack that deals significantly more damage than normal.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals aditional damage*

My question: Is it a standard action to use this feat, or 1 attack per round for example when you make a full attack does the first attack deal aditional damage?


I see your point Ice Titan! As I dont yet have the last two chapters i didnt have insight into the sidebars or the plot itself.

Then I wont do it, but i guess it will be nice to see expresion on my players face when he learns thats how drow became who they are :)

Thanks for the respones!


I'm curently in Endless Night with my group. The group has one elf, a druid that is true neutral.
But from when they first entered Zyrn he has been acting more like drow than like an elf. Under explanation of blending in his character has acepted the ways of betrayal, lie, murder and such. The funny thing is, he isnt doing it on purpose. He just figures he wants to blend in.

But we know the truth right :) Elfs can morph into drow if they become too evil. Now I ask you is it possible to morph him into drow later in the campain? How long does the proces last? What are your opinions on the whole thing?


Are wrote:

I believe that should read "noble servitor" instead of "revered servitor".

But the event number 3 in the part 4 'To serve evil' has a trigger stating 'when the PCs achieve the title of 'noble servitor'.

Its not a big deal, just would like to know if there were some aditional tiers and ways to flog my PCs :)


I have a problem understanding something.

In PART:V Tower Solacas it states 'after a few days when a PC reaches a status of a revered servitor' yet I cant find a 'revered servitor' in the part with the working for the house.

Any toughts?


Sounds good! I like how you replaced the rather bad in my opinion set piece for Endless night. Especially since i want to throw hard chanlenges at my PCs (they are a powerful bunch)


Amazing work mate! The party I am leading is now at Endless Night, and i discovered your conversion at the begining of this adventure. I must say im sad i didnt find out about it earlier :)

Unlimited thanks!


I personally when I heard about that +2 on attack from being invisible allowed it to work with stealth.

Anyway thanks for the responses I apriciate it. From what I read from you I'm gonna house it a bit like this:
First two strikes count for sneak attack damage if the attacker has two-wep fighting (Mainly for the cool factor, and not to leave the rogue pooped if he misses the only attack he was suposed to sneak attack).
You can stealth but it must be a part of some sort of movement(a 5' step is enough).
You can stealth after you attack, even with a full attack action. But you need to take a 5' step, and you have a -20 penalty as for sniping.

Give me your 0.02 on this way to deal with it :)


Just to be clear, I'm not worried about stealth after attacks, my question is before actuall attacks are made. As in: Can he stealth and do a full attack, or stealth between attacks in a full attack action?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

The problem in question is this. What action does a stealth check use?
The rules are not clear enough on this and its causing a dispute between me and my rogue/shadowdancer player.

Action: Usually none. Normally, you make a Stealth
check as part of movement, so it doesn’t take a separate
action. However, using Stealth immediately after a ranged
attack (see Sniping, above) is a move action.

Now the problem is my player is claiming he can roll a stealth check in every round (shadowdancer, hide in plain sight) and attack away. But I am claiming he must move in order to do a stealth check.

Any official clarification to this? I searched whole day but coudnt find response to this specific question.

Thanks in advance