Staunton Vhane

John J Lynch Jr's page

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Our group has finished Age of Worms and Savage Tide. Both of those APs took our group beyond 20th level. We are currently running Rise of the Runelords and the GM is adding material to get us to 20th. The next AP on deck is Jade Regent which I will be the GM and I'm adding material to get the party to 20th level.

Each group is different. Each GM is different. I know a lot of folks don't like playing/running high level Pathfinder but then some people do.

I would personally prefer it if Paizo would release a 1-20 every couple of years so that I wouldn't have to go through the trouble of adding Paizo modules or homebrew stuff to get my party to 20th. We have 1-20 classes... Why not do more 1-20 APs?

Edit: I mentioned adding Paizo modules and homebrew to the campaign and completely forgot about scaling up the entire AP to get the group to 20th. Doesn't help if you add material and still have the same BBEG at the end. It's a lot of leg work for a GM with the APs to get groups to the capstone level.


I have played through both Age of Worms and Savage Tide to completion. They both served up plenty of PC deaths but I think AoW was a bit more brutal.

Our current Rise of the Runelords campaign has claimed the life of a PC six times so far and we are just into book 3. Four of those deaths were due to rolling poorly on saves vs paralysis and the other two were vs the boss that has been mentioned earlier in the thread.


Eltacolibre wrote:

Mostly in dungeon magazine, depends what level you are looking for, notable ones:

Tammeraut fate dungeon 106 and Lord of the Scarlet Tide dungeon 85.

The stormwrack 3.5 supplement, believe had some underwater adventures.

Thanks for the info. I will see about getting my hands on those Dungeon articles. Luckily my friend has hard copies and I vaguely remember Stormwrack from 3.5. I thought they had water locales but I don't remember any purely underwater adventures. I'll give it a look.


I am in search for any published adventures that take place primarily underwater or supplements that will aid me in putting together my own adventure. I have an interest in spicing up a land campaign with an aquatic side quest to give the players a unique experience to change the pace a bit before getting back to the main plot.

Any suggestions would be greatly appreciated!


I was reading through Tide of Honor and I noticed the island city of Sangoshi is sunken off of the eastern shore of Minkai. I would love to run an underwater adventure to break up the monotony a bit. Does anyone know of a good "underwater city" adventure that I could use or a supplement that would help me to make my own underwater side trek?

Any ideas would be greatly appreciated!


I am planning on granting every PC a magic weapon that will scale with them as they progress through the campaign. The weapons will be a +1 weapon for anyone but the specific bonded PC. They will gain enhancement bonuses and a couple other magic properties. Also, each weapon will gain a special ability after fighting Munasukaru that grants the PC some sort of custom boon vs oni that is tied to a class feature.

Now, I realize after Munasukaru there aren't many more "boss" oni but there are going to be plenty of oni in the last 2 books they will be fighting.


Bluenose wrote:
John J Lynch Jr wrote:
At the beginning my AC is trash, I agree. First level it's generally a 13. But, as the campaign goes on and I don't get killed it goes up. Rings of Protection, Bracers of Armor, Amulets of Natural Armor, you know where I'm going with this. Also... I don't dump dex and wis to 8 but they aren't my primary stats. I do invest in belts and whatnot as it goes. All I'm saying is that without a high STR where does your damage come from? Dex based monks have always fallen flat in our group but the str based monks have done just fine.
So your character becomes a collection of magic items with a Leadership feat that gives them a human cohort to carry them to where they might be useful. I've seen odder versions.

Heh... That made me chuckle.


Voadam wrote:
John J Lynch Jr wrote:
Also there was a 3.5 module... Something "Red Hand" set in the Forgotten Realms. There was a red dragon attacking the town, a blue dragon in a cave and I even think there was some sort of aspect of Tiamat.
Red Hand of Doom

There it is! I guess I could go through the trouble of googling things and supplying links on my own. Thanks!


TriOmegaZero wrote:

Yeah, no one has a problem with archetyped monks. But when you say 'core' most people think 'Core Rulebook options only'.

Charon's Little Helper wrote:
John J Lynch Jr wrote:
+natural armor on your aomf for x1.5 the cost...
That's not officially allowed. That's a houserule. (Nothing wrong with that - you just can't assume that we know all of your houserules.)
Magic Item Creation wrote:
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.

There it is. Thanks!


Charon's Little Helper wrote:
John J Lynch Jr wrote:
+natural armor on your aomf for x1.5 the cost...
That's not officially allowed. That's a houserule. (Nothing wrong with that - you just can't assume that we know all of your houserules.)

Hmmm. I was rather certain that you could add a separate enchantment onto an item of the appropriate slot for x1.5 the cost. Much like adding an enchantment onto something of the inappropriate slot costs extra. Like helm of flying instead of boots of flying.


I was thinking "core" as opposed to "unchained"


+natural armor on your aomf for x1.5 the cost... oh and I edited my original post about my STAP monk to incorporate my AoMF. Sorry I forgot it at first. Eh I wouldn't say the GM avoided me but we do play in a 7 man group so there are plenty of targets.


At the beginning my AC is trash, I agree. First level it's generally a 13. But, as the campaign goes on and I don't get killed it goes up. Rings of Protection, Bracers of Armor, Amulets of Natural Armor, you know where I'm going with this. Also... I don't dump dex and wis to 8 but they aren't my primary stats. I do invest in belts and whatnot as it goes. All I'm saying is that without a high STR where does your damage come from? Dex based monks have always fallen flat in our group but the str based monks have done just fine.

We do a 76 point allocation for our starting stats and I ran a str 18 dex 12 con 14 int 10 wis 14 cha 8 human monk through the STAP converted to Pathfinder and I not only survived but my character did really well. I grappled, tripped, bull rushed and tossed around baddies a lot, I stood toe to toe with BBEGs and dished out more than I received. I was a monk of the Four Winds, I used Elemental Fist a lot and I chose Aspect of the Carp. I had an AoMF with +2 Holy Bane (evil outsider) and our party wizard gladly polymorphed me into an earth elemental when we got high enough level and I had a blast. I'm not on here to troll, I don't care if you don't think that a build like that could stand the test of a campaign, it did.

Believe it or not.


I like the flavor of the Dark Tapestry mystery oracle with the eldritch heritage feats to get a few of the Aberrant sorcerer bloodline abilities.


Man... I... I disagree. I have yet to make a STR based monk who had a hard time with things. My offense got the job done and my defense was "good enough". There is another thread in here going on about CMB/CMD and I invested a few feats into grappling, bull rushing and ki throw and I liked how I could manipulate the battlefield a bit. I honestly don't get the hate.

As a GM dex monks aren't much of an issue... Sure they are a bit hard to hit at lower levels but they're doing garbage damage and your BBEGs can ignore them until last.


Am I the only person who liked the core Pathfinder monk? Go for a STR build and boom it's pretty sweet. I know Demogorgon didn't much like my monk squaring up to him.

EDIT: Str - Con - Wis - Dex - Int - Cha


I have a friend who I am constantly bouncing ideas off of. Anything from "Do you think giving items like this in the Brinewall treasury would help bind the characters to the AP and be helpful in the long run?" to "Dude... If I dump the caravan combat mechanic and add a handful of hectic melees and cunning ambushes would it keep everyone more engaged and happier or should I just have people take turns making caravan rolls?" and also some "Ok, you ran me through Savage Tide in Greyhawk and I plan on running it set in Golarion and I plan on doing this, this and this... Thoughts? Oh and can I borrow your Savage Tide dungeon magazines?"

He is even a player in my upcoming Jade Regent campaign but I feel like his many years of quality GMing for our group and his ability to quickly forget what we talk about has been invaluable to me as a newer GM.


I like the Boots of the Cat. Landing on your feet after a fall is pretty sweet.


I have never tried to GM and run the players by myself. But, I do have a friend who I run for who plays a single character and I run the personalities of 3 NPCs to round out a 4 person party. During combat the player runs his character and one of the NPCs and I don't have much trouble making decisions as the two other GMPCs while also running the baddies. I just let the single player drive the major decisions outside of combat and the campaign has been going pretty well.

The campaign is a Savage Tide/Skull and Shackles mashup set in Golarion. The player has been enjoying himself so I think overall it has been a success.


As far as Pathfinder is concerned I have experience running a white dragon and a brine dragon which were both from an AP and a module respectively. Also I have fought a red dragon from an AP. They're out there...


Also there was a 3.5 module... Something "Red Hand" set in the Forgotten Realms. There was a red dragon attacking the town, a blue dragon in a cave and I even think there was some sort of aspect of Tiamat.


In the Age of Worms AP there is an entire adventure where dragons are fighting giants when the PCs arrive on the scene. I have no idea how many dragons we fought in that one portion of the AP but it was a lot.


Sodden Lands / Eye of Abendego

Mwangi Expanse – gorilla king

Something incorporating Rovagug and the Pit of Gormuz

Razmiran