It happens in nearly every adventure path that there is a cool named weapon or artifact that can only be used by one person. My group has always been fine with it, knowing that if there is one then there might be another later or if not then they'll have their shot in the next campaign.
I also find with most of my group, that they'd rather buy or craft weapons that specifically fit their builds rather than shoehorn in a prebuilt weapon so things like Serithial usually are desired by the bigger roleplayers rather than for any excitment over the items powers. On the other hand, if you have the time there is certainly nothing wrong with making stuff for the others. Other than a couple of staves for the party arcane caster, there isn't a lot of cool gear for other classes after that point, at least in the original version of Curse. And sometimes just giving a generic treasure a name and a bit of history or adding a neat ability is enough to make it become an exciting reward. I did that with a +2 short sword found early in another campaign and it quickly became the most exciting magic item of the campaign.
Name: Indira Shan
I've been looking through the adventure and some other Taldor sources and I'm not sure if I missed it, but is the date of the Grand Day of Exhaltation mentioned anywhere? They say it's a yearly event and most holidays in Golarion happen on specific days and I'd like to set the adventure in the correct time of year if possible.
For me it really comes down to being able to use the class. I find the Antipaladin, much like the Paladin, to have some of the coolest class abilities and opportunities for roleplay, but when would a player ever get to play as one? Why does a knight of the Rough Beast want to stop Karzoug? Or a knight of Lamashtu care about a cult trying to free the Whispering Tyrant? Or a knight of some demon lord want to help the elves stop a bunch a drow? And more importantly why would any group of heroes want to join up with someone who's end goal is destroying the world, creating a world of monsters or enslaving all mankind for their demon lord? There are campaigns where these characters fit, but for a person who wants to enjoy the adventure paths it makes the Antipaladin a no go. However, replace that Chaotic Evil follower of Rovagug with a Lawful Evil Knight of Asmodeus,who summons devils rather than demons, and suddenly a lot more people are willing to have you along because your end goal isnt killing everyone and everything. Antipaladins are awesome for badguys, but whats the point of making a class so cool if we can never use it. And for those who say that Hell's Vengeance is that chance 1) I don't want a party of five antipaladins 2) Maybe the player's guide will wow me, but I dont know why any Chaotic Evil demon summoning knight is going to want to support Thrune rather than go off and be evil somewhere else where Chaos isnt considered something to be eliminated.
My group plays a lot of differen campaigns, so everything has been played at least once, not including alternates like Samurai, Ninja and Antipaladin (though an Antipaladin is planned for when we start Way of the Wicked). In 10 or so campaigns the Cavalier and the Alchemist have each only been played once. Only one Summoner so far too, but two more planned for when we restart our Shackled City campaign in Pathfinder (Synthesist summoners seem to be good for recreating wierd 3.5 races that no longer exist like the Neogi and also to recreate the old soulblades that had the psychic skin like Venom from Marvel Comics). Seems like Cleric (8), Fighter (6 pure, 1 multi) and druid (4) are our most played classes.
I'm not not sure if this is the right forum to post in, but I just realized that I apparently have a character attached to my account, despite having never made a character nor played in any pathfinder society event. The character has one session listed in a city I do not live in nor have visited in more than 10 years. Any idea how I would get rid of this character. There is a report a problem with a session button, but I cannot get it to work.
I need to make a grammar game for my communications class. I'm making Dungeons and Grammar, a game that replaces some of the dice rolls with grammar questions. I figure since its not for profit it's cool to modify and use Hollows Last Hope as an adventure for it, but my professor wanted me to double check anyway.
Just got my confirmation email and it says that Pathfinder 13 has shipped along with my companion, but it lists my issue 12 as one of the products that hasn't shipped. Is there a particular reason for 13 shipping before 12? Would prefer to finish reading Crimson Throne before starting Second Darkness.
I may be missing something but I can't seem to find an option to cancel the module subscription. While the modules are awesome I find myself only using my pathfinder issues and so I would like to cancel just the module subscription and pick up the specific ones i want at my local store. I just don't want to click the wrong thing and cancel the Pathfinder subscription by accident.
Name: Miera, Human Spirit Shaman 4
The party engages the Faceless One, two Kenku including the mage and three acolytes in the laboratory. The fight goes suprising well with the Vaughn, the warblade trapping the fiendish centipede inside a seperate room and Kalamar the Great, the party wizard summoning undead owlbears to hold off the kenku and the acolytes. Finally only the Faceless One is left, but with no allies left to block his way he unleashes the big boy attacks sending a lightning bolt through the warblade and Miera, knocking Miera unconcious. Gwarg the Rashemi barbarian charges the Faceless One in order to protect his witch, but ends up taking a lightning bolt to the face killing him and striking the unconcious Miera as well, slaying her. Kalamar hide behind a wall and casts his remaining few spells into the room and Vaughn manages to slay the Faceless One, but to late to save Gwarg and Miera. Name: Lokarg the Defiler, Half Orc Cleric of Yurtrus 5
Niladra, Miera's sister and Lokarg, an orc looking to slay the heretic Cult of the Ebon Triad return with Vaughn and Kalamar the Great to the mine and slay the remaining cultists. Piling Miera and Gwarg's body onto the main elevator they notice movement in the dark pool. The aspect of the Overgod bursts forth and assaults the party. As a spiritual weapon attacks the fragile old man, Kalamar, Vaughn and Lokarg assault the Overgod while Niladra tries frantically to keep them healed. Vaughn is knocked unconcious and healed several times before the Overgod turnsits attention to Lokarg knocking out and slaying him quickly. Niladra drinks a potion of gaseous form and hides, while Kalamar turns invisible and retreats into the Labyrinth. The overgod climbs the shaft and destroys the elevator. Leaving the Kalamar to force feed potions to the dying Vaughn and discover a way out.
TPK
The group finished off half the cairn, a terrible battle with Kullen and his gang, and Filge’s tower all without resting. The clerics had been out of spells since the battle with Kullen and everyone was at half health only because of the Dragonfire Adept’s vigor aura. They decided that since Alastor Land had said the last room was behind the locked door, they decided to head back to the cairn, loot the treasure that they hoped awaited them and return to the town to rest in style, now suitably rich. Enter the Wind Warriors. The crusader falls in the 2nd round and suddenly its up to the two clerics to try and kill the wind warriors while the Dragonfire Adept blows nearly ineffective fire. Grayus drops and in the same round the vigor aura brings Azrid back to conciousness. He gets off one good swing before the wind warriors knock him out again. Mara drops the following round canceling her vigor aura and Revanna drops the round after that. The wind warriors hurl their bodies into the hole in the floor where they all fall to their deaths except Azrid who floats down with his ring of feather fall. Insulted one of the wind warriors stabs him in the head, killing him.
The group I DM for has a great love for the Eberron so I'm running it as an Eberron campaign. I was wondering if anyone had any opinions on what Eberron religions would best represent those in Shackled City. I've looked it over a few times with my group but with the seemingly fewer gods in Eberron we can't seem to agree. Thank you in advance. |