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Thanks for all your advice!


Its Skulls and Shackles Book 2.

The party makeup right now is Druid/Wolf Companion, Samurai, Sorcerer, Cleric, Summoner


I am currently at a point in the Adventure Path where they must combat a level 9 Sorcerer.

The party is currently only level 5 and must face off against this NPC that has waves of 30 minor NPCs during a raid on a fortress.

The NPC caster has two spells that can completely destroy about 3 of the 5 PCs that are participating. According to the Lightning Bolt spell and Magic Missle, she can currently cast 5d4+9 magic missile 7/day and 9d6 Lightning bolt 7/day Majority of my NPCs do not have enough HP to take the Lightning bolt if I manage to roll even close to max damage.

Is this too powerful for my PCs?


I am currently running a Skulls and Shackles campaign and thinking of opening up a second game for my players to have multiple game nights instead of once a week so that we can get our gaming fix more often.

Right now I have allowed all but 3rd party and campaign specific books for my players, but it has become a bit overwhelming and a bit too powerful for the game. Example: The summoner PC's level 4 eidolon is near unstoppable. Two claw attacks and Tail attack with bonus stats and bonus damage can decimate anything in its path. Another example: Level 4 druid currently is sitting on over 300+ spells in his book. Not only is it a lot I don't know by heart, but also slows the game down him having to choose from such a bit list.

What books would you recommend I use for RothRL to keep the flow of the game steady, but also give variety among the classes?


Thanks Fuzzy.

I mostly had the ship question as their current ship is really fast and can catch enemy ships really quickly and makes their Seige Engineer almost useless when they are in ship combat.

Perhaps I can have the enemy ship pick up speed faster in order to give them more time in ship to ship combat before boarding.


I have made a house rule to have the animal companions go on the same turn as their owners. This made turns a lot quicker, but I feel this is actually hurting the party in the tactics department.

It's the same for my enemies. I put them all the same order as when I first started the campaign I would have up to 10 enemies in a huge army type scenario. It was a pain to keep track of them all so I lumped them all together on 1 initiative.

I am thinking of going back to the previous way is this correct?

Second question.

When running ship combat, do I need to have the enemy ship unable to move in order for the PCs to board?


I am running a Skulls and Shackles campaign with 5 PCs. They are currently on the second book and they are completely pushing through each encounter as if there is no threat whatsoever.

My PCs are all level 4. Samurai, Druid, Cleric, Summoner, and Sorcerer.

The books I've allowed are all the Paizo released ones: Core, Advanced, Ultimate.

I realised they are just blowing through these was when they attacked their first ship to steal it. The book called for putting one CR 3 Marine and one CR 4 Officer. I thought it was going to be too easy to have 5 on 2 so I added 4 more Marines. They sliced through these guys without taking so much as 1 hit.

I am not a fan of increasing HP and AC to prolong the battles so I am trying to think of another way to give them somewhat of a challenge.

Any advice for me?


Thank you for clearing this up! I assumed that was what it was, but I was not sure if I was hamstringing my monsters by not applying it correctly.

I assume the same works for their skills?


In the adventure path I am using, the npc enemy has a cutlass* +5 (1d6+2/18–20).

Am I reading that he gets a additional +5 to hit or is that the total to hit with their str mod and bab?


I am running a Skulls and Shackles Campaign. At first, it was not a problem, but now I am running into an alignment issue.

The captain of my PCs ship is chaotic good cleric. At the point in the campaign, they need to start raiding ships in order to raise the funds to take out a much larger task by outfitting their ship or paying some debts.

He worships Cayden Cailean. I am trying to find some way he could justify his piracy and stay in alignment without having to shift alignment and possibly lose his ability as a cleric.

I could really use the help otherwise their campaign is hindered greatly.


Ah I had that question answered as I posted it. I removed the question, but forgot to remove it from the title.


Now I am finding a bit of difficulty trying to add this calculation into Roll 20, but thats a whole separate issue


According to the power attack rules, he only gets a +2 damage until his base attack bonus reaches 4. It is currently only a 3


In my game, the samurai PC critical is currently doing a max 45 dmg at lvl 3. This seems way too high for a lvl 3 as even my bosses do not have that much health and would essentially 1 shot the finale of the campaign.

He has 18 str. Uses a Naginata (1d8 x4crit) has the Killer Trait (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/tr aits.html) and is using power attack with a two-handed weapon.

What would be the math calculation for this? Is 44 damage on a max crit accurate?


I have my PC's playing a one shot to get into the swing of things before I move onto the Carrion Crown AP. The issue I am running into is that they will be level 2 by the end of the one shot and CC wants them to start at 1. Should I not allow them to reach lvl 2 or let them reach lvl to and make everything harder? I try to follow the book to the letter to set up the best adventure so I am not sure what to do here.

For CC, do I need to use the additional creatures it offers or can I ignore them completely? Same with the additional haunts that are not pre-determined by the encounters in the book.

I have 5 PCs, is that too many for CC?


I have PC who is playing a dragonkin from the dragonkin race book. Unfortunatly the book does not include the rules on breath weapons for his race.

What are the rules for dragonkin breath weapons? Is it a feat or trait? Is it a trait that can be exchanged for one of his others like his natural energy resistance?


There are a lot of books out there for players to use. Advanced Races, Ultimate Magic, Ultimate combat, etc.

I am playing with all new players to pathfinder in a one shot to give them a taste of what pathfinder is. I will be moving on to the adventure path Carrion Crown when they finish this one shot.

I think the Ultimate books are too powerful personally for level one players, but thats just my opinion.

Is there something in the adventure path informing me of what books are recommended for the path? What books would make things too complicated for complete new players to pathfinder? Should I just stick with the core book?


I used Hallows Last Hope like a tutorial for my PCs as all of them have never played pathfinder. I picked it because its short and easy to run.

Now I want to transition to Haunting of Harrowstone. Id like some advice on switching these people to this path.

Should I allow them to edit their characters like class or feats? Create new characters?

My other question is how would I connect the two story wise as they dont really connect in any way.


In my current game. I only have one PC who wrote a backstory. A lot of these players are new to pathfinder, but not new to RPGs. I asked if they would write one.

We are now 3 sessions in and still only the one player has fleshed out a backstory.

Because I am using an adventure path, is their backstory crucial or can I just let it go that they have decided not to give their character any story before they all met.


I am doing the Carrion Crown adventure path. I have a druid that has become attached to his wolf animal companion as he even put it in his backstory that he has had this wolf since it was a puppy.

In the Haunting of Harrowstone path, I want to have a shocking scene of his animal companion getting killed or disappears only to find it dead.

I had an idea that maybe the spirit of his wolf comes to him and joins him through the remaining of the campaign as a spirit wolf.

Can this be done? Anything I need to change once this happens to keep things balanced?