Braddikar Faje

Kifaru's page

FullStarFullStar Pathfinder Society GM. 550 posts (551 including aliases). No reviews. No lists. 1 wishlist. 16 Organized Play characters. 2 aliases.


RSS

1 to 50 of 550 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

Well.... well.... what the Hell.....

He survived.

I gave the player a bit of a heads up as to what was about to happen and how the situation came about. After a discussion he declared that he didn't want to meta game and didn't want me to softball the encounter.

I did alter a few things, most importantly the stealth bonuses for the assassins, so that it was at least theoretically possible for his character to make a perception check to spot the invisible assassins before they attacked.

So, of course, on the critical stealth roll the 3 assassins rolled a 2, 3, and a 7 and the PC rolled a 19 and was able to spot two of the assassins. In the surprise round he got an initiative over 30, so he attacked first. He got off one shot, made a critical hit with nearly max damage, and made the roll to overcome the 50% miss chance. First dead assassin.

As planned, the assassins spent one round attacking other people.

During the first full round, the PC hit himself with a see invisibility wand. This would not have been a big deal for the assassins, but the assassin mage with dispell magic prepped happened to be the one that the PC had smoked in the surprise round.

There was a running battle on the ship,with the assassins trying to hide behind cover so they could jump back out at him for sneak attack a round or two later. I never saw the player roll lower than a 15 on his perception checks, and the assassins never rolled higher than a 7 to hide. When the assassins did attack, they rolled the biggest collection of 1s, 3s, and 5s I've seen in a single combat.

I was worried that the PC would die in an unfair fight, but the dice gods decided to step in on this one. The assassins never stood a chance.


I am Nemesis wrote:
if you really want to shake things up- make sure the assassins destroy the bodies in such a way that resurrection is NEARLY impossible for the survivors.

The plan is Quieting Needles.


Melkiador wrote:
Also, I'm not sure if carefully planned defenses means you shouldn't attack them. Unused defenses could feel like a waste of resources. Add a summoner to the assassins and let it keep the defenses busy, while the party deals with the other assassins. The summoner's eidolon may even be the beast that draws them out of town.

They have recently spent a lot of time working on making the town a safe place for them between adventures. Having them immediately get attacked while in town feels like it invalidates the work they have done. I don't want them to get the impression that their actions don't matter. They worked hard to make it safe, so for now I will treat the area as safe. After a while the bad guys will have time to find holes in the defenses and more powerful bad guys may take a shot at taking the party on while they are in the town. For now though, that's not the route I will go.

All this feedback has really helped. Thanks everyone.

The team of assassins was supposed to be a pair of Ninjas and an Eldritch Scoundrel. All of them Tengu and 12th level. The party is all 14th level right now.

I have decided to alter things a bit. Instead of it being just a team of three, I will make it an entire clan of Tengu assassins that have taken a contract to kill the party. I will have just two of them, probably around level 9, make the assassination attempt on the lone party member on the flying ship. It will probably be a little challenging and may even be a lethal encounter if things go badly. If the PC dies, he will at least have a fighting chance. If the PC kills or drives off the assassins, that opens the door for the leaders of the assassin clan stepping in at a later date to try to complete the contract.

This method will allow for more tension as the party learns a little about the assassin clan and tries to prepare for the eventual strike. I will float them some rumors. Some will the "true" others will be wild speculation. Should be fun.


There are reasons the assassins would not split up. They are designed to fight together. Like the party, the assassins are much weaker individually. Also, the party has made its home base in a well defended town where they are considered heroes. Between the town defences, the helpful population, and all the work the PCs have put into defending the place, I have decided not to have any attacks happen in the town for a while. This is mostly out of respect for the careful work and planning the group put into building the defences.

On the other hand, they have a big flying ship that floats above the town like a neon sign. It has only once been flown without any of the PCs on board. It usually has the entire party on it. It seemed like an obvious plan to stake out the town and watch for the ship to fly off. The assassins would use a combination of flight, teleport, and dimension door to track it for a while and then make there assault when the ship is well away from town.

The party will be able to bring the character back almost immediately. They have a lot of cash, but this may be a very expensive experience.


TheGreatWot wrote:
Loss of con is as much of a non-problem as negative levels. The players will just use the same spells as before to remove the damage or drain.

I should have been more clear. It's not CON Drain or CON Damage. The CON loss is permanent.


Thanks for all the feedback. The game is tomorrow evening, so I have a little time to mull over the options.

Just to let everyone know the type of game we play, it is relatively deadly. Most of the PC's have died at least once. We have adjusted how raise dead and resurrection work to make death a serious matter. If you use Raise Dead the character loses 1d4 CON. If you use Resurrection the character loses 1 CON. Only True Resurrection brings a character back whole.

I don't particularly mind character death, but I always want to give them a fighting chance. If run as planned, the character does not have a realistic chance of survival.

As an additional note, the PC in question gets beat down a lot. He is by far the biggest damage dealer in the party, but he keeps thinking that makes him the most powerful. My gaming world has a lot of named NPCs of all power levels. Some are significantly more powerful than the party. I don't use them against the party, but they are there to remind the group that there is a big world out there and they are not necessarily the biggest fish in the pond.

Unfortunately this PC regularly challenges NPCs to duals and then gets his butt kicked because he is not particularly good at one-on-one encounters. It's been pretty brutal. Getting slaughtered by a pack of assassins may be just a bit too much right now. On the other hand, I have softballed the past two duels he was in to keep him from getting killed. Before that point, I think he was 0 for 7 in duels.

Still pondering.


Sorry for the wall of text. I just wanted to give context.

I am GMing a group of pretty competent players. The characters are all well built, and the players are very good at running them. Each knows their roll and their strengths and weaknesses. In combat they are like a well oiled machine and can destroy threats waaaaaaaaaaaaaaaay above their pay grade. But that is only when they are together. Individually each character is deeply flawed. When one or two characters are missing from the group, they become much, much weaker.

This is all fine. Everyone knows this dynamic and it is part of the fun.

Now here is the problem. Several times now, they have mowed through an adventure as a group, but right before running into a BIG EPIC ENCOUNTER that I have designed to truly test the group, THEY SPLIT THE PARTY!!!

One or two party members go off to do something else, and suddenly the encounter that would truly challenge the entire group becomes an encounter that will kill every character present. Instead of slaughtering over half the party I end up dumbing down the bad guys and making an "eh" encounter.

Well, it happened again last session. The party has a flying ship that is very conspicuous and well known. The party is aware of the fact that a political faction has hired assassins to kill them. What they don't know is that the assassins have staked out the ship and plan to strike the next time the ship leaves port.

This will be a difficult encounter. In fact, I decided that it was so deadly, I should help them out. I set things up so that an former enemy, I'll call him Bill, would borrow the party's ship and the party would have the opportunity to go with him.

This way, if the party went with, I would have the assassins attack Bill first, giving the party a round to ready themselves. Or, if the party did not go with on the trip, the assassins would kill Bill and a couple NPC crew members. The party would find the ship a few days later with dead bodies strewn everywhere and this would raise the tension and excitement.

Instead, ONE AND ONLY ONE party member goes with Bill on the trip. They know highly paid assassins are looking for them. They also don't really trust Bill and expect him to turn on them at any moment. And they still only had one party member go with.

FACEPALM

So, do I gimp the encounter again, or do I run the encounter and probably slaughter the PC.


Crap. Just realized I'm currently playing War for the Crown. I don't want to start rummaging through that one and spoil it. But I think I will give one or two of the others you mentioned a look this afternoon.


Ah, that's what I'm talking about! Thanks! I'll turn my search in that direction.


To be honest, I'm not that good at writing adventures, scenarios and scenes. Now, I'm not looking for a pep talk along the lines of "just go for it! You'll do fine. We all started somewhere." This is just an honest assessment of my abilities.

What I am quite good at, is blatant thievery of material and blending unrelated storylines and setting into one big tapestry of gaming goodness.

I just need some good base scenarios to start with. I'm currently ripping off the old adventure path segment "The Prince of Redhand" like a hobo in a deli's dumpster. But any other good social scenarios would be appreciated.


I am running a home game that is mostly comprised of a mishmash of scenarios and modules slightly altered to fit the story. When the players/characters take the game in a direction, I do a quick search of modules and scenarios I know and use that as the base for that arc if the story.

Currently the party is planning on starting a duel at a wedding party. Does anyone know any good scenarios that involve duels? Does anyone know any good scenario with a wedding or other large party? I've already done Blakros Wedding, so that is out. Any suggestions?


Thank you very much everyone. I've never been good with the stealth rules.

While I sometimes let the players do things that are not entirely rules perfect, I try to keep all the bad guys pretty strictly in line with the rules. Thanks for helping make sure.

I kinda agree with Claxon on this one. That may be how I do this in the future to ease frustration.

Also, I was looking through the blindness condition, and it said a blinded character takes a -4 on opposed perception checks. I'm not sure what that means.


I am the GM in this case. The party has run into a dirty trick fighter that starts combat by blinding his opponent. He would then take a 5 foot step.

I had the player and the dirty trickster make opposed rolls, stealth vs perception for the player to figure out what square the dirty trickster moved to. The blinded character took a -20 on this check. This ends up being pretty harsh.

As the dirty tricks guy is most likely going to show up again, I want to make sure I am doing the mechanics correctly.


Can you use stealth on a 5 foot step after a full attack? I've always played that you can, but I'm note sure if that is legal.

The blind person takes a -20 modifier to perception. Should the attacker have a negative like with the sniping rules?


Here is the situation:

A character is blind and adjacent to an attacker.

The attacker does a full attack and takes a 5 foot step into another square.

What does the character need to do to determine what square the attacker moved to?


This isn't exactly rules perfect, but in my campaign an NPC vivisectionist got his hands on the mastodon mount of a high level anti-paladin the party had taken out.

I think it was considered a 12th level animal companion at the time. The vivasectionist used anthropomorphic animal on it and then awaken. In the end, the vivasectionist had a size huge anthropamorphic elephant-like-thing that was smarter than many of the party members.

In truth it wasn't that tough, but it has always made the party uneasy.


Nemesis-

The brother thing gives me an idea. He does have a brother in the game that the players know. They don't like the brother but are at an uneasy peace with him.

One of the players challenged the brother to a dual with firearms. Rifles in fact. The brother agreed even though he was not a Gunslinger. He was, in fact, a Brawler.

After surviving the first volley, he proceeded to beat the gunslinger unconscious wielding the rifle like a club.

I had pondered the Brawler/brother taking vengeance on the party. Having him disguise himself as the duelist makes the idea even more delicious.


I have an ape animal companion and they are very useful. They are very mobile and can go places large quadrupeds struggle with. An opposable thumb can also go a long way in convincing a GM that your animal companion can perform a task. I also dressed it up and had it learn tricks. I told everyone it was a trained circus animal and was only here for entertainment.


Brolof wrote:
Acquire a familiar and get the Boon Companion feat, as well as Improved Familiar so you can get your hands on something with hands and Use Magic Device. Stick it in the bag with the rest of your wands, and let it deal with casting them instead of you.

That's a good idea. I'll see if I can squeeze in both those feats. Maybe just boon companion and a good archetype for it, like the protector.


As a duelist, I'm hoping to be able to sucker at least one into fighting in a formal duel. If I'm lucky, i can even convince them into fighting a non-lethal duel. Hopefully I'll be able to have the fight be in front of a bunch of witnesses. That may keep them from exacting retribution afterword if the duelist wins, and keeps the door open for the duelist to come back later.

Even if he gets killed, he is from a wealthy family and it's the pathfinder universe. Rich people don't need to stay dead in the pathfinder universe.

With luck, I think I can get at least two of the players to commit their characters to a formal honor duel. After that, he may just harass the PCs until he can draw them into a brawl.

As for GTFO stuff, I don't want to give the duelist an automatic escape. He won't run during a duel. He could try to make a break for it if things turn into a brawl and it looks like things are going badly. I will need to figure out something for that. The eversmoking bottle looks promising. But, if the players get lucky, smart, or some combination, I'll give them the win. The campaign is rich with background characters that could come forward and fill the roll of tertiary antagonist.

The duelist isn't a BIG BAD. He is supposed to be an ever growing annoyance that distracts and thwarts the party from their primary goals.

And I want to give a big thanks to everybody who has been helping out. It's given me a lot of ideas for shoring up weaknesses and making him a well rounded bad guy. It's also helped me think about the character and give him more depth of personality in my mind. Hopefully I can convey that during the gaming session.

Keep the ideas and critiques coming. They are very appreciated.


He has 6 levels of magus and could acquire a familiar. Anything good I should be doing with that?


Yes. Magic will be his greatest weakness. Specifically the save or die spells(or their equivalent). I haven't figured out a good way around that yet, other than decent saves and making himself an elusive target. Very few of the one shot kill(or incapacitate) spells work on a target you can't see. The best I can think of is blinding his foes with dirty tricks and hiding him self with Obscuring Mist, smoke clouds, maybe a few other low level spells that can block line of sight.

Any good ideas?


I can work with that concept. The feat collection allows a free dirty trick with every AoO, and a free Steal maneuver after a successful dirty trick.

Won't be taking weapons, but can take the powder horn from the gunslinger and the component pouch from the casters.

He could then pitch the items to onlookers. Some may give the items back, but others may take the item and run.


Claxon

WIll and FORT saves are probably his biggest weakness. They are good, but not great. Most spells of that type require line of sight. If those spells start coming out the wand of Obscuring Mist shows its worth again. A game of cat and mouse in the mist could be interesting.

Or he gets unlucky right off the bat. Those things happen.

I will most like have him try to goad the non-casters into a fight first.


Ring of delayed doom is awesome, but would eat up all the gold I've allotted for the character's gear.

The intelligent item idea is interesting, but there is already a similar item in the party. One of the characters gets dominated by it on a regular basis.

It is incredibly evil and we have been a WIL save away from him trying to slaughter everyone in the party a few times already.

I'll probably hold off on introducing another intelligent item into the game for a while.


Good stuff. I definitely will need to gear him up with the standard utility scrolls for a high level character. A scroll of fly is a must. I'll also give him a load out of all those useful wands. A wand of Obscuring Mist could really mess with people that won't close in to melee. I'll probably also give him a Wand of Dispel Magic with a half dozen charges left on it.

His monk dip also gives him evasion for all those nasty area effects spells.


Those are all great ideas and things I would applaud. The DC of the tanglefoot stuff is pretty low vs high level characters, but it's a good de-buff for a few rounds even on a successful save. And who knows, there is a one on every die.

Grapple probably wouldn't work, as pretty much everything that boosts touch attacks also boosts CMD. You would have to be pretty good at grappling to make that work, but worth a try.

These are things I want the players to try. They are very good at what they do, but hopefully this encounter will push them out of their comfort zone.


This is a long post, and I apologize for that. I just wanted to fill in some background to give a better idea what I am looking for.

I have a party of high powered butt kickers. They are all about to hit 14th or 15th level and each have nearly a quarter million gold worth of gear. In combat they work together like a well oiled machine of destruction. While mostly combat focused, they are a pretty well balanced group. One covers magical support. The gunslinger is a ranged murder machine. They have a fighter with a maxed out CMB and defensive skills that keeps anyone from approaching within 20 feet. And they have a heavy hitter with great mobility that throws out damage with the best of them.

The party really only has one major weakness. They appear to be entirely unable to turn down the offer of a duel. In a one-on-one fight, the individual parts of that well oiled machine turn info flawed characters that, more often than not, end up taking a beat down.

That said, the campaign has a high profile duelist operating in the background. The party has heard about him and briefly met him, but he is about to be thrown directly in their path.

I built the duelist at 15th level with a slurry of classes and the Duelist prestige class. The concept is a crazy high touch AC and annoying attacks that don't do much damage but are demoralizing.

With a monk dip and Duelist he gets both INT and WIS to AC and gets a +8 to AC from Full Defense. When not engaging and going full defense his Touch AC is about 37 and Basic AC is about 45. When attacking he will both Fight Defensively and use Combat Expertise which will put his touch AC around 39. When moving he gets another +8 vs attacks of opportunity. Defensively he should be very hard to hit. Not impossible, but will require a good roll.

Offensively he will rely on feinting to get people flat footed and dirty tricks to de-buff. He is able to use two style feats at the same time. I'm using the Cloak and Dagger chain of feats to get free Dirty Tricks and Steal maneuvers. I'm also using Diabolic Style to periodically lay out a demoralizing slap to the face.

My hope for the NPC is that he will survive one or two or maybe even three encounters with the party and that when they finally put him down, it will be with a great sense of satisfaction. Even if he gets put down in the first combat encounter, I want him to make a good showing of himself so the party feels like they took out a real and unique threat and not just a monster with a big bag of hit points.

Now to what I am looking for:(Once again, I am sorry it is taking so long to get to my point)

1. I want to keep the NPC's gear under 50,000 gold. I'm looking for gear that works with the build and possibly offers a unique challenge for the players.

2. I could possibly shoehorn in one or two more feats. Any good ideas for feats that work with the theme.

3. Ideas for ways to play the character. He is supposed to be a charming sociopath. A Patrick Bateman or Alex Delarge kind of guy. Any good phrases or one liners you could give me to use in the game to help convey the character to the players. I recently re-watched, Spiderman: Homecoming. The scene where Micheal Keaton's character has a polite but deadly conversation with Peter Parker keeps coming to mind.

4. Any other advice or ideas to help make this a memorable and enjoyable story point for my players.

Thank you for you time and patience with my rambling post. I would appreciate any ideas you could give.


Thanks Melkiador. Do you know if this is the general consensus?

I GM a home game. For the most part I consider myself just a narrator and a referee. I have a handful of house rules but whenever possible I stay out of the rules business. I let the players take advantage of nearly every rule loophole and cheesy combo as long as it's strictly legal.

That being said, I have a player that has a human character and wants to take a one level dip into First Mothers Fang. It sure looks like it should be restricted to just nagaji, but it is not explicitly called out as being restricted by race. I know PFS limits the archetype to just nagaji, and that is definitely a strong point to consider, but many aspect of PFS are more strictly regulated than the general version of the game.

I have decided to get some feedback on how people rule this outside of PFS. If it is generally accepted that other races can use the archetype, then I will allow it. But, if it's like Melkiador said, and people generally do not allow it, then that will be how I rule it.

Thanks for any feadback. It helps my game run smoothly.


Thought I would throw this question to the the masses.

Is the First Mother's Fang cavalier archetype restricted to Nagaji characters?


If a character is dominated by an intelligent item, is there any way to break the domination?

Per the rules, if an intelligent item wins the battle of wills, it becomes dominant and can command it's wielder to perform various actions. This is supposed to last for 1 day.

Is there any way to end the domination, or do you just need to wait a day and try to win the battle of wills on your next try?


Thanks for the feedback. I think it's just one of those things. Humans sometimes do unfathomable things.

I'm not going to leave the group. I mean, it's my place. One of the other players is having some concerns with the GM too. I think we will talk to the other players to see what their feelings are. Then probably another talk with the GM is in order.


I like to use a magus for maneuver builds. The wand wilder arcana and a wand of blade lash will give you a trip attempt with 10 foot reach and a +10 to the maneuver.

My primary maneuver character makes use of a whip and the enlarge spell. Incredible reach. He makes extensive use of trip, disarm, and reposition. It's hilarious when you can start a combat by tripping a bad guy, disarming him, and then dragging him across the room to lay at the feet of the heavy hitter fighter in the group.


1 person marked this as a favorite.

I would absolutely add something that is not technically allowed. I do always try to do it in a manner that makes sense. I may give a subterranean goblin tribe access to dwarf only feats, but I'm not going to give them dragon mounts.


1 person marked this as a favorite.

This is just me grumbling about a session from a while back.

I'm playing in a long running game. We are all friends. The players are all fun and the GM is usually pretty good, but he can get a bit heavy handed when something happens he is not prepared for.

We were in an encounter against a group of soldiers. They were pretty much an overwhelming force and our party had been instructed not to engage in open combat with them anyway. Basically they were blocking the road and we were going to have to find another way around.

The GM was playing the leader of the guards as especially antagonistic. He is hurling insults, accusations and generally derisive comments at us. I'm playing a knight like character that is obsessed with honor and image. On top of that, in the previous session we all had to deal with some negative consequences after someone impugned the honor of our party. I figure there is no way my character would just let it go, so he challenges the leader of the guards to an honor duel. I figure this could go bad, but didn't see another way I could play it.

The GM has the guard instantly attack. The GM tells me how the Guard Captain launches his attack and I tell the GM how I plan to counter. It was a pretty good counter.

The GM stops and says that the guard didn't really attack me that way.

After a few moments the GM says the Guard Captain attacks my character with a different tactic. I say OK, and tell him my response to that attack. Once again, it was a decent counter.

The GM stops again and says that the Guard captain didn't really attack that way either.

He calls a five minute halt to the game and pages through a couple books and picks out the most powerful magic item he can find. When we start the game back up, the Guard Captain is now armed with a weapon capable of incapacitating a character with nonlethal damage in a single blow.

Coincidentally, my character is immune to that particular magic item. When I inform the GM of this, the GM declares that this is a different version of the item that will bypass my character's immunity. In addition, he has the item do lethal damage instead and kills my character.

Now, we were able to raise the character from the dead, but there are repercussions. There is a permanent loss of stats and some system specific penalties that will put my character behind the curve for probably a few months of gaming.

Am I wrong to consider this a rather egregious abuse of GM power?

I didn't want to make a big deal about it during the game, but I talked to him about it outside of the game. He didn't think it was a big deal. He said he just didn't have anything planned so it was a "spur of the moment decision".

Now, during games, he regularly says he has to make encounters easy because "Some people get upset when characters get killed."

I finally called him out last session and informed him that there is a big difference between having a difficult scenario where a character might die, and intentionally killing a character.

Am I wrong to be annoyed by this? I know it's not a bid deal, but it irritates the heck out of me.


Finally found it. Had to google it. Could not for life of me find it by navigating the web sight.

Anyway, yep bloodmoney is banned. I had thought so. The thing that threw me off was that Archives of Nethys marked it as legal. That sight is usually pretty much on the ball. It's my quick reference for legality when I'm GMing and somebody brings something to the table I don't recognize.


Wow. The newly organized Paizo sight is brutal. 10 minutes and I still can't find the additional resources. Where did they hide it?


On an only slightly tangential note, is Bloodmoney a legal spell for PFS? I thought they banned it, but I'm seeing it listed on Archive of Nethys as legal. That is a great spell to know if your caster wakes up naked in a cell. Especially if he also can cast lesser restoration.


I've wondered about this with a bard character of mine and now I have a guiding blade swashbuckler that is making me wonder again.

The guiding blade can hand out teamwork feats like candy on Halloween. He can do it as a standard action for the first six levels, and at seventh level it becomes a swift action.

Relevant Text:
At 7th level, the guiding blade can activate this ability as a swift action.

The ability says you now "can" do it as a swift action. My question is: "Must" you do it as a swift action? Could you instead choose to use the ability the old fashioned slow standard action way? There are a lot of things that use swift actions and the action economy of the swift action can get pretty precious. I know that in general you can't swap out a move or standard action for a swift action, but this seems like a possible exception.

The next question I have: If you can use either a swift or standard action to activate the ability, can you activate it more than once in a round. The guiding blade ability states that it can be activated multiple times to hand out multiple feats. So, could a 7th level guiding blade start by handing out a teamwork feat with a standard action, and then hand out another as a swift action?


I was also wondering that.


Invigorating poison looks cool and is apparently pathfinder society legal.

The gist is, while under the effects of the spell, if you take a poison that would do ability damage, you instead get a +4 alchemist bonus to that ability. Cool, right? The next part is what I am unsure of. "The bonus lasts for a number of minutes equal to the amount of ability damage the poison would have caused."

What about a poison that causes damage over the course of several rounds? If a poison could do 1d2 STR damage a round for 6 rounds, do you take into account the damage it would have done on rounds 2-6 or just the 1d2 of the initial contact with the poison? I would assume you would just consider the first round. Am I right?


What kind of action is the Shadow Door ability? It appears to imply that it is part of your move action, but it also says it functions like dimension door, which is a standard action.


I've been trying to "golden rule" for the game. I hold the players to the same standard as the NPCs. If a rude comment by an NPC is grounds for a beating by the PCs, then they should not be surprised that offensive actions by the PCs is met with violence.


Thanks for the advice everyone. It really helped me think through the situation. The many points of view are appreciated. It gave me a lot of possible approaches I could take.

Happy gaming everybody!


Went fine. Some halfhearted grumbling and protest, but for the most part rolled with it. There were a number of comments that went something like "But wait.... all we did was.... ah....yea....that's right.....crap......ok"

I just bumped them down from good to neutral. Made a couple warnings about going evil and striving to regain a good alignment if they wanted.

Some indicated a desire to do good and make amends, others were comfortable with the new alignment.

I decided not to mess with the lawful-chaotic axis at this time.

Then the dice gods turned on me. The party faced down the evil chief. In the 9 attacks I got off, I rolled 1,4,4,14,1,3,5,10,18.

The first two party members crit on all but one attack and did a combined damage of over 600 HP.


1 person marked this as a favorite.

So the rules for a good character are:

1. Never back down no matter what the opposition is. It is better to die in a futile gesture than to bide your time and strike when you have a chance to make a difference. If you have ever met an evil creature and did not immediately try to kill it, you deserve to die.

2. Murder everyone that might be a threat. Don't ask questions. Just kill. If someone is seen near an evil person, they are now evil and deserve to be killed.


They saw an old lady that they never once saw speaking to the chief. They saw a downcast woman that walked 10 feet behind the chief. While they were watching the chief never even acknowledged her presence. She was not on a raid. She was in her village, nearly 10 miles from the closest settlement that had been raided. The old woman had never met the party. She had no idea who they were. When the party face was allowed into the village he lied about who he was and told the chief he was a representative of an evil dragon.

The party did some spying from loooooooooong range. They buffed up, turned invisible, some using greater invisibility, and teleported in while the chief was walking through the village with two bodyguards by his side and his mother walking unobtrusively behind.

To you, that person deserves to die?


Why would you think there is no foreshadowing? This is a topic that has come up. As I clearly stated, there have been discussions with players. As I have mentioned, their characters have suffered repercussions due to their actions in the past. This entire campaign has been about experiencing what your actions have brought about.

They were heroes and saviors when they rescued the tiny little town from the murderous cult that had taken it over. They were well rewarded when they slayed the monsters in the mysterious dungeon. They were considered patriots when they won back the keep that had been captured by traitors and brigands.

They won the respect and patronage of the royal family when the party uncovered plots, thwarted assassinations, and stopped a royal kidnapping before tragedy could strike.

The party stood side by side with paladins and priests of Iomedae, and their efforts helped turn the tide on a demon invasion.

They basked in a lot of glory for that.

They started to become "bad guys" when the choice "dead or alive" always meant "dead"

They became villains when they attacked the pilgrims. The priest was temporarily stripped of all power.

They became pariahs when they attacked their host after performing the rights of hospitality. They ended up naked, in stocks, two miles from town, in two feet of snow for that one. They went into exile for that one too. Only the favor of the queen got them off that easy.

When it turned out the host they attacked was really the BBEG and was planning an uprising against the throne, the party was literally on the front lines when the war broke out. When they brought down the usurper and his inner circle they were legends. If a few people saw them cut down the girlfriends and mistresses of the usurpers "just to be sure", nobody tells those stories too loud, but the rumors get around. It was in the heat of the battle. Everyone said so.......

Then they planned and executed an assassination of a neutral good priestess. A kindly old woman they had never seen perform an aggressive act against anyone. With no evidence other than she had been seen a few times in the vicinity of a bad person.

All actions have consequences.


So, game day is tomorrow. Currently my plan is to shift all lawful characters to neutral and give the neutral characters a will save to avoid shifting to chaotic.

On the good-evil axis, all good characters will shift to neutral.

They have done enough good deeds in the past that I will not force a shift to evil, but will inform them that their auroras have been corrupted by their actions and have some percentile chance of detecting as evil. If anyone attempts to smite evil on them, the attempt will have a 50% chance of succeeding. They associate with a group of paladins on a regular basis and have helped them out a few times in the past. This could make future interactions risky at best.

Does this seem appropriate?


I guess maybe your difficulty with her actions stems from a different view of Erastil. Most descriptions of Erastil are pretty benign. He is depicted as strong and fatherly.

The Kingmaker adventure path, that I borrowed (blatantly stole ideas) from when building this adventure arc, has a much deeper and in many ways troubling description of Erastil. It was an extensive write up depicting Erastil as an ancient god that believes in ancient, and by our standards very sexist, ways.

A few choice bits from the write up on Erastil:

He needs no heroes:
"Erastil is no god of crusades or heroism, and he has no grand plans to eradicate chaos and evil from
the world; he simply wants people to be able to live their lives in peace"
&
"Old Deadeye is set in his ways and doesn’t take well to those who challenge his opinions or upset how things work."

He is pretty sexist:
"the strength of a man’s will makes him the center of a household, and while women can be strong, they should defer to and support their husbands"
And this choice bit
"Independent-minded women, he believes, can be disruptive to communities, and it is best to marry them off quickly so their duties as wife and mother command their attention"

There is a bit more like this scattered around, but those lines should give you the gist.

Now admittedly, I threw out most of the sexist BS in my game, but it did somewhat influence the actions I had her take. She may be a powerful cleric, but she is as much constrained by the social conventions of her tribe as by threats of physical harm and exile.

1 to 50 of 550 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>