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Killer Power's page
Goblin Squad Member. 84 posts. No reviews. 3 lists. No wishlists.
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Hi there,
I'm a great fan of the PACG and I own (almost) all Promo cards, which came with the subscription of this great game (I missed one... and it cost's an arm and a leg to buy that one on the bay... Still waiting on a good offer there).
I realiza that the promos for the Iconic chars are out there for some time now, but it never bothered me really... until recently. And now I want to have them! But it's not that easy to get all these boxes here where I live (also, it's quite expensive to buy them all at once), so I thought I will buy the single cards.
But I have one little problem: As far as I know there are 6 Iconic Heroes boxes available, each containing six miniatures and one card for each miniature. Makes 36 cards. Right?
The problem I have is, that I don't know the name of all these cards!
So I can't track my progres properly or search for those few missing cards which I'm missing...
So my question is: Is there a list of all the Iconic Hero Promo cards? Just a list with the names would be enough! So I can check those I buy and know, which ones I'm missing?
Searched the net and this board, but haven't found anything. But maybe I missed something....

Hi,
I love Pathfinder and I really love the Adventure Pathes. I stopped writing my own campaign, because AP's let me do the same thing in a much, much smaller amount of time. And I have to admit that I don't have that much time anymore than I used to have back when we were playing AD&D or 3rd Ed.
But I didn't want to glorify my favourite RPG, but ask a question:
Some of my players are "complaining" that Adventure Pathes are too short from an InGame time view. I mean, most AP are done in a couple of weeks InGame wise. And in this time the PC's are raising from nobodies to great heroes. This just doesn't feel right...
So far we played Council of Thieves, Kingmaker and now Reign of Winter (will probably finish this end of this/beginning of next year) and the only one, where there is plenty of time, so that you could say that the PC's train and getting their new skills and feats was Kingmaker. (also it was the best AP for me to add some additional adventures, involve the backgroundstories of the PC's etc.).
So, as I want to satisfy my players I wondered, if there are more AP which take longer (again: InGame Time wise). Also which have a bit more sandboxy approach, so that I as the GM can add some of my own material without rewriting the whole AP (I'm exaggeratin a little bit here... ).
Oh and please don't say Skull & Shackles as that one is out of the question (because of all the pirates).
Hi,
I have a question: One of my players wondered during our last session if dismissal would work on creatures inside the Dancing Hut, as they are in a extradimensional space and therefore not in their dimension...
I said that it wouldn't work, but I couldn't tell why. I think, I did it because my "greatest fear" would be that they rtry it with .
But now I'm curious: Does it work or not?

Hi there!
As my players and I think, that character advancement goes far too fast during an adventure path (and for this one it is even faster than for e.g. Kingmaker (which was our last path we played)) I like to add some content between books. In this way I can "stretch" the character levels a bit. This worked perfectly for Council of Thieves and even better with Kingmaker. But with this one... I find it rather difficult.
Therefore I need some help!
I have already something in mind, what I would like to play. I even added some more to it so that my players would have to visit two locations to find two new keys. My problem is
a) where to lead them,
b) the interior of the hut and
c) the riddles for the keys.
For a) I thought it would be best to let them stay in Golarion, so that I can add some troops of Elvanna to thicken that plot a bit (I also added some to Maiden, Mother, Crone).
About c): It (almost) doesn't matter what kind of items the keys are. I would prefer not anything living (as the eagle in book 4). If I could come up with some cool riddles, I would get my keys automatically. Problem is, I don't just want to repeat something which is already in the books. So I have to come up with something new!
Same problem with the hut interior: I'm not sure, what kind of theme I shall choose. Maybe it is better to first think of the riddles, so that maybe the interior of the hut could have something to do with that...
I already rewrote the hut in book 4 with some of the ideas of the Grimm-thread on this forum (great ideas! Just what I needed for the start of that book!), so this is out of the question...
So, my question: Anybody here, who did something similiar and would share his ideas?
Or if not: Has anybody some ideas how I could solve my problems I described above?
Here is what I want to add:
The players must go to a monks cloister where Baba Yaga has some allies. Alternatively it could be a former cloister which is inhibited by a coven (maybe withces are better, because it sticks with the theme...). It really doesn't matter, because the former inhabitants have been killed and replaced with some half-fiend monks which worship a demon god (could be the one from book 3 (forgot how his name is spelled), but I won't "overdo" that plot).
Baba Yaga gave one of the keys to the monks/witches so that they could pass it on to her riders. Now the players have to gain it the hard way...
The second key was given to a tribe of ogre sized lycantrophes. (this could be replaced by any other tribe of unusual beings which could have witches/shamans), which are friendly to Baba Yaga. Unfortunatly, the key was stolen by a tribe of Ratmen, which live underground. So in order to get the key, the PC's must search these Ratmen and get the key from them (either by killing them or maybe by talking them into it... but I think it will be the killing way).
All this are fine possibilities for the players to learn more about the Baba Yaga and maybe also about Elvanna. It also gives a nice mix of fighting and roleplaying possibilities (for most of my players is the story more important than some big battles).
So, long story short: Has anybody an idea, how I could add this (mini-)plot between the books?
Hi there,
I have a question about the Robe of useful things:
One ofthe items, you can get from the robe is a window. Now my understanding is, as soon as you remove the patch, you get a window (with or without frame... don't know).
the wizard in my group, which wears such a robe now revealed a plan to get into a House by putting the patch on the backwall of said house, so that a window will appear in that wall (through which they can then enter).
Now is that not how I understand the rules of the robe and I know, how I would rule that... But as we have a week time between the sessions were the plan has been made and were it will be executed, I offered my players that I will ask here how other people think it were supposed to work.
So, what do you say?

Hi!
We are starting Reign of Winter next week (with me as the GM). As my wife is not so fit in the rules I always help her with her characters. After her Paladin she now wanted to play something else (even if she liked it a lot!). She started a cleric in a small one one one adventure I wrote for her and she liked that class also, so she wanted to give it a try in our new campaign. On the other hand she is worried because the group don't has that much front line power (the other chars are a Fighter, Ranger which goes Two-Weapon fighting, an Oracle and a Wizard). So I suggested a Battle Cleric...
Now I'm in the situation, that I have to create (and level) this Char with her. After going through gods which has favoured weapons which actually do some damage she decided for Torag (she didn't liked Gorum and Iomedae was too similiar to her Paladin).
Now I haven't really thought about Attributes (we use 20 point buy), but I put some thought into feats.
I thought for first level Channel Smit and Guided Hand (for human extra feat.).
Followed by: Power Attack, Furious Focus, Heavy Armor Proficiency, (maybe) Weapon Focus, Toughness
Do you think this will be a good Feat selection? With this feats the build will be more heavy on wisdom, followed by Const. and Strenght. Dump stat, if any, will be Intelligence, but as I know my wife, she will not go for that, so she won't have a dump stat at all...
So... Do you think, this will be viable? Maybe some suggestions for changes? Does Power Attack even makes sense? Or should I drop it? That would free two feat choices (Power Attack and Furious Focus). Any good replacement suggestions?

Hi there!
I'm going to start Rappan Athuk beginning next year. I gathered five players, which all want to share this experience (online). So I had a look at the complex and a couple of questions came to mind. I wanted to ask these questions here in the hope that some people, which already run this campaign (or running it at the moment) can help me with them...
1. What level should the heroes start? It is mentioned, that the first level shouldn't be entered with a lower level than 4th. I thought maybe I will run my players through the Mouth of Doom (and the two levels thereafter) as this seemed the best start for a low level party. Maybe I will lure them there with a quest... I thought about letting them start at 2nd level. Do you think, this is appropriate?
2. Regarding quests... I read somewhere that you should run Rappan Athuk not as one big complex, which you explore from front to back, but maybe give out little quests, so that the chars have to enter it again and again... Do you guys think so too? Is it ok just to let the chars run through the comnplex or would that become boring or repetitive? If you run it also with small quests, could you give me some examples?
3. If not run with quests, but as an endless crawl (in which the chars won't see the daylight again): How do you handle things like merchants? Where (other than Graznek) can the chars spent all the money they find and can stock up on rations and potions and get the one or other magic item? I thought about wandering merchants, but that is an invention of computer RPG's which I don't really like (as you can't really explain them...)
4. How do you handle character death? Or not so much the death, but the introduction of new chars? Does your party finds a lonely soul wandering through the dungeon or held in a cell or does they just appear? Or does your chars have to travel to the surface again to recruit new party members?
5. I want to give each character a "motivation" to go out and explore Rappan Athuk. Can you think of some good motivations? I mean others than fame or fortune, which let the chars go deeper than the upper levels? I think I will come up with a couple myself when I read through the whole book, but maybe some of you can inspire me? :o)
Hi,
I'm toying with the idea to start an online campaign with a couple of friends. At the moment it is really only an idea, but I like to think things through, so I wondered, what we would need...
Nobody of us has ever played in an online P&P RPG group, so I wanted to ask those of you, which has this done (or maybe is still playing):
- which virtual tabletop system would you suggest? As there are so many out there, if you don't know any of them, you should listen to people which have already used one (or maybe a couple for finding the one which they think is the best)
- what other tools would we need (beside something like Skype or TeamSpeak)?
- anything else, you have to think about (either as a GM or as a player) what differs from a "normal" RPG group?
I hope that you can help me with these questions...
Hi,
I'm not completly sure if this is a Rules question at all, but I also didn't knew where else to post it. Also tried the search funktion but either I didn't got the right key words, or I missed something when I scanned the search results (which were a lot, so that could have been happened).
So, my question is: Should wand charges be kept secret by the DM (and if the player tries to use the wand when it is empty the DM will tell him that he can't because the wand is out of charges)?
Or does a character finds out, how many charges are left as soon as he identifies the item?
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