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So since we have a CRPG version of this AP in the books, does that mean that we might have a new collected version of this adventure soon?


So I'm starting book 3 today, and I want to say this has been a great campaign so far. So much fun things for the PC's to do and the theme of the game has been presented very well.

Does anyone have any particular pieces of advice for book 3? I've read the sticky thread for it but wanted to double check with you all if there is something to look out for.

Great AP so far!


Is there a interactive map pack for this path? If so where?


Pathfinder is my game of choice for gaming. I've been running some permutation of 3rd edition since high school every Friday with a notable exception of when I was in college.

Since moving to Pathfinder there have been a multitude of books and systems that I have tried, and was wondering if there are any specific systems or third party books that seriously enhance the game for you guys?

From Paizo themselves, I seriously love Ultimate Intrigue and Ultimate Campaign. Both of those books are must haves for my table.

For me, while running Wrath of the Righteous I noticed that it was quickly becoming unwieldy. So I looked around and found:
Mythic Solutions

It fixed a lot of the issues I was having, seriously check it out if you are going towards that AP

Also, Making Crafting Work has been a fun addition to make crafting very capable and easier to work through.


I recently was thinking about magic items/feats/spells that benefit unarmed strikes to apply their bonuses to improvised weapons.

Just a fun little house rule to allow improvised weapons a chance to shine.

Any opinions?


For reference:

PRD wrote:
Grippers are powerful, long-handled tools that resemble a blacksmith's tongs. Once they're set, they can be locked into place to grip an object. Used when attempting to pry open a stuck object (in a manner similar to the use of a crowbar), grippers grant a +2 circumstance bonus on Strength checks. When used to attach two devices, a set of grippers holds on with an effective Strength score of 24. Applying grippers to a creature and then locking the grippers to crush flesh and bone is a standard action that provokes an attack of opportunity and also requires a successful melee attack with an improvised weapon. Once locked, the grippers deal 1d4+7 points of damage.

One of my characters is playing a half-ling rogue specializing in improvised weapons. Took caught off guard and all that.

It's my interpretation that for most creatures applying the clamps with Caught Off Guard will no longer provoke (usually). So at least until the rogue gets some iterative attacks he will just be applying clamps as often as possible for better damage than his strength bonus and applying sneak attack.

So there is a half-ling going around applying auto grippers to sensitive areas of creatures over and over again.

Give him the clamps indeed.


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You know what I'm talking about. The stereotypical "rocks fall everyone dies" to the "Gazeebo devours you" type stuff. Things that your group falls back on as a funny joke or reference.

Mine has a few:

Any time something calamitous occurs the consequences always occur to an old lady who just so happened to be there. Including: Rollinig boulder crushing her, a myriad of wayward arrows and siege weaponry obliterating her, and my favorite is her being mauled by multiple leopards released by the PC's from a gladiatorial fight.


Every time I run a new AP, I usually try and stretch my GMing muscles a bit and change something. For Kingmaker I really enforced the Fae background story and gave them a lot of interactions with Cheliax. For WotR I utilized the NPC's a lot more than usual (and Mythic really added a lot on its own).

For IG, I want an NPC that is a good encounter to continue to be a villain as the PC's progress, and Sanvil looks to be a good person to give it a go with.

For those that have run further than I (I'm just about to introduce him) is there anything I should keep in mind? If he gets killed I plan on just having him come back with cyborg parts and the like so it's not a big deal on that end.


I have run Kingmaker to completion and am 5/6th of the way through Wrath of the Righteous, and for my birthday my brother got me book 1 of Hell's Vengeance.

I was extremely (and happily) surprised to get this book and am looking forward to giving it a shot in a year or two.

But I wonder, what books do I need to enhance the plot?


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I was a player in this campaign for the first 2 books, and unfortunately due to multiple issues the game had to end. We will be going to back to the game at some point but there are two things that just made the game SIGNIFICANTLY less fun, pretty much everything involving the ships.

There has to be some way to make the running of fleets and ship to ship combat actually interactive for more than one player.

I'm considering trying to adapt the kingdom building rules to ships and the like (each boat counts as a settlement, build points become booty, etc.). Resolve a "Sailing" phase once every week at sea, and resolve a "Docking" phase (income) every time you dock at port.

This doesn't really fix the combat though. Has anyone put together a better version of that?

Thanks in advance!


I want to build a Dog Shaman Conjurer, and every time I begin reading the rules on what I can and can not do I seem to get lost.

For example:
The Conjurer can spend their starting spell points on spirits that begin summoned. But I thought that all spirits were dispelled at dawn and sunset so what is the point? Also spirits can only perform so many "actions" before they go home, what determines those for these starting spirits? Can a starting shaman conjurer have 35 points of force in summoned spirits dematerialised and materialize them later?


My wife has always had more than a passing interest in Shadowrun (something about big troll dudes, lol).

I have done a bit of research and I think 3rd edition is the one to go into but I was wondering, what books should one get if they are going to play in the pre-4th edition world?

Any assistance or advice is appreciated.


I have been trying to find its location on the map all week and cant find any mention of where it should be. Can anyone assist?


I'm having tons of fun playing with the race builder in the ARG, but I've run into an issue.

I'm trying to build a monstrous humanoid race that possesses a long tail with a bony barb at the end that they use as their main means of offense. Looking at the trait Slapping Tail's wording, it reads as though it's only usable for attacks of opportunity, and the Natural Attack trait doesn't offer Tail Slap, just Talon, Hoof, Gore, Slam, and Wings. How do I portray this somewhat integral part of this race mechanically using the race builder? Am I reading Slapping Tail too literally? Or should I simply skin it as a different Natural Attack, like Talon?

Thanks!


Can an alchemist mix/use his alchemy Defensively?


Just as a clarification:

In my group they really enjoy grappling and brawls and the like and the removal of shiving someone with a stiletto while grappling is sort of weird.

Basically, what happened to the other while grapple actions, let alone thing like armor spikes and the like.


I am going to be using pathfinder for age of worms starting tommorrow and was wondering if anyone can think of anything that i sould do to th eadventures before i start.

I am restarting my campain with a gathering of winds, (what i sort of see as the mid point of the adventure), and my party is as follows:

Human (Bo9S spell blade thing)
Halfing Binder
Mongrelman Druid (having some issues with his conversion, any suggestions?)
Human Crusader (Bo9S)
Warforged (Incarnum paladiny thing)

As of right now i am not changing any of the class's too much to make it easier on the conversion, but i am having issues with the druid (bonus spells for a domain instead of companion, ok why does it list them as spell like in the description).

Anything else i should look out for.

Help appreciated ahead of time

(other thread: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/playtest/usingPathfinderForAgeOfWormsIssues)


I am going to be using pathfinder for age of worms starting tommorrow and was wondering if anyone can think of anything that i sould do to th eadventures before i start.

I am restarting my campain with a gathering of winds, (what i sort of see as the mid point of the adventure), and my party is as follows:

Human (Bo9S spell blade thing)
Halfing Binder
Mongrelman Druid (having some issues with his conversion, any suggestions?)
Human Crusader (Bo9S)
Warforged (Incarnum paladiny thing)

As of right now i am not changing any of the class's too much to make it easier on the conversion, but i am having issues with the druid (bonus spells for a domain instead of companion, ok why does it list them as spell like in the description).

Anything else i should look out for.

Help appreciated ahead of time


I will be running (continuing actually) age of worms switching over to pathfinder.

I will begin with the adventure after the arena combat (back to the town to fight the black dragon, etc.).

I was wondering if there are any specific situations that you could recommend in conversion?

The party is:

Arctic Halfing Binder/Knight of the sacred seal (ToM)
Beastman Druid
Human Crusader (BoNS)
Warforged (that soul magic class that is really alignment based) Magic of Incarnum
Human Blade Mage (book of nine swords, i forget the real name)

As far as i can tell, a good quick conversion would be to give NPC's maybe 1 more feat and solidifying skills.

But as you can see, the class' people are playing are very... nonstandard.

They mostly seem to play just as well though.
Any suggestions?


I have noticed that there are a few very outspoken people that are frequenting discussions, and instead of helping are attacking people and acting really juvenile.

Can the mod's please monitor this more as some threads are really just devolving into one person calling another a tool and other annoying thread jacks.

Or at least is there some place to report these situations?


I cant figure out how to download 2.0.

the site is going frikan slow for me too for some reason.

can anyone help me


I noticed that the sneak attack no longer allows for flanking to gain the damage.

Is this on purpose or is it ommited?


So I'm running AoW from the beginning and i got through the first adventure very well i think. No big snafus, the only issue is that the PC's wanted to go to the free city right away after the adventure. Luckily, they become friends with Alustan and he basically said, "You just found out about a conspiracy that lives beneath the town tha is doing god knows what and you want to leave!" Back on track.

But now they have gone through the Hextor dungeon, with the unfortunate effect of two PC deaths (the PC's had a really bad case of Botchilisim). One PC decided to run a new PC, and the other was cool with a raise dead. But they left shortly there after and rested up.

So now they are headed back towards the mine, and im certain that ole' dourstone is at the least aware of adventurers muckin' about in his mine. From the reading, it would seem that he wants the triad out PDQ.

Noting the other two 'faces,' they really do not seem the type to have noticed that the hextor branch has been killed off in one night, but i digress...

Any ideas on how to go from here?