I have no advice but I was wondering as a kind of new DM: how did the charming go? Did you roll a save in secret? Did you just tell the player his character got charmed? What did the rest of the party see (players and PCs)? Does the player know his character is charmed and just choose to follow along even though it's bad for the party?
It's fine to have a cleric of Norberger as a PC in a good campaign, even a Skinsaw. That's what good role play is all about. With the right backstory and enough secrecy, the group can be used as cover and protection for said cleric to advance in power. Posing as something else fits in the deities portfolio. Murder, chaos, and mayhem abound in a campaign. Keeping it a secret from the other players may be a challenge, but isn't that part of the fun?
Are you a necromancer? This thread is 4 years old
The Efteling is a real theme park in the Netherlands that has an attraction where the Laaf race can be found. I decided to use the race builder to build them for Pathfinder. Some facts:
-Laafs are reincarnated when they die
Here's the full race description, including alternate racial traits and favored class options.
My players asked for a sidequest to take Sandpoint's jailor, Vachedi, to Kaer Maga to find his sons, so I made one. The side quest happened between book 1 and book 2. Would anyone be interested in this? It requires the book about Kaer Maga. My notes are not complete but I can do what I can if there is any interest.
Name of PC: Jamir
Hideous Laughter requires a saving throw from the enemy to see if it is successful, while some other spells require a ranged touch attack. If the spell description doesn't say you have to make a ranged touch attack, then you don't have to make one. You won't find a rule because there is no rule, you just follow the spell's description.
According to the AP, "a few days". Can't be much less than a week though, as it's about a 3 day travel to Magnimar. I'm not sure if the sheriff is supposed to return before the players move to Thisletop though (he didn't in my campaign, as I made it so the sheriff had to go through a lot of bureaucracy and boot licking to get reinforcements).
Fair Strides wrote:
I like the idea of them being competitors, with Habe wanting to be better than the PC somehow.
I'm making the assumption that the backstory includes the methods and structure the character has in place for keeping the lab a secret?
Yeah, he supplies Pillbug with chemicals, and has a shop with simple herbs and medicines.
They could be competitors for a supply that they both require, but is limited in supply, like equipment used to restrain patients.
Really like this option. I'll have them be competitors as with the idea above. I think I will let Habe hate the player, and let the player figure out why only when they get to this part of the Skinsaw Murders.
Thanks for the ideas Fair Strides and mousmous!
Hi everyone. I still have to start my campaign, but one of the players in my group has made a backstory for his character that he has an underground laboratory in Sandpoint where he does experiments on people. He's playing an Alchemist Chirurgeon.
It will take a while before we get to Habe's Sanatorium, but any ideas on if I can link that adventure and that NPC to his backstory somehow? Would be great if I can foreshadow it at the beginning of the campaign.
W/re to scaling, we have a party of 6 too. I've been just running the AP as written in most cases, but when granting XP I divide it by 4 and hand out a 4th to each character so that advancement progresses as expected. In some combats I increase the HP on the bosses and add a couple of extra "adds" to the fights to keep things challenging. It's worked out OK most of the time. Although often the fights I think are going to be too hard end up being a cakewalk, and the ones I thought were easy end up being really challenging. I guess as long as you have a little of both, you're good.
Thanks. I think I'm going to divide XP by 6 and then use the rule of thumb that a party of 6 is one APL higher than a party of 4 and only make fights more challenging if this causes them to have a higher APL.
I think the thread you want is Rise of the Runelords for 4, 5 or 6 players Note: the thread creator does a great job but only goes through Book 4. But his techniques are explained, etc. for those who want/need to continue on their own. It's definitely in Pathfinder not 3.5.
Just what I was looking for, thanks!
Hi, I'm a relatively new DM running this AP for the first time (never played it). I have six players, and two questions for you lot:
1. Some events like the boar hunt and shopkeeper's daughter seem geared towards one player. How can I keep this event interesting for all players? Or should I just make the event really quick or something?
2. I found a thread where someone adapted the AP for 6 players: https://paizo.com/threads/rzs2iwfu?Changes-to-Rise-of-the-Runelords-for-6-P Cs
Not that it matters but I'm using 15 point buy.
For the Americans: this is what Pathfinder feels like when playing as a European.
Metric units in the English version please! The game is truly less enjoyable to me because of the imperial units.
Greetings! This is the first homebrew content I've ever made, and I would be very grateful for any criticism I can get here.
This class uses the performance combat rules (and also the duel rules) from Ultimate Combat, so it's advised to read those first if you're not familiar with them. Basically, the Battledancer has its own equivalent of bardic performance, and during the performance you are considered to be in a performance combat and follow those rules (besides inspiring yourself and your allies). With these rules you can gain victory points, which this class can use for several benefits other than the benefits described in the rules.
Differences with other classes:
-Swashbuckler: same feel, graciously darting around with a melee weapon, but this one uses some magic and is way more focused on inspiring allies.
-Skald: Still inspiring allies, but a bit less focused on magic (starts spell-casting at lvl4), and combat prowess comes not from rage but from bonus feats as with the fighter.
-Gladiator (fighter archetype): also has some bonuses for performance combat, but more magic and inspiring allies like the bard
-Battle Dancer (3rd party Unchained Monk Archetype): not limited to unarmed combat, more magic and inspiring allies.
Some questions, but general feedback is welcome:
-Is the class fun and balanced?
-Does it give the feeling portrayed in the name? Should I change the name, or anything in the class?
-I'm still working on the spell list: how do I decide what's on there, and what level? Would this class have disguisy spells, and mind-affecting spells, or more combat spells like the Magus even though it's not a Magus hybrid?
-Is the name clash with the 3rd party Unchained Monk Archetype an issue? I could not think of a better name.
Thank you for your time!