Hello friends~ It's been quite awhile since I last ran a pathfinder game, but I've gotten a group of friends who are eager to play. A few of them are new to Pathfinder, but not especially new to tabletop gaming, so we're running a homebrew campaign.
We're doing a sci fi/fantasy mix with some planet hopping and a little bit of limited tech (trying to keep the planet hopping mostly to portals so I don't need to replace a bunch of the fantasy stuff with tech rules), and I'm using the same universe Golarion exists in (along with the rest of the established Pathfinder stuff for ease), but most of the planets the players are going to be visiting are going to be in a solar system outside of Golarion's system, which is where my homebrew stuff comes in.
I've written up a small description of the first planet, and a few of the most important civilisations/communities roughly around the parts of the planet my players will be playing in, but peeling open my old bestiaries has me feeling lost about which monsters I should be adding into encounter tables/plothooks/etc. and reskinning to fit the planet. I'm also pretty sure there's been new monsters released in the few years I wasn't really playing the game. So I'm looking for suggestions!
My players will be on this planet until probably roughly level 5-6, so I'm trying to focus more on monsters lower level parties could take on.
Planet Description:
Similar to Akiton, but located in a different solar system. Red deserts (mars style), orange-ish sky in the day fading to starry indigo skies at night. Forests made of a variation of bush to tree sized thorny plants and thin coniferous trees. Most living plants are dark in colour. Thin streams and the occasional lake are found in these ‘oases’ (to be generous), whereas the large stretches of wasteland imply there at one point may have been oceans. Tall, jagged mountain ranges can be found throughout the planet. There are icy poles, but it's very unlikely the players will be travelling there.
Other details:
no mechanical change in gravity
thin atmosphere but no mechanical effect beyond flavour
two moons
Description of societies established on planet:
itarii (Strix) - have civilizations in the difficult to reach peaks of the mountains. More advanced and established than Golarion Strix. Larger population. Largely xenophobic and isolated. Unfriendly to players but not aggressive.
Shobhad - similar to Akiton communities and tribal units. Often warring for resources. Mostly hostile to other societies and groups but a few communities have begun to capture and trade ratfolk as slaves to the imperial cheliax settlement and outposts in exchange for alien goods and technology.
Ysoki (ratfolk) - small communities and bands. Found mostly within the forests but travelling bands can be met within the deserts as they hunt for food or other resources. Highly mistrustful of other races but will likely be one of the races that is most easily befriended by the players. Most likely to flee conflicts unless in large groups.
Imperial cheliax (combo of many races, mostly human and tiefling) - small relatively new settlement on surface of planet. sustained by resources brought from other planets through portals. Also includes a handful of outposts. Not especially friendly with any other civilizations, but sustains relationships through contractual trading. Have begun to take on ratfolk slaves native to the planet. Will be the group that the players originate from, but will likely become hostile to them as the plot continues.
Will likely change some of the names/reskin the races to make them unique.
Any suggestions welcome~ I'm sure I'll probably overlook something important. Also if there's major geography/environmental continuity errors feel free to point those out too before my players do.
Thinking of making one of the next planets they travel to one of those orphan planets without a sun. Chilly.
Quick Edit: Bonus points if I can get said monsters in pawn form
I received the contents of my kickstarter pledge, including all the physical rewards from the 2 print packs I ordered, except the two copies of the Emerald Spire Superdungeon. Is it possible they were shipped separately, or is this a computer error?
I've had my order declined quite a few times now (each time placing a new charge on my credit card, then disappearing. I had 4 charges waiting to be processed on it at one time). My credit card is working for other vendors, and it's not at it's credit limit.
I attempted to change the billing address a few times to have it perfectly reflect my bank's registered address (as others posted with this same problem), but this so far hasn't changed anything. My order was still declined.
I want to cancel my subscription for the Player Companion line, and have The Harrow Handbook removed from my queue. No issues, just don't have interest in this one :)
I placed a subscriber discount code on a preordered Red Dragon Boxed set, but the specific one I used will be expiring in January (not reposting code here, for obvious reasons).
Since the boxed set has been moved from December to sometime in January or February (I believe?), will this affect my discount on the item?
This playtest includes a Slayer, Swashbuckler, Arcanist, Skald, and Shaman, all at level 1. This information is based on our play session, which took us up to the second last floor. We’ll be finishing this game December 15th.
Below I’ve included the build and feedback of each player (the players all range from newer to experienced). Note that I’m not the GM of this group, but I’m posting this on behalf of the GM in the group.
The Feedback is directly from each player, and hasn’t been edited at all.
Human Swashbuckler 1
Build:
Ability Scores: Str 12 Dex 18 Con 12 Int 10 Wis 7 Cha 16
Race features: Standard Human
Feats: Combat Reflexes, Two-Weapon Fighting
Traits: Heirloom Weapon (Rapier), Reckless
Feedback:
1. What do you not want changed about your class (or like about your class)?
I enjoyed all the defensive options I had, and I never felt helpless during an enemy's turn. Even when the burning skeleton had me down to 1 or 2 hp (I forget exactly how low I was), I was ready to use my Recovery deed when it attacked me, hoping the bonus AC would block its attack, while the 5 foot step would move me out of range of his fire aura, allowing me to heal up or even just re-engage instead of simply dying on the beginning of my turn.
2. What do you think should be changed about your class?
I kind of wish Riposte didn't require an additional attack of opportunity on top of Parry, or that the Swashbuckler could get extra attacks of opportunity without needing to take the Combat Reflexes feat, since without that feat you will never be able to Riposte.
3. Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
The Skald's raging song seems rather lackluster, or at least extremely situational. As a melee character I thought I'd be among the first to accept it, but losing AC as a relatively squishy character just isn't worth it for the small damage boost. Maybe if instead of giving bonus CON, and therefore bonus hp at the back end of your health, the song gave temp HP as a buffer at the front end of your health. It could make the tradeoff more worthwhile and encourage more reckless, rage-like play while under the song's effect. To balance that out they could possibly increase the rounds spent fatigued afterward?
Human Slayer 1
Build:
Ability Scores Str 12 Dex 18 Con 13 Int 10 Wis 14 Cha 10
Race features: Standard Human
Feats: Point Blank Shot, Precise Shot
Traits: Alkenstar Defender, Black Powder Bravado
Feedback:
1. What do you not want changed about your class (or like about your class)?
Favoured Target. I like the versatility and guarantees I can be of use in almost every fight (as opposed to favoured enemy), and I also like the fact that it isn’t limited in daily uses. I like that unlike a Rogue, I feel like I can be a valuable party member even as a ranged character.
2. What do you think should be changed about your class?
Favoured Target definitely needs to be easier to use. I was constantly struggling with my action economy, and there was more than one fight where I didn’t even pop favoured target once, and instead just simply chose to attack & move (and this is coming from a ranged based slayer, too). I also agree that the skills per level needs to be increased from 4+Int to 6+int.
3. Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
I shared the Skald’s disappointment when no one accepted his rage song throughout the entire module. As a primarily ranged character, I couldn’t benefit at all from the bonuses it provided. Hoping the skald can increase his versatility in the performance department.
I found that both the Shaman and the Arcanist had very little to contribute in regards to ‘little things’. It seemed like both classes had little to offer at first level. Once the channels had been busted out, and the three Arcanist’s spells had been cast, they were both left empty handed.
Human Arcanist 1
Build:
Ability Scores Str 9 Dex 14 Con 12 Int 12 Wis 17 Cha 16
Race features: Standard Human
Class Features - Arcanist Exploit (Potent Magic)
Feats: Point Blank Shot, Precise Shot
Traits: Bliss Bee Harvester, Freed Slave
Feedback:
1.What do you not want changed about your class (or like about your class)?
I like the exploits and the core mechanics of the class very much though to be honest they feel almost more like an archetype for a wizard than a new class.
2.What do you think should be changed about your class?
I think there needs to be more ways to gain points to my arcane reservoir or it should fill up a bit more. At low levels it works to be small but as you level consuming magic items isn't exactly something you want to be doing everyday.
3.Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
As it was first level its hard to say what seemed off about other classes but the Skalds rage song thing seems like it could be a bit more versatile.
Aasimar Shaman 1
Build:
Ability Scores Str 9 Dex 14 Con 12 Int 12 Wis 17 Cha 16
Race features - Incorruptable
Class Features - Familiar (Fox) Spirit (Life)
Feats: Great Fortitude
Traits: none (didn’t select any)
Feedback:
1.What do you not want changed about your class (or like about your class)?
The shaman overall feels like a decent class. I feel that with how every part of the class works it is an overall well put together package. With the exception of what I will be pointing out below, everything else of the Shaman seems quite well thought out and implemented.
2.What do you think should be changed about your class?
On the other hand, the few things I dislike about the Shaman are as follow: The spirit abilities I feel need a little bit of work. For example, the BATTLE Spirit's first ability makes you a better healer as opposed to a better fighter. Additionally the Greater Spirit ability of the Life spirit is nothing more than being able to cast 6 Stabilize effects at once, 3 + Cha mod per day. So at level 10 I get an ability equivalent to 6 orisons? Which I can use an infinite number of times per day anyway? Most of the other spirit abilities aren't terrible, but there are a few (like the ones I have mentioned) that I feel definitely need work. Additionally, if you are trying to be a healer as a Shaman, you are useless in almost every other regard. Since you don't have the ability to spontaneously change any spell to a cure spell of the same level, then it is imperative that almost all the spells you take every day be healing spells. I think an easy fix would be something simple like making the Life Spirit's starting power be the spontaneous casting, while changing the Greater Spirit power to channeling (but up to uses to 3+ Cha mod instead of 1 + Cha mod)
3. Is there anything about the other classes you were playing with that you thought should be changed (overpowered, underpowered, should work a different way, etc)?
The other classes seemed interesting, but I noticed two things: a) Our Skald's songs were basically useless in the adventure, where every time they went to us it I only accepted to buffs for s#@*s and giggles, while the Skald was the only other person making use of it. In this instance he probably would have been better off just rolling a Bloodrager. b) The arcanist basically seemed to be a one trick pony. Honestly, he only really cast one spell through everything we played, but afterwards it was a kind of "well that's all I can do" feel I seemed to get off of the character. The revision was nice and flavourful, but still needs some tinkering with in my honest opinion
Half-Orc Skald 1
Build:
Ability Scores Str 14 Dex 12 Con 13 Int 10 Wis 10 Cha 18
Race features: Standard Half-Orc
Feats: Extra Performance
Traits: Reactionary, Armor Expert
Feedback:The skald wasn’t able to provide feedback in time, and since the playtest is moving so quickly, I wanted to post these before their feedback became obsolete.
(Excuse me if this is posted in the wrong forum, not exactly sure where these questions go. Also apologies if this is answered somewhere else.)
I've got a player designing a Swashbuckler, and we're not sure if his Swashbuckler Finesse counts as Weapon Finesse in regards to feat prerequisites. I looked over the ability and it doesn't explicitly state the Swashbuckler gains Weapon Finesse as a feat, even though the class gets the 'benefits' of the feat. By RAW, does this currently mean that Swashbucklers must take Weapon Finesse separately to qualify for any feats that require it?
Is there any way to stall my comic subscription and have my copies ship alongside my Pathfinder Battles? Due to shipping costs, I'd rather have the comics and the minis shipped together.
If not, I can probably cancel the subscription and opt to order the comics manually, but I'd rather not.
Thanks!
So my main group of players are:
-CN Halfling Rogue 2
-CN Tiefling Ranger 2
-CG Human Barbarian 2, and
-an Undetermined Caster (although she expressed she wanted to be evil aligned, I told her I don’t allow Evil Alignments on the basis of they tend to cause too much inner party strife, so I think she’s going for a CN or N caster character).
I’m struggling to draw them into adventures. Right now, the only player who readily accepts quests without question is the CG Barbarian (he used to be CN, then realised his character was more inclined to help those more unfortunate than himself and switched). The other players usually beeline for ‘How much will you give us?’
Now, this concept isn’t always a problem to me, but this time it seems to be that if the reward offered isn’t especially high, the other players see it as ‘not worth the effort’, or 'being cheated'.
Right now, I tend to give a little more than the average treasure amount recommended in the Core Rulebook.
I’m just wondering how other GMs handle this sort of issue? I don’t have a problem offering rewards for quests, but I can’t just keep upping the rewards each game, or I’ll run into issues balancing the encounters.
I pledged for the guild level in the kickstarter, but I'm wondering how my other 5 friends will get rewarded for going in on it with me.
For instance, how will they receive their account benefits (Goblin Squad status, PDFs)? Will I get the option to provide Goblinworks/Paizo with their account name?
Does anyone have any traps they've created using black powder and other firearm ammunition? I'm planning an adventure where a group of Kobolds have gotten a hold of a shipment from Alkenstar and I'm looking for some inspiration. I'll probably have a few kegs lying around in some of the dungeon, but I also want to have some traps specifically crafted by the Kobolds.
Does anyone have any traps they've created using black powder and other firearm ammunition? I'm planning an adventure where a group of Kobolds have gotten a hold of a shipment from Alkenstar and I'm looking for some inspiration. I'll probably have a few kegs lying around in some of the dungeon, but I also want to have some traps specifically crafted by the Kobolds.
Forgive me if I've somehow missed the answer to this, but how are casters from the Advanced Player's Guide and the Magus from Ultimate Magic affected by Metamagic feats?
In the Core rulebook it states that "wizards and divine spellcasters" must prepare their spellslots with metamagic in advance, and that "sorcerers and bards" must take extended time to spontaneously cast metamagic on a spell.
I haven't been able to find a ruling on any other classes. Does this mean that the magus does not need to prepare his/her metamagic in advance (and if so, how is it supposed to be used)? And do all spontaneous casters from advanced players guide forgo the "extended casting time" penalty?
I'm asking because I know this will come up with a player sooner or later and I want to be able to give a definite answer by RAW.
It may be a little too late for this, but I think monster name pronunciations would be a great addition.
(This idea is a product of browsing numerous threads arguing the pronunciation of "Assimar" :P)