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Hi Community! I’m converting RoW to 5e, and we’re having our first session later this week. I have 2 players with backstories in mind, but I don’t know to give them specific RoW tie-ins, so they can hopefully resolve those personal story arcs.

The first is a Vengeance Paladin or Arodel. He was abandoned by his mother at a monastery devoted to Aroden, and raised by the scholars there. As he approached young adulthood, some powerful noble man razed the monastery, and the PC was one of the few that survived. I need the the person who razed the temple to have some tie-ins with RoW. Would it make sense that a White Witch would have travelled to Taldorn for that? Maybe there was some book with information about Baba Yaga that needed to be destroyed or kept secret?

The second is a Hexblade warlock. He happened upon a book that taught him to summon his blade. But since there is no Shadowfell equivalent in Golarian, perhaps he the sword was summoned from one of the locations the players will soon visit. Or was even used in one of the rebellions against Baba Yaga in the past.

Let me know your thoughts!


I ordered the pawn collection... We'll definitely end up using it for regular tabletop gaming, too.


Our party is a big fan of using mini's or standees as an alternative to the big market cards when playing. Luckily we have 4 Iconics in our party, but we also have a Maznar. Is there a Dwarven Druid/Maznar option iin Pathfinder Battles/Pawns?


A player in my game has a character idea of a sheltered princess, who spent her entire childhood growing up alone, raised by her teacher. She loved books, and her only extra activity, and passion, was archery. She has no social skills, because she's had such little interaction. Sort of Katniss meets Sheldon Cooper.

High dex and int, low charisma and con. Average str and wis.

I want to start with base fighter, archer archetype. I don't think there would be much balance issues by swapping skills around, so I've got that figured out. I want to give up medium, heavy, and shield proficiency, and X bonus feats for Bardic Knowledge and 6 skill/level.

I'm not sure what that X would be. Any advice?


I haven't read much into the first book yet, but I have a player possibly interested in playing Kendra as a PC. How well would this work out? Is she a major plot element after the initial hook of the funeral?


I love the fact that my fiancé has joined the RPG world with me. She's a blast to play with, and truly enjoys role playing, getting into character, and couldn't care less about combat. That really keeps the rest of the characters grounded.

The problem is the character she has fallen in love with: eEeeeka, the LickToad Goblin Sorcerer. She always picks spells with fun, flashy effects (color spray, glitter dust, thousand eyes) and really plays up her familiar: "Ouch" the three-footed rabbit that she hopes to one day reunite with its missing foot. She's convinced it's someone's lucky charm.

Other than that rabbit's foot, she's motivated only by causing chaos. She's not motivated by fame, adventure, or fortune. We want to start a new adventure path, and I don't know where she'd easily fit.


I have a party that's been playing Epic6 in a home-brew setting for about 6 months now, and I think that particular story arc is coming to a close, and they're exciting about levelling up again.

They've all decided they want to play RoW, but now, how do I transplant these characters into RoW starting at level 6 (effectively closer to 8)?

Most of the players have already played through book 1 and half of book two with a different set of characters about a year ago, so they're familiar with the story.

How much work would it take to "scale up" the second book to that level, then progress normally through books 3+? Where's a good starting point for them in book two?


Feat from the core rulebook:

While mounted, you can ride down opponents and trample them under your mount.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.


Bump!


I don't know RAW, but on the fly, I would rule B, but would not give the benefit of spirited charge (assuming he has it). I would see it as you don't get the full momentum that ride-by attack gives you if your lion is pouncing.


How does trample work with a mount that doesn't have a hoof attack? See: wolf or boar?

My initial thought was use the hoof damage of a similar sized horse/pony, and make it be a secondary natural attack (-5 to hit, half strength) since it's an "improvised hoof"


Spoiler:
My group cleared out the Pale Tower last night, but in th final showndown, Radosak escaped. With Valstoi slaughtered brutally (great axe crit), Radosak knew he was greatly outmatched, and used the distraction of the Ice Dragon Statue to fly away. Im stumped as to where to reintroduce him in Book 2.


I've read what's available on the srd about the Godling classes, and these look amazing. I'll have to change my original brainstorming, but I think this will work out perfectly. I'm planning on it being a pretty small party (3-4), so having them all be Godlings would be great! I'll definitely keep a campaign journal for this posted somewhere.

Thanks again for all your help!


@MendedWall
I think my players would react well to it. They may embrace their destinies, or they may resent it and fight against it. I'll ask them in a vague way their thoughts on a situation similar to what I'd like to see happen.

@Koloktroni
I will definitely check that out. That would make things much easier if the crunch is done for me.


I am finally getting around to running my "Percy Jackson" game. The premise is simple: they are parented by a mortal and by one of the Golarian gods. The twist is simple: they know they're different, but don't know why.

The implementation isn't so simple. How do I decide which god fathered which character without asking their input and spoiling the plot twist? As far character changes, they're playing normal 25 pt buy characters, who will, as the game progresses, discover their hidden potential in the form of domain powers similar to inquisitor domain powers (no additional spells). Uses per day not necessarily based on wisdom score.

Here's an example of how I see a power manifesting itself: Jim the Fighter, son of Sarenrae, crits with his longsword. In addition to the damage, Jim triggers Blinding Flash as per the Light domain power. The more this happens, the more control and over his powers he gets, and the more insight into his true identity.


My party is (4 first timers!):

Half-Orc Druid - Lion pet. Very "kill first, investigate later"

Aasimar Fighter - Based loosely on Sophitia from Soul Caliber. The party's even-tempered face.

Dwarf Ranger - Mounted style (dog companion) on a St. Bernard. Letting the rule of cool to let him ride the animal that's technically too small for him. Aggressive and short tempered.

Half-Elf Sorceror - Efreeti Bloodline. This character still hasn't come into a personality yet.

Fetchling Winter Witch - Going for Winter Witch PrC. This is the only PC who's somewhat experienced. She's doing a pretty decent job as a blaster/debuffer.


Hello all! I'm looking for advice on how to scale up the Skinsaw Murders for my current party.

When the party started out, we thought that we'd only have 3 players, so I let them do a high-powered roll (4d6, reroll ones) in an attempt to compensate for the shortage of players. Well those players brought friends, so now are party fluctuates between 5 and 6, all with the same (averaging 50ish point buy) inflated ability scores. Book one was pretty easy on most of them, even with my upscaling. I tried adding additional baddies, adding fighter levels to the existing baddies, even combining multiple groups of enemies together, and they're still doing pretty well at destroying everything.

I'm inexperienced in scaling up encounters, and am generally not tactically sound enough to determine what could best challenge the party. I'm not opposed to completely rewriting every fight they'll encounter, because I'm sure it's going to come to that.

My party is this (Level 5, was just confronted by Sheriff Hemlock about the murders at the lumber mill):

Gnome Sorcerer - Rakshasha bloodline, specializing as a fire blaster. He is the party's primary damage dealer.

Human Rogue - Chameleon Archetype, Going for Sleepless Detective. Took two-weapon fighting and weapon finesse as combat feats, with most of the rest of his resources going to increase his "Batman" skills, as we like to call them. With another melee character, a pet, and summons, he's always sneak attacking.

Half-Elf Druid - Animal Companion (Crawling Vine), specializing in summoning. She competes with the sorcerer for damage per round, and completely wrecks the action economy of most fights.

Half-Orc Paladin 2 / (Flowing) Monk 3 going for Champion of the Enlightened prestige class. He excels at being an encyclopedia and battlefield control. He has devoted feats to excel at this aiming for Combat Patrol and Ki Throw.

Half-Elf Ranger Crossbow Style, Skirmisher and Battle Scout archetypes. He's slow to develop, as crossbow rangers usually are, but has been a useful utility character to the party.


these are amazing! Do you have an account to accept donations? This has made the first part of Reign of Winter so much better for my players, and I'd gladly send a gratuity your way in order to keep the maps coming.


I'm not sure if it's due to my miscues, or pure assumption, my party has somehow arrived at the conclusion that the Thistletop goblins number in the hundreds, rather than the approximately 40 the adventure path describes.

Rather than tell them that they're wrong, I think I might embrace it, and rewrite the Thistletop area. My party has cleared the Glassworks and the Catacombs of Wrath, and are about to reconvene with Shaelu (she's been in and out of town, scouting Thistletop and the surrounding area gathering intel on the goblin tribes).

I'm thinking Shaelu will report that the Thistletop Tribe is as heavily fortified as the PC's fear it is: nearly 200 goblins, approximately 25 goblin dogs, and a "domesticated" Giant Frilled Lizard. They're camp is a modified version of the briar thicket shown in the book (where the party would encounter Grogmurt), and this is where most of the goblin rabble live. Ripnugget still lives on the island, and only those who have earned honor in battle are allowed to live with him there.

Grogmurt will play a significantly different role in this setting. Rather than cut himself off from the rest of the tribe, and trying to earn Ripnugget's respect, he's abandoned the tribe completely, has taken leadership over the remnants of the Birdcruncher tribe (around 50, rather than the 10 the book lists). He has sent an Animal Messenger to Shaelu requesting a parley. He proposes that his goblins aid the party in taking Thistletop, and overthrowing Ripnugget. He promises that if they succeed and takes he reign as chieftan of the newly formed "Thistlecruncher Tribe," he will honor a truce with Sandpoint, and will keep his tribe away from the city as long as his reign continues.

My party is generally open to using the tools at hand to their advantage, and would probably take Grogmurt up on his offer, and gaining a powerful ally.

Would this cause any rifts in the future of the adventure path? I haven't read very far into book 2, and nothing past that. How would Nualia's party act in this situation? Tsuto and Elyrium have both been killed.

Any other thoughts or comments?


The character in my upcoming Carrion Crown game is going to be G'nes't'ruk "Nester" the half-orc alchemist (lawful neutral).

I took the Chirugeon (gives up most poison related abilities) and Vivisectionist (gives up bombs) archetypes, and plan to go heavily into the "Mr. Hyde" aspect of alchemists, eventually going with Master Chymist. I also took the Bestial half-orc trait, giving up ferocity. I'm also considering adding Internal Alchemist, also. It really fits the flavor of the character I'm trying to build, but I'm worried that three archetypes might be a little overboard (they are all legal RAW, none of their abilities overlap.)

I want to play Nester as a witch doctor or shaman, who is traditionally a loner, due to extreme prejudice against half-orcs in the heavily civilized lands, and due to his distaste for the extreme savagery of his orcish ancestors. I plan to refluff his alchemy, infusions, and extracts as more shamanistic voodoo, sort of like herbal salves. This strays away from the alchemist's traditional "scientist" theme, but I think fits my character concept.

Nester is usully a reserved, quiet person, eager to learn all things anatomical (hence the Chirugeon and Vivisectionist), he's a academic, albeit non-traditionally, foremost. He wants to be accepted by the masses, and wishes people would look past his ferocious appearance and see him for his generally peaceful nature.

Nester also is wise enough to know that in such a savage land, pacifism can't solve all things, and violence is a necessary evil. He uses his mutagens to tap into an ancient orc spirit, Bruu'kaal (need to fill out more personality for this guy), and channel his might and rage to handle violent situations. I plan to use Bruu'kaal as Nester's alter-ego when he gains levels in Master Chymist.

Nester has taken skill ranks in Disable Device, Heal, Knowledge (Nature), Perception, Spellcraft, Survival. He has Iron Will as his feat. Accelerated Drinker and Chance Savior as traits.

At the time we were all brewing character ideas, I was the only person thinking of playing a class with Disable Device as a class skill, so I felt I needed to take one for the team and put points into it. How could I work this skill training into Nester's background? As I'm imagining him in my head, he isn't interested in most manufactured things, preferring anatomy to mechanics. He doesn't want to have a strong association with mechanical things, because he's afraid that it'll weaken the connection with his spiritual side.

Hopefully when we sit down for our first session on Saturday, someone will have decided on a class with disable device, and I can just change it. If that is the case, what do you suggest I put points in? Probably another knowledge, but which one fits best?

I took accelerated drinker mostly because it seems like that is the go-to trait for alchemists. What other traits would fit this character well? I really want to create my character to be fluff oriented rather than combat optimized, which is really hard for me to do.

Please provide any insight you can, both constructive and destructive. I really want my character to be believable.