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Organized Play Member. 147 posts. 1 review. No lists. No wishlists. 2 Organized Play characters.


Scarab Sages

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Wish Paizo hadn't done this, Abomination Vaults has some glorious RP opportunities, where you can negotiate with various factions of residents, plan quests and side quests within the dungeon and interact back with the town.

The ARPG format removes all of this and replaces it with a tedious, dull mouse clicking exercise.

Scarab Sages

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Do the maths in advance is the best advice, get it to the point where you have a single number to add onto the die results, and roll your damage and attacks at the same time.

If you have multiple conditions which may apply, build up a grid, listing weapons / iterative attacks in one direction, and conditions in the other. Conditional things like Furious Focus and Vital Strike can be applied to the appropriate attack

Also get your GM into the habit to telling you the target numbers for things as much as possible. There's no point hiding the AC of a villain, it only slows down combat, same for DR and DC's of most skills checks.

Scarab Sages

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This is a weakness of the d20 system, it's too mechanically detailed but doesn't provide any framework for heroic deeds. I'd like to see a future suppliment that covers things like this, topping tables and similar that doesn't rely on a heavy skill investment.

In thw above example, a Reflex save might have worked, but then what? There's not a lot in the rules to cover a positional advantage, at best you might count as flanking but you're still stuck hammering away at the HP

Scarab Sages

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For high level play also consider the scope of threats that the PC's face. It should never just be a BBEG, but a BBEG and his entire organisation. Setup plans which don't require the presence of the BBEG to succeed such as the deployment of magical devices all over a city which raise the dead, so that even "victory" over the BBEG might still cause the PC's to fail if they get too focused.

Another point to consider is time constraints, whilst in theory a Wizard can take down anything with the right spells, if denied a chance to replenish spells then they're much more limited. Martial characters thrive in time sensitive situations, and as long as HP don't run out then they can keep doing their thing as effectively as they could at the start of the adventuring day.

Scarab Sages

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Odraude wrote:


... That's pretty much my point for people who complain that "we need more traditional APs" or "Pathfinder is becoming too genre inclusive". This AP isn't the end of traditional modules. Rather, this AP is a bone thrown to those of us that want something more. Something different and exciting that sparks the imagination and isn't tied down to the fantasy tropes we see in every video game, book, and movie. ...

I think that one of my points wasn't communicated very well, it's not that I'm arguing directly against a sci-fantasy setting or adventure, it's that I'm not convinced it needs to exist in the exact same world as the rest of the variant fantasy settings.

As for arguing well we can avoid this if we don't like it, well no, we can't if you play in the PFS. Eventually giant robots, or laser swords or death rays will make an appearance at a PFS table and for me, personally that is an issue for stretching my disbelief. Yes mechanically it's likely to be no different to magical or alchemical items but the trappings and appearance of it will just not feel right sitting alongside a traditional fantasy warrior or wizard.

Scarab Sages

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With the annoucement of the Iron Gods Adventure Path it's begining to feel to me that Paizo are trying to cram every single possible type of campaign world into a single setting. Whilst it's not uncommon for a fantasy world to include several sterotypes such as Norse, Ancient Egypt and Oriental sections, the idea of throwing in aliens (which as an aside is supiciously similar to the Pinnacle Savage Worlds setting Evernight), feels like a step too far.

I am interested to see if others have a similar impressions based on the little information released so far. Should Paizo have kept back these ideas for a seperate campaign world?

Scarab Sages

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GM says: Don't worry!
GM means: Do worry!

GM says: Well there's always Plan B
GM means: Pick plan B, plan A will work far too well and your characters look like they'll survive with all 4 limbs still attached.

GM says: Has everyone read the handouts I emailed round?
GM means: No one ever reads the handouts, but now I totally get to screw you over for not doing so, bwhahahaha?

Scarab Sages

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Maybe it's not a staff but a Rod of Wonder (and heaven help the guy if they do hire someone named Rod).

Ahem, anyhow it's all too easy to criticise, imagine Paizo as some mythical place populated by demi-gods of the RPG world when in fact it's just ordinary people doing a challenging job on a regular basis.

Think about your work, whether it's flipping burgers or running the country, everyone makes mistakes, forgets things, sends the wrong file off, or any other the myriad of reasons why errors occur. There's nothing in Paizo's work that points to a systematic flaw, just that on occasion, mistakes happen in complex areas.

So in short, stop being a d*** and criticising people for being human!

Scarab Sages

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Have the Leopard grapple him and growl in his face, if nothing else, the half hour pause in the game whilst everyone checks what the damn grapple rules are give you enough time to figure out what to do next :)

Scarab Sages

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An Orc Warlord charged to study his opponents, and in doing so aquires some very human characteristics. Makes mistakes every now and again as he's an outsider looking in. His clan does much the same, though with less understanding.

When the humans attack this warlord's camp, it's a near recreation of one of the human's own villages.

Scarab Sages

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The hand withers and decays, but in doing so he gains the ability to cast Inflict Light Wounds 3/day, DC 11 + Cha. The hand can't be used for holding anything since it's effectively dead.

Scarab Sages

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I tend to think of Adamantine as something added to other metals to strengthen them, so the overall colour can vary dependant on the alloyed metal. It saves wondering for example, just how many damn metorites fell from the heavens to equip a standard adventuring party.

Scarab Sages

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Personally, I'd change the hook into my plot to better suit the changed circumstances and carry on. For example, maybe a powerful bounty hunter offers them a shot at clearing their names if they undertake a specific task for him, or maybe the evil opposition offers them a chance to prove themselves worthy of joining their organisation and sends them out on a quest.

The other side to this is to also have consequences to their actions, maybe they get a reputation as trouble makers and have difficulty getting resources (pay more, or flat out refused service), maybe they get interupted once or twice overnight by a group of bounty hunters or lawmen and so on. It's not about being vindictive, but providing some interesting challenges to the group, after all the players chose their actions, so it's usually a good sign that they want to head in this kind of direction.

One last thing to do though before you try any of this, ask them if they actually wanted to break the law so much, or if they felt railroaded into making those choices. It is possible to engineer a situation which forces the PC's to break the law, as soon as one of the party is captured or killed.

Scarab Sages

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"Random" encounters work a treat to handle a party trying to approach every planned encounter with full resources, they disrupt rest and require more resource expenditure to resolve.

Also, if someone tried to sleep after 15 minutes (in-game) time after waking up, I'd simply go "no, not happening". If they chose to do nothing else for the next 12 hours other than sit around, well, I refer you back to the random encounters above.

Other than that, generating a sense of urgency in the players can come from rival adventurers, if they're lazing around, have another party of adventurers coast in behind them, talk for a bit, and then look at them disgustedly as they move on past them to handle the dangers ahead.

Scarab Sages

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My favourite option is the Bard Archeologist, Charismatic, able to sneak, disable traps and also provide some use in combat. Add in the arcane spells and Archeologist's Luck ability, and you've got a flexible character capable of removing traps.

For example, I offer up a character used in a recent campaign, admitedly this is not the most optimal character build, but does offer the fun thematics of a trained monkey riding a hawk, able to drop alchemical devices on the enemies.

The main focus in combat is to disable and slow down enemies as they approach, letting the ranged attackers inflict damage. Even close up, using Enlarge and the Guisaime lets you step back and force attacks of opportunity against them.

Tharkay al-hazred
Male Ifrit Bard (Archaeologist) 4/Ranger (Falconer, Skirmisher, Urban Ranger) 1
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 22, touch 17, flat-footed 15 (+4 armor, +5 Dex, +1 natural, +2 dodge)
hp 44 (1d10+4d8+9)
Fort +4, Ref +11 (+1 bonus vs. traps), Will +3
Defensive Abilities trap sense, uncanny dodge; Resist fire 5
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Offense
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Speed 30 ft.
Melee masterwork armor spikes +9 (1d6+3/×2) and
. . masterwork scorpion whip +9 (1d4+3/×2) and
. . silversheen guisarme +7 (2d4+4/×3)
Ranged composite longbow +7 (1d8+3/×3)
Special Attacks favored enemy (fire outsiders +2)
Spell-Like Abilities
. . 1/day—efreeti magic
Bard (Archaeologist) Spells Known (CL 4th; concentration +8):
2nd (2/day)—heroism, blur
1st (4/day)—expeditious retreat, silent image (DC 15), comprehend languages, cure light wounds
0 (at will)—detect magic, mending, prestidigitation (DC 14), ghost sound (DC 14), message, spark (DC 14)
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Statistics
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Str 16, Dex 20, Con 12, Int 14, Wis 8, Cha 18
Base Atk +4; CMB +6 (+8 trip); CMD 24 (26 vs. trip)
Feats Combat Expertise, Eldritch Heritage, Improved Trip, Weapon Finesse
Traits prehensile whip, threatening defender
Skills Acrobatics +16, Climb +10, Craft (alchemy) +7, Diplomacy +12, Disable Device +17, Knowledge (dungeoneering) +8 (+10 vs. fire outsiders), Knowledge (planes) +8 (+10 vs. fire outsiders), Perception +11 (+13 vs. fire outsiders), Sense Motive +1 (+3 vs. fire outsiders), Stealth +13, Survival +7 (+9 vs. fire outsiders, +8 to track), Use Magic Device +12
Languages Common, Dwarven, Elven, Ignan
SQ archaeologist's luck, bardic knowledge, clever explorer, fire in the blood, rogue talents (finesse rogue), track
Combat Gear Acid (2), Alchemist's fire (2), Caltrops (2); Other Gear Armor spikes (magical) Mithral Armored coat, Arrows (60), Longbow, Comp. (Str +4), Masterwork Scorpion whip, Silversheen Guisarme, Amulet of natural armor +1, Muleback cords, Backpack, masterwork (7 @ 32.5 lbs), Bedroll, Belt pouch (2 @ 4 lbs), Belt pouch (3 @ 0.5 lbs), Belt pouch (5 @ 0.5 lbs), Belt pouch (empty), Blanket, winter, Candle (2), Chalk (4), Chalkboard, Climber's kit, Crowbar, Pole, Portable alchemist's lab, Powder, Sack (empty), Silk rope (2), Thieves' tools, masterwork, Thread (50 ft.), Waterskin, Weapon cord
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Archaeologist's Luck +1 (8 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Clever Explorer +2 (Ex) Half time to use disable device.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Favored Enemy (Fire Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Fire Outsiders).
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Improved Trip You don't provoke attacks of opportunity when tripping.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Track +1 Add the listed bonus to survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Weapon cord Attached weapon can be recovered as a swift action.