This might be a strange question but let me give some backstory. In my homebrew campaign setting, the material plane is sealed off from the outer planes. To get around summon monster spells; I have a gigantic demiplane prison full of outsiders that spellcasters can still summon things from (and a ruthless organisation that prowls the inner planes hunting for rogue outsiders to add to it) I was thinking it would be funny if spells like ‘heroes feast’ are also summoned from the prison plane. What are the best creatures to use to make gourmet meals all day?
Ok, so I've built a fun character which is a whip wielding summoner with a 'gimp' Eidolon who worships Zon-Kuthon. It's a character I built ages ago but I have been waiting for a chance to use her. I'm not sure if it's right for this campaign but I have thought of a backstory that I think will suit it despite being lawful evil. I just want to check how viable is it. The backstory I've thought of is that she was a member of a secret zon-kuthon cult. The leader of the cult (who was also her lover) was murdered (love lost trait). Without strong leadership the cult fell into disarray and was quickly discovered by the authorities (and slaughtered) In my mind this gives the character a hook into the story and a reason to stick around & fight the authorities. The character will also choose revenge over her religion if they ever conflict. Could this work or should I just play something else?
Resolve points for stabilisation
Egregious scaling back on power & magic nerfs
I'm going to start a future campaign (whether it be Starfinder or Pathfinder) with a jail break adventure. It's a good way to get the party together and encourages them to think around problems. I'll homebrew most of it, but I might steal some ideas or maps from published adventures if they're any good. Which ones are worth looking at? (system or genre doesn't matter. I'm just looking for good themes & ideas)
Hmm Quote: Starfinder has no flat-footed or touch AC but under the Envoy 'Clever Feint' ability it states: Quote: As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn';t a standard check to feint, so Improved Feint and Greater Feint don't apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creature that lacks an Intelligence score. Maybe flat-footed is now a condition that gives a flat penalty or something
Interesting ideas; I may nick some of them in the future. At the moment I am just mapping out a sector of space for a sandbox campaign. It will be on the edge of the pact worlds leading into a mostly unexplored area. The main hub will be a criminal run space station that is considered independent & neutral ground for any sort of trade (essentially space Katapesh). I’ll have an alien race that is competing with the pact worlds to colonise the sector (haven’t decided what they will be yet, but probably something similar to the Eldar from 40k). A portion of the sector will be a huge war zone. The whole sector will be covered in ruins of an ancient empire that was destroyed thousands of years ago. I’ll throw in hints that whatever destroyed them is coming again (something ancient & powerful like the Reapers from Mass Effect) All that should give the players a bit of variety. Exploration, trading, colonising, war and a nice background plot that they might get involved in.
I watched a bit of the playtest stream that was uploaded to youtube. It looked fun but I noticed the damage dice for futuristic weapons seem to be pretty low (basic d4, d6, d8, etc) Do you think primitive weapons like bows will still have the same dice as Pathfinder or is everything going to be re-balanced? I thought Starfinder was going to be mostly compatible with Pathfinder, but this just fills my head with a thousand questions :S
I don’t mind more options, but new content is being released quicker than I can keep up. I roleplay multiple times a week, but we tend to play long campaigns and a mixture of systems. There’s still content from APG, UC & UM that we haven't touched on. It’s not a problem in home games, but it has driven me away from PFS. Last con I went to I was sat with a lizard, a fox and two glowing outsiders who were all playing weird munchkin archetypes that I’d never heard of. “I’m done”
Religion in pathfinder/d&d has always been quite integral to the setting and the mechanics. You can rename clerics to something like 'white mage' and let them choose which two domains they want, but I imagine it will be quite a different game. Another system might be better. I'd also check if there's anything else they might have problems with in the future. (Demons, witchcraft, etc)
I'm really excited to either GM or Play this AP. My group has often added a splash of sci-fi to our fantasy, so the theme will be spot on with our tastes. My group tends to prefer non-linear games. Not complete sandboxes, just the chance to do some ad-hoc sidequesting, downtime and the ability to make choices which affect the plot. How easily can Iron Gods accommodate my group? (Please avoid major spoilers)
Lincoln Hills wrote:
From 1d4chan: "A more plausible theory claims that neckbeards are in fact a form of tears. Those with neckbeards grow them because no one will ever love them and thus, there is no longer a desire to groom due to the acceptance of their inherent repulsiveness."
I got into roleplaying through wargaming. I used to have a warhammer club at school in the 90s. One day a really fat sixth-form student with a beard on his neck turned up and invited us to a roleplaying club. I started playing ad&d 2nd ed and quickly became obsessed with it. Skipped 3rd until 3.5 came out, and then moved to Pathfinder in 2010. (I do play other systems as well) Now I’m the one with the beard who goes around trying to recruit new players..
Elandral wrote:
Can you post the party composition (and PC build concept) for each campaign? I'm curious ;)
Despite being a soft-touch, I do have a difficultly problem with one of the campaigns I’m currently running (Skull & Shackles). No one rolled a support or battlefield control character. It’s just a group of damage dealers that have no synergy or teamwork. There’s nothing to stop them taking damage, and no one to heal them up after the encounter. The party is pretty much done for the day after each battle :/
I had my first session last night. I’ve only got three players, so they rolled up an NPC for a fourth slot. Dol’roon - Half-Elf Cleric of Zun-Kuthon (backstory is that he was a streetfighter who had turned to religion through pain)
I kept the city of Mearh-Varza as is, which I put in an unspecified location somewhere in Varisa. I decided that the town was having a mid-summer festival and most of the pubs that evening were overfilled. The Stirge & Hammer was somewhere deep in an industrial district and had avoided the crowds. I ran the first encounter (fairly badly, as I forgot to bring my battlegrid) and ALL players failed their fort save against the reaping sickness :)
A tend to find that a campaign’s difficulty is far more dependent on the GM than the campaign. Some GMs run things tactically 100% and show no mercy. Others pull their punches a bit or adept the encounters depending on their group. Just think of the random encounter tables in Kingmaker. It’s possible for a first level party to encounter a Wil-o-wisp or a pack of Trolls at first level. A lot of GMs would just leave that out.
Arrr me hearties. I be wondering if any of ye scurvy dogs have tales of the high seas about a problem I foresee on the horizon. One me press-ganged crew be the meanest, most difficult sea dawg around, and the lash of t’ cats tail will only make him mad with cabin fever. He’ll probably force me to make ‘im walk tha plank rather than submit to his cap’n. How did the rest of ye run a smooth ship with a swab like this? Arrrrrrr
I’ve been thinking of better ways of starting a game. Most games seem to start with a variation of "you meet at a tavern" or the PFS-style “I’m your boss, do this”. Some of the adventure paths have more interesting ways of bringing the party together:
Here are some others I’ve thought of:
What else can we think of?
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