Droogami

Monele's page

41 posts. No reviews. 1 list. 4 wishlists.




I just discovered Agathions recently and thought they were a fun concept. I immediately started looking for ways to bring the Agathion features to a PC level. Seems like there is an Agathion sub-domain (though it doesn't feel very "Agathion" to me). I haven't found any Agathion bloodline for Sorcerers and I don't see any templates or races that would turn a humanoid PC race into a half-Agathion, with features that one could imagine from such an ancestry such as animal ears or tail, scent ability and so on.

I know Aasimars exist, but they feel so much more like half-angels both in flavor and abilities.

Have I just missed it or is it simply not an official thing?


Hello,

I've finally ordered the game and hope to get a lot of fun out of it. That said, I've also read and seen enough of the game to be bothered by a few bits.

What can we expect of the feedback loop on this game? It sounds like the whole AP is already planned... possibly even already made. Is it locked down already or is there wiggle room for errata and suggestions?

As a quick example, I thought naming characters' abilities would help get a sense of what they are in-story. I'm guessing this isn't something "fixable" now since all the characters have already been released (well, except through errata maybe). But what about bits more related to scenarios and future adventures? Is it worth dropping feedback about it or are changes only to be expected for the elusive next AP?


I was wondering if there was an official take on the usual (caster) prayer time(s?) of the various gods. And if not, whether someone has already tried to make an unofficial list or not.

I have Gods and Magic, the Inner Sea setting book and Faiths of Purity and I *thought* I had seen mentions of it, but maybe I've just dreamed it because I can't find them anymore.


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Hello!

My (low level) party is about to face a Gelatinous Cube and, as the GM, I would like to know good tactics against such a foe. Reading its stats, I don't find it many weaknesses apart from being slow and easy to hit (but do you even *want* to get close to that thing?)

Why a Cube for such a party, you ask? Well, it's in a certain oldie-but-goodie module from Paizo ;)


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Context: I'm GMing the module for a friend who's playing a 4 PCs team (a fighter, a rogue, a druid and an oracle), they're 2nd level. They have gone through Hollow's Last Hope previously.

First question is a bit general: the characters have already gone through quite a bit of the dungeon (1st level) and have taken a beating (especially with the lizards, strangely enough). It was becoming obvious to me that the group wouldn't survive without resting with all that's left to do and the player also felt that way so I allowed an 8 hours rest and reassured him that I wouldn't be mean about it when it comes to the story.
I wanted to ask for advice before but now it's happened. I'm still curious to know if others would have done that differently: not allow rest without story consequences (time is of the essence after all)? Add healing items on the fly as treasure to help the characters?
Or is there something else that my player and myself are missing that could have helped the survivability of the group?

The next question is specific: the group has finally encountered the "ghost". I tried to play it out as suggested: mysteriously eerie. Because of context (one recent fight was against the Wraith), the player is seriously scared of hard to hit / magical monsters. "Yet another ghost" is obviously not a good thing. So we've had quite a bit of running about, trying to lose the ghostie, to no avail (it's slow, but not *that* slow).

He finally decided to wait and attack the thing. But when the bolt got stuck in midair and dissolved... well... let's say there was even more running after that :). He also tried some Create Water on it which I described as splashing all around with water rolling around a wobbly cubic shape. I thought this would be enough to let the cat out of the bag, but nope! (I also mentioned the shimmering light and the hissing -- more or less read the description from the module)

So now, the group is back up outside, in the open court of the monastery, and they've spotted the armor in one of the hallways (I figured it would follow, and blindsight means it can't really lose them unless they really go far away).

All this is done and I can't quite retcon this. That said, I'm eager for advice on how I could have possibly dealt with this in a better way. Since this is a one-on-one game, should I be much more active in dropping hints as a GM?

Of note: I was ready to have two PCs find out about the creature's true nature (they made their pre-emptive Perception/Dungeoneering checks), but that's *just* when he decided to flee. Felt like I had missed my cue and could not find a new one :/

Frankly, the biggest problem is that instead of a memorable encounter, this turned out to be a very boring one so far. I can't blame the player since he's had reasons to be scared... but eh.

How I'm seeing this possibly develop: if the player actually decides to lure out the armor in the court, I'll fully describe what it truly is. It should be obvious in daylight and without walls surrounding most of its sides.

Since I'm not a terribly experimented player either (I mostly GM), I wouldn't mind tips on defeating a Cube. If needed, I could use that to drop hints to the player.

Thanks for any help!


I am currently generating magic items available for purchase in my campaign's starting town (well, village) and suddenly wonder if purchaseable items should be considered pre-identified or not. I don't see anything in the rules saying they should be... but it also seems strange for a merchant to sell something if he doesn't know what it is (especially when it comes to pricing).
The only case I can see working is a merchant knowing he's selling a Wand of Fireball, but not knowing how it works (Command Word). Well, is that even possible?
Another example is scrolls: the user is supposed to decipher them before use, right? So that would mean even if they know it's a Scroll of False Life, they have to use Read Magic or the Spellcraft skill to actually use them? Does that mean they could be sold a scroll that is not what they expect, unless they Read Magic while shopping?


I am the proud owner of quite a few Game Mastery / Pathfinder modules as well as the Kingmaker AP and a few volumes of other APs (LoF and SD). I have read through most of these (still going through KM) and I've come to really love the background setting based on these products (articles on gods, ready-to-run towns or locales, etc...)

Based on this, I read up a bit of the Pathfinder wiki, waited for the new Inner Sea book (but it's been delayed) and so I went to buy Guide to the River Kingdoms and the Pathfinder Society one.

Yet, reading about the River Kingdoms, I was not as thrilled as I found things to be a bit too dark and gritty for my tastes. A town like Daggermark is the counter-example of what I'm looking for. That is, I'm more of a "pulp" and swashbuckling person. I prefer light-hearted stories full of adventures, feats of derring-do and colorful characters.

And so, while I'm still going through the two setting book slowly, I feel less and less enthusiasm. Thus my question: have I misjudged the tone of Golarion? Have I been looking at the wrong *parts* of Golarion (seems each area catters to various genres -- pirates, arabian tales, etc.)? Is there still a way to get the tone I'm looking for while using the official products? or am I better off coming up with everything myself?
Also, is anyone else going through campaigns on Golarion which are anything but gritty?

Hopeful for answers,
Monele

James Fredericks has not participated in any online campaigns.