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* This advice is by no means for a power build, so feel free to disregard. *

I can understand background wise that the injury reduced your strength to the point of inability, but you may want to show that background a bit elsewhere. Their are many ways to accomplish that, but a simple one would be to put a skill point in swim, acrobatics or climb to show the training you received as a soldier. Hey even put a point in profession(soldier).

Also, if I were in that guys shoes, I would focus more time on transmutation. Transmutation would be the fastest way of overcoming the injury magically (Bull Strength). May want to consider re-fluffing your background, but otherwise I like it.


The hat disguises you in the general form that you wish, but in a very unlike-able and suspicious manner. Leave that to GM creativity, but I would envision it would cripple social interaction.

Also, you could have it so that once a month an individual will recognize you as some one else. That someone else being a hated enemy.

To destroy the hat make it so that when you are mistaken for another person you must find that person and present it to the accuser. I personally like having alternative means to lift a curse.

This should be enough fuel for your GM to play with.


Thanks Benoc and Lokie, I looked into maptools and it looks exactly like what I need. Going through modules seems like a good idea, I'll look into some and see which they and I will like.


The title says it all, I'm new to GMing and I'll be doing this all online with Skype calls and any other tools I can find.

I'm not new to Pathfinder, but I'm also no expert at the game. I know the rules well enough by heart, but can muddle them from time to time. I want to play a forgiving game of pathfinder, encouraging creative and free thinking. However, the last time I tried to GM I railroaded the party a little too much.

So I ask of you guys, any useful tips and tricks that you use as a GM? Also what useful tools their are online for myself and my players to use?

As for the players, what is a good starting point for the players? They are for all intents and purpose brand new to the game. My thoughts are first level as more levels complicates the process, and have them with a 25 point buy.

I have hinted that I'll be forgiving of mistakes made for the first 4 levels to encourage creative and outside of the box thinking, but will start to come down harder as their levels progress. My hope is to allow them to establish a sense of what their are capable of and make the game centered around the players.

Thanks in advance.