Mr Crowley's page

12 posts. Alias of Chris Jensen 307.




I am planning on starting a pirate themed campaign and have been mining ideas all over the place from different sources. I remember reading a very awesome campaign journal on here at one point by Richard Moore. His ideas are brilliant and I really love how Razor Coast and Savage Tide tie in together well in his campaign.

I hope he does not mind if I borrow some of his ideas for my own campaign. I am starting the campaign with Wormwood Mutiny as it is a great launching point for any pirate campaign. Gives PCs a fast track course in how rough pirate life is and if they survive they end up with a ship of their own.

After this I am uncertain how to go about bridging that campaign into the full blown Razor Coast campaign. I was thinking of having Razor coast set across the Arcadian Sea on the Eastern coast of Arcadia.

Anyone have any good ideas or adventure hooks that I can use to get my players to want to leave the Shackles and dare the dangerous crossing of the island ruins of Azlant to reach the Razor Coast?

I was thinking of letting the players toy around in the Shackles for a little bit gain a bit of plunder and experience but having Harrigan drive them out of Port Peril before they are able to present themselves to the Hurricaine King and become Free Captains. Perhaps a full blown Chalish Armada arrives attempting to bring law to the Shackles once and for all and the players hear wind of Freeport as a port of call that may be friendly towards people of piratical leanings.

I was definitely thinking of placing Freeport and the Serpent's teeth on the Arcadian side of Azlant. Perhaps it is a trade hub between colonies of Cheliax, Andoran, and the Linnorm Kings. Acting as a mid point between Inner Sea nations and the New World.

Freeport also makes a much more reliable place to sell plunder than Port Shaw once the players start pillaging the Razor Sea. Any one have any adventure ideas for Freeport that might lead to the players heading to Port Shaw?

I am planning on running a slow track experience progression as there are lots of side quests and ideas I want to throw into this and I do not want my players to be higher than 7th level when they reach Port Shaw.

Any ideas, plot hooks, advice as to better locations for Freeport and Port Shaw or better story reasons for leaving the Shackles behind shortly after Wormwood Mutiny would be greatly appreciated.


I am in the process of creating a Samsaran Gravewalker Witch/Ju Ju Oracle gestalt character that has 18 in both Int and Cha. Rest of ability scores kind of blow but that is the way things go. What spells should i select for the Samsaran Past life spells. Should they be divine or arcane? What would be the best selection of spells to add to this already formidable dual caster?


I have been curious of what kinds of races people have been spinning up with the Race Builder rules in the Advanced Race Guide. Im also curious what kinds things people have had to alter and add to these rules to fit concepts they where going for.

I recently bought The Witcher 2 video game and have been enjoying it thoroughly. In one campaign im playing I am also playing an alchemist and I have to say I just love that class. The race below I put together with inspiration from the video game and I even drafted up a few racial feats that fit the flavour of the race well.

Witcher

Witchers are human beings who are taken at a young age and altered through magic and alchemy to enhance their senses and reflexes. This process renders them resistant to diseases and poisons and attunes them to a limited number of magical abilities known as signs. In The Witcher video games the witchers are trained in the use of swords and alchemy. They use these skills in combination with their imbued talents to become formidable monster hunters. Most often Witchers take levels in martial classes such as Ranger or Fighter as well as levels in the alchemist class in the Pathfinder RPG.

Witcher

Type:
Humanoid (Human & Mutant) Subtypes 0pt

Size:
Medium 0pt

Base Speed:
30ft 0pt

Ability Score Modifiers:
Standard (+2 Dex, +2 Int, -2Cha) 0pt

Languages:
Standard 0pt

Racial Traits:

Skilled +2 Perception 2pt

Plagueborn +2 saves vs injested poison and diseases 1pt

Spell like ability, Lesser 2pt
Signs: Igni: Burning Hands 1/day(1), Quen: Mage Armor 1/day(1),

Spell Like Ability, Greater 10pt
Signs: Axii: Charm Monster 1/day(4),Yrden: Hold Person 1/day (3), Aard: Battering Blast 1/day(3)

Swordtrained: Proficient with all sword like weapons 4pt

Total: 19 RP

I took liberties with some of the abilities for the sake of flavour and the fact that some of the paizo created races do not abide by the same restrictions that the RP build system states in the trait descriptions. To replicate the signs I used Battering Blast(Dungeons of Golarion) and burning hands which represent the Aard and Igni Signs although the Spell like ability trait states that spells cannot cause damage or attack enemies. The Ifrit gains burning hands as a spell like ability which is a spell that causes damage and it is paizo built so I see no problem using damaging spells in this build, it is not as though they are earth shattering.

Racial Feats:

Augment Signs

Your affinity for the magical powers of Signs grows stronger.
Prerequisites: Able to use Signs spell-like abilities, Witcher
Benefit: You may use your sign spell like abilities 2/per day instead of once per day. The caster level for your spell like abilities is equal to your character level.

Improved Augment Signs

The power of your signs resonates in your genetics stronger than most witchers.
Prerequisites: 13 Cha, Augment Signs, Able to use Signs spell-like abilities, Witcher
Benefit: You may now choose one sign from either Igni: Burning Hands or Quen: Mage Armor and that ability may be used at will. Your other signs gain an additional use per day, bringing them up to 3/day.

Greater Augment Signs

Your mastery of the primary witcher signs has reached near perfection.
Prerequisites: 13 Cha, Augment Signs, Improved Augment Signs, Able to use Signs spell-like abilities, Witcher
Benefit: You may choose an additional sign from any of your signs and that may be used at will. The rest of your signs remain at 3/day uses.

Sign Master

Your study of the magic of signs has further empowered you and lead to the discovery of a sixth sign Heliotrope.
Prerequisites: 13 Cha, 13 Int, Augment Signs, Improved Augment Signs, Greater Augment Signs, Able to use Signs spell-like abilities, Witcher
Benefit: You have learned a new sign Heliotrope: Slow 1/day. The caster level is equal to your character level. Additionally, you may choose another one of your signs and make it at will or give an additional use per day of Heliotrope: Slow.

Silver Slayer

In your hands a silver sword becomes more deadly against creatures vulnerable to silver.
Prerequisite: Witcher
Benefit: In your hands a silver sword (alchemical silver, silversheen, or Mithral) grants you a +1 to attack and damage against creatures with a DR/silver.

Metalline Silver Swordmaster

Silver Swords in your hand are deadly against creatures not normally vulnerable to silver.
Prerequisite: Witcher, Weapon Focus(any sword)
Benefit: Your silver sword now is also considered cold iron for purposes of overcoming damage reduction.