Lirianne

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My Players To complete a task that will help them solve their story, which is not entirely integrated into the original campaign, they went to the Azlantian ruins, which turned out to be surprisingly restored by someone. There are no living people in them, only still military or peaceful clockwork constructs. Well, also the remains of interesting loot from the Great Ancient Civilization.
In my implementation, as I imagine the first great civilization of humans, they are a techno-magical state with an emphasis on magic and the magical creation of things, such as golems and different magical items. And with this idea, I began to come up with interesting loot that I can provide to my players.

The first thing I thought about was firearms. There is a Gusnlinger in the party of players, so he will be interested in such loot. In addition, people or soldiers who had not mastered magic somehow had to use the benefits of their civilization.
The most suitable solution was to make wands with a changed price as ammunition for such a weapons. Something similar with the Weaponwand spell, but in this case the wands themselves are weapons and treat it as a special firearm. And due to this, its need some special rules

Proficiency: needs Exotic Weapon Proficiency (firearms) to use, because it uses firearm mechanisms

Capacity: amount of charges in battery

Range and Penetration: attack works as in spell description

Loading a Firearm: "reloading" this weapon takes standart action due to the complexity of the mechanisms activating spells

Misfires: such weapons are complex in its structure, but contains an even more complex essence. It gains broken condition on 1,2 and 3. After misfire it increse by 2. After second misfire it explodes in area of spell and deal full spell damage or (if spell was a ray) explodes in 10 foot radius dealing half damage. If you have gunsmithing feat, but haven't ranks in UMD or spellcraft you can't restore this weapon.

I want it to be used as a weapon and then make sometimes more then one "shot", but some kind of mechanics are needed to limit the possibility due to the possible power of the spell. For example, do flat checks like in 2E, increasing the difficulty with each attack attempt in the round. I also don’t know what to do in this case with spells that emit several rays in one cast

1 - 3 level spells are one handed weapons, 4 and higher - two handed


I think a few things need to be cleared up:
If by named creature you meant the devil, whose name the character knows, then it has some special effect only on the battle, because the player uses it as an additional, very powerful summon in difficult battles. In addition, from the role-playing side, he understands that he is blackmailing her to some extent and does not use her very often, so as not to feel her wrath and her familiar devils.

Concerning the contract and the possible transaction. The character is greedy for power and influence, and is ready to go to great lengths for this (except to harm his own soul and himself). I have not seen such characters at the table as a player and master, so I wanted to give him just the same strength that I can help him. But the power must also have a downside in the form of some specific troubles that could keep it to me, as a GM, under control with these powers. So I'm ready to go for some experiments.


Coidzor wrote:

Sounds like he should have no illusions about where his soul is going to end up after he dies.

So, what's his plan to avoid being just another chump? Is he seeking to become a fiend without dying first? Looking for immortality and enough contingencies that he'll never permanently die?

Immortality or something like that is not his current goal. His goal is power and authority to become the Hurricane King, and then carry out reforms to create laws. Absolute laws


zza ni wrote:

idk about a castle.

how about offering him to bind his soul for a power up?

in return he gets to summon a devil 1/day for an hour. get some spell like abilities and +2 to 3 different attributes (depend on the devil who makes the contract with.)

The main problem is that he is unlikely to give up his own soul. Trading in the lives of others and some items for his own purposes in order to achieve his goals does not constitute any problems for him.

As I understand it, Hell can give gold for souls, but not vice versa.


Let's say you are the Great Devil, Pit Fiend, or one of the Archdevils. You know that devils are often summoned to the mortal plane, and this is not unusual. But then you find out that one special person took over the true name of the devil executioner, and so he trades the lives of bandits for gold. Asking for information, you will find out that this person is a LE high-level caster who is a member of the pirate council, has his own base, an island and wants to establish an absolute law in those territories: The same for all and harsh for all those who do not comply with it (like Judge Dredd universe) . Observing similar ideas, why not help such an ambitious person, of course, for your own benefit.

Mechanically speaking, the player is a level 11 Occultist Arcanist with a True name exploit (I changed arcane discovery to a full Arcanist level instead of half). As a character and a player, he says that he uses a lot of things and people as a tool to achieve his goals and I want to give him a "tool" that will consider the player as a tool in his hands.

It is clear from the description that this deal goes beyond the usual "3 wishes for your soul" framework. I can't figure out what interesting Hell has to offer a potential ruler and how much it will ask for. The character comes from Cheliax, so he (like the player himself) has an idea about transactions and is very picky about it, which is why he will notice a clear catch.

Speaking about the law, he jokingly or perhaps not jokingly spoke about the construction of a fortress of law in the port perill, which would be guarded by special hellknights. Speaking of the hellknights, he sees Cheliax as a competitor or enemy, so he will not allow their armies to enter his territory.

He use most universal spell list, so patron with spells looks unnecessary. Maybe some other class abilities, but dont know about that


Hugo Rune wrote:

I think using the UC Room Building rules might be better to construct their own ad hoc building(s).

I love it when the players are invested in the campaign world.

EDIT: Handwave the Spell costs, the party can either create the magic or it can't. Roleplay the influence cost. By the sounds of it they already have 'paid' that or at least most of it.

They have 8 level sea witch Android. She also is abadar worshiper. With Separatist Cleric (NPC) she have dream about making great bank and economy at Shackles.


Its again somekind of post about S&S, but now without actual spoilers, because its so important.

Finally my players won pirate regatta and they they have a island at which they must make a proper welcome of the guests in order to be accepted into the pirate lords. My my problem is that in the book the construction moment is just omitted, just saying that some time must pass. Also my playes LOVES roleplaing in downtime ( they spend half of game sessoim to manage a aclemy store in Port-Peril, using alternative profession skill rules) and before to start explore the island, they wanted to buy resources in advance to build buildings. So far, the rough plan includes the construction of a port and a church with a bathhouse (Captain, he is also a future member of the pirate council, is a cleric of Calistria). At the moment they have 80k of gold.

I know that building rules were in Kingmaker, but I don't know how it will work outside of its original campaign


*Khan* wrote:

I think 1 lev dip mysterious stranger gunslinger is enough.

16 level Antipaladin
1 level Thug unchained rogue
1 level Mysterious stranger gunslinger
Stats should be cha->dex->str (intimidating provess and melee weapon alternative)->con->int->wis (but no dump stats as Bonefist has a very high pointbuy.

I would take the Intimidate feats over ranged feats because you hit touch AC and debuff so much with a conductive pistol.
But pick up rapid reload and Deadly aim.

The antipaladin aura i only 10ft which is much better suited for melee weapons. But it is only nessesary if some one is immune to fear effects or you need the -4 penalty to fear checks.

I would change levels of Antipaladin for Gunslinger for story for storywise. Kerdak is scary person, but he is known for his possession and use of firearms. And i think it must be display by gunslinger's deed. He is gunslinger with some negative energy, not antipaladin using a unique gun.


*Khan* wrote:

I would properbly change Kerdak Bonefist to an Intimidate build. That would better explain how he manager to remained in power for so long. Cannons are great at intimidating weapons as well and could be the reason, he loves them so much.

So I would change his alignment to CE and shuffle his stats to increase cha. I would give him at least 3 levels Antipaladin for the aura og cowerdice. A dip of Thug and the rest could be anything which benefit from Intimidate, but Antipaladin would do nicely.
And give him a conductive gun and melee weapon so he can with add his touch of corruption.
And let him heal with negative energy because of his deal with Raugsmauda

When he is killed. He will rise again after an hour as a Dreadknight due to his deal with the lich Raugsmauda.
He will go on a revenge rampage killing of the players henchmen and raising them as undead. Before he kills of the party….

I had some interesting ideas for some cannon user with siege mage/siege gunner/EK using spells like reloading hands, named bullet and enlarge person. I was inspires by fight with Screaming Satyr, but than i realized, that dont correctly know siege weapons rules.

3 Antipaladin\1 Thug Rogue and then rest as Gunslinger ( Mysterious Stranger) ?


I think I need make some clarifications in general (its not so much a spoiler). Kerdak Bonefist have a literally bonefist (or bonehand) after his "meeting" with Raugsmauda on her shiip. Raugsmauda is old lich Who long ago wanted to control these lands, and waked up around 200 years ago. I as GM see her as a kinda of patron, who secretly control some Kerdak`s decisions. And most sad thing, that after such story bonefist is... Just 1d6 negative damage from his unique pistol or revolver and negative level on crit. I want make it more interesting and impactful for battle and strory.

About bloodrager... Kerdak's first mate, who fights with him, is scarred rager half-orc, so 2 barbarian like characters in fight seems odd


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Greetings all. Today I would like to talk about rebuilding of Kerdak Bonefist, who is the ruler of Shackles, as well as the final boss of S&S AP. Why do I want to rebuild? Because I find his build pretty boring. He is an 8 pirate/10 inner sea pirate with hit and damage feats. This is a normal idea, considering that while he shoots, Tzadok will melee. But for an arch-villain obsessed with firearms, he only has a unique pistol (revolver) without much damage, but with a large hit. On the other hand, I don't want to do special minmax for a huge amount of damage, I just want to make battle interesting. In addition to how classes are chosen for a story, classes create a story and hooks for it.

Let's move on to some of my ideas: Kerdak is obsessed with weapons that use black powder, so he must have Gunslinger levels. 1 level gives firearms profiencies, grit, deeds and gunsmith. 5 levels for more deeds and dex to damage

I thought about Grand Marshal Prestige class due to the concept of a certain sheriff with a firearm. Plus legal judgment interesting buffs in battle. The only thing that confuses me here is that this prestige class does not have a lawful alighment in the requirements, but the concept itself speaks of this. Its conflictibg with NE Kerdak's aligment.

I would also like to show some influence of Raugsmauda on him through a dip for example into a witch or something that gives a small supernatural (like hexes) or magic ability (I thinking that Raugsmauda is Kerdak's patron). Some vide of Deadeye hexer hybrid class from Legendary Games, but Kerdak more martial than some kind of caster.

As for gear... I don't know much about high-level magical items yet, but since Kerdak is the king of pirates, I don't think cost matters.

Speaking without the context of story, then I'm need a tough reckless cursed gunner

What are you think about this idea? What ideas you have?


For a pawn he have more levels than he. Raugsmauda is 14 lich sorcerer ; Kerdak is 18 level ( 8 fighter/10 pirate). Lich template gives +2 CR, but 16 still lower than 18. Maybe Raugsmauda need buff or some rebuilding? 14 is highest in IoS, and its Max player level in AP


Isles of Shackles, says that Raugsmauda is just sailing through the Shackles in his galleon for... who knows what (correct me if I'm wrong). She is the immortal lord of the undead, who killed another powerful sorcerer and almost killed herself for the sake of power over the lands. She, if you believe the story of Kerdak, gave him a kind of chance, leaving him alive and giving a certain mark (a bone hand). And Kerdak eventually became the Hurricane King, that is, conditionally the king of these lands. It can be deduced that Raugsmauda is behind all this, but is it worth leaving some hints of this?


*Khan* wrote:

My players met some of the Liches henchmen.

They were buying dead slaves cheap on Rampore Isles and arrived inside a gargantuan zombie whale.
They also met a some shadow shark scouts, which swimmed through their ship and killed a couple of Crew members - turning shadows them self until the players fended them of.
Aashag have I not used yet.

This is a very interesting idea, thanks! My players are now dealing with Milksop (performing the task of the priests of Norgorber) and may somehow see something similar


Finally having resolved all the player and unnecessary story lines, I took another look at the Adventure Path Books and the Shackles book. And when examining the second one, I noticed that in addition to the impending Cheliksians and the ambiguous current ruler of the region, the ancient Lich "walks" along the Shackles, as well as the ancient dragon. From book 5 to book 6 (maybe also consider the end of book 4) there are very large-scale events that they could hardly miss: Lich is connected with the current king of hurricanes Kerdak, and Aashaq for global battles in which you can set a lot of things on fire.

How could I insert these "persons" into the storyline? An early direct confrontation with them will be dangerous for the players, but will show that they are still in the world, as well as that they are quite strong figures.


I also note that the characters do not rely on entities, like Azata and the like. It was rather events on my part that were well-pleased. No one asked for this, precisely in terms of unrequited help, it is rather my regret that I did it.

Although, for example, the current Captain of the ship - Cleric of Besmara, wants to make a pilgrimage to the throne of Besmara after Tessa's mission, just to respect the goddess, but also maybe to receive a pearl and a blessing (the properties of which are not described and I will need to figure out what they will be)


drsparnum wrote:

I'm worried about your players falling in league with devils. This adventure path is the opposite of most: for PC alignment it is flexible along the good/evil spectrum and fairly inflexible along the lawful/chaotic spectrum.

Will these characters care when Tessa says Cheliax is planning to invade? Will they care when Cheliax does invade?

If not, you may need some drastic changes. Perhaps instead of the players taking on Tessa's quest to find a spy the players do more pirate work. Use those items and maps on the inside cover of each issue to give your players some treasure hunting quests to level up. That seems like it will motivate Reken.

You should be able to do the Regatta, Isle of Empty Eyes, and the book where they fight Harrigan as normal. Then, in the last book, Cheliax approaches your players. Cheliax has concluded that your players can replace Harrigan in their plans (Cheliax considers your players an upgrade), and Cheliax offers your players positions of power in the new Shackles if the players betray the shackles. If your players agree, the last book then consists of your players attacking Fort Hazard, while the Chelish fleet ties up Bonefist's fleet. In this alternate version, I would have Bonefist take the threat from Cheliax more seriously from a narrative standpoint - in this case he actually assembles the pirate fleet to defend the Shackles.

At the moment, the players are on Tessa's mission and are very worried about a possible invasion. In a recent game, they returned the right item to the temple of Calistria.

My players will not want to ally with Cheliax, they are mostly chaotic or true neutral, and also love freedom. This is only possible with a player who has made a deal with the devil.

As far as I understand, this will not change the main events. Although "personal character quests" brings some changes, they are not significant. I was just wondering if it makes sense for Cheliax or hell to have another "pirate agent". The character was Lawful Neutral, but became Lawful Evil after the deal, remembering only what he changed in his history, not changed recent events.


A long time ago, I already asked questions on this forum about some aspects that I would like to clarify in one way or another. It was a long time ago, about a year or two ago. And during this time, my players have not advanced much, being somewhere in the middle of the third book. A lot of things influenced this, especially some real world events, but not the essence of my post. This post is rather my retelling of very ... sometimes strange events committed by my players and me, their possible criticism or help with something.

To begin with, the ending of the first book was not at all what it should have been. I kind of wrote about it. After the crash, the group went to explore the island, however, after a series of clashes, their HP was minimal, and poisons and diseases ate their characteristics. There were no true healers among them (Brawler, Skald, Investigator). Because of this, they could not go through the required dungeon and retreated to the ship, on which most of them were killed. From all this, I emphasized that you need to throw poisons for stat damage very rarely.

The second book happened much more stable and as it should. As I said a long time ago, instead of the Adventure Path book, I used Plunder and Peril. And the adventures themselves on the ship Princess Magpie took place along the right path, except for some events, and for this I will have to enter some information about the characters of the players.
Xin is an Investigator Tengu raised by a wealthy family in Port Perill. He served as a nanny for their even son, but then became a full-fledged member of the family. He sat mostly in the estate, but secretly getting out of the house was captured and taken to Herrigan's ship. The only character who survived the first book and saw Herrigan.
Reken is a drunken barbarian catfolk who has arrived at White Lily for a drinking feast. In addition, he is the father of Reken, a brawler who died earlier. Many events will then revolve around him.
Hugo is a human paladin with an oath against chaos. Arrived in Shackles for a post regarding law-abiding free captains and guilds to conclude trade with them. The paladin looks strange here, but the player has indicated that his oath allows him to work with the chaotics to re-educate them. But I'll tell you beforehand, then he changed his path to a gray paladin.
Ragnar is a human Viking fighter just traveling around Golarion. The player is our good friend, but he rarely visits our town, which is why his story is not well thought out (but his acting is very good acting)
Dreamer is a merfolk cavalier who brought Xin to the White Lily. He arrived in shackles to seek allies to counter the "sea devils" that might attack his underwater village. He was also positioned as a periodical character, but has recently become a permanent one.

I didn't act out sailing as anything other than what is indicated in the adventure. I used the book Shackles book and after some event the team needed to replenish the team and supplies. And from the nearby island was... the Elven conclave, which is a very closed elven island that worships Calistria and dislikes other races, especially half-elves. I changed the rules there, adding large docks so that non-elves could get out of the ship at least somehow. Investigator used the Disguise self extract to pass as a half-elf (none of the players were aware of the customs of the island) and arranged through high diplomacy to covertly monitor the customs of the temple. The elves took Xin in disguise, leaving Barbarian and Paladin locked up. They began to water and feed the "half-elf" and wanted to start lust actions for further sacrifice to the swarm of wasps. Dissatisfied with the current actions, he began to resist and scream loudly, which attracted the attention of his friends, who saved him, though Reken killed a couple of Calistrian priests in one.

But being chased by evil clerics of the Goddess of Vengeance is not uncommon in both Golarion and Shackles. But further events that were thrown from my idea, as well as my game and some players in the Computer version of WoTR, brought some changes and a degree of epicness, the need for which I doubt. At some point, a vision of Eon appeared to Hugo, who said that he must restore order to these lands, at the same time condemning with a glance, Reken, who ridiculed order, which made him fall into a stupor from the realization of his sins. But then the paladin could not resist and succumbed to chaos, which is why he became a gray paladin. After that, Reken began to believe in certain entities that rule or instruct mortal. And since he was associated with alcohol, he decided to turn to Cayden Caylin, an accidental god. In alcoholic rituals, he spoke of courage, but he himself did not go for it, from which I decided to do that Azat turned to the unfortunate soul of the catfolk, who helped him find swept away, sending him to study monastic arts. After everything, I realized that it was strange that an ordinary mortal could attract the attention of such creatures, and even a chaotic Azata would help in becoming lawfull. At that time, the main thing for me was that everyone liked it.

Due to a series of interesting and unusual events, the ship's officers were thrown off the ship, and Captain Hugo (a gray paladin) was killed during a riot. From this, on the way back, I threw up unusual encounterers to return their fortune and reputation. Among them was a Ctulhu-like monster in a mini-dimension with the remains of Aroden's temple. Looking into the local bestiary, I thought, why couldn't there be magical ancient hunters in the Shackles. In addition, other strange events took place, the relevance and veracity of the history of which I doubt, which I can tell you if you ask. But the event of today's game took my brains and players out (not in a negative way)

Already living only on his determination, Reken, having returned to the ship and becoming a surgeon, went to the magic shop - the ship. He did not have enough money for a tiara for wisdom, from which he asked the Dreamer where he could get money now. And the last joked "Sell your soul to the devil." Reken didn't take it as a joke, said it was a good idea, and then disappeared. Covertly, a relatively strong devil watched his family and him, and seeing an opportunity took him away to draw up a contract. The essence of the contract as per the rules: one soul for 3 wishes. And one of the Catfolk's desires was to change his father's character so that Reken would stop drinking and become lawf on his own. It may not work that way, but it has led to a change in his character and the attitude of his playmates, including players. They were more loyal and kind, The cat itself became really law-abiding without anyone's control and began to try to follow the path of Irori. Only here is what can be added diabolical, I have not yet come up with. I note that myself and the players were surprised and not at all against this and everything that I would consider strange. What do you think about what happened in my game? Can I write more context or stories waht happend to players? Is it critical to use such "strong" creatures in a campaign?


Anyway, can we go back to EK and not discussing about healing in the team of players?


Zepheri wrote:

the problem of the paladins is their code if the group does not agree with the parameters that the paladin follows then it could stop assisting them or worse leave them

I placed the hunter for being someone who is not subject to such a strict moral code that

Now if you leave the normal hunter without any archetype, you will have a pet that with only 1 hunter level continues to do a lot of damage. More still you use the feat of boon companion It would increase the statistics of this one

He take oath against chaos and if I understand this code correctly, then it does carry the law, not necessarily aggressively. For this, he came to the Shackles. And as far as I remember, in the original code, he can unite with the evil (in this case, the chaotic) in order to soon show them the power of the law. and if all this does not work like that, we have had the houserule of "reasonable paladin" for a long time


Zepheri wrote:

How about arcanist white mage lv3/ hunter feral hunter 1

You will receive arcane magic (arcanist) with spontaneous healing exploit, an a buff from the hunter animal focus on him with unlimited duration an get the druid/ranger spell so more healing spell for the party

Not a bad idea, the White mage needs the spells that EK will provide next, but I think the paladin will be able to handle the heal as well.

I need a caster that casts strong spells and who can fight back in melee if the enemy gets close


*Khan* wrote:

I think that a magus will be more functional at level 4 if the vibe you want i swashbuckler spellslinger.

Your main problem with the above build id to hit: BAB +2 Dex +2.
Weapon focus would be better than Fencing grace at this point.

Magus really would be better suited for the initial levels, but the magus is exactly what a battle mage, using both combat skills (as a warrior) and spells with arcanas (as casters). The team already has sources of damage in the person of the barbarian and the cavalier (the paladin is a tank, but he can take advantage of the Smite the chaos). So I think about who is more focused on magic than combat (melee as an alternative in extreme cases or normal on latter levels). For example, I wanted to add resists to the enemies in the final day and the temple, which could only be pierced by magic, since I dont like that the main damage is only physical


*Khan* wrote:

Is this a GM-pc?

Be carefull with that - you could end up roleplaying with your self.
If your group lacks some Arcane/divine spells it is better to let them hire a henchman or perhaps let them take leadership.
And if the encounters are too tough, just make them easier instead of optimise all the players.

You are right about optimization. After that crash with the ghoul disease, I decided to remove all sources of stat damage (especially in the final battle in Plunder and Peril)

This NPC can then be done simply as a mercenary, just like the characters. I just want to figure out how to optimize it correctly


After a short break (there was no opportunity to play) and some re-compilation of player classes (2x of them were killed by Plugg), I decided to start optimizing my player classes.

The team of players consists of Infiltator investigator, Oath against Chaos Paladin, Barbarian and Cavalier. They were often low on HP and were almost killed by the disease, so they decided to take a paladin

I myself have never had the experience of playing as a wizard or other full caster and I want to get this experience and complement the composition of my players

We are starting Plunder and Peril, so this NPC will be one of the officers on the ship

He will be the fourth level. I am thinking about a build through 1 Inspired blade swascbucler / 3 Blade adept arcanist with transmutation spells, evocation spells and Abjuration spells, like a kind of battle mage. The arcanist has a lower spell progression than the wizard, but I love the idea of ​​having magic weapons with the Eldritch Blade exploit

Str 10
Dex 14
Con 13 ( 14 jn 4th)
Int 18
Wis 10
Cha 12

Toughness and Fencing Grace on 1st level and Arcanist extra exploit (Eldritch Blade or Spellblade) on 3rd

Until the first levels of Eldritch knight, I think it is worth using evocation spells, since it is dangerous to go into melee at such levels and he will focus more on spells

What spells and feats i should take later( except Improved critical rapier, its foe EK Capstone)?


sorry for the long answer. About licking wounds and the fact that some players know the Captain can help, because after what happened, they will only cooperate with those who at least somehow know, and this will speed up the start time of the module, but this will not break the intrigue and mystery of the mutany and treasures?


*Khan* wrote:
Pro100Andr wrote:


Regarding the rescue of the surviving players from the island: repairing the Magpie Princess ship takes about a week and I think this time is also important: it gives some information about the mutiny and the captain, and also gives the players a sense of usefulness (on Mans Promise they were slaves), and such an opportunity it will be very bad to miss. But on the other hand, what will the survivors of the island do? Merfelk is a cavalier, he can theoretically bring 1 or 2 NPCs or payers to some settlement

I don’t understand your problem. If Magpie Princess was damaged in the same storm as Man Promise, but arrives a couple of days later to get shelter and make some temporary repairments.

Then the players just need to survive a couple of days and then board Magpie Princess. Then Magpie Princess sail for Lillywhite to get better materials and complete the repairs and the story goes on along the script from there.

The problem is not with the ships themselves or that they broke down. The problem is that while the new characters are busy fixing the ship, the survivors on the island can only wait, in terms of real time. They can try to save Sandara and another NPC, but they have few resources for that on the island. I don't really like it if one of the two groups of players is waiting and do nothing


Indeed, Herrigan is more excited about the ship than the Plugg itself.

Regarding the rescue of the surviving players from the island: repairing the Magpie Princess ship takes about a week and I think this time is also important: it gives some information about the mutiny and the captain, and also gives the players a sense of usefulness (on Mans Promise they were slaves), and such an opportunity it will be very bad to miss. But on the other hand, what will the survivors of the island do? Merfelk is a cavalier, he can theoretically bring 1 or 2 NPCs or payers to some settlement


Hmm, something I did not think about such an easy and obvious decision. Old players will be taken from the island, while new ones will most likely start with a festival (new characters are associated with the dead). But then the question remains about Plugg. He and the Scourge must die, and the friendly NPCs must survive. Maybe they were affected by ghoul fever, or had the cook poisoned the food in some way? I need Herrigan to think by the third book that it was the characters who killed Plaug and captured the ship.


Most likely the message in this post will be big.

A while ago I did another post on this adventure road in which I asked about pairing Book 1 with Plunder and Peril. But after today's game, all these plans have expanded and I do not know how to bring it back to normal.

In short, two players died on the ship from a plugg (both were at low hp), and the third was saved by a fourth player who only recently joined. They also didn't save the survivors from grindelow and some of their loot was taken by the plugg. And the blame for everything is the fact that they hoped for Sindara and did not have a healer among the players (there was a skald, but he only has healing from spells), which is why they were consumed by the disease and they were often not at a high number of HP

As a result, the plugg's ship is about to sail away, and the fourth player, who is a true neutral merflok, with whom the players entered into an agreement on mutual assistance, dragged the survivor to the shore.
My main question is now how to return to what was originally planned: the death of the plugg, the capture of the ship by the players, and then changing its appearance in Book 2 or participating in Plunder and Peril.


Sorry for the long answer. Honestly, I haven't fully explored Plunder and Peril yet, while I'm more focused on preparing the final battle with Plugg. But thanks for the tip, "take away" the ship from Lanteri. This will most likely forge her bond with the characters, making her more prestigious only in terms of Captain status. As I explore in more detail, I will respond in more detail to your other suggestions


Soon I, with the players, will finish book 1, and after studying book 2 and Plunder and Peril, it seemed to me that Plunder and Peril would be much more interesting for me and for my players, with some elements from Raiders of the Fever Sea, for example, a treasure map on the woman's back and the treasures themselves. But how do you start Plunder and peril then? At the end of the first and the beginning of the second book, the heroes seize and repair the ship. Then what's the point in hiring another captain, in the treasure hunt, if they themselves will have a ship (not right away)

About Plugg... Plugg turned out to be a very charismatic character, as he constantly interfered with and waited on the players in different ways, which is why they hated him. They don't like the captain, but not as much as him. And I think if Plagg showed up with the captain in Book 3, the players would have a lot more motivation to stand up to them. But how can this be done then?


Warped Savant wrote:

The books do suggest how to change things a little if you want to add firearms.

But something to keep in mind (I think it says in one of the later books) that Kerdak Bonefist remains in charge of the Shackles because he has access to guns / cannons so if you include guns I'd suggest Bonefist having access to better guns.

Oh, yes, I somehow didn't pay attention to it, having noticed it only in the third book. Indeed, firearms are very rare, and giving them to Mr. Plug, for example, would be very strong against the players. But if the players want to use such weapons themselves, I will give them such an opportunity.

I just thought it wasn't thought out and I wanted to create an element of complexity and danger, since some rare enemies and NPCs used rare and dangerous weapons


About firearms: Well, maybe you right. Right now i reading book 2, so maybe later will be information about firearms. just with a pirate theme, I associate with the Pirates of the Coribbean, and there are many who had firearms (not advanced)

About NPCs: I just want to add the ability to hire unusual NPCs so that players can be distracted from battles by roleplaying with them. Fighting and treasure hunting is fine, but I want them to do roleplaying to dilute it


Somewhere in a week and a half I'm going to be GM in the Skull and Shackles campaign from book 1. My players are going to be aquatic elf Kensai, catfolk brawler, human Urogue (Phantom thief) and the last player has not yet decided who will be.

As far as I understand, this campaign (or the first books of the campaign) came out before the Gunslinger class came out. So I wonder if adding a couple of soldiers to ships with weapons (like muskets) will break the aboarding system? It seems to me it's the other way around, it even adds some risks and adrenaline.

From the second book, the heroes begin the sandbox. But almost all the actions of this sandbox are related to ships and water: a dead ghost ship, encounters with other pirates and other ships, sometimes an attack by the Sahuoling. I understand that the campaign is pirate, it is focused on the nautical theme, but it seems to me that sometimes it is worth doing some kind of events on the coable or on land. Yes, the events during the change of the ship and the capture of the cliff take place on land, but isn't that not enough? What if, for example, with a certain amount of fame, the villages in which the heroes sell cargo, will give them quests to destroy any creatures or robbers?

Sooner or later, the heroes will have to hire a crew on the ship. And as far as I understand, this team is mostly ordinary NPCs. Maybe this is suggested in the following books, but what do you think about the possibility of recruiting unusual NPCs (other than those that have been with the heroes since the beginning of the campaign)? For example, in one of the villages there is a temporary free captain (Half Elf Lame Oracle of Battle) whose fleet has been defeated, or a wandering monk (drunken master) who will passively give +2 on saving throws against alcohol.


MrCharisma wrote:

Depends, what combat-style do you want?

Power Attack, Improved Unarmed Strike and Combat Expertise are the prerequisites for all the "Improved <combat maneuver>" feats, so you could flex into them if needed. You probably don't need all of them though (and you already have IUS).

Besides that ... Extra Investigator Talent? It really depends what you plan on doing. I'm sure there are some bluff/disguiese related feats that are pretty good, but if all they do is give static bonuses you may not need them.

Well, i dont know about social feats, or disguise depends feats


What then about feats?
In this case i think to go
Str 13
Dex 14
Con 12
Wis 10
Cha 12 ( for a little bonus on social skills)


Yes, I dont want be a teams brain. I can help team with knowledge or some other skills, but i think its not main specialization. I think it will work like with that bard build, only if I was there with the team in active time, and while the team was doing different things, I negotiated with the bandits, then here on the contrary, most likely in important events I will transform into others and help team from far away


Yeah, extra attack which is compensated by the studied combat bonuses, and the combat featt, with a full BBA, looks good, but build is not made quite for combat. Combat this alternative - if something goes wrong during espionage


I think first level of Brawler is one the strongest first levels. And i think that compensates Investigator who gainsfull abilities from 4th level.
But about flurry now i have a doubts. Is extra attack and combat maneuver will be very beneficial, taking into account the bonuses from Student Combat?


I assume that the starting character level should be 5. At what level then should i take the brawler's levels?


MrCharisma wrote:
Pro100Andr wrote:
wow, I had no idea that theoretically with this ability I could be like the Great Old One, thanks for the info. Transforming into a specific person / monster simplifies the task, but I don't think that transforming into great or famous monsters will be useful most often. I think it will be more useful when changing some important people, like nobles, officials and the like.

Just to be clear, even if I am right about that avr is correct, you do need a piece of Yig to transform into Yig. And while it doesn't have a price listed it would NOT be easy to find. Talk to your GM about this, it's totally rrasonable to say it doesn't work.

Quote:
Half Elf FCB is really cool. having a static bonus when roll inspiration (albeit small) is already pretty good. Does this boneus only go to inspiration rolls on skills, or generally to inspiration rolls (for example, an attack or a saving throw)?

Yeah it'll work on any Inspiration, so skill checks, anility checks, attack rolls, saving throws. As long as you spend the inspiration you get the bonus. Or if you get the Expanded/Underworld Inspiration talents you get the bonus without spending Inspiration.

Amazing/Tenacious Inspiration increase the numbers, but Combat Inspiration and Quick Study are the ones you really want if you're going to use Inspiration on Attack rolls and Saving throws.

I think and Expanded/Underworld Inspiration and Amazing/Tenacious Inspiration and Combat inspiration with Quick study are very useful, but considering dipping 1 - 2 lvL Brawler, i think talent progression will a bit slower( but i can always take Etra Investigator Talent).

Levels in brawler gives me some combat power, so i think that first i need to take Underworld Inspiration for Bluff and Disguise and then Expanded Inspiration for extra skills with free inspiration


wow, I had no idea that theoretically with this ability I could be like the Great Old One, thanks for the info. Transforming into a specific person / monster simplifies the task, but I don't think that transforming into great or famous monsters will be useful most often. I think it will be more useful when changing some important people, like nobles, officials and the like.

Half Elf FCB is really cool. having a static bonus when roll inspiration (albeit small) is already pretty good. Does this boneus only go to inspiration rolls on skills, or generally to inspiration rolls (for example, an attack or a saving throw)?


MrCharisma wrote:

For reference: INFILTRATOR.

(Not to be confused with INFILTRATOR, INFILTRATOR or INFILTRATOR)

So I had a quick look at the archetype. The bonuses are nicely thematic, and you're not losing anything you care about (poison use, looking at you).

For a dip, I'd be hesitant to dip more than 1 level, but a lot of people dip for Investigators since they get very little to help them in combat before level 4. If you're going to 20 I'd avoid the dip if possible, because I think the capstone is pretty powerful, but you will spend a lot more time playing before the capstone than with it.

Personally I think Brawler makes a great dip. I'd probably just go 1 level for martial Flexibility, but flurrying with Inspired Combat will be nice if you get it going. Just remember you probably want an INSPIRED weapon eventually, so if you put feats into a weapon try to make it one that's compatible with that.

in any game in which I played or was a GM, no one reached the 20th level, so capstone looks unreachable

I think then dagger can inspired weapon. But again, i think its a weapon, guards can detect it and and it will attract attention


I always creating combat oriented bulds, but recently i was interested in social or magic builds ( like Brazen Deceiver bard)

Recently i looked Investigator archetypes and found Infiltrator archetype and its look interesting: redused disgiuse penalties, and bonus to disguise checks which stacks with extracts bonuses.

The idea immediately comes to mind of a spy who spies on important persons in the kingdom, and secretly eliminates enemies

In addition to disguise, he most likely needs good bluff and diplomacy bonuses so as not to arouse suspicion, but investigator cant freely use inpiration with diplomacy and bluff without a talent

In such build i thinking about dipping 1-2 levels brawler, for IUS, Martrial Flexability and Brawler fury, Martial Training but i dont know will it hurt to alchemy?
in my opinion spy must work silent, quiet and bloodlessly, so nonlethal damage is right way

For buff Bluff or diplomacy i think take a half elf with Skill Focus Bluff. Taking extra feats for disguise maybe right idea , but i think with redused penalties and bonuses from Mimic Mastery disguise checks already have high chance to sucsess

There are smthg special , that i need to know abot disguise and what should I consider when making a build focused on this?


Rhetorical Flourish and Blustering Bluff give me possibility to reroll Bluff and Diplomzcy


Mysterious Stranger wrote:

The 11 in WIS is a waste. Put it into either STR to increase your carrying capacity and possibly qualify for combat feats, or CON to make it slightly harder to kill your character.

Toughness is not worth taking so don’t bother with that. Introspective performance does not do much for you. The only performances it will apply to are inspire competence and inspire courage

Persuasive would boost your diplomacy even higher.

Voices of velvet gives you a +1 to both diplomacy and perform oratory. The bonus to oratory will help hiding casting your spells with Spellsong.

If you are going to be a worshiper of Asmodeous consider picking up the feat Verify. The -2 penalty to saves vs your spells and performances is actually pretty good. The +5 Bonus to sense motive to make sure people are honoring your deals is also pretty good.

I take 1 point in wisdom with the expectation that on 4th i will have 12 wisdom. But yes, this 1 poiunt in STR or CON can be usable

Persuasive looks good thanks. +16 Diplomacy on 3rd level is really cool. But what about 3rd level feat? I need take another social feat, or i can take 1 combat feat like power attack or dodge? Or maybe extra perfomance rounds, if i will use spellsong and perfomance often?

be a worshiper of Asmodeous is good idea, but i dont want too much rely on the gods


since I have decided on the class, lets solve the statistics , feats and such things

Half- Elf 3 Brazen Deceiver Bard
Str 12
Dex14
Con 12
int 10
Wis 11
Cha 18
Traits : Gregaious, Silvertongued
Feats : Skill Focus Diplomacy, toughness(?), Introspective Perfomance(?)


Mysterious Stranger wrote:

In Pathfinder the idea you need arcane or divine magic is false. There is so much overlap with different spell casters the distinction is meaningless unless maybe you are limited to the core rule book. Even then it is not cut and dry. A bard is an arcane caster but has very little in the way of direct combat spells. Sure they have a lot of enchantment and illusions, but almost no direct damage spells. When you start adding in the other books the distinction between arcane and divine becomes even murkier.

One advantage to a Bard is that they are a CHA based caster with UMD as a class skill, and a decent number of skill points. With this and the right items they can cast any spell they need. Inquisitors only real dump stat is CHA. You party has no real caster so who is going to use the scrolls, wands and staves you find?

Bards get early access to one very good buff. Heroism is a 2nd level bard spells. This is a long lasting spell that applies to just about everything you do. They also get a lot of illusion and enchantment spells. This seems to fit more with the avoiding combat than the inquisitor..

If you are going with an inquisitor don’t bother with the politics inquisition. You add both your CHA and WIS modifier to bluff to lie and Diplomacy to influence others. This sounds good but is actually one of the weakest inquisitions. First of all your WIS bonus is only added for some rolls not to all like most other inquisitions. Second you add both the modifiers which means you cannot dump CHA, without taking a hit. Its 8th level ability is also limited to the goals of others. Reformation is a much better choice.
Many of an inquisitors spells are combat buffs and utility spells. They can be useful that would be focusing on combat which I thought you were trying to avoid.

One thing to consider is that this is a short lived campaign so chances are you are probably not going to be gaining more than a level or two. Ignore any of the higher level abilities from whatever...

I already wanted to take the bard myself. But I dont quite understand how Spellsong works (considering the archetype)


keerawa wrote:

Here's a different possibility.

Play a LE Sanctified Slayer inquisitor of Abadar! The Infiltrator archetype will add your Wisdom bonus to your Charisma for social skills, and the Trade domain gives you bonus movement speed and the ability to boost your Diplomacy, Bluff, and Sense Motive a few times a day.

If you prefer Asmodeus to Abadar, you could use the Conversion or Politics inquisition instead of Trade, and then you wouldn't need the Infiltrator archetype.

The level 1 Ears of the City spell is great for gathering information, and the Honeyed Tongue spell at level 2 will let you roll twice for Diplomacy!

For combat feats, pick up Power Attack if you want to attack two-handed. If you prefer to stay at range, a human can be effective with Point Blank Shot, Precise Shot, and Rapid Shot by level 3.

Inquisitor is nice option too, thanks. People above said that my team need arcane character, and i cant understand why.

Infiltator looks interesting, but i dont think that a lot of NPC wil try to check my alignment
Sanctified Slayer for Studied Target and sneak attack?


Mysterious Stranger wrote:

Don’t count on the Alchemist to buff anyone but himself. Alchemy does have a lot of buffs but an Alchemists extracts only affect a single target, and normally only the Alchemist himself.

A Brazen Deceiver Bard may be what you are looking for. They replace the bardic knowledge with a bonus to bluff, disguise and stealth. They also have a performance that reduces the penalty on bluff for telling lies. They use loremaster on bluff instead of knowledge skills. The also get spell song, and their performances are often taken as ordinary speech.

If you want to go the rouge route you could also go for a Archeologist Bard. Basically trade away all your performances for a luck bonus.

Brazen Deceiver looks really good, thanks. at first I thought that it replaces all the perfomancies, but then after reading it carefully I realized that only some. I realy like idea of being lieing bard, instead of classic bard

Devil’s Tongue looks also very cool

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