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Hmm, something that amuses me was that you could do that and then go into Exalted. 15 levels, then 5 levels of Exalted, for a total of 3 prestige classes, plus you would get all of the Exalted and all of the Evangelist boons right? Could you take a 1 level dip in Sentinel to get access to every single boon by level 20 or is there something that stops that? Edit: http://www.d20pfsrd.com/feats/general-feats/deific-obedience The way that's worded makes a RAW reading mean you'd get Evangelist + Sentinel but not Exalted . ![]()
Hmm wrote:
Easy enough to send a horse or something in first, that's my approach to trap triggering without a rogue ![]()
Evangelist levels stack with Oracle levels for determining class features etc, http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/evangelist #TOC-Aligned-Class-Ex- If you mean the Favoured Class bonus, then sure I lose out on 5 levels, but it's worth it for being able to duplicate my animal companion. Which makes me curious about this:
Because that would let your Evangelist count for 1.5 every level (half for Evangelist, 1 for Aligned Class), obviously you lose one at level 4, but then you're back at level 6 and ahead from there on you're ahead of the curve. You'll get the 15th capstone at level On Dual Cursed, the only major one is Perception which you can get with a trait, I have a spare one I had just took reactionary but I can always take something that gives me it as a class skill. Quote:
1. No idea 2. Definitely taking Primal Companion at level 1https://www.dropbox.com/s/ib35osrlkjw44ly/Anahita%20-%201st%20Level.pdf?dl= 0 If you scroll all the way down you'll see the current Feat, Revelation, plan Edit: If I do go Deaf then I can't see why I wouldn't also for Wolf-Scarred, ![]()
Rogar Stonebow wrote:
If I take wolf-scarred then I need to dual curse to get deaf otherwise I suffer 20% casting failure on verbal spells. I don't think your bite stays with you if you polymorph since your swords don't. Quote:
In my current build taking Legalistic and Tongues, Legalistic is hardly a curse, and Tongues will be improved over time, for that I get the benefit of the two extra revelations. Also, as Oracles are only proficient with simple weapons anyway it seems hard to use them in melee without doing the shape shifting which makes me think I should take that at level 1 instead of Prophetic Armour. When in wildshape do I need to take things like multi-attack or do I just attack with the animal I'm using? ![]()
So if I go down the STR over DEX should I take Wolfscarred/Deaf combo and if so what one should I never improve, before I was going to go Legalistic and Tongues, never improving Legalistic. I've never played a natural attacker before so I don't know how it works, if I wildshape do I lose my wolf scarred thing? When I attack with my bite do I get to attack with my swords as well? Should I use the Celestial Servant feat at level 1, obviously Deific Obedience is at level 3 can't do anything about that, or Extra Revelations at level 1? ![]()
Rogar Stonebow wrote:
By forgetting about that ^^, thanks Quote:
The other party members are Brawler, Fighter, and Sorcerer Does this build then fit? STR 15
I'm not sure if I should go wildshape, or if I should go for the revelations I've thrown in there, I was thinking Prophetic Armour is really good since I won't get the DEX penalty to AC if I do wildshape . ![]()
Hi, I'm looking for some help on a Lunar Oracle I'm building for Emerald Spire. Before I go into everything what I basically can't decide on is my curse(s) and whether to have high DEX or high STR. What I currently have is I'm playing a standard Aasimar, taking all favoured class bonuses into the +1/2 level to Animal Companion, going into Evangelist at level 4, worshipping Erastil, so that at level 9 I can duplicate my 13th level animal companion. Here is the dropbox link: https://www.dropbox.com/s/gpa8auztjdzk4is/Anihata%20-%201st%20Level.pdf?dl= 0 I rolled the stats and got 16, 15, 14, 13, 11, 10 I was going to be ranged because I thought I got the proficiency from Erastil but that's only clerics, then I assumed since I get wild shape at some point it might be best to go STR instead, but then I was wondering if you could build natural attacks but then I have to be deaf and wolf-scarred I think and I just got very confused, but then I think that perhaps DEX makes more sense. I took a tiger for an animal companion btw. Advice? I'm not sure Prophetic Armor is the best to take at level 1 as an extra revelation as well. ![]()
It has always bothered me that all elemental touched and plane touched races are medium sized human copies. No dwarves or elves with celestial history in their past, no drows or duergars with demon heritage. Instead of plane touched and elemental touched being races, I believe they should be templates, this allows them to be applied to any race and you can have a gnome whose mama ran off with a water elemental. The concept I think is perfect, there's not even any tribes of those creatures in Golarian outsides of the planes they are part of. However the issue I am having for geniekin and the such is that it's really hard to 1. balance templates and 2. give a reason why everyone wouldn't want to take them. I don't mind some races being in general weaker than others but I would like that all the templates have specific things that they are good at. The concept I've been throwing around is each has a primary and secondary attribute. So: Earth Heritage:
Water Heritage:
Fire Heritage:
Air Hertiage:
As well as this what I'd obviously like is some general bonuses as well, for example Air heritage could have +10 feet base movement when you have a fly speed. Water could have something similar for swimming and Earth for digging. As well I was thinking of either doing it specific by class so Fire might have extra rage rounds as a barbarian, Earth might give them a bonus to CMD against movement while raging, Air could be movement speed or bonus against AoO/acrobatics, and Water, etc. Obviously if you do it by class instead of only having a couple of changes you're making the heritages much more complicated as well as coming into issues with Archetypes, but it allows the heritages to be interesting between plays as you'll have new things to try out with different classes instead of flat bonuses. Also I'm not sure as I said how to balance it to stop all my players having celestial and fire heritage in their family tree (as I would like the templates to be stackable too). Help and thoughts? ![]()
Thanks Liam, your points on the ways character would get knowledge due to the hook that brought them into Sandpoint/[appropriate starting location] is something I certainly find useful when giving my players background info. DundjinnMasta wrote:
Yeah at this point when I'm scrolling through the thread I'm realising we've been far too caught up in arguing whether or not my players should be told spoilers rather than getting the descriptions I was looking for, I think we should move that discussion somewhere else or discontinue it for now in any case. I'd be honest here and after the party wipe at RotRL my players wanted to go make their new characters before even knowing anything at all ![]()
There are 28 (then 3 you can't take with others Ninja, etc) base classes, so Alchemist 1
That's 28, now I'm pretty sure there are going to be some alignment classes there. After that I'd start taking the prestige classes you qualify for (1 level only), or the NPC classes if you're allowed. I think that'd be the least powerful level 40 character ever. ![]()
Not to mention Gr4ys last post was in 2012, can moderators or admins edit post over 30 minutes old? Perhaps it would make more sense to have an index off board since you can't edit things, the more I'm looking at the other forums for Adventure Paths the more I realise that the Rise of the Runelords community has clearly produced the most incredible content (and the only one to even need an index of community created content). ![]()
Orthos wrote:
Because I'm not giving them extra information, the only thing they're getting is as if their character had already played through what they personally had played through. They aren't seeing into the future, they don't have magic knowledge of what things are going to happen in the adventure that no one could predict. Quote:
Except that getting to level 3 and knowing that you fight giants at level 12 are completely different things. I'm not talking about a character retraining or being switched out when they're 3 books in, I'm talking about happening prior to the end of book 1. I don't want a character walking into the door of the Misgivings playing a fighter and because you've got this whole expectation that characters must be appropriate for the encounters they'll walk out and be like "My fighter can't do anything here, I'm unhappy, I want to play a Cleric/Paladin instead" You've completely missed by point on why I'm doing this anyway, someone could minmax by accident anyway but I said originally that what I want is players to be surprised and not be like "Oh how handy I have the giant slayer trait and now we'll be fighting giants from now on", to me and to my players it completely breaks immersion. While you have said before that when you find out you'll be fighting dragons and giants it makes you excited to fight them I would much prefer if instead of being like "Oh I hope the giant is inside this dungeon because that image on the front was so cool" or whatever I want them to be like "Giants?!?!?", it should be a surprise when the captured rangers let them know. Instead of being something they expect or a ranger being like "at last". In fact the only reason my players know any information at all about the campaign is because they make their own characters and the value of them making their own characters is more than what they lose out on in terms of approaching the adventure blind. Otherwise I could make and give them their own characters (but that's a terrible idea for a whole bunch of reasons). There are upsides to knowing about a campaign before hand "Oh I've heard about this invisible demon apparently hate her", but the way I like running mine is with the players in the dark. I just don't think that one: the chances of a player being unhappy and two: the effectiveness lost, from players not giving enemy information outweighs the gain from playing through the campaign like a story. Quote:
I mean, that's definitely a spoiler, it's just that you don't care if people know that. It's revealing information from later on in the campaign that you wouldn't know at the start of the campaign. I'm totally okay (well minus what I said earlier) with spoiling things like the type of campaign (horror/adventure/etc) as I've asked for people to help with, but I'm not okay with letting people know the composition of enemies later on so that they can choose classes so they don't feel less effective than they could be. zimmerwald1915 wrote:
The giants thing is just an example but as I say in the quote the players traits are so good at tying in the most random of characters to the story that I let them have the guide, I will in fact speak to the fact that I was playing (me with two characters and just one other as DM) through Shattered Star today and my friend and during the very first section with the box, I immediately knew what was happening because of the picture in the player's guide. It totally ruined for me any kind of shock I would have gotten. If I had the time or inclination I would have sorted through the traits or created my own, I mean look at things like Monster Hunter, "Oh sorry guys, can't be going to Magnimar I'm off to be finding some magical beasts" I would vouch that the Anniversary edition is very good. Edit: Also something like favoured enemy is something a DM could easily work with a player to retrain. ![]()
Poldaran wrote:
But there's no sink for continual flames so every time someone makes one boom goes a torch, even a small town would be buying them for lamps in the street, every time anyone made one in thousands of years it's been possible they're just piling up, there should be a huge glut of them ![]()
Druids like plants and growth right. So a farmer who wants to be competitive offers a druid 10% of the profit from harvest if the druid will cast plant growth. The druid spends one day casting plant growth boosting it to 133%, and then gets 13.3% of harvest profit, the farmer is more competitive than any other farm and a whole lot richer. The druid should then do this with every farm, spending months travelling around the land covering huge areas with the spell, both appeasing the druid lords and also appeasing the farmers and themselves. The whole Kingdom would become more competitive and the population could go up. Neighbouring Kingdom sees this, but they're anti-Druid so they instead Craft a magic item that can cast plant growth 5/day or something and has a payback period of 5 years (if someone could actually work out how much 1 mile diameter circle of crops produces in a year that would be great (I mean seriously the spell seems designed in a way that makes it seem like the knowledge of that has to be somewhere otherwise how would a player ever use it)), and boom, that proliferates until every Kingdom and everywhere has 33% extra growth, this should happen in like every industry. ![]()
The economy, I want to see how the world is affected by readily available magic and large bodies of pious church goers with direct commandments. Druids in every village/travelling around for plant growth? How do prices stay so static when there seems to just be an exponential increase in goods produced a wizard can create more than they could ever possibly consume. Really interests me because as far as I'm aware no one seems to have acknowledged there even is magic in the world from a peasants perspective. I mean what kind of demographic split are we talking between those with class levels/npc levels and 0th level npcs ![]()
Again I'm glad we're having this discussion as I can definitely see your point of view. Quote: So, my spacer character was COMPLETELY USELESS in this adventure. He had ZERO relevant skills (with the sole exception of gunfighting, but the space marine was WAY better.) Because I'd used so many character points on my own spaceship, I was significantly weaker than the rest of the party. My role essentially became the guy who was always cracking one-liners and failing skill checks that I had no ranks in. For me, this game was a real drag. Now I totally understand the feeling of being useless in a fight, my own example of pacifist Cleric turned Evil was probably even worse by comparison in your own fight, however this is the kind of thing I hope to avoid by focussing less on the mechanical aspects (a ranger being upset he doesn't get his favoured enemy bonus often enough to justify the balance of the class or whatever) or in this case you building a ship specialist and fighting on land and more about the character. I certainly felt that if I had been a Cleric of Evil from the get go I would have been hundreds of times more fit for combat than my other character but then I would have missed so much of the dynamism that comes from a character being placed in somewhere they're out of place. For a man whose spent his life in space being grounded on earth is something that should open a variety of roleplaying and even respeccing opportunities (like I said my DM let me switch from Cleric of Good to Cleric of Evil) that you really wouldn't have from someone who was designed to be in that situation. I didn't swap the Cleric out because I wasn't good at battles or healing (in the end she died while we were being seiged) even though I know I could have designed a character more capable of battling or gone with another Good Cleric for the healing (this was 2e by the way). I have to disagree completely with your DM on refusing to let you switch your character as I am all about facilitating what players want if they want to change later on, as I said I totally understand giving the players the book so they can just read through it so no one could ever feel out of pllaceomething like that if your DM is not going to work with you if you're unhappy. Certainly there's so much you can work with like a spaceship crashing into the planet, etc, and as a DM taking away your spaceship like that is just unacceptable, it's kind of like taking away a druid pet (which sure happens sometimes) or an eidolon, a wizards spells, removing a class feature for the entire game is very different from your character not being optimized. Quote:
But that's exactly why I'm here, I'm looking for spoiler free summaries exactly so I can tell my players what kind of game it's going to be. ![]()
tbug wrote:
I thought they didn't open the will until after the players arrived. Also does anyone have a good map for the outside of Harrowstone, the Harrowstone grounds. I've got the ones for inside but couldn't find any ones for outside. ![]()
Chief Cook and Bottlewasher wrote:
Rise of the Runelords is the only example I can really use, my players would know there are goblins around Sandpoint, that is common knowledge, no to be honest I wouldn't mention aberrations or giants just so a ranger could have a combat bonus against them. As I said my players certainly are not making broken OP characters, nor minmaxing through the roof. The first time we played Pathfinder we had a Gunslinger, Barbarian, and Magus (with the Gunslinger joining in some way into part 2), the biggest issue I had with that was that the players had rolled up evil characters which is definitely showing off my noobiness and I was finding it difficult for them to not try and switch sides or try and sabotage the town, etc. When I mentioned how multi-classing works in Pathfinder I ended up with them being like Gunslinger 1/Rogue 1/Gunslinger 2/Rogue 1, and the same with Magus and Sorceror. They party wiped at Thistletop (well the Magus got away) because they decided to sleep at very low HP in Thistletop, I did give them warning ("are you really sure you're going to sleep in this hostile territory" a couple of times). When they rolled up new characters I tied in the Sheriff wanting them to go find out what happened to the other ones, and then when they returned they get swept up in the murders, I wasn't even using campaign traits but didn't really find much of an issue keeping them interested in the story and wanting to continue when they weren't evil. Landon Winkler wrote:
As I say above I definitely did realise that evil characters don't work in APs which is something that I didn't know so I totally understand your point there, I do feel like it's very much on the GM to tie in the plot to the characters the players come up with. My players are used to a much more open world type of campaign than APs so I do have to throw things here and there to make sure this is waht their characters want to do. Orthos wrote:
While you've raised a lot of good points that I never fully considered before, I really don't want players to be building characters with the concept of being mechanically superior. It's just not something I'm interested in facilitating. I want real characters who aren't so 1 dimensional to be only invested in a plot so they can smash giants. And considering that at least in Rise of the Runelords giants don't appear until very late then unless the hated enemy (in this example) is a consistent thing that appears all the way throughout the AP then you're always at risk of a character going "Boy we're not killing giants any more I'm done, or why am I fighting goblins in Thistletop I hate giants". Also I would probably never have a plot involving players only being motivated by being hired, it's a hook I guess (not a very good one) initially but it's going to be more than hating an enemy as a driving force behind their goal. I wouldn't really want a character like that in a party as it can easily become derailing (like the Rogue who only cares about money and so we all have to suspend disbelief when she isn't killing the party in their sleep and making off with the dosh). Not to say that if a player came to me and said I'm going to be all about brutally murdering rats for my new character I'd just turn them away, but I'd hope their character has more than that tying them to the story. Obviously I let my players read the player guide even if I disagree with some of the stuff it reveals just because the traits are a really good first chapter hook. This is not to say I've not had experience with a character who is not right for a plot, I've played a few in my time, and the three evil characters we had just were not meshing well with Rise of the Runelords. I will point out that even knowing all the way up to Thistletop when my players made new characters you just don't see metagame builds from them: Here are the character backstories for who they went with the 2nd time: http://pastebin.com/pbeY66kM Morrigan (Sorceror) http://pastebin.com/t4Kzhz3F (Fighter) http://pastebin.com/RrwSmscE (Alchemist) I get your point that players might feel detached from the plots in certain situations, but I don't think that encouraging them to metagame character create is the solution. For the big bosses and stuff I really hate revealing there's a single mastermind as opposed to a group or all unique events or really treating it as a game rather than a story. I'm not a fan of movie trailers much for the same reason, obviously because people have limited time in the world we need trailers but if you say hadn't seen the Godzilla trailer then the big reveal with the flares would be way more impactful. It doesn't stop them being enjoyable but it certainly lessens it. With roleplaying games since the DM is in charge limited time isn't really as much of a factor since we're playing through it regardless of what the players think. You don't reveal the whole plot to see if players would want to play it this especially true in APs but I think it applies in homebrew as well. The biggest problem with APs which is why I wanted spoiler free summaries is that unlike open world homebrew campaigns it's a lot harder to accommodate players current desires. If they want to try and take this part half way into Book 3 via diplomacy it just might not be feasible, or if they decide the sword is the way to go during a meeting with Royalty again it can mess up the whole plot irreparably (like joining the enemy in Rise of the Runelords). Lord Fyre wrote:
I really think the traits do all I need to do for starting a campaign, everything else is up to the GM to make it interesting. If my player wanted to play a Viking Mariner tomb raiding in Egypt I'm not going to say no, if he asks me some questions like "Will we be aquatic a lot" then there's nothing wrong with me letting him know that the majority of a story is in a desert country. Just letting people know the starting country and city and local knowledge (that they would have depending on traits) is enough to build a character, but if he wanted to keep playing a Viking Mariner, I'm not going to stop htem. Now obviously I haven't played or read every AP so I can't say if traits don't the job they need to, but since you are playing a game players are definitely willing to be malleable in their character arcs for the continuation. I know myself when I played roleplaying for some absolutely stupid reason I threw up a Cleric who had a problem with murdering people (part of the reason was the characters alignments were "good" and I wanted to show what good could be plenty of other dumb stuff like this), and straight away that clashes severely with the party. But that character managed to stay with the party for ages and even eventually became evil, with a DM and player working together you can change almost any character to be suitable, in this case going from a Cleric striving for Immortality and a cure to Death to abandoning her God and picked up by a God of Death. --- Maybe if I've had more experience with characters not being suitable because of something like hated enemy or the domains/God of a cleric or something, but I haven't. I've had problems with alignment that I can see straight up but apart from that I really don't want players to build a character like that. ![]()
If I was doing it I would have a big list of all spells, first sort them alphabetically. Then I would sort them by level. Then I would assign them to classes. (such that the list would read: Air Bubble - Cleric, Paladin, Wizard, Arcanist
No class would get a spell at an earlier level than another class without specific class features (like select one 2nd level spell available to Bards, Clerics and treat it as a 1st level spell) having a ton of different spell lists is pretty dumb, there's got to be a better way of restricting power (like granting access to spell levels at a later date). The one flaw I might agree on is that instead of classes in some cases you could have Class (Sphere) or Class (Domain), not really a flaw more extrapolation though ![]()
Carrick wrote:
Being moderate and then smiting things are mutually exclusive ![]()
Is there a collection of community created content? Coming from Rise of the Runelords they have a thread full of fantastic stuff. Also as far as I can see it doesn't say where the Professor's body was found (my players immediately wanted to investigate), nor why they waited 16 days to bury him. Edit; Seriously though there's like no collection of changes unless you search through the thousand posts in the GM reference adn even then ![]()
Haladir wrote:
Suppose I have to disagree with you there, I definitely don't like my players designing characters around what will be effective for the campaign rather than roleplaying. I'd hate someone to play Carrion Crown as a paladin just because they think it'll be OP. I don't mind letting them know they will be in tight spaces or be very diplomatic because that doesn't give much away at all, but anything more than that. CaelibDarkstone wrote: I will agree to disagree with you on that point, RMcD. An ancient evil stirring is a time-honored idea, and also one that should be obvious fairly early on. From my perspective, which ancient evil is stirring, how it is stirring, and why it is stirring, is the interesting part. For people as new to roleplay as my group (only played one homebrew 2E campaign other than mine, I have say that it totally ruins the players slowly dawning on the realization that there is more than meets the eye to this. Quote:
I didn't let my players know the title of the chapters or books because that's super OP. "What's that DM, the next book is called Skinsaw murders, guess we know what to look out for, wonder who'll be getting murdered". Again, choosing favoured enemy because of effectiveness is something I really find iffy, would the character have hated giants if the book wasn't focussed on fighting them? It's just really lame and I don't want to see some of the great ideas for characters be squashed because they want to make sure they're hitting the hardest. I don't know enough about the full campaign or have a history of DMing to describe it, which is why I made a thread for it. I'd probably do more about the experience, so light "dungeon raiding" with city focus or something for the first part, mentioning goblins wouldn't be an issue since that's part of common knowledge about Sandpoint (rather than you know giants!!) . Skinsaw murders is obviously just classic horror, wouldn't even mention the title though. ![]()
These are absolutely some fantastic comments and insights guys, you've given me a lot to think about, especially how Golarion seems to not have acknowledged magic. I don't know how common wizards/magic are meant to be in Golarion (pretty common considering you can buy spellcasting), but you'd figure every farmland would have a druid just for plant growth, employed either by the government or by a farmers group to go around and cast it on the acres and acres of farmland. I never even considered a Church resurrecting, say, Napoleon after their death, you would think every ruler would praise and shower the Church just so they could get immortal reign. ![]()
CaelibDarkstone wrote: Frankly, I think the descriptions you linked to aren't super spoilery. Most of the spoilers you can either figure out from the covers and AP book titles, or you'll know by the end of the first book. Knowing a little about what's coming also helps you make characters that better fit the story. If you want as few spoilers as possible, though, you can just stick to themes. Thanks for the summaries but I would definitely disagree on the one I know at least, Rise of the Runelords there's nothing in the first book that remotely hints at giants or anything like that. Straight up saying an ancient evil is stirring is just lame in my opinion, you don't want the players to know that kind of thing you want them to conclude it. ![]()
Stebehil wrote:
Also used those haunts and my players really loved them, been using all the maps and stuff from here too, shout outs to everyone (I record them and post them on youtube too and gave shoutouts there). I do have to seriously wonder as I was looking at other adventure paths and none of them have a community created content thread stickied, why not? This has been more useful than all of the GM reference threads combined! ![]()
Hi, I've recently ran through some of the Rise of the Runelords and though I greatly enjoyed it I don't want to tie in new characters after we had a major party wipe, what I'd like to do is let my players vote or choose on the next campaign but the issue I'm having is that all the descriptions for them are super spoilery, even the ones here: http://paizo.com/pathfinder/adventurePath Straight away the Rise of the Runelords one gives major spoilers as to what's coming, especially giving away the sin thing which I was extremely proud of my players for figuring out themselves. ![]()
darkwarriorkarg wrote: That's because the lists cross over. What are you trying to accomplish? One of the concepts I have is that what's keeping the world stable is that it's drawing upon the inherent magic of the universe and in doing so is using up the arcane magic which would normally allow wizards and the such. I'm not really trying to accomplish anything specifically with this but I'm curious if it will work without breaking the system. There surely should be a list somewhere of those only divine and only arcane I'd hope. ![]()
Hi, I was experimenting with some ideas for a campaign I might want to run in the future and I'm wondering how a world without any arcane magic would develop, what important spells are missing that shape the way civilization exists, etc? I couldn't find a list of spells sorted by arcane and divine so any help there straight up would be great. Anything else that I'm missing that would be different? ![]()
In RotRL I had one person play two PCs, they ran through Black Fang's Dungeon prior and so were a little higher level, as soon as they got to Erylium they died but they weren't playing very smart there so I definitely think they could have got it, and Erylium party wipes pretty regularly. Same person then played through some of Jade Regent with two PCs then I threw Walthus on with them, seems to be doing fine. ![]()
Y47 wrote:
If you believed there was a ship, why would you start doubting if it was called Rising Seamen, I mean, unless it was called F+*+ you Mr guy who is asking me about this ship name on a Tuesday, I can't see why you'd ever need a bluff check. It's stupid that a high enough bluff roll could make them believe it was actually called "This is all a lie I don't have a ship" ![]()
Vanykrye wrote: Running away...against a fly speed of 40 with good maneuverability. Not saying it can't be done. Just that it's very challenging. Particularly for a 1st level party. Assuming standard movement speed of 30 feet, party will run 120 feet every round. How would the Shadow be able to do anything, he could run ahead (at which point they'd change their direction), never could attack. ![]()
The problem I had with Mal is that the spell is an 8th level one, and needs an anti-magic field or mage's disjunction which is way high for the party level. I ended up being at a major loss as to what they were meant to do with him other than shut the door and leave. Even if he charms them to help him they can't do anything to help. ![]()
I'm not sure what everyone plays this game on, but if you play on Roll20 you can copy and duplicate the maps. You could build the whole campaign on Roll20 and then make copies of it. If the person who created it is a Mentor (I am) then it'll have dynamic lightning and stuff for others who have that, but if the person doesn't have that then no one gets it. Roll20 could certainly do with some work but it's certainly fantastic for playing modules because everything can be there and ready to go, with appropriate handouts for the GM to reveal when he has too.
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