Rockblood's page
Organized Play Member. 126 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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I have a friend making a warpriest with the Jistkan Magistrate archetype and we came across the channel element class feature and im just stunned by how much it adds to channel energy to the point that i have no clue how it works. First it says that you get elemental channel as a bonus feat ok cool I understand how the feat works with instead of healing living and harming undead or vice versa you can choose to heal or harm elemental types. Its whats next on channel element that confuses me, it says He doesn’t gain the ability to harm undead with channeled energy (if he channels positive energy) or heal undead (if he channels negative energy). Instead, he can channel a blast of elemental matter and energy that buffets his targets. The Jistkan artificer’s blessing determines the damage type of this attack, as indicated by the table below. A successful Reflex save halves the damage. So the can't heal/harm undead is easy enough but what does it mean by channel a blast of elemental matter and energy that buffets his targets? Did it get changed to heal all living/harm everything with acid? Whats the point of the bonus feat if it got changed that much?
Yea that one should work thank you for the help on understanding all that. Most of the examples i was finding were exact number examples so it was hard to figure out what to do when you couldnt get the exact numbers.
Yea thats the trouble im really having is there really isn't anything that can raise the damage on low cr monsters that your trying to advance unless you advance them by more then 3 or 4 cr.
Don't you need a bab of +4 to get that feat or in times like this the gm ignores those?
Right my bad I couldn't remember if it was 10 or 15 and couldn't check at the time of posting. Where is the +3 damage coming from or do you not add to the damage because making it more likely to hit will make it deal more damage because its hitting more? The ghast is going to be intelligent since its going to be the big bad at the end of the cave tunnels the pcs were sent into to find clues. The apl is 3 and i wanted to make this a hard encounter which is a cr 5 which gives me 1,600 xp to use so I was wanting it to be a cr 3 ghast and cr 3 grathkoll both being 800 xp.
I was thinking of using templates to but a ghast is a ghoul with the advance template already. Are you allowed to add the same template more then once? It would work on the grathkoll which is just a ghoul hound with the giant template but I wanted to try advancing it before I gave up and just slapped the advance template on it.
I was thinking of adding class levels to the ghast at first but saw that adding a player class gives alot of bonuses to stats which a ghast already got for having the advance template. Do you think getting that many bonuses make it to powerful for CR 3? Also I'm not sure if giving the grathkoll class levels would work since its a animal turned ghoul.
If theres really no way to really advance them by the advaning monster rules I'll go with class levels on the ghast and advance template on the grathkoll thank you for the help.
I'm trying to advance a ghast and grathkoll from CR 2 to CR 3 and I've tried everything. The rules on advancing a monster from CR 2 to CR 3 say that it gains 15 hp I think but there isn't a way to get exact 15 with a ghast or even a ghoul. On top of that there is no way tp bump the damage, attack, and ac like the chart says it should without straight up raising the numbers without using stat points and feats, not that I can see anyway. Anyone know how exactly to do this for a ghast and grathkoll maybe even just a ghoul and ghoul hound?
I'm currently in a game with a player who hates my guts and tries to do anything to annoy me for no reason. even to go as far as make a character who hates everything that isn't humanoid which mine isn't. He has been at it since the start and I've put up with it till now. Throwing fireballs with me in the radius, playing "pranks" on my character out of spite, ect. I went to the DM about it and he just shrugged his shoulders saying there's nothing he can do but to not to worry because he wont be invited to anymore games. I really want to stay in this game because its hard for me to find a D&D group these days that's able to sit in the same house to play but this player is killing it for me and the fact that the DM wont do anything about it is making it worse. Is it worth staying or should i just leave the game?
How many crafts and professions do you get as class skills at first level and are you able to use more then the ones you have as class skills?
Thank you all for your advice. No I never tell them what I'm rolling though I have been telling them what to roll from time to time. Don't know if this group would be to happy if I started rolling anything that is on their character sheet so I wouldn't know how to go around doing the hiding thing other then telling them to make so and so check but don't tell them what their rolling against.
I need help with how to deal with this. Probably just to make myself feel better so that I don't give the players confused looks when their doing something that really just didn't needed to be done.
Example is the group just got done with their first encounter fighting some unstable people trying to burn the town down and the town guard shows up and ask what happened. The face of the group tells them what happened and rolls diplomacy to get on their good side. That was needed to see how the guards react to their side of the story and what the guards thought happened. They pass and the guards start acting more friendly to the group explaining who they are and what group they belong to. Then one of the players rolls sense motive when I didn't even roll a bluff or anything that called for a sense motive?
What do you do with that? I'm starting to think I should of had the guards react to the player giving them a critical look or what ever she did that caused her to roll sense motive but that probably would of hurt the group as a whole.
That is really odd. So there is 0% chance of you accidentally hitting your ally with a ranged weapon? Weird. Anyway thank you all for clearing this up for me and sorry for the tricky flanking question. If anymore pop up I'll be sure to ask the forums again.
Thank you though the player was telling me and showing me that picture for flanking. I don't think he read the whole thing. Just the if you can draw a line from point A to point B and the line touches the enemy at all your flanking.
Another question came up last night and I'm starting to think this was made up by most DMs or was in 3.5 but was taken out of pathfinder.
If player A strikes at enemy A with a reach weapon and enemy A is within attacking distance, would Ally A accidentally hit Ally B if Ally B was in the middle giving enemy A +4 to its AC and if it didn't have that +4 then player A would of hit enemy A?
Oh wow shows how much I look into the new books. Yea sadly no one was small and no one had enlarge person as a spell or potion. As for the other questions they are
If there is a wall that ends at two entry ways and Ally A is on the square that is in front of the entry way and Ally B is up against the wall, can Ally B move diagonal into the entry way?
If Ally A and enemy A are fighting and Ally B isn't adjacent to enemy A but can still make a line that goes through the enemy while having it connect Ally A and B is enemy A being flanked? This one I know is kind of a dumb question and that I already know the answer is no but one of the players at my game insist that it is flanking if you can make a line that goes through the monster connecting the two players.
Can you stealth out in the open with nothing to hide with? Again I know the answer is no and again the player insist that he can.
If enemy A provokes a AoO with Ally A adjacent to it, can Ally A do more then just do a single attack?
Nevermind. Him and his wife started s+$& about the game with me so problem solved itself. Sorry.
thank you now I have other questions but don't know if I should put them here. Just remembered a few more after i had already posted this up lol.
So I recently did my second session for my game and a problem has came up when the combat encounter I had planned started. Two players joined the group making it a group of 8 now and I kind of guessed that would make combat a drag if done sloppy so I had a week to prepare for that and think I handled the simple part of keeping combat moving pretty good.
The problem started when one player asked a bunch of questions on if he could do this, this, and this which easly made his turns up in the 10 min mark while everyone else was just taking 10 seconds for their turns. I tried to put in a last min timer rule but that barely helped.
I tried telling him that he needs to speed it up before the encounter went past the time for some of the players to go to bed but he started getting ummmm sorry can't think of the word at the moment. He kept going on about it when i already told him his turn was over and I was using a 3 min timer. I tried answering his questions (a lot of them I didn't know the answer to and didn't want to waste time looking through the books to find out so i told him no most of the time)
Even worse was him doing other things then planning out what he is going to do on his turn when i told him that he needs to start planning his turn out. He is also very stubborn and acts out when he doesn't get his way.
Any answers to this problem that won't make him mad and quit the game?
I just got done with the second session of my game and this came up. One of the players uses a reach weapon and wanted to attack enemy B who was in range. Ally A how ever was was between the player and enemy B. I tried looking for answers and came up with nothing and the books only say that a reach weapon doubles your reach but nothing about if something was in the way. Is she still able to hit enemy B with Ally A between them?
Yea that would be better to put the 15 in con and the 13 in cha. Forgot the poison was tied to con.
I'm actually going to try to mix the two together. Right off the bat the two weapon fighting the archetype gives is useless with what i have planned on how to attack because of slashing grace saying nothing can be in your other hand when doing a attack for this feat to work.
I was thinking of having him start off with a shot from the one handed firearm then either dropping the gun so that he can do his move action to go in front of the group or use his move action to put his gun away. If he has time to reload before the enemy gets into melee he would do so then if he can again he will take another shot at the enemy. Once their in melee he will have the gun away at that point and fight with his melee weapon getting weapon finesse to his cutlass because of slashing grace and get slashing grace because he put the gun away.
With that in mind should i even try to mix the two or just go pure melee?
I really need help with this. My head hurts just trying to figure this out and its driving me insane. I'm trying to make a Picaroon Swashbuckler and I just cant make it work at all. The race I'm using is the Vishanya and for stats I rolled 17, 15, 11, 11, 11, and 13. I know that the 17 is going to dex and the 15 is going to cha but carrying capacity and what feats to pick is whats driving me nuts. Please help.
Here is the updated Fluffigon race. Thank you all for your suggestions and i tried my best to combined all the help i got.
Fluffigon
Type: Monstrous Humanoid (Darkvision 60 ft.) (3 RP)
Subtype: Fire
Size: Medium (0 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifiers: Flexible (+2 Con ( +2 Str Male +2 Wis Female)) (2 RP)
Language: Standard (Common and Draconic) (Ignan, Dwarven, and Auran) (0 RP)
Defence Racial Traits: Natural Armor (+1 Natural Armor to AC) (2 RP), Elemental Immunity (Immune to fire) (4 RP)
Feat and Skill Racial Traits: Skill Training (Fly and Acrobatics are class skills) (1 RP)
Movement Racial Traits: Flight (40 ft. fly speed Poor (-4) maneuverability) (6 RP)
Offense Racial Traits: Bite (Fluffigons gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is
wielding manufactured weapons) (1 RP), Breath Weapon (One time per day, as a standard action, Fluffigons can make a supernatural breath weapon attack that deals 2d6
points of fire damage in a 15-foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this
breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take half damage from the attack) (3 RP), Claws
(Fluffigons receive two claw attacks. These are primary natural attacks that deal 1d4 each) (2 RP)
Weakness Racial Traits: Elemental Vulnerability (Vulnerable to cold) (-2 RP)
Total RP: 22
Yea I'm not worried about that to much. We're going to be above ground most of the time with a few cave, sewer, and or dungeon levels.
Oh god...how did i forget that DX well going to be making a few changes to their armor ^^" cant believe i forgot that.
Yep that's going to be the fun part when they make a long-term enemy.
I didn't notice it but after looking at it, it can only be used three times per day and they don't have it till level 3. The Fluffigon's are naturally in humanoid form which is why I'm debating if i should change the type. The only thing keeping me from doing it is the wyvaran. They have humanoid forms and still have the dragon type.
After you guys giving me more input about flight I'm going to weaken it and allow them to use flight feats to increase how useful it is after showing me the feat to see if I'll allow it.
Doesn't the armor check penalty from encumbrance already effect flight? As well as the speed reduction? If not it will be now. It will still make ant haul extremely useful when their fly is low for being poor at flight and being in medium load.
Yes I will be enforcing fly checks when the need arises. So far she hasnt done anything to call for one. She was on the ground the whole time on the first encounter.
If my group says they feel over shadowed by her with a good reason (like she made it over to the dying character before the cleric could and stabilized him because of her flight) then I'll be buffing the standard races or give them more gear that's useful for them but useless for a kineticist (She will still get some gear but not as much as them that one time then it goes back to normal to everyone getting equal amounts of gear).
I'm more worried about the kasatha ranger when it comes to over shadowing though mainly because of what the player did in the first encounter. The half orc paladin was dying and instead of letting the cleric use his heal skill or use his level 0 stabilize spell, he went over to the paladin and used his heal skill (which is worse then the clerics mind you) to stabilize her.
Thats what i thought to do when i started changing the race but remember that it would make the males specialized and the females standard and not sure how big of a difference that would be.
Once again i think i like your idea the best Trekkie90909 ^^ thank you very much I'll go ahead and make the changes to everyone's race and see how it turns out. Hopefully then it will be easier to calculate CR for their encounters.
The ARG said that if your race bought immune to fire and vulnerability to cold it gains the fire subtype.
Oh should I take that out then? I was planning on throwing cold spells in my game not to target her but to mix things up just so im throwing nothing but fire at the party and her just shrug her shoulders and walk through every encounter i have a spell caster.
Alright I took out the advance stat modifiers (player told me that her races males are stronger and the females are wiser but sadly that wont work for standard her race also lives in the mountains which to me means it has a bonus to con), thinking of replacing flight with a gliding trait and if she wants to fly use her first feat for it (Are there any feats out there that give flight? I've only found ones that improve it.), and instead of taking something out of the dragon type and making it weaker would it be easier to just change the type to humanoid (Reptile) or monstrous humanoid and just give her race darkvision and maby low-light vision?
I'm not sure if that racial paragon class would work. It looks to be made for a normal dragon when the fluffigon has a humanoid body (two arms, two legs, toes, fingers, ect.)
Next I'll put up what the other players are and what things they picked if that's what you meant by post all the characters. Everyone is at level 1.
Elf Cleric of Erastil
9 hp
12 str 17 dex 11 con 14 int 15 wis and 14 cha
Picked to have Elven Arrogance for a racial trait.
Put his skill points in heal, knowledge religion, knowledge nature, and profession soldier
He has the forlorn, poverty-stricken, and militia veteran traits with the xenophobic drawback
Picked selective channeling for his first feat
Picked the Animal (Feather) and Good (Friendship) domains
Wears a armor coat and uses a longbow, boar spear, and longsword
I'll leave it at that for now encase that wasn't what you wanted me to do.
The rest of the characters are a half-orc redeemer paladin, kasatha Shapeshifting Skirmisher ranger, Half-Elf luring cavalier, elf deliverer slayer, and the fluffigon is a kineticist.
Wow thank you all for the help. I'm thinking the best way to balance it all out is giving out more racial points and having them pick more traits (with my supervision) so far.
No i didn't let the player make the race. I made it for her so that she could play one of her roleplay characters. She gave me the details of her race like it has claws and can breath fire for me to use to get as close as possible to her characters race.
I'm liking your idea a lot Trekkie90909 as well but the race, which ill be posting up, doesn't give very many bonuses to skills and feats. I would rather give the others more power to match hers. It wouldn't be her character anymore if she lost half of what the race has.
I'm not really a big fan when it comes to point buy systems. I have always rolled my stats since i started in middle school and still enjoy rolling my stats to this day.
Honestly I'm a little sad they didn't do a class making guide. would of been at least a good stepping stone to start with or at least to have a list of things that you can put for a class.
One thing i will say is the custom race has flight which a lot of GMs don't like their players having at level 1. Really the only bad thing i see about it is if she leaves the group behind and fly off well she would have to make a new character after that.
So first the custom race. I trimmed it down a few points since i posted up the topic. No i didn't name it. I gave the player the choice of what she wanted to name it.
Fluffigon
Type: Dragon (Darkvision 60 ft., Low-Light Vision, and immune to magical sleep effects and paralysis effects) (10 RP)
Subtype: Fire
Size: Medium (0 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifiers: Standard (+2 Con +2 Wis -2 Cha) (0 RP)
Language: Standard (Common and Draconic) (Ignan, Dwarven, and Auran) (0 RP)
Ability Score Racial Traits: Advance Strength (+2 Str) (Males) (4 RP) or Advance Wisdom (+2 Wis) (Females) (4 RP)
Defence Racial Traits: Natural Armor (+1 Natural Armor to AC) (2 RP), Elemental Immunity (Immune to fire) (4 RP)
Feat and Skill Racial Traits: Skill Training (Fly and Acrobatics are class skills) (1 RP)
Movement Racial Traits: Flight (40 ft. fly speed Poor (-4) maneuverability) (6 RP)
Offense Racial Traits: Bite (Fluffigons gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons) (1 RP), Breath Weapon (One time per day, as a standard action, Fluffigons can make a supernatural breath weapon attack that deals 2d6 points of fire damage in a 15-foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take half damage from the attack) (3 RP), Claws (Fluffigons receive two claw attacks. These are primary natural attacks that deal 1d4 each) (2 RP)
Weakness Racial Traits: Elemental Vulnerability (Vulnerable to cold) (-2 RP)
Total RP: 31
I've been looking up all that i can for answers for this and so far the only one i saw was just dont worry about it. In my game i have two elves, a half elf, a half orc, a kasatha, and a custom race. The kasatha and custom race are the ones that brought this up. I'm not worried about the kasatha anymore with most saying 20 and below rp should be just fine.
The custom race though is a RP of 34 though and im trying to find a way around it that wont leave them a level behind the rest. The racial points table for raising APL seems like the closest thing that would work but the racial point system is really unreliable. I even tried looking for a third party revised version of the racial points and came up with nothing.
Any help on this matter?
Thank you after going over what the expert is i think i finally made a list for the azorius senate classes.
Wizard - Magus, Wizard, Summoner, Arcanist, Summoner Unchained, Occultist
Advisor - Expert, Investigator, Inquisitor
Soldier - Warrior, Fighter, Slayer
Knight - Cavalier
would like to heard everyone's thoughts on it.
Alright i got the second session of my game more or less set up (just need to set up some dynamic lighting on the manor page on roll20 and it should be good to go). Now i finally got around to starting on picking out what classes would be in what guild. Since the group will be meeting the azorius senate in the second session i decided to start with them.
I'm planning on making a npc of the azorius senate that will show up more then once or join the group out right (depending on how the npc is treated by the players of course) to help them with the mission they will be given. I have the whole npc in mind (one of the players said their sister was kidnapped so lets have her show up here with a explanation)
but im having alittle bit of trouble picking out classes for some of these magic card classes. The ones i found for the senate are Wizard, Advisor, Soldier, and Knight. Wizard, Knight, and Soldier i pretty much can make guesses on what classes would match those like any arcane caster other then the bard and magus or something like that for the wizard. Any ideas for what the advisor would match?
Yea i slowly started to realize. Anyone know if there are posted homebrew or a third party book that has a extra rule set on CRs for each different class?
That or i think i should of given the barbarians less powerful weapons but to me that would of just made them less of barbarians. What barbarian doesnt own a greataxe right? As for the clearly higher ranking CRs then they are monsters i think they are specifically made to be bosses or the bosses body guards like a weak evil king but has two clockwork soldiers that follow him everywhere.
Yes all of what you said is true but then the player really needs to think about what they have done to get to the point of a higher starting level like making peace between a tribe of goblins and humans would make a good one but then there are players who get a big carried away and say their character defeated a powerful evil wizard that was controlling two umberhulks when they clearly couldnt of at level 1 or 2.
Yes loot they get from adventuring will get replace with better gear but they miss out on campaign specific like artifacts that may of showed up.
Yes i completely agree with you and nice comparison i couldnt think of one better then that thank you. The only one i can think of is their the hobbits from the lord of the rings just starting their journey yet they want to be aragon and the others that are kicking butt. Next game session i will be having a sit down chat with the players.
Thank you all again for helping me out with this.
I wish it was that simple honestly. I tried talking with two players because they had questions about their characters but wanted to ask them face to face. Well game time came and they wanted to do it over skype and when i asked them they refused to tell me what the questions were.
Dont know if the same thing will happen if i try to addressee the problem the player isnt telling me.
sorry about that my grammar is still crap when it comes to typing ^^"
I wanted to start my game at level 1 because it helps build characters story wise and gives them more time to gather amazing loot that starting at high levels wouldnt give. I think his definition of hero is "better then everyone" really because all his games ive played we started with way more power at our level then we should have.
Thank you i kind of guessed that i did. So if CR doesnt matter how do i calculate what would be a good encounter for a group without having to search and read every monster entry, race, and classes for a level 1 group? When should i start using the CR vs APL table?
Alright thank you ill take their APL down one and go with the 3.5 level adj rules. Yea which it did against the paladin sadly. Think ill keep the +1 APL for 6 players but have them fight weaker things.
oh they do? I have no idea where i read that they didnt then.
Yea that sounds better. Honestly im starting the think the encounter should of been one human barbarian and 2 zombies.
Actually the book said this was suppose to be a easy encounter for a APL of 3 that wasnt the case. But yea i get your point :)
Thank you everyone for your help i think i kind of get it now but still not sure how to work CR then if i ignore it.
Heres a updated list for the npcs and monster fill ins
Races:
Vedalken-Pathfinder Homebrew Vedalken
Human-Pathfinder Human
Goblin-Pathfinder Goblin
Viashino-Pathfinder Homebrew Viashino
Ogre-Pathfinder Ogre
Elf-Pathfinder Elf
Centaur-Pathfinder Centaur
Merfolk- Pathfinder Merfolk
Loxodon-Pathfinder Homebrew Loxodon
Monsters:
Bird- Pathfinder Eagle, Hawk, Owl, Roc,
Horse- Pathfinder horse
Drake- Pathfinder Wyrmling - Juvenile Blue Dragon
Griffon- Pathfinder Griffon
Elemental Cat-
Lawful Neutral Spirit- Pathfinder Prana Ghost
Golem- Pathfinder Homebrew
Elemental- Pathfinder Wind Elemental
NPCs:
Archon- Pathfinder Homebrew
Sphinx- Pathfinder Sphinx
and heres the first encounter that happend
CR 2
Total XP 600
2 Level 1 Human Barbarians
Cult of Rakdos Recuit
Human Barbarian 1
CE Medium Humanoid (Human)
Init +1; Senses Perception +5
Defence
AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, -2 rage)
hp 10 (1d12+4)
Fort +7, Ref +1, Will +3
Offense
Speed 30 ft.
Melee Greataxe +6 (1d12+7/x3)
Ranged Alchemist's Fire +2 (1d6 fire/x2), Dagger +2 (1d4+5/19-20/x2)
Space 5 ft. Reach 5 ft.
Special Attacks Rage (6/rounds per day)
Base Statistics When not raging the Cult of Rakdos Recuit's stats are AC 17, touch 11,
flat-footed 16; hp 8; Fort +4, Will +1; Melee Greataxe +4 (1d12+4/x3); Ranged Dagger +2
(1d4+3/19-20/x2); Str 17, Con 14; CMB +4, CMD 15; Climb +2
Statistics
Str 21, Dex 13, Con 18, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +6; CMD 17
Feats Power AttackB, Cleave
Skills Acrobatics +0, Climb +4, Intimidate +3, Perception +5, Survival +5
Language Common and Abyssal
SQ Fast Movement
Treasure NPC gear (chainmail, greataxe, alchemist's fire (3), potion of cure light wounds, dagger (3), 4 gp)
1 Human Zombie
Human ( +1HD Zombie )
Human
NE Medium Undead (human)
Init +1; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 18, touch 10, flat-footed 18 (+6 armor, +0 Dex, +2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +1;
DR 5/slashing; Immune undead traits;
OFFENSE
Speed 20 ft.
Melee longspear +4 (1d8+4/x3) or greatsword +4 (2d6+4/19-20) or dagger +4 (1d4+3/19-20), slam +4 (1d4+4)
Ranged javelin +1 (1d6+2)
Space 5 ft. Reach 5 ft. (10 ft. with longspear)
STATISTICS
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10;
Base Atk 1; CMB 4; CMD 14
Feats ToughnessB
Languages Common
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3-5)
Treasure NPC gear (chainmail, greatsword, dagger, javelin, longspear)
SPECIAL ABILITIES
Staggered (Ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in
the same round as a charge action.
I recently started a pathfinder campaign set in the magic the gathering plane of ravnica. me and two other players i know had fun. A few problems i need help figuring out came up though. First is two players not happy with it. One didnt come to me about their problems and i only found out that he complained at all because i overheard my roommate and his friend on the phone. The other did come to me about their problems saying they didnt feel heroic and when i tried explaining to him that your level 1 your just starting out you dont start out heroic at level 1 and tried to tell him what he did that caused him to take a massive hit with a greataxe (though i think him getting mad at me was also my part because i was telling him what he did wasnt the way i would of done it) but he pretty much ignored me and said i was calling him stupid for being a ranger and using a move action to get in melee with a barbarian and a standard action to use four attacks which brought the barbarians health down to half before raging then when it was the barbarians turn he raged and took a swing at the person who hit him and took his character down to 1 hit point. The next day he said he started understanding that their level 1 now and that their squishy but still seems to be unhappy and i dont know why. Any ideas on how to get them to tell me whats wrong with my game so i can fix it or tell them thats how the rules go?
Next thing is im not sure if i made the first encounter to hard or not. I have a party of 6 at level 1 so thats a AVP of 2 then two of the PCs have 20+ racial points which the book says is another +1 to AVP for them so their a AVP of 3 i think so a easy encounter would be by the book a CR 2 and thats what i made. I threw two level 1 human barbarians and one medium humanoid zombie with +1 HD at them. Now the reason why i think it might of been to hard is because i almost killed half the party with the ranger going down to one hit point on one hit from a raging barbarian and the paladin getting killed by the other barbarian. Now the main reason the paladin died is because i forgot the monsters dont crit rule but i also stepped in and made him live just dying with 2 points from death and he made it at the end of the encounter (mainly because i had the zombie ignore him which is out of character for a zombie to do when nothing else is attacking it lol). The barbarians were using greataxes and chainmail armor and the zombie wasnt really a problem. So was it to hard or did the party just play poorly? Or was it because the party isnt balanced at all? we have a half orc paladin, a kasatha ranger using the beastshaper and skirmisher archetypes, a elf cleric, a elf slayer, a half elf cavalier using the luring cavalier archetype, and a custom race kineticist.
ah yea i probably should have sorry about that.
I honestly dont know. He has played since AD&D and im sure he played his first few games at lvl 1 and realized he wants everyone to real heroic right off the bat instead of working for it. He is dming a game im in and we all started out at lvl 5 using point buy with a massive amount of points to use (ugh hate point buy) and were allowed to make a race if we wanted to with the max racial point total being 40 points.
You would think it was his first time but i think he is just to used to how he plays his games with giving the players massive amounts of points for everything. this will be continued in a topic ill put up in advice
Just had my first session for this game even though alot of it isnt done but i got enough done to at least do the first session. One problem has came up though, one of the players got bored and complained that he didnt feel heroic at all (even though this is a starting at level 1 campaign) and on top of that he complained that he almost died (hes a ranger and pretty much leaped into the hands of a barbarian) charging head long into battle as a ranger before anyone else. I tried talking to him about it without outright telling him he is playing wrong or how to play his character and he tells me im calling him stupid. Any solutions to this problems that doesnt involve me telling him he really is stupid for charging before the paladin and cavalier or me praising him for everything he is doing just for his character to end up like paste because he doesnt think he is doing anything wrong from my praising?
This is all i have for now.
Races:
Vedalken-Pathfinder Homebrew Vedalken
Human-Pathfinder Human
Goblin-Pathfinder Goblin
Viashino-Pathfinder Homebrew Viashino
Ogre-Pathfinder Ogre
Elf-Pathfinder Elf
Centaur-Pathfinder Centaur
Merfolk- Pathfinder Merfolk
Loxodon-Pathfinder Homebrew Loxodon
Monsters:
Bird- Pathfinder Roc, Owl, Eagle, Hawk,
Horse- Pathfinder light and heavy horse
Drake-
Griffon- Pathfinder Griffon
Elemental Cat-
Lawful Neutral Spirit-
Golem-
Elemental-
NPCs:
Archon-
Sphinx-
Mhm i cant wait to get it going this coming sunday. Not sure if im going to put in the dragon maze. This group isnt all that good with puzzles saddly as much as i enjoy them. I'm currently sorting out what monsters in the books i can use for the monsters in the setting and monsters i can use for npcs.
Updated the Loxodon adding in Stability and Powerful Charge using its gore attack.
Got the Loxodon done today. Will probably be adding in other abilities later namely powerful charge for gore, frenzy because the loxo has it, gatecrasher because elephant, sprinter, and either relentless or something that gives it a bonus against bullrush.
The Viashino have been updated as well. I have given them Ferocity.
Loxodon
Type: Monstrous Humanoid (Darkvision 60 ft.) (3 RP)
Size: Large (+2 str, -2 dex, -1 AC and attack rolls, +1 CMB and CMD, -4 Stealth, 10 feet by 10 feet with reach of 5 feet) (7 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifier: Standard (+2 Con +2 Wis -2 Cha) (0 RP)
Language: Standard (Common and Loxo) (0 RP)
Defense Racial Traits: Natural Armor (+1 Natural Armor to AC) (2 RP), Improved Natural Armor (+1 Natural Armor to AC) (1 RP)
Feat and Skill Racial Traits: Skill Bonus (+2 Handle Animal and Perception) (4 RP)
Magical Racial Traits: Lesser Spell-Like Ability (Speak with Animals (Elephant related animals only) 3/day) (1 RP)
Offense Racial Traits: Natural Attack (Gore (Primary 1d8)) (2 Slams (Primary 1d6 each)) (3 RP), Reach (10 ft. reach) (1 RP)
Senses Racial Traits: Scent (Loxodon gain the scent ability) (4 RP)
Total RP: 26
No but defiling the dead is still defiling the dead. Anyway enough about what is evil and what isnt before this topic explodes into a alignment arguments that i have so far been blessed to not have yet. From what ive heard from spoony they are not fun.
As of now the only playable races im making are the vedalken and viashino. They rest i was going to make as monsters and npcs instead of playable race. Loxodon i'll be making as a playable race to mainly because it will be easy to port the loxodon from 3.5 to pathfinder and the fact that i didnt know that was what the elephant soldiers were called. Minotuars, trolls, insect men, ect will be modified pathfinder versions. Insect men i may actualy make playable to though. Again thri-kreen being in 3.5 makes it easier to port.
As much as i enjoy having a vast amount of options to make my characters (Im never the same thing twice) i have the "I dont know if this is balanced without using a step by step guide" flaw :(
Now then the Viashino has just been completed. As of now im figuring out if i should add in frenzy and or sword training to them.
Viashino
Type: Humanoid (Reptilian) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifier: Flexible (+2 Dex +2 Con) (2 RP)
Language: Standard (Draconic and Common) (Cyclops, Giant, and Ignan) (0 RP)
Defence Racial Traits: Natural Armor (+1 Natural Armor to AC) (2 RP)
Offense Racial Traits: Bite (Viashino gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding
manufactured weapons) (1 RP), Slapping Tail (Viashino have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack
that deals 1d8 points of damage plus the user’s Strength modifier) (3 RP), Claws (Viashino receive two claw attacks. These are primary natural attacks that deal 1d4
each) (2 RP)
Total RP: 10
I wouldn't call their all but one of their actions evil either. The act of creating undead itself is evil though. Even the spell create undead has evil written on it. I was in a game for a short amount of time (it died shortly after i joined) that the dm had the setting be when people die they get turned into undead to continue serve their city or country yet the dm said their not evil because they werent doing bad things with their undead. As much as i love the golgari because elves are awsome and mixing in necormancy and zombies just makes it that much better i cant help but put them as evil because of the undead creating alone.
I'm currently working on the Viashino using the lizardfolk as a base.
Gulthor wrote: I ran a very successful Ravnica campaign some years ago and had a blast.
Some ideas:
Rather than creating new races, re-skin existing ones.
Ragebred Skinwalker makes a great base for a Loxodon, for instance.
Lizardfolk make easy Viashino. Kasatha or Androids could make for a good base for Vedalken (just make your own racial substitutions for the things that don't fit for you, or simply re-flavor them.)
We found that the guilds wonderfully represented the alignments. Our interpretation was:
Boros - LG
Selesnya - NG
Gruul - CG (probably the most contentious, but consider that the Gruul run the soup kitchens and care for the poor and guidless)
Azorius - LN
Simic - N (concerned with scientific advancement)
Golgari - TN (concerned with the balance - life and death)
Izzet - CN
Orzhov - LE
Dimir - NE
Rakdos - CE
We re-flavored and changed spells that refer to alignment to refer to color, so instead of Protection from G/L/C/E, we had Protection from W/U/B/R/G. This use of guilds and color *really* made the game feel both different and like a Ravnica game (honestly, our personal interpretation of guilds to alignments doesn't matter if you're using the color wheel - the guilds have strong enough ideologies to effectively be their own alignment system.)
If you're pursuing the idea of a campaign based around the PC's becoming Planeswalkers, consider the mythic rules with the ascension event being the character's "Spark" event.
I had a lot of fun crafting my own monsters with simple, but flavorful rules that called back to their MtG origins. Their first boss was a giant named Craw. I gave Craw a sort of reverse-flanking to simulate Rampage - for every enemy he threatened beyond the first, he gained +2 STR. I made liberal use of locations and items from the TCG (not limited to Ravnica) - our Golgari necromancer got a Scythe of the Wretched, our Izzet steam mage got a Mizzium Transreliquat, etc, the first adventure location was a Golgari Rot Farm that led through Steam Vents into Dimir...
Great minds think alike thats actually what i planned on doing to make things alot easier. The Vedalken was just a special case because there really isn't anything that matches them close enough to be a base without making a rule new race.
Yea that was the hardest part for me was to pick the alignments for the guilds. What i got out of them was boros is CG because their against taking away freedom and doing it for the people. Selesnya was probably the hardest to pick. I looked at everyones thoughts and one even said they were evil because their guild takes away what makes you you so that you can connect to their leader. I ended up with LG because they do kind of take away your personality but not for evil reasons. That and there isn't any guild i saw as LG. Gruul i picked CN because barbarians and giants smashing everything because their mad that their not the green guild anymore. didnt know they helped people though. might switch gruul and izzet. Golgari i couldnt help but make NE. yes they dont do evil acts but controlling the dead is still controlling the dead which to me is evil. the rest of the guilds i have the same alignments as you.
Spells will probably be the same. i dont plan on complicating things by bringing in colors for players to use. NPCs might.
They might if the players wish to become one or not.
That part has me excited to.
Scud422 wrote: If you want some inspiration, I suggest you check out the Quest Magic RPG. It's a cool little RPG that starts off in Ravnica.
You play as a Planeswalker and you make and use a magic deck in encounters.
Thank you for the quest magic game ill be needing to play that soon it looks like a lot of fun. green black with poison here i come :)
I'm a very big fan of the setting as well even more so for the golgari guide.
Thank you for your suggestions. I replaced having spellcraft and knowledge arcana with use magic device and swim for class skills. I changed their stat mod from +4 int -2 con -2 cha to +2 int +2 dex -2 cha and have given them gnome magic but changed it to give the +1 DC to abjuration spells and changed the 1/day spells from dancing lights, ghost sounds prestidigitation,and speak with animals to resistance, mending, read magic and arcane sight also changing the cha stat tied to the trait to int. I know that is something better to give them more of a connection to abjuration but for now a +2 save vs. abjuration trait is a place holder.
The campaign's story is im sure going to be butchering the ravnica settings story a little bit but i liked the idea. What happens is the players start in the pathfinder setting at first but slowly one by one get pulled through a distortion in front of them by someone or something and dropped off together on the world of ravnica. While trying to figure out what happen, they get attacked by members of the cult of rakdos because they ended up in the middle of a cult of rakdos raid for their starting encounter. They learn that the human maniacs are calling them planeswalkers which others start to believe with people either praising them or being fearful of them. The players can try to figure out why they are being called planeswalkers or just play along with it when a patrol of Boros Legion knights find the players fighting their enemy while believing the players to be planeswalkers as well. They take them in for questioning which the players will be given their main quest for the campaign. They get told that the evil and crazy guilds have been banded together by someone or something and just to survive the other five guilds had to reluctantly band together as well. They want the players to find out why and how the evil guilds were able to band together and who caused it to happen. That is all i have for now other then what guilds are on what side. The evil side are Dimir, Rakdos, Golgari, Gruul, and Orzhov. The good side are Azorius, Boros, Izzet, Selesnya, and Simic.
I'm currently working on a Ravnica setting for a pathfinder game I'm hoping to start around the sunday after next. Going to post up my work here for feedback and suggestions.
Vedalken
Type: Humanoid (Vedalken) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifiers: Greater Paragon (+4 Int -2 Con -2 Cha) (2 RP)
Language: Linguist (Common) (All) (1 RP)
Defense Racial Traits:
Feat and Skill Racial Traits: Gifted Linguist (Vedalken gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a
rank in the Linguistics skill.) (2 RP), Skill Training (Linguistics, Spellcraft, Knowledge Arcana, and Knowledge Planes are class skills) (2 RP), Water Child (
Vedalken gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.) (4 RP), Static Bonus Feat (Iron Will as
a bonus feat) (2 RP)
Total RP: 13
Yea I read through that minotaur but something about it just doesn't sit right with me. Its not large and its stat mods are all over the place with two -4s. From what I saw in the bestiary its dex isn't bad and its cha isn't bad enough to put a -4 on it. However I did change a few things on them with the help of a friend of mine. The Minotaurs Language is changed to standard starting with common and giant. Bonus ones are Orc, Goblin, and Terran. I also fixed a little mistake I did with the language RP. its 0 RP not 1. The Hill Giants stat mods have been changed a bit to be +4 Str and gave him bonus languages common, draconic, goblin, and orc.
So I made the hill giant and minotaur into pc races and wanting to know what everyone thinks and if changes should be made at all. Mainly made them because me and a player plan on making a funny duo of a hill giant ninja and minotaur bard.
Hill Giant
Type: Humanoid (Giant) (0 RP)
Size: Large (+2 Str, -2 Dex, -1 AC, -1 BAB, +1 CMB and CMD, -4 Stealth) (7 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifier: Greater Weakness (-4 Int -2 Cha +2 Con) (-3 RP)
Language: Xenophobic (Giant) (Common) (0 RP)
Ability Score Racial Traits: Advance Strength (+4 Str) (5 RP)
Defensive Racial Traits: Natural Armor (+1 Natural Armor to AC) (1 RP), Improved Natural Armor (+3 Natural armor to AC) (3 RP), Rock Catching (Once per round, Hill
Giants that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25
for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The Hill Giant must be aware of the attack in order
to make a rock catching attempt) (2 RP)
Movement Racial Traits: Fast (+10 feet to base speed) (1 RP)
Offensive Racial Traits: Natural Attack (2 Slam 1d8) (3 RP), Reach (10 feet reach) (1 RP), Rock Throwing (Hill Giants are accomplished rock throwers and gain a +1
racial bonus on attack rolls with thrown rocks. A Hill Giant can hurl rocks up to two categories smaller than its size. A “rock” is any large, bulky, and relatively
regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 120 feet. The Hill Giant can hurl the rock up to
five range increments. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing Hill Giant’s Strength bonus) (3 RP)
Senses Racial Traits: Low-Light Vision (1 RP)
Total RP: 24
Minotaur
Type: Monstrous Humanoid (Darkvision 60 ft.) (3 RP)
Size: Large (+2 Str -2 Dex -1 AC -1 BAB +1 CMB and CMD -4 Stealth) (7 RP)
Base Speed: Nomral (30 ft.) (0 RP)
Ability Score Modifier: Specialized (+2 Dex +2 Con -2 Int) (1 RP)
Language: Xenophobic (Giant) (Common) (1 RP)
Ability Score Racial Traits: Weak Charisma (-2 Cha) (-4 RP)
Defensive Racial Traits: Natural Armor (+1 Natural Armor) (2 RP), Improved Natural Armor (+1 Natural Armor) (1 RP), Natural Cunning (Immune to Maze Spells, can't get
lost, and never caught flat-footed) (3 RP)
Feat and Skill Racial Traits: Skill Bonus (+2 Survival) (2 RP) Skill Bonus (+2 Perception) (2 RP)
Offensive Racial Traits: Natural Attack (Gore 1d8) (1 RP), Reach (10 ft. reach) (1 RP), Powerful Charge (Whenever a Minotaur charges with a gore, it deals twice
the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus) (2 RP)
Total RP: 22
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