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Very sorry for your loss. Real life, always is more important than gaming.


Since I don't see it in the stat block, the plan is to use Magical Lineage (Cure Mod) and reach spell, to have all Cure Mods be close range spells that still only cost level 2 spell slots.

As a note to other potential melee combatants, I took Outflank, and a reach weapon. I hope that this will be useful to the party, along with the buckets of healing I bring.


Please consider Tharan, a skilled warrior and healer, for your Divine slot.

Tharan Luckseeker, Accolyte of Tymora:

Tharan Luckseeker
Male silver dragonborn oracle (spirit guide) 7 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium dragon
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (+6 armor, -1 Dex, +2 natural)
hp 50 (7d8+12)
Fort +3, Ref +1, Will +5
Immune paralysis, sleep
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longspear +11 (1d8+8/×3 plus 2d6 on charge)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 longspear)
Special Attacks channel positive energy 7/day (DC 19, 4d6)
Oracle (Spirit Guide) Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—borrow fortune[APG], cure serious wounds, deadly juggernaut[UC], neutralize poison
. . 2nd (8/day)—Bull Strength, Cleromancy(Occult Mysteries), cure moderate wounds, oracle's burden[APG] (DC 18), lesser restoration, shield other, weapon of awe[APG] (DC 18)
. . 1st (8/day)—bless, comprehend languages, cure light wounds, detect undead, divine favor, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, guidance, light, mending, purify food and drink (DC 16), stabilize
. . Mystery Life
--------------------
Statistics
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Str 20, Dex 8, Con 12, Int 10, Wis 10, Cha 22
Base Atk +5; CMB +10; CMD 19
Feats Lunging Spell Touch[ACG], Outflank[APG], Power Attack, Reach Spell[APG]
Traits fate's favored, magical lineage
Skills Acrobatics -1 (-5 to jump), Diplomacy +16, Intimidate +8, Knowledge (geography) +10, Knowledge (religion) +10, Linguistics +7, Spellcraft +10, Use Magic Device +13
Languages Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan
SQ bonded spirit, breath weapon, hero points, revelation (channel)
Combat Gear lesser extend metamagic rod, potion of cure serious wounds (2), scrolls of displacement (x2), enlarge person (x2) (CL 5th), mirror image (x2) (CL 5th), shield (x2) (CL 5th), wand of cure light wounds; Other Gear rhino hide, +1 longspear, belt of giant strength +2, headband of alluring charisma +2, 1,030 gp
--------------------
Special Abilities
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Bonded Spirit Gain a wandering spirit each day.
FCB5 HP, 2 Other Racial, levels 6 and 7, two level 2 spells
Breath Weapon (1d6 Cold, 15 ft Cone, Ref neg, 1/day, DC 11) (Su) As a standard action deal elemental damage to an area.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunging Spell Touch Take -2 to AC to increase reach for touch spells by 5'.
Oracle Channel Positive Energy 4d6 (7/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.

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Curse:
God-Meddled (Heroes of Golarion pg. 14): The isle of Iblydos is populated and watched over by hero-gods, some of whom are known for entangling mortals in their own affairs. The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell. At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells. At 10th level, you become immune to the confused condition. At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects. I think this curse is thematic, and could be fun

For wandering Spirit, The following Hexes are ones I'm more likely to ask to use:

Default: Mammoth

Note: References to Wisdom and Charisma should be swapped, due to the archetype being an Oracle one, but the references being based on the standard Shaman text.

Mammoth:
Mammoth's Hide (Su): The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and cold resistance 5 for 10 minutes. At 9th level, the enhancement bonus increases to +3 and the cold resistance to 10. At 15th level, this enhancement bonus increases to +4 and the cold resistance to 15. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Fire:
Cinder Dance (Ex): The shaman’s base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat. At 10th level, the shaman receives Acrobatic Steps as a bonus feat. The shaman doesn’t need to meet the prerequisites of these feats.

Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn’t harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benef it from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman’s next turn (Pathfinder RPG Bestiary 305). If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.

Gaze of Flames (Su): The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, the shaman can gaze through any source of flame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Heavens:
Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jauntAPG. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

Lure of the Heavens (Su): The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.

Background:
Tharan was born and raised in Arabel some 24 yeas ago, and spent many long hours listening to lectures, idles conversation, and liturgy in the Lady's Hall, the local temple of Tymora, the local gambling dens, and the barracks of the Red Ravens mercenary company. In 1327 Cormyr Reckoning (1352 DR)(Assuming the timing works), Tharan has out of the city on behest of House Marliir, specificly working with those in service to Baron Thomdor, when The Usurper King Gondegal raised his mercenary army, and began to cause a ruckus in the area. Tharan proved that the many long hours gambling, sermonizing, and working with a variety of skilled mercenaries and priests of the Lady's Hall were not in vain, demonstrating a fair skill at arms, and the blessings of the Lady to keep many of his comrades from death's door. If this timing doesn't work, I'll work up something else

I'll pick up a new alias if he's selected to join your group. Please let me know if I've overstepped, or have anything you would prefer to see changed.


I have a Dragonborn Shaman(Life/Lore) 3/4 of the way done that's very heal centric. Though, there's a decent chance I'll start over as Oracle(Spirit Guide)instead... Hmm. Might finish both, and see which I like better.


@Ardusk, a quick glance, doesn't show me anything you did that seems off... But May the Lady favor you.


Totally understandable, and I appreciate your answering again.


A Serendipity Shaman of Tymora would be thematic ... but I'd have to build that by hand. Don't have that book for HL at the moment.

<continues to sift through options>

<edit> Uh, question? You said PF1e Core in one of your responses. Corebook only? Or did I misunderstand?

<More edit>Looking at the conversion you did for Dragonborn, it has Psychic Heritage as an alternate race trait... I'm quite fond of the Psionic options, but wasn't going to ask because you said no 3pp. For clarification, is a Dragonborn Vitalist off the table? I'm assuming it is not permitted based on your previous statement, but now I'm confused.


Scouring through the Cormyr book now, FR book later. Should someone with a better PbP presence request the divine slot, I'm happy to let them have it, in the mean time, there's a party that needs a caster.


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I uh .... have a soft spot for Dragons, particularly if one can PLAY them, and can have my arm twisted to whip up a divine caster of some kind, if one ends up being needed to round out a group. I have not had the best luck with pbp, but am familiar with how it works, and a reasonable amount of time available to commit.

(Forever DM, and I occasionally sift through the recruitment lists while bored at work, and this caught my eye. I've been known to devour FR novels, but have been a couple decades since my last deep delve)


Your question isn't an awful one, and in the end, it's going to be a judgement call by you, the DM, on what fits your play style, game, and players best. To help with that, here is what I know.

according to The official SRD, the ring is effectively a basic cast of the level two spell Invisibility, with a caster level of 3. Further review shows this to break on attacks (it's not greater invisibility), and has a duration of 3 minutes due to it's caster level.

What action type is it to reactive the ring? Unspecified. Many people deem this to mean that every 3 minutes, that you need to burn a Standard Action to reactivate it. (I think this is as close to RAW as you can get).

Opinion time
Narratively, I find this unappealing, and would call it a semi-permanent effect, as in, an action in the morning, and it just keeps working until you do something to stop or cancel it, such as an attack.

It's been a LONG time since I read through the AP, despite it being the next one I'm running, so I can't remember which encounter this is, and how many supporting members this presumably combat encounter will have. If it's a Solo fight, I'd almost definitely treat it as a swift action to reapply, or even a free action. THAT however, is based on my play style, and the power level I run my games at. If I don't give any tiny advantage to my NPC's, my players will walk through them without realizing they were supposed to be a challenge.

YMMV. Take a close look at the encounter, then at your players. What works best, in the only opinion that matters ahead of time. The DM's. It's not an easy decision, and after the fact you may wish you ruled differently, but it's still a decision you get/need to make. The answer may very well be "He burns a Standard Action every 3 minutes, and I'll roll 3d6 to see how long ago this was when I roll initiative, and then have him spend a Standard Action to pull the ring off and put it back on to reactivate it."

Good Luck to you, and your party!


Thank you Nathan! I had tentatively decided that the mooks (CR 20), that the party waded through during the Shalaria level, should be Mythic 1, and Ascension makes that easier/logical.

I think that Dual Initiative, and having a 20 Init roll, followed by Mythic Timestop, while the party walks through a Wall of Suppression, are also in the cards.

(This post was SUPPOSED to go up Thursday, but somehow never went through)


Free metamagics? Say, from a Throne forged from hundreds of Greater Metamagic Rods that's tied to the demiplane that will implode when Special K & the Soul Lens finally drop? Sounds excellent to me!

A Rules legal option is best, even if the tie is tenuous. Like, SURE, Special K, as the pinnacle of Avarice, and therefore has a perfect stat array of base 18's, before Racial Mods, so 20 across the board is an excellent place to start.

I'll find rules legal, or at least adjacent means to massage the raw numbers up to the right balance, or at least close enough that it'll work.


Hi folks!

I'm preparing for my End Game fights, for a high powered party, and I'm not satisfied with how my Karzoug is turning out. Any suggestions would be appreciated

My party is level 22, mythic 2, and while I can temporarily drop a player here or there, and scare the party occasionally, this is after more than a few hours of heavy upgrading and customization.

I've been running this game for ... several years, and want the end fight to be suitably epic. There has been mention of a 20/mr10 Karzoug off and on over the years, but I haven't been able to find one. Mostly at this point I'm looking for suggestions for spells/mythic abilities. Things I'm allowing myself. Yes. I'm mostly familiar with Dreamscarred Press's work, as I make heavy use of Psionics, and have started making light use of Path of War.

As it might prompt some ideas:
My Party:
1/2 Giant Psychic Warrior 20, Vitalist 2, Overmind 2 (BIG, tanky, Garvok)
Human Dread 20, Wilder 2, Overmind 2 (Heavy Mythos inspiration, heavy intimidate/Lockdown)
Assimar Swashbuckler 20, Chevalier 2, Champion 2 (Minimal use of class abilities, high crit threat, Baraket)
Assimar Oracle (Wrecker, Apocalypses), Warpriest, Evangelist, Hierophant (Healer, MAD, won't be useful in melee, Shin-Tari)
Catfolk Rogue 20, Slayer 1, Trickster 2 (Joined late, surprised at how effective she is, has Transfer Magic)

Major party weakness: No real access to dispel magic.
Major party strength: Well oiled killing machines, with overpowered stats/saves/attacks/items. 3 awakened blades, all have dominant weapons.

Other Optional Rules in effect that might change things: Automatic Bonus Progression, Skill Unlocks. Budget? Out the window.

We've established that we won't be meeting again this month, due to scheduling conflicts (This is why it's been ... something like 6? 8? years since we've started this AP, and we're finally right outside the last door)

Due to things the party has done, I fully intend to one up this fight, with a Mhar fight, so I'll need to redo THOSE stats later as well, and haven't even started looking at them.

Stat wise, I can handle fiddling to make DC's, Attack Bonuses, AC/Saves etc, but nothing I've tetrised in for spells/mythic abilities seems to fit my needs, other than Mythic Timestop, and Wall of Suppression.

Any assistance would be appreciated.


Please forgive me, if at any point it seemed like I was putting down your amazing work. I've had many frustrating hours lining up things in the past, and for a moment the piece of one of the maps I was looking at didn't immediately have an obvious grid, and I got excited.

As you have pointed out, grid-less maps are... rare.

As I mentioned, I'm very far past where you are currently creating excellent work (Book 6, end stages), so I did not try and add your maps to my vtt. If you've solved the offset that so frequently frustrated me, I salute you. That shifts the work from already outstanding to perfect.

May the Dice Gods, and Mapping Gods, smile on you in your adventures.


Lining up a map with a VTT's grid system, even with Roll20's effort, is an exercise in pain. Many maps in pdfs don't actually have even grid lines, which totally doesn't help, then there's the offset from the corner of the map, that makes things shift ever so slightly to one side...

All in all, as 'easy' as it seems to make grid lines line up, it really isn't fun. Mostly just pointing out, that if you are planning on making maps specifically for VTT, gridless is greatly appreciated.


I took a peek! I'm WELL past book one (Just started the final assault yesterday), but these are well done, and DON'T HAVE A GRID!! As someone who's fought tooth and nail to get a grid to line up in a VTT... and given up more times than I want to think about, it's a big positive.

Edit: Some of them have grid lines from cobblestones, this makes me sad, as I was excited.

(Still) Very Well Done!


An untyped stacking bonus answers most of the questions/issues I had. Popping open book 3, the 'expectation' for the book is 50~80 hexes. My napkin math, assuming they were non-stacking made me very concerned that it would be impossible. I've ... still not actually had time to sit down and do actual math, as I'm trying to stay ahead of my party in prepping vtt maps/characters as they wind their way through Rise book 6, AND get some more work done on my other homebrew game, AND get ready to reboot Kingmaker, AND get work done, AND ... it never ends.

How is your game going? Any speed bumps?


That sounds like fairly Epic fight. Always amazing when a plan comes together that well. I'm also happy that your parties experience jumping off that tower was better than mine.... In brief, Gnome Sorceress base jumped off the top of the tower while invisible, fully intending to cast feather fall a round or two later. Instead? She was hit with a sleep spell. <splat>.


It's been a wee bit since I dropped in on this thread ... and it's been a bit since your posts T Rex, did your party survive Xanesha? Or did she notch her belt with another party? (She's got more than one belt full of notches...)

Hopefully your two players took losing at least one of their PC's well? (Yes, I had to go back and find the help you were referring to, and now remember your party composition of 2 PC's time 2 players for a party of 4!)


City Improvement question!

I like that you've made things Item bonuses, as that elegantly cuts down on the runaway effect on checks, but it makes me ask.

For the Kingdom DC's, they scale based on hexes and district sizing from what I understand. Does the DC still have a runaway effect that can't be overcome by buildings?

Say, a 30 hex Kingdom, and a Level 10 Party, with 4 districts in their capital, and 4 smaller cities with 2 districts of 16 filled, with both a University (Economy +4, Loyalty +4; Espionnage +4, Relations +4) and a Palace (Loyalty +6, Stability +2; Relations +4, Espionnage +4), and has filled all of their city blocks with things that do not impact the Kingdom checks.

Can this theoretical kingdom MAKE the checks? By what comfort range?

(Also, sidebar, 16 districts of 4 blocks, leaves 4 lots, not 5.) I just got two new projects to deal with at work, so I'm afraid I haven't figured out the math.


Hi! I'm prepping to rerun Kingmaker sometime in the next 2~6 months, as we're ramping up into Book 6 of our current RotRL game, and while I doubt we'll be running 2e for this upcoming game, I was intrigued enough to read your work. One thing that stuck out, and a possible suggestion for the

Spymaster Action. wrote:

Gather information
The Spymaster sends forth agents to gather rumors and hearsay about any topic or a specific hex. This works similarly to the gather information action. The spymaster rolls an espionnage check vs a very easy Kingdom check DC for controlled hexes, normal for uncontrolled hexes, and opposes the loyalty DC of another Kingdom for information about them. The roll for this check is secret (DM’s eyes only)

Critical Success: You get two pieces of information or rumors
Success: You get one piece of information or rumor
Failure: You do not find out anything.
Critical Failure: You find false information.

Suggested changes:

Critical Success: You get two pieces of information or rumors
Success: You get You get two pieces of information or rumors, one is true, one is not.
Failure: You do not find out anything.
Critical Failure: You find You get two pieces of false information.

Reasoning. From my relatively gentle dip into 2e, and experiences with how prevalent rumors can be, I think that not knowing how much to trust the information you gain is more compelling, that going: "I got two pieces of information! YES, BOTH ARE TRUE!" I feel that a spy report seems more plausible if it's "I heard 10 rumors while over here, but I think these two are the most likely true, even if they're both pretty out there."

I've heard anecdotal reports that people really like Dubious Knowledge, and yes, this more or less draws inspiration from it.

Otherwise? The kingdom rules seem to flow logically and smoothly, barring a few grammatical hiccups.


Just throwing this out there, for anyone else with truly redonculous parties (like mine). Legendary Games has made a set of 6 books that provides Mythic stats for a handful of the more interesting monsters for each of adventures.

For instance, There's a CR21/MR8 Wendigo that I'll be throwing at my party, and probably the Rune Giant, but I'll be skipping the Denizens, they're supposed to be speed bumps at the expected level, and not adjusting them seems like a reasonable amount of work....


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Cralius the Dark wrote:

Wait...This is talking about the adventure Malevolence, right???

Or am I reading it wrong?
Either way. Absolutely wonderful.

Well, looking over here ... and from there to here I'd say you are spot on.

This write up, and the other gentle writing, make stark, that things are going bump in the night. Some people like that sort of thing, and they will love this adventure.


As much as I don't want to nudge you away from a very solid AP ... Jhaeman is spot on.

You might want to have a heart to heart with your player.

I personally do NOT like most Horror movies, but I'm enjoying running the Path.

Some of the most memorable, and enjoyed sections of this AP, fall in the Horror category.


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I ran it mostly as written.... barring the fact that I amped up the Giants a fair amount. My party still zoomed through things at high speed, making it to each point within a round or so of each event, including hosing down Longtooth before he attacked more than two points. His death from flight DID cause some collateral damage as he crashed through the Mill on the east side of town.

All parties are different. Judge yourself if you need to slow down or even speed up the time table! You know if your party does or does not have an archer on a flying carpet, routine use of haste or blessing of fervor, dimension door, teleport effects, horses, etc. (Mine had ALL of those)

Match your playstyle, with where you are vs expectations (I'm running way above baseline, as in, we're nearing the end of book 5, and are 19th level).

My party had a blast, as do most that recount how their raid went. Play it up! I managed to print up a map of Sandpoint over 6 pieces of paper, and ran that as my battlemap. The scale was rough, but it enhanced the experience.


Tossing this bug report out here, in case someone knows how to repair it manually, or on the off chance the Amazing Kyle Olsen swings by randomly and fixes it.

The Nightwing monster has a missing setting. When adding Hit Dice, or adding a template, the Attack module does not update.

This ... was driving me nuts for weeks until I tested a different critter. I've been using Combat Manager for night on a decade, and have ~19 critters current in my encounter for reference, no matter whichever direction my party goes next in our vtt game, and I was Afeared that something was deeply wrong.


My answer to "what is the Slave Trenches of Hakotep" question would be something like this: (Note, while I'm running this AP, it's been a while since we sat down, so my grasp of the fine details are slim at the moment

DC 25 - An ancient ruin cut into the desert earth far to the west, presumed to be part of a burial for a pharaoh long since forgotten. While there has been numerous speculative works on their meaning, no reputable scholar has been able to acquire any evidence to match any of the theories presented. Not even the name has been sourced definitively, as no Pharaoh of that name exists in any historical record.

DC: Nat 20 + Mod + Full Party of Assists x 2 + 10 = "Dude, this may be important later, when you've gained 4 to 8 levels, but it isn't really now. Besides, the deep desert is deadly. Do you think you are prepared to venture out there at your current level? I don't."


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I've used roll20 (GM and Player, historical, some light player current), Astral (GM x2, actively, both 1e), and very briefly Foundry (Game may have died due to scheduling. I was a pf2e player)

Every system has it's pro's and cons.

For PF2, I recommend Foundry IF you can push the learning curve to get a game running as mentioned, for one reason, and one reason alone.

I use the Pathbuilder app frequently for both 1e and 2e, and Foundry has an import tool that will take something you built on your phone, and have it imported into Foundry in a usable format, in under 30s.

Considering that it can take me half an hour or more to input a single prebuilt L18 critter into Astral, that is a big deal to me. (Roll20 was previously about the same.) Considering the sheer number of improvements Astral has made in the last 8 months that I've been running on their platform, I have high hopes for something like this being implemented in the future, but I acknowledge that they're a dev team of ... three, and 5e is a very popular system.


I have not read your guide yet, but am headed there now. My suggestion, is edit your reddit post as follows:

Find Archetypes, and after the header? Delete everything. Add in, "Please see the actively being updated Google Doc for more info! Link is both <here> and at the top!"

Then, Add to the top, as the very first thing, "This guide is a work in progress, and the full guide can be found <here> as a Google Doc, below you can find much of the same information.

While this is just one way to find space .... it will help people NOT get caught on details you've fixed ... because they SEE that you've fixed it.

Alternatively, cut out feats say 14~20., and refer to the doc, and leave in Archetypes.

Either way, I HIGHLY recommend cutting SOMETHING, to get your reference in at the top of the page.


I did something like this for a game I took over GMing for after a TPK around 7~8, rebooting the party from 1. I've had them encounter most of the previous party so far, some early, some still yet to come, as they started exploring the same territory. I accidentally pushed the monk's AC to 42 with only minor tinkering... at level 7ish. Still holding that ace in reserve.

I suggest things like, Ghoul, Ghast, Skeletal Champion, and Zombie Lord.

For the Pharasmin? How about a non-combat encounter with a ghost? It's very ... antithetical for a Pharasmin Cleric of all things to rise as an undead, but a brief warning from beyond, with a heavy dose of foreshadowing of what's to come? Particularly about someone trying to avoid Pharasma's Judgement? Iconic.

Let's see... Bloodrager Ghoul 3? and Zombie Lord Alchemist 3? Floodslain Alchemist?


Someone I was working with, and mentoring once suggested I look into getting myself into the paid DM gig, I did a fair amount of soul searching and have opted not to.

I'm a curmudgeon, that's set in his ways, with some odd houserules that were developed over a couple decades of running games, that are not going to be universally popular. Such as crit fumbles occurring on a 1 followed by a roll that would miss by 5 or more, or running things at a moderately high power scale.

I also pour ... a great deal of time into the games I'm already running, as well as a large amount of time into learning new rules for the odd game I get to PLAY in.

That, and I've heard far to many horror stories for me to be comfortable with the idea of opening up a game to all.

That said, I've no problem with someone trying it themselves, and I wish RD (and anyone else trying to break into the field) a great deal of luck.


I tripped over your thread today, and will second Murder's Mark as precisely what you are looking for, or possibly as close as you are going to get. It's also a solid module in it's own right, so much so that after playing it here as a pbp, I ran it for one of my long running groups when we rebooted Rise after a harsh TPK.


While not specifically session zero, it's super critical to foreshadow big N, not just lightly, but throughout the first 4 books. She should NOT come from left field. Play up her influence. While my run has fizzled for now, I started to drip in hints that SOMETHING was afoot in my intro chartering.


Somewhat surprisingly, my extremely extended Rise game has picked up speed during the pandemic after we went virtual, and I for one would greatly appreciate whatever you have Askar. I also use Unchained and splash Mythic ranks for my enemies.

I'm sure we're not the only ones who use this pairing.

Edit: I find it particularly intriguing that you made the basic Wrathlings Magi, but not the Highlady. I'm now VERY curious.


Lawrencelot wrote:
Sean Cannon 565 wrote:
Many years ago (I have ran Rise too many times to count...), I had found a collection of maps, tokens, handouts and additional information all in a single concise location that was easy to navigate. It was a google drive that I had bookmarked for use. I recently upgraded my computer, which included reformatting and updating, and somehow lost those bookmarks on my computer. Now, I am on the search for it again. You guys have so much of the material that is in that google drive, do any of you happen to have the link to the actual google drive itself? If so, you guys are amazing!

This link should work: https://drive.google.com/drive/folders/0ByxZcYXd3MkxfkxHYkY3MS1mcjBBWGdTeUd pN1lXRk5SN1BtZVRQUFdKVTdWSjBMSy1qNU0

These are ... amazing. I don't suppose anyone has a grid-less version of the chapter 5 and 6 maps by chance? Hmm, some of these are less intrusively gridded. Time to toss out the maps I've got! If someone happens to have a set that's clearly gridless, I'll just do it again!


While your question was on gearing / feat choices ... I'm going to make a suggestion first. You are running for family. Decide early how you are handling certain parts of book 5.

When I started, I had preteens, but we've been playing slowly enough, that they are now over 18, which has been a massive weight off my mind, leaving me planning to just hedge some, instead of dread what's coming up within the next 1~6 months, as we are a session from entering that ... part of the book.

Other than that, feel free to browse this guy's listing or this one

Happy Gaming!


One option, for those who feel the path needs more to feel "mythic".... Give everyone a free achetype, and make up an archetype for each mythic path.

These 5 Tier 1 items are now Level 2 feats, that can only fit in the free slots. Those 8 tier 2 items are now level 4 feats. 10 Tiers? 10 Archetype feat slots.

Want to do less work? Make everyone dual classed, or free archetype. NOTE: I use low tier mythics as additions for my home game monsters, but have NOT read/run the path, nor do I see myself playing or running it outside the PC game anytime in the next decade.

The universal T1 feats that are +20 for a stat? Treat one check as one tier higher success. Got a crit anyway? Go nuts on the description on how perfect the action was.


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

I thought of a way to tell the story, and those worried about spoilers can avoid them. And I remembered this from page 1

GM Zer0darkfire wrote:


...or you can always choose to use Diplomacy or Deception at a higher DC.

Here's hoping it's enough to push us to 3 successes! Spoilerific link, pertinent around post 20 on page 5

Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

While his companions try and sneak through the crowd, Zonk follows them up to the valiant halfling, and attempts a direct approach, providing a screening distraction.

"Captain, you may have heard that a new overland trade route has been mapped through the mountains north of Chelaix. I have personal experience of the route if you wish to discuss the details on how it may or may not be useful in your endeavors, and, additionally an obstacle for your specific needs has been eliminated with extreme prejudice."


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

Zonk smiles that wide toothy grin, as Odvar drops, and whispered word, calls a tiny flame into the palm of his hand and tosses it towards one of the remaining wolves.

Bless > 10', 2 action, Fire Bolt, aimed at Red if alive, or Yellow, or Blue

Fire Bolt: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

Zonk expresses interest in seeing the fancy book on footprints that Jasper shows off.

"Did you know, that writing things down steals the words right out of your head? It's fortunate that I've learned to translate some of the pretty pictures that are in books instead of learning to read and write. Like this one here, shows an Orc! Hmm. Did you know, that there are many Orc's that live in these mountains? Maybe we'll come across some of these tracks!"

Survival: 1d20 + 6 ⇒ (14) + 6 = 20


I am unfortunately going to need to forfeit my slot this go around. Perhaps another game by and by.

A game I'm running for my tabletop group has abruptly taken a hard left turn, which will eat up a lot of my remaining discretionary time for the
next couple weeks... learning about about running things underwater and buoyancy and such.

And then ... write the adventure.


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

For clarity, I would not make a character I wouldn't mind playing ;)

That said, an 8 wis Goblin Alchemist (Bomber), is set. I have no objection to whipping up a Cleric next! If I accidentally happen to have Nature and Survival, so be it.

First though, I need to get some more work done.


Male Gnome uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC + 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7

I'm going to work up something other than a fighter, I think our front line looks pretty solid, any preference between a Cleric or a Wizard?

I expect to have that done, today. I'll join you in Gameplay ASAP.

Player Name: Roonfizzle
Character Name: TBD
PFS # 195413-2002
Faction Slotted: TBD
Downtime: TDB


I whipped up a couple characters for this adventure some 6 months back .. and the game never started. I could rebuild them into this format with little effort. I had a rogue, a fighter, a champion and a wizard iirc.

What things are in or off the table, generically speaking? Common/Uncommon/Rare, archetypes, PFS2 build rules, etc?


voted


i,

I'm a long time PF1 player/gm, who's only had two good PBP experiences, but I'm working from home currently, and one of those two good experiences was for a PFS game.... I'd be willing to whip up a pretty much anything.

I ran a homebrew game during Playtest and most of the last year in PF2, and thus am fairly comfortable with the system, and was the guy doing the chargen, so I could have a PF2 L1 character done, within an hour or so of starting. I have played none of the PF2 published content.

Active posting speed: While at home, multiple times per day, if I'm working from the office, most likely 1/day as these forums are blocked there. I am expecting to be in the office part time midway through this game, and fully around the time the game wraps.

I have a fully complete PFS2 Fighter 1, that I tossed together, and am waitlisted, for a game Deevor is running.

Player Name: Roonfizzle
Character Name:
PFS#: # 195413-2001 or 2
Faction:


Hi,

I'm a long time PF1 player/gm, who's only had two good PBP experiences, but I'm working from home currently, and one of those two good experiences was for a PFS game.... I'd be willing to whip up a PF2 Fighter. (Or pretty much anything else for that matter, even a 3rd rogue.)

I ran a homebrew game during Playtest and most of the last year in PF2, and thus am fairly comfortable with the system, and was the guy doing the chargen, so I could have a PF2 L1 character done, most likely by Sunday. I have played none of the PF2 published content.

Things I'd need to do, is look at what's going on with PFS2, as that ... that I'm only gently familiar with.

Active posting speed: While at home, multiple times per day, if I'm working from the office, most likely 1/day as these forums are blocked there.


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While not Morrigan, I DO have this saved for my own game, and it's massively useful as weather, moon phase and calendar generation.


I was not in the hot seat when we did Book 2, but if you are concerned about potential TPK, have those haunts only affect the first PC into the room.

Or, split the haunts rooms among the party, so that the two Burning rooms target different PC's, etc.

Good luck!


My two copper as someone who's run it, and loved it is .... depending on what you've cleared so far, is to 'acquire' a fresh soul from the Fens, bring it to the place that the storykin are born at, and ask the conspirator there very nicely, to add the soul to their next project.

I'd probably require some sort of Storykin intervention ... and not make it precisely easy. Does the party have any allies? Storykin they left alive?

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