|
Rose Claymore's page
20 posts. Alias of Dust Raven.
|
Oh yeah, they'll definitely not be participating in the combat (if I can help it). I'm thinking of a scene where the PCs finally arrive at the "throne room" in the cavern, there's the tribe's chief and his personal guard, and my villain serving as an adviser. The chief says nothing, but the advisor directly addresses the PCs: "I had plans for this tribe, but it seems you have thwarted me. Unfortunately for you, I don't plan on having you survive to do so a second time. Chief! Kill these "heroes" and we'll renegotiate our terms" And then they'll disappear behind a rock and be gone... queue the initiative check and boss fight with the chief and guards.
I might work in a name drop from the chief "I'll see it done, EvilGuy!" or as he dies "but EvilGuy promised us power, how can we lose?" or something to that effect.

Definitely a lot to think about here. Thank you!
I absolutely agree pre-scripting a specific ending is inherently a bad idea. When I do something like this, it's usually in a superhero rpg where a villain has far more options (drop a building on civilians, another villain shows up, or the heroes are heroes who don't kill and the villain just escapes from jail, etc.).
In this case, the idea is to set-up/introduce a villain that will be a greater threat later in the campaign, but at the moment they are just part of a problem the PCs are solving (a usually peaceful kobold tribe has attacked the village and the PCs need to find out why and stop them). After escaping, the villain will show up later to directly oppose the PCs in a revenge scheme.
Right now I'm thinking of the making the boss fight be against the villains toughest mooks while the villain pulls an Exit, Stage Left. This way the PCs don't actually fight them but have incentive to follow and seek them out, eventually stumbling upon the villain's next big plan.
Or they should...
This campaign is just getting started. The PCs are level 2, and the villain I have planned is a level 4ish Kobold sorcerer or cleric. While I expect the PCs to win the fight against him, I also need him to escape alive to confront them once again later in the campaign. I'm leery of giving him higher than normal magic items to facilitate his escape just in case well, doesn't and the PCs end up with something they shouldn't.
Other than that I'm open to any and all suggestions.
Thanks in advance!
Alex Speidel wrote: I believe there was a charity boon for access to the Mosquito Witch patron at some point in the past couple of years. I can't recall if it was a major convention exclusive or not, but I do recall that it exists.
So it is possible, just in a very limited fashion and likely not for any new players at this time.
Good to know it's out there. and hopefully transferable? I haven't been able to make it to any of the past few charity events here in Colorado but maybe if someone local got one we can trade.
Hi Hilary!
I was looking at making a poppet character who was made as a Mosquito Witch doll, and a witch with her as a patron just seemed natural. I'm not really tied to the witch class as part of her concept though, so might just go in another direction.
Also, thank you for that link! I had no idea that site even existed!
I have an idea for a poppet who is a mysteriously animated Mosquito Witch doll, who naturally would be a witch with the Mosquito Witch patron. I can't seem to find a boon of any kind that will allow access to the Mosquito Witch patron though. Could anyone please direct me to one, or at least tell me there isn't one (at this time) so I can stop looking?
I'm looking for a way to delete/remove old locations when entering a new event for Organized Play. I click to select a location and I'm given a list that trails down the entire page, appearing overlaid on top of everything else making some locations difficult to read. I'm afraid if I add yet another location it will trail all the way down and off the page, which would make creating new events impossible as the new locations always appear at the bottom of the list.
Resurrecting once again.
I'm still looking for a way to delete/remove old locations when entering a new event. I click to select a location and I'm given a list that trails down the entire page, appearing overlaid on top of everything else making some locations difficult to read. I'm afraid if I add yet another location it will trail all the way down and off the page, which would make creating new events impossible as the new locations always appear at the bottom of the list.
So, I was given a gift of a beautiful set of dice with tiny rubber duckies in them. They are adorable and must be used. This means I must play a duckfolk sort of ancestry. Except there really isn't one.
This Post by James Jacobs from forever ago implies there is such as thing as "duckbill tengu" but of course no other mention of them anywhere as it was probably just a joke.
So is there such a heritage or ethnicity for tengu? Wavediver heritage seems a good fit, but nothing rules or lore -wise indicate they don't look like any other sharp beak tengu.
My only other obvious option is the beastkin versatile heritage, but the shapeshifting and beastkin feats have nothing to offer (such as a swim speed).
With GM permission I could just reskin tengu however is necessary, but I'm hoping there is anything canon in Golarion's lore for duck people.
Anyone know of something I don't?
I have a concept for a character that is some kind of "reversible caster". The idea is that any spell she can cast, she can cast an opposite version of it. So if she can cast bless, she can also cast bane. Or if she can cast light, she can cast darkness. Heal and harm, etc. I'm wondering if that is any sort of easy way to sort the list of spells into groups like this without going through each of them one by one or taking guesses based on the names of each spell. Or if anyone could just point me in the direction of a tradition that has a good number of such spells.
Any advice?
Thanks in advance!
This heritage says a conrasu’s exoskeleton is medium armor. Specifically
Lost Omens: The Mwangi Expanse wrote: Your woven exoskeleton rivals the hardest armors that can be found. Your exoskeleton is medium armor in the plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a speed penalty of –5 feet, and a Strength value of 16, and has the comfort trait. You can never wear other armor or remove your exoskeleton. You can etch armor runes onto your exoskeleton as normal. For feats and class abilities, and most importantly proficiency, is this actually armor? Is it considered wearing armor for a monk? Is it using medium armor proficiency or unarmored?
Any help or guidance is appreciated. Thanks!
Could anyone post what scenarios the boon applies to, please? I could read all of them but the descriptions alone aren’t much help.
Has this been answered anywhere? I moved from Phoenix to Colorado Springs over 5 years ago and still see all the locations from Phoenix and would rather not have to search through a list I never use when looking for my current FLGS.
Doing a search failed to bring this thread up. Glad I came across it before posting. Thank you!
I just finished running a Quest where all the players used level 5 pregens (Quest 5: The Dragon Who Stole Evoking Day). I know from the guide they may apply credit to a 1st level character receiving 1st level gold, but how does that affect Earn Income rolls? Seems like it's almost an automatic success for the pegens to make a check appropriate to a level 1 character, but would be receiving way to much gold if rolling a check appropriate to a level 5.
So, how are Earn Income checks resolved using high level pregens when applying credit to a level 1 character?
The treasure table seems to list rewards for levels 1-4 even though this is a level 3-6 quest.
When using the alchemist discovery Explosive Missile using a Merciful weapon, does the bomb damage convert to nonlethal?
Ediwir wrote: You should probably talk to your GM. Keepjng the character is mostly a matter of continuity, so it’s not mandatory, but working things out is best for all.
Monk/rogue sounds pretty neat anyways. What’s stopping you?
Mainly the multiclass archetypes kinda suck. If I start as a rogue, I have zero options for monk stuff. Not even lethal unarmed strikes. If I start as a monk, I miss out on much of what makes a monk neat (ki abilities and a large enough ki pool to use them), and don't ever get the stuff that makes a rogue neat (dex to damage, skills, etc). The original character is way more rogue than monk, but if I'm a rogue I can't ever be a monk too.
As I understand it, when I play part 4, I'm to level up the character I played in part 1. What if I had a bad experience playing that character and want to play something else? For playtesting purposes am I stuck?
For my personal situation, I was lacking for ideas and so just attempted to build one of my existing characters and now realize it is just impossible to actually level him up to be the same character character (who is a multiclass monk/rogue).
7 people marked this as a favorite.
|
I think I'll be drawing the maps in crayon...
|