Great posts you guys. My group is the following: Katapeshi Paladin of Sarenrae - missionary
The cleric wants to go wizard and then mystic theurge.
For the multi-classing wizard I will make a wizards guild travel to Kelmarane and open a guildhouse for selling scrolls, spellbooks, rods and magic items alike. This will also be combined with the Refuge of Nethys quest from Book 1. I would love to make my group stay in Kelmarane for quite a time and do some questing around the place. Do any of you guys have idears?
Hello fellow roleplayers I am about to join you in this campaign. I will be the GM for my group and I have only read the first two scenarioes so far. And I would like to hear words from you experienced men and women. What is good? What was really good when you played? And of course... What.. Was bad? And why?
Hello fellow roleplayers. I have been brewing my own campaign for a long time. The campaign is about exploring a new continent in Golarion and the kingdom building part of KM will be used. But I find many quests and the plotline very very good. So my question for you guys are, is there some parts, NPC's, quests or other things in the Kingmaker Campaign that you find really bad, problematic or just absoluteley fantastic? -
I would never let player begin with 25 points. I play this way. Each player can make 6 rolls of 3d6 - rolls lower than 6 is rerolled. First strength, then dex, then con and so on. A single roll for each stat. Now. If I have 4 players we now have 4 empty sheets with only stats. They are now able to trade whole sheets beetween each other. I also roll a sheet for them sometimes. Now. The players can choose to have one of theese builds or simply make a 19 point build. In this way there is a bigger chance for more unique builds with less optimization focus. Maybe a wizard with +2 str or cha.
As Kolokotroni said. It all depends on the adventure. I have been GM'ing for 12 years and my experience is that starting at a climax is a great thing. My last beginning was simple. The PCs are travelling out to an outpost at the border, none of them have ever been there before. When they enters everything seems normal and when they reach all the way into the outpost, they are suddenly in an heavy ambush - some bad guys knew they where comming. And after the whole fight they find notes about an assasination of the outpost leader and a very few clues. This way it whole beginning is powerfull and the PCs knows that stuff is about to happend. And that is good.
Hello I have been GM'ing for years and this has taken me and my group to a whole new level. I am about to create a homebrewed campaign. To give a little review of the thoughts behind it: Explorers from The Inner Sea Region has discovered a whole new continent. This new place is really big, full of ressources and of course - opportunities.
The player group will travel too. And now I would like to ask for suggestions, tips and hints. Based on this little review - what do you think?
Hello pathfinders. I am a player in a homemade campaign. And I know that my build is not optimized and extremely strong. We dont play like that. But I am playing a paladin at this moment. And I want to go cleric at lvl 3. And I dont know what feats I should aim for. I got toughness and power attack from lvl 1 as a human.
What feats do you suggest I get from now on? I'm picking selective channeling at lvl 3.
You might have started and this message is too late. But in the first scenario, the whispering cairn, a lot of players skip up when they have Alastors bones. Some go to the house, some go to the city to get healing/shopping and a 1 or 2 players go to the farmstead. It can be quite a hard match for 1 or 2 players to face the owlbear.
Hello everyone.
Not all NPCs are pictured in the magazines. Do any of you have suggestings for other pictures of important NPCs, did someone in your group draw anything or something alike? Thanks for reading this.
For at 4 man party I would go with this. Druid shapeshifter, the main damage dealer/tank + companion as second damage dealer/tank. Wizard, conjurer, battlefield control + summoning allies and a decent damage dealing. Cleric, supporter + buffer + back up damage dealer and heal if needed. (never focus on a primary healer.. It is a total waste.. Heal is a backup plan) Rogue, the secondary damage dealer, the scout and the trap disable. If you are 5 man. I would add this guy. Wizard, divination. Go to lvl 3. Then take 3 lvls in druid, pick a weather domain. At lvl 7 you go mystic theurge and the spells will be primary damage dealing and debuffing.
This party of 5 man is the strongest I have every played. And We dominated the fights.
There is a very big difference between evil and stupid.
I have played a campaign from lvl 1 to 14 in a drow Society. Everyone. And I mean - EVERYONE.. Is evil.. But there is punishment for getting caught.. And that is the point between evil and stupid.. The fewest just grab their sword and decapitate everyone around you.
Also, I have played a campaign from lvl 1 to 13 in Cheliax society with all players LE.. We did many many many evil things.. But nothing illegal and "f%%~ed up"
Hello I am at this moment looking for one of the pathfinder campaigns that you buy. Personally, I feel that a lot of them feels like dungeon crawl, hack n' slash and constant fighting. Which one do you think, has the fewest constant fighting and has the best opportunities for roleplaying and advancing your characters through more dimensions than blood, gore and fighting. I have played Rise of The Runelords and the two first scenarios was really good. But after that the constant fight began - sadly. So which one do you think?
Make a claustrophobic combat againts larger creatures with reach weapons while there is a nasty spellcaster in cover behind them.. It is important that it is claustrophobic, as it makes their ability to move around and make the fight theirs impossible. Magus has a low reflex save.. So maybe hit him on that.. See what his weakness is.. Can he swin? No? Make a fight in water.
The weakest but most used defense is AC.
We always had this song as "THE EXP SONG"
Everytime it went on.. at a 4-5 hour shuffle list of songs.. Every player got 10-15% of their exp for next lvl.. Haha.. and this guy.. Jonas.. He always said instantly "Strange.. I just feel.. So experienced by -what he was doin at the moment-"
Welcome to GMing. I have done it for 8 years and played for 12. Took you 4 hours to make your players? Well.. I can inform you, that my group, we take about 5-6 hours :P But we also spend a lot of time talking about how our characters know each other, their background and the whole scenario setting. We don't play the same day we make the chars as it can be quite exhausting to go straight into roleplaying after 5 hours of thinking and designing a group. One thing about your group. They only have one healer and that is the druid. Therefor, long combats will be devastating for them as they run out of it. I would consider making them complete non-combat-related tasks first. Example they help someone. An alchemist, a gnome tradesman or a temple is waiting for a shipment. And when the wares is in the town or nearby suddenly the wagon or ship is on fire. Your players might hear an explosion, see the smoke or smell the fire. To complete this task all they have to do is skill based checks. And once completed they have a friend in town - which could provide them with healing potions, if a merchant or alchemist, or maybe daily healing spells from the local temple.
Just keep thinking.. How I deal with death. As a GM I always give them two choices. Either get resurrection for a high price and if they can't afford it.. Make a deal.. The priest says.. "Yeah I will resurrect your friend if you promise to do this dangerous quest..." and you are on again. Keeping people interested is the main problem or job for the GM. You mention perception. Well. It is the most used skill in pathfinder and will always be. Deal with it.
A dwarf with brewing?.. Make a local inn a special place because of their special drinks.. And all the drinks is made by a local guild of brewers, tradesmen and alike.. To make your player join them.. Make him do something.. A task, a job or something else.. Just think..
And while they do their jobs.. Motivate the other players to do stuff too.. Find a job.. Make friends.. Play their character and become one with the world - the world that YOU designs for them.
I have played this char in the rise of the runelords campaign and he worked really really good. We played with the pathfinder rules. Half-elf
I took lvls as this:
Another player was a human fighter.. So I was constantly flanking and i dealt a great great great amouth of damage.. The build also gives incredible many skills, which always is pure gold in a campaign.
st00ji wrote:
I highly agree. Doing outlawish things need to be punished in-game too. I have personally sent quite an amount of players to jail, the gallows or give them the opportunity to pay them out of trouble. Depending on the situation of course. As a GM I have often seen people easily get out of character as soon as battle beings - which often relates to extremely stupid actions.
I have been GMing for 8 years now. The primary motivation for me and my players is roleplaying. As a GM.. I have a little status sheet for all my players.. Normally only 4.. One of the bars is their alignment status.. Which has points.. A normal char starts with 1 point in his current alignment.. If he acts in this alignment.. he gets more points.. And doing things in another direction gives negative points.. If the bar becomes negative.. His alignment will change in the direction of his actions.. If you for example plays a Chaotic good guy.. But a lot of his actions is quite evil. If you just cut through all the problems with your sword and your way to solve things is by killing, without proper proof of your killing is doing good.. Then he might end up being chaotic neutral.. I once had a player.. He solved everything with anger and violence on all enemies.. Also poor henchmen with no choice, but to help the villain..
I think your decision was great.
I have played with extreme succes with this party. Human druid, high str + con, combat feats for shapeshifting, animal companion.
We have played with this build two times.. Once we went from lvl 1 to 14.. The other from lvl 1 to 6.. The second time we wiped because of major traps and stuck in a dungeon with no opportunity for rest.
I played the whole campaign in 2006.. Now I am about to GM it..
The party is: Human monk.. A young boy whose mother was a borthel slut and father a criminal.. He grew up among gutthroats, thugs and alike.. He grew up in the worst way in Diamond Lake.. I came in some troubles.. and wanted to flee to The Free City.. But he failed.. In the dark night he fainted in the woods.. To wake up in The Twilight Monastary and there he found the meaning of his life.. Human cleric.. Young boy grew up in a common family in Diamond Lake.. Father a miner, mother a barmaiden.. Their only son found his way into the garrison as a helping halp in the Heronious chapel.. Dwarf druid.. Lives in the mountains northwest of Diamond Lake with a minor tribe.. They have an absoluteley clean and fresh little lake from the mountains.. He joined the Bronzewood lodge and that way found some trips to Diamond Lake.. Also for supplies.. Elf Wizard.. From Celene.. Evoker.. He works for Allustan for doing the slavish things a wizard has to do.. He loves gamling and dragonchess.. His way of being social, cultivated and meet new people. |