I was once a player in a homebrewed campaign in Katapesh.
One of my friends played a halfling paladin/rogue from Andoran, with massive charisma. He went into using the feint maneuver a lot. Once he popped smite evil and landed all the sneak attacks, he did an excellent job with scouting around to gather information, sneaking and doing a lot of damage to key targets.
Really awesome concept and successful build
Hello roleplayers :)
I am very interested in suggestions for excellent non-combat encounters which is solved mainly with skills and creative thinking. It is not a problem if an encounter turns into combat, but it is important that it's just not violent solutions.
I'm GMing this homebrewed campaign called The Journey to Valaian. My group is heavy roleplayers and they can easily spend 10 hours doing nothing but social interactions and intrigues with the many NPCs presented to them. They care more about character development than killing random beasts in the woods for fun.
To get a better understanding of the situation, I'm writing a short introduction to the present situation that my players are in.
They are all chelaxians and they have traveled with this massive amount of chelaxians to a new resourceful island called Valaian. The leader of this immigration is a duke and under him travels many earls, barons, counts and lesser noble houses with their armies, slaves and thousands of common folks. It's mainly inspired by the discovery, immigration and founding of USA.
The campaign begins as the big settlements are getting up and I want them to get deep into the local politics. And this is where I'm looking for encounters. Like a tournament, a family tragedy, trading guilds fighting each other through law and gold. Encounters for that kind of problems.
So, if you think back through your many hours of playing sessions, which kind of skill based encounters did you find enjoyable and interesting? They don't have to fit into my introduction. I'm just looking for all kind of inspiration.
And thank you for reading my long post. Stay healthy and spread good mood.
Hey there fellow GM's and players
I'm making a homebrewed campaign. And therefore looking for inspiration for NPC's. I would like them to be realistic. I think many encounters and npc's are either evil or good.... simply because that's how they are born.
I seek npc's with more realistic traits, containing both good n' evil and lawfull n' chaotic traits.
If any of you know about an archive, generator or book with it. I would be very very happy.
I have send alot of NPCs into the Kelmarane to establish, build the city and use its possibilities. And I would like to introduce them here.
There is Artimis, A middle-aged noble katapeshi man. He brought the inn. He is weak by psychical means and therefor found strength in money, women and lies. He named the Inn "The Sun's Lotus" and it has three sections. A gambling hall, a lounge with music, pibes and all kind of refreshments and a section with alot of sleeping chambers.
There is Behir, a fat and very rich guild master of the guild "Behirs". He is a common sight in all layers of society. He sees no difference beetween poor, slave, rich or worker. But he understands the order of Katapesh and uses it, for his own good. He is ugly and very fat, with a humor full of sexuality, which too often makes him uncharming in the eyes of women.
An Osirion necromancer guild.
Hello fellow GMs.
I ran into a problem. Two players had to move because of education and I now have two replacements. We are beetween book 1 and 2. We just finished Fortress of the Ghoul, which was a great succes.
But the two new players are not really into all the npc's in the town and how the city is. So I need to make up a little scenario side-quest for them, so they can make a bond with the city and understand the NPC's.
I have been thinking like a maniac and have a few ideas. But I would like to know if any of you has a few ideas when you read this?
All suggestions, ideas and thoughts are welcome.
Hello fellow GM's
One of my players can't play anymore and a new guy is about to join.
What would you tell him here? I mean .. the efreeti is good because of the fire resistance.. but all his bonus spells are useless later due to the enemies resistances.
The thing about clerics is that they have so many ways to be build that there is no standard way to play one.
But you should never build a cleric up around the concept of healing. NEVER. That is never your main role.
In the Kingmaker AP am I playing a half-orc cleric of Gorum. In the party there is two paladins and a ranger. When I am buffed up, I out damage them all.
I have both played and GM'ed for 15 years now. Many different system and nearly uncountable numbers of different players.
Alot of GMs has a difficulty roleplaying another gender. Many male GMs avoid female roles because they are far harder to play. Nothing worse than roleplaying a cryface woman who just lost her kids and needs the players to help her. It is not hard to do - but it is hard for many male GMs if they want it on a high level of believeable roleplay.
For the female GMs I have played with they have the same problem with male roles. For some of them it is hard to play very masculine and brutal things.
My point is.. It's hard for them to play it on a roleplaying level that is very very good.. Sometimes the "play" just gets funny instead of convincing..
This is the only obstacle I have met with female GMs. And the same goes for male GMs. There is no difference on how well the plot is, how the mood is, how hard and original the combats are and how great an experience the whole session is.
And yes.. I am no woman.. I'm a male and I enjoy to GM and I have alot of experience on it.. My main motivation is roleplaying.. Not hack n' slashing.. Which sadly has made me into one of the more rare GMs..
Sorry for bad spelling.. I'm in a huge hangover and danish.
24) Hellhearts - A very big group of people who has lost everything. Deserters, survivors of natural disasters or war, people who fled from slavery, kids with no parents.
The groups goal is simple - to survive and work for the groups benefits. They all share one thing they have been left alone in this grotesque world - which shall never happen again.
Allright. Sorry for my spelling by the way. Drunk and danish you know?
As a GM you should always consider what opportunities you have based on your players choices.
Instead of bashing hit points out of your players in the night. Make an event out of it. Make it something they shall remember next time they consider resting in the wilderness.
A few memories of great resting encounters I know, and I remember them for a reason - they where awesome.
1. Forgot to hide our food supply.
2. Religious crusade
You are planning a random encounter? That isn't random at all ;)
I have gm'ed for 9 years and run many APs.
For me a random encounter is more like a... a fight that is not connected to the plot. Like bandits ambushing, wild animals and alike.
But again. A good fight is well organised and prepared into depts by the GM.
Dont just make it a.. "You guys are standing here.. And theese bad guys are comming from here.. ... 1.. 2.. 3.. FIIIIGHT!"
Those combats sucks and they are boring.
The first thing you need to find out is - what are they gonna fight?
I would go cleric/bard
It is the ultimate support class.
Your stats should be priorited like this:
If you want to be debuffing with your cleric spells a higher wisdom is a very smart choise.
The stongest part of the necromancy spell school is their debuffing.
Get a familiar, raven ex - it can talk which is awesome for a necromancer, so pick a rare and evil language. Later go for improved familiar.
Cast invisibility on your familiar and let it deal with the touch debuff spells, which you cast.
This is very very strong. Alot of people prefer to buff their teammates so they are stronger and beats the enemy easier.
In my opinion and I have played for 16 years. Debuffing > buffing.
Which combat is coolest and easiest for you?
Giving your teammate + to hit and damage so he can beat up the enemey.
Debuffing debuffing debuffing.
... And of course - train your evil laugh
How big is your city? And next - what is the purpose of the city.
By purpose I mean.. Why is it there? Is it a stronghold to defend againts something? Is it far behind in the country with alot of civilians? Is it a city with connection to other races?
Your city must have a location - but why did the dwarves choose it?
I am playing a half-orc cleric of Gorum in the Kingmaker AP.
Beside being the Kings bodyguard. He is also in change of the administration of guards, soldiers and fortifications.
Other clerics that I have played:
Gnome Gozreh - Weather forecaster in a big harbor. Fisherman. Cook. And high ranked "Ships blesser"
Interesting clerics I have played with:
Female human Shelyn cleric - She was a guide for noble couples in how to enhance their lives with love, art, music and blablabla. She was awesome. She knew all the secrets about the nobels and her purse was full.
Human Asmodeus - Guildmaster and merchant. The ranger in the party was training imps and guard dogs. Awesome times.
I read through the whole topic now.
I would like to make a suggestion. Many people say just buff up the "to hit" on your encounters.
This is very very very wrong. That is just bad GMing. When experienced players makes a group together. They sometimes focus on something. What do we want to be real good at. I once had a party with only spellcasters and we summoned allies alot. The GM response to this was to make very strong AoE spells so he could also hit the PC's. And everything he did was prepared for our focus. And that just made it boring.
Understand me correctly. Dont overcome them on what they have focused on. Deal with it and beat them on their weaknesses - because EVERYONE has them.
We told our GM about this and he changed stuff. He made some combats very claustrophobic. There was no room for all the summons. He made combats in waves. When all your summoned creates is in one direction of the party and there suddenly is new bad guys behind you - there you have a problem.
So find a weakness in the high AC problem - because it's not a problem forever. In higher levels the encounters WILL hit them no matter what. AC is not the main defense at level 8+.
Use spells, use the enviornment, make encounters come up behind them. Make them chase your encounter and run into a trap. Use difficult terrain. Use swarms. There are alot of easy ways to deal with high AC. And this topic is full of them.
I have played through the whole campaign in 2008. Before the Anniversary edition.
With classes. First of all I think the titan mauler archtype is quite broken. I would not allow it.
Secondly. We had a cavalier with everything build up around his mount and mounted combat. That was a great loss as it, it more for a pain in the a¤% to find a way for it to come around from dungeon to dungeon.
With Bethana I do agree.
I made a TPK in The Skinsaw Murders.
Level 5 human cleric - Bruthas
In the Foxglove Manor. After traps and haunts for hours they decide to go outside and rest. As they feel that the dungeon below is very dangerous. Them being semi damaged and ready for a fight they go outside. I pull the ravens on them. This turns out - VERY BAD. The fighter rolls 1 on a hit, 3 times in a row. The table for fumble rolls decides, he ends up chopping off his own leg.
Hello fellow roleplayers
The team is:
My build is the following:
I have chosen the crusader archtype, so I only get one domain and one less spell. But I get another feat now and then.
I have chosen Gorum diety and strength domain.
I will be running around with enlarge person 24/7 in all combats, buffing myself now and then.
What do you guys think?
Thank you sire.
What use have you got of fishing hooks, sewing needle + thread?
Caltrops are awesome. Me and my party always buy pitons and chains to lift up alot of our gear beetween trees when we build camps. Easy way to secure your food stock and important items. If you are assaulted some idiot can't take a bag and run.
Hello fellow roleplayers.
It has come to my mind that a lot of players don't know about many small and usefull items. And if there is any smart items that I don't know of - I don't know that, so this is how I ask for them.
And therefor I ask this question: What is your starting equipment?
It has come to my mind, that most players buy their weapon of choice, the most expensive armor they have coin for. And then they buy random cheap crap stuff for most of the left gold.
Personally I buy many many small "in case of this"-things.
What do you buy? Is there anything you always buy or do you ask locals for help and so on? I have a friend that never goes adventuring without a pillow with a hidden silver dagger in it.
We are three engineers (two chemist and a physicist) , a doctor and a taxi driver.
Sometimes things get really technical and the discussions about something VERY detailed and scientific. And the taxi driver is just like...
.... wha' cha' talkin' bout?
I began to think.
How much lore do you know about the pathfinder universe? When I was converted into pathfinder it was STRAIGHT into Rise of the runelords. And there was alot of things what would have been so much more awesome - if we as players simply knew more about the world.
This factor might have alot to do, as some AP's uses far more lore than others.
Your histories are great. Thank you all.
And I will also tell about my best group.
We played this very long campaign that went hand in hand with Rise of the Runelords in Varisia.
We where all of Cheliax race and part of the same big noble family. The family was big, but not rich and not much influence. It was moved to Varisia to try and be big compared to the very big families in the heart of Cheliax Empire.
We where 5 man. A cavalier, paladin, ranger, wizard and rogue.
The best part was the completely detailed background and the characters.
I have played the following campaigns.
I really really really really love Legacy of Fire. It is so unusual compared to other plays. The environment and the mood is absolutely fantastic. When we play. The only light we have on is candles in red glass. With Arabic-desert background music. Two big water pipes and this living red light.
The mood is the best. There is also a great stronghold building part in it. Where they have to defend and retake it again later.
It is written in 3.5. But there is great guy on the forums who made all the conversions + extra side quests and all kind of sweet stuff.
Well. If you chose bonded item. You can buy a pet.
If you chose familiar. You can have an item with great personal value. Something from your grandparents or crafted by yourself.
Personally I have taken familiar most of the time. Once you get the improved version it becomes really handy and an active part of combats.
It can deliver touch spells n' sh!t.
Hirelings. Make the playing much more realistic. Buy people to follow you on trips. Guard the camp. Make the food. Carry the tents and food. For hunting and fishing. For guiding.
Once the PC's go into the dungeon.. The hirelings make a well hidden camp close to it.. maybe a day or so..
It also makes roleplaying more active while dungeon crawling.
Hello my fellow roleplayers.
I have been wondering. In all your sessions, campaigns and dungeons you have defeated. When you think back on it all. Which group - did you really like to play with? You know.. That one group that you sometimes miss and think about on all the awesome stuff..
I want to know this, to get inspiration on groups, that I'm going to be playing for in the future. To improve my and those you read this, experience on playing.
What was your group? Which classes and races? What was your builds? And why was this group so good? Good chemistry between the real life players? Was the GM just amazing and the mood always fantastic? Was the campaign quests just really exciting and you discovered a lot of new lore about the world?
Just think back. And give your description of one of the best groups you have been in. So I and the rest of the forum can learn something.
All the posts are great ideas for scenarios and plays. Not only I can take help from it.
My campaign just has two musts. The country must be very religious and has a coast line with a big harbor.
All the posted suggestions are great.
One of my friends came up with the idea of playing it in Cheliax. The secret cult looks great for something the Asmodeus church could make up.
And it is not always the campaign setting lets the players be evil chars.