Pathfinder Player Companion: Bastards of Golarion
One thing to take into account is the setting will dictate a +/- lvl to the WBL table, the module may be set at a WBL -1, and if that is the case, then replacement characters need to have the same adjustment. Given the setting of RotRL, most of the population and major NPC's the players are likely to interact with will be under this general limitation, including the Boss fights they may be encountering. Looking as a given module, you need to determine if it is low, medium, or high magic/wealth, and restrict players accordingly. In the WLB chapter, it does discuss these adjustments, and if they insist on disregarding this, increase the CR of encounters either by better equipping bad guys or bump up class levels. As pointed out earlier, and some thing I often forget about as well, modules are often written with a set of character classes in mind and you should feel free to augment encounters with character appropriate gear in the hands of enemies that can be freely used against the party, make them earn those rewards, and if they still insist on dying just to get better gear, impose a two or three death limit and the players are out or a five death party limit where the campaign simply ends because party lacked consistency...
You are the GM and you did state the rule set in use before game began, so no, you are not wrong with the solo award. If they persist, give them the option of going back to the old shared xp, but it will terminate the existing game, starting a new campaign with new characters. You have the right not to change horses mid stream after all. I have a similar issue with my current group wanting shared xp so everyone stays even, yet I feel that takes too much away from individuality. While team play is encouraged, finding a balance that doesn't take away from the individual is not easy, and awarding to the whole group what one player did solo could be viewed as a punishment for the individual player. As an alternative, offer the xp to the group, but then all loot goes to the individual player for that encounter? You are the GM and have to be fair, the players should respect your final decision, but if they can not then they should go else where.
I had a more of a narrative effect with a Hunter and his animal companion which both failed saves miserably, a 1 and 2 respectively, the Hunter spent 10 minutes sniffing his bear AC while the AC licked the walls. The effect is part flavor, part be creative with giving those effected some sort of disadvantage that makes encounters more memorable.
I have a similar campaign going, a neighboring empire ransacked the kingdom save for a barony in the corner and said empire with drew in haste when another empire invaded behind them. The current campaign picks up months later, the kingdom is in shambles, post boards with in the commons of the keep have multiple notices of jobs/works, local news, and inquiries. I just print out on card stock what's the current listings with brief descriptions, and then go into detail when they check in with the noted NPC. Some of the postings stay up either due to no interest or reappear because some NPC Adventurers failed to return. If the PC's build up contacts in the community that could be a resource to use as well.
An annoying curse that runs for a few weeks, simple enough to remove with remove curse or any other cure spell, but the catch is, it jumps to the cure caster, and continues to transfer to each next healer/curse remover until it's time runs out. Some powerful Fey or extra-planar beings may endow the casting of some such curse that a mere mortal spell may have troubles with.
It may be comic, but as a good defense pick up the feat Roll with It! It's a Goblin only feat (Goblins of Golarion), along with the traits Bouncy and Restless Hunger or Mother's Teeth. Another good feat from GoG is {Burn! Burn! Burn!} and {Dog Killer, Horse Hunter} might also have some odd use. For equipment, from GoG is Vicious Caltrops and Tossglove may be of some interesting use. For standard gear, a Dogslicer or Horsechopper for that Goblin pride.
MrCharisma wrote:
I was thinking same thing! lvl 3+ Most Paladins are immune to Disease, depending on Archetype if it changes any thing from base class.
blahpers wrote:
Kobold (-1CR) + Warrior<NPC Class>(-1CR) + Point Blank Shot = very cheap and effective followers! Great for that Kobold Sorcerer with Leadership Feat! Bonus! It uses Charisma!
blahpers wrote:
Type would likely be Humanoid, Outsider, Elemental, while Kind of Creature would likely be a Sub-Type: Elf, Human, Tiefling, Aasimar, Fire-Elemental, ect... I agree, clarification is needed with the way it was worded, though it possibly exists with in one of the Bestiary printings.
Fuzzy-Wuzzy wrote:
I had forgotten Knowledge Arcana, though still subject to a DM on if it applies/situational modifiers, but that last part I find odd and possibly in error as I looked up Detect Magic and no where does it include revealing command words, while the Identify spell does. Hmmm... *edit* found the reference in magic item section, though it does seem odd in wording.(pg. 458 CRB)
Unless an item that requires command words to function has a user's manual/notes found with it, Detect Magic and Spell Craft are not enough to figure out more than what the item may be by what properties are observed, Only Identify includes the ability to identify command words in it's description, Spell Craft and Detect Magic do not.
Darc1396 wrote: Is there a way to intimidate with diplomacy? Or at least the bonus for diplomacy? (Hes going all in with diplomacy atm) "I know I am not dress as imposing, but I am a diplomat for the Za'Kar Empire, you know, the guys with the deaths head helmets that level entire communities for breakfast? Well not to be uncivil or any thing to bring up your terms of surrender, but I am feeling most generous today, so let us instead discuss the benefit of a mutual alliance, and not have a diplomatic incident where this little dirt patch is razed from existence, shall we?"
Xenocrat wrote: The Dimensional Lock has no effect on the creature in the Maze. As you note, it's on the material plane, the creature is not. Until he escapes or dispels the maze, he's free to use his plane shift from within the Maze to return do a spot 5-500 miles away from the battle site. And that brings up the question if Dimensional Lock was cast first, would the target then be immune to Maze as they can not be shifted into an extra dimensional space? Hmmm, may not be best cast together...
maybe go as high as a +3 on bow, but save the real enhancement for Arrows, a +5 Arrow counts as magic/silver/holy/adamantine for bypassing damage reduction, while a +1 to +5 bow only makes arrows count as magic for bypassing damage reduction. Still investing in assorted arrow head types is a cheap alternative, a few cold iron, silver, ect..
blahpers wrote: They haven't gone anywhere. They just shapechanged into other creatures and are living low-profile lives until the idiot character races kill each other off with their advancing technology. You might have bumped into one at the supermarket the other day. Given Most Metallic and Some Chromatic Dragons can shape shift, typically into Human/Elf/Humanoid/Demi-Human forms, you could have a village of them the party passed through. Now a dragon that gives birth in human/ect form may have a normal looking like race child that may grow up never knowing it's true heritage until it's made known. A Dragon Rider may have gained an unusually long life with it's bonded dragon, though may it's self be a dragon and not know it, a parent watching out for it's off-spring, concealing their relation.
The Monk is the New Black Knight! *See Monty Python: Quest of the Holy Grail* Use a Sword of Sharpness against them! Fast Healing does NOT regenerate severed limbs. Sure, the Monk is near indestructible, unkilleble, but with out arms and legs, not much of an issue any more... Ok, you will need a gag to muffle the ranting... *edit* In other words, crippling attacks, severed limbs, Fast Healing is NOT Regeneration, just read each entry in back of Bestiary. Lost Limbs remain missing with out actual regeneration magic. Likely the only way to slow them down is with targeted strikes/cinematic crits...
Egil Firehair wrote:
(3) After discussing the game, Half of My players came back with characters that likely would have broken half a dozen Laws before getting out the front gate, so I had to go with the alternative town of Thornkeep, good if you were lucky to grab a copy when it came out. (4) Also seeing some stomping with a 5 PC + Animal Companion, which an Animal Companion is not recommended as it can both cause problems and in some encounters, be a serious liability(party just entered that stage...)
I can see the party being over confidant about a quick rematch, using Protection from Evil or similar spells to ward off charm, and totally expecting the BBEG being all focused on that. So they charge in and the BBEG hit's them with an AoE dispel followed by symbol or other mass spell that stops the party cold, then gloats "Well, since you didn't do as I asked/commanded, perhaps the next hapless heroes will do so..." then proceeds to A) kill of party members at leisure one at a time, or B) teleport each member randomly some where distant.
Hellz wrote:
Was going to suggest if allowed the Goblin as PC from Bestiary 1, Str -2, Dex +4, Cha -2, wouldn't make a bad barbarian, have to figure out how to get a Goblin Dog mount though...
Question, can you retrain Traits as you can with Feats?
This may sound harsh, but restrict them to 1st level starting funds any time they roll up a new character. I've been in games where me and one other player were the only constants for the party, other four players went through 2-3 characters along the way, half because they lost interest in character and wanted something different, rest because it seemed a new character would just be more cool and powerful with the wealth by level starting funds. As it was, the campaign was low wealth, so it created a rift when the new characters joined with superior gear and then went about hogging any good drops that popped up.
Fighter is solid choice for melee, but for some added social skills, Skald/Bard would be a good class to alternate with and as a half elf you get two favored classes, though if this isn't for Pathfinder Society, I'd even recommend looking at the Aristocrat NPC class(Chapter 14-Core Rule Book) if your looking for more social embellishment, like a Noble Knight.
So how many dwarven clans may have issue with the prophesy and attempt some under handed dealings to prevent a non-dwarf from fulfilling the prophesy? Yes, there will be challenges, but likely some assassination attempts, where the axe may be the PC's only weapon of defense, like caught in their bed chamber, dwarven assassins standing between them and their armor and weapons, back to the bed when the stumble and their hand comes to rest on the handle of the axe mysteriously hidden under the bed before all this confrontation occurred. As an Artifact, it may be intelligent, or simply blessed like "Rabbit Slayer" from the old dragon lance books, always finding its way to it's owner when in need.
If you don't mind pre casting spells then switching to melee, lvl 6 spell Transformation boost your melee ability to that of an equal level fighter, with that sacrifice of all spell casting while in fighter mode, but unless extended, it only lasts one round/level, so you would be back to full spell caster after it ended. Time stop, self buff, ending with Transformation, unleash the beast!
Kobold trap, PC's spot a kobold that dashes down a tunnel ringing a bell, likely running for help, PC's pursue, cornering said kobold in a room only for it to contortion through a small hole in the wall too small for medium sized PC's to get through, the bell ringing is simply to let the rest of the clan, who have stayed out of sight to this point, know that intruders have past a trap point and to seal the entrance with huge stone slabs rolled into place. Now the PC's must figure out how to escape, with such options as gaseous form, shrink, shape shift. A Death Trap should be a challenge to over come once caught with in one, much like a nature disaster.
Hugo Rune wrote:
From my observations, a Deathtrap is one in which the party is aware of after they are already locked into it's jaws and must therefore figure out an escape, while fore shadowing and early discovery reduces it to a mere trap. You can fore shadow construction materials, bit's of odd plans and such to as an example of a sealed tomb deathtrap so that the party might look for a flaw and therefore escape a deadly fate. Another classic example, the party falls through a floor into a deep pit with spikes on the walls and they are slowly closing in, now comes the challenge of disabling it or escaping it on the clock. For added charm, have a classic hourglass with sand running as a prop next to the DM screen...
About Dorgrum StonebreakerAncestry:
Ancestry: Dwarf HP: 10 size: medium speed: 20' boosts: +2 Str, Con, and Wis flaw: -2 Cha languages: Common, Dwarven Darkvision Clan Dagger: gain free clan dagger; big dishonor to sell or lose Heritage: Beastkin (badger)
Ancestry Feats
Background:
Background: Miner boosts: +2 Str and Con trained in: survival and mining lore bonus feat: terrain expertise [underground] Class:
Class: Ranger 1 boost: Str HP: 10 + Con modifier/level Perception: expert Fort: expert
trained in: nature, survival*, 4 +Int modifier simple weapons: trained
light armor: trained
class DC: trained Hunt Prey- designate target (single action), gain +2 circumstance bonus to seek or track; ignore range penalty for second range increment
Class Feats
Skills:
Trained Skills acrobatics (+4) athletics (+7) crafting (+3) lore: mining (+3) medicine (+5) nature (+5) stealth (+4) survival (+5) Ability Boosts:
1- Str, Dex, Con, Wis Animal Companion:
Companion: Badger size: small speed: 25', burrow 10', climb 10' HP: 16
Fort +5 (trained)
perception +5 (trained)
unarmed attacks +5 (trained)
trained in: survival (+5) support: dig around opponent's feet (if PC strikes same target it loses ability to step until it moves to a different place)
Equipment:
breastplate (+4 AC)
maul (1d12 b), clan dagger (1d4 p) adventuring backpack (bedroll, chalk x10, flint and steel, rations x2, rope, torch x5, waterskin) 2 gold, 5 silver Combat Stats:
HP: 23 AC: 18 Fort +8
Perception +7 (darkvision) Class DC: 17 Maul: +7, 1d12+4 bludgeoning
Personality/Appearance:
Dorgrum isn't short (for a dwarf), but his limbs are so thick with muscle that they make him appear shorter than he is. As is common amongst dwarves, he has a long thick beard which, like his hair, is mostly black. His most noticeable feature, however, is the pair of wide shocks of white hair that run up along both edges of his beard, across his temples, and around behind his ears, and a third narrow band that runs back the center of his head like a mohawk. He is typically a friendly, though gruff, man but is a fierce protector of his friends and family who can be quick to lose his temper if they are hurt. Background:
Dorgrum was born in the Five Kings Mountains, into a long line of miners and sculptors of underground builders in clan Stonebreaker. He studied the techniques of building-carving with his uncle, but from a young age his strength and endurance were evident and it wasn't long before technical training was a distant second in priority to laboring where his 'real gifts' were- in the mines. He spent several years mining during the day and hunting with his cousins in the evenings and on days off, and was mostly satisfied with that life. That all changed several months ago when a cave-in trapped him and two of his coworkers down a newly dug shaft without the right tools to dig themselves out. In a rather desperate act, Dorgrum transformed himself into a small badger and scurried through a narrow passage in the rubble to go and get help. There were a number of members of his mother's family who were 'beastblooded' (as they called it, though he was told the sages call them "beastkin") and none too happy that he'd revealed the family secret, but many of his coworkers were delighted to see him walking around with his badger face on, or transforming completely to scurry off and hide somewhere. Once he truly embraces who he was, he even made friends with an actual badger who began following him around wherever he went. Eventually some of his friends began to question why he would still work the mines when he had such an incredible ability. One of the older miners, a former adventurer, told them all about the Pathfinder Lodge, and the fortune and glory that could be found there. His friends convinced him that between his strength and ability he be guaranteed to be accepted, so he sold off nearly everything he owned to buy a sturdy breastplate and a backpack full of adventuring gear and set off for the Grand Lodge in Absalom. When the time came for his meeting to apply as a Pathfinder, the interviewer asked, "why should we allow you to join?" After a bewildered look, he transformed his dwarven head into that of a badger and smiled. The interviewer waited patiently for some real answer and then (less patiently) repeated the question in dwarven. This time he answered, with some frustration, "I can transform, see?!?" and then changed fully into a small badger. "I see," the interviewer said flatly jotting a note in their parchment, "well, I'm just going to have you wait out in the waiting room with some other applicants and someone will see you with more details when we're finished. He was thoroughly pleased with himself from that moment right up until the Garundi woman in the trim and officious outfit delivered the bad news... |