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Organized Play Member. 246 posts (1,329 including aliases). No reviews. No lists. 1 wishlist. 3 Organized Play characters. 20 aliases.


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Seren panics, realizing her 'charges' may be in danger. She turns and rushes for the temple's entrance. Passing Fabian, she arrives in spot H10 and spots the giant fly. Her eyes go wide and she raises her starknife. "Cuil a bheith imithe!" She tries to strike the creature, hoping to defend Anevia and Aravashnial. Horgus is not in sight yet...

Spoiler:
Attacking the fly with her cold iron starknife. Attack: 1d20 + 1 ⇒ (17) + 1 = 18 Damage if hit: 1d4 + 1 ⇒ (2) + 1 = 3


Council of Thieves is probably what you are going to want to look at most closely, but remember that the AP's can (and in many cases should) be altered to fit both the GM's and the player's likes and interests.


I can see Taldor slipping into a civil war between several factions that are funded by outside forces. What remains is either a shell of the shell it is now, a renewed and invigorated nation, or a mess of balkanized states and territories that may or may not get gobbled up by their neighbors.

I'm reminded of the end of the Wrath of the Righteous AP where it details what happens if the PC's fail...

Spoiler:
Andoran and Taldor form an alliance, split Galt between them and halt the advancement of the demons for at least a little while.

That hints that all they need is a major threat, preferably a non-Qadiran one, to spur them on to greatness once more.


Could be like towns in different regions that have the same name but are pronounced differently. Like Bourbon, MO. Pronounced 'Ber-bin' in America, 'Ber-bo[almost silent, partly dropped]n[/silent,dropped]' in France.

Things like that. Elidir probably rhymes with deer, Eleder with letter.


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Building on Broken's idea, we could do a war AP surrounding Lingshen, Quain and Po Li. Have it set up to where the Grand Prince of Taldor hires the party to head to Tian Xia to get more news from Amanander, and they get caught up in it. The giant Emperor Statue in Po Li is the BBEG of the Campaign! Could mix in some Romance of the Three Kingdoms and also make it a spiritual successor to Jade Regent.


yellowdingo wrote:
Workers should be paid shares, not cash. Your income is then productivity based. You will need to buy in as a shareholder to get a minimum wage.

Problem with that is that then the shares are depreciated and/or don't matter because the board of directors will still hold the absolute vast majority of shares and therefore negate any possible vote by the workers.


I wouldn't do a movie but a four-episode miniseries if live action, or a 24 epsode animated series.

If a miniseries, base the main characters on level 5 heroes up against a level 8/9 threat. If an animated series, start at level five and build towards level 8 facing down threats and a level 10/11 baddie and a few of his minions.


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Races I allowed in my game were Core plus Aasimar, Tiefling, Tengu, Kitsune, and Samsaran. As they near travel, I'll open up more possibilities to them in the event of character death and such.


Countdown style, yeah!

#5 - Magus - Fun mix of martial and wizard. Just being able to wade in and melee after a quick bout of casting (or vice versa) makes this a really fun class.

#4 - Rogue - Okay, so this is thanks to a little character of mine named Caldax, a Drow Rogue of mine who was Neutral FABULOUS (i.e. Evil). Had lots of fun with him.

#3 - Sorcerer - I loved the sorcerer from 3.X, and what Pathfinder did with it was fantastic. Personal favorite bloodline? Imperious. Human only, but man, it's great.

#2 - Ranger - Gotta love this guy. Take feat to beef up your (eventual) animal companion and one weapon, gaining feat for another style, all while tracking everything. EVERYTHING.

#1 - Cleric - This may change once I actually play Warpriest, but right now, hands down my favorite class to play as. Just something about being the mortal instrument of a deity does something for me.


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Well, considering that as of Reign of Winter it's implied that people from Earth can travel to Golarion and vice-versa, Why not just have your character be someone who, at a really young age (or not) be transported to Golarion. Younger the better, probably.


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The Unraveling

Daggers in Diobel - A string of crimes have the local authorities confused, and to add to the confusion an strange statue has appeared in the center of town. When a group known as the Harbingers of Fate begin to sing old hymns about Aroden, the locals no doubt become confused. But when a string of murders start, the populace panics and tries to drive the worshipers out. They retreat to a small citadel under their control, vowing to bring about the Age of Glory. Level 1.

The Gilded City - After besting the Harbingers in Diobel, a letter on their leader reveals that they received their orders as part of a vision from a man named Aeroth Phylosoi in Oppara. Heading to the Gilded City the PCs must navigate the city and it's populace, from low ranking bureaucrats to a deranged former Lion Blade. It culminates in a duel from the famed city district Aroden's View against the man who ordered the murders in Diobel. Level 4.

Against the Blades - Racing back to Diobel, the party must bring news to the town's leaders to prepare against an attack from a band of mercenaries known as the Band of Blades. Calling on assistance from Absalom, the PCs are tasked to find the abandoned temple to Aroden that the Blade's leader is holed up in. But fears that corruption and turn coats in Diobel soon prove true. Level 7.

The City of Ascensions - After defending Diobel once more against the machinations of Lady Arodeth's mercenaries, the PCs head to the City at the Center of the World, Absalom, to seek assistance from the Pathfinders. There, they meet several Pathfinders with previous dealing with the Harbingers, but must assist them in retrieving a rare artifact connected with the Harbingers. Level 11.

The Westcrown Conspiracy - The PCs are now leading the chase after Lady Arodeth as she flees into the underground of Westcrown in Cheliax. The PCs must decide whether to side with Hellknights, a faction of rebels in Westcrown, or several noble houses as they scour the city in search of their foes and the devious schemes. Level 14.

The Fallen Empire - As the PCs narrowly save Westcrown, they now lead an expedition to the fallen continent of Azlant. There, they must end a vile ritual that if completed could undo reality, or at the least cause chaos not seen since the death of Aroden just a scant century earlier. Level 16.


22) These Are the Voyages: Undercover journalist boards Eagle Knight ships to see world, free slaves


The flag for our ship.


[url=http://fc01.deviantart.net/fs70/f/2014/131/4/2/raven_skull_jolly_roger_by_setsu_san-d7hzpl0.png]The flag[/url for our ship in a 4E game I played in.


Not Skull & Shackles, but my character Caldax Godelyl, Drow Rogue who specialized in levitating, casting darkness, then shooting his hand crossbow into the darkness get the pirate moniker the Sable Wind. Because, you know, darkness and flying in the wind and stuff.

Man, I loved that character...


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I'm running JR right now. Haven't leveled yet (just started), but the idea I have knocking around is that every other level, they also auto add one to their camaraderie scores with the rest. Basically yeah, you are adventuring with them, so they do warm up more and more.

Also, Duntin Ashe, srop caravan rules. They are wonked like mad.


WE ARE NOT WORTHY!
WE ARE NOT WORTHY!


Actually, I like Rogues with Dodge and then Mobility. Rolling around enemies to set up flanks then laying into them with sneak attacks and bleed, stunners and other nasty effects.

And if you're a Ninja, it's just as fun! Two Weapon Fighting and it's flow feats, then pick up a Kusarigama and start tripping and bashing your foes!


True, Mikaze. Then again, I'm sure several Azlanti probably holed up in their own private stasis fields as well. It makes for interesting situations, that's for sure! Good or bad, a discovered Azlanti would be the talk of whatever region they show up in.

And Dragonchess: Thank you. I thought so, just wasn't near any material to look it up n_n


Why not throw in Half-Fiend or whatever as well?


I don't really care as long as it's withing the boundaries provided for the race. Then again, I tend to limit races to ones that are core plus ones that thematically fit the campaign.


Spoiler:
I believe Rise of the Runelords, Second Darkness, Shattered Star and Wrath of the Righteous all introduce a pure-blooded Azlanti (or rather Thassilonian, though I guess they're basically the same thing) at least once in each. More so in Rise of the Runelords. In Second Darkness, you encounter one when you go back in time. Wrath of the Righteous introduces one, a Runelord even, though the circumstances elude me at the moment. And Shattered Star is about Xin after all...


APs are great in that all the info you (usually) need is all right there, bundled up in a beautifully designed package, and most supplements for it are released around when the AP is released as well. All the rules, most of the design notes and everything are done for you.

Sandbox adventures are great too, but require a lot more planning on your part. If you don't want to dedicate time and energy beyond a few minutes, then sandbox adventures can bog down badly. That said, if you can freeform it quickly (like my groups main gm/dm), then you should be fine as well.

Now if you want sandbox and an AP, Kingmaker is great. It's set across four large maps, seeds quests and adventure hooks for you, but it does still anticipate a few things for you, such as thinking that the characters must be at X level before thy get to this area and such. But hey, that should be how a lot of sandbox games are.


My preferences for 'core Arcadian races:
Humans
Skinwalkers
Catfolk
Syrinx

And for two new ones: Coyote-people and an 'earthen' people akin to Oreads but not quite. More fleshy, but still rocky...


I actually like playing humans, not because of the stats but for the cultures Golarion has introduced. Now, I play non-humans plenty, but human characters are still my bread and butter.


I prefer 20 points. 15 is too low for smaller groups, though fine for larger groups. 20 is a nice balance, allowing one to have decent characters. 25 is crazy large. 30 is insane. 10 is too low.


Don't have a map, but it was a custom 4E dungeon my DM ran me and some buddies through. We had gone through several rooms and were exiting when, in the room just before the exit, a number of enemies appeared. We were dealing with them easily enough when my character (Tiefling Psion), noticed a hidden elevator started to appear. Doors open, and I psychic slam the people back into the elevator and send it back up.

I do this several times before we are finally forced to retreat. Sadly, several foes block my path, so I'm forced to stay and fight. Died there, but it was awesome.

In another, earlier dungeon with another character of mine (Drow Rogue), we burst into a room full of Asmodean Acolytes and one teacher. Party teams up to off the teacher/cleric. My character used his hand crossbow to drop the acolytes to prevent them from sounding an alarm. Party asked what my alignment was because I was dropping youths when I stated I was Evil already. Later, we reach the macguffin (an ancient war banner). Everyone stayed in the tunnels, I was the only one properly trained in stealth. I sneak in, grab, and get spotted from behind. They don't see my face, so I 'Mario Jump' (drow levitation) over the walls of the temple (which was on the rim of a volcano) to freedom. Had/have a huge bounty on that characters head in that city (and numerous others for other dastardly deeds).


Other than that one hiccup, I still stand by my outline and suggestions.


Googleshng wrote:
You're a little mixed up there. CoT is Pathfinder, LoF is 3.5. It's easier to convert than the other two though. Crimson Throne and Second Darkness go weirdly heavy on humanoids with class levels, LoF is mostly monsters with updated versions right there in the bestiaries.

Just forgot to mention the 3.X thing for Legacy of Fire. But I could have swore CoT was 3.X... Hmm, need to brush up on my old APs again n_n


Ah, Expedition to the Barrier Peaks... A classic right up there with Tomb of Horrors and the old Giant/Drow adventures.


What Samasboy1 said. It either stays where it falls, melts from humanoid or other causes, or otherwise leaves the nation and melts there. But there is always snow. All of the time.


Lord Fyre wrote:
Murderhoboin' is a hard life.

The only life worth living XD


@Adjule: Yeah, and seeing that the Slayer looks like they're from northern Garund, possible Osirion, is nice too!


Kudaku wrote:
The ulfen on the left... I may be wrong, but that thing on his shoulder looks a lot like the wide end of a horn...

I think it's the Skald iconic. Ulfen with a warhorn...


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Murderhobos, and yes.


Rise of the Runelords - Good mix of RP, dungeon crawls, and generally accepted as a 'classic' AP.
Curse of the Crimson Throne - Lots of RP, but built for 3.X, not Pathfinder. Some conversion necessary.
Second Darkness - Starts with gambling, then builds towards a Drow conspiracy. Pretty good imo, but like Curse of the Crimson Throne, build on 3.X rules, not Pathfinder.
Legacy of Fire - Reclaim an outpost in a middle-eastern themed nation, go on to save the world. It's alright.
Council of Thieves - Work with an underground political movement to help uplift a city. 3.X rules, but still solid.
Kingmaker - You like Balkans? You like exploration? You like roleplaying and fairy tales?! This has it all and more!
Serpent's Skull Very little knowledge on this one, but I hear it can be alright as long as the GM is good at it. Look up other reviews for it.
Carrion Crown - Gothic horror, Pathfinder style. Vampires, liches and more await.
Jade Regent - Stop the goblins soon becomes reclaim an empire. Caravan rules are bad, but totally optional, and heavy, heavy roleplay focus.
Skull & Shackles - Pirates and guns. Need I say more?
Shattered Star - Effectively dungeon crawl after dungeon crawl. Good RP can liven it up, but...
Reign of Winter - Fey, witches and Baba Yaga herself! And you foray into Russia. Really! Well done AP.
Wrath of the Righteous - Crusader AP if ever there was one. And using the mythic rules, it lends itself nicely to making crazy powerful characters. Be cautious with it though, since mythic rules are meant to be crazy.
Mummy's Mask - Don't know enough, but sounds fun so far.
Iron Gods - Not out yet.


Arcadia. Barring that, more info on Casmaron. I'm even willing to just take a gazetteer right now!


*Woosh! Woosh! Woosh!*

"Where are we?"
"Beautiful tropical planet called Berenaxtris. Fields of rubies, green lava flows, and the locals have this drink..."
"It looks like it's snowing."
"Or it's Triaxus. This could be a small problem. But let's go exploring!"


Rasputin must be full of himself, assured his plans will succeed. And play on his spiritual side some. Have him yell out things like "I will see to it you burn in he--, heathens!" and similar.

Anastasia will be more of a mixed bag for RP. IRL she was a fairly easy going noble. Kind, but still very sure that her nobility was basically a divine boon. Having died and be resurrected... Well, she'll be confused to say the least. And if you bring her along to Irrisen (possibly to be it's new queen), she may go right loony. Or maybe, just maybe, she keeps a stiff upper lip and throws herself into the role with zeal. But remember, she was a devout Russian Orthodox Christian. With all these deities, demi-deities and semi-divines running around... Well, she either has to accept it, or mentally deny it.


How about one set in Vudra/Jalmeray or centered on Qadira? Get all Arabian Nights or Hindu mythos on us!


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Nobody expects the (insert name of faith here) inquisition!


Awesome! Gonna start working on one immediately n_n


Regular summoner is pretty awesome as is. One of my buddies is building one whose eidolon goes large, bull rushes, grapples, poisons, and swallows whole.

It's horrifying when it works.


Gnomes? As my AP?

I'd buy it XD


Honestly, I like having summoners in the party. <.<


thenovalord wrote:
Not PFS. They aren't really adventure modules you can use for generic adventure

Reason why I listed it was that they are quick, easy, and can help the GM learn the ropes in a few modules. I'm not saying make them into a campaign, just use them to figure stuff out. Then yes, move on to actual Pathfinder modules, and then eventually the APs.


Thinking of a human cleric of Desna. Extremely stoked over the 25-point buy. Mythic High Fantasy adventure!


Dotting.


Dotting!


Now that people mention it, yeah, modules would be very helpful. If you don't mind it and you have 4 players (I think that's what the minimum is), you could do some Pathfinder Society modules. Straightforward, flexible for a few level ranges, and you level every three modules.And they're designed to be ran in a matter of hours.

They should help you figure out the rules and methods of GMing (and you can use it to give Pathfinder Society credit. Contact you local rep for more details).

Get a few modules (I'd say like 9 or so) under your belt, then try Rise of the Runelords Anniversary Edition.

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