Vhalhisstre Vexidyre

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I can see Sandru, Shalelu, Ulf, and Oxcutter being fun Pcs too!


Don't forget your Mithril waffle iron! If you are going to pay that much for syrup, you ought to cook in style!


*Spoilers*

In the sandbox AP of Skull and Shackles (City of Seven Spears) our party went directly to Olujimi by accident who summoned 4 Dire Apes, Akkituk (a high lvl cleric) and, the nail in our coffin, Grugonoth- the half-fiend advanced dire ape.

With our healer dominated, blasphemy in the area and the massive about of dmg these bosses put out it didn't take more than 5 rounds to close our books and start coming up with new character ideas. TPK.


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(*Some Spoilers Included*)

When "Caulky" Tarroon was spotted trying to poison the locals at the Ridetide Alehouse in a nefarious plot to press gang them into the Wormwood's crew, one hell of a bar fight took place! Despite the chaos of the brawl, Tarroon was cornered and ol' Captain Karth of the Black Lady gave her one chance to surrender and make amends. Tarroon agreed..

The next morning (and every morning since) "Caulky" has cooked up some of the finest waffles in Port Peril history thanks to her new job as cabin girl of the Black Lady. And, of course, because of the shiny new Mithril Waffle Iron the crew all pitched in to buy!

Mmmmmm Pirate Diplomacy.


I don't care what people say, I'm absolutely in love with Ameiko!


The idea hit me near the end of "Night of Frozen Shadows" and I had a hard time shaking it. The following is a series of events that took place in our JR campaign that smoothed out a few issues and made for an exciting new twist on the AP.

(*Some Spoilers Included*)

So far, Ameiko had fallen into a coma during "The Brinewall Legacy" and had managed to get herself captured the very first time we left her with the caravan in Kalsgard. It got to the point that the characters were muttering to themselves about perhaps leaving Ameiko to her fate and looking for more lucrative adventure than that of Minkai's shaky destiny. (Some friends, huh?) As has been noted in other threads, Ameiko was becoming a liability and we feared she'd never live long enough to see the Jade Throne.

I was playing an elven Blackblade Magus who was making short work of most of the AP's encounters and the GM was questioning the classes balance within the campaign. Although my character was CG, the GM had decided that the blackblade was a LE ancestor that had been imprisoned within the blade due to his malicious hatred towards humans, and he was slowly taking over my character's mind.

It was evident that a change needed to take place to pave the way for the next chapter so I brainstormed with my GM and the results have been a fantastic and memorable addition to our game.

******

Thus, my magus (Sindarin) was secretly possessed by his ancestor (Malcor Tahl) and the two of them traded places. Now Sindarin was trapped within his own blade and Malcor Tahl (who just so happens to be a powerful wizard) was free to invoke his plan. A plan that involved forming an alliance with the 5 Storms and betraying the heroes within the halls of Ravenscraeg. In return for his aid, Malcor Tahl wanted the 5 Storms to unleash their power on those human nations and cities that refused to relinquish ancestral elven lands. With the Amatatsu Scions all slain, Malcor Tahl and the 5 Storms could focus on new territories to conquer outside of the realm of Tian Xia.

When the heroes managed to sneak their way into Ravenscraeg, Malcor Tahl betrayed them to the guardians of the keep and fled to meet with Kimandatsu and offer his bid for allegiance (I handed my character sheet over and retired my Magus as a PC.) All hell broke loose and the heroes were attacked on all sides by the sudden assault!

Meanwhile, Ameiko became my new character, and with the help of Ulf and Skygni's frost breath, managed to break the brittle bars of her cell and escape. She met up with the heroes later on and joined them in the fight!

******

As a PC, Ameiko is wielding Suishen and has replaced all of her previous levels with Samurai levels (we already have a rogue and bard). Essentially, Suishen has flooded her mind and body with the groundwork training and edicts of the samurai and continues to mentally train her as the days go by. At first he was physically controlling her body in combat, but Ameiko is slowly learning the way of the warrior through his strict instruction and discipline and he is relinquishing control to her.

With Ameiko as a PC, not only is she less of a liability in the AP, but she now has a real voice and a relevant and progressive hand in claiming the Jade Throne for herself.

Malcor Tahl has become a major recurring villain in the campaign and is racing the heroes to Minkai in hopes of gaining an alliance in exchange for his intimate knowledge of the Scions as well as his assistance in killing them off.

Also, the blackblade (with an audible and communicating Sindarin still inside) was found floating in Kimandatsu's koi pond. Malcor Tahl cast it aside as he does not fight with a blade and had no use for his previous prison. It is now being wielded by a fellow PC named Cadence, Sindarin's half-sister, and there is plenty of great humor and quotes that comes from her wielding her brother in battle!

All in all, for our group, it turned out to be a great twist on the story and for me it become a chance to breath some life into the AP's focus and one of my favorite NPCs in Golarion.


Hi all! I haven't looked in on this post in a few weeks so I apologize for no replies. The players framed their marque and it resides now in glass at our local gaming store. lol. I'll get my hands on it this Thurs and take a few pics.


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Thank you for the comments and advice. =)

I worked up a lovely little Marque on parchment complete with Bonefist's sigil in gold, blood red ink and a real wax seal to hold the envelope together. I analyzed some authentic Marques and altered the words to fit the setting. It turned out to be a great hand out and the players clutched it like it was the real deal tonight. All in all, I was very happy with the end results despite the time I put into piecing it together.


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In AP 57, Tempest Rising, the Hurricane King awards the players a Marque proving their status as Free Captains and outlining their authority to pirate in the area.

This seems like an important piece of document for the campaign and I'd love to create a handout that seems authentic and fitting to the AP as far as how it is written.

Does anyone have any suggestions of a Marque right-up I could put down on paper or has anyone already created one of these for their players and could offer some tips?

Game Well!


Batten down the hatches, Iron Dice!


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Anytime! I got that info from the Gnomes of Golarion companion which is a good read if you have a spot in your heart for gnomes like I do. =)


Is there any way to build a relevant and reliable Magus/Samurai that can contend with going straight Magus or Samurai?

To add further complication, the character has plans of wielding Suishen in the Jade Regent AP so blackblade might not be a viable option.


Well, the beauty of GMing is the only toes of concern are your own. Paizo has built a wonderful playground of fantasy, but in the end it is your game so build a foundation on the lore you know and run with it!

I think in many ways certain elements of the setting is left vague and open ended so you can do that very thing. Just 30 mins with the Inner Sea Guide had my mind whirring in all sorts of directions on the snippets of information began but never finished. There is a great drive to "fill in the gaps" with your own ideas and imagination.

I like many of your ideas and your players are lucky to have such an in depth plot to unravel. I wish you all the best!


No one knows when the gnomes came to Golarion or exactly why they left the First World in the first place. They arrived during the Age of Anguish and many believe that they were fleeing some sort of cataclysm (perhaps one they had a hand in starting themselves..)


I've had the Golarion Gods interact with players on several occasions and it has played out well. They are simply too interesting not to have a hand in bigger adventures.

In fact, in my "Skull and Shackles" campaign (altered), Besmora is working through the party to put her own plans into motion. Because she is the Pirate Queen, her eyes are set on a higher prize and her plan is to take over the Sea domain from Gozreh and bestow her old domain of piracy on her cleric in the group. She has spoken to them a few times in dreams and her voice has been heard on the sea breeze with their next destination. The heroes will poise her to claim what she wants and they will become legends in the process!


I think the rate of expansion has been close to perfect. There is plenty of time to utilize and enjoy the options in each new book and there is time to save up for the next one along the way.

Honestly, I'd love to see them update and pull some of their 3.5 stuff up into current form like they did with RotRL to stagger between released.

Paizo is doing it just right and I'm not looking anywhere else for my RPG products.


-Nethys would be a lot of fun to GM in the narrative!
Visually, he appears as a frightening male human emanating with great energy. One side of him is youthful and dominating, almost glowing with power, while his other half is charred and crackling with leaking magics.

If you enjoy doing voices you should have two very different and distinct ones for the players to interact with- perhaps one that is low and ominous and the other stronger and more confident, both bolstered with the assurance of power. His advice would most likely focus around a reliance on magic to accomplish their tasks and since he is torn and a bit insane he would be abstract and mysterious most of the time. You could even have his two sides disagree with one another or give different forms of the same advice.

-The Decemvirate rules the Pathfinder society and their identities is a very closely kept secret, but it is known that 10 veteran pathfinders rule it. It is even rumored that these members have found methods to slow their aging or have been granted immortality and that their true selves are hidden even to the Gods of Golarion. Most of the time the ambitions and intentions of the Decemvirate are not known, but disobeying their will leads to expulsion from the society or worse. A villain who managed to pull off what you have planned would most likely be a major one and his goals lofty indeed!

-I don't know much about the Sarkorian Prophecies other than their is a scenario based around it.

-The Starstone Cathedral is basically the holiest place in all Golarion as it is the place where Aroden drew the Starstone from the sea and placed it there. There are 4 bridges that lead to it, representing the 4 individuals who were granted divinity from it, through Aroden's bridge collapsed. The few who have returned from it without shiny new God powers speak of a realm of impossibilities where magic does not function properly and a gauntlet of guardians wait to defend its halls.


So I am currently GMing a "Skull and Shackles" campaign and playing an illusionist in a "Jade Regent" campaign and I've had the chance to view the Illusion school from both sides of the coin.

As a GM and as a player, I haven't personally run into any illusions that are overpowered or "break the spirit of the game" in my opinion, but a fellow player who takes part in both campaigns is convinced that illusions are terribly powerful and ruin encounters.

The mentioned player has serious issues with the mechanics behind Silent Image, Minor Image, and Major Image specifically as they don't give a Will Save until interacted with. He is planning on running a campaign in the near future and has ruled that..
A. All Illusions allow a Will Save as soon as they appear
B. Enemies will never fall for multiple Illusions in a row and will either gain large bonuses to their Will Save or Auto-pass these saves after the second illusion (He hasn't officially decided).

I am certainly open to hearing his points, but to me Illusions have always been a clever and interesting way to control the battlefield without actually doing damage or causing status effects.

How do you all Handle Illusions in your games, what are your opinions of the school and how do they effect your encounters?


@ Steel Horse

This sounds amazing! How did they deal with the explosives?


Well, the next set of Pathfinder Battles miniatures is focused almost entirely on RotRL! If you don't mind dropping the cash- I suggest a case! =)


I often find that players view the Paladin as a pre-packaged set of abilities without taking into note the finer points of his code of conduct. This is a shame.

The Inner Sea Guide has some neat descriptions of what specific Gods do to show their displeasure in the Religion chapter. Perhaps have one, or all three, of his chosen Gods show their displeasure in their own ways before making the crippling decision to strip him of his divine powers. A warning, a rumbling, that they are not pleased.

However, there is nothing like losing ones connection to their God's gifts to sober up Pallys that walk the line. Or they go full emo and flip over to the Anti-Paladin rules.


Crushed under a massive boulder wearing a ring of regeneration and a ring of sustenance.

Having a medium or large creature wearing small sized magic armor walk into an anti-magic field.


Iron D-

I lowered my Cha to an 18 and made the proper stat adjustments. Thank you for the invite! I can't wait to play!


Perhaps there is a source the cleric is tapping into that has some link to Aroden? How cool would it be if you channeled the force and fury of the Eye of Abendego into divine power!


Out of curiosity, why a campaign with no armor? Is this something you plan on running?


Haley Kindel is built and ready for action! Click on my profile and please let me know if anything needs to be changed.
I also included a character picture =)
Haley


Of course! Haley is certainly physically weaker than most humans and has thus leaned on her own beauty and appeal to have others do "the heavy lifting." I'm taking the Charming Trait to reflect this and will be weighing on this concept heavily during RPing!


Working on the last few details of my character in my profile. =)


I'd certainly be interested in playing!

Haley was only 13 when the old temple in Sandpoint was razed in a mysterious fire and she has been struggling with her guilt ever since.

She isn't sure when her fascination with fire began, it was certainly before the magic in her blood manifested and she nearly burnt her own family's home down, but she has always been infatuated with the flame.

When the dark events of the Late Unpleasantness struck Sandpoint, Haley's parents packed up their meager belongings and prepared to move to Magnimar for both protection and a hope at finding a tutor to help their daughter control her power. As their wagon pulled away from the city, Haley could see the flames devour the temple of Desna and she felt both shame and excitement as she watched it burn. While she had nothing to do with the fire- she was elated to see it rise even above the might of a God.

As a sorcerer who has come into her own, and with her 18th birthday just weeks past, Haley has returned to Sandpoint to take part in the Swallowtail festival. While she told her parents that this was just a short journey to visit the land of her childhood, Haley has truly come to see the new Temple revealed and the hope it should bring Sandpoint. Perhaps then she can find balance between the fires of her own passions and ambitions.


Interesting stuff. Our group has been struggling with the same order of operations issue.

How does this work with charging? If you suffer an AoO while charging do you suffer the -2 to AC mid charge or after it has been completed?


While sneak attacking is almost always easier to do in melee, it is possible for halflings to snipe from the shadows with great success! The new Advanced Race Guide has some fantastic options for sling-snappin' halflings who want to punish their foes with sneak attacks at ranged. Check out the "Swift as Shadows" racial trait from the mentioned book and bring on the rain!


I concur, the Bracers of Falcon's Aim seem like one heck of a bargain and my two ranged players found it in the first 30 minutes of sifting through.


Int is always one of those funny things to translate into actual RPing for my group. Come to think of it, the same can be said for charisma and wisdom at times..

However, an Int of 6 for a bird seems quite intelligent in regards to what it can do and how it processes problems. If you are looking for a real world comparison, a dog only has an Int of 2 and dogs are generally considered intelligent and empathetic creatures.