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My party and I need some advice on our current situation.
Our current campaign is a dual party campaign where there is an evil party and a good party, which will culminate in a final pvp session. Party make up is, good (ranger, OoV paladin (me), paladin, fighter, blood rager) and evil (rogue/assassin, fighter, ranger, cleric (very experienced player)). Right now we are at level 10 and seems like the final fight will happen somewhere around level 13-15.

However, today the gm told me that 3/4 members of the evil party have acquired the half-fiend template. Which is no doubt due to the cleric of Asmodeus in the party and his dealing with devils.

Now I normally wouldn't ask for advice outside the game but right now its going to be an absolute curb stomping for our party. I've spoken to the gm and he said we need to 'lift our game' but I don't really know what to do.. So any advice would be appreciated.


I'm considering using the standard pre-4th edition pantheon war my upcoming wrath AP. Largely because my players are familiar with the gods, I don't dislike the Golarion pantheon. Since most of the deities have a fairly similar counterpart (ie Iomedae-Heironeous, Sarenrae-Pelor, Torag-Moradin ect).

I was wondering if this would cause any problems in the AP. The only thing I can think of that would cause a problem is the power difference. For example Iomedae and Heironeous have very similar portfolios but in the game worlds Iomedae has many more worshipers.


Instead of bring back my RotRL campaign from hiatus, I'm considering another AP.

Currently I'm tossing up between Shackled City and WotR, as at a glance they seem to both be a 'save the world campaign' involving demons/devils. I could be wrong as I have not had a chance to look at either one in-depth, as I'm coming close to exam times. Age of worms is out of the question as I am already a player in that.

Could anyone with experience with both the APs give their opinion to which is the 'better one'. I know WotR isn't finished yet and 'better' is a rather subjective thing so I'm no expecting a definitive answer.

Converting from 3.5 to PF isn't a concern as I don't mind doing it and I'll be on holidays by the time we start, so time isn't an issue.


Can someone help me out with what level my party should currently be. We are currently a 3 man, level 3 party in module 2 and have completed 2/3 of the temples. The gm says he leveled up to 3 prematurely and and no where close to level 4.

I don't want any spoilers so looking for an answer is kind of hard. A friend showed me a thread where James Jacobs said you should be almost level 4 by the end of module 1, which has confused me even more.

Going by other paizo adventure paths I've read I would have though it would be 2 levels per module. But the gm says we will barely hit level 8 by the end of module 5, and by my thinking we would be closer to 11.

Can someone give me a quick run down on how the levels are broken down for the campaign, or more specifically what level we should be currently.

Thanks,
- Ryan.


I'm currently playing in a campaign which at the moment is in a fairly corrupt town. My character is a 17 year old Paladin who is rather naive. The party encountered what they later found out was a necromancers lab, the place was filled with mutilated bodies and skeletons from grave that had been robbed. I smashed the necromancer down with non lethal and dragged him back to the town to throw into jail. However the corrupt unofficial major of the town had him released.

I am unsure how to proceed with this (the plot has advanced past this but is still in the same town) since he is clearly guilty of some serious crimes. But since the local sheriff has judged him to have done nothing wrong I'm not sure what I can do. I don't want to derail the campaign pursuing this minor plot point, but It's important to my character since this man is the first glimpse of real evil he has seen.

If anyone was wondering this is Age of Worms but if this plot point is later sorted out I don't want anyone to tell me.


Is Scion of Humanity worth taking for my paladin? It fits my character to be more human like, however I'm not really bothered the other way. I'm planning of putting a rank in linguistics anyway to get celestial at some point. So it comes down to is it better to be a Human or a native outsider?


I'm currently running RotRL for a party of 4. I've been the gm since the groups creation around 18 months ago, I had only played once before that. Over the course of the last 4-5 months I've started to get the feeling that the sessions feel more like something I'm doing just because no one else stood up to the plate. Half the sessions I would end up being bitter that I spent the whole last night doing prep, and the fighter still cant manage to attack up his bonuses correctly at level 8. Or that the casters would spend the first 10 minutes wondering what spells to pick even though they know what they're up for.

It got to the stage where I put the campaign on hiatus for a month then we started playing again. After the first session back I could tell nothing had changed. The wonder and excitement seemed to have gone from the game, I couldn't tell if it was the campaign or the setting or if I just was burnt out being a gm.

So I asked one of my players if he would mind running Tomb of Horrors as I had heard good things and I wanted to play a Paladin I had been thinking up. So we got about 3/4 of the way though it last weekend and I cant remember the last time I had so much fun with the game, perhaps never.

Then I came to the realization that for most of the time I have been the gm I haven't really been enjoying myself. I have been forcing myself to do it for some reason. In retrospect can probably easily count on my hands the number of times in the last 18 months I've actually had true fun. The best way I can describe is "Ugh... I have to prep for tomorrow"

So, I find myself in the awkward spot of not wanting to continue a campaign we're half way though. Everyone in the group is about to start back at university. The only other person with any gm experience is already running another group and is about to be a freshman. He has agreed to run some modules until uni starts in around a month. Of the other 3, 1 of them doesn't have really... have a high enough charisma to put it in game terms. The other two I'm so sure about. I feel bad for leaving a campaign hanging even though I know I shouldn't. I'm doing something I'm not enjoying which takes a good 15 hours a week and not getting paid for it.

I'm not really sure what the point of this thread is, maybe I just needed to vent or hear similar stories. I know this is long so if you took the time to read this thank you.

*edit. I forgot to actually ask what peoples advice is.


One of my players wants to play a Gunslinger if he currently fighter dies. He wants to use a revolver but I am unsure if revolvers even exist in Golarion, much less a character in Varisia having one.

He'll be at least level 5 (so that MAY cover the cost) and I've told him he would likely have at least some tie to Alkenstar.

Thanks.


I'm GM'ing a game for a few freinds who are new to roleplaying in a week or so. The problem is the venue where the game is held hasn't got the room for laying out maps.

so this has given me the idea to play without the grid. The thing is I'm completely unsure how to run combat without the grid. I'm sure there are plenty of threads about this subject already but I'm using my phone and the search function doesn't work well on it.

I think my main problem is with character positioning and distances.

So any tips would be greatly appreciated, thanks.


So my PC's are about to assault Thissletop and they have decided to approach the island by sea at night. I need some advice on how to run this since I've never really dealt with anything like this.

Their plan (some parts arent set in stone yet) is to sail there by night in two small boats or one slightly larger boat. Two of the PC's were sailors at one point so they have ranks in Profession (Sailor) so that will help with the getting there.

The Barbarian (who has the highest climb modifier) will then scale the cliff face. Then he will either climb to the top and let down a long rope and pull each PC up one at a time or nail pitons (I think the noise is making them shy away from this)in and they will all scale the cliff.

They may also be hiring a mercenary to set Nettlewood alight as a distraction.

What I'm not sure how toe handle is I'm not sure how rough will ocean will be around Thissletop and how to change the DCs on the checks they will have to make since they are doing most of this in fairly low light.

In case anyone was wondering the DC for scaling in cliff is given in the book as 15.

So any advice at on how to handle any of this would be greatly appreciated.


I'm currently GMing RotRL for my group, which is the first ever non home brew campaign I've ever ran.

Up Until this point I've only been including the treasure listed in the AP, such as this room contains x gp or this npc has y on their corpse.

A few days ago one of my players noticed while reading the Bestiary that it had a treasure section for each monster and asked me if I had been including this. I said no because the AP tells you what loot is there to be found.

However after a bit of thinking I realized that the characters wealth is still quite low even for level 3. So was I wrong to not include treasure from monsters which have no indicated treasure in the AP?

Sorry if the wording is a bit off I've just come back from an exam and my brain is fried.

Any input would be greatly appreciated.

- Talos of the 8th Legion


So the cleric player of my group(just about to start RotRL after about 2 months of delays)has just discovered wands of clw, and he's basically obsessed with them. I explained my experience with them (none of my players have really used them before) and told him they're mainly for out of combat healing.

Then it struck me that after he acquires one the party will probably be at full health after each encounter. The thought of having the fighter and the barbarian back at full health after each encounter hasn't sat well with me.

So I'm pretty sure the player will use the wand after every encounter and the wand will run out of charges fairly quickly, and he wont be able to afford another one without compromising other equipment at low level. But at high level money wont be a problem.

Just unsure what to do on the situation, the only other person I know that has dm'd said he had to ban them from his 3.5 campaign because it got ridiculous that the PC's were at full HP at every encounter.

I'm sure there's threads everywhere about this, but I couldn't find one that exactly fit what I need to talk about, and I need this info fairly quickly.


One of my players just lost their character and wants to start a Barbarian at level 2. He has expressed his interest in the Titan Mauler archetype, specifically having two greatswords.

I explained to him that he would be taking a -8 and a -12 penalty and that there was no point as he would end up doing much less damage on average. He then asked if two weapon fighting would help. I told him that it would probably be at -6 & -6, but I didn't have the rule book on me at the time so I couldn't check. Since checking I haven't found anything saying he cant do this.

I'm unsure if I think -6 and -6 is enough of a penalty for weapons that hit for 2d6 each, especially at level 2-3.

Just wanted to get an answer to whether this is legal or not, and if it is too powerful for low level. In the end the dual -6 might up being enough to make it balanced enough for play.


Hi I'm about to start RotRL in the coming weeks. The party is 5 players, one of the players has expressed his interest in playing a ranger.

As RotRL is designed for a party of 4 I thought I could get away with re-balancing a few encounters with a party of 5. I've never had a ranger in any of my games, and I'm worried that the animal companion of the ranger will make the party too powerful.

I don't want to be completely redoing every encounter, and the player has said that if it's going to effect the balance he's fine with picking something else.

tl;dr will a ranger's animal companion in a party of 5 effect the balance too much?


I've been messing around with a monster advancing program. For some reason it gives some monsters more then +1 to CR for the Advanced template.

For example adding the template to a goblin should take it from CR 1/3 to 1/2 correct?
This program however is saying that an advanced goblin is CR 2.
After a little more testing it seems that it says any advanced monster with a base CR of under 1 is made into a CR 2 creature.

I'm not sure if this is the program's inability to deal with fractions or am I missing something (It is pretty late in Australia... yes that will be my excuse if I'm missing something obvious).

Thanks from Prophet of the VIIIth Legiones Astartes.


I'm just about to start running RotRL and after that I'm going to start Shattered Star.

I was wondering how the story of your PC's ended or how you continued it. Not so much "it ended in a TPK or we defeated Karzoug", more like what your characters (or characters in the game your run) became.


Hi I'm starting Rise of the Runelords next week for my group.

One of my players is a cleric of Cayden Cailean and the other is a cleric who wants to play a necromancer type character (he hasn't chosen his deity yet).

The player playing the good cleric has expressed his concern to me however. He feels that allowing the other cleric to desecrate the corpses of fallen enemies, by turning them into undead is directly against his religious beliefs.

Both of these players are rather poor roleplayers (Thats probably being over generous) and I know they wont have their characters have conflict within the game due to their conflicting beliefs. It will more than likely just be out of character conversation about "how I shouldnt let you do that", and thats about as far as it will go.

Obviously the easy option is to tell the necromancer he cant play that type of character, but ever since we started playing he has been telling me he wants to play a necromancer.

Any input would be great.


I'm currently running Rise of the Runelords for my main group.

However a guy we used to play with has asked me to gm a game for him and two of his friend.(I basically didn't bring up playing again since he played a paladin who basically started fights with innocent people, was always asking where the wenches are and being generally disruptive to the group.... you know the type)

I digress. Between running Rise for my main group and uni I dont really have time to write homebrew or even have a module which needs a lot of work.

I was wondering which modules I can literately just pick up, read and draw the maps, without it requiring any of me coming up with my own maps from descriptions. And if there are more than one of these which one you would recommend.

I don't want to come off as a lazy gm who doesn't want to do any work but like I said before this isn't for my main group and its probably only going to be one module.

Thanks


Hi,
I'm just about to start running Rise of the Runelords for my 5 man group.
We're all fairly new to pathfinder and they're currently at level 4.
I had been using home brew adventures up until this point but university is getting to hectic to devote enough time to write my own stuff.

I want to start burnt offerings but I dont want to bump the characters back down to 1st level, but the problem is Ive never had to modify already existing material. I'm not sure if its simply going to be a matter of increasing the number of HD the monsters have and bumping up their AC (like I said I'm still fairly new). I read the party should be level 4 towards the end of the adventure anyway so I assume that isn't going to be a problem.

If anyone has any tips or ideas on how I could modify burnt offering to suit a level 4 party, or even any tips on running Rise of the Runelords/ first adventure path I would greatly appreciate it.

Thanks.