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My character just got the bits to get the Bronze Sentinel working. He's now happily stomping around inside it like a mobile bunker, which is great, but I want to make it more effective with buffs and magical enhancements. My question is how does it work from a game mechanics point of view. Is it an attended object? Does it use the user's saves, skills, and proficiencies? Can it be the subject of buff spells or magical enhancements, or do buffs cast on the operator extend to it? Does it have physical ability scores, or does it use the operator's? Can it be made into something more responsive, like a golem, powered armour, or permanently grafted to the user as a new body?
Hey folks,
Hey folks,
Hey all,
Hey folks, I'm GMing a Lovecraft meets Pathfinder game using a modified version of the Darkmoon Vale series and I need some advice on how to structure the final two adventures in the campaign. Overall plot is the Denizens of Leng have found a way to punch through to Golarion and are harvesting people as resources for a horrible plot involving the Great Old One Mhar. So far, the adventures I've run are: Hollow's Last Hope - People are getting sick (Leng is leaking into Golarion and it's warping everything). PC's get an idea that something is very wrong in their sleepy frontier town. Crown of the Kobold King -displaced kobolds are sacrificing the blood of the innocent to power an Elder Sign designed to keep the Leng taint at bay, but ran out of their own young and have kidnapped children from Falcon's Hollow. The PC's defeat them, but the Elder Sign quickly loses power and the warping of reality continues. Carnival of Tears - Leng agents use a carnival to harvest souls to use as a life force to resurrect a Great Old One. Tasthyl (the ancient Green Dragon disguised as a fey queen) serves as an ally to the PC's. The PC's stop the harvest after only a hundred deaths and lift the veil (created by an eye taken from the original Mhar) that is hiding the distortion of reality from the common folk (NPC's). Tasthyl takes Mhar's Eye for study. Spawn of Sehan (old Dungeon adventure) - adapted as a 1920's pulp/Call of Cthulhu adventure where the Denizens of Leng and Mi-Go are transforming citizens of Bellows Falls, Vermont into shambling monsters that will be used to create new blood for their risen Mhar. A group of modern investigators (oddly similar but different from the PC's) stop the plot at the cost of their own lives. Fantasy PC's become aware of this adventure by listening to several recordings and a battered RCA phonograph that fell through a dimensional rift. We are currently halfway through this adventure. Hungry are the Dead - Leng is now harvesting undead flesh (and creating more undead) to create a new body for Mhar. The PC's must destroy the undead threat and seal the conduit to the plane of Leng. With those adventures pretty much nailed down, I need to structure the rest of my campaign. Unfortunately, I'm low on ideas and would appreciate some advice. My general idea is that the PC's need to visit Tasthyl again to seek advice on how to stop the Denizens of Leng from resurrecting/cloning Mhar and preying on their homeland. She will tell them that they need to travel to Leng by Climbing Droskar's Volcano and dreamwalking into the Nightmare Plane. From there, they need to journey to Unknown Kadath (or maybe the Leng moon) to destroy clone before it can be fully awakened. My problem is finding adventures I can adapt to meet these general goals, or crafting a narrative that will engage my players (experienced gamers all). I know I'd like them to face some more Mythos monsters (and maybe make some unlikely allies), confront a powerful offspring of Daralathyxl, and fight a truly epic monster at the end -basically a stunted clone of Mhar (young pseudonatural Tarrasque or something). So, does anyone have any ideas I can use?
Hey all, We just finished up the first module of WotR, and my group was joking that we needed a training montage to transition to the next module, so instead of writing up another journal entry, I thought I'd try my hand at a script treatment. I know it's not technically correct, but it was fun. Just as Background, the PC's are:
HOW TO TRAIN YOUR DINOSAUR: A WRATH OF THE RIGHTEOUS SCRIPT TREATMENT AS AN 80'S BUDDY COMEDY INT. DEFENDER'S HEARTH - NIGHT Carter, Capt. Mendev, Marlon, Glitter, The Elder, Grimlock & Snarl
CARTER Well friends, it looks like we've be given
The remaining characters all nod in agreement.
ALL Snaaarrl! (Laughter) MONTAGE -EXT. RUINS OF CITY OF KENEBRES (Various) -DAY EXCEPT FOR E To the tune "Best Friend" by Queen A) MAKESHIFT ARCHERY RANGE - Capt. Mendev practices throwing his shield
B) COURTYARD OF DEFENDER'S HEARTH - Glitter is quietly strumming her lute and singing to the assembled troops. Snarl begins to yowl and roll on the ground, distrupting the performance and drawing a good-natured scowl from Glitter. C) PILE OF RUBBLE - Marlon takes a moment to study from a tome labelled "Ye Magicks of Ye Forbidden School". As he sets it down on a table-sized rock, Snarl flops his head on the book and demands to be petted, drawing a flustered, but good-natured scolding from Marlon. D) SPARRING AREA - Carter and Grimlock are sparring with blunted swords while The Elder looks on. Suddendly, Snarl bursts into the arena and bull rushes them out of frame. There is a loud crash. The Elder makes a religious sign, rolls his eyes, grabs his medical kit and follows them out of frame. E) PILE OF RUBBLE (DUSK) - Grimlock stands in front of Snarl, clearly annoyed and concerned. Snarl playfully drops the demon skull he's been using as a ball and assumes a play bow posture Grimlock is unmoved and taps his foot impatiently. Snarl nuzzles his master on the chest, and the force of the shove knocks Grimlock prone, with Snarl toppling on top of him. Grimlock looks irritated for a moment, but relents. He laughs and relaxes, then the pair begin to play wrestle, knocking over a pile of camping equipment. F) BATTLEFIELD - Capt. Mendev squares off against a tiefling commander.
G) BATTLEFIELD - Glitter and Marlon are launching arcane attacks on a number of fallen lower templars. A sneaky assassin type sneaks up towards them. Snarl lets out a growl of alarm and nudges Marlon and Glitter in the direction of the impending attack. They open up with a dazzling display of mythic power, reducing the assassin to a charred outline on a ruined wall H) BATTLEFIELD - Carter is duelling with a half orc raider and is lightly wounded. Snarl charges in and knocks the raider out of frame long enough for The Elder to heal Carter's wounds. Both smile and wave out of frame, but wince when there's a sickening crunch and they're splattered with a spray of blood. END OF MONTAGE CUT TO INT. DEFENDER'S HEARTH - NIGHT Main characters gathered again around table. They look tired, but content. CARTER Well team, it looks like we're ready
ALL Hear, Hear! (general cheers of agreement) Snarl wags his tail and hops up on the table, collapsing it and sending everyone flying into a big pile on the ground. ALL Oh, Snarl! (Friendly laughter) Main characters snuggle and pat Snarl, who winks at the camera. Iris Out.
After much time spent steeping my brain in H.P.L. and some classic Pathfinder/GameMastery/Dungeon adventures, I've finally cobbled together a campaign to share with my gaming group. I will post the events here (spoiler free) as they unfold. This is the campaign teaser that I have on our campaign page: "Falcon’s Hollow is a peaceful, sleepy lumber town nestled deep in the wild and beautiful Darkmoon Vale region of Andoran. It is a prosperous and busy place. Its people are generally kind and industrious. Although life is simple and the work is difficult, few here have ever known true hardship, and the strangeness of the outside world has had little influence here…until now. Dark Harvest is a dark fantasy campaign, where the heroes will be pitted against the agents of a sinister plot to shatter reality as we know it. They will experience an underlying sense of latent dread, punctuated by moments of terror and weirdness. Once it is finally revealed, the horrible truth may be too much for them to bear. Try to imagine the tone being more like an H.P. Lovecraft tale, where the horror lies in the atmosphere and story, rather than in the blood and gore of a slasher film or house of horrors. Make no mistake, there will be violence (this is a fantasy RPG after all), but the gore will be a means, not an end in itself. The campaign begins Summer (Serendith 1, 4712 AR), just at the spring lumber is being prepared for shipping down river. Events of this campaign occur sometime after Rise of the Runelords and before Second Darkness."
So, I'm trying to kobolds in my game a little more than hapless goobs, and I thought that it might be cool to give them a little more of a warrior culture, similar to the Maori. Following this line of thought, I thought that maybe they should have a tradition similar to the Haka. Basically, before a battle they chant, stomp about, and use their display feathers (my kobolds have some feathers like their troodon ancestors) in unison in an attempt to scare off or frighten their foes so that they don't actually have to engage in combat. Does anyone know if their are rules (number of syllables in a line, grammar, typical subject matter) for writing a Haka? I'd like to have something to throw at the PCs if they understand draconic.
I'm in the middle of converting several 3.5 Paizo modules into PFRPG (the Darkmoon Vale ones), and I wanted to bring a few of the NPC kobolds up a notch. I was thinking that Grugakrug would make for a fine cavalier, and I'm looking for help to make him an interesting fight that the players will talk about for sessions to come. Not quite Merlokrep awesome, but still tough and interesting. So far, my idea is to put him on a cave raptor or lizard special mount and replace the Dark Talon Hunters with goons on lesser versions of his mount. Any ideas?
Hi all, I'm working on a horror campaign and I want to throw in a couple of heart-pounding chase scenes. One through a haunted forest, and the second through a cyclopean ruin of blasphemous geometry. The chases will be separated by 14 or so character levels, so I'm not worried about it getting old. My problem is thinking up what to put on the challenges, so I though I'd ask the forums for ideas. Chase #1: Get away from the monster in the woods. Remember that scene in Army of Darkness where Bruce Campbell is running away in terror from the camera, but you never see what he's running from? I'd like to do that for level 2 characters. Chase #2: Cyclopean ruin chase. Towards the end of my campaign, the characters will be fleeing a cyclopean ruin in the nightmare realm of Leng. They need to get away from the ruin before it collapses. One of those clamactic escape scenes at the end of the movie. Character level 16 or so. Any suggestions will be welcome.
I'm about to start converting these modules over to PFRPG (for my own nefarious purposes) and I was wondering if anyone has already done the legwork for any of them. Also, has anyone done up Falcon's Hollow using the new settlement statblock? Any assistance in this matter is appreciated and will be rewarded with butterfly kisses from my pet darkmantle.
Hey all, After a loooong time lost in the ether, I have returned with the GMing itch (there's a cream for that, I think). I want to run a Golarion-based horror campaign that makes Carrion Crown look like Candyland. So, I plan on giving each player a letter before the campaign begins, describing a dream that their character has. It's a happy dream, maybe about that time they visit the kindly old hermit who lives on the mountain to get some medicine for little Timmy's sick puppy. The sun is shining, the birds chirping etc...and they wake up in a cold sweat, screaming. The premise of the campaign is that the realm of nightmares is slowly spilling over into reality. It first starts off with things just being a little "off". Colours dull and muddy (except for blood red, of course), people looking a little more gaunt and listless and gradually gets worse as the two planes converge; with people turning into "Evil Spock" or funhouse mirror versions of themselves and doing horrifying things as if they were normal (digging heads up in the field instead of turnips). Only the PC's are aware that something is wrong (twist of fate, chosen by the gods, lucky accident)and don't appear to be suffering any immediate ill effects, other than being creeped out and weird waking dreams. As the campaign progresses, the PC's can voluntarily take on "Taint Points" to gain short term advantages (Hero Points), but at the cost of their sanity and risk of becoming a nightmare version of themselves. At the end of the campaign, the characters should end up quite twisted and maybe unrecognizable to their loved ones. Modules I plan on using (levels and encounters will be adjusted and everything made really creepy) are:
So, what do you think? Ideas? Suggestions? Modules that might be worth taking a look at?
I'm sorry, I just don't get it. My GM gave me a copy of the rules, but I just can't quite wrap my head around building or costing mounted units. Could someone show me an example of how to build a cavalry unit? Let's say normal goblin warriors (level 1-3) on normal wolves. How does that work? How about human heavy cavalry?
My kobold bard/green dragon disciple is taking Leadership at 15th level and he's recruiting a kobold Oracle 13 as his number two. Does anyone out there have any advice on a build? I've got the Beta Oracle download and the Flame, Nature and Wind mysteries are looking interesting. 15 point build (she's an NPC and not as powerful as the 25 pt PC's), with double the NPC wealth from the chart. Any advice would be appreciated. Feats, spells, choice of mystery and curse. Anything really since it's a new class that I don't have a lot of experience with.
Okay, so we're playing CoT and we're knee deep in the Infernal Syndrome, and we've made a deal with a certain elf diabolist. My question is:
Spoiler:
So, why has this diabolist not turned into a drow? I'm also playing in a Second Darkness campaign and we've recently uncovered that elves can transform into drow when they commit extremely evil acts. I mean, she's probably consorted with many fiends, sold her soul (and likely others), and had been just generally really evil. What's stopping her from donning the purplie skin, white hair, and goth party clown attire? Not like it impacts the plot any, just wanna know.
I understand there's been some discussion about this, but my rules-fu on this one is still a little fuzzy: Does and Amulet of Mighty fists +3 (+3 enhancement bonus) confer the ability to ignore DR silver and cold iron? If someone could link me to that or just quote the relevant ruling, I'd be much obliged. :) X (edit) That should be does it confer the ability to ignore DR silver/cold iron to natural weapons and/or unarmed attacks?
If a spellcaster were to cast Grease on a wall or ceiling space occupied by a creature(s) with a climb speed, what happens? Do they: A) Roll a Reflex save as normal and fall to the ground if they fail, B) The surface is considered slippery for the purpose of making climb checks (+5 DC), C) The surface becomes too slick to stand on and they automatically fall, or? D) Something completely different that I'm missing.
Stuff about campaign goes here. Comic 1 is done, comic 2 in the works! I'm enjoying letting my bard's kobold side come into play. The sadism inherant to the drow house we're working for really lends to letting his cowering, sycophantic suck up side run wild a free. So many plans, only eleven weeks of drow meat suit left to finish them in...
M Native Outsider Tradesman 3, Artsy 4, Parent 3
First impression rolls to make a good impression. Used Elixer to make the first impression roll, then I'll speak to the general in that same hour.
[edit] I think the dice roller is broken. It only counts to 9!
Disclaimer:* I know the ideas I'm about to present may not be well received by the community. I think these may be viable alternatives to the eidolon-centered Summoner. They are in no way intended as an attempt to devalue or disrespect Jason's or any other member of the Paizo team's work; they're just options to consider.* I can't say that I'm totally in love with the idea of a PC playing second fiddle to his NPC buddy. While it may be fun to play a monster for a while, I have read a few posts expressing concern about the power levels of the critter -i.e. being close to equal to another complete PC, plus you get another slightly underpowered (maybe) PC as backup. I'm also concerned about the RP consequences of having an alien being the dominant force of the duo in a humanocentric game world. To this end, I propose two alternatives to the Summoner class as is; the first adjusts the eidolon power level downwards, and turns it into a capable helper for the PC, but does not overshadow it. The second alternative would be to eliminate the eidolon altogether and retool the Summoner into a true master of the Conjuration [summoning] list. Option 1:
The only other thing I would do is reduce the number of Evolution points (that name still annoys me) to 3/4 of what they get over the 20 Summoner levels. I think that those two changes would reduce the power level of the eidolon sufficiently that the PC would become the dominant element of the duo (or at least an equal partner) without reducing it to the point of no longer being an asset for the party. Option 2:
Level 1: Summoner adds his CHA bonus (or half of level, minimum 1) to the number of rounds a summoned monster lasts for (spell or SLA).
I don't have much beyond that, but people much brighter than I could certainly fill in the blanks and recajigger the powers to fit. That's it. They're just suggestions, but maybe they can help make a great concept into an excellent, playable class. Cheers!
'The Orb Of The Waybringer' (Gods and Magic p. 58)
What is the cost breakdown for this item? Also, how many dice does the burning hands do? 1d4? 3d4? 5d4?
Question regarding the item creation rules:
PRD wrote: ...This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5. and PRD wrote: The caster can work for up to 8 hours each day. Does this mean that an item crafter can create 2000 gp worth of an item in 1 day (8 hours) by raising the craft DC by 5? Is that the intent, or is it to only have to spend 4 hours/day crafting?
(This is a player thread, so no spoilers please!) I'm a player in Purple Dragon Knight's CoT campaign and we just played the first part of the Six Trials module. We just finished the dress rehearsal, and boy, is it ever fun! I thought the idea of getting cast in a play to infiltrate the the mayor's house was a little contrived at first, but soon forgot all about that as our party got sucked into the pettiness and politics of the theatre scene. I loved how our success (or failure!) impacted the outcome of how the play turned out, and the characters with communications skills really had a chance to shine. It was nice to be engaged for an entire session without laying out the battle mat or rolling initiative. Our halfling rogue (cast as the paladin) and the cleric of Shelyn (Larazod, with a perform-act check of 40 at one point) had an ongoing rivalry as they competed for the affections of the rising starlet (who's name escapes me right now). The cleric threw an outright on stage spoiled actor fit worthy of Christian Bale when he lost out to the halfing. It was great! My character (a conjuror typecast as Dentris) mostly stumbled around and failed his diplomacy and acting checks (2 ranks in diplomacy is worthless when it's not a class skill and your Cha is 10). Every time I failed a roll (75% of the time thanks to dice hate), I would trip over my feet or bang my forehead on a doorjamb. Not very dignified, I know. I did, however, look cool during reheasals by floating my lines in front of me using prestidigitation, and managed to talk shop with the special effects master. The half orc barbarian (torturer) had a horseshoe up his butt and managed to do rather well, and even managed to make a few acting checks. "What Targar's motivation?", He also won the affections of the Deva/Chorus. "Targar like big women!" Next session, we go into the big new theatre and the perform The Murder Play. The players are game, so we're actually going to do a read through of the play as the session and adventure unfolds! Hopefully enough of us will survive to meet our real goal. Again, a great adventure and I've had a blast so far! Thanks to PDK for running it so well, and to Richard Pett and the rest of the Paizo staff for crafting such a memorable and fun game! Ian
[rant]
Shadow in the Sky: Trogs and Dretches
I'm gonna hafta start carrying around bags of sawdust just to keep from slipping on all the lost lunches! Was this on purpose?[/rant]
Hi all, My CoT character is ex-military and I want to give him a rank. He's gonna be the immortal sergeant or regimental sergeant major type, but I don't wanna call him Sarge. :) I was wondering if there were any ranks for the Chellish military out there, or if I should go digging in historical sources (roman legions maybe?).
Hi all, My character has written a book about his harrowing experiences on Devil's Elbow. "Tiny Zim and the Island of Devils" is sure to be a great hit with all of the treasure seekers headed for the island. It'll contain detailed maps and illustrations, as well as journal entries about the exotic flora and fauna of the island (including the space monsters). Problem is that kobolds are paranoid and he doesn't want bootleg copies surfacing before he can cash in, so he wants to produce the book himself. In order to do this, the plucky little Cyphermage has designed a magical pen to copy his original manuscript into blank books. We are currently using only the Beta rules with no splatbooks or Spell Compendium, so I needed to find a way to replicate Amenuensis (sp?) without delving into non-Beta sources: New Item:
This finely crafted pen has an adamantine tip that never dulls or seems to run out of ink. Upon command, the pen will magically animate and transcribe any non-magical written work at a rate of one page per minute for up to 100 pages per day. The pen makes exact copies of all visible, non-magical writing and
Requirements: Craft Wondrous Item, Prestidigitation or Arcane Mark, Mage Hand, 900 gp, 2 days, Craft DC 6 I priced it using a command word (unlimited uses at will), but limited the amount of pages per day for balance. It also has the potential to run amok if left unattended (keeps writing even if out of paper, so you could come home to writing all over the wall). So, fire away! :)
If my PC actually survives long enough, I plan on taking Craft Construct at Level 9. Problem is that the constructs in the OGL are either lame or really expensive. Are there any Golarion-specific constructs that can be built by the kobold on a budget that won't be a total waste of time crafting? I'd like to steer clear of splatbooks, but the best answer I can come up with on my own is the Effigy Creature from CA. The three factors I'm looking at in order of importance are 1) Price under 20,000 gp (10,000 gp to make)
Right now, I'm still mid level 5, so there's a while to go. It's just good to be prepared with some schematics when the time comes. :)
I'm toying with idea of following this PrC with my kobold bard, but before I talk to the DM about it, I'd like to see what the general impression is about whether it's a worthwhile PrC. Are the new special abilities worth sacrificing the caster levels and higher level bardic abilities? If anyone's played the class in the Beta rules, or has crunched the numbers, I'd appreciate the feedback. PS I like the bard class just fine and don't mind going all the way to the end of the progression, I just want to keep my options open.
Hi there, PDK and Galnorag, scram! :) I've begun doing some prep work to run D0 using the Beta rules and I was wondering what the total xp gain for this adventure should be. I ran the numbers using the Beta XP rules and it works out to about 8800 xp or 2200 xp per character if the encounter everything (I counted the wolf sentries and the ones in the den as the same, so they're only one encounter). Does this sound about right? What kind of XP gain can I expect from D1? Will they power through it if they level up too soon in the adventure? Would it be better to use the medium XP progression? Don't like to skimp on the XP if the PC's earn it, but I want to make sure they're challenged later on too. Thanks in advance for any input. PS Does anyone have any stats for the zombie virus? I'm working up to a zombie outbreak/modified Hungry are the Dead and I'd like to make the zombies contagious. >:D
Here's an item I'd like my character to craft using the new magic item creation rules. It's more of an item of convenience so that I don't need to lug around 10 MW toolkits and gives an occasional save against screw ups. Please comment, especially on crunch. Artificer’s Astounding Toolkit
Hi all, Player posting here, so please avoid future spoilers. We just wrapped up Shadow in the Sky and have ended up with a lot of flooding in certain underground locations that we want access to. To remedy this situation, my tinkering kobold bard had come up with the following wondrous items to help remove the water. Any feedback and help with costing/mechanics would be appreciated.
Option 1:
Just hook it up to some hoses and let it go! I'm not sure about the costing and duration of the pump though. Maybe it should have a limited functional lifespan before wearing out or require fuel (whale oil?). Option 2:
Just build a normal bellows pump and set the servant to work or have it carry a bucket and dump it out. I can see this taking a while though. Thoughts? Sign in to create or edit a product review. |