Tsadok Goldtooth

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Thankyou everyone for the useful Ideas and experiences, with all of this I should be able to piece something together without disbanning their Motley Crew of adventurers. I'll let you know how it went.


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Roonfizzle Garnackle wrote:


c: There's an entire subforum filled to the gills with useful Rise stuff

I am running 'Return of the Runelords' not Rise but yeah I figured it was more of a DMing advice question rather than specifically an AP question.


Hello Advice Forum,
Longtime Pathfinder Player, First time DM

I am getting ready to run the Return of the Runelords AP in about a month and a half or so and I'm beginning to get a general consensus from my players on what they are leaning towards playing. Having read through the better part of 4 books of the adventure I'm beginning to have growing concerns about their group composition, a Druid, Monk and a Battle Oracle. The concerns are not combat based but ¿"Knowledge/Skill Based"?

From what I've seen so far there are a lot of Knowledge checks that can be pretty pinnacle to your success throughout the AP and none of these classes are (Int) heavy classes. I'm concerned about their well-being as well as their story integration as players, if every time I want them to roll a certain check they are either untrained or can't even come close to the DCs because of low int or them not being class skills. As a DM feel responsible for getting them started off on the right foot as much as possible pre session 1. While I really want them to play what makes them happy I feel their integration into the game world and AP could be limited by the classes they play. Maybe I am insane and overreacting or maybe their is some weight behind my concerns. Perhaps I am a new DM and overthinking the gravity of knowledge checks.

Is there a better solution to my problem other than "congratulations one of you gets arcana as class skill and I am making you put points in it every level."? Or am i just worrying too much. Thanks!!


I also want to run the Sihedron Heroes instead of an off-screen happening. Worst part for me is that I was a player in Shattered Star and will be DMing Return effectively having to kill my own character, I am looking forward to the encounter and how yours turns out.


The way we ruled it in my campaign with a geokineticist, was that you roll to hit individually against each target, and if and when you confirm a crit on one of them it only crits on that one, all other nat 20's, and nat 19s for you improved crit kineticists out there, are treated as hits, if with your to hit mods it hits.

That way if you fail miserably against one target you have an opportunity to make up on your next die rolls, because its a length of earth/metal being launched in a line the first may dodge and the second may not be as aware. But to make the rolling individually not ridiculous for fishing for crits, you couldn't crit more than once on an impale.


Hello Pathfinder Community, I have a question regarding a prerequisite for my level 12 Barbarian. Animal Fury: "While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. " I had never used it as part of a full-round attack and I think i may have been gimping myself.

Would this technically give me a 4th attack?

First Attack/Second Attack/Third Attack/Bite Attack?

or does it just take the place of any number of the attacks that I have at full BAB-5?

Thanks its a little confusing for me


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haremlord wrote:
Or, you could go this route. :-D

THIS IS EXACTLY WHAT I'D LIKE TO DO LOL


Warped Savant wrote:

It really depends on the AP. Have you talked to your GM about what you have in mind for a character and asked if they have a good way to introduce them?

Usually it's much easier for the GM to find a way as they know what's likely to be happening next.

Playing Shattered Star AP, DM has put me to the task of finding a good way to introduce my character. He is going to screen anything I am thinking about doing.


OH MY!!! These are gold


Hello Paizo/Pathfinder Community

I am having trouble finding a way to seamlessly introduce a new PC following the death of my previous PC. Normally it wouldn't really be an issue at all if we were just starting a new AP, but we're 4 and a half books into one which can make it a little more tricky.

What have you, or someone you know, done to introduce new characters mid-AP?


Dave Justus wrote:


Coming up with a barkground that would link to one or both of the previous characters (and include a reason to be WITH not against the party) should be doable.

I strongly think though that whatever you do you need to build a character that is going to want to be part of the campaign and will be happy to work with the other PCs.

Yeah, There was never really any inter-party conflict, but when it did happen it was a really cool moment ( that the whole party and dm agreed was cool). I would never design a character to be in direct conflict with the group and I think most player's guides for most campaigns tell you the same thing.

My biggest problem I am having is that in a group of 3 my barbarian seemed to fit his role quite well, and being a group of 3 each person needs to be very self-sufficient as well as extremely efficient on a round by round basis as to keep the tide of battle turned towards our favor. I am having trouble not making the same nearly the exact same character.


I guess I could've been a little more clear, Im not having much of any trouble putting together builds but am having trouble not introducing a character who is essentially a reskinned version of my Barb. I AM still interested in your buildS.


Hello Pathfinder Community!

Based on the title of this post I am having trouble creating a new character for our shattered star campaign, so to help you understand why my mind is the way it is i'm going to fill you in with a couple details.

I was playing a fairly straight forward Barbarian alongside our party's cleric and wizard. Through 3 and a half books (We are level 12) things were going swimmingly. The man playing the wizard could talk and think his way through most confrontations, and the ones we couldn't my Barbarian could murder his way through. Through mostly good luck on rolls along with the infinite amount heals our cleric was able to dish out, most major fights didn't last too long, aside from a couple near misses.

Going into book 4 we didn't really think we would run into any problems, which was the case until 3 sessions ago. Cleric pissed off the barbarian enough that he left to go handle a side quest alone that the DM had been fishing out in front of me off and on for 2 and a half books. Sadly/Heroically my barbarian was vanquished. It was a really cool side quest that could've ended dead or alive.

I had created another character for me to play in the case that he had died, which was a Astral Sorcerer, which I had a lot of fun building and playing for all of two sessions. We were really looking forward to this new party member, and we were having a lot of fun, and then suddenly through pitiful rolls, on top of good DR and immunity's the session came to a halt. The next 4 hours were an utter slogfest, nothing was getting done. Our group was really coming to facts that this was going to be extremely awful time without a "martial" class up front to dish out non spell damage. We recouped our efforts, the wizard raised some dead etins and we were on our way again the next session to try and get further down into the dungeon...

TLDR Necromancer vs. Enemy Necromancer commanding the same undead, battle of the charisma checks, my sorcerer gets brought to a -142 Health essentially turning him into Taco Meat.

We are high enough level to get resurrections, story driven, any resurrection done by the Cleric would not be accepted by the soul of the barbarian and when we did eventually get my sorcerer back to life he decided he was done adventuring ( he was out 2 days adventuring and got turned to mashed potatoes).

SO NOW the burden falls on me to make another character, one that will last a little longer. My problem being that I really loved my barbarian, and it would be kind of crappy of me to just make another barb who was very similar or something incredibly similar of another class. From a purely meta standpoint the party needs an upfront Physical DMG based class and I plan on making that which can make the shoe fit.

I've been having a lot of trouble building something that is nearly as capable of fulfilling a specific roll in a group of 3 that my barb did.

What have you done for a problem like this?

I am open to life advice or build advice, but thats for you to decide. I've been adamantly against playing a paladin because of the Lawful Good, Paladin Coding, railroading that can happen for character development. You can attempt to persuade me against my reservations, I won't shy away from it.

Thanks and sorry for the long post <3


Hey Guys, i’m playing in a Shattered Star Campaign and we just started Book 4 and the PC who set off the Sorshen Trap, finally triggered the two of this and is now in the Body of Sorshen. Out of curiosity, how immersed did you or your fellow PC’s into being in the body of a dead, superior, race of human, also potentially a sex you hadn’t ever rollplayed as before?

Full Name

Amdoran

Race

LG Human Paladin 6

Classes/Levels

AC 20, Touch 10, Flat-footed 20 | HP 68 | Fort +11, Ref +5, Will +7 | Init +0 | Longsword +8 (1d8+2/19x2)

Gender

Male

Size

Medium

Age

21

Alignment

Lawful Good

Strength 14
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 8
Charisma 16

About Amdoran

Amdoran

LG Medium Humanoid (Human)
Init +0

DEFENSE
AC 20, touch 10, flat-footed 20 (+3 Dex)
hp 68 (6d10)+24
Fort +11 Ref +5 Will +7

OFFENSE
Speed 30 ft.
Melee Longsword +8(1d8+2/19x2)
Melee Masterwork Cold Iron Longsword +9(1d8+2/19x2)

STATISTICS
Base Attk +6 CMB +8 CMD 18

Spoiler:
Traits:

Courageous +2 on saves against fear
Ease of Faith +1 to diplomacy checks

Spoiler:
Feats:

Alertness +2 on perception and sense motive
Catch Off-guard no penalties for using improvised weapons and unarmed opponents are flat-footed against my improvised weapon attacks
Deceitful +2 bluff and disguise
Persuasive +2 diplomacy and intimidate

Spoiler:
Skills:

14 Diplomacy 5 ranks +3 ability +6 misc
10 Handle animal 4 ranks +3 ability +3 misc
8 Heal 6 ranks -1 ability +3 misc
10 Sense motive 6 ranks -1 ability +5 misc

Spoiler:
Paladin

Channel Positive Energy deal 3d6 positive energy damage to undead that fail DC 16 will save or heal 3d6 to living (costs 2 lay on hands uses)
Smite Evil +3 to attack and +6 to damage against Evil creatures. Against evil ousiders damage increases to +12. (2/day)
Aura of Courage Immune to fear, allies within 10 feet gain +4 to saving throws against fear effects.
Celestial Spirit +1 enhancment to weapon for 6 minutes
Detect Evil cast detect evil spell at will
Divine Health immune to disease, including magical and supernatural
Lay on Hands heal 3d6 hot points as standard action by touch (6 per day)

Spoiler:
Spells:

Spell save DC 13+spell level
1st Level (2/day)

Spoiler:
Gear:

Worn masterwork cold iron longsword
Readied Longsword, heavy steel shield, half-plate,
Backpack
Coin 33gp

Spoiler:
Background:
(Amdorans backstory contains some assumptions about the world, these are based on standard fantasy, if any are wrong please correct me.)

Amdoran was born the only child of Heldor Hanselmen, captain of the town guard of a smallish city (you can pick one if you like, i don't know enough about the setting to make a decision). He was only six when people started disappearing from his town. His father found the cave he believed the creature to hide during the day, and led an expodition into it. No-one returned from that expodition, but the disppearances stopped. Later expeditions into the cave found it completely empty of any sign of life or the corpses of the guardsmen. Amdoran spent the next eight years with his uncle and aunty, but they did not have the funds to support him properly. At the age of fourteen Amdoran left his uncle and aunty to pursue training for the town guard, hoping to follow in his fathers footsteps.

When he was sixteen, on only his third task with the guard his group was ambushed by wights in the middle of the night. Amdoran stood for what felt like years in the cold, oppresive darkness of the night, with only the small bubble of light from his lamp offering him protection from the monstrosities that swirled around him, searching for a weakness in his defence. The oil of the lamp was beginning to run out, and the wights were edging closer when a bright light appeared to east of Amdoran. At first he thought the light was the rising sun, but soon realised it was far too focused. The wights shied away from the bright light and Amdoran was forced to drop his lamp to cover his eyes. the light soon dimmed, and Amdoran's eyes adjusted to the it and a man stepped forward. The man reached his hand towards Amdoran and in that instant when Amdoran grabbed the man's hand all his fears, worries and wounds melted away. The man introduced himslef as Kelfed, a paladin and hunter of the vile undead.

For the next five years Amdoran trained with Kelfed in the art of the sword and in that of the divine. One day when Amdoran was out training in the woods he felt the sinister presence of evil from the direction of Kelfed's house. Amdoran sprinted there as fast as he could, but it was to no avail, as by the time Amdoran arrived the house was empty, with only small signs of struggle. The house was empty of all holy insignia and relics, except for Kelfed's cold iron sword, lodged into the ground in the middle of the house.

Now Amdoran hunts for who or what it was that took his father and his mentor, as he attempts to continue Kelfed's legacy and protect the worlds peace from threats both natural and unnatural.