Ancient-Born

TimmyTheNerd's page

22 posts. No reviews. No lists. 1 wishlist.


RSS


I've been playing the video game a lot lately, and since we're ending our current campaign, with the last session being on the Third, I put up a vote containing 3 Pathfinder adventures and 3 D&D 5e adventures. I added Kingmaker as one of the three Pathfinder games because I've been enjoying the video game. I gave everyone two votes each (I have four players in my group). Kingmaker won with 4 votes. We Be Goblins was the closest with 2 Votes. But everyone tossed in one vote each for Kingmaker.

Now, I've never really ran a pre-made campaign before, outside of the Warhammer 40k RPGs, so I was just wandering if there was any general advice for running Pathfinder APs, as well as advice for running Kingmaker.

Of course, I plan on making the campaign 'my own'. My players enjoy adventure, exploration and political intrigue and I plan on making sure to include things that will get them more invested in the world.


Sadly I need to cancel my subscription, Order 7499859, for the same reason I had to cancel my previous order.


Please cancel Order 2294941. I had jumped the gun when I found out my pay this week would be higher than normal. Someone rear ended my car while I was working and it was parked in the parking garage, so now I'll need the money to get it fixed.


So, in a previous post I made here, I mentioned I'm making a Campaign Setting, using the Pathfinder Rules as a base, based on the Mana Series games. Stuff like Secret of Mana, Legend of Mana, Sword of Mana and so on.

I came upon a road block, in the world of Fa'Diel, where most of the Mana Series games take place, the balance of magic is kept by several elements. Each element also has a specific elemental spirit.
Fire - Salamander
Water - Undine
Earth - Gnome
Wind - Jinn
Wood/Nature - Dryad
Moon/Celestial - Luna
Light - Wisp
Dark - Shade

These Elemental Spirits are the children of the Goddess of Mana, the only real deity in the game.

How the games normally go:
Fire beats Earth
Earth beats Wind
Wind beats Water
Water beats Fire
Wood and Moon are both strong and weak against eachother.
Light and Dark are both strong and weak against eachother.

Clerics/other Divine Users are limited to one Goddess.

Now, what I'm wondering is how to translate this into Pathfinder.


Yeah. Games wise, it goes:
Final Fantasy Adventure
Secret of Mana
Secret of Mana 2 (only released in Japan as Seiken Densetsu 3)
Legend of Mana
Sword of Mana (Remake and expanded version of Final Fantasy Adventure)
Children of Mana
Friends of Mana
Dawn of Mana
Heroes of Mana
Circle of Mana

Of all the races in the mana games, I'm making the following into player races:

-Pathfinder Core races I don't have to change beyond lore-
Dwarf
Elf
Human

-Races I'm making from scratch-
Manaborn (Also called Child of Mana) - Magic tuned Human race/tribe.
Sprite - Short, about gnome sized, race, also skilled in magic.
Sproutling - Plant race, also short like Sprites. Very skilled with nature and psionics.
Anthro - A race of half-human, half-animals. Varies in their skills.
Valkyrie - Human like race that live in the mountains. Make good sorcerers and warriors.
Jumi - Seclude race now branching out from their old home. Their jeweled cores have magical properties.


Indeed, Legend of Mana.

What trait should I replace Arcane Focus with? I'm using the Race Builder from the Advanced Race Guide.


I've only done the rules portion of the race so far.

Jumi
+2 Constitution +2 Intelligence -2 Dexterity
Native Outsider: Jumi are Outsiders with the Native sub-type and ties to the Elemental Plane.
Medium: Jumi are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Jumi have a base speed of 30 feet.
Dark Vision: Jumi can see in the dark up to 60 feet.
A Divided Race: Jumi come in two types, the arcane oriented Guardians and the combat oriented Knights. A Jumi must choose their type during character creation, this type cannot be changed for the rest of the game.
Emissary: Once per day, a Jumi can roll twice when making a Bluff or Diplomacy check and take the better roll.
Elemental Assault: Once per day as a swift action, a Jumi can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the Jumi's Core. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. Jumi may end the effects of its elemental assault early as a free action.
Jumi Core: Jumi are born with crystalized cores instead of hearts. During character creation, a Jumi must choose what core type they have, this type cannot be changed for the rest of the game.
Emerald: Able to speak Terran and Elemental Assault uses Acid Energy.
Saphire: Able to speak Aquan and Elemental Assault uses Cold Energy.
Ruby: Able to speak Ignan and Elemenetal Assault uses Fire Energy.
Amethyst: Able to speak Auran and Elemental Assault uses Electricity Energy.
Languages: Jumi begin play speaking Common and a second language dependent on their core. Furthermore, Jumi with an Intelligence Score of 11 or higher may also choose to speak one of the following: Abyssal, Celestial, Draconic or Infernal.
Weapon Familiarity: Jumi treat any weapon with the word 'Jumi' in its name as a Martial Weapon.

Guardian only Traits:
Arcane Focus: Guardian Jumi gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Weapon Familiarity: Guardian Jumi are skilled archers and are therefore proficient with Shortbows, Longbows and Composite Bows.

Knight only Traits:
Fast: Knight Jumi gain a +10 foot bonus to their base speed.
Weapon Familiarity: Knight Jumi are skilled swordsmen and are therefore proficient with Shortswords, Longswords and Greatswords.


Roll 4 dices, remove the lowest number. It's the way it says in the beginner box.


Was wondering where I can find more information on the Pathfinder Deity known as Gorum. My brother chose to play a Dwarven Cleric of Gorum,so I'm looking for information on the guy so I know what type of things my brother can do and basically what the religion is all about. As of right now, all I have is the Beginner Box.


Been a long time since I made this thread, several months in fact. Just giving you guys an update:

He's gotten his act together, for the most part. We're starting a new campaign, in which he's playing a CN Dwarven Cleric of Gorum. While his character loves fighting, he's not overblown with it.

His attitude changed after he went to the Black Market to fence some potions he stole from an alchemist. The alchemist was selling illegal potions and drugs at the Black Market and spotted my brother's Fighter. The Alchemist happened to be a high ranking member in one of the gangs, so my brother's character 'vanished', that Fighter is currently sleeping with the fishes. I was disappointed that I had to result in doing a character death to get my point across, but he refused to listen to me up until that point.

I'm letting him play in the new campaign since I feel that he's learned his lesson and wont go overboard with his actions.


Here's what I came up with:
When G (Thanks for the name SmiloDan) shows up, it's not to screw over the heroes and would only be in between quests. I'm thinking of playing him as a trickster with god-like powers, so it's not that his goal is to screw over the party, he's more focused on getting them into trouble to see their reactions. He's an Outsider, from a different realm/dimension and they can send him back for a time whenever they overcome whatever mess he decides to get them into. This would explain why he shows up only once every 4 or 5 levels. He might even redeem himself in the end by saving the party at the cost of his life or he could be a high level encounter where the party finds out how to send him back for good.

Examples would be:
Q, to some degree.
Mister Mxyzptlk from DC Comics
Maybe even Bat-Mite, also from DC Comics.


We're using the Beginner Box in my second time GMing a Campaign. The goal is to play levels 1 - 5 with the Beginner Box, going core once the team is ready for level 6 and the going on through levels 6 - 20. Hers' the party:

Legolas - Team Leader - Played By: Robert (My Roommate)
Level 1
Elven Rogue
Hit Points:7
STR:10
DEX:15
CON:8
INT:12
WIS:8
CHA:9
Equipment: Shortsword, Light Crossbow and Studded Leather Armor.
Feats: Dodge
Legolas is the leader of the group, often handling the finances of the party as well as decided what jobs they should take.

Zordlon - The Tank - Played By: Josh (My Brother)
Level 1
Elven Fighter
Hit Points:10
STR:12
DEX:13
CON:10
INT:12
WIS:9
CHA:10
Equipment: Scimitar, Short Bow, Scale Mail Armor and Heavy Steel Shield.
Feats: Power Attack
Zordlon is Legolas's childhood friend and a skilled warrior. He has mastered the use of the Scimitar, but has yet to understand that unguarded chests might be traps.

Rogar - The Supporter - Played By: John (Also My Brother)
Level 1
Dwarven Cleric
Hit Points:9
STR:11
DEX:8
CON:12
INT:5
WIS:16
CHA:9
Equipment: Longsword, Sling and Scale Mail Armor.
Feats: Extra Channel
Rogar is a Cleric of Gorum, the God of Strength and Battle, as such he wields a Longsword, Gorum's holy weapon. Despite being wise, his intellect leaves much to be desired.

Butch - The 'Assassin' - Played By: Sebastian (Friend of John)
Level 1
Human Rogue
Hit Points:10
STR:12
DEX:13
CON:15
INT:8
WIS:7
CHA:8
Equipment: Shortsword, Light Crossbow and Studded Leather Armor.
Feats: Dodge and Improved Initiative.
Butch is the last person to be hired by Legolas and sees himself as an assassin. Not much is known about him other than the fact he likes stealing and stabbing things.

So, wondering if this group would be able to do the Black Fang beginner quest without it being too easy, or should I beef it up to challenge them more?


Sounds interesting.


Thanks. I don't want him to be a villain...at least not outright. He's more like an obstacle or puzzle. I plan to use him mainly in Role Play encounters, or use him to get players into trouble.


So, while watching Star Trek: Next Generation, as I was planning a dungeon for my new group, an idea came to me. The Star Trek episode was one of the ones with Q in it, a character I happen to like very much.

I want to introduce a Q like character into my campaign. A god-like being whose not really evil nor good. The idea is to create a recurring NPC who tests the party to feed his curiosity about mortals. Thing is, I don't know how to go about it. Should I create a new race? Is there perhaps an immortal race I could use?

My campaign is going to be a long one, going from levels 1 - 5 in the Beginner Box, switching to core once the party is ready for level 6 and then going from levels 6 - 20, or maybe beyond if possible. So I'm wondering how often should this character show up throughout the campaign.

EDIT:
I love Goblins and a weird side of me wants to make my Q outwardly appear to be a Goblin...


1 person marked this as a favorite.

I have the Beginner Box and plan on getting the Bestiary Pawns when my group is read to move up to Core. However, I have a question and since it regards a Paizo Product.

Is there any product, Paizo or Unofficial, that you would recommend for holding the Pawns and their bases. Right now I'm keeping them in an old, empty, peanut butter jar but it doesn't keep things orderly, as I'd prefer to have my Pawns separated by creature type (in the case of monster pawns) or character race (in the case of 'player' pawns). So I'm looking for something else to use instead.


The NPC Codex coming out in January will have what you're looking for. According to the description, it'll have more than 250 Pawns. If you don't want to wait, the Rise of the Runelords Adventure Path pawn set may have some NPCs, not entirely sure though as I don't own it.


I've been trying to think of what to give my players once we complete the Beginner Box, something to use as an award.

I came up with an idea and was wondering what other GMs think:
As a reward for completing the Beginner Box, I want to give the players a task that has them sailing across the seas. However, they get attacked by pirates and the ship they are on is wrecked. I want to do an adventure where they get free and defeat the pirates, therefore gaining control of the pirates' ship, it'll be a small one and they'll have to work to get it.


Only two of the players are actually willing to do a group split, the other six (my two brothers, three friends and then the girlfriend) all want to run in the same group. The other two, two very close friend of mine, are brothers and one of them can't leave the house for long (medical conditions) so I'm considering doing a 2 player campaign, maybe three if their other brother decides to join, at their house on wednesdays. The other group is only free on sundays.


First of all, all I have is the Beginner Box.

My group was small at first. 3 Players, a friend and two of my brothers. Since then, four other players have joined. Most of the campaigns I had planned are for 4 players maximum but I don't want to deny anyone. I made extra blank beginner character sheets for the new players and now it seems the group may become an 8th because of one of the players' girlfriend.

What I'm wondering is how do I adjust the campaigns accordingly and I could use any general advice for GMing games over four players.


2 people marked this as a favorite.

I'll talk to him tomorrow morning before my group gets together.

I honestly should have expected this behavior, since it matches his playstyle when it comes to games like Fable, Elder Scrolls and Fallout. He's use to being able to just steal and kill whatever he wants with little to no consequence.

As for why the other players haven't done anything, I don't allow PvP. They've tried talking to him, among otherthings.

If this does keep up after I talk with him, I will have Sandpoint put out wanted posters for his character.


I've gotten the Beginner Box and I am a new GM. I have a group together and we're using the Beginner Box. I'm using Sandpoint for the setting until I feel comfortable with allowing the adventurers beyond and into the world.

Now, I'm having an issue with one the players. He plays a Neutral Good Human Fighter, but doesn't exactly act the way his alignment suggests. Several times he has attacked sleeping NPCs, without checking if they're friendly or not, has attempted to stab Sandpoint Guards in the back and has a thing for trying to steal from the shops, taverns and inns. I have warned him to stop and even began to have his alignment knocked down because of his actions. He refuses to change his alignment on his character sheet and continues to get the entire party in trouble, including messing with the gangs in the waterfront.

At this point he's making it difficult for me to DM and is also making it so the other players are starting to complain. I'm not sure what to do about this, as not only is the player my brother but he also helped pitch a bit of money to get the beginner box.