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![]() My PCs have entered the tower through the basement. When they encounter Furkas and eventually reduce him to 0hp in G9, what happens to him? He cannot be put to rest unless the PCs do two of the three requirements. Does he regain all of his hp each time he is slain until they put him to rest permanently? ![]()
![]() I am running a home brew campaign that I am modeling after the old scifi show Stargate. The PCs will open a portal to a random dungeon that I have created. The portal will only remain open for a set amount of time, so that i can put a limit on their resources, before the PCs are violently ejected back to their original plane. I wanted to make some sort of magical scouting device that the PCs can use to see what is on the other side of the portal. Sort of like the robotic device that was used in the early episodes of the TV show, but more magical rather than robotic. I envision combining spells effects like scry and mage-hand and giving it a range. I am thinking that the scout, a floating eyeball, would have no attacks and would be destroyed if attacked at all. I want it to pass through walls at a significant cost to its range based on the thickness of the wall and the material it is made of. I was also thinking of giving it the ability to go invisible, at a significant cost to range. Can you guys give me some advice or give a perspective that I haven't thought of before I introduce this to my players? Thanks in advance, and stay safe out there. ![]()
![]() The animated object encounter in area 3 has TPKed two of my parties. Spoiler:
When I use the construct's trample ability, most PCs attempt to take the attack of opportunity rather than the reflex save to avoid damage, however the majority of them do not have the raw damage to overcome hardness 8. I make the animated object follow them throughout the dungeon if they attempt to run from it to the door in area 5. With one group this comically led to them all falling into the pit trap right behind the door. Am I running this encounter correctly? ![]()
![]() What about using them together. You notice that there are scorch marks on the ground in front of the chest, or you notice that your wine has an acrid smell. Then you would use your search. Give your players a visual cue that might indicate that a trap is nearby. If you are constantly a descriptive judge, this would be a good way to warn them of a trap in the "spidey sense" sort of way. ![]()
![]() 45. The witch's teat tavern. This bar is unique. In the center of the tavern is an arena. The arena is crafted with a low wall of brick inscribed with eldritch runes. Above the wall is a mesh of adamantine. Every day combatants will enter the arena to compete in combat duels. Once a day roll a random chance that the eldritch magic will summon a random monster. The runes act as anchoring magic, not allowing the summoned creatures to leave the arena. If a creature proves too tough, it will be banished by the same magic that summons it forth. ![]()
![]() When you are GMing a group do you have a tendency to let your players make characters that are over-powered or under-powered. This could be in terms of point-buy or even the level range that you run your games. I personally like to under-power my characters. However, I have played with people that like to play with characters that are greatly over-powered. They used a 42 point build and allowed their PCs to use templates. So my question is... Over-powered or Under-powered and why? ![]()
![]() How Would the revelation from the oracle dragon mystery. Tail Swipe (Ex): You express your wrath through sweeps of a wicked tail. You can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows you to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if you are Small) + your Strength modifier. At 10th level, you can attempt a free trip combat maneuver check against any creature damaged by your tail attack. This does not provoke an attack of opportunity. And the kolbold racial feat "Tail Terror" Prerequisites: Base attack bonus +1, kobold. Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments. How do these tow interact?
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![]() WOW! Your sorcerers are going to be blowing stuff up big time. I feel like sorcerers are balanced as is. They cast loads of spells, that is why they are behind wizards in spell progression. I really wouldn't mess with them too much or they will start steamrolling your game. On the bright side I really like your custom bloodline. ![]()
![]() It is just a mundane box that would take several rounds to cast. The point is that it is something that would take place before combat. Players would definitely have to do the buffs one at a time if they were in combat already. This is something that you use before you go into the dungeon, not once combat has started. ![]()
![]() Gargs454 wrote: Those are all pretty good points too. I'll admit that I am pretty lax when it comes to carry weight (just because I hate doing that much bookkeeping) but at the same time my players have so far been pretty good about bringing along extra horses to serve as pack horses, etc. I do intend to keep an eye on them as the campaign progresses and I have been making sure that they bring enough food, etc. you should delegate ![]()
![]() I used kingmaker to pay attention to the little things that players rarely think of. I was wondering if anyone else paid attention to things like this and what else they may have paid attention to that had an effect on the game. Food
Carry Weight
Weather
Down-time
Purchasing power
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![]() I used kingmaker to pay attention to the little things that players rarely think of. Food
Carry Weight
Weather
Down-time
Purchasing power
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![]() I would say that one of the biggest weaknesses of the Kingmaker AP is that it is largely reliant on random encounters. I have found that my players will quickly blow up any sub-difficulty random encounters with ease. I find that these encounters are so easy because the players don't need to conserve resources. For example, if the players get a random encounter (1d6 wolves) they just dump their highest level spells without fear that they will be needed later whereas in a dungeon, you never know how deep it goes and thus save your higher level spells/abilities for the boss. How do I increase the difficulty? I have several options that I have brainstormed, but I wanted to know the community's opinion. 1. Waves of enemies. Basically swarm the PCs with lower level random encounters. 2. All upper level random encounters. Give the PCs encounters that are 2 or 3 CR higher than the party. What do you guys think? ![]()
![]() I understand where you are coming from. It doesn't really make much sense that someone could have 20 ranks in profession(architect) and no ranks in knowledge(engineering). However, perhaps you could argue that this particular architect does not have classical training. Maybe he is an architect out of necessity and did not receive fundamental skill training? I like your idea of supplementing other skills for profession checks. ![]()
![]() Darkvision does not allow you to see through magical darkness. The idea behind HiPS is that the shadows are magically extending up to 10' away to wrap you up. I would say that this trumps Darkvision. Also, just because you have dark-vision doesn't mean that someone can't stealth past you. Ultimately HiPS is an ability that supplements your stealth abilities. I also feel as though an advanced class ability should not be trumped by an ability that can be obtained before level 1. ![]()
![]() I think that the craft/profession skills are purposefully hand-wavy. For one, profession(cook) is a huge blanket statement. Anyone who knows how to cook, knows that baking and cooking are two different schools of cooking entirely. As you mentioned earlier joinery and carpentry are two different crafting types. However, I wouldn't want my role-playing sheet bogged down with tons of skills to cover each specific type of craft and profession skill. In fact, most games/modules don't really include much in the way of craft or profession skill checks. Pathfinder society allows you to use down-time to practice your profession, but you really only get cp and sp for nominal rolls and all of this takes place outside of the normal gaming session. PS completely removed crafting from their game. I can really only think of one time that a profession check was needed in a game that I ran. PCs were on a boat, and the crew took damage. A PC attempted to step up and prevent the boat from capsizing. I made him roll a profession(sailor) check. Apart from scenarios like this, or downtime, I don't feel like profession/craft is something that needs expanding. It really only plays a background role in games anyway. At the end of the day, what does it matter in terms of game mechanics if the party cook burns the eggs or the party carpenter can't connect a cabinet to a wall? ![]()
![]() I recorded what the necessary rolls would be to use the items and how much time should be allocated to using the boxes and from there is was a quick and easy fix. an example of time needed (4 turns)
It was important for me to record the amount of time it would take the group to do all of this because often times there will be only one person who can use a wand or scroll and so that person would have to participate in everyone's buff box. For example: (turn 1)Wizard goes to box 1 and uses scroll on player (turn 2)wizard uses wand on player (turn 3) wizard goes to box 2 and uses scroll on player (turn 4) wizard uses wand from box 2 on player etc... We needed about 10 rounds for the boxes to be used correctly. Also, I think it goes without saying that a lot of the spells used would be hour/minute per level. The round by level potions would still need to be cast in combat. I found this whole ordeal to be excellent for buff reliant characters like druids. It also saved valuable spell casting slots for magic users. Once you have your default box setup, it is easy to use over and over again. All you really need to know is cost of consumable items, rounds to complete, and rolls necessary for UMD. ![]()
![]() I recently had an idea that I wanted to bounce off the community and see what you thought. What if characters created buff boxes that they could use before going into combat (IF they have the time) that would have all the buffs they want/need? These boxes could be constructed with potions and scrolls to make sure that the casters are able to optimize their spell slots. For example a fighter's buff box might contain a potion of bull's strength, a wand of barkskin, and a scroll of Haste. The scrolls and wand would need to be used by someone who could cast them. Obviously these boxes would require a set amount of time/money to prepare and use as well as someone with the requisite knowledge to use the items(scrolls/wands). If characters get ambushed, they would not be able to use them. However, if the characters are about to raid the evil lair, these could be extremely useful. What do you guys think? ![]()
![]() rainzax wrote:
I am under the impression that a potion is so expensive because anyone can use it. Wands require a UMD check to use, but anyone can use a potion. ![]()
![]() As a GM, I feel like one of the major weaknesses of kingmaker was a lack of story with the main villain. You could really flesh out the story of the barbarians that are in KM 4, Blood for Blood. Use the ruins to paint a picture of what happened to the previous barbarians that inhabited the stolen lands. That way you dont have to add too much xp and gold to the campaign. ![]()
![]() I'm thinking about this from a balance standpoint. You are penalized several class abilities for wearing armor. That being said, the FoB class ability is switched out for another with the archetype. If you switch the name of one class ability to another, shouldn't it fall under the same restrictions? ![]()
![]() William Pall wrote:
So I thought a little about this and I like the idea. Both races have an Overmind. what if Zerg units who are under the control of the Overmind have overly impressive wisdom scores. If you have fought as many battles as the consciousness that drives a Hive Tyrant, your wisdom would be outrageous. So if I gave all zerg who have a link to the Overmind a ridiculous 30 to wisdom, but made their link to the Overmind dependent on creatures like overlords. If you severe their contact to the Overmind, not only do they lose the ridiculous wisdom, but they act like Nids who lose their connection. They either get 'attack' mode or 'hide and defend' mode. What would 30 wisdom really give a vermin type? Vermin types are already immune to most mind control because they are mindless so will saves would matter all that much. I guess their resistance to negative energy would be too high. It would increase their perception a lot. I think perception is the key to the zerg properly adapting though so it makes sense that develop adaptations to their environment. ![]()
![]() My group has reached book 3 of the kingmaker series and I had a few questions about the boss fight. WARNING! SPOILERS BELOW!!! Varnhold Vanishing Boss: The final boss of the book is an atrophied lich cyclops. To me, one of the most unique things about a lich is their ability to come back from the dead once defeated. The lich in KM:VV however, carries his phylactery in his pocket. Meaning that when the PCs defeat him he will not be reborn. Doesn't this seem like a bad idea for the story? I mean he is a level 20 lich that has been imprisoned for 10,000+ years. You would think he would place his phylactery in a more strategic place. His familiar flies all over the place, so he has access to different areas in the stolen lands. Should the phylactery remain with him in his tomb? The book says that he is cocky and over-confident. Does this account for his poor strategy?
Secondly, I had some general rules questions about this particular lich. His weakness is that he is atrophied, meaning that while he is a level 20 wizard he has devolved into a level 9 wizard. If he dies and is reborn, does he come back as a level 20 wizard? Atrophy is a physical condition and if he sheds his previously atrophied body, would he gain a new body? Also, as far as XP is concerned with a lich, do you gain XP every time you defeat him or when you destroy his phylactery and then destroy him? ![]()
![]() My group has reached book 3 of the kingmaker series and I had a few questions about the boss fight. WARNING! SPOILERS BELOW!!! The final boss of the book is an atrophied lich cyclops. To me, one of the most unique things about a lich is their ability to come back from the dead once defeated. The lich in KM:VV however, carries his phylactery in his pocket. Meaning that when the PCs defeat him he will not be reborn. Doesn't this seem like a bad idea for the story? I mean he is a level 20 lich that has been imprisoned for 10,000+ years. You would think he would place his phylactery in a more strategic place. His familiar flies all over the place, so he has access to different areas in the stolen lands. Should the phylactery remain with him in his tomb? The book says that he is cocky and over-confident. Does this account for his poor strategy? Secondly, I had some general rules questions about this particular lich. His weakness is that he is atrophied, meaning that while he is a level 20 wizard he has devolved into a level 9 wizard. If he dies and is reborn, does he come back as a level 20 wizard? Atrophy is a physical condition and if he sheds his previously atrophied body, would he gain a new body? Also, as far as XP is concerned with a lich, do you gain XP every time you defeat him or when you destroy his phylactery and then destroy him?
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