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![]() I was wondering how effective the NPC codex would be for generating pre-gen PC character sheets? Our game group now only plays sporadically and I have been just running the old 32 page Paizo modules (excellent series!) w/ PFS pre-gens for the past year. Of course, PFS pre-gens only come at certain levels, limiting my selection of modules. How many levels added would be recommended for using an NPC Codex NPC to be competitive w/ a PFS pre-gen? Would a +1 be enough? Generally, I like the PFS society characters power level. It makes GMing easier, I find. ![]()
![]() I'm continuing to play PF1. However, I actually enjoy the fact there are no new releases coming out. I can play the stuff I already have and the consumerist impulses to buy more unnecessary stuff is gone. Roleplaying is currently a free hobby for me, minus some incidental printing costs and I love that. ![]()
![]() Thanks for the replies. So far, Onthooth has not been revealed in my game also. I'm also thinking ahead about buffing up Helekhterie somewhat. We have a party of 6 with two pets, so always need to buff the encounters. Has anyone got a buffed sea hag stat block laying around? Just add a few more levels of Oracle? Also considering witch levels instead, as I feel witches make for some of the most vexatious foes in the game. ![]()
![]() Snippels wrote:
Not sure if this area of the forum gets much traffic these days, but thought I'd ask anyway. My players have just encountered Koloshkora and the module states she knows Onthooth is lurking on the isle to the West. Did other GMs choose to reveal this? I wonder if it would be better to not reveal this yet? Or to allude to it in a more oblique manner. Any and all advice welcome. ![]()
![]() The spell list for the witch is not perfect. I really think they should have received more illusion spells, for example. However, combined with hexes, which are pretty much the most powerful full caster class feature in the game, they do just fine. More specialised than a theory-wizard, perhaps, but given they can leave a lot of their offence to hexes, I find they actually have more freedom to prepare utility spells than wizards, who need to rely on their spells for pretty much everything they do. ![]()
![]() Dale McCoy Jr wrote: Tell us how it goes. I ambushed my 5 level 6 players on a river crossing (ambush sites map) with 3 CR4 Poisoners, a CR5 Special Operative archer and a CR7 Tidewater Witch, who I had repeatedly popping above the water to cast before sinking back below the water (slight rule cheat, but made the encounter more interesting.) It was a really fun, and pretty tough, encounter. ![]()
![]() We're just about to start The Hook Mountain Massacre. Two of my players are 5e GMs who are both finding the much more challenging combats of PF1 very satisfying. I included the Dawn of the Scarlet Sun module once they reached Magnimar. Avalexi left them all stunned by how outclassed they were by a foe. ![]()
![]() Name: Alizia
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![]() SheepishEidolon wrote:
Yeah, they probably would. However, I think I'll stick with it for the time being. It was my mistake not thinking of it beforehand. If it becomes unbearable, I'll ask them to switch them out. Lesson learnt for the next game I run, though. Haven't really had many players keen on pet classes before this game so never gave it much thought. ![]()
![]() Scavion wrote:
Yeah, I wish I'd thought of this before starting my Ruins of Azlant game. Same situation, 6 players with two animals. I find the animals a real hassle. They're great for low player count games, but they're really annoying in this situation. ![]()
![]() Artofregicide wrote: Worth mention, the lore changes to Golarion in PF2e are so dramatic that you might want to consider it a different setting. Could you be more specific re: changes to setting? I have never read a Lost Omens product, but had a general impression the setting was perhaps a bit less dark?Although, I can't exactly recall how I came to this conclusion or if it is accurate. ![]()
![]() Thanks. I have played with Auckland PFS a few times, but I'm pretty sure they don't want me advertising my, definitely non-PFS, game on their group. No problem. We played our first session yesterday with 3 players and a floating NPC rogue. It was fine. However, if anyone wants to step up and claim a spot, they'd still be welcome. Cool. ![]()
![]() Just ran our first session of Rise of the Runelords with a group of new to Pathfinder 5e fans. Pretty long session, that went quite well. They managed to clear the Glassworks and capture Tsuto without too much trouble. Foxglove is definitely my favourite NPC to play around with. Was fairly laid back with regards to rules. Will get more exacting as they become more familiar with the system. Next session in two weeks - they'll be levelling up and descending into the Catacombs of Wrath! I bought the Syrinscape set for Burnt Offerings - it's pretty cool, but it's old. I feel it isn't as polished as the more recent sets. ![]()
![]() Ran Risen from the Sands at a public gaming event last night. A lot of comments on Paizo.com that this scenario is really tough. Was playing with players new to PF, so upped level of pre-gens to 4th and used Core Classes for simplicity. With these changes, the game was fairly easy. However, Merisiel was knocked to -2 in the final battle by the zombie sphinx and Ezren contracted mummy rot and died on the way back to civilisation. A pretty ideal outcome for new players, really. ![]()
![]() Really loving all the advice so far. Thanks so much, it's totally appreciated. Some good points raised already I would've totally overlooked. Any further advice gladly accepted too. I've never run a session zero before, as I've always played with the same core group of people. However, since moving country in February, that's no longer an option. Really good insight for me here. ![]()
![]() Hey, guys. Just wondering if anyone has any thoughts on specific topics that should be broached in a session zero with 4 players new to PF1. I'm meeting with 4 players this Sunday, hoping we can start running through Burnt Offerings as a nice intro to the game. 3 players have played 5e before, and one guy is familiar with Second Edition AD&D. Apart from giving them a brief intro to the campaign and helping them build their characters is there anything else you'd recommend we cover? ![]()
![]() I'd like more 64 page modules. I have more Adventure Paths than I'll ever get to run, but a greater variety of shorter adventures would be most welcome. Having said that, I'm enjoying not being tied to buying any new fantasy RPG product. My current first edition Pathfinder collection has got me covered in that regard. This leaves me more disposable income to invest in other, non d20, systems. Loving the Alien RPG currently. ![]()
![]() PFRPGrognard wrote: Spellcasters can be a lot of fun to play. If you play from level one, you'll most likely NEVER reach ninth level spells, so the talk of how powerful they are is really moot. I managed to take my primary Witch from level 1 to level 15 over a six year campaign, so got 8th level spells. In her final session she managed to Death Clutch out a wizard's heart and use the removed organ to curse the terrain of his hometown. Was a very cool end to her career for me. That's why I love 9th level arcane - just some totally crazy stuff they can do from about level 5 up, getting increasingly more nuts as they progress. ![]()
![]() Theaitetos wrote: You could give the BBEG or someone around him the oracle's Scourge curse. That should be safe from dispelling since these curses cannot be removed without the direct aid of a deity. Yes, indeed. That curse looks ideal if the range weren't so limited. Certainly an interesting option, thanks. I wonder how many PCs have selected that curse? ![]()
![]() Dragon78 wrote: So what pocket versions do you guys own? I only own the Core Rulebook as a table reference, as I have the hardcovers. However, I'm thinking of adding Ultimate Equipment as well. I also might get the Runelords pocket edition to write all over for prep. I figure it'd probably be cheaper than printing out the PDF. ![]()
![]() I'm looking to start a new Rise of the Runelords campaign once the current social situation allows. I'm likely going to have at least a couple of new players on board. As such, I was wondering if it would be best to teach them the unchained system from the get go, seeing a similar system seems to be one of the most popular innovations of the the second edition. I've read through the rules in Pathfinder Unchained, and it seems quite intuitive. But, how does it play? I'm curious for people's experience with this system and whether they prefer the default system or unchained? The default system is very familiar, and as such would be easiest for me to use. However, if the Unchained system is a marked improvement, then it would seem sensible to institute it ASAP. Thanks in advance. ![]()
![]() Still planning to run RotR, but currently on hold for obvious reasons. Playing through the Emerald Spire online to tide me over. Regarding the recent spate of posts: Is there a mute function on these forums? Some posters strike me as consistently unhelpful and antagonistic and it'd be great to filter them out. Failing that, perhaps they could comport themselves with more dignity and stick to forums for games they actually enjoy? ![]()
![]() Kimera757 wrote:
I'm honestly not sure what the RAW is regarding this, but feel if the group is made up of reasonable people this should not really be an issue. |