I like the Runeforge/amnesiac idea. Players, or even goblins awaken him either below the Glassworks in the catacombs, or perhaps a jumbled heap in the junk pile along the shore. You could use him to occasionally remember glimpses of Thassilons past and feed the players info as needed as well as use some of the backstory provided that never really gets told during the game. I might even tie in a Hellboy II like event later on, with an army of "brethren" and a crazed individual in search of the "Runeworks" or some such... -Vaz
She's a troubleshooter sent by the city of Magnimar to investigate reports of goblin uprisings. Rogue skills, nut more investigator/detective type. Maybe some faux legal enforcement powers, as well as a hook for why she would want to continue investigating future issues in the region. I did this with my game, and the rogue player loved it. She was a "Justicar of Magnimar", and was sent to Sandpoint when Sheriff Hemlock goes to Magnimar to beseech the city for aid/troops. She arrived a day later with the Texas Ranger mentality, "One Crisis, One Justicar". Simple twist the rogue class. Was fun. -Vaz
Forgive me if it's already been asked... I'm a huge Jade Regent fan. I love the classic "regain the throne" storyline and how all things tie together. That being said... Why is Jade Regent skipped over for accessories? I see AP's both before and after Jade Regent that have gotten "pawns" and miniature sets but alas, Jade Regent seems to be looked over. -Vaz
Drogar Grimgut
Ilsevele Amcathra
Dache Cole
Vass V'alah
Bindle Bogfoot
Just finishing the Skinsaw Murders.
Per Lesser Beast Totem, the two claw attacks are made at full BAB and are considered primary attacks. Without Brawler, which grants Improved Unarmed Attack Feat he would be considered unarmed and his claw attacks would provoke attack of opportunity? IF so, then Greater Brawler, which grants TWF for unarmed attacks would apply to his claws? It reasons that IF his claws would provoke attacks of opportunity then they are considered unarmed and subject to penalties and benefits alike except where otherwise stated. This is an NPC, which I know I can float past the rules but I'm curious as to the rules and the spirit thereof. -Vaz
thejeff wrote:
GM tactics ALWAYS play a role regardless of any caveat. I don't generally tend to finish player's off once their down, using the basic premise that the antagonists will offer final blows once the PC's are rendered relatively helpless (read as: 0 or fewer HP's). Otherwise, I could kill player's off left and right just by focusing all attacks on one PC till their down. It all comes down to reasonable tactics and a tempered hand. And Hero Points. -Vaz
I roll everything in front of my players when it comes to combat related functions, and my players love the transparency. They like knowing that they're surviving on their own ability coupled with luck and that they aren't fated to the whimsy of the DM. What keeps them alive when the dice fail? Hero Points. -Vaz
Have a look at Shattered Star. My understanding is that it is intended to be a sequel to Rise of the Runelords. It has more to do with the Sihedron Star et al. Jade Regent was coined as a "spiritual sequel" if memory serves, and the only real sequel trait it carries I believe is a recurring cast. That being said, Jade Regent would get my vote. I love the idea of a foul mouthed tavern owner finding out she's the long lost heir to an empire on the brink. -Vaz
There is nothing anywhere that says you can't give your players an heirloom weapon at any level. RAW? Maybe, but I'm pretty sure if memory serves me correctly the number one rule of DMing is ignore the rules when & where they get in your way. This isn't carte blanche to be taken "over the top" with idiotic arguments (well in that case, I want my wizard to be d12 HD!), but used judiciously it makes for fantastic games. I've done countless games that players started off with an item they didn't fully understand and it unlocked with them. Also, you can't argue RAW about heirloom weapons and starting at level 2, and then talk about how the "rules" constrain you with regards to player death. Just play the game you like to. Players that like your style will stay, and the rest will kick rocks. -Vaz EDIT: Grammar
In my 40+ (20+ DMing)* ** years of life it's been my experience that some tables are for some folk, some tables aren't. Find the table that suits you and grab on with both hands. *the numbers are irrelevant. This should be common sense with age not being relevant to anyone over the age of 14.
Some people like story telling (story > rules) aspects...
Others just like drama and getting people fired up. -Vaz
Rynjin wrote:
Curious, if I may... Are you more often then not a player or a DM?-Vaz
ciretose wrote:
This topic is ALWAYS a train wreck. It's like politics for gamers... Perceived Rights vs. Actual RightsI personally love my gaming group because whoever bears the mantle of DM more or less gets ultimate veto power, and the players are 99% of the time perfectly ok with it. In a game with such a variety of class and race combos, the word "no" just means that the player moves on to the 2nd of his hundreds of concepts. -Vaz
Rynjin wrote:
"I'll be an expatriate who is welcomed because he can provide valuable information to the opposing army!" Rynjin wrote: or "In my world none of the animal races (gnolls, serpentfolk/vishkanya, catfolk, all of 'em) were hunted and killed to almost extinction a few centuries back. If you came in with one hunters'd come from all over to kill you and make a coat of your luxurious fur." "I'll work that into my backstory!" Rynjin wrote:
Player's and GM's can go back and forth with this and sometimes the GM just needs to say, "Sorry man, I'm just not feeling it" I've found in most cases the player's only motivation is to be "the special snowflake" or they're optimizing and "that race gives me the bestest stats!". GM's saying no is ok with me. He's the guy who is being the storyteller and the referee, and he undertakes that willingly and if he asks me to make a small concession I'll move on to my next concept and go from there. How often do these scenarios really play out how everyone describes them anyways? I was on the phone with my DM today and he didn't really like the idea of Ki Powers being rogue talents, they didn't really fit what he wanted to do and he felt they were overpowered. He didn't ban anything but asked me to take that into consideration. I was easily able to move stuff around and find something cool I liked. No. Big. Deal. -Vaz
Coridan wrote: People were certainly just as easily offended in ye olden days. You tended to stick with like minded people though and your words were rarely broadcast to the entire planet. Not just that but people also understood that there was (and still is, though less used) publicly acceptable behavior. General consensus is that people can say whatever they want, whenever they want and the truth is they can....but as with everything every action has a consequence. Your right to swing your fist ends where my nose begins so to speak. -Vaz
scottder wrote: I was thinking of picking up a Chessex battlemat and wet erase markers. Not sure what I will do miniature-wise though just yet. I grabbed the Paizo Gamemastery FlipMat, which is great as it supports any markers (I use Vis-a-Vis Wet Erase). Far more inexpensive then a Chessex Battlemat. Have had it for 2.5-3 yrs and it's still going strong. -Vaz
ShadowFighter88 wrote:
Heh, thanks ShadowFighter88, I always forget about the PRD. Now correct me if I'm wrong, but weren't some of the creatures used from 3PP books? -Vaz
I just checked out the product page for Imperial Heroes and while pregens aren't really my style, I like the assortment you have and am chomping at the bit to have a look inside, specifically for the flavor/backstory elements. As you mentioned above, it might be worth having on hand for players to get ideas from, or at least get them focused. Player's can USUALLY sell me on anything so long as they can explain to me why and how it works. The issue I generally end up having is they all feel the need to have the "Special Snowflake" attribute and have the overwhelming desire to play something completely out of left field. Looking forward to checking out your product. It's tempting the folds of my wallet. -Vaz
Neil Spicer wrote:
Something like Masato would be fine by me. I haven't read your product yet, but based off what you've posted, he has a solid backstory. My "complaint" (for lack of a better word) is that when discussing characters with people at Session 0 the overwhelming desire for the majority to play expatriates was disconcerting. -Vaz
ciretose wrote: In the incredibly long and derailed Paladin thread, the OP was about a player in my group who is more or less allowed to play any concept they want, at any time, no questions asked, because they have shown through the years an uncanny ability to make any concept work. Hell, I would let that guy play a Kender. This. -Vaz
I don't have my books in front of me at the moment, but if I recall correctly (and you can check this by looking in Book 1) but some monster stat blocks aren't stat blocks per say but a VERY brief block of text that refers you to the appropriate resource. I believe this was done to allow more room for actual unique text instead of regurgitating information already contained in another book. During my sessions I have on hand...
Non Book Stuff....
Good luck and I hope you enjoy the Adventure Path! -Vaz
Krathanos wrote:
In one of my groups, one of the players replaced Ameiko. I knew from Step 0 she wanted to play a Kaijitsu so I worked closely with her to craft a backstory; Ameiko has passed on, and she's in Sandpoint for legal reasons regarding her estate. Krathanos wrote: - Paizo is very fond of subsystems for their APs. This time, it's relationship scores and the infamous caravan rules. I ditched them both and never regretted it. I also ditched both and never looked back. I used it as a guideline and found keeping track of Relationship Scores and whatnot to be more then I wanted to deal with. Krathanos wrote: - Sandru, Koya and Shalelu are introduced with much fanfare. While they are good as NPCs, they never actually do something (as written). As written, agreed. The caravan NPC's were nice to have for those few moments when I had a guest player. One of the really nice things about this AP is that it made it easy to introduce a new player, a guest, or excuse a player's absence, just by virtue of having the caravan present. Krathanos wrote: - Chapter four includes one very, VERY long dungeon crawl. While it's creepy and has some great ideas, it really drags on and on. Yeah, I felt that way about Brinewall Keep as well. I ended up eliminating some content that was integral to the storyline just to keep the game moving at a reasonable pace. No one was the wiser. Krathanos wrote:
Haven't gotten there yet, but I've so far loved everything about this AP. It combined a lot of elements that are standard fantasy fare and integrated them into a foreign culture. Made for some great roleplay encounters. -Vaz
Jeff Wilder wrote:
You're assuming their motivations were "rock-solid". If even one of them presented to me in such a way that you did I could have been completely on board. Granted, my situation was more based on my player's and I should have reworded my previous comment with less broad strokes. I found, for me, one of the best parts of running Jade Regent was introducing the characters to a culture completely alien to them. Having been running it for two groups, I found the group of non-Tien to have had a far more enjoyable time as they explored, learned, and fumbled in the social graces. YMMV. I apologize again for the broad strokes. Just speaking from personal experiences. -Vaz
Jade Regent has a bunch of fantastic elements that make the story as damn near epic as they get IMO.
I could go on. I think if you're ok with dipping your fantasy into the Japanese analog, then you'll enjoy it. It is just...well...epic. -Vaz PS: While not required, I'd certainly ask players to refrain from making characters who hail from the lands of Tian Xia. Seems once they find out the backstory of the game you end up with an entire party or close to either "Kaijitsu relatives" or swarms of PC's "exiled and wanting to return".
My friend runs an NPC halfling cleric. Not being able to find a deity he liked suitable to a halfling he created Plog, Deity of Mediocrity. All his spells, feats, and abilities were aimed at making the party better. +4 when he aided another. Rerolls on various ability scores. Always opened with the line "Plog can't do it, but you sure can!", "Plogs only kind of ok, but you're great!", etc. etc. Hilarious. -Vaz
A. Before taking such a feat, talk it over with your group to find out how its going to be handled. B. It's a game, breath. The gold pieces aren't real, and neither is that Holy Vorpal Avenger of Thundering. Have some fun. C. I'm with Gustavo, I'd TOTALLY take that version of Power Attack. The groups half orc Barbarian would be nigh unstoppable... D. I'd have the cohort/follower/whatever cover MY backside first and foremost if its coming out of my pocket. If the rest of the group is kicking in then I'd let him share the love with them. E. I think what I'd do is make each follower different depending on their abilities and contribution level. Maybe that rogue who was stealing from the party was being paid for out of your own pocket, but he made cash for you and himself through his skills and got some on the job training. In the same fashion, Lance the Cleric comes along and offers his services to you AND your companions, for a meager share of the spoils... Or just let them be your trap finders...
Scott Betts wrote:
Actually, that's just a tyrant. Nothing benevolent about it. be·nev·o·lent
On a side note, he's a cleric of Calistria, and I see him as being a bit shifty using his Bluff and Diplomacy to coerce people to see things his way, as well as a wee bit of stealth from his Domain. I chose Entropic Shield to protect self from enemy archers, and Bless figuring he should have at least one spell to contribute to the party that could be cast at range. -Vaz
I went with Cleric only, 1st level. Figured next feat would be Deadly Aim or Precise Shot, with the latter being my preferred choice. I sacrificed some stats figuring he'd be keeping his distance, and mostly using his Channel Positive Energy to heal the party. I'd definitely put a Feat towards Extra Channel as well. I didn't really flesh out weapons outside of the core stuff (armor and bow) I think I'd go with something like this... Elf Cleric Archer
Bluff, Disguise, and Stealth are class skills.
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I have zero issues with playing by the DM's rules, and have rarely met gamers in my age category who do. I've had character concepts shot down before, and I have TONS more that I'd like to play. Re-file nixed concept, pull out new one, move on. I'm totally down with a Benevolent Monarchy when it comes to gaming. -Vaz Invariably, there is ALWAYS "that guy" who wants to be the Paladin in Skull & Shackles, the drow in Council of Thieves, the ninja/samurai/Tian Xia native in Jade Regent, etc. etc.
I've been pretty fortunate. After 25+ year of gaming no one has ever felt stifled or violated at being told "no", and often times they didn't even need a reason. They were good enough players where they had more then one concept tucked up their sleeve. I recall the earlier days of gaming where the "DM is God" mentality was more prevalent and no one really seemed to mind. These days I just limit everything to the core rulebook and usually if someone has a concept outside that they bring it to me for discussion and we act like adults. We discuss it. Characters I WISHED I had said no to but didn't....
Characters I LOVED....
YMMV -Vaz
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