Mathus Mordrinacht

Wandering Loon's page

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Hello fellow gamers!

So I find myself in a bit of mess and I'm hoping some more experienced input would be helpful. I'm an infrequent (at best) Pathfinder GM and I'm having an issue with loot and my group. I've read the appropriate sections of the books and I'm good on the math, but I'm having trouble balancing it out for my group.

We're in a relatively low loot campaign (pregenerated) and I'm referring specifically to encounter loot where nothing else is specified in the adventure. It's a bit of a melee heavy group and I'm having a hard time balancing out gear for our arcane caster.

We're at about a +2 weapon/armor level (just hit 7th level) but I can't seem to determine a good equivalency. Should I just go by item cost? Aim for his highest spell level? Some other metric I'm not thinking of. The loot cap only goes so far split 5 ways.

I'm getting a bit frustrated which is why I'm bringing this here - he's raised some (understandable) concerns and I want to address them, but I feel like I'm failing and I don't like that. Other than playing fast and loose with the loot cap (which I've thought of), any advice would be welcome.

Cheers!


So my group has decided to play our first AP and we're going with Rise of the Runelords. Our DM has been very generous and allowed us to completely redo our characters if we wish up to level 4. Until recently I was the party healer as a fetchling Oradin. One of the other players decided to rebuild their character as a caster cleric (and new party healer) so I now have to decide if I will stay with my Life Oracle 1/Gray Paladin 3 build, go to a Gray Paladin 4 which hits hard and heals reasonably but has limited versatility, go to a Warpriest build or something completely different.

Without giving away any story points I was hoping for some advice on which might be the most fun to play and contribute most to the party over the long term. We have a human fighter, a fetchling swashbuckler (my character's cousin), a half elf eldritch scrapper and an aasimar cleric.


Happy Sunday, everyone!

I'm running my group through a high level campaign that has led them to the Big Bad's stronghold in a custom pocket plane adjacent to the Negative Energy Plane. One of the custom effects is that all magical weapons lose 1 off their enhancement bonuses. I don't plan for it to effect abilities, but I noticed one of my players has a weapon with several abilities, but only a +1 enhancement bonus.

And this is my main point of concern now: while it's a back up weapon, if he pulls it, how would you rule it is affected? +0 equivalent with all the abilities? Is it considered masterwork? Would the abilities still work with an equivalent +0? It's only in effect while they're there - once they leave it will return to +1 - it's just temporarily suppressed by 1.

I've looked and didn't see a thread covering this and I'm not aware of any rules on this. Any input would be appreciated.


Hey everyone -

Sorry if this has been covered elsewhere but a search didn't turn up anything quite like this, so I wanted to get this out there.

I don't GM PF games very often and I have a player who seems to be having some issues with seperating player knowledge from character knowledge - specifically, looking for changes in NPC and PCs that (may) have occured, but his PC would have little to no reason to suspect anything. He rolls his skill checks (or asks which he'd need to roll) to see what's changed and when I ask him to explain why he's checking, it turns out he's reaching to justify it or using past experience with another character to justify the current attempt. And of course, he get's huffy when I ask him to justify it.

So my questions is this - how do you usually define a legitimate reason vs. a stretch in to player knowledge? Would you allow 'previous experience' so long as a connection can be made? He views it as nitpicking on my part and feels that his "character would notice" but in some of these cases the story states even the player affected doesn't immediately realize it, so I have a hard time going with that.

Metagaming seriously chaps my butt, but I don't want to take a hardline if he has a reasonable (if a bit tenuous) position.

Any thoughts would be extremely welcome.


Happy Memorial Day to my fellow US gamers and Happy Sunday to all others!

I'm having difficulty with a part of the cross-generation conversion of RtToH and I'm hoping others have encounter something like this and will share their advice.

*Note* - any members of the Friday Knights, please do not read this or I'll send your characters screaming in to the Abyss. Thanks!

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OK, so one of the things about the original adventure from 2Ed. is that there are a lot of things that don't get saves. They just happen if you linger, or slip, or happen to be in range when they trigger. 3.5 and Pathfinder have basically given everything a saving throw. I want to preserve the severity and unrelenting cruelty of the original but I also don't want to turn my players against the game. Instances where there's a clear translation or some other rule applies (spell resistance, etc)aren't an issue. But this circumstance is rather less clear - my players defeated a named bad guy and were checking his sanctum. There were 4 violet stones, each one a conduit to the Negative Energy Plane that allowed the Baddie (who was free-willed undead) to remain 'charged' without having to find living beings to feed from (useful since there aren't a whole lot of the living coming through his neck of the woods).

In the book as written, anyone exposed to the stones (basically, within the sanctum) for 2 rounds has their soul drained and is spontaneously reanimated as free-willed undead. The book even says that it happens so quickly that, after a moment of disorientation, the character may not even realize what's happened until time passes or something else (channeled healing, etc) occurs to alert them that something is different. I'd certainly allow them to continue going with their characters and simply apply templates, but this is my issue - should I somehow assign a save to this, or go as written? The description does tell them they experience intense pain after 1 round and leaves it to them to linger or leave.

I admit to being a bit of a softie when it comes to giving the players some slack, so I'm trying not to overcompensate by being a colossal a$$h@t, but I'd really love some input. Many thanks in advance!


So, my group ran a one off last night to test out some of the new classes presented in the revised version of the book. It was presented as the final assault on the mountain fortress of a young red dragon, concluding a long and bloody campaign to drive it's forces from the Barony of Manorholt. This was a custom world and the night's adventure was a mix of straight combat, stealth take downs and one particularly vicious trapped room. We went up against a variety of enemies - troglodytes, lizardmen and the aforementioned young red dragon.

For the purposes of this thread, we all survived and none of the fights were so arduous that we feared for our character's survival. We tend to prefer stealth and careful planning of charging in, so that was a factor as well.

We were all level 10 with starting money for that level. Gear was drawn from the Core book and Ultimate Equipment and there were no outrageous house rules in place. Were an all human group, except for the Slayer, who was an elf.

The group make up was:
human Arcanist
human Bloodrager
Elven Slayer
human Swashbuckler
human Fighter (we wanted to see how a standard class fit in and the player was available last minute, so we didn't have time to make a test character).

First, a couple of notes on character creation - I love the perks and abilities my swashbuckler got, but there was a lot of flipping back and forth to double check what I got, when and with what weapons and in what situations. The other classes had similar issues. Also, 'panache' would be better off as 'savy' or 'style' or almost anything else. One note each test player had was that it was noticeably more complicated making one of these characters than any of the previously existing classes. That may simply be lack of familiarity, but each player has a lot of experience across several systems, so a bit of streamlining may be warranted (or at least looked in to).

Now to the classes:

The Arcanist - pretty damn solid. The Arcane exploits were 'OK' but there was no stand out 'WOW!' exploit that really leap out. However, the consensus was that, properly built, the Arcanist completely replaced the Wizard. Barring some very specific concept related reason or a major change to the Arcanist, I don't think we'll be seeing anymore Wizards in our group.

The Bloodrager - a scary concept that is still scary, but not for all the reasons we were hoping. Intended to be a Viking sorceress, in melee this was a solid character - built with Combat Reflexes and swinging a great axe. The lack of rage powers didn't significantly influence her effectiveness in combat. However, the spell casting aspect seemed tacked on. With the limited number of spells she could cast and the limited selection, there was little reason to do so. To my recollection, she only cast See Invisibility on the Slayer - her axe took care of the rest of the encounters. The bloodline powers were nice, but overall, not enough to make up for lackluster spell casting.

The Slayer - built as a ranged (bow) character, the Slayer got a very good review from the player who built/played him. The limited sneak attack was more than made up for by the Favored Target ability and all the other abilities were solid with no real throw-aways. Like the Arcanist, the Slayer pretty much replaces the Rogue/Ninja as a stealth combatant and with trap finding and other related tricks taken, can substitute for the Rogue fairly well. One note was that the class could benefit from some more "stand out" advanced tricks, but we didn't have any glaring holes that needed to be filled off the tops of our heads.

The Swashbuckler - I played this one and built him with Jack Sparrow/Porthos (Oliver Platt) in mind. He had Snapshot and Firearms proficiency and the aim was to give him a solid ranged option, since so many class abilities are melee specific. This was a mistake. The Swashbuckler is a melee combatant - first, last and only. Throwing daggers and Precise Strike would have been a better option than investing so many feats. The gunslinger/swashbuckler combo is extremely tempting, but the cost in feats is too high and the Swashbuckler does not benefit from diversifying. Some way of dealing with ranged encounters or reach enemies seems to be called for, but I honestly don't have any specific ideas on this.

The human fighter did alright, but between the Slayer's ranged damage and the Bloodrager's running to close and Cleave, the poor guy didn't get a whole lot of kills. He was in Adamantine Full Plate with a Bastard Sword and Shield, so he usually went in first and held the attention of the bad guys while the rest of us swept in.

So, that's it. There were some obvious formatting issues (the Hunter's Animal Focus says the uses must be consecutive, then says they can be in 1 minute increments) and some clarification is needed where "free feat effects" like in the Swashbuckler's Finesse and Weapon Training write ups. All in all, we're really looking forward to the finished product. Thank you Pazio!


Hello all! This is my first post on the forums, so please bear with me.

My DM is allowing me (after allowing him to turn my established summoner in to a possessed traitor in a major plot twist) to make a lycanthrope character. I love werewolves in general and was trying to come up with a spellcaster/lycanthrope combo as the other werewolves in his game (all NPCs) tend to be melee combatants.

Alignment isn't a concern as he doesn't hold individuals to the alignment of the race, and he's using the 3.5 Werewolf Lord class (all 6 levels). We're currently 9th level and I can mix & match levels how I like between the Werewolf Lord (WWL) and class levels.

I'm really stuck and could use some fresh perspectives. I have great concepts for rangers, fighters and monks, but for some reason am having a hard time with making an interesting caster combo.

Any thoughts? I'm mostly looking for advice on Bloodlines, Feats, that sort of thing. I'm hoping I can get inspired.