Vrock

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I keep reading about a cycle of sneak attack and Violent Display, but I must be more dense than Iridium because I can't figure out the 'cycle' to keep qualifying for sneak attack by using Violent Display. I know it's Dazzling Display and Intimidate and Shaken, but I didn't see in Shaken where it gives denial of Dex. Am I just misreading?


Here's the situation, spoilered in case people playing in Book 6 are reading this post. Obviously this question is for GMs who have ran all of book 6 only.

Spoiler:
My party decided that after defeating Ceoptra that they wanted to take a day or three to rest, learn new spells and such.

Since Big K is already well aware of them at this point, how should I handle them deciding to give the BBEG several days of additional prep time?

Baddies in there with him? Bring back one or more of the lieutenants they let live? Bring in some mercenaries? My idea was that Big K has other agents elsewhere in the world and might be calling on them to come, very quickly, to aid him.


My group and my self are looking for 1 more at our table for a every other Saturday Pathfinder session (we're finishing up RotRL right now, homebrew after that). We usually meet up around noon, grill some lunch then play until around 10pm though usually a little later.

As for the group, most of us have been playing together for more than 15 years though we did recently get one new addition earlier this year.

If you're interested and would like to know more, send me a PM or reply here.


Through their own actions the party allowed Xanesha to get away. It was shortly after this that they were contacted to look into the goings on at Turtleback Ferry and Fork Rannick. Several days out of Magminar the party decided to deviate a little from taking a direct path and instead do a whole lot of crafting.

There is only 1 character with Craft Wondrous and Craft Magic Arms and Armor and after making this, that and the other for the party, they party has now spent just over 6 weeks in the wilds before continuing on their way to Turtleback Ferry.

My question for everyone who has run this before (this is my first time running a pre-written campaign though have 30+ years of playing experience) is what should have been happening in the meantime. X would have gone to L and between the two of them I would assume there's a lot going on but I'm a little lost for exactly what I should have had happen and how to, for lack of a better term, punish the party for taking so long. I have a few ideas such as a small adventuring group already 'agreeing' to help X and L with their endeavors or having influential members of the town being rallied again 'meddling adventurer types' and what not but I'm thinking there should be more.


The character is already going to be a 4th level Bard with the Archaeologist Archetype though what I'm thinking of is some skills to help when he just isn't finding lost trinkets and such.

I was thinking of things like:
Craft - Jewelry
Craft - Pottery
High Bluff and Diplomacy too.

From there though I wasn't sure if I needed anything else, or if anyone can think of anything 'fun' for the character.

(The DM is giving us bonus skill points for 'background' sorts of things so I have skill points in abundance so feel free to suggest things that the character might have a point or two in)


Myself and my group have been gaming together for 15+ years (two of the group's members have been gaming together for 20+ years) and we're looking to add a few people to our table due to slowly losing people to conflicting schedules. We're all in our late 30's and early 40's.

Currently we're 4 people looking for 1-3 more.

We game every other Saturday at the same location (NW Houston) starting around 2 pm and usually going til around 10-11ish PM. We usually meet beforehand to do lunch out or grill it in the backyard.

The only issue would be that the house we play at has 4 small dogs, so if you have allergies to them it might be an issue.

We're currently playing both homebrew as well as just having started Rise of the Runelords.

Feel free to post any questions or concerns here or in a private message.

Thank you in advance.


My group is set to start an evil campaign shortly and I have been tasked with making the primary healer for it. The other players are still deciding what they're wanting to play but so far it seems we'll have 2 ranged and 1 melee plus myself. There's also the possibility of one of the ranged having access to divine magic.

So far I'm leaning towards an Oracle of Battle or Fire/Something as the healer with the something being a Bloodrager, Anti-Pal (houseruled to LE), or maybe a Slayer. Where my dilemma lies is from the sounds of things I should probably be up in the front lines I'm thinking I should be gearing towards heavy armor and a 2-handed weapon of some kind. The Oracle of Battle if combined with Bloodrager or Slayer (for the heavy armor revelation somewhere when it could be afforded) and the Oracle of Fire with the Anti-Pal (for the increase in move speed revelation).

What I'm wondering is does any of that sound feasable as the party's primary healer (most of the healing would be done after combat, not necessarily during it). I ask since I was originally leaning towards an Inquisitor/Something as the primary healer build.

What I'm mostly looking for is ideas about any of the builds and which might make a good primary healer for evil (or neutral characters with loose morals) characters in the upcoming campaign.