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About 3 years ago a campaign I was playing in fell apart for a variety of non game reasons. We had played shackled city up to about the battle in the town where the masons are. Anyway I would like to run it now with some of the same players, starting from the beginning but I am happy to make some changes so the people who went through it don't get bored ( although to be fair the secret plot was still pretty much a secret). Any suggestions for tweaks to the early parts to make it replayable ?
Before running an adventure path I generally comb through the boards and have a look at what other people have done to add to it or change it. These are a great source of inspiration. I run a heavily house ruled version of the game, half way between 3.5 and pathfinder ( so heavily houseruled we have essentially re written the players handbook) with emphasis on minimizing the power spikes. We have played this for about 3 years and are on version 18 of our everchanging draft rules. However i pretty much just use the stats in the ap, the monster manual or a bestiary as I see fit. Most of this isn't important but I am putting it out there so if something I say later doesn't gel with the rules you will know why. Also the group I run ap's with can only meet 2-3 times a year when we go away and play Friday evening to Sunday evening, generally finishing 1 book per weekend session ( although we got through 2 in the first session). We have been playing together for between 20-30 years. In starting this ap I took heed of those who ran elf only campaigns and went with that. The players were told they would be members of, or associated with, the Shin'Rakorath which I described as being a private mercenary force heavily tied to the elven nation and a cross between special forces military and secret agents. I strongly suggested they be elves, though I said half elves and to a lesser extent gnomes were acceptable. I said that while they could be any race these were the best fit for a roleplaying sense. I advised against half-orcs or dwarves. I also said they should be mostly good but could be neutral leaning toward good, and I recommended against playing paladins and to go with more standard elven stereotypes to get the most from the game. As part of the way I decided to assist in the immersion side of things I decided that the Shin'Rakorath ( or Rath as they were known for short) were
I also decided that as a result of the dreadful events that occurred in the upper echelons of the Winter Council which precipitated the whole ap there would be some elements of the Winter Council that wanted to find out what Allevrah was up to, others just want to find and to silence her to protect the WC, others just maintaining business of drow hunting and secret keeping as usual etc So first session off they went to Riddleport:
Upon arrival in Riddleport they had two contacts, Kwava who had been observing the city from outside and a half Orc cleric of Calistria ( yes despite my suggestions as to race someone played a half Orc). They understood that their mission was to track down a renegade elf who was working with the Enemy within the Rains and had come to Riddleport presumably to ally with one or more of the pirates there. I mixed up how I ran the adventures but essentially followed the script. They could t figure out where this elf was staying in town, but people had seen her talking with the cypher mages, dealing with Cromarky etc. I threw in that they traced this mysterious elf to an inn located out of the city where she had stayed on several occasions. ( here I ran a shadow plane connection adventure to foreshadow the creation of the Armageddon echo). Eventually they found the lair but Despora ( wearing a hat of disguise) got away. They did find a barrel with rotting elven flesh in it ( she had also had recorporeal incarnation cast on her, which had expired), but thought nothing of it ( beyond eww!). Because they were playing as elven secret agents they didn't get heavily invested in Riddleport, which was fine by me as I had just run crimson throne where the leaving of Korvosa was a bit of a sore point and I heard that had become an issue for groups not wanting to leave Riddleport. Anyway they had some wierd notes seemingly about the Cyphergate and other stuff written in a combination of elven and some strange language ( under common) and were in the process of trying to figure out where she had gone when the meteor struck. The children of the void went as expected. The high point for me was when they met the drow. After they killed the sentry drow and headed into the complex the Mierani elf intelligence officer stayed behind, then when he though no one was looking he poured acid on the drow faces to hide their elven nature and tossed the bodies into the sea. Unfortunately the others saw this and were a bit freaked out. The first session finished with quite a few of the drow escaping ( inculding Despora again) and the intelligence officers explaining the secret of the existence of the drow to their companions and everyone agreeing to acid up the dead dark elves and feed them to the orca.
I am looking for ideas. Principally I don't like the way the skill acrobatics is used to enable people to avoid attacks of opportunity. It tends to result in my experience in some classes taking this skill just so they can have a shot at avoiding attacks of opportunity. Ie wizards & sorcerers Plus I don't like skills having such a crucial combat role. I realize many will not agree with me. In my view certain classes need to be able to move about the battlefield relatively freely. Rogues, monks and rangers (from the basic classes) but this mechanic is unsatisfactory. I would almost prefer doing away with that element of tumbling and granting those classes some sort of ability to ignore a certain number of attacks of opportunity a round. But that sounds too clumsy a mechanic. Does anyone else have anything they use or have seen used?
I tried a couple of games, bought the three rule books when it first came out, didn't like it and went back to 3.5. I am keen to see 5e and am looking forward to it. I am a long time gamer and I am not really interested in getting a digital membership (unless it is necessary) but I feel maybe I should have given 4e more of a go. Also I am typically the one who runs games in our group, and we are campaign players ( not just dungeon) Is there a relatively inexpensive way to play?
Want to give it a go before the sun sets.
I have been roleplaying and hanging out with a group of guys for between 25 to 30 years. We roleplay together, we play cards together and we play the odd luck influenced board game. We have this guy in our group, let's call him Paul, he is a fine role player and a smart guy so he doesn't generally make silly mistakes but he has terrible luck. If he does manage to roll a hit, he rolls rubbish damage. He is rarely if ever a threat for the bad guys. We have this other guy, let's call him Matt, he is the lucky one. In most combats he can be guaranteed to pull out a couple of criticals. When it gets down to the wire, and the bad guys look like they have the party on the ropes everyone looks to Matt to pull out the crit with the big damage or the hit against the high ac or whatever. He succeeds with regularity. He is frequently a significant threat for the bad guys. Now I am a sceptic so next time we play ( which will be an all weekend event) I am going to ask Paul to use the dice Matt would use and Matt to use the dice Paul would use. I don't think either cheats (why would Paul ?) but let's rule out bodgy dice. The thing is it is the same with cards, and with board games (where we all use the same dice - in fact it has got so when we play settlers of cataan one of my set up plans is to put my settlements on the numbers Matt has). So maybe Matt is just lucky at cards and dice, it doesn't have to be much, we roll a lot of dice. And maybe Paul is just unlucky. I mean this is over 25+ years and it has always been this way. Do you have similar stories? Does luck actually exist ?
Please cancel my Pathfinder roleplaying game subscription. My reason is that to me it is too much rules bloat, I have so far got no use out of the advanced guides and the ultimate guide. I see plenty of people like that kind of extra rules stuff, and I tried it for three books but it ain't for me. Canceling is tough because I am a collector by nature but the piling on of rules after rules (which rules aren't really optional because they are used in the adventure paths and modules) is pushing me toward other game systems. I still am enjoying most of the rest of the stuff ( except the bits where more rule tweaks are included ) and look back fondly on the time when it was mostly about the adventures. This isn't meant to be a rant just customer feedback, I am sure you have done the maths on the value of the path you are taking. I still love monster books and will no doubt re subscribe for bestiary 3, then duck out before the advanced races guide arrives. Thanks
Firstly I like the idea that Bloodveil is basically some type of undead fungal infection (an idea I got from these forums). On that basis I dont want to use silver coins as the carrier (undead dont like silver). Happy to use copper or gold - although this tends to lead away from Abadar bank as the second point of infection. I get that the Direption is meant to be a red herring planted by the bad guys but to me it seems like a lame attempt at a red herring and a lame attempt at infection. My variation that I am considering is
I am considering having the bloodveil possibly animate some of those who die making the plague a bit like a toned down 28 days later- though I am aware this will prevent some of the encounters (Rackham alley) and might 'cheapen' the realism of the plague. Thoughts?
It is suggested in various parts of the CoCt adventure path that the Shoanti are planning on attacking Korvosa. This may be a red herring or may be a campaign gem depending on how you run it. Now obviously this would require a substantial force and they need to get down from the 1000ft high plateau, how do they do it? I have discounted the Storval stairs as to get a force down at that point would be geographically useless to an attack on Korvosa (hundreds of miles of difficult terrain to travel) and the impression I get is that the Shoanti are meant to be a more immediate /everpresent threat to Korvosa than one that has to first wander about half Varisia to get to the city. The Halflight path seems a little limiting for maneuvering a large barbarian horde. Any suggestions?
I dont play pathfinder society but am interested in some of the scenarios, especially linked ones (even loosly linked ones like the way the D0, D1, D1.5 etc modules were linked).
This is partly to get bigger scenarios (as I find the pathfinder scenarios are about 1/3 of a 'real' adventure for mine) and partly just being for nosy interest sake- I cannot see myself ever participating in the society it just isnt practical for me.
I am about to start CoCt and plan on stretching out the time spent in the city before the heroes flee to find the maguffin in episodes 4&5. I intend 4&5 to consequently have a feeling of rushing to get it done- to get back for 6. So 1 to 3 need to be beefed up IMO. I am looking for suggestions or just comment, or hoping someone can get some use from my thoughts. Here is my basic plan
The nobles will fritter around in town doing stuff, help out a fellow noble with a Salvage Operation (dungeon magazine), helping evict some low life in a family holding - (Lamm- Queen connection), organise an art show with Royal attandance (King meets Trina, Seneschal meets Salvator, Queen recognizes something in Salvator screams painting that leads her to find fangs, Ambassador from Nidal makes report back to superiors, Ambassador from Cheliax is a rotter, Ambassador from Nirthamas requests another go at opening road through Bloodsworn Vale) ( I should say I ran bloodsworn Vale previously and added in a gnoll encounter which caused a TPK- so I will keep that in my storyline) the other stuff I want to include is --Queen points finger at either Ornelos or Arkona families when king dies and says she had to blame Trina and she hoped someone would rescue her (try and get PC's on queens side early)
any suggestions comments so far?
One of the areas of the greyhawk gazetteer where I gained most of my inspiration was not the description of the countries but the description of the forests or hills or deserts. Knowing that Keoland did x or y was fine but my adventurers spent 90% of their time in the Hool marshes or the Hellfurnaces. The information on what lived there or that there is an ancient ruin in the Suss forest was the pure adventuring gold. But the Campaign book appears to me to be sadly lacking this information. (or if it is there where is it?)Is it going to be in the new one? Please. If not could a companion or whatever be released with a few paragraphs about each of the Forests, Mountains, Hills, bays, lakes etc of the world. (ie what lives there, are their ancient ruins, undead? etc) (PS I know there is a whole bunch of info on Varisia in one of the early AP's (3 I think) but this is a more general request)
I have seen some discussion about the disjunction trap and the morph mist trap but is there any discussion about the mirror of opposition trap and how it has been handled? to me it seems deadly beyond belief 1 person gets into the 'trap spot' glances left or right suddenly 2 of him attack, surely he loses that fight? lets say 4 people walk in the mirrors activate for 3 of them and there are 6 bad guys fighting 4 good guys. what have you done or how have you played this? and by the way were there any other traps in the runeforge that I havent spotted that casue this level of problem?
the Runeforge is a pretty cool concept but the AP's reasons for going there (and benefits obtained)are pretty weak. At the beginning of AP4 it says on a metagame level they will find/create items to help them destroy the runewell- but this turns out to be incorrect. They do find how to make items that will help them a bit but destroying the runewell is not an option and destroying the soul gem (or whatever that thing is in the runewell i forget now)is a pretty poor option. In reading Mockmurians notes at the end of AP4 he says he is looking for the hellfire flume with the traitor in it maybe to find the key or to personally destroy this site (which given he cant possibly know the scribbler will return is pretty lame- why does Karzoug or Mockmurian want the site of the scribblers death destroyed anyway) then in AP5 the scribbler knows where the Runeforge is but doesnt have a key and you dont need one- you just have to know the site to get there (so that key idea is gone) and given Karzoug must know how to get to the runeforge then What is going on? What I want is for the PC's to have a damn good reason to go to the Runeforge, and not one that turns out to be false. What have other people tried and how has it worked?
Back in 1st edition (AD&D)a 13th level wizard did 13d6 with a fireball-- more damage with a fireball or magic missile than a 10th level wizard. I think this changed in 2nd edition. But in AD&D you stopped getting hit dice above about 10th level and just gained a few hit points so it kind of made sense. now in 3rd edition (& pathfinder) you get tonnes of hit points but evocation spells still have the cap. Can someone tell me the reason for these caps? (and by the way why do some 1st level spells like burning hands & shocking grasp cap apply at 5th level but magic missiles not apply until 9th level?)
I understand the logic for giants being a sub class of humanoid but they have suffered a fairly significant change by being classed as humanoids in the spells that can effect them. They will as a rule have weak will saves such that now 0 level daze becomes an excellent option against an ogre, hold person stuffs most other giants. Sure they can now enlarge person but I was hoping in the bestiary the subtype of giant would get some sort of resistance against this type of magic - to me a stone giant being taken down by a hold person just seems wrong. Giants seem less mystical now- just big people. certainly the RotRL becomes a lot more tame. how do people feel about this change?
I have just run fortress of the stone giants which resulted in the characters sneaking quite successfully into the lower levels, killing only a few stone giants, befriending Conna, heading to the lower level, not getting in to the library and having a battle to a standstill against Mokmurian resulting in him fleeing to get reinforcements. They were at that stage forced to grab what they could and teleport out. They had already ambushed the returning sandpoint raid giants at the Storval stairs and rescued the captured Sandpointers but I had the ‘lighthouse stone’ not be with them. I am not a big fan on the ‘rest for a day and teleport back in to finish the job’ plan. Once a battle has been fought it is done IMO so I am looking for alternative suggestions from here. It seems to me I could just have them launch in to the next adventure back in Sandpoint and have Mokmurian continue to gather his forces but I am not sure then what to do with Mokmurian and his giant army, plus the library seems to hold the clues for the future. Suggestions please.
I am interested to know why certain changes were made. I realise that others on the board can speculate on the reason but only the game designers can answer the questions as to why a particular decision was made. Why for example paladins smite was changed to the way it is. Why lay on hands is like it is. Why spiked chains no longer have reach. Why dwarves can roll to spot secret doors (in stone) when they walk past them but elves dont have this listed in their racial ability any more. Why bards inspire courage got turned into a competence bonus. Why clerical domains got powers & spells, and why say Travel which had great spells got great powers as well. I am partly interested in how the rules work but mostly why they work the way they do. Are answers being given by the game designers yet?
While it is hard to judge spellcasters without seeing the spells it looks to me that a pathfinder paladin and fighter are significantly tougher than their 3.5 counterparts, maybe 1 level every 4 or so levels? Is this power creep going to be similar for the other classes? If the treasure per character level remains as in Beta (9th level character has 49,000gp as opposed to 36,000gp in 3.5) this is definitely going to be the case. I am aware of the risk of being told to wait & see (and I will) but on a preliminary view based on the previews and what I know of Beta if I am running a 10th level 3.5 dungeon with a bunch of pathfinder characters they look like they will make mincemeat of it- certainly the paladin will make mincemeat of any BBEG (compared to the same way a 3.5 would face it). "Hello necromantic stone giant-I choose you to be my b#@ch" whack/smite; whack/smite; whack/smite; I am not a fan of powercreep but it is what it is and those who play these characters will have new faster shinier powers. I get that. But really looking back on my 3.5 adventure collection what is expected be the level adjustment of those adventures (not based principally on going up against other character classes) to take into account pathfinder power creep?
This is full of spoilers Spoiler: I have been looking at having the players arrive in Turtleback ferry before it all goes pear shaped. the purpose is to foreshadow & get the players invested in some of the stuff. For example - get to know some of the schoolchildren/townsfolk
Naturally I am looking for anyone who has done this work. I do want to run HMM mostly as written just trying to get the players more invested before Fort Rannick falls. Any suggestions?
I am contemplating running an evil game - to let people be necromancers, assassins etc. I am playing in SC and running RotRL so they are out, I prefer the pathfinder AP over the Dungeon AP's (as I dont like really high level stuff)but am not that fussy. does anyone have any suggestions or experiences?
I am looking for some ideas for: 1) what is in the Wishers Well. I note it is closish to the Pit and contemplate that the Pit leads to an underwater section of the Wishers Well. throw me some ideas. 2) Also I am looking for some plant/ancient slumbering fey in the whisperwood 3) Some info/inspiration on the set up of the swamp witch and the boggards/faceless stalkers 4) In my game Bruthazmus the bugbear has survived and dug up the bones of Nualia and taken them to the 'devil worshipping bugbears' any ideas for this? I like connected stuff and have an idea that the devil worshipping bugbears, the caves beneath the devils platter, the pit, the sandpoint devil and the wishers well are all connected. maybe the swampwitch and the whisperwood are too? I am hoping to use the Piazo board resource to nudge me along with this stuff
Can a rogue (or anyone ) use sleight of hand to take say a spell components pouch,holy symbol, metamagic rod, wand etc not being used while in combat. (I understand if it is in hand it's a disarm check perhaps) if so it seems very easy (DC20) and on a metagame level a bit odd. how have other people handled this- or how should it be handled?
I have recently been suffering some players who constantly need to wander off, speak on the mobile, go for a smoke etc or sit there but when their turn comes around they clearly havent been paying attention. I am looking for ideas to reward attentive players who sit their dutifully waiting for their turn. An ideas is
I am not looking for big rewards, I want tiny ones- but not exp or treasure and not stuff that builds up over time. has anyone else tried something like this?
I dont know about you but to me I see iconic adventurers wielding swords, daggers and axes. With devastating blow comes the hunt for big critical multipliers. For some wierd reason this means I now fear cloud giants wielding scythes. Pathfinder has now made kukri a martial weapon meaning it is the small weapon of choice rather than the dagger for martial weapon users. Maybe I am just being picky but as my high level barbarian PC's tromp out on their next adventure armed with scythes and kukris I am going to be shaking my head a little
Thread speaks for itself. I am speaking of Seven Swords of Sin. I am thinking of using this together with Gallery of Evil (U2) in the campaign and as it seems an obvious fit am wondering how it played out with others. Or indeed what other adventures have been successfully used in the campaign to beef it up.
I know it was in 3.5 but why? I assume all it requires to throw a vial of acid is to get it out. How is this a full round action? Is there a simulationist reason? Is there some game mechanic reason why it is so? (PS sorry about putting this in the general thread i couldn't find a spot to discuss rule in pathfinder beta)
Death There are several things that are unsatisfactory about death & unconsciousness in 3.5. I will start by saying that in my experience if a character dies in campaign play it is up to the DM whether or not they 'let' them come back (through access to the usual spells). Looking at the mechanics when a person suffers hit points damage less than their total hit points (i.e. when they are still on positive hit points) they suffer no loss of function. Thus it makes sense that this loss of hit points does not signify broken bones, serious mechanical injury or anything of the sort. It can only be reasonably presumed that damage represents, bruising, grazes, flesh wounds, winding and so forth. Secondly when curing occurs it repairs such damage. The only time this is not correct is if the person is dead (excluding unusual methods of prevention such as clay golem wounds). Thirdly when a character with 12 hp goes to -10 they die. When they have 160hp is reduced to -10 they die, this feels bit strange. In 3.5 characters go up levels much faster than in previous editions. Thus whereas in first edition a character capable of raising the dead was the type of character who would rule over a small realm, in 3.5 they get to that level in a few short weeks of adventuring. This means that raising the dead is much more accessible in a game sense. In addition there are numerous effects in D&D which are save or die, which leads to the ‘game mechanic necessity’ that characters be able to come back to life. In classic fantasy novels or films dead usually is the end. In D&D it would be fair to say that death is a “condition” that can be removed by spells such as raise dead, resurrection etc (admittedly leaving a penalty but still you are alive). This makes death prosaic when it should be dramatic and significant. From a simulationist point of view if one accepts that curative spells repair injuries then providing the severe injuries to a body are repaired or adequately attended to within a short space of time (say 3 minutes ) and the body is able to function it is reasonable it should recover and a character survive. I while I hesitate to mention reality- people can die from the slightest unlucky blow and they can equally survive a remarkable amount of trauma Let us assume PC's are in the second category. I would rather have death be much much rarer for PC’s but also much much harder to come back from. From a backward compatible stance I would rather there was a condition called say ‘critical’ which is what happens when you hit -10 which had a similar game mechanic to current death but was not death. Death should be something you do not come back from, except maybe with a 9th level spell, or exotic magic of some sort. OK so that is the philosophy to this approach now what are the mechanical rules? a. Whenever a character would die under the current rules (including failing a save against a death effect like a bodaks stare) they now become critically injured and unconscious (i.e. they have the ‘critical’ and ‘unconscious’ condition) and their hit points drop to and remain at -10
How does PC death actually occur?
Even though at first glance this looks like a completely backward incompatible idea, and a bit soft on the PC's the only difference is that you call the thing you become at -10 something other than death and PC's can recover a bit from it. As an added benefit given you would get rid of Raise dead and resurection (though keep a type of true resurrection) it would help explain why those important NPC's like kings and generals who die arent just immediately raised from the dead.
On the weekend I ran a group through D1.5 and E1. 4 characters, a ranger, a sorcerer, a cleric and a fighter. The first three characters had been through D0 and D1 so were adjusted from 3.5. the fighter was a newly created pathfinder character. My comments below Character/Race: we did not like the favored class hit point concept- it felt like it was pushing people to be more stereotypical. the races that are good fighters and clerics already have bonuses for this they dont need extra hit points. Everyone chose toughness- perhaps that indicates it is too good- I would prefer +3 hp or +1 hp per level whichever is more. Having said this having heaps of hit points worked pretty well. Ranger: the +2 to hit (as well as damage) against favored enemies seemed a bit much. The animal companion was still lame. Sorcerer: chose fey bloodline but didnt really get much out of it mechanically (except roleplaying flavor so all good there). Still ran out of spells and ended up acid splashing. This is worse than a light crossbow so needs some improvement (perhaps damage is 1d3 + (lower of stat or level)) Cleric: Channeling worked really well. I thought the heal side would be too powerful but I was wrong. the domain powers seemed a bit bland (he was war and strength from when he was a 3.5 cleric) and the 1st level abilities having to be used within 3 rounds meant he never used them- and this is the sort of player always looking for an angle. they were just not worth the opportunity cost. Fighter: he worked fine- bizarrely he was an archer (the ranger was a two weapon fighter) so we didnt get to see cleave in action. I must say I am worried about the fighters AC bonus ability I reckon fighters with any sort of dex could get untouchable very quickly. CMB worked fine but once grappled too hard to break free. I liked your spells: confusion much much much better- this is a spell I hate in 3.5 (as a DM). I also liked entangle and like Web but havent seen it used. I look forward to seeing Beta.
I am going to be a PRPG player, for sure. I may play 4e too but for this thread I would be interested ONLY in the things that people have seen in 4e that they like and think could be adapted to PRPG. Remember PRPG is still in development for a year - people should be playtesting all sorts of games (including 4e) and posting what they like about those other games that could be included in PRPG. I have scanned a bit of the 4e phb and I like the way they have done skills, specifically: -less skills
--this could work in PRPG by saying you get 1/2 your level in every skill, +5 it is a class skill. (but maybe only say +2 if it is your non-primary class to stop mutliclass abuse). anyone else?
Ok then, lets have a look at what this new system has got for me. About time they stopped listening to that damn dwarven lobby group- movement not effected by armor! Being slow was their only weakness in 1st 2nd and 3.0 then suddenly in 3.5 all the dwarves can keep up with me when I put on chainmail, and they got a free exotic weapon proficeincy- totally bogus. My kind almost died out in 3.5, but I can feel it is time to make a comeback---Hello Pathfinder! Hmmmm let me see...... WTF! +2 Wisdom for Dwarves, great so now the will save weakness gets eaten away (not that it effected them with their save bonus againts spells anyway!) and they get a favoured class hit point per level-- NO WAY DUDE! Ok so now people like me more? huh? I still get that lame -2 to con, yeah right because elves are so sickly, +2 to int...man I should just give up and become a frickin wizard. So let me get this right with the con difference- I get 3 HIT POINTS A LEVEL LESS than that freaky dwarven fighter, and if i wear any armor other than light he moves just as fast as me-- screw this I am gonna check out 4th edition- what is your problem with the Elven Fighter!
I have found that all other major spellcasting classes are able to use all their spells in a day but inevitably the wizard is left with a couple of spells which turn out to be useless. My attempt at a solution for this is below: Studied spell: Wizards get to cast an additional spell per day for each spell level they can cast, excluding their highest level. For example a 5th level wizard gets an additional 0, 1st and 2nd level spell. This spell does not have to be memorised and can be any spell in their current spell book.(If you consider this to be overpowered the alternative is to allow them to leave one spell of each spell level, excluding their highest, unspecified and they can specify it later as long as it is in their book) Reason:
Thoughts, comments?
I see on enworld a reference to this book coming out in October 21. Maybe I havent been paying attention and this has always been on the cards but it makes me feel a bit depressed that we are still 4 months away from the release date and they already have an expansion planned. It just underscores the principal that the 3 'core books' are less core than in current or past editions. This is purely a marketing gimmick complaint- I am interested to see 4th edition when it arrives ( I see it as a different game rather than a deiiferent edition of the same game). I just dont want to have to immediately start putting aside money for rules expansions.
I see there have been a couple of threads about what OGL books are good for a collection in general but I am interested specifically in what books are being used by the designers of the pathfinder and gamemastery stuff. Obviously PHB, DMG, MM1 (to the extent they are OGL) are being used I see GR's Advanced bestiary is being used, and presumably a Tome of Horrors (which one?). I generally prefer to own the basic reference books rather than rely upon the material in the stat block.
About ZuriasStats:
Infamy: 35
Pride: Grace (+5 Agi, -5 BS)
Skills::
Acrobatics 40 Awareness 42/52/62 Charm 50 CL: Imperium 35 CL: Screaming Vortex 35 Deceive 50 Dodge 40 FL: Psykers 35 Interrogate 59/79 Linguistics: Low Gothic 35 Parry 37 Psyinscience 42/52 Trade: Astrogation 35 Talents::
Psy Rating 4 Heightened Senses (All) The character gains a +10 bonus to any test involving the selected sense. Jaded Dead bodies, xenos creatures and other terrifying but natural occurrences do not elicit Fear Tests. Terrors of the Warp still affect the character normally Sure Strike When making a Called Shot melee attack, the character reduces the penalty by 10 (so a -20 becomes a -10) The Quick and the Dead +2 Initiative Unnatural Fellowship (+2) The creature adds the number in parenthesis to their characteristic bonus. Weapon Training: Primary Weapon Training: Shock Warp Sense Can use Psyinscience as a free action. Can passively detect psychic effects and entities without actively using the skill. GM makes Psyinscience roll to passively notice stuff. Psychic Powers::
Acquiescence: (300) (+0) WP test, Half Action, Rng: 20m x Psy Rating; nominate single target. Target resists with WP. Every Degree of Success= target Stunned one round/Degree Delude (100) (+0) WP Test; Half Action; Rng 1m/ psy rating; Sustain: Free Action; Opposed WP test if psyker wins he adds +5/psy Rating to all Interaction Tests against that target Doombolt (200) (+0) WP test, Half Action, Rng: 20mx Psy Rating Doombolt is a Psychic Barrage that deals 1d10+ Psy Rating Energy Damage with a Pen of 8 (+1 bolt per 2 successes) Foul Cage: (400) (+0) WP Test, Full Action, Rng: 25m x Psy Rating, Sustain: Half Action, Blast (r: PsyR) 1d10+3R; Crippling (1d10), Snare (2) Tearing Lash of Submission: (400) (+0) WP test, Half Action, Rng: Psy Rating, Sustain: no; Single Target tests WP, if failed, Sorcerer determines actions for Psy Rating rounds (Target may only take single half actions, no concentration) Mindlink (200) (+10) WP Test; Half Action; Rng: 1km/ psy rating; Sustain: Free Action; Communicate with a number of (willing) creatures up to psyker's WP Bonus. Must have LoS to all targets at start of power only. Mind Over Matter (100) Sustain: Half Action; too much text, see next spoiler** Neural Storm (250) (+0) WP Test; Half Action; Rng: 5m x Psy Rating; Psychic Barrage deals 1d10+ TB Pen: Psy Rating; if character rolls three degrees of success, can add either Shocking or Haywire (5). If character rolls five degrees of success, may add both qualities. Phantom Parry (400) (+0) Opposed WP Test; Reaction; Rng 5m xPsy Rating; In response to enemy psyker using a psychic power, the character and the psyker make an Opposed WP Test. If character wins, psyker still manifests power, but must roll on Psychic Phenom table with a penalty of +5 per Degree of Success attained by the character. For the next 1d5 turns the enemy psyker also suffers a -5 penalty to WP unless he spends a Half Action to center himself. Precognition (100) (+10) Psyinscience Test; Rng: Self; Sustain: Free Action; Gain a bonus to all Evasion Tests equal to twice your Psy Rating
Psychic Scream (300) (-20) WP Test; Rng: 5m per Psy Rating; Psychic Bolt deals 1d10 X + 2/ Psy Rating; with the Shocking and Warp Weapon Quality. Target suffers penalty to Toughness Test to resist Shocking quality of -5 x Psy Rating. This power ALWAYS targets the head. Thought Sending (100) (+40) opposed WP, Rng 1Km/Psy Rating Free Action 1 sentence per Psy Rating to a number of individuals (no more than 2 per degree of success). Can be resisted with a WP+20 test Unnatural Healing (300) +0 WP Test, Rng: Touch, Half Action, heals 1d10+Psy Rating. Add'l uses on same day require an increasingly difficult Toughness test. 1st heal= no test, 2nd heal = -20, 3rd heal= -30, etc Warp Time (400) (-10) WP Test; Rng: Self; Sustain: Free Action; gain Unnatural Weapon Skill, Unnatural Ballistic Skill and Unnatural Agility with a bonus equal to Psy Rating.
**M.o.M.:
Constant Motion Focus Test +20, move any object within range and LOS that weighs no more than 10kg x Psy Rating, slow moving, dropped objects drift to the floor Rapid Push Focus Test +10 Opposed by Str Test, single target, must have LOS, if Target fails they are thrown backward Psy Rating meters, plus 1 mtr / degree of Success Forceful Throw Focus Test +0, lift object weighing no more than 5kg x Psy Rating and throwing object at target for 1d10 Impact Damage +1 for every 5kg of the object's weight Gear::
Neural Whip 37 Rng: 3m Dam: 1d10+5 R Pen: 0 Clip: 6 Reload: 2Full Special: Flexible, Shocking Wt: 4kg
Psy-focus +10 to Focus Tests Wt: -- dataslate Wt: 0.5kg Torture Tools +20 to Interrogation Wt: 2kg Light Power Armor H/A/B/L: 7 Wt: 40kg
Alignment: K: 0 N: 0 S: 10 T: 1 U: 8 Gifts and Mutations:
Mark of Slaanesh
Appearance::
XP Earned/ XP Spent:
Acrobatic (simple) 200 S
History::
I am 21, and I am damned. I cannot fathom the depths of depravity that yawn before me. I cannot go back and be what I once was. I was a chartist. I used to plot courses for voidships, frigates, and traders. So simple. So...banal. You start where you are. You determine where you wish to be. You use math, charts and a map to mark your path. You account for the eddies of the Warp, hearken to the time and plot your points. Day in and day out, the same thing all day. Every day. Until it happened. A buzzing in the back of my head, a sharp pain above and behind the ears. This lasted for weeks. Then a dull roar washng over my brain. The pain is in my head and has nowhere to go. Sometimes I'd hear voices in the roaring. Nothing coherent, just the tell-tale meter and tempo of words, joining into sentences. Forming new thoughts. Horrid thoughts. Blood and torn flesh. Rusted knives ringing off bones. My bones. My hands. My knives. I thought it was just an illness. I sought out the deck chirurgeon. He said my humours were imbalanced and gave me ampoules and a needle to administer them. Tinctures, plasters and salves, but the howling voices never left. The buzzing resolved itself to a constant grinding that played in the background of my consciousness. I knew it serious when the voices called me by name. I told the Master Chirurgeon and he had me clapped me in irons and chained in the brig. He said it was for my own good and as he turned I saw him make the sign against evil magic. The deck Chaplain came to see me and made me stand naked with my arms stretched out to my sides. He jabbed me mercilessly with a needle. He held a heated iron to my feet til I howled in pain and rage like the voices in my head. In my rage I saw the needle lying on the small silver table. If I could...if I could just reach...it. The howling resolved itself to a frigid gale that pushed the table over. The needle came to me! I touched it, and saw a flash and knew no more. I woke to excruciating pain and a hot brand on my face. In the back of my mind a voice said "Not long now..." and I repeated it aloud. I tried to move but found I was lying on a metal table. The left side of my face felt swollen and ached. My torturers had me strapped to a table as they branded me with the mark of a mutant. All who see me will know at once. "Soon my love, soon..." But I don't know how soon. Only that I am in pain, and I have been promised to the Emperor, whatever that means. I am delirious with sickness. I waver in and out of lucidity. The swelling in my face has resolved itself to a dull ache. This is now my existence. Pain upon pain. If that is all that is left to me then I will accept it. I try to think that I will like it, but I know that is wrong and I shouldn't think it but that is what they have left for me. When I think this sometimes I see a feminine face smiling. The features are hazy and indistinct, but I know that she is beautiful. Haunting. I lie on the table, a hood over my head. Sometimes they beat me with batons of wood and metal. There are two of them and they laugh while they work. They beat me, and they laugh. Sometimes I laugh with them. When I do, they stop. And then they use the shock prods. I cannot laugh then, but I can smile. Warning klaxons. Battle stations. "Reporting for duty m'lord! hahahahahahahahahaha" but my only duty is to suffer. My playmates left so I cannot even do that. My hooded world throbs incessantly with the impact of boarding pods and explosions. Here in the depths. In the bowels of the ship I am reasonably safe from immediate danger. But if my playmates are dead I will not be able to fulfill my function. Time passes and the throbbing sensations fade. I hear chains rattling and smell something sweet and enticing. The chains rattle all the way up to where I lay. Something like a knife traces a path from my crotch to my chest and stops there. Something feminine mutters something but I cannot hear clearly. A hand on my chest clenches and I feel claws digging into my skin. I seize up slightly and coo softly to the voice. The hood comes off suddenly and I am blinded by the light of sodium lamps and a hazy indistinct figure standing before me. I see one green eye and one large red eye, blasted black all around it. "You belong to me now worm...seek my satisfaction and you will live." I am finally home. Background 2:
This is a desolate and inhospitable chunk of rock. It’s unsurprising that the followers of a dead god would want to live on a dead bit of stellar flotsam. What I wouldn’t give to be lounging on the soft cushions of Lady Myrsabelle’s “Seventh Circle” comfort house. Sipping a chilled flute of Eldar brain wine, nibbling on confections of indescribable flavor, and sampling the very best willing (and unwilling) soft flesh. I ought to have known that wouldn’t last long. I was taken by Lady Myrsabelle in a raid as her personal slave. She thought it rather risqué, a dangerous mutant psyker, taking an unpolished weirdling as a slave and attendant. She visited me that first night, and as I lay on the cold stone floor of the Lash of Torment she took me, and I became her property. We shared flesh often early on, and she taught me to control my weirdling ways. Always at the back of my mind I heard a voice saying “This will not last forever. Nothing ever does.”
As the years passed to decades, I became aware of the distance between Lady Myrsabelle and I. Our vicious couplings and Warp lessons dwindled to once a week, then once a month, then after 30 years once every other quarter. She slowly grew to despise me, and I her! I loved her for the freedom she gave me to explore my new abilities, and the new sensations and cravings she awakened in me, but how I hated her for abandoning me. I should have seen it coming. The voice told me so over and over. I got the message loud and clear when her newest paramour came to challenge me. Scizore Cheval was her name. Pretty enough in a brutal, hairy sort of way. Apparently Lady Myrsabelle prefers her females bereft of psychic powers. Poor thing. She danced to my song for a while, then sated my hunger for fleshly pleasures. I joined her mind to hear her screams of outrage as I used her. So delicious! I gave her over to the dregs on the lower decks. Her shrieks of terror and pain as she was used by them; then devoured alive made a suitable accompaniment to a stolen bottle of vat amasec. Now that my previous patron was in the mood to eliminate me, I had to act fast. This was her ship, and her word was immutable law. I had to escape. On a brief stop for trade in the Ragged Helix I escaped by deluding the loaders into thinking I was part of their crew then slipping away. There was another craft making ready to take off, so I used the same small deceit to board their ship. Unfortunately for me, once I settled into a small dark corner, I was approached directly by two Magister’s Immaterial who claim they “saw not only my entrance, but my ultimate exit 5 days hence”. Claiming they were no more in charge of their fate than I was in charge of mine, they made for the Deep Vortex and deposited me on the Gates of Moment. I can hardly recall the mind-blasting experience of the Gates, but I do remember waking up here. In this place. This stultifying dredge of filth-covered pipes. Howling lunatics and depraved gangs of scum. All useful minions of one sort or another. They speak of wealth and luxury up-hive. Perhaps it’s time to let my ambition drive me where it will…
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