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Going over the map of Torch for the Iron Gods game I'm running I noticed that the Foundry where the PCs are staying is right next to the brothel. Clearly this means I need them to interact with some friendly neighborhood prostitutes who have the worst Golarion/Pathfinder puns for names. Any suggestions?


My group is just starting out with Iron Gods. Looking ahead at what they are going to get their hands on, I'm concerned with the balance of tech guns, specifically that they all attack touch AC making armor rather obsolete. Has anyone found this to be a problem? I don't want to restrict access to guns as the tech is such a big part of the flair of this campaign, but I worry that a gunslinger with a laser pistol is going to steamroll through auto-hitting everything.


I'm going to be running IG soon and my players are starting to scheme for their characters. I have one player who is aboslutely dead set on playing a hippogryph-riding bow ranger. Is there any outdoor combat in this campaign or is it, as I'm guessing, mostly inside ship corridors and caverns? Would she get any use out of a flying mount? Keep in mind that I rarely bother with random encounters as my players are far more interested in plot than in filler.


Has any tried using the Advanced Bonus Progressions rules from Unchained in the Iron Gods AP yet? I'm going to be running it in a few months and I like the idea of toning down the overall wealth and glut of magic items but I wasn't sure if it would be a problem with the values and power levels of the tech that the PCs will eventually get access to. If anyone has used it, how did it go?


I have a beginner group who wants to play through the first PFS season, but they don't want to be changing characters all the time. Has anyone put together a sequence of the scenarios to run a single group through from level 1 to 12?


I'm playing in a campaign set in the northern areas around Kalsgard and Irrisen. I would like to play an ice-themed fey from the region, any suggestions? The GM is fine with putting something together with the Advanced Race rules as long as it is making a playable version of a creature that already exists in Golarion.


I'm putting together a werewolf ranger for Rise of the Runelords, and I am debating between going with the more traditional two-weapon style or trying out the new natural weapon style using the werewolf's claws. How do the two styles compare, and are there any suggestions for feats? I am intrigued by the potential from Feral Combat Training.