![]() ![]()
Hi, everyone, I wanted to slightly change the ending of the Carrion Hill adventure and I was looking for some advice. Spoiler: I wanted the final battle with the spawn of Yogsothoth to be more hopeless because I think that being able to physically beat him, even after weakening him takes some of the terror away. Basically I wanted to have them have to banish him back to wear he came from instead of physically killing him. I was wondering if anyone had any advice for how this would work.
Maybe they have to perform a ritual while they fight him. Open a gate and push him through it? How would the mechanics of that work though. I'm also open to any other ideas. ![]()
A cleric recently left our campaign and his character was found dead on a road. the campaign is undead heavy so the party removed his head and left his body. I'd like there to be consequences for not giving him a proper burial so my question is are there any undead who don't require heads? A headless horseman won't do as he never rode a horse once during the game. Can zombies be headless? Are there any other options? ![]()
In regards to the str/dex bonus, does the eidolon get +1 to both it's strength and dex scores? This seems very powerful. Why does it say depending on form? I wanted to take "magic attacks" as an evolution. Why does it say its treated as magical for overcoming damage reduction? Does this mean it can attack incorporeal creatures? If so, don't magical attacks do half damage? Would the eidolon do half damage or would it overcome the damage reduction and do full damage? Thanks, guys. ![]()
anthonydido wrote:
Yeah, I definitely am going to warn them beforehand, as I also think it would be unfair to drop that in the middle of a 2 year long campaign. ![]()
Cardinal Chunder wrote:
Well, I've been playing RPG's since the early 80s, so I hate to think it's a lack of experience. I know there are ways to stop teleporting within the existing rules, but I don't like having to use them all the time as I think it cuts down on the believability somewhat. I don't buy the step up your game argument either. Yeah, I can block them from teleporting by having them face wizards who block teleportation beforehand all the time, and keep coming up with more and more outlandish "blocks" to prevent them from using the power, but I'd rather not convolute my story either. I realize this isn't a problem for everyone, but generally I like lower level campaigns with more "realism" (I know I'm going to get endlessly hammered for using that word). I like my PCs to be afraid of entering a dungeon like I would be in real life. But if the option to simply teleport away is there it lowers tension in my view. I know there's plenty of people who disagree, and that's fine, every rpg is as different as the people playing it. I know there are people who like adventures where you're storming hell and beating archfiends on a regular basis, but I'm not one of them. That said, I really like StreamoftheSky's ideas and I also really like the mortar idea too. Definitely some things for me to keep in mind. ![]()
StreamOfTheSky wrote:
I REALLY like these ideas. Especially the lag time. Thanks a lot. ![]()
Kayerloth wrote:
Mostly because I don't want them to feel that they can escape any encounter that starts going badly with so much ease. It takes a lot of the tension away in my opinion. I also don't like playing in other planes and generally like lower level, rpgs in general. ![]()
Benevolant GM wrote:
If the Eidolon is biped at level one, shouldn't he be medium (not large), and thereby doing 1d4, not 1d6 damage with his claws? I hate to necro a dead post but I was looking into this as I'm making a summoner and I'm wondering if I'm missing something. ![]()
Hi, everyone, I'm just starting the haunting of harrowstone module and my party is eager to go straight to the prison immediately. In trying to think of a way to discourage them to delay so they could explore the town a little and gain some xp, I decided to give the party's cleric a divine vision, but I'm a little stuck. In the campaign he worships a god of justice and light. Does anyone have any suggestions of a vision? I don't want the vision to discourage them from visiting it forever either. ![]()
Rerednaw wrote:
Ok, that helps a lot, thanks. For the future, could the one tail do two things, like sting, and then swipe in the same round? ![]()
I have eidolon that looks like a bone devil. I'm a level 1 summoner and I'm building him. It says a biped starts with 2 claw attacks. For my evolutions I want to take: Tail, Sting, and Tail slap. How many attacks does the Eidolon get? Can it attack each round with both claws and the tail sting? And then slap? Or can it just do the claws and then EITHER the swing or the slap. Or can it just do either claws or tail? Also, can it move and do any of these combinations, or do the multiple attacks count as full round actions? Thanks, guys. ![]()
Have any of you guys made any home brew campaigns in Pathfinder? If so, I was wondering if you've made any magic-dry worlds and how do you deal with religion and clerics? Are all clerics supposed to have magic powers, even your run of the mill minister? Also, do you incorporate any stories about why magic is rare, and if it's very rare, what if there's a high powered sorcerer out there? Would he just be able to run amok and do whatever he wants? Any advice, ideas or experiences would be greatly appreciated. ![]()
blackbloodtroll wrote:
I just read it, and it's very cool feat, it might be worth going for that. ![]()
Deadmanwalking wrote:
Actually I never took acrobatics master because I thought my bonus was already so high it wasn't needed, but this discussion has definitely changed my mind. ![]()
Thanks to some magic items and Ki powers my character gets a +30 on acrobatics checks. I'm wondering how this translates into game mechanics. What sorts of things can you do with this? Is there any way to fail an acrobatics check? Does this mean I can avoid attacks of opportunity? What sorts of things could you do if you rolled a 50 on an acrobatics check? And is there any point in putting more ranks in it going forward? ![]()
Hi, everyone, I'm new here and relatively new to Pathfinder (I've played TONS of AD&D 2nd edition though). I got up to level 6 in the King Maker campaign setting as a player and now I'm creating my own campaign. I have a few questions about making a kingdom from scratch. I want this to be a long lasting campaign so I need to know a few things about designing a kingdom. Eventually my heroes will be level 15 and above, and none of us like playing extraplanar adventures. So I'm trying to design this kingdom with some long term goals in mind. I don't want the heroes to be able to single-handedly overthrow this kingdom if they ever reach level 15, but I've heard stories that once characters reach that level they can easily dispatch 10,000 orcs, fight and kill gods etc. Is this something I will eventually have to worry about? The kingdom I'm designing has about 3 million people in it, and I'm estimating it will have 50,000-70,000 men at arms. Could a level 20 hero just walk in and overthrow a kingdom that size at will? What advice can you guys give me for this? What character level and class would you make the king himself, if he is a warrior? I should also note that this kingdom is all alone on an island continent with no other landmasses on this planet. Half of the continent is the kingdom, and the other half is a bunch of scattered barbarian tribes. Thanks. |