I added a Riddleport prelude to my game where 4 of the PCs were lifelong friends of the gladiator PC. Said gladiator fought in Clegg Zincher's arena during the "Freshmeat Fireday" tournament that opens each week for aspiring new gladiators.
In order to make the session more fun for the other players, I let each of 4 others play a 1st level pre-gen with PFS stats (barbarian, bloodrager, fighter, slayer). The final player (my fiancée) played a 5-headed hydra. Each of the gladiatorial contestants were given betting odds and the PCs were allowed to bet on them (or the monster) if they wished. The hydra had 2:1 odds. Amiri had 3:1 odds. Valeros had 4:1 odds, Crowe had 5:1 odds, and Zadim had 10:1 odds. The gladiator PC was given 3:1 odds.
The gladiators teamed up on the hydra and then turned on each other after it was dead. Valeros fell first (to a hydra pounce), then Amiri, followed by the gladiator PC, and finally Zadim. Crowe was the overall winner and earned the PC playing him 250 gp.
Cleric acolytes ran out at the end of the match and stabilized each of the dying contestants who had not already made the final trip to Pharasma's boneyard.
I started the PCs at 2nd level to allow for multi-classing from the start, if desired. Each started with 1,000 gp for wealth.
Clegg Zincher invited all of the PCs to sit with him (excluding the gladiator, of course) in his VIP box seats to enjoy the fights with all the free food and booze they wanted. He did so out of a favor to the gladiator PC, whom he fancied as a rising star of the arena. After all three of the matches were done (the other two were glossed over via brief narrative), Clegg invited them to a dinner celebrating the two winners of the three matches: Crowe and Maximus Adronicus (level 10 fighter/gladiator) afterwards. He introduced them to the elf treesinger PC who had graciously guided a caravan carrying arms and armor to Riddleport through the Churlwood.
Then he presented them with an opportunity to make 100-300 more gold apiece. He wanted them to deliver a scrollcase bearing a letter to the daughter of his former employee, Jess Gildersleeves. The daughter's name was Jana and according to Clegg, she had taken some of his property that formerly was in the possession of her mother.
According to Clegg's informants, Jana was now in Rodric's Cove and he needed the PCs to deliver this message to her and report back to him in two weeks. They would receive 100 gp for delivering the letter and reporting on how Jana reacted. If the PCs returned Clegg's property, he would give them each another 200 gp for their trouble.
And so, that is what brings the characters to Rodric's Cove where we continue later tonight for week 2's session.
P.S. Those familiar with Clegg Zincher might be surprised that he is still alive. I changed the story so that he had a twin named Cliff who perished in the Second Darkness AP a year ago (in-character) along with his lover, Jess Gildersleeves. The PCs notice a well-sculpted bust of what looks to be Clegg standing in the corner of the VIP booth overlooking the arena, but it was actually commissioned by Clegg in Cliff's memory. The two-headed roc that served as the Zincher Brothers' crest represented each of them.
Adam Daigle wrote:
I'm excited because while I've been reading APs for a dozen years and have been working on them for the last 6, this is the first one I've written! :D
And you did a wonderful job, Adam! I am reading it now and love it so far.
Also, after reading the Campaign Summary in the back of the book, I want to express my thanks and admiration to James. I firmly believe that Return of the Runelords is your Adventure Path masterpiece. I even think it might be better than your old Red Hand of Doom adventure with Richard Baker, which is among my Top 10 favorite adventures across the 35 years I have been playing/running RPGs.
James Jacobs wrote:
What about players new to the Varisian APs, where Return is their first Adventure Path? Would it be feasible for them to select one of the prominent protagonist NPCs as their Sihderon Hero? Such as Shalelu, or one of the other Sandpoint-native NPCs? Maybe even Ameiko if her advisors would allow her to leave Minkai?
Thank you! This is a perfect solution! I will waive the CR+5 requirement in lieu of "services rendered" and keep Cirieo Thessaddin alive so he can accompany the group along with Aubrin from book 1. Two NPCs missing their left foot/leg--what are the odds? Working for the Chernasardo Rangers is rough on appendages! ;)
DM Rostam wrote:
Thank you for the tactics, but I really don't want to kill the party. I just want the dragon battle to be fun and suitably epic, which I think it will be as written now that I can waive the CR+5 requirement due to "services rendered" by rescuing the last living ranger who hasn't gone into hiding.
One of my players is considering taking the Chernasardo Warden Prestige Class at level 8, but the requirements state, "You must defeat an evil enemy of a CR 5 levels higher than your character level. This victory must be witnessed by a Chernasardo Ranger."
That puts the required CR at 12 for a (at the time) level 7 PC.
To meet this requirement, I was thinking of beefing up Ibzairiak to a mature adult dragon, but am concerned that will TPK the party.
Our level 7 party consists of:
What do you think?
It's unlikely that a Pyrokineticist will feel very useful with all of the FR and Fire Immunity in the second-half of the adventure path. That's why I recommended against it. Plus, the pyro doesn't get very many wild talents that allow utility or something other than better blasting.
I put my insomnia to work for me and created an index of flavorful classes/archetypes and prestige classes for the Legacy of Fire adventure path. I hope you and your players find it useful.
Suggested Legacy of Fire Classes/Archetypes:
Suggested Legacy of Fire Prestige Classes:
When you animate an object, does that change its type to Construct?
I am trying to create a magic staff called "Staff of the Artificer" which contains the following spells, all at Caster Level 14, but my calculations seem to be a fraction of what it should cost. The primary purpose of the staff is to create awakened marionettes (tiny size).
Shatter (Level 2, CL 14)
Make Whole (Level 2, CL 14)
Animate Object (Level 3, CL 14)
Awaken Construct (level 7, CL 14)
Subtotal: 30,567 gp
There were parts of The Hellfire Compact that I disagreed with, so I changed it. The rest of what I am about to discuss is spoilery, so here's your chance to turn away now if you're playing or plan to play Hell's Vengeance...
So paladins might be annoying to folks who haven't seen them played well, but they are arguably the most heroic class you can play. Whatever else they may be, they aren't cowards and they don't hide in the woods letting others fight their battles for them. Especially paladins of Iomedae. And yet that is exactly what happens with Lencia Visserene.
My players had their characters punish Riley Kels the bard for singing praises to the Angel Knight by cutting out his tongue and then cauterizing the wound with a red-hot blade. So the execution scene could not proceed as written.
Instead, I made the execution scene into a mass combat encounter where Lencia led Rhona Staelish, the mute Riley Kels, two deputies, and a group of four rebels into the town square where Loran Allamar and Bo Ghent were being executed by burning at the stake.
I likewise wouldn't believe a mother who was also a cleric of a warrior goddess would stand by crying as one of her children was burned alive. I had Tileavia Allamar march out of the church of Iomedae to where the funeral pyres were constructed and try to rescue her son, alone, if need be.
I positioned Rhona Staelish, Riley Kels, and the two deputies on rooftops around the town square.
The scene opened with the PC Asmodean Advocate cleric named Ashur reading the crimes that Loran and Bo were guilty of and sentencing them to death in the name of Archbaron Darellus Fex and Her Infernal Majestrix Queen Abrogail Thrune II.
As the executioners moved to light the stakes on fire, Fifth Sword Knight Allamar exits the church and marches towards the raised structure where her son and Bo are tied to stakes. The cleric and mother casts Create Water on the stakes in an effort to try to prevent the wooden stacks from being lit, but her spell fizzles as Ashur attacks her for interfering.
At the same time, Lencia the Angel Knight gallops into the town square atop her heavy warhorse and tries to rally the townsfolk to stand against the Archbaron and his lackeys. As she does, her horse tramples the PC Conjurer and Thassilonian sin mage of sloth. The wizard is hurt, but not killed. Lencia's impassioned speech spurs four townsfolk to march against the PC authorities.
Next, Ashur shouts out that lawful justice is being served and intimidates the townsfolk to obey the laws of their country, Archbaron, and Queen. His words strike home and confuse rhe would-be rebels.
The rest of the session played out in 3.5 hours with the rebels and Lencia being killed or captured.
Do you think it's possible that Paizo will ever write an adventure path that takes place before the Age of Darkness? One where you get to play agents of one or more of the Runelords, working to destroy your lord's enemies. Or perhaps you're an agent working for one of the other ancient empires and have been dispatched to assassinate a Runelord who is warring with your homeland.
As this adventure path would start with a significant power curve, perhaps it could start at level 11 and only be three books long, and take the PCs to level 21 so that the players can revel at playing all the way through level 20?
Here are the level 1, 3, and 4 versions of Bisbee and Smuz that I created for use in home games. Enjoy!
Bisbee - Level 1
Goblin bard (flame dancer) 1 (Pathfinder RPG Advanced Class Guide 81)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +1
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +3, Will +3
Speed 30 ft.
Melee club +0 (1d4-1) or
scorpion whip +0 (1d3-1)
Ranged lucky throwing rock +2 (1d6-1)
Special Attacks bardic performance 4 rounds/day (distraction, fascinate [DC 10], fire dance, inspire courage +1)
Bard (Flame Dancer) Spells Known (CL 1st; concentration +1)
1st (1/day)—chord of shards[UM] (DC 11), flare burst[APG] (DC 11)
0 (at will)—dancing lights, detect magic, prestidigitation, spark[APG] (DC 10)
Str 8, Dex 12, Con 11, Int 9, Wis 12, Cha 11
Base Atk +0; CMB -2; CMD 9
Feats Point-Blank Shot
Traits advantageous distraction, beast bond
Skills Handle Animal +5, Perform (sing) +4, Ride +7, Stealth +13, Swim +0; Racial Modifiers +4 Ride, +4 Stealth
SQ bardic knowledge +1
Other Gear padded armor, club, scorpion whip[UC], lucky throwing rock, bag of fly wings, blackrat whiskers (4), broken violin bow, dented tin cup, half a copper piece (she ate the other half, and is saving the rest for a special occasion), hornetnest rattle, sapcoated hair clog (functions as a tanglefoot bag), lucky toad ("Blorch")
SPECIAL GOBLIN TRAIT
Advantageous Distraction -
Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.
Special Challenge Talent -
Bisbee - Level 3
Special Challenge Talent -
Bisbee - Level 4
Special Challenge Talent -
Smuz Whoistotallyagoblin - Level 1
"goblin" druid (blight druid) 1 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 207)
NE Small fey
Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +5
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 12 (2 HD; 1d6+1d8+1)
Fort +2, Ref +4, Will +5
DR 2/cold iron
Weaknesses light sensitivity
Speed 20 ft., climb 20 ft.
Melee knitting needle +3 (1d3-1/19-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration -1)
1/day—doom (DC 9)
Druid (Blight Druid) Spells Prepared (CL 1st; concentration +2)
1st—charm animal (DC 12), cloak of shade[APG] (DC 12)
0 (at will)—create water, detect magic, know direction
Str 8, Dex 14, Con 10, Int 10, Wis 12, Cha 7
Base Atk +0; CMB -2; CMD 10
Feats Weapon Finesse
Traits Ugly Little Bugger
Skills Acrobatics +6 (+2 to jump), Bluff +2, Climb +11, Diplomacy +2, Handle Animal +2, Linguistics +1, Perception +5, Sleight of Hand +10, Stealth +14, Survival +3, Use Magic Device +2; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Druidic, Goblin, Undercommon
SQ nature bond (arcane familiar[APG]), nature sense, vermin empathy, vermin empathy
Other Gear padded armor, crossbow bolts (20), knitting needle, light crossbow, ragged cloak, lucky toad ("Grumbletypeg")
SPECIAL “GOBLIN” TRAITS
Vermin Empathy (Ex) -
You can influence bugs and spiders by talking to them, just like a druid’s wild empathy, save that you can only use this ability on vermin. You have a total +4 bonus on this check. Vermin are normally mindless, but this communication imparts a modicum of intelligence.
Ugly Little Bugger -
Special Challenge Talent -
Smuz Whoistotallyagoblin - Level 3
Ugly Little Bugger -
Special Challenge Talent -
Smuz Whoistotallyagoblin - Level 4
Ugly Little Bugger -
Special Challenge Talent -
sadness I wanted to see where Smuz goes for higher levels..... would be really fun (definitely going to take a shot at it for home games but would love to see PFS versions for the other modules as running them with more than 4 players is a pretty common occurrence and new options would make them fun to revisit for players and GM's alike.
From the sound of it, Smuz would advance nicely as a Blight Druid. I would make Bizbee a Bard with the Flame Dancer archetype.
I will post stats for them here tomorrow for use in home games.
Will each of the Immortality chronicles be worth 1 XP?
I'm plotting a Road to Level 20 schedule and want to be sure there are no detours...
Eyes of the Ten (level 12 to 13.2)
OK, so probably not going to happen then.
Thanks everyone for your input. I appreciate it.
Blackfoot, I will remember the online option for new players wanting a Core game yet unable to find one locally. Thank you!
For new players, I think I will show them how to play the game using just the Core rules to build their characters. That will keep things simple and make character creation go more smoothly (and quickly). Then, before they register their PFS character online, I'll explain to them the differences between Core and Standard and let them know they will need to choose between the two campaigns by the time their character gains his/her third XP. ...Unless I'm mistaken about being able to completely rebuild before the character reaches 2nd level...
True. At least Hero Lab now has a listing for all sourcebooks used in building the character. That makes audits go much faster.
I have 17 PFS characters and I thought that was a lot! :-)
Dave Baker wrote:
That's a good suggestion, but I think the veteran core players are more interested in playing their most vested character.
I guess the main problem is that Core just isn't as popular in my region and I wish that wasn't the case. Two of my players drive over an hour one-way just to play in my Core game as it's the closest one that fits their schedule.
Rogar Valertis wrote:
I don't think it would erase the feel as players with Core characters can still join Core-only tables if available. That's where the primal/classic feel can still be found. But for those players without access, they can play in standard scenarios and modules to more quickly raise their character level so that they could join the Core-only table in their area if they are presently out of the table's APL tier of play.
This question is for John Compton, Tonya Woldridge, and the other PFS staff.
Are there plans to make Core more integrated with the standard system?
Core is wonderful to introduce new players to Pathfinder and PFS without overwhelming them with an entire library of character build options. However, it can be challenging to locate a Core table (at least in my area) that is playing within four levels of the new player-character's tier. For example, in my area there is only one regularly scheduled Core PFS table within a 30-mile radius. The Average Player Level for that game is now 6th level. This means that new players are excluded from any Core game within the same region.
What I would like to propose is to make things so that what constitutes Core is the player's character sheet. So long as the PC has been created with Core-rules only (and allowed supplements) for their build, they may participate in any game (Core or Standard) they like.
Some may feel that this puts the Core PC at a disadvantage since they lack the bells & whistles of their standard PC companions. Leave that decision up to the player. Yes, they might not be as powerful as some of the non-Core classes, but that should be the player's call. Doing it this way allows new players to quickly join any game in their tier. If said player later wants to take non-Core feats and equipment, then the PC becomes a standard character and can no longer participate in Core-only tables. Again, make that about the player's choice.
Thank you for your time and consideration.
chad gilbreath wrote:
I chose no magic option and it still give me a bard
Well that's embarrassing.
OK, I tweaked things and so long as someone doesn't give intentionally conflicting answers, that shouldn't happen again.
I also made the questions more open-ended and the answers self-explanatory so that the quiz is more user-friendly to new players.
I made an online quiz that helps players new to Pathfinder Society select a class that best fits their character concept. All 38 classes are represented, including the Vigilante.
Think up a character concept and give it a try. Then let me know what you think.