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![]() ok back of the book(299):
EXAMPLE:
Could we just have one rounding rule for everything? It is odd to look up rounding in the index and then find a bunch of things that don't follow the explanation. I understand the rounding rule is basically saying "unless otherwise noted round down" but it's much easier to remember "always round down" ![]()
![]() I would really like to see the number of different possible modifiers condensed into a basic array like +2/+4/+8 (and-2/-4/-8) and that's it. no +1 here +5 there, +3? why not! As someone who left PF1 because the number of modifiers was bewildering and annoying to keep track of as a GM (and for teaching new players), I'd like to be able just have a baseline idea of where the modifiers could be rather than a seemingly arbitrary number for everything. This helps a lot with GM adjudication situations, I would know -2 is a minor hindrance and -8 is a big problem. I know it sounds like I am clamoring for advantage/disadvantage, but while I do appreciate the simplicity, it is often a cudgel where one isn't needed. Let's be real, the d20 die roll matters more than anything, stop with the +1s!!!! :-) ![]()
![]() Pol Mordreth wrote:
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![]() I'd rather see bigger maps. I need maps I can extract and that I can blow up and print out...when there are 6 tiny maps on a page it makes them impossible to manipulate. It's a digital world now and more emphasis should be made to cater to it. If this cost space for fiction, I'd be all for sacrificing it. ![]()
![]() Tony Steel wrote: This was too funny. The party just hit the island last night and they are pretty beat up. I may cut and past your FB chat to show them that they are not alone. Yeah morale was still low at the beginning of the next session, so I let them level up after the next fight (eel). Unfortunately, one of the PCs (Grogg) was killed then. I let them get their spells and hp back after the level (some divine intervention) and so they were a little more upbeat entering the cove. Unfortunately another PC (who wasn't in this chat) didn't make it out...it's rough out there for would-be pirates! ![]()
![]() gsubear97 wrote:
Heavy Armor (or any armor above leather) just has the armor check penalty, applies to swim, climb, etc. And as Bad Sintax mentioned, having a PC get bull rushed overboard (maybe a NPC as an example) is a good demonstration of why it's dangerous. Then again if the PCs have really good swim checks...more power to them. The easiest swim check is DC 10, with chain mail you are looking at DC 15 (really it is -5 to the roll but same thing). Pretty tough for a low level character. ![]()
![]() I would like to add my voice and say, I'm perfectly capable of deciding how to implement the rules in my game and work with the people I play with. Paizo rules clarifications are nice, but not necessary for a pen and paper role playing game. Paizo, you do a great job and there will always be problems or misunderstandings in a complicated rule system. I will never lose any sleep over monks. :) ![]()
![]() HangarFlying wrote: No, the only one that has an associated flip-mat is the opening encounters of Rise of the Runelords. Actually that is not true, Skull and Shackles also has a flip mat (pirate ship) and map pack (ship's cabin) associated with the first book. I believe that is the first AP they started the tie-ins. ![]()
![]() Karmatrooper wrote:
During character creation, I would mention some form of social skill (diplomacy, bluff, intimidate) is a good idea (some players may still want to play an oaf, that is fine) My players did ask me on occasion who "is on our side" and I would let them know who is friendly, but I didn't keep them updated real time or anything. There will always be a balance of mechanics and roleplaying to handle, I would just see how it goes with your group and adjust as necessary. Start with hints and if that doesn't work, feel free to flat out tell them. ![]()
![]() I did it similar as mearrin69, hinted through NPCs that making friends is important, but if the PCs don't get it right away, you can probably outright tell them. I usually like to gauge PCs reactions to situations, then based on that I will react. It may be hard on the PCs at first since players often expect to be #1 from the start, so lots of hinting may be necessary that they will need to bide their time. I would say don't be afraid to beat a few unconscious if they act out of line (not to death!), it is one way for them to understand that people are tougher than they can handle at the beginning. Someone on the board made an excellent excel sheet which helps track the NPCs attitudes, if you use a computer at the table. I also made some google docs with pictures of the crew (from the paper minis) with their names and a short description for the players to look at before game. Unfortunately, can't share it because the images are not mine. ![]()
![]() Crafting is considered part of the normal game (outside of PFS) so it should not have an adverse effect. They still gotta pay for the crafting costs (probably from selling the normal loot@50%) so it should not tip the scales. It would also depend how much downtime you give them to do the actual crafting. To be honest, most of the loot in APs is pretty stale, so there will definitely be things they will want to buy or craft themselves. For example, if there are small characters (halflings etc.) in your campaign, after the first book, they won't find much that fits. ![]()
![]() Sad to report two deaths in one night during my game Name of PC: Grogg
Name of PC: Beaks
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![]() Yeah no offense OP, but I think you mis-played this one. -Does true strike even work with hydraulic push? True strike is attack rolls and H push is a CMB check -As mentioned, the cabin girl checks the food for poison -Even if the officers got pushed off the boat, it is only a DC 10 Climb check to get back on The NPCs are just out of league for lvl 2 PCs, they should have absolutely no problem dealing with the PCs, even if they rolled 10 1s in a row. You can put Bonewrack isle anywhere you want, so they could wash up there at some point to continue the main story. You will probably need a real boat of some sort to arrive/get stranded near there so the PCs can get an actual ship. You could even make the Infernus (the Chelish wreck) salvageable. ![]()
![]() Reading through Riptide cove, I noticed a few "inconsistencies" Interrogation: Grindylows only speak aquan, so probably difficult for them to interrogate anybody Seaweed: As photosynthetic organisms, it doesn't make much sense for seaweed to be growing in what I am understanding to be lightless caverns. This would mean no snag traps. Easy enough to fix, but just pointing it out. ![]()
![]() I considered the time limit a bluff, so if the PCs don't go back in time, Plugg will send another party (consisting of his supporters) with the other boat. If it happens I'll probably let the PCs find out about the plot to kill them when they return by interrogating them. Right now my group has spent 1 day on Bonewrack and haven't found the water yet. ![]()
![]() Below is a FB chatlog after our most recent Friday night game that I GM. I thought it was a nice illustration of PC thinking and thought I would share. I changed the names to the names of the characters, to protect the innocent of course. Not edited so excuse the grammar and typos if necessary.
The session ended with half the PCs on the coconut crab beach waiting for the other half to come by in the rowboat. Just as the rowboat team was approaching shore, they spotted 4 grindylows (I described them as squid goblins, i realize now it should have been octopus goblins) approaching quickly in the water... I made some comments in ITALICS GM
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![]() maxgravity wrote:
It is a Gray Maiden Found in:
Originally from: Curse of the Crimson Throne AP ![]()
![]() Tadeus wrote:
According to the druid entry for wild empathy, wild animals start as unfriendly default, so I would set the swarm as the same. For the night, I would probably just make the mosquitoes not attack the wasp whisperer character, but you could go either way and let him repel all night (of course, he wouldn't get any rest...) ![]()
![]() eric simrose wrote: I was looking at the Grindylow Tangling Tentacles (Ex) ability and i was wondering is it even possible to be tripped while swimming and what happens if you trip a swimming PC. From the Wormwood Mutiny GM thread: Rob McCreary wrote:
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![]() Maglok wrote:
If you use a computer while running, there is a spread sheet floating around that is extremely useful for keeping track of the crew, PC jobs, etc. ![]()
![]() 1) The drinking rules are REALLY bad. I would gloss over them or look at the board for different suggestions. 2) I could tell by around Day 11 my players were getting sick of life on the Wormwood, so I compressed the last week into a few days. So, I would say don't be afraid to adjust on the fly depending on the temperament of your players. I'm not very familiar with Serpent's Skull, but the players are basically stuck on the pirate ship for a good majority of the first book. Their egos will be bruised, but hopefully they can see the light at the end of the tunnel. 3) Social skills are awesome in this AP and especially in the first book, let your players know that CHA is a bad choice for that dump stat this time around :) Personally, I really enjoyed the social emphasis in the first book, very rare for a low lvl adventure. ![]()
![]() greysector wrote:
1) Maybe give them a chance to move some skills or stats around? I gave my players a heads up that diplomacy, intimidate, etc. would be important off the bat. I have 6 players and about half ended up with stronger social skills. The book should probably suggest that GM's emphasize the social aspect. 2) I'd give them the lashes. Capt. Harrigan needs bodies, so he won't be happy about the beatings, even if the PCs were ambushed (which of course they can't prove and Scourge wouldn't admit he sent the NPCs). Were the PCs also late because of the ambush? I always leave left over lashes for PCs if they fall unconscious. This might be a lesson for them to be a little more sly about causing trouble. The Wormwood is basically a big ego beat down for the PCs until they get some hope later on. It is also a way to introduce Sandara as she can heal unconscious PCs. ![]()
![]() vikingson wrote:
Personally, using fictional sources for a fictional game seems just fine to me. You won't find the AP in the nonfiction section of the library. ![]()
![]() chopswil wrote:
Thanks for the heads up, I appreciate all the effort! ![]()
![]() DemonicEgo wrote: Considering that the races from Bestiary 2 are already balanced against the core races, as well as already being a part of the Pathfinder rules, I would suggest a simple plug-in. If someone wants to play one of the genasi races, just inform them of the replacement. Simple as that. Aren't they a little more powerful than a core race? Same as tiefling/aasimar. But they are the closest things in PF. Also, the Advanced Race Guide hits the shelves soon, probably plenty of info in their to tweak the elemental races or make your own. ![]()
![]() Played in a playtest game last night (used Caves of Chaos as a test run module), my thoughts as a player: I liked that BAB got eliminated. I think every class will be much more relevant in combat, though I am interested to see how they make Fighters stand out (min. dmg is one way). I like the elimination of AoO and the flexibility to play a "no tactical map" style (it could be argued that this can be done in any RPG, but they have considered it from the get-go). I never played 4E and have no desire to, but this has definitely peaked my interest for the next edition. It feels like they are heading in a rules lite/flexible direction which I am definitely interested in. ![]()
![]() RobRob wrote:
+1 horse=deadThis just in, sometimes you have to change things to suit your style (gasp). About Allandír DinúvrielElf Wizard (Conjuration School Specialist) 1
Initiative +7; Senses Perception +3, Darkvision 60 ft (dazzled in bright light) _______________
AC 13, Touch 13, Flat-footed 10 (0 Armour, 3 Dex)
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Speed 30 ft
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Str 9, Dex 16, Con 12, Int 18, Wis 10, Cha 10
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*Craft (woodcarving) 8 (1 point, Class Skill, 4 Int)
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Issian: You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects. Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws. _______________
Scribe Scroll (free class feat) Spell Focus: Conjuration (free racial feat) Improved Initiative (level 1 feat) _______________
Prepared Spells Cantrips: Light, Mage Hand, Prestidigitation 1st level spells: Colour Spray, Grease, Mirror Image Spellbook Cantrips: all (except for enchantment and necromancy school) 1st level spells: Colour Spray, Feather Fall, Grease, Mage Armour, Mirror Image, Protection from Evil, Shield _______________
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (bonded object, Staff): At 1st level, wizards form a powerful bond with an object. This bond can take one of two forms: a familiar or a bonded object. A bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools. Arcane School (Conjuration, opposing Enchantment and Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Spellbook: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity. _______________
Special Bonded item (staff) Scrolls 2x Mage Armour (50 gp) Weapons 2 daggers (4 gp) Other gear Artisan's outfit, woodcarving (1 gp)
===============
Allandír’s birth, a little less than two centuries ago in Kyonin, was a source of embarrassment for his parents once it became clear that the young elf (already marked by pale skin and dislike of sunlight) could see in the dark – revealing a drow heritage that had previously gone unremarked in the family line. His childhood and youth were not especially enjoyable, lived as they were under the constant shadow of suspicion, and he doesn’t care to remember them. He did however gain a thorough grounding in magic, which (always seeking to show his allegiance to a family and nation that seemingly disdained it) ultimately led him to fight at the Worldwound. In that Abyssal, demon-ravaged realm, horrors almost beyond imagining and beyond number tore at his body, mind and soul; but he held fast, although ultimately after two decades of conflict he had to leave lest he fall to become the very things he was fighting against. He has two legacies of his time there, although he is only aware of one of them: saving the life of a human warrior and captain of men, Halvar Brandt. Now retired, this grizzled veteran is one of the few friends Allandír has, of any race. His second, more insidious legacy is when he battled against a cult of humans who had willingly given over their souls to demon lords – he defeated them, but unknown to him their leader survived and fled, down to the Stolen Lands. At this point weary beyond measure, and in search of rest, Allandír’s journey took him to the serene wilderness of Brevoy and the unspoilt forests which belong to House Medvyed. He doesn’t measure time exactly, but a decade – possibly even two – passed happily as he set up a woodcarver’s shop, which gave him respite from the horrors of battle and brought in some funds to supplement his war treasury. Peace, he had been looking for, and found; love unlooked-for, however, found him. Elinor Medvyed, a spirited soul at odds with her family and looking to do something with her life other than intrigue and scheme endlessly, entered his shop one day and he was lost to her. The two found they had much in common despite the difference in backgrounds, and Allandír found himself telling her things he had not told any other soul. Their marriage was the final straw for her family, who (already furious that she had spend much of her allowance on funding an orphanage) disinherited her; not that the two of them cared. Several slow, enjoyable years passed, all too few, before tragedy struck again when they tried for a child of their own: the complications in childbirth killed both Elinor and their daughter, Miranda (Allandír insisted on a name for the gravestone). In the 18 months since, Allandír has wandered aimlessly; unable to leave the land where his wife and daughter are buried but unable to move on. At the urging of Halvar Brandt (who was best man at his and Elinor’s wedding), he accepted the charter for exploring the Greenbelt because it is a fresh start, and a chance to do some good. ===============
Whoever wrote the book about immortal, wise, fair, noble, beautiful elves didn't give a copy to Allandír: his pale, sallow skin (sunlight burns him, and he avoids it) is shrouded in a black cloak and he wears a hood both for warmth and as protection against the glare of daylight. His eyes are alert, seeing further than most - even in pitch-darkness, which is a sign to those who know such things of his drow ancestry. He tries not to draw too much attention to that. An iron holy symbol of the Elven deity Yuelral (not that most humans would recognise that) hangs from his belt; it travelled with him to the Worldwound and, like Allandír himself, it survived but much the worse for wear - pitted and scarred from years of exposure to demonic toxicity. Allandír is softly-spoken, when he does speak, choosing his words carefully; although when he is angry, his turn of phrase can be bitter and stinging without having to raise his voice. While he is ultimately a good person, he has suffered much, both at the Worldwound and more recently with the loss of his wife and daughter; and although he is not seeking to die, exactly, he currently feels that he has little to live for. If he can take a few bandits with him to make the world a little safer, than so much the better. In his spare time, when he is not poring over scrolls and books of magic in an attempt to regain the skills that he has lost (he honestly didn't realise that his power would atrophy so quickly - it's barely been three decades), he loses himself in wood-carving. He is quick with a knife and can whittle both with and against the grain as he pleases to create a beauty that he himself does not have (and knows it). He also knows the ins and outs of carpentry, but that is more physical labour than he generally cares to exert. His early memories of living in Kyonin under the sting of suspicion have not abated significantly, and he feels both a keen resentment and a need for acceptance that has led him to accept the role of informant for his former homeland, reporting on the events of his current homeland. So far, he has seen little division of loyalty in this since the affairs of Brevoy and the interests of Kyonin are not in conflict. Exactly what would happen if that were to occur... well, that will be an interesting day. ===============
Friendly: Halvar Brandt. Now quite old, for a human, Halvar served alongside Allandír at the Worldwound and was lucky enough to survive the conflict and retire. He insists that it was Allandír who saved his life and the elf never has to buy a drink whenever he is with Halvar. Halvar was best man (and one of the only guests) at Allandír and Elinor’s wedding, and it was Halvar who suggested that perhaps it was time for the elf to stop moping and do something useful with the remainder of his life (“You were always going to outlive her, boy, eh?” For some reason, he calls the elf “boy” and Allandír for some reason puts up with it.) Halvar pulled some strings to ensure that Allandír was awarded the charter. Friendly: Sarvir Noldren. An elf merchant who periodically travels through Brevoy; he is also Allandír’s contact for passing information back to Kyonin. Sarvir has no doubts about Allandír’s loyalty – in his view anyone who fights at the Worldwound is a hero and should get medals from their homeland, not suspicion and effective exile. Sarvir is increasingly tired of the endless politics within Kyonin, and finds himself travelling more and more in the outside world as a way of escaping. Hostile: Karl Medvyed. Elinor’s brother, and in line for succession of the House of Medvyed. He despises Allandír both because he had no business in marrying a noblewoman but also, less snobbishly, because he believes that if his sister had married someone else she would still be alive. Whether or not that is true is irrelevant: grief takes many forms and is rarely rational. He will hate Allandír until his dying breath. ===============
Player: At the moment, Allandír cares very little about whether he lives or dies – he's not actively seeking death but he doesn’t see much to live for. My goal would be to see that change, as he forms bonds with his new companions and they adventure together and he rediscovers some of the pleasures of life. Character: Allandír has long had thoughts of setting up a magical academy that trains Good-aligned wizards, as some sort of counter to the Infernal binders of Cheliax. That goal faded when he arrive in Brevoy and allowed his memories and magical skills to atrophy; but it could easily be re-kindled now that he has taken on the life of an adventurer once again. |