igotsmeakabob11's page

Goblin Squad Member. Organized Play Member. 96 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>

rkotitan wrote:

I made a ton of maps for this and downloaded even more. Some of these aren't my work but I'm going to throw them all into a google docs folder and share them. I believe that the majority of these were made by Angelrobe and I downloaded them for my game. I made maps for Scarwall but I never made maps for book 6.

CoTCT Maps

I believe I did a map at one point for the Deathhead Vault but it lost to time. I hope that these help.

All the praise to the person who made all the original maps for the first four books in those folders.

EDIT: I should note that some of my Scarwall maps are quite large and some creative use of crop in a basic image editor. I also added the maps I made for book 6. I hope they help someone.

Also, I'm very much an amateur. You can clearly tell the difference between my low rent maps and Angelrobe's work. :)

Wow, you did amazing work! Thank you so much :D

Re: the images from the CotCT PDFs, they're very low quality when I try to pull them over :/


Most if not all of these rpgmapshare links are dead to me- anyone else?


Hello! I've seen a number of old map postings here, but the URLs always lead to dead pages.

With the pandemic going we've switched to playing on Roll20, and I would love some maps! Is there anywhere to purchase or download Crimson Throne maps?

Thank you!


1 person marked this as a favorite.

Hi, I ordered my deck and minis almost two weeks ago- they were supposed to already have been delivered and I need them for next week, but they still show as pending!

Thanks.


I can't find the old Gamemaster Combat Pad OR the Pathfinder combat pad available for order... anywhere. Does anyone have a secret source? I can't even find one on eBay!


Was looking for something like this in the search filter, I'd like to actually get this to 1001!

7. The PCs come across a powerful knight defeating a great beast/demon.
When confronted by the PCs, the knight tries to kill them; if they can subdue him, they find out that the knight was given a cursed blade by a nearby witch which makes him go into a berserk fury when any anger or combat occurs, attacking everyone. He came here to die at the hands of a great beast so as not to endanger others or find the witch, whichever comes first.

8. The party needs to cross a bridge, but a drake has laid its clutch of eggs into the cliff wall just below the bridge. The party can slay the drake or, with appropriate skill checks, recognize that the drake just wishes to protect its eggs and possibly negotiate their way across nonviolently.


Pan wrote:


Minions that are not push overs but not as powerful as the BBEG

This one's always tough; any tips on making them difficult but now 'blow you out of the water'-boss difficult?


What encounters do you love to play through/use, perhaps so much that you've reskinned and reused them?


So it's been a little while since I've been able to run, and I could use some ideas to make it particularly fun and engaging.
When we last left off, the party (3rd level) had entered the extradimensional forest of a slumbering cat god to retrieve a relic of said god.
A few ideas I had, but am not sure how to incorporate mechanically:

Party must hunt a beast within the forest. How do I make the hunt work mechanically, continuous skill checks? What are the penalties for failure and how to keep the hunt exciting before they corner the beast?

Party finds the relic but must defend it from undead and a necromancer boss. How to make a boss fight like this particularly interesting, any tricks?

Party is betrayed by an NPC they found (actually a lycanthrope) at some point, perhaps during one of these other events?

Anyone have any particular fun ideas they like to use; encounters, combats, skill checks etc?


Shiney wrote:

When someone came in using the charts, the DM was surprised to learn we were 'normally' at twice that in character value. So it may be a while before I can work with anything like that.

Charts?


Where do you find rules for adding spell like effects to items? Say I wanted to create a sword that cast call lightning 3/day etc.


A backup game sounds like a grand idea, actually. You say if more than 1 missed you'd run the backup for the 3 right? My primary game is a home brewed Dark Souls-inspired game, but I do love Planescape, or could run one of the published APs.
For three players though...
Gestalt or Mythic?


I only played a fighter because of Viking.
Some classes don't interest me without that bit of zest an archetype adds... If it looks cool? Why not play it?


Love Planescape, wish it had some continued form- dotting though.


We have 5 now, I can see why you'd like it- although I think 4 might be more optimal, 3 players isn't too bad (if everyone always attends)- 5 players can slow down combat a bit and gives each player a bit less spotlight.


I suppose the issue of gaming with good friends is that you aren't going to boot them- it's more likely that you'll sack a game than sack a friendship.

With random guys at gaming stores that I've had my fair share of dealings with, if things don't work out then you kindly but firmly remove them.
Much harder doing that to a friend.


I'm hesitant to do a rotating schedule because if certain players miss games it could leave us with a very inactive table:
Kevin is a very active player, as is Rich (although Rich likes mischief).
Bob is enthusiastic but new.
Drew and Mitch are less active players-
I've tried including them in RP but they haven't bitten- they get more interested when minis hit the table and combat starts... Otherwise Drew can get really distractd with an iPad or just things not at the table- he's a very visual guy, less so with the imagination.
Were I to run every week Kevin would miss one/month and Rich probably twice. The others could probably always make it.


We're all in our mid 20s to early 30s, and yes life gets in the way of gaming it seems... particularly if we have significant others to coordinate with as well!


It's not a fun situation, I basically have to decide whether to play 2/month or 3/month and boot a player.
Unless I hear more from Rich I'll probably just stick to the 2/month; annoying, though, considering Sundays work better for most everyone.


Turns out late-night posts with your phone can be filled with errors.

Talking it over as a group hasn't produced anything very useful- Rich doesn't want to tell Mitch directly that he wants to play on the day that Mitch can't play, he just keeps saying that he'll *play* Saturdays but doesn't play that often- whereas he told me he'd play every week if we did Sundays.

I really just want to run the damn game, and yes I'd love to run every week. I considered asking Mitch to leave, but that's a really dick move that I don't want to pull.


So I started a campaign a few with a number of friends a couple months ago-
Kevin and Rich, two of my best friends, Drew, a good friend whose house we'd been playing at since he has a ton of Dwarven Forge pieces and minis- were the obvious invites. I wanted four players though, as Drew isn't a serious roleplayer-
He only really comes alive if minis are on the table, otherwise he's less interested- Mitch, a very good friend of Drew's that I sort of knew, was invited-
Another less active player, it turns out.
Kev Rich and Drew were all well versed in Pathfinder, and Mitch knew it well enough.

We all agreed to play Saturday evenings 2-3 timesaver month, as rich couldn't play weekdays and Mirch couldn't play Sundays.
After the first game I reconnected with Bob, an old friend that wa interested in playing. He was enthusiastic and a great addition.

A few sessions passed, and then scheduling issues arose- every weekend something came up for one person or another, I was reluctant to run without anyone.
As such, it's been a month since we've played.
Sundays would be perfect for everyone but Mitch, who can't play then. Rich's Saturdays are less open than he thought they'd be, and he's been pushing to play Sundays and to boot Mitch, who is a less active player compared to Kev Bob and himself.

I am very reluctant to make such a move, booting Mitch because he's less active feels like a selfish move, and could also annoy Drew. I emrrg

Has anyone built with the issue of making game sessions happen? Scheduling as the GM sucks.


I get an infinite load when I try to open these character pages :(


STR Ranger wrote:

Ok I have cleaned this up a bit.

The idea is to Main Hand a LARGE SHIELD and offhand a cestus.
That allows you to 2handed shield bash when you move or AOO, thus getting the 1 to 3 PA Ratio.

Race:
Human- Skilled race feature

Traits- Optimistic Gambler, Defender of the Society

1-Improved Shieldbash, Power Attack
2-Weapon Fcs:Shield,Fearsome
3-Shield Defense +1, TWF
4-Weapon VersatilityBerserker
5- Combat Reflexes
6- Shield Slam, H-Skill Focus:Intimidate
7- Shield Defense +2 Improved TWF
8- Gtr Weapon Focus : Shield
9- Arcane Heritage:Orc Bloodline (lasts 1+1d4rds from trait)
10-Superstition
11- Shield Defense +3,Shield Master
12-Pin down , Retrain Weapon Versatility for Dazing Assault , Skill Focus:Survival
13- Quicken SLA: Touch of Rage
14 Witchunter
15-Shield Defense +4
16-Reckless Abandon, Retrain Pin down for Come and Get Me
17- Improved Eldritch Heritage
18- Doubleslice
19- Armor Mastery Two Weapon Rend
20- Weapon Mastery, Inspire Ferocity

20point buy
STR 16 (14+2human) 5 POINTS (stat bump 12, 16 for 18)
DEX 15 , 7 POINTS (stat bump 4, 8 for 17)
CON 14, 5 POINTS
INT 10, 0 POINTS
WIS 10, 0 POINTS
CHA 13, 3 POINTS (stat bump 20 for 14)

Favored bonus goes to skills= 2class+1Human+1favored= 4per level

Assuming WBL
He would have 0/-2 penalties for TWF a Shield/Cestus

BAB 20+10(18Str+Belt of Physical Perfection+Improved Eldritch Heritage)+5 (Reckless Abandon)+1 (Wpn Fcs)+5+3 (+5 Courageous, Furious, Cruel Large Bashing Shield)+4 (Rage, Furious)-6(Power Attack)-5(Dazing Assault)= Attack of 37 main hand.

Pretty sweet considering Dazing Assault and Power Attack are on.
That's without adding TOUCH OF RAGE.

Weapon Versatility? What's that, and why? Can't find it anywhere.


Doorhandle wrote:

Also worth noting the is the feat Raging Throw, which gives bonuses to bull rush attempts, and allow you to deal damage equal to strength mod + con mod to targets that can't be pushed past a wall/their buddies.

Shield slam lets you make a bull-rush attempt every time you make a shield bash.

Seeing my plan here?

Sorry to rez, but this is brilliant. The only question is whether you can spare the feats for it with the feat-intensive TWF fighting/shield bashing line for both the power and the feat.


Ssalarn wrote:
Nicos wrote:

CAn somebody post a build? if the viking want to compete with his damage he need to TWF with shields, a really long feat chain. Woudl he have the feats to buy rage powers?. A THF fighter easily can spend a feat or two in his saves, a vanilla fighter will be better switch hitter, and in the end I think a THF fighter will just do more damage in melee.

I think it is pointless to talk without builds.

And it's pointless to compare switch hitters and THF to Sword and Board TWF's. If you're comparing a Viking to a fighter or a barbarian, you should be comparing to a fighter or barbarian using the same weapon style.

Actually I'd be happy to get the axe/sword n board TWF Viking.

The appeal to me of the Viking is that he's less boring than a Fighter because of the barbarian rage powers (I get bored with just rolling attack dice in combat, usually don't play straight martial characters) and might be able to do some fun stuff like make enemies wizz their pants or toss them around.

Should Viking bother with Dazzling Display? I've been hoping there'd be some synergy feats to work with his heavy shield use and free intimidates.


I'm going to be playing an Ulfen Viking in an upcoming Reign of Winter game, trying to decide whether I should come from the Land of the Linnorn Kings or Irrisen itself.

The former is a cooler origin point, and the Land resents losing their land to the Witches, but the latter would have a direct attachment to the area (coming home rather than visiting from a neighboring kingdom).

Also still teetering on Viking or Viking/Paladin...


Seraphimpunk wrote:

i'm not saying my argument is based on RAW.

the OP posted a rules question, since it didn't seem PFS specific, and someone else was already providing the RAW response, I provided other options on how to rule in a home game.

you already had RAW covered. if i were going to argue RAW i'd cite something.
i did note that there's a slight difference in the archetypes referring to Rage or rage.
if that's important to some GM's, they might rule otherwise. its not going to break your game if your viking can greater rage at 14th level. and he's never going to qualify for mighty rage until 23rd level anyhow. ::shrug::

a fighter giving up +4 to hit / +4 damage with his focus weapon group, for +2 to hit / +2 damage and near-instant death if he drops unconscious, is not a bonus. its a weakness, that isn't compensated enough for by giving up 4 levels of weapon training. if he's human he can already spread out specialization/focus and stuff to his entire weapon group with a few feats.
I agree with Blake that its an inferior trade off.

either getting a better rage at 14th, or half the weapon training, would be nicer fit for the archetype. he's right, you get more benefit from 2 levels of barbarian, and the rest fighter, than you do from this archetype.

** spoiler omitted **

That's a bit of a revelation; is two levels of barbarian really going to make the character better than Viking? I'm not too familiar with Barbarian, will I be unable to take some powers because of only 2 levels of Barb rather than -3 from Viking?


3 people marked this as FAQ candidate.

Quite simply put, do they it Greater Rage at 14th level? It isn't listed so I presumed no, but I saw postings that the Wild Stalker, a ranger equivalent to the Viking, got Greater Rage at the appropriate level.


Apparently we're using 25 points, which is pretty sweet for the Viking/Paladin as it'll help with his mad MAD.

And I'm pretty set on playing a human (Ulfen).

Str 16
Dex 14
Con 14
Int 10
Wis 10
Cha 14

+2 from human to any physical stat.. not sure which.

Feats are going to be tight for this, however, if the majority of levels are paladin (as they probably should be).


Glutton wrote:
I'd make a Viking 6 Paladin 6+ with Fey foundling, and celestial totem. Can really heal yourself well, have a good charisma for intimidating, good saves and AC, seems viable to me.

How would you stat out someone like that? You need good strength and con for fighting, decent dex for twf and decent cha for paladin.

Offhand...

Str 16 +2 from human
Dex 14
Con 14
Int 10
Wis 10
Cha 14

I suppose you could dump int or wis.


Very helpful, actually.


nate lange wrote:
i don't have time to try to put together a whole build, but if you want to mix pally with viking i'd look at the fey foundling feat and the celestial totem- good a ton of mileage from heals.

These are both good ideas, any other ideas to pump up their offensive synergy?


A Reign of Winter game's coming up, and I thought a Viking would fit in well.
The class has a few cool abilities between rage, intimidation, and sword+shield specialization. What feats would work best with these? I imagine two weapon fighting, yes, anything to work with the intimidate and rage?

The Shield Master line seems pretty effective, whereas Death or Glory is just an awesomely thematic feat.

Something more appealing, but I imagine harder to work, would be a Viking/Paladin. How well would these classes work together, synergistically?
Would it kill the character's effectiveness, would you be better off just playing an honorable nordic warrior rather than multiclassing into paladin?
Raging AND being a badass holy warrior seems like a pretty cool idea, but is it feasible?


Would it be possible to build a decent holy vindicator based out of two weapon fighting with a one-hander and shield, or is that too many hats?

Fighter, Ranger with Cleric? How many spellcasting levels would you have to sacrifice to make it work?


I bought three of your products recently, All That Glimmers (it's awesome but I wish there were more unique weapons), Scions of Evil (Holy crap this book is amazing, but some of the villains could have had a page less info to make room for even more cool villains), and Retribution (my party's not 1st level but I love the adventure, have to scale it myself).

Took the survey, please keep your quality products coming.


dotted


igotsmeakabob11 wrote:
Resurrecting this one, I'm genuinely curious and searching myself.

A quick podcast search on iTunes yielded a couple: Dire Pug Games and Minions of the Monster Master.


Resurrecting this one, I'm genuinely curious and searching myself.


These are fantastic. I like the character journals, groups I've played with have done it before although they usually awarded experience rather than skills points etc.


Do you use ambience music, fog machines?
Guidelines for describing a scene/background to get the scene/setting into their heads?
Do you have them come up with ideas for the campaign?
Do you find Battlemats to help or hinder their immersion?

How do you make your players get really into the game, make them think about it when they're not playing, give them the itch to play again?

We're probably all familiar with the 'remember that Fun is #1' idea, and it's important to remember, but any advice or tips to remember when you're behind the screen would be great.


I loved Arcanum. It's still one of my favorite RPGs after BG2, and I loved the conflict between steampunk technology and magic... not just in the culture, but there was an actual mechanic in the game that caused the presence of strong/advanced technology or persons of technology to interfere with magic(k) and vice-versa.

I'm going to start a campaign soon, and was hoping to get some ideas on how to work in this conflict mechanics-wise. Chance to fail in the presence of powerful machinery/magic? Chance to critically fail? What would effect it, the level of characters, ranks in spellcraft etc?

Gunslingers would be the biggest technology-buffs followed by Alchemists.


PM sent!


Can anyone download the playtest anymore? Not working for me.


I'm sorry to rez this thread but as a new 5th level owner of a lion animal companion, can someone please answer this/simplify it?

I'm having trouble enough figuring out whether my lion has any penalties to hit, or gets to attack with all three at full bonus and strength...


Class Acts: Monk Archetypes

I'd like to see some more eastern flavor as well. If you guys are considering branching out from the crunch, adventure Paths or modules would be awesome.


You appear to viewers as the individual they most despise.


dot


bardulf wrote:
thnks for the responses but actually i just noticed that to fight defensively you use a standard action and thus can only have 1 attack instead of all of them ( which balances it out)guess it pays to know all the rules. my bad

Where did you find that you can only Fight Defensively with standard actions?

Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC for the same round.

Fighting Defensively as a Full-Round Action: You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.


The two 35s were from Carrion Crown, both perception checks. Not something that would be Take 20'd.


I'm wondering why they're even in there if a level 5 character couldn't get it with a 20.

1 to 50 of 96 << first < prev | 1 | 2 | next > last >>