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Thank you, everybody.

I have been PFS and SFS curious for many years due to the challenge of getting five adults in a room for four hours, but none of my FLGSs host them. Magic the Gathering and Hasbro's Pathfinder-knockoff are the only choices if there are any.

I will re-invigorate my search.


A few years ago, when a long campaign ended, my group decided to run some PFS adventures. It was definitely "disorganized play", but a rich supply of one-shots at a variety of levels allowed us to rotate game masters before the next campaign.

The adventures were fun, well designed and served our purpose, but it always feels like I am missing a big part of the story. I've read the Player's Guide to PFS and a fair amount of Golarion lore, but it feels incomplete.

The Meta:
From the marketing blurbs, forum posts etc., I know that there is an over-arching story for a season. Some of the adventures are marked as being part of the meta story. How many of the "marked meta" adventures do you need to play to see the arc? Should you or do you have to run them in order?

Character arsenal:
As a player, do you need multiple characters at different tiers to be able to play enough adventures to see the arc?

Past meta:
Is there a place to read up on the history of past seasons without reading all of the adventures? Each adventure feels like I am starting Breaking Bad halfway through Season 4 and nobody wants to explain what is going on.

Role-playing opportunities:
For obvious reasons, the railroad is very rigid or else you wouldn't be able to reliably run sessions in four hours. As a player, do you feel like your character still has personality, agency and room for growth? Or do you have to sacrifice a lot of that so the format works?


Awesome stories, everyone!

I will definitely steal @NerdOver9000 idea for player generated NPCs. It will definitely make the players feel influential and grease the way for the characters to feel integrated.

I admire @Mathmuse willingness and ability to bend the plotline to the players. I doubt my ability to wing it that cleanly, but it gives me courage to try.

Tying characters to NPCs has worked intermittently for me. Some players were excited to be a secret prince and others accused me of re-writing their characters story.


"A person's greatest strength and biggest weakness are often the same attribute."

The strength of an adventure path is a well designed story arc building in significance and magnitude as the party gains in power and status.

The weakness of an adventure PATH is the story LINE which can decrease the party's autonomy and character growth.

Session 0: "Write up a backstory for your character including motivations for adventure and people/places/things important to you."
Session 1: "You wake up on the Plane of Narrative with no memory of who you were."
Session 13: "Your memories come flooding back to you, but there is no time to dwell on them. You only have fourteen days to defeat the Omniturbulent Hambasticor!"

The typical response is "A good game master can weave the two together". So, I would like to invite people to tell stories of how they or their GM made the adventure path feel personal. Such as:
- Familiar faces in unusual places ("Hey Mom! What are you doing in the Alushinyrra?")
- Bending the AP arc ("Launching a coup could ensure you more resources on the quest!")
- Customize encounters for characters. ("The mayor's dog reminds you of the feral mutt who killed your baby brother.")

Spoilers are probably unavoidable, but I would love to hear good examples that I can model my story telling on.


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I want to reiterate my gratitude to all of you. I could only afford one striking rune, so it went on Dumas' pistol ... holy crap did that make a "critical" difference!

What I like to think I would do as a DM is use the ABP and then get creative on magic items. "This sword always points east when you drop it. This hammer plays a chord when it hits metal; each note in the chord corresponds to a different metal. This trident can summon fish to fight for you." Okay, the last one came from an AD&D adventure in 1988 and could use some work.


Thank you for further discussion. When I heard about ABP, I figured I would use it when/if I GM. For this campaign, I'll try to see it out with the Core rules.


Thank you, all! I will propose a retroactive purchase of striking runes to my nephew.


I really like the "tight math" (TM) of Pathfinder 2E. My party just hit seventh level and it is nice to see how Attack Bonus and Armor Class track each other. However, damage doesn't seem to track with hit points for my party (the monsters appear to be doing better).

My nephew is my DM and I run four characters. They are a fun foursome of goblins wreaking havoc in Outlaws of Alkenstar, but combat against a moderate or severe encounter can feel like Andy Dufresne carving a hole in the prison wall with his rock hammer. Maybe it is the class arrangement, maybe it is my choices or maybe it is working as designed.

Asimov the Inventor does Weapon Die + Strength (+ Intelligence if overdrive), which hasn't really changed since level 1. I can buy him a striking weapon when we get back to town, but that is still a small boost.

Dumas the Gunslinger is very swingy. If he crits, it is 2d10 + d10 + 1. Other hits are 1d6 + 1. He crits a little more often now, thanks to learned party synergy and powers, but not much more often.

Wells the Alchemist is very versatile, but unless he is attacking a weakness the damage is few d6. Being strategic about persistent damage is the only way to start it adding up.

Shakespeare the Bard primarily does buff and debuff. I could switch some spells to attack but that feels like a trap. Three times a day, he could do third level spell damage but at the cost of battlefield control.

The last BBEG was a ********* with resistance to all physical damage unless ******** with a time limit on the battle. Fortunately, my nephew is a great DM and he supported my creative idea to eliminate the resistance and Dumas rolled four critical hits in seven shots. I don't want to think about what was about to happen otherwise, since we needed a lot of damage in a hurry.


Update: Nothing like hitting submit on a post to make an answer pop up in your Google search.

Apparently, the RAW solution is Forbiddance.

Are there any other suggestions?


My party killed a Denizen of Leng in an encounter. We now find out that they don't really die, just go back to Leng. The denizen then hired a Leng bounty hunter to chase us down across the planes.

How are we supposed to permanently rid ourselves of this pursuer? The rules say that the fast healing and the *BAMF* home upon death are block "on Leng or in areas where planar connections do not function." I have spent a good amount of time trying to figure out an example of "where planar connections do not function" but can't find one. Short of hunting the hunter on Leng, what options do we have?

I could tell a good story about using a binding spell to summon it and kill it, but the body might just wait until the binding expires before returning home. The rules don't seem definitive.


Room 5
Map

“As you pass through the portal, you enter a mighty throne room. The majesty of the architecture is impressive, though somewhat diminished by the piles of crates, chests and books strewn around. Up two levels on the main dais, you see a pit fiend devil. He looks a lot like the fireball throwing statue you saw before, except that he is wrapped in chains. His wings are so tangled in chains as to be useless and the links bite into his flesh.”
“There are several fresh dead bodies on the floor. The last of the party at the campsite is cowering behind one pile of crates.”

“MORE PEOPLE! ARE THESE YOUR FRIENDS?” the devil asks the cowering figure. When the figure doesn’t respond, the devil flings his throwing axe which sunders the person in twain. “I WAS GROWING BORED OF HIM ANYWAY”

More Information
The devil, named Sargathaan, is in no hurry to kill the party, which is the only reason they have a chance. He has been trapped in solitary confinement for thousands of years and two groups showed up on the same day. It is easily the most interesting thing that has happened in a long time. He will encourage the party to come closer to him. He will swat away anyone who attacks him, but won’t follow up to kill …. Yet. He has all the time in the world to torment them before killing them. Have fun role playing this!
He will tell the story of how he was bound here. His fragile grasp on sanity is obvious every time he references time. He winces and stutters on words like “years”, “time”, “days” etc. He also flinches if a party member says any word referencing time. If a party member (or two) really talk about time, Sargathaan becomes stunned for one round. (He will be wroth at that person afterward though.)
The adamantine chains dig into his hide. They used to be looser, but any effort to escape was punished by tightening. It is particularly obvious on his right arm. A massive manacle has the McGuffin melded to it and has constricted such that his hide is cracked and raw on his forearm near the manacle.
Sargathaan on his turn will idly toss his axe at a square adjacent to a party member. On his next turn, the axe appears back in his hand for him to throw it again. While it is a throwing axe to him, it would be a great axe to any medium sized creatures. Quick appraisal also will tell them that it is adamantine.
The crates are filled with painting and sculpting supplies. They books are instructions on how to paint or sculpt from some of the great masters in history.

Resolution:
The goal is for the party to cut off Sargathaan’s arm upward of the manacle. This will separate him from the McGuffin and free him from his binding.
The main intent is that the party stun him by shouting about time, allowing a party member to pick up the adamantine axe and perform surgical amputation with it. Sargaathan wants this to happen, thus the clue with the clay arm on the statue in Room 2.
If the party comes up with another good idea, feel free to run with it.

Once Sargatthaan is separated from the manacle, he disappears. A split second later, the extra-dimensional space collapses. The party is back at the entrance to the dungeon amid a pile of paint filled barrels, chests and all the other items in the throne room. With detect magic, they can quickly locate the McGuffin amidst the debris. Dead bodies of the other party are also there. Between the old books and the magic items on the other party, they get a sizeable gold equivalent reward. And a Scroll of Teleportation to let them get home.


Room 4
Map

“This room is quite different from the previous rooms. You can see the rectangular shape of the room clearly, though the walls and floor are riven by cracks. A few paintings in the style of the forge room can be seen on the wall, but they are scrawled over with black graffiti. The graffiti covers all of the walls.”

More information
The graffiti is mostly written in Infernal with some diagrams and stick drawings. Some things that are on the walls:
“%$#&! Asmodeus” in four foot high letters “%$#&! Moloch” and “%$#&! Maraaxaan” are nearby in smaller font
“Why? Why? Why?”
A diagram of the planes. Special emphasis is placed on Hell and the Material Plane.
A long description of extra-dimensional space and how that relates to the planes, how it can hide from even powerful scrying.
A long description of binding spells, ending in “NO ESCAPE”
A long rant about all the battles the author fought on behalf of Moloch and Asmodeus only to be abandoned. Blames his brother Maraaxan for why no-one has come for him.

The fissures in the floors and the walls appear to be holes in the extra-dimensional space you inhabit. Every minute or so, one of them crackles for a round and then erupts in a kinetic explosion. 5d6 damage to anyone within 15 feet. The party is in little danger once they see the pattern, but they can’t rest here.


Room 3
Map

“As you pass through the portal, you find yourself in the forges of Hell … perhaps, literally. Pools of molten lava on floor fill the room with breath-taking heat. A cart full of ore sits on tracks, waiting to be smelted and shaped in the smithy on the far side of the room. A deep pit in the middle of the room leads to places you probably don’t want to know.”
“The art work on the walls lack the verisimilitude of the first two rooms. They depict scenes of torment and slavery in the mines of Maleboge. The figures of devils and damned souls are distorted and abstract representation. The spaces around them bend in unsettling incongruities.” (Guernica painted by Salvador Dali)

More Information:
The track under the ore cart doesn’t lead anywhere. The alcove stops just out of view.
The trap door in the far corner stores coal.
The artwork is interesting in many ways, but one that stands out is that the artist has more sympathy for the slaves trapped for eternity to perform a task they can never escape and never finish.

Combat:
After a few minutes, the entry portal closes. Two bearded devils appear on opposite sides of the pit. Three imps appear on the raised platform with the manacles. As long as one bearded devil is alive (telepathy), they fight very aggressively and coordinated. For example, one devil will charge an opponent. The other devil will teleport behind to a flanking position.
Depending on how well or poorly the party handled the previous encounters, I might remove one bearded devil or the imps.


Room 2
Map

“As you pass through the portal, you find yourself before a mighty fortress. Dozens of chained people are climbing the stairs to the entrance, while devils wielding spiked whips drive them forward. A massive devil in armor stands at the top of the stairs. Over the doorway at the top of the stairs is a coat of arms with a bull head in front of a yellow flame”

More information
It doesn’t take the party long to realize that everything in the room is a statue. The chained people are amazing lifelike, while also accentuating the agony and fear they are experiencing.
The large devil is a winged and horned devil, clad in armor. Easy Religion check to label him a pit fiend. Medium to hard Religion check to see that the armor and adornments are consistent with an infernal duke. Medium Religion check to remember that Moloch’s symbol is a bull in a yellow flame.
Attempts to damage the statues will work, but the party will observe that the broken pieces “heal”. Close inspection of the duke statue will show that the right forearm is made of clay, instead of stone like the rest. This is (I hope) a good clue for the party to figure out the final battle. The sculptor was just insane enough to slip that hint past the wards that bind him in this prison.
The devils are clearly the protagonists of this statuary display and there is a sense of pride in the rigid discipline that is delivered.
There are a few recently dead bodies from the party at the campsite. They died from bludgeoning or fire.

Combat
After a few minutes, the entry portal closes and the statues animate. Stats are based on Graven Guardians with some exceptions.
None of them move from their locations.
The tormented soul statues will attack any living being in an adjacent space. If noone is there, they will hold their action until someone is. They do not make attacks of opportunity.
The whipping devil statues have a range of 15’ with their whips. If no attack is possible, they hold their action.
The infernal duke launches a 3d6 fireball (DC 20) every round. The target is randomly chosen among the living. If his right arm is taken off by a called shot, the fireballs stop.
Once the party has stopped the fireballs, they should be able to huddle out of reach of the other statues until the exit portal opens. (The statues return to immobility when that happens.)


Just in case anyone wants to weigh in with final ideas, I am posting my plan for the dungeon. Many thanks to Meirril.

Before entering the dungeon, the party will find an empty campsite with still warm coals in the fire. There is another group seeking the McGuffin and they got here first!

Room 1
Map
“As you pass through the portal, you find yourself on a shelf high up on a mountainside. A stream of inky black water flows from a hole in the cliff wall to your left and across the shelf before plummeting down a waterfall and joining a large black river that winds through a stark, foreboding but strangely beautiful landscape. A wooden bridge spans the creek on the shelf, leading to another portal on the other side”

More information
“The landscape below is barren wasteland. Rolling hills of rock and dirt show no hint of vegetation. Pools of magma strew the valleys between the hills and you can almost smell the sulfur of the steam clouds that waft from them. The river has carved deep chasms which encircle a mighty fortress in the distance. A well-paved road leads through the land, past smaller fortresses and over massive bridges spanning the chasms.”
Looking up, you see a huge circle of rock hovering overhead. The perspective is disorienting, but you think it is a hundred miles up and a hundred miles in diameter. A cataract of black water flows down from the rock above and landing out of your sight where the black river originates”
The ground on the shelf has a few melted and burned weapons lying on the ground. Two long deceased corpses lie on the shelf, their broken and burned bones are their only legacy. An astute observer may even see an arrow floating in the air over the cliff drop.

After a few minutes of exploring, they will realize that they are in a large room. The view over the cliffside and the sky above is painted on the walls. A combination of phenomenal painting skills and permanent illusions create the compelling scene. The painter clearly wanted to evoke the beauty and majesty of the area, even though you never want to visit.
A decent Religion skill roll will remind a character that the River Styx flows black through the nine levels of Hell. A high Religion skill roll will bring to mind that Maleboge, the sixth level of Hell, is where the Archduke Moloch acts as general over the legions of Hell. The fortress in the distance could easily be Melgart Keep.

Eventually, the portal behind the party will close. A large magma elemental is summoned and appears near the exit door on the opposite side. Its first action will be to burrow into the ground. From there it will use its create magma pool attack to fill the space of the character nearest the exit. It will alternate between (surface and attack) and (attack and burrow). It will alternate between attacking the two characters furthest from the waterfall from the side away from the waterfall. (If one character ended up here alone, give them hints that hiding in the waterfall will protect them.)

A few minutes after the elemental is dead, the portal on the opposite side opens. If the party doesn’t go through, it closes and the cycle repeats.


Excellent suggestions.

I really like the idea of making bull rush a feature of the sulphur pools. That could be fun.

I also like the idea of adamantine being the key to breaking the chains. The devil can have an adamantine throwing axe with the "Called" enhancement. He throws it at the party, aiming to miss as he taunts them, summoning it back into his hand on his next round. This gives the party the opportunity to pick it up and use it in the interval between his turns. When he is freed, he summons it back to Hell.


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I have a great idea for a dungeon adventure for my group. I would love to get advice and insights from the brilliant folks on this board, especially in making the encounters feel interesting and fresh.

The Party
Five or six level 7 characters: Fighter, Ranger, Rogue, Cleric, Wizard and Cavalier. They aren’t very optimized except maybe the cavalier. They haven’t really been challenged in a while and I want to give them a chance to stretch themselves without killing them.

The Hook/Railroad:
Ten thousand years ago, powerful spellcasters hid and protected the McGuffin to save the world. Now, the situation has changed and the party has to retrieve it to save the world.

The Twist:
The spellcasters bound a powerful Devil to protect the McGuffin. It turns out that ten thousand years of solitary confinement is not healthy, even for immortal beings like a devil. As the party descends into the dungeon, it will see evidence of the devil’s descent into madness. The devil desperately wishes to return to the Plane of Hell but is bound to secure the McGuffin in this plane; its insanity is the key for the party to achieve its goal against a foe it could never face in combat.

The Flavor:
There are five sequential rooms. The devil was tasked with designing the defenses, but after setting up triggered summonings in the rooms, he got bored. He attempted to hold boredom at bay by taking up art; both painting and sculpture. It was effective for some time, but not for this long.
Room One has beautiful stark landscapes painted on the walls with such verisimilitude that observers momentarily think they are standing in a broad plain. The terrain is bleak and foreboding with a winding river leading to a towering and intimidating city in the hills. Despite the austerity, the view is beautiful; think of Ansel Adams’ photographs of the desert. The homesickness of the artist permeates the work.
Room Two captures the view in front of the city gates that were in the distance of the previous room’s picture. The devil has taken up sculpture in this room. The city gates are wrought from iron and twisted into gruesome shapes warning the arriving souls of what awaits. A staggering mob of damned souls are arrayed before the gates, their faces capturing their agony and fear of their fate. A self-portrait statue of the devil towers over the march of the damned, swinging a barbed whip over its head. Think of Rodin’s Gates of Hell and similar works, except the statues have been painted to look lifelike. It takes an inspection by the party to determine that they are all wrought from iron and stone. The pride the devil takes in inflicting damnation permeates the scene.
Room Three represents a room inside the first level of Hell and gives the first indications of the artist’s diminishing sanity. The floor is riddled with real boiling pools of sulphured water. The walls are covered in images of damned souls performing their pointless eternal tasks, from smashing rocks to carrying loads. The realism of the previous rooms has begun to fade. The dimensions of the caverns seem warped and disorienting, which is only augmented by the distortion of the steam from the pools. Think of Salvador Dali painting the Guernica. The artist appears to have some sympathy for the mortals trapped in a place they cannot escape and tied to a task they resent.
Room Four is a ruined mess. In places on the wall, the party can see images of deeper levels of Hell painted in the Dali-esque style of the previous room, but burn marks sear the walls erasing most of the painting. The statues that were once carved in the room have been smashed into pieces or melted into blobs. A line of permanent flames swoop over the wall behind the party’s entrance writing ‘F**K ASMODEUS” in Infernal.
Room Five is where the devil has withdrawn permanently. He can’t bring himself to enter the first three rooms, lest he destroy that artwork in a fit of madness and the fourth room only escalates the madness. The walls of this room are covered in sketches of the earlier works and half made statues litter the ground. Graffiti covers everything, saying in Infernal, “Why am I here?”, “Why must I keep what I don’t want?”, “How do I go home?” If the party gets the chance to inspect, they will also find investigations into the spells which bind the devil, maybe offering a way to break them.
The devil is former Duke of Hell who discovered how fickle was the loyalty to him when he was yanked into the Material Plane and bound to these five rooms. Asmodeus has declined to reward the former Duke’s service by organizing a rescue and the creatures he could summon weren’t powerful enough. The key to this encounter is that the devil has been sooooo bored for so long that he wants to toy with the party rather than kill them. He might show them the McGuffin to taunt them. His binding is tied to chains that he wears. His insanity will allow him to accidentally drop hints to the party about how to break the chain despite being commanded otherwise by the ancient spellcasters that captured him.

The Game Flow:
The party loves to do the “one battle a day” routine. I want to push them by design, so that I will be impervious to their machinations to camp and rest. For this reason, the sequence in each room will be:
*Entry door stays opens for 10 minutes
*Entry door closes. If there are any living beings in the room, summoned creatures/beings appear.
*Both doors closed for 10 minutes. (Combat likely)
*Exit door opens and stays open for 10 minutes (this is also the entry door the next room)
*Exit door closes
*Both doors closed for minutes
*Repeat
If the party stays in the room to rest, the summoned creatures will re-appear. If the creatures are intelligent, they remember the party and can adjust tactics accordingly. If the party retreats back out, they have to go through all the fights again.

Request For Help
I am most eager for guidance on designing the encounters in each room. I am looking for suggestions on what could be summoned that would make interesting opposition and keep the infernal theme.
In an ideal world, I would put lesser devils accompanied by some imps in the first rooms, but the party is too low level. They can probably survive a Bearded Devil or two, but a Bone Devil or a Fury would probably be too much. Maybe I can apply templates to Imps to make them a better challenge to level 7 characters? Or interesting tactics?


My friends and I are coming up with a second party, more lighthearted than the main campaign for a change of pace and for those days when the main GM hasn't finished the final touches on the boss battle. As is usual with roleplayers, it was an opportunity to propose crazy ideas.

I suggested starting with a Village of Hommlet "won't someone please save our poor town" style adventure except all the characters are all locals who in varying levels of sobriety volunteer to do it themselves. They would all be 1st level Brawlers who discover their destinies as they pummel kobolds.

Another player suggested an "All Bard" party.

It made me realize that some of you may have actually followed through on your wacky ideas and have stories to tell. I've opened my beer and the popcorn is popping ... please share.

My strangest actual adventuring party was an all-dwarf group. It really improved the group cohesion and never worrying about lamps was a real plus, but I don't have any funny tales.


Imbicatus wrote:
Normally, redundant class features don't stack, but Fast Movement specifically stacks with all other bonuses to speed.

Good read on that, Imbicatus. I suspect having a 50' movement would cause consternation around the table and rules lawyers could get bogged down arguing whether the two speed bonuses are separate or the same bonus.

Probably best to grab the bonus feat instead and live with a 40' speed.


I am intrigued by the vigilante. The +2 will save and other flavor might be worth the +0 BAB at first level and the d8 hp.

I hadn't really read through the Advanced Weapon/Armor Training options which make the higher levels of the fighter more interesting ... I thought Dipso was just losing the +1 to hit/damage. I still think the versatility will be more fun, but that makes it clearer what he is giving up.

I tweaked his stats. Int dropped to 8 and Con dropped to 12 to raise Wisdom to 14. Plus, I gave him the Birthmark trait for a bonus against charm and compulsion spells.


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I was looking into 1 level dips for a prospective fighter and realized that the martial classes are somewhat front loaded. Which led to ...

Dipso was a Barbarian out of the north when he arrived in so-called civilization and fell in with a band of adventurers.

In between the kobold killing that is required by all first level characters, he drank a little too much of the too strong city-booze and found himself in a lot of fist fights. His second level came in Brawler.

Freed from the restrictions of first level, the party delved underground in search of treasure and glory. Dipso found that his rage resonated in the deep caverns. His third level came in Bloodrager (Earth Elemental Bloodline - Blood Conduit).

The party's quest carried them into the wilderness where Dipso's affinity for animals awakened. His fourth level came in Ranger (Wild Hunter)

A near TPK in the final boss fight revealed how Dipso felt about his comrades. The discovery of mithril plate in the hoard only reinforced his desire to protect the party. His fifth level came in Cavalier (Order of the Dragon - Standard Bearer).

All this dabbling still left Dipso unfulfilled and he finally followed his natural affinity with sixth and later levels in fighter.

I did a sixth level build for Dipso using a 20 point buy and the Unchained Automatic Bonus Progression.
Human 1 Barb/ 1 Brawl / 1 Bloodrager / 1 Cav / 1 Rang / 1 Fighter
Str 19, Dex/Con 14, Int/Wis/Cha 10
HP 55, AC 23, Move 40, Fort +15, Ref +7, Will +1 (Yikes!)
Lots of class skills
Threatens out to 10' with reach weapon and unarmed strike
Optional abilities:
Animal Focus 1 min/day (+2 Str usually)
Rage/Bloodrage 8 times/day
Elemental Strike ( +1d6 damage) 3 times/day
Dragon's Challenge 1 time/day
Martial Flexibility (pick a feat for a minute) 4 times/day
Tactician Outflank (+4 flank bonus 1/day)

Plus the usual feats of weapon focus, power attack, combat reflexes etc.
The bloodrager gives him Improved Trip without the feat tax of Combat Expertise.

I chose the archetypes for these reasons:
Blood Conduit - move bonus shouldn't stack (Hero Lab messed that up), so traded for free feat
Wild Hunter - I dislike favored enemy for rangers. A versatile bonus to strength, climb, darkvision etc. seems much nicer.
Standard Bearer - I don't want to add the complication of a mount. This gives something in its place.

Questions:
Other than the abyssmal will save, what other deficiencies does he have relative to 6th level fighter or 5/1 fighter/X?

Do you have recommendations for other archetypes or class choices?

Do you agree that this would be much more fun than a vanilla fighter?

I also looked into Dispo's Lawful Good cousin Diparino, with Unchained Monk and Paladin in place of the barbarian/bloodrager, but the low mental stats were much more limiting.


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Thank you all for some great insights.

I think the way I have played is closest to what PossibleCabbage said ... I was usually ignoring my character's race, occasionally playing up the stereotype or sometimes trying to invert the stereotype.
In the end, I have largely fallen back on playing humans like Mr Pitt. I appreciate the ability to write any backstory and have it fit with a human. I suppose is it "human privilege" that as the normative race, the character gets to be judged as an individual.

But, reading the Advanced Race Guide made me realize my own deficiencies in this regard. If I choose to play a catfolk or a kitsune, I want it to be more than just an excuse to get certain bonuses.
The comments here give me some things to think about.

Thank you.


I am making a new character and looking at the Advanced Race Guide. I realized that I don't really roleplay my character's race very much.

My dwarves feel like humans who took potion of Darkvision with a chaser of Slow Person (and a few other buffs/nerfs). Their personalities are set mostly by class and the background I wrote up.
"I am dwarf, I am gruff!"
"I am a halfling/gnome, I am short!"
"I am a half-orc, I am ugly"
"I am an elf, I am like a human but prettier"

In some campaigns, playing a Core race can affect the plot if you run across a group of elves/gnomes/etc. But this seems exceedingly unlikely with the Advanced Races. Playing a catfolk seems like it would mostly cause a few tavern owners to say "you look a little strange" as they hand you your beverage.

How do you use your race to influence your role-playing?
Alternately, as a GM, what do you do differently if a player is an uncommon race?


Holy crap! Would it have killed Paizo to include the "full attack" specification in the "two-weapon fighting" rules?

We have been playing this wrong for seven levels now. The rogue has been devastating with his ability to move to a flanking position and double-dagger enemies with his sneak attack bonus.

Then one of the players who also plays Pathfinder Society brought up the rule. I had to come here to figure it out.


bitter lily wrote:

I hate to tell you, but IRL house hallways are spacious if they're 3 feet wide. And even in an office building, where you might get a 4-footer due to fire regs, the doors are at best 2-1/2 feet wide. My favorite example of this sort of disparity is a rowboat, dinghy, or gig. IRL, you can fit two rowers and a (narrow) space for movement between them into a boat 5 feet wide. In PF, that's got to be at least 10 feet wide, although I personally cavil at 15. (The rowers really aren't "squeezed" -- without a person in the middle.)

I've simply tended to assume that the universe is different in PF. People waste space on hallways just like boats. So I don't blink at a 5-foot-wide hallway, although I do at 10 feet in any structure intended as functional. A "spacious" 12x15 room (that is, spacious in modern terms) goes to 20x20 or even 25x25. (Although I do stick with doors that are 2-1/2 feet wide.) Building materials and construction labor must be cheap here!

A very nice summary that matched my thoughts as well.

Boats were one of the first places where I noticed that "one creature per 25 sq ft" really didn't make sense. It got more obvious as I tried to furnish rooms realistically.

As you say, I sort of warp Pathfinder space as needed. Depending on the situation, the side of a square can vary in my mental model from 2.5' to 5'. (All range and movement calculations still use 5' a square)


I remember running an adventure where the flavor text said "a small 20x30 room" and one of my players pointed out that it was larger than the apartment we were playing in.

Most real buildings have 5 foot corridors and 10x10 rooms but adventure maps have 10 foot corridors and 40x40 rooms. A lived in room would have lots of furniture, yet multiple people would feel comfortable being in it together. An adventure room is going to have little clutter and few beings.

Do you ever have your door-kicking party open up a 10x10 barracks with four opponents, two bunk beds, a bench, a table, some boxes used as chairs, a heating brazier, a storage cabinet and a parakeet cage? Or any similar situation which is 'realistically' proportioned but plays havoc with the 5' standards?
If so, why did you do it and how did it go?


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UnArcaneElection wrote:

I'm tempted to say: When magic is outlawed, only outlaws will have magic.

Ha!

If I ever tried to publish IronFinder as a 3PP, that would be the subtitle.


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Val'bryn2 wrote:
I think it would be better to use the automatic bonus progression and background skills from Pathfinder Unchained.

I bought Unchained for the monk, but didn't read that section. I'll have to look at it. The better the house rules play with Hero Lab, the easier it will be. Thank you!

@Sundakan, As for flying creatures, I think that is one reason why things get particularly challenging from 10th level onward. In a perfect game, the players would come up with innovative ideas and the GM would be flexible on the rules in support of innovation. The GM could flavor the setting with opportunities for the players to set ambushes, entangle wings or temporarily acquire flying allies.

@SilvercatMoonpaw, thanks for the extra reading ideas. I am always hesitant to switch to a new rule system, since it feels easier to convince players to try "Pathfinder with modifications" than "Read this 300 page book and show up Tuesday with characters". It took me several years to 'unlearn' AD&D and 3rd Ed so I could really feel comfortable with Pathfinder. But, if the new rules are quality and a better fit, I will consider shifting.


There are at least an infinite number of threads on this board on the legendary martial-caster disparity. A common refrain is "If you want low-magic, go play a game designed for it". The problem is that all the well-supported games are high-fantasy.

I like the idea of a campaign where there are no magic wielding PCs. There are still dragons, demons and sorcerous liches ... just no PC wizards, clerics, etc. (Remember, there is no "wrong fun". This is just a flavor of ice cream I would like to try).

I did run an Iron Heroes campaign for a few sessions. While the philosophy of the rules matched my ideas fairly well, the campaign failed for two reasons:
1) The Iron Heroes rules are in need of a massive rewrite and player options are fairly constrained.
2) I didn't do a good job of getting the players in the right mindset for the game.

There is so much richness in the Pathfinder rules and world, heavily play tested and over-analyzed. Even limited to fighters, rogues, barbarians, cavaliers, monks and all their archetypes there is an ability to customize that Iron Heroes never had (7 classes, three of which were useless).

If anyone has run a campaign like this, I would love to hear about your particular house rules and how it went.

Thanks to some of the discussions on these boards, I think you can make an IronFinder without major surgery.

Healing: Adopt the heroic healing from Iron Heroes. [fuzzy memory] Characters have a reserve of hit points based on CON which can be moved into normal HP out of combat and recover quickly with rest [/fuzzy memory]. This isn't "realistic", but it is heroic; it is analogous to John McLain pulling glass out of his feet and then being ready to keep kicking ass.

Magic Items, particularly the Big 6: Use Kolokotroni and Brodiggan Gale's idea for avoiding the dependence on magic items. Special magic items which help deal with the lack of flying/teleporting etc will still exist, but should feel special.

Damage Reduction: Replace DR/magic with DR/<silver, cold iron, adamantine> as deemed appropriate.

Combat Manouvers: I would be inclined to make these more rewarding in order for martials to have more interesting options in combat. I don't have a firm suggestion (easier feat acquisition?), so I consider this optional for now.

It seems like with those changes a party would be CR equivalent to a Pathfinder Society Party until level 5. Maybe CR-1 levels 5 to 10. After that, it probably gets bigger.

All suggestions and experiences welcome.


I have read Treantmonk's guide. Fantastic stuff. My spell choices are heavily influenced by that.

I just felt like I could use an audio-visual role model as well.


There are lots of web videos of gaming groups in action. While I find these to be great inspirations for gameplay, each one is rather long, so it is hard to watch a large number.

Does anyone have any recommendations for a particular video with a good demonstration of a wizard being a "battlefield controller"? I don't feel like I am doing a good job at it and would appreciate some role-models to follow.


I think "Hide Campsite" needs to be in our repertoire. Unfortunately, it needs a wand right now because only the Ranger has access to the spell and can't cast it herself until 8th level.

I hadn't thought about the limit of 8 in a Rope Trick. If we can convince the ranger's wolf and the cavalier's horse to climb the rope, we have 8! Of course, you have to be wary when leaving in case somebody is laying an ambush because of this strange rope in the forest.

I didn't know if rogues and rangers like to set up trip lines or other traps regularly.

Thanks for the advice, everyone!


Our party has made it to level 5 with simplistic overnight rituals, "Fighter first watch, Rogue second, Cavalier third ... casters rest"

Now that we are pissing off more powerful foes than kobolds, I feel like we should be smarter but am not sure what to do. As the wizard, it feels like my responsibility to be the brains of the group.

What actions would you recommend when resting in perilous territory without any specific threats?
- Rope trick seems useful to make sure the wizard gets his rest and protects the occupants from a fireball in the dark, but also reduces the party's perception of potential danger. Would you put everyone inside, leave one guard outside, split the party?
- Alarm seems like a good standard daily spell. I assume that the mental trigger wouldn't operate into the rope trick space, so an audible alarm would be needed, which would alert the intruder that they were spotted.
- How to protect from scrying?

What additional actions would you take if you knew someone was actively searching for you?


Thank you for the replies. That matched my instinct for the spell range but sometimes it is hard to find the right verbiage. I was able to talk intelligently with my GM beforehand and the results were fun.

Our party was chasing after an ensorcelled party member who had a head start on us. I was worried that we wouldn't be able to follow his trail as fast as he was moving and would lose him. So, we got the direction of the trail, my wizard levitated the high-perception gnome, tied him to the cavalier's horse and sent the cavalier off at high speed.

With the extra vantage point, we found him in no time and my wizard was able to bring the gnome down safely even at a distance.


I am specifically thinking of levitate here, but there are other spells which could also fall into this category.

Spell range is 25 ft + 5/2 levels or 35 for my 5th level wizard.

Wizard casts levitate on an adjacent willing other party member. (No need for save. Range is fine.)

Wizard uses a move action to levitate the party member at 20' per round. Is 35' the highest he can lift him or is the range only about the initial casting?

After levitating him, the wizard walks away. If he gets further than 35' does the party member fall down? Is the wizard still able to adjust the party members altitude?

TL;DR Is range only about the distance at the time of casting or is it also about the wizard's ability to maintain or alter the spell?


Late to the thread, but I just want to say that I love the list! It is almost exactly my ideal setup. (I have been trying to convince my group to do E6 and I am the wizard.)

I would find the ambition of one adventure per session challenging. I struggle to anticipate how long the players will spend on activities or in a combat. In addition, the lack of a firm arc to the story means I would probably start too many adventures with "You are all sitting in the bar when ..."

How do you overcome those challenges?


The rules are vague on some details, presumably since this is a rare enough game occurrence, circumstances vary (such as which animal) and most campaigns will hand-wave the time and boring work.

The rules as I read them are:
- Start with infant animal(s) (up to 3)
- Handle Animal DC 15 + HD
- With success, animal can be trained

How long it takes the animal to go from infant to useful is unstated (probably varies by animal). How much time the handler has to spend with the animal each day is unstated.

My opinion: unless the character is trying to build an army of trained wolves or run a business selling tamed aurochs, keep it simple and keep it fun.


Amanuensis wrote:
making a Bluff check to convince someone of the truth sounds ridiculous to me. You don't have to control your body language to conceal the fact that you are lying (Bluff), you are making a request to an NPC with an attitude of at least indifferent (Diplomacy).

Hence my recommendation to give a "telling the truth" bonus to the Bluff check (and my wish to rename the skills).

The overlap with Diplomacy is a good point. Maybe the right way to think about it is that Bluff vs. Sense Motive is about the person believing what you say and attitude (w/potential Diplomacy) is what they do about it.

PC succeeds at Bluff check. Guard believes her. Roll Diplomacy to see whether/how much he helps her.
PC fails at Bluff check. Guard doesn't believe her. Roll Diplomacy to see whether/how he reacts.


Another House Rule which makes sense to me is to incorporate degree of success into the outcome.

PC fails by less than 10 = suspicious, "If you would please stand over there while I send a messenger to the royal recorder"
PC fails by more than 10 = hostile, "Guards, seize her!"
PC succeeds by less than 10 = acquiescent, "Very well, my lady, may we escort you to the baths to recover from the road?"
PC succeeds by more than 10 = accommodating, "Of course, my lady. Fenrik! Open the door for Lady ... what did you say your name is?"


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I am not sure if you have been following my recent thread on this very topic or whether great minds just think alike.

The recommendation in that thread (and apparently supported by Ultimate Intrigue) is to use Bluff vs. Sense Motive. The PC is still trying to persuade an NPC to believe something he is not inclined to believe. If you want to give a bonus to the PC because it is true, that is a reasonable if not RAW adjustment.

I wish that Bluff was named "Persuasion" and Sense Motive was named "Social Perception". That seems to better match all their uses.


Trekkie90909 wrote:
Ultimate Intrigue Summary

Thank you for this. I will at least browse this section at my FavoriteLocalGamingStore if it isn't OGL and am now more likely to purchase the book.

I appreciate the difficulty of making good rules for social interaction. Too few make the game too dependent on the acting abilities of the players or GM. Too many make the personalities feel too constrained by the roll of the dice.

My GM is new and, as a result, likes to stick closely to the RAW. The Sense Motive rules, in the CRB, seem incomplete. Combine that with a group of players who love to shout "I sense motive!", and we fall into rule negotiations too often.

My recent proposal is that a player saying "I sense motive" is asking for a hunch check, not opposing a bluff. Opposing checks are initiated at the GM's discretion, not the player's.


My opinion is that the rules for Sense Motive vs. Bluff are at best incomplete and probably in need of a massive rewrite. (I am not talking about the "hunch" rules for Sense Motive. That is probably best for another thread.")

Situation:
A scruffy fighter in mud-caked armor rushes up to the Captain of the Guard. "I need to see the King! The orc army is over that hill and will be here by nightfall!"

How this situation is handled by the rules and how the rules feel to the players depends a great deal on which one is the PC and whether the fighter is telling the truth.

Fighter is the PC and is bluffing
This is clearly the case for which the rules were written. PC is trying to pull a fast one on a no-name NPC, GM judges the difficulty, makes a roll and the game proceeds.
If the fighter wins the bluff vs. sense motive check, the Captain believes him. Interestingly, the rules are unclear on what happens if the fighter fails. Does the Captain know the fighter is bluffing or does he just not believe the information?

Fighter is the PC and is telling the truth
The rules (as I understand them) are silent on how to persuade an NPC of something the PC believes. It is not unreasonable to do a bluff vs. sense motive check, but what does a failed bluff mean when the PC isn't really bluffing?

Captain is the PC and the fighter is bluffing
The opposed check rules would seem to apply here, but I know a lot of players who would be upset to be told by the GM, "You believe him. You are convinced he is telling the truth." claiming that they get to decide what their character believes. (#NotAllPlayers, but many).

Captain is the PC and the fighter is telling the truth
Again, the rules are unclear on what it means to sense motive on someone who is telling the truth.

I have some ideas for how to modify this, but I would love to hear about house rules that have already been play tested.


Not the answer to what you asked, but I used Hero Forge to make a custom character mini. Very nice if you only want to make a couple minis.


My apologies for restarting a contentious debate. I didn't find the link the BigNorseWolf linked to.

That seems to beat this question to death sufficiently.

I have one last point of confusion.
When I look at this in the Ultimate Combat SRD:

Quote:
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).

I wonder why a Small beast rider could not select a Medium or Large creature which is normally available as a Small-sized animal companion.


Codanous wrote:
You can always take the beast rider archetype which opens up about 15 exotics mounts at level 4. I believe it's in advanced players guide or maybe ultimate combat.

Ahh... in Ultimate Combat. That looks like the ticket. No gecko listed, but some pretty nice rides. Thank you.


I have this dream of a gnome cavalier. At low levels, I see him riding a dog. But, at level 4 or so, I would like to upgrade him to something more interesting, such as a gecko (for the climb speed).

In an individual campaign, I would beg the GM. How do such things work in PFS?


137ben wrote:
For mechanics heavy games, I usually use point-buy. I also extend the point-buy system past 18, and give bonus points [as they level].

Now THAT is a rule variation that I would be curious to try. What if, at 4th/8th/12th/16th level, you got 4 "point buy" points instead of +1 to a single stat?

Like every rule change, I am sure that it would create as many problems as it solves. (Can you bank them? Do upper level adventures break if you don't have a 20 in your primary stat?) But it seems worth considering.


My tuppence:

In order to make this work, I think two things are needed.
1) There needs to be a limited set of circumstances where getting hit by an attack would have significantly dire consequences.
2) There needs to be a way to potentially hold the advantage of those circumstances while engaging in dialogue.

The details of the two ways are up for design.
This is my idea:

1) If the defender is unaware that there are hostile creatures in attacking range or is unaware that a nearby creature is hostile, the defender's state is "unaware". In this case, the attacker may make a single attack without moving as if the defender were "flatfooted", plus that attack automatically threatens a critical if it hits.

(Unseen creatures that have displayed their hostility would not trigger this state. The PC who has secretly been working for the villain would trigger this state.)

2) With an opposed skill check, the attacker can hold the attack and reveal his presence/hostility. As long as the attacker only takes 5 foot steps and free actions, and continues to threaten the defender, he can make the single attack as described above.

The opposed skill check can be a game time judgement call based on the situation, but Bluff/Intimidate vs. Will or Stealth vs. Perception might be good options.

The defender player can also initiate an attempt to break out of the "unaware" state by an opposed Bluff check of their own.

Happy to hear more brainstorming ideas.


As per the OP request, starting a thread on the "Don't move or I'll shoot" idea.

See you all there.


In the Missing Tropes thread, posited the following action movie cliche that is hard to recreate in d20:

Quote:

Don't move or I'll shoot! AKA One false move and the elf gets it.

Think of all the movies where one character holds a blade to another chacter's throat, or where one group is held at gun/arrow point.

Dramatic dialogue & intense pressure ensues.

Yet in d20, if you have the drop on an opponent, your only good choice is to attack hard or lose the advantage.

The OP of that thread asked that if an idea takes off, to make a new thread for it and leave that one for listing more missing ideas.

These are some of the comments:

Goth Guru wrote:
Combat manuver: Hostage. You roll to hit, then stop just short. Add the potential damage to your bluff. If your hostage has initiative on you they can grapple.
Epic Meepo wrote:
Withholding an Attack: Whenever you perform a standard action that lets you make a single weapon attack against a single target, you may choose to retroactively withhold that attack after seeing the results of your attack roll and weapon damage roll. If you withhold your attack, you can apply the results of your withheld attack at any time as an immediate action. You lose your withheld attack if you perform any standard or full-round action, or if you become unable to make your attack against your intended target for any reason.
Smilo Dan wrote:
How about, if you catch an opponent when it is flat-footed or denied its Dexterity modifier to AC, you threaten a critical hit (but need to confirm it normally).

To which Umbral Reaver pointed out:

Quote:
Improved invisibility for unlimited crits?
Stringburka wrote:

Readied Coup-de-Grace: As a full-round action you can ready to make a single attack against a single target that is standing still. You must designate the target and the intended attack when you take the action.

If you get to make the attack and the target is within melee range (or, if you're using a bow, gun or crossbow, adjacent), you automatically threaten. In addition, if the target takes damage from the attack it must make a fortitude save (DC10+damage taken) or die.

You cannot do a readied coup-de-grace if threatened, and if you're at any time threatened between when you take the action and when the attack occurs, treat it as a normal attack instead.

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