Rolan

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Organized Play Member. 280 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Liberty's Edge

Has anyone else needed to alter the caravan master's fate due to player emotional investment?

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I think I will just add extra encounters. Also, does the end encounter seem a little hard for third level characters to anyone else?

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It states that if the familiar makes an attack, it has a bonus equal to your level. I assumed that meant there were attacks the familiar can make. Also, does the manipulate ability allow use of weapons ranged or melee?

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I like the idea of both, but especially goblins. though I would prefer that the goblins were more Ferengi and less psycho...

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I have tried to research this to no avail. When someone stores valuable and currency in the Vault of Abadar, what process is used to retrieve them? is there magically verified paperwork like a bearer's bond, a key that is issued, or something else?

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make whole helps to heal them up. there are some modifications in ultimate magic that provide more hp.

http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/buildingAndModifying Constructs.html

bio modification heart provides one more hit point per hit die.

Liberty's Edge

I would recommend a point system showing which faction has greater influence at the current time. x result in an adventure adds points to faction x. if the players spend downtime resources from ultimate campaign, assign a point value towards one of the factions as appropriate. the largest point value is the faction in charge at the time.

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I just change the weaknesses and advantages of creatures to keep players from operating off of memorized monster stats. For example, a rare fire troll with flaming sword. instead of needing fire to bypass regeneration, they are vulnerable to cold that bypasses regeneration.

Adding psuedo organic mineral deposits to increase natural armor on creatures and is incluede in the dm description.

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Also, many of the crew who went with us on the man's promise have become officers and captains in our fleet.

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Our group has gone out of our way to recover and revitalize the fortresses that used to be controlled by the lady o tidewater rock and leave them in her hands. We are building her into a significant power in the shackles, although the dm seems uncertain how to modify the AP to account for this.

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A mad bomber alchemist who is a very orcish looking half orc. The suprise of the bombs allowed him or her to escape and hide as a manual laborer.

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I believe in our run through, we refused to fight owlbear, and loudly stated that we liked and respected him. He is now a shock trooper on one of the other ships in the fleet.

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That gives me an idea. A scientist who specialized in inter species genetic medicine...

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I would say to remember the many differences between a novel and an adventure, as most of the rest is already covered. Understand that the players will find a way forward that you never anticipated, an the adventure should be flexible enough to adapt.

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I have an area in my campaign that has concentrated dimensional instability due to a lot of ancient history. though I never thought to have adventures there due to the hazards of being lost in other dimensions and very nasty environmental hazards.

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Grenadier with a longbow for the martial weapon. point blank and precise shot. precise bomb is a must as there are always melee happy party members.

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I would think a black blade archetype magus would work well. somatic components can be used with a weapon in hand. and the intelligent blade may or may not be demonically tied. just a though.

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https://battlecollege.wikispaces.com/Timeline+of+the+Orgoth+Invasion

reminds me of this.

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There are many ways of granting immunity to mind effecting magic. since the character is notorious for using mind control, enemies know to prepare for the one trick pony....

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take an archetype that embraces corruption ;)

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Ship captain or property manager is my usual go to for cohorts.

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https://www.google.com/search?q=size+comparison+chart+of+sailing+ships& tbm=isch&imgil=6KHL9Au8pxyO9M%253A%253BXw_RMcSSkirZhM%253Bhttp%25253A%2 5252F%25252Fpirates.hegewisch.net%25252Fships_basic.html&source=iu& pf=m&fir=6KHL9Au8pxyO9M%253A%252CXw_RMcSSkirZhM%252C_&usg=__9isy2cW 2eWtjLC8azbvQ_0Y06ks%3D&biw=1920&bih=946&ved=0ahUKEwj_rKCygYLQA hUQ7mMKHQMOCXIQyjcILQ&ei=8aEVWL_wAZDcjwODnKSQBw#imgrc=APM4i5H0sWEZ7M%3A

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http://pirates.hegewisch.net/ships_basic.html
closest I have found so far.

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ships of the inner sea has some ship schematics for specific ships.

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http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo--- alchemist-discoveries/healing-touch-ex

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http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo--- alchemist-discoveries/healing-bomb

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I built a gunslinger with a large size double barreled musket for my nephew once. 6d6 base plus enchantments and feats as a single attack is not bad until above 8th level or so...

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start awarding small sacred bonuses to skill checks, savings throws, ect as appropriate. permanent bonuses here, temporary during boss fights there, ect.

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http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/heralds

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http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lor ds

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Iron Kingdoms uses a binary alchemical compound that burn really fast when mixed. perhaps that would fit the flavor more. I remember that alchemy is really common in the ebberon setting.

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for kingmaker, i added a home brewed " fey enhanced" template for random encounters and had every possible enemy humanoid go on and on about worshipping a mysterious lady. there is too little foreshadowing in the books themselves.

other than that, it was a blast for my entire group. plenty of room for me to replace and tweek the npcs fo long term roleplaying.

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Which sources as fortress based modules are rather rare in pathfinder?

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whichever three your group wants to play

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You may be able to trade time for more money when selling ships. if you travel to Riddleport or Magnimar where ships are less abundant, you may be able to sell for more than 50%.

Or if there are other pirates you may be able to trade for plunder worth more than 50% of the ships value.

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I am planning on rebuilding our flagship with two large paddlewheels and a magically everpowered steam engine. And will eventually build/purchase an airship.

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Our mutiny was only allowed to take place after returning supplies to the man's promise from the island as our dm insists that the module only allows fro the mutiny to take place at that time...

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I feel that book two is also a little thin. There should be at least suggestions for taking the other fortresses that were once ruled from the Rock as a start.

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Naga's Wrath for our first ship. Naga's Hammer for our second full sized ship. we never named the cutter we ended up selling.

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our scald managed to get married to the lady of the rock. the module mentions several fortresses that were lost to her after her husband died. our group wants to retake those fortresses for our new ally but the dm states there are no stats for these fortresses. has anyone found maps, npc stats ect for these fortresses?

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I was able to capture one of the giant wasps that attacked at rickety squibs. Does anyone have stories of taming and/or flying on one of the wasps? Just curious as many others have already run through this AP.

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Your characters in the AP start off shanghaid onto the ship. You could be any kind of traveler who has fallen into the pirate life.

My character is a semi exiled teifling nobleman from Cheliax. he is an alchemist and part of his confiscated black surgical bag is a degree in both alchemy and medicine from Egorian University. He has become an enthusiastic pirate after the mutiny on the man's promise. He is both the ship's surgeon and master of munitions.

I base his personality heavily on House MD.

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this order is taking a long time before it even leaves the warehouse... and now will need to wait until the 21rst to charge the account.

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this order is taking a long time before it even leaves the warehouse....

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I have an odd observation. since the ability to revive the Promethean alchemist's homonculous companion requires a pint of blood per hit die i have trouble with the time being only one hour. there are a maximum of 10 pints of blood in the average human body, and only one pint is safe to lose at a time. a generic hp loss seems more reasonable to me.

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I am concerned that the construct rider archetype and especially the spell knowledge discovery were made with excessively harsh costs. I have a hard time seeing the construct rider justifying the loss of three class features and reduced extract use.

Also alchemists already have a reduced number and level of slots so the harsh conditions on using spell knowledge seem a bit excessive. Is the alchemist really going to obsolesce the wizard with more reasonable spell access???

The flavor of both is really great and in some ways overdue, but i think the costs used were too high due to an unnecessary concern on game balance and niche protection.

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At least the new spell knowledge discovery should finally provide a caster level for alchemists, although only starting at higher levels.

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I have added an additional town run by a small group of Technic League wizards who have stolen and are exploiting secrets from Alkenstar. This will add steam engines and more ready access to standard firearms, as well as magitech devices.

Any suggestions or similar ideas from other dm's?

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Another thing, I have seen maybe one evil character cause problems in a party, and many, many paladins do their best to ruin everyone else's fun. sometimes even in all good aligned parties.

My opinion is that it is the lawful good characters that cause more problems and disruptions.

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There is always the fun of extra limbs discovery. two handing a weapon, using a light weapon, and using a shield all at the same time after selecting extra limb twice....

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